2. CAMPAIGN GAME

2.1 INTRODUCTION: The RR campaign game offers two or more players a series of interrelated scenarios dealing with the advance of the Royal Hamilton Light Infantry (RHLJ) and the subsequent counterattacks by the Panzer Lehr Division and the 116th (Windhund) Panzer Division, along the Goch-Kalkar market road during Operation Veritable in February of 1945. Using this system a variable number of scenarios are played, each simulating a part of the actual battle occurring on those days of the campaign. Up to three scenarios may be played per day.

2.11 BETWEEN SCENARIOS: Between Campaign Game (CG) scenarios, players make use of a special CG Phase called the Refit Phase (RePh) wherein each side takes stock of what has happened and prepares for further combat in the next CG scenario. In the RePh, Reinforcement groups (RG) may be purchased through the expenditure of Campaign Purchase Points (CPP).

2.12 CASUALTIES: The amount of casualties suffered in a CG scenario does not directly impact any aspect of the CG.

2.13 CG ROSTER & RG PURCHASE RECORD: The RR "CG Roster" and "RG Purchase Record" provided should be photocopied and used to keep track of RG purchased and CPP spent/remaining. Their use will be covered in more detail later in this chapter.

2.2 DEFINITIONS & ABBREVIATIONS: The following glossary explains abbreviations and important terms used frequently in the RR CG.

CG: Campaign Game.

CG Date: Each CG Date consists of the calendar (or Interlude) day plus an AM, PM, or NIGHT reference. One CG scenario maybe played per CG Date. Hence up to 3 scenarios may be played per day, one AM, one PM, and one NIGHT. See the Historical Weather Chart for possible CG Dates.

CG End: The CG Scenario End that occurs on the 26 AM CG Date, or if one side concedes CG Victory.

CG-LVP Total: The LVP calculated by adding the side's Current LVP Total to that side's previous LVP total. See 2.5033.

CG Roster: The sheet used to record information for each CG Date. During the RePh, one line is filled out per CG DATE.

CG-Scenario End: Occurs when both the CG scenario being played and the ensuing RePh steps (2.503) have occurred.

Coy (Company): An RG organization type.

CPP (Campaign Purchase Points): Used for purchasing RG in RePh step 2.518.

Current-LVP Total: The LVP value of all LVP Locations currently controlled by the side.

Depleted: A purchased RG received at less than Full Strength. Eligible: The status of an Entry Area enabling its use by aside.

Eliminated: Units/Equipment/Fortifications "Eliminated" in a CG are removed from that side's OB (i.e., are not Retained).See CG8 for DBA and CG21 for FB.

Enterable: A hex/Location that the unit in question could enter (disregarding its occupation by a fortification/enemy-unit) during a hypothetical MPh/APh. If defined in relation to a Setup/Entry Area (or a path of hexes drawn to/from/between such) the hex/Location must be Enterable along that path. A terrain-Blaze hex is not enterable.

Entry Area: See CG 17.

Equipment: Any SW/Gun/Vehicle that can be part of a side's OB. Any counter that can be portaged/driven/Manhandled about on the map.

Escape: The RePh process by which a unit attempts to exit an Isolated Location, No-man's land, an enemy Setup Area, or Uncontrolled Territory that it can not remain in, to a friendly Setup area or Eligible Entry Area.

FPP (Fortification Purchase Points): Used to purchase fortifications in RePh step 2.520.

Front Line Hex: A Setup Area hex that shares ≥ one hexside with ≥ one hex of an enemy Setup-Area/No-Man's Land/Uncontrolled-Territory hex.

Full Strength: A RG received in toto.

Holding Box: The off-map portion of an Entry Area.

Idle Date: A CG Date in which both sides have picked an idle chit (no CG Scenario is played).

Initial Scenario: The 19 AM CG Scenario gives each side's setup/entry restrictions, CG Victory Conditions, starting OB (including certain pre-determined RG), and SSR applicable only to that initial scenario.

Interlude: The period of time between Feb 21-26, 1945 in which historically there was very little fighting. Three CG Dates are possible during the Interlude.9

Isolated: A unit/weapon in a friendly Setup Area Location from which it can not trace a path of contiguous, Enterable,Uncontrolled-Territory, friendly setup area Locations to an eligible entry Area. A Location/hex/setup Area is considered isolated if an Infantry MMC would be isolated upon being setup therein.

LVP (Location Victory Point): The RR map has several hexes marked with a red dot that contains a white number. This number corresponds to the VP value of that hex.

No Man's Land: A non-Strategic Location within two hexes of both friendly- and enemy-Controlled Strategic Locations;2.5051.

OB (Order of Battle): All the units, Equipment and Fortifications of a side that are eligible to participate in the next CG scenario. Includes all Retained units and Equipment, plus all RG purchased since the last CG scenario.

Pltn (platoon): A CG RG organization type.

RePh (Refit Phase): The series of steps performed between CG scenarios. All rules beginning with 2.5 are RePh rules/steps.

Retained: All units, equipment and RG in a side's OB that are available for setup/entry in the next CG scenario. In RR such unit/Equipment is required to either set up in the Setup Area it was retained in or to enter at an eligible entry area [EXC: if shifted].

RG (Reinforcement Group): Usually a number of units/Equipment purchased as a group for use in the CG as additions to a side's OB. Also includes FPP, air support, SAN increase, OBA and Pre-Registered hex capability.

RG Purchase Record: The sheet used to record the units-in/information-for each CG RG type. One line is filled out for each RG purchased.

RR: Pertaining to the Riley's Road CG in the Operation Veritable Historical Study.

Sect (Section): A CG vehicle/ordnance RG organization type.

Setup Area: Each Strategic Location Controlled by a side, plus each non-Strategic Location hex that is within two hexes of such a strategic location but not within two hexes of an enemy controlled Strategic Location. Each such non-Strategic Location hex must also be enterable by Infantry from ≥ one Strategic Location of that Setup Area. Friendly Setup Areas that overlap/touch are treated as one Setup Area.

Shift: The RePh process (2.513) by which a Retained unit attempts to exit its current Setup/Entry Area to another friendly Setup Area or eligible Entry Area.

Strategic Location: Each building/rubble/entrenchment Location and crossroad hexes H10, AA24, and JJ11, and each Location that is occupied by a non-Abandoned immobile vehicle with functioning MA of ≥ 20mm (or functioning FT MA) and/or by a non-malfunctioned Gun, is a strategic location.

Strength: A Pltn/Sect/Coy/Troop RG is received at Full Strength unless Depleted (2.5191).

Troop: A CG vehicle RG organization type.

Uncontrolled Territory: All non-No-Man's Land hexes that are part of no Setup Area, i.e., are ≥ 3 hexes from all Controlled Strategic Location hexes.

Weapon: Any SW/Gun/Vehicular-armament using the IFT/TH table(s) to cause damage to the opponent.