The Race for Tunis
A CDIII Mini Campaign
Frank Chadwick, Greg Novak, Tom Harris, John Holtz et al
I. Introduction:
The Race for Tunis is designed as a CDIII game of the "Wilderness" type for use at a convention or other all day event. It is based on the actual "Race to Tunis" of late 1942, but with modifications in the map used as well as the troops. The mini campaign will be played out over a series of "days", using point to point strategic movement, and tabletop CDIII battles to determine the ownership of said boxes. The formations used in the course of the game will be a mixture of battalions, battle groups and kampfgruppes, each of which will be under the command of a single player on the tabletop.
The mini campaign will be played out over a series of "days". Each "day" will consist of a strategic inter phase followed by a tabletop CDIII game. Each day will start and end at a preset time, with no effort made to keep tables operating on the same tactical time. Each table will proceed at it's own best pace and attempt to get in as many turns as possible before the end of the "day". The mini campaign game will last until the onset of the Tunisian winter effectively shuts down the "Race to Tunis".
A suggested format for the "Race for Tunis is as follows.
The campaign will be held at a local convention on a Saturday with the following schedule:
The first "day" of the mini campaign is November 17th. Players are informed that the "day" will start at 8:00 AM and last until 10:00 AM. The second "day" of the mini campaign, November 18th, will start no later than 11:00 and last until 1:00. The third "day", November 19th, could start no later than 2:00 and last till 4:00. The fourth "day", November 20th, could start no later than 5:00 and last until 7:00. The fifth "day", November 21st, could start no later than 8:00 and last until 10:00. If wished the game could be carried over to the following Sunday. Players could take part in all of the "days" or chose to only play in some of them.
The breaks between "days" will be used for the strategic inter phase, reorganization of commands, setting up and taking down terrain, and allowing players to take a break. The Directing Staff reserves the right to modify the times in the best interests of the game.
Since the first "day" will be the most chaotic as the two sides attempt to devise a plan and commit their forces to battle, it is suggested that strategic inter phase for November 17th be carried out the night before, so that the Directing Staff and Tactical Referees will have things ready to roll the following morning.
II. Players: Participants may serve in any of the following roles for the "Race To Tunis":
II.1) Directing Staff: Those will be officials responsible for running the entire game and keeping it on track, passing out reinforcements, overseeing the strategic movement and controlling the tempo of the campaign. Two to four people will be needed for this role.
II.2) Tactical Referees: The officials responsible for running a table and the CDIII game fought on it. They will also be responsible to setting up and taking down terrain as needed. One to two referee's will be needed per table for this role, so a game running all six rows on the map will need from six (6) to twelve (12) referees.
II.3) Axis High Command: The player(s) who will direct the overall operations of the Axis forces, including air units if used. Since these players will only be active at the start of each "day", these players may also serve as tactical commanders or even as non players in the game. (At a convention for example venders might be recruited to perform these duties.) One to three players could serve in this role.
II. 4) Allied High Command: The player(s) who will direct the overall operations of the Allied forces, including air units if used. Since these players will only be active at the start of each "day", these players may also serve as tactical commanders or even as non players in the game. As mentioned above at a convention for example, venders might be recruited to perform these duties. One to three players could serve in this role.
II. 5) Axis Tactical Commanders: The players who will command the Axis forces on the tabletop using CDIII. Players will be assigned formations through the use of a "cigar box" system, and command them until they are reorganized or destroyed, after which they will be given a new formation. This process will continue throughout the mini campaign.
Depending on the number of tables in play, from six to eighteen commanders could be used, with a maximum of three players on a side per table. At the start of the campaign, fewer players will be needed as the troop concentrations will be lower - as the game continues the number of players can be increased.
The total number of Axis Tactical commanders MUST equal the total number of Allied Tactical commanders.
II.6) Allied Tactical Commanders: The players who will command the Allied forces on the tabletop using CDIII. Players will be assigned formations through the use of a "cigar box" system, and command them until they are reorganized or destroyed, after which they will be given a new formation. This process will continue throughout the mini campaign.
Depending on the number of tables in play, from six to eighteen commanders could be used, with a maximum of three players on a side per table. At the start of the campaign, fewer players will be needed as the troop concentrations will be lower - as the game continues the number of players can be increased.
The total number of Allied Tactical commanders MUST equal the total number of Axis Tactical commanders.
III. The Strategic Map:
The Strategic Map consists of a number of boxes which represent the terrain in Tunis over which the campaign will be fought. Some of the lower (southern) rows can be deleted if not needed due to a lack of players or troops. The terrain boxes and names serve as a representation of the actual area of Tunis. They are not 100% accurate but are designed for ease of play for the mini campaign. Each box contains the following information:A: Name of the box:
B: The type of terrain found in the box - either C for coastal, H for hills, P for plains, V for valley, or CH for coastal hills. Addition details on the terrain found in each box will found later in the rules.
C: Whether the box has a port located there - (port symbol)
D: Whether the box has an airfield present: Three runways indicate an all weather field, two runways indicate a grass (fair weather) strip
Boxes are linked by transportation routes, which are of two types. Black transportation lines which link boxes indicate indicate fair weather roads, while white transportation lines which link boxes indicate indicate all weather roads.
Units will be moved on the strategic map, but will fight on tactical tables using CDIII.
IV. Game Units:
As mentioned, the basic game units used in the course of the game will be a mixture of battalions, battle groups and kampfgruppes. These units will be preboxed ("the cigar box system) before the game, and divided into two piles. The first pile will consist of those boxes that will be used for the draw on the first day, after which they will be added to second pile that will be used for the draw of units for the remainder of the game. The High Command for each side will not be able to look into the boxes before they are drawn, rather it will be a case of drawing a box and finding out what is inside. Then the High Commander will assign the box in question to a player, along with any instructions and orders for the turn.See
Appendix 1 for lists and organizations of possible units. Note however that the list presented is not required units.IV.1. Special Notes for Axis Units:
IV: 1.1 German Units
: All German infantry stands in the Tunis Battalions are considered as leg infantry for weapons data. All other German infantry stands are either considered as Panzer Grenadier or Paratrooper depending on their unit. Engineer stands of the 11th Parachute Engineer Battalion are treated as parachute infantry stands. All German command infantry stands carry the M SS 41 ATR for their integral AR weapons.IV: 1.2 Italian Units:
The engineer stands in the 10th Arditi Regiment are considered as Guastatoti. The Marine infantry stands of the San Marco Regiment are treated as parachute infantry for weapons data. Italian units have no integral AT weapons.IV.2. Special Notes for Allied Units:
IV: 2.1 British Units:
All British command/other stands (ie command infantry, command engineer, etc) and all infantry stands have the Boys ATR as their integral AT weapons. British commando's and parachute infantry stands may use the US parachute infantry for weapons data.IV: 2.2 American Units:
The Ranger infantry stands are considered as parachute infantry for weapons data. Only American weapons stands at this point of the war are considered to have the 2.36" bazooka.IV: 2.3 French Units:
French units French units use the firing data from 1940. French units have no integral AT weapons.V. Playing the Game:
As mentioned, the game will use a compressed time sequence and will start on November 17th. The order of events within each "day" will be as follows: Preliminary Actions
Draw New Units VI.1
Roll for Weather VI.2
Strategic Movement
Tabletop Battles
Reorganization
VI. Pre-day Activities:
As mentioned, the order of events at the start of day will be as follows:VI.1. Draw new units for each side: The High Command of each side will draw new units, and determine where their starting point will be located. The number of new units will vary from turn to turn, with the following being suggested: (However only one unit should be drawn per free player but an equal number of Allied and Axis units be drawn). For each row of boxes to be deleted from the map, it is suggested that two be subtracted from the number of units drawn at the start of the game, and one be subtracted from the number of units drawn during the game.
Axis |
Allied |
French* |
|
November 17th |
12 |
8 |
5 |
November 18th |
7 |
6 |
- |
November 19th |
6 |
6 |
- |
November 20th |
6 |
6 |
- |
November 21st |
6 |
6 |
- |
November 22nd |
6 |
6 |
- |
November 23rd |
6 |
6 |
- |
November 24th |
6 |
6 |
- |
* These units will be deployed in Tunisia at the start of the game at Tabarka, Medjez el Bab, Pont de Fahs, La Kef and Tebessa. After the the first day, any additional French reinforcements will arrive as part of the Allied forces.
Newly arriving Axis units will start the "day" entering the game at points 1, 2, or 3, with the actual location being left up to the Axis High Command. Newly arriving Allied units will start the "day" entering the game at points A, B, or C, with the actual location being left up to the Allied High Command. Those units which have airborne or amphibious abilities may start the turn as their special abilities permit.
VI.2. Roll for weather. The Directing Staff will roll a D6, and consult the weather table listed below. Any game effects take place at the start of the turn:
Weather Table |
|
Date |
Chance of Poor Weather on D6 |
November 17th |
- |
November 18th |
1, |
November 19th |
1, 2, |
November 20th |
1, 2, 3, |
November 21st |
1, 2, 3, 4, |
November 22nd |
1, 2, 3, 4, 5, |
November 23rd |
1, 2 ,3, 4, 5, 6, |
November 24th |
1, 2 ,3, 4, 5, 6, |
After the first day of poor weather the following effects take place:
1. All tactical movement is considered to take place in light mud
2. Airdrops and amphibious landing may not be carried out.
On the second day of poor weather the following effects take place:
1. All fair weather airfields lose their ability to operate aircraft.
2. All fair weather strategic roads may not be used for motorized movement
On the third day of poor weather the following effects take place:
1. All tactical movement is considered to take place in medium mud.
2. All Air support missions are canceled.
3. The campaign ends at the end of this day:
The days of bad weather need not be cumulative for these effects to occur. Note that it might possible for the first two effects to happen at the same time.
VI.3. Strategic Movement: The High Command for each side will determine the destination of each of the new units as well as any of the existing units that wish to move, and the route that they will travel to get there. Units may not enter the game in a box held by enemy units, so the lose of any of the entry points will have a major impact on the game. The movement rates of the units are as follows:
VI.3.1: Motorized Units: Units which have motorized transport may move a total of 8 boxes by all weather road, or by all road links in good weather. They can continue moving until such time that they arrive in a strategic box in which enemy units exist or until they have moved a total of eight boxes. Once in action against the enemy, a tactical table will be set up and play using CDIII will commence.
After the second die roll which results in a poor weather result, the ability of the motorized units to use fair weather roads is limited. Motorized units using a fair weather road link count it as equal to four moves by all weather road.
VI.3.2: Non Motorized Units: Units without transport are limited to moving one transportation link per day regardless of type of road or weather. Rain has no effect on the strategic movement of Non Motorized Units.
VI.3.3: Special Movement Cases: A number of units when drawn will have special rules applying to their movement on the strategic map.
VI.3.3.1: Airborne Units: Several units come with the ability to be airdropped. These units can be moved to any strategic box (with certain exemptions) and dropped there after which they function as non motorized units. This function will be indicated within the unit's box when opened. Allied units may not be airdropped into Bizerte or Tunis, Axis units may not be airdropped on Tebessa or Bone.
Airborne units may drop once during the course of the game. If the weather table prevents their use as airborne units, they are considered as semi motorized units.
VI.3.3.2: Semi-Motorized Units: Several units are considered as semi-motorized. On the day that they arrive, they will count as motorized and move as such. Once they reach their intended destination, or encounter enemy troops they will lose their motorized status and function as non motorized units for the remainder of the campaign.
All non motorized French units which arrive as reinforcements during the game are treated as semi motorized.
VI.3.3.3: Amphibious Units (Allied Only): Several Allied units are considered as amphibious. On the day that they arrive, they may either be land at any strategic box marked as C or CH with the exception of Bizerte, Protville, Tunis and Sfax. Once they reach their intended destination they will function as non motorized units for the remainder of the mini campaign.
If the weather table prevents their use as amphibious units, they are considered as semi motorized units.
VI.3.3.4: Self Motorized Units (Axis Only): Non motorized Axis units which arrive on the first four days will have a chance of becoming motorized by commandeering vehicles from the French military or local civilian sources. To do so, a non motorized unit will be brought in at either Bizerte or Tunis, and a D6 rolled. If the number rolled is listed below on the table, that unit is given sufficient vehicles to allow it to move as a motorized unit. Units may only roll once on the table below, and units which arrive after November 20th may not roll on the table. Italian units add one to their die roll on this table.
Self Motorization Table |
|
Date |
Chance of Success on D6 |
November 17th |
1, 2, 3, 4 |
November 18th |
1, 2, 3, |
November 19th |
1, 2, |
November 20th |
1, |
VI.3.3.5: Captured or Stolen Vehicles: Non motorized units are free to capture or steal vehicles to allow themselves to be motorized as the game proceeds. Captured vehicles will be done at the referee's discretion - stolen vehicles may be acquired during the reorganization phase at the referee's discretion as well. Possible sources might include empty supply trucks, etc.
VI 4. Movement: All strategic movement is finished before any tactical battles are set up and ran. Movement is resolved in the following manner. When units encounter an enemy all movement will stop and the tactical battle will be set up in that box.
A. Move all motorized units one box
B. Move all motorized units one box
C. Land all amphibious units
D. Move all motorized units one box
E. Move all motorized units one box
F. Drop all airborne units
G. Move all motorized units one box
H. Move all motorized units one box
I. Move all non motorized units one box
J. Move all motorized units one box
K. Move all motorized units one box
VI 4.1 Contested Movement: At certain times in the game, units of opposite sides may be attempting to move into opposing boxes at the exact time - ie Allied forces moving from the Medjez el Bab box to the Tebourba box at the exact same moment that Axis units are attempting to move from Tebourba box to the Medjez el Bab box.
To determine which side goes first, do a die roll off, with a +2 modifier for the side that has more recon stands represent. Allow the winning side to determine when it wants to press forward to the attack, or stay in its starting box and receive the attack.
VII: Tactical Gaming:
Once the above has been resolved, tactical battles will be fought using CDIII on the different tactical tables. If on side is already present, the tactical referee will indicate the set up area for the defenders, as well as the areas that the attackers enter the table. If both sides are moving into the area, the tactical referee will run the operation as a meeting engagement.VII.1: Arrival of Reinforcements: For ease of play, assume that all stands which arrive during movement phase A-E are present before the start of the battle. Units that arrive during phases F to K can arrive on the following basis:
F: Air drop at the start of the game
G*: On the turn after 15 actual minutes into the game
H*: On the turn after 30 actual minutes into the game
I & J*: On the turn after 45 actual minutes into the game
K*: On the turn after 60 actual minutes into the game
* These units are assumed to arrive in travel march by road. If they wish to enter in a combat mode they must spend an extra 30 actual minutes waiting off the board edge. Note that non motorized units are not assumed to be moving in travel march. They can enter prepared for combat.
VII.2: Victory: Once the enemy's forces have been driven off the table, the winning side can claim victory and the losing side must indicate to which connected box they may fall back. Retreating troops must control the exit that they use to depart. If both sides remain in contact at the end of the "day", combat including the arrival of any reinforcements continues on the following "day".
VII.3: Withdrawals: During the inter phase at the end of a "day" a side (or both) may choose to withdraw from a strategic box. They will inform the tactical referee of that fact and the adjacent strategic box to which they wish to withdraw. Retreating troops must control the exit that they use to depart.
VIII: Reorganization:
After the tactical gaming has been finished for the "day" the troops involved on each table (strategic box) can be regrouped and reorganized.VIII.1: Regrouping: Regrouping at the end of the day will be done in accordance to rule 12.4, with the exception that all combat stands (non support) will be regrouped as rifle stands unless two stands of the same type exist..
VIII.2: Reorganization: Once regrouping is completed, players within a strategic box can cross attach units and reorganize their commands as they wish. Since casualties are not replaced, commands may be consolidated together and players who are freed up are returned to their rear areas to pick up new units on the following "day".
VIII.2.1 Axis Reorganization: German and Italian units may be cross attached to one another during the reorganization phase, provided that the basic rules of CD 3.21 (Chain of Command) are followed. (For example, battalions can not be attached to other battalions, but can be attached to regiments.)
VIII.2.2 Allied Reorganization: British and American units may be cross attached to one another during the reorganization phase, provided that the basic rules of CD 3.21 (Chain of Command) are followed. (For example, battalions can not be attached to other battalions, but can be attached to regiments.) French units can only be attached to American or other French units, they may never be cross attached to a British unit, or take command of a British unit.
VIII.2.3 Artillery Abilities: In the course of cross attaching units, artillery units of one nationality may find themselves in a position where commanders of another nationality will be in position to issue CALL FIRE orders due to the chain of command. In all cases where this may occur, the stand calling fire is considered one level lower than it actually is.
Example: Two Italian infantry companies are attached to a German infantry battalion. The command infantry stands of the Italian infantry companies will be treated as any personnel for purposes of calling fire from the battalion weapons.
IX: Supply:
The following rules will apply for supply.IX.1: Small Arms Ammo, Food, and Fuel: For game purposes supply concerns will not include these items unless special circumstances apply. Specific examples where loss of supply would be considered would include being trapped and cut off behind enemy lines for an extended period of time. In this case the Directing Staff will determine the effects of the loss of supply on fire, morale and troop rating.
IX.2: Artillery Ammo: Artillery ammo, including those weapons carried by AFV's, will be kept track of during the game. Weapons that are out of ammo will not be allowed to fire. Units with supply vehicles will need to determine their ammo loads when they enter the game and may resupply from these vehicles
IX.3: Engineering Stores: The use of engineering stores (mines and barbed wire) will also be kept track of through the course of a game. A unit which places mines or wire may retrieve them, but only by remaining in the Strategic Square for a day and doing no other movement. All engineer units are limited to the amount of engineering supplies that they bring forward with them.
IX.4: Supply Column: During the course of picking for new units, a number of the boxes will contain a supply column in addition to other units. Supply columns will contain a number of vehicles with a stated capacity in tons. These supply tons are, once brought to the front, converted at that time to specific types of ammo chosen by the player(s) that they are delivered. The transport vehicles remain with the units that they are assigned to for the duration of the mini campaign until they are empty. When they are empty, they are removed from play.
X. Victory
: The campaign ends when the time allotted to play runs out, or at the end of the third "day" of rain, which ever comes first. Victory is determined by comparing the point value of each box held by the Axis players to the point value of each box held by the Allies. All held boxes must be in supply to count for victory points, with supply defined having a controlled line of boxes connecting to either points 1, 2, or 3 for the Germans, or A, B, and C for the Allies.Each roll of boxes has a point value given first for the Allied side and then for the Axis side. Each box in the Bizerte/Tunis row therefore has a basic value of only one (1) Victory Point to the Axis side, but sixty-four (64) Victory Points to the Allied side. Likewise each box in the Bone/Tebessa row has a basic value of sixty four (64) Victory Point to the Axis side, but one (1) Victory Points to the Allied side.
The worth of any box is doubled if it has an all weather airfield or a port in it. Boxes that have both an all weather airfield and a port count four times the listed value. Hence Bone would count four (4) points for the Allies, and two hundred and fifty-six (256) points for the Axis.
Victory is determined on the following basis:
If the Allies have at least twice as many points than the opponent: Major Allied Victory
If the Allies have at least 50% more points than the opponent: Minor Allied Victory
If the Allies have between 25% to 50% more points then the Axis side: Draw
If the Allies have more points than the Axis players, but nore more than 25% more: A Minor Axis Victory
If the Axis side has more points than the Allied players: A Major Allied Victory
Historically the campaign can be considered a Draw: