Fulda Gap Campaign - Team Yankee

The Fulda Gap Campaign is a dynamic campaign where battlefield results will affect the overall direction of the campaign. The campaign will last a total of 24 games representing the initial 3 days of ground combat in the US V Corp Area between the towns of Bad Hergsberg and Fulda, West Germany. It is being run by a Campaign Manager and we have 8 initial players, 4 US and 4 Soviets. One player on each side is the Force Commander and gets to decide how resources is distributed. Each week the campaign requires a minimum of 4 games. The scenarios for these games have unique special rules which include additional units which are called campaign units to note their difference from units in a normal force.

Each week the players are sent a personal campaign briefing by the Campaign Manager which will include the game map and what campaign units they will have access to. At the beginning of the turn the two Force Commanders and the Campaign Manager will get together and determine what air campaign units each side will have. Then the Force Commanders decides from what is available to their side what asset each player will get. Campaign aircraft are not allowed to loiter and do not count towards victory points. Campaign Strike Aircraft automatic come in on specific turns with specific numbers, despite possible losses earlier in the turn. For example if a US player gets 2 A-10s on turn 1 and 3, if they were destroyed in turn 1 the player will still automatically get 2 A-10s on turn 3. For Campaign Helicopters, they show up on a specific turn with a specific number. Once they show up, helicopters stay for the rest of the game and act normally (except for not being allowed to loiter).

Another unique rule of this campaign is that both sides have access to Off-Board Artillery. After rolling for the force strike aircraft, players need to roll for Off-Board Artillery. US gets artillery on a 5+ while Soviets get theirs on a 4+. The US artillery always have access to Copperheads. The size of these Off-Board batteries will be described in the campaign briefing. Also armies get 1 free observer to their list. Lastly a player can get up to 25 additional points in their game. These points can be use to purchase any legal unit outside of a normal force organization chart. US and Soviets each starts with 250 points to spend for the campaign. These are a one-time bonus and the Force Commanders can distribute these points however they wish.

Game Play

The campaign briefing is secret so the opponent don't know what Campaign Units he is up against. Any additional points is reveal at the start of the game. Aircraft assets are reveal at the time they show up. The campaign briefing will also have what type of mission to play, where each side is to deploy and a map of what the battlefield should look like.

Each round will have a link to the battle I participate in and a summary of the other three. Any other important campaign information that happened in that round will also be included.

Round 1

Local Map


My game - Battle of Teufelsberg-Pietzeistein Forest

Round 2

Local Map


My game 2 - Defense of Mittelaschenbach

Round 3
Campaign map


Local Map


My game 3 - Breakthrough at Mackenzell

Chris vs Tray Map

Final Round

The Finale

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