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Jared Lynn 

     German  ???

George Mutch    German  no (Please Bring pak40s)

Andrew Oates    British         no (Please bring 6pdrs)

Mark Chandler   British         yes

Karsten Zeidler German  no

Adrian Stacey   German  ????

Ron Trainer     British         no

Ara Harwood     British         no (can you send me a list of your possible reserves)

Brett Wilson    British         no

Marcus Phillips German  no

Adam C  German  No

Jarred (Ara’s mate) British     ???

Peter R         ??????          ??? (How many others are coming Peter? Do you need mini’s?)

When you get to the school (its across the road from bunnings) follow the signs to the pool…there is
basically a road which goes all the way around the back of the school…when you get to the 2 big green
sheds park! (we are in the aircraft hanger like building)

Rules update below:

MEGAGAME 2008

Date: Sunday 23rd of November 2008

Time: 9am until 5pm

Cost: $10

Venue: Mornington Secondary College (Learning Centre)

The game will be a rough historical game set in Sicily in 1943, pitting British Forces against Germans. It is
not meant as a simulation, simply a way to give some sort of focus to the game. filed commanders will need
to provide themselves with a 650 point force of either German or British troops drawn front the Afrika
book. Forces selected must be infantry based and contain only Combat and Weapons Platoons. All support
troops will be assigned from a central pool as the game proceeds. If you do not have access to troops to
make force please contact us and we will make one avaliable for you.

The game will require a significant number of additional troops (support platoons) and we are asking all
players to consider loaning platoons for the day. Troops loaned will go into a central pool which will then
be given to various players by GHQ staff durring the game. All loaned troops will be placed into a
movement tray and kept seperate from other troops, as they are removed from the table as caualties they
will be placed back into their movement tray. Once destroyed they will be returned to GHQ for safe
keeping. If every player provides 2-3 support platoons then it will make the game work well, we do
however understand that some people will feel uncomfortable with others using their figures so do not feel
like you must provide support platoons.

Provisional Rules: Updated 4-10

Mega Game 2008 Version 1.3

Introduction.

Players:

The game is played with two sides each made up of multiple players (5-10 per side)

Each side will need to create a GHQ staff (2-3) and field commanders (everyone else)

The GHQ staff will be responsible for devising strategic goals and parceling out support troops.

Field commanders will actually fight table top battles.

Forces:

Each field commander will be provided with (or will provide their own) a basic infantry force of their
nation. (Infantry, Para, Mechanized Infantry, Engineers) [Drop us an email if you are unsure]

Each force will be built to a maximum of 650pts and may contain only:

HQ

Combat Platoons

Weapons Platoons

Each side will then have a number of support and divisional based assets which can be assigned to field
commanders by GHQ staff.

Map:

The game will be played on a massive table with sections representing approach roads and the actual front
line areas.

Deployment:

Forces moving across the map/tables will move as blinds. A blind is a piece of cardboard representing the
unit. In each command phase each blind in line of sight of an enemy formation must make a skill check to
remain as a blind. A unit within 40cm of an enemy is automatically deployed. A force on a blind must
deploy with all bases under the blind template frontage, but may deploy teams behind the card depth.
Troops can deploy from a blind in any time in their turn. Only troops deployed on the table can fire or be
targeted by fire. Blinds will be 20cm x 10cm
Transports:

In a traditional FOW game transport platoons can be “Sent to the rear” in mega game transports must be
moved and will remain on board. If a player chooses to send transports to the rear then they are no longer
avaliable for the remainder of the game.

Strategic Movement:

Troops move as blinds using pregenerated movement rates:

Cross country at normal speed

Along roads at double normal speed

Each blind will need to have the general troop type and its various move rates listed. (Cards will be
provided which list movement rates)

Turn Sequence:

One turn clock will be used for the entire game. The nominal attacking force for the day will move first in
all sectors.

Setup:

Forces deploy (on blinds, or in place depending on circumstances)

Adapted turn Sequence:

Strategic Phase: All messages written and sent to GHQ/Local commanders.

Aircraft are assigned/returned

Artillery is committed

Reserves are deployed

All blinds must make a skill test to remain as blinds

Standard FOW game turn (both sides act)

Each standard FOW turn will be limited to 10min. At the 8min mark all current actions will be finalised
and no new actions may be started. This will force palyers to prioritise their actions and will make for a fast
paced game.

Reserve Pool:

GHQ will hold many platoons in its strategic reserve. These can be held beyond the immediate theatre (off
table, in the reserve sector).

Assigned to field commanders for localized use.


Replacements:

No replacements are available for troops other than a field commanders base force. For each turn a field
commander spends with his force unegaged on a approach sector one platoon may be brought back up to
strength.

Each platoon brought back up to strength counts as a manpower usage and must be recorded by GHQ.

Engineering:

Each side has a pool of mines and wire at the start of the game. Combat engineers can lay Mines/wire at the
rate of one section per platoon per turn. They can also construct trenchlines at a similar rate. A Skill test is
required to successfuly complete this action. Other infantry forces can dig in over the course of 1 turn.

Artillery:

Each artillery battery will be assigned a template. Templates will be either assigned to individual field
commanders or used the GHQ staff to interdict rear areas. Each field commander will have an observer as
part of their base force. Artillery can be either called in by the observer or the company HQ. When multiple
artillery batteries are assigned to a single filed comander then the templates must either be placed side by
side (requiring on a single spotting role). If multiple targets are selected then onemust be obsered by the
company commander and the other by the assigned observer.

Interdiction fire is plotted by GHQ and is done in the strategic phase of each turn. Interdiction fire must be
targeted at a specific geographical feature. There is a 1 turn delay before interdiction fire arrives. At the
start of the game interdiction fire is plotted before any enemy forces are deployed. Interdiction fire uses a
standard fire template. No troops may pass through an interdiction fire template. Troops caught under an
interdiction fire template cannot move.

Exiting the rear of the battlefield:

Each platoon which successfully exists the enemies rear table edge counts towards victory. In addition each
platoon which exits in this way can be added back into the forces reserve pool.

Victory:

Victory will be determined by comparing the following things:

Objective victory points held on the various tables

Expended manpower reserves

Points for exited platoons

Destroyed reserve platoons

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