Chicago Dice

Rolling in the Windy City since 2015

Campaign Rules

Objective

The goal is to hold the most Territory at the end of the campaign. Territory is won by playing games and the force you use during each game is pulled from your Company.

How to build your Company

First, choose a Theater Selector. Tank/Armored Platoons are not allowed.

Second, create a 2,000-point Company that includes a Company HQ, Platoon HQ and Additional Units.

  • Company HQ:

1 Major or 1 Captain

2 Infantry Squads

  • Platoon HQ:

2 Platoon Commands (1st or 2nd Lt.)

4 Infantry Squads

  • Additional Units:

Any other units listed in the Theater Selector you selected.

Captain, Major and Lts must be of equal or greater troop quality than the Infantry Squads in their HQ.

Infantry Squads must be selected from those listed in your Theater Selector.

Additional units are limited to double the number listed in the Theater Selector. For example, if the Theater Selector allows 0-2 Snipers, you may include 0-4 Snipers in your Company.

Starting Company units can be of any quality, however, Veteran units must be fully painted (3 color and based, tabletop standard). The only exception to this is for units that MUST be purchased as Veterans (American Airborne, German Pioneers, etc). These do not have to be painted in order to include them in your Starting Company.

Free units are not to be represented as a part of the Company and are only attached at the beginning of a battle and then removed at the end.

Campaign Turns

The Campaign will take place over eight turns. Each turn lasts one week. During a turn players will play games and capture Territory. To capture Territory, you must play at least one game that week.

Preparing for a battle

Battles are played using a single Theater Selector Reinforced Platoon created from the units in your Company. The point level for the game is determined by the players. Please note, your army list for any given game must follow the restrictions in your Theater Selector, regardless of the units available in your Company.

For example, two players agree to play an 800 point game. Both players will then create an 800 point single platoon following their chosen Theater Selector, using units available in their Company.

Keep in mind – these are your games! If you and your opponent would like to play a double Platoon game, or a game where forces follow a Combat Patrol Platoon, go for it!

Post Battle

  1. Gain Logistics Points
  2. Capture Territory
  3. Surviving units gain Experience
  4. Roll for casualties
  5. Spend Logistics Points
    1. Replace casualties
    2. Recruit new units
  6. Update Company Roster

1. Logistics Points

Logistics Points are the currency used to replace losses and call in reinforcements. These points are earned at the end of each battle and can be saved for later use. Logistics Points are earned as follows:

  • Loss – 150 Logistic Points
  • Draw – 200 Logistic Points
  • Win – 250 Logistic Points

A player only earns Logistics Points for the first three games played each week.

Keep track of your current and total Logistics Points on your Company Roster.

2. Capture Territory

The amount of Territory won after each game depends on the Campaign week.

  • Week 1 – d10 Territory
  • Week 2 – d8 Territory
  • Weeks 3-8 –  d6 Territory

After a game, the winning player rolls a die according to the chart above and then claims that many new Territories. The player that lost the battle receives half the number of Territories rolled, rounding down, these must be unclaimed Territory. In the event of a Draw, roll one die and split the number rolled, rounding down to a minimum of 1 per player.

Players are allowed to play as many games per week as they would like. But a player can only gain Territory from the first three games played each week.

For weeks 1 – 3 a player can only take one player controlled Territory from each player, each week. Additional territory capture must be of unclaimed territories.

For weeks 4-6, a player can only take half the number rolled (rounding down) of Territory from each player, each week.

For weeks 7-8, a player can take the full number of Territories rolled from each player, each week.

You can only take Territory adjacent to Territory you control. You can only capture Territory from a player after a game in which you defeat them directly. Unclaimed territories can be taken as part of your weekly captures after any game, regardless of who you played that week. So if you win a game in week 2 and roll a 5 on your D8 for number of territories captured, you could claim 5 unclaimed territories (starting with one adjacent to your territory) or you could claim 1 from your opponent (if adjacent) and 4 unclaimed territories. If you are able to reach your opponents territory with the number rolled on your territory die, you could also claim from them that way (capturing the territory between your territory and theirs and still having a claim left over to take their newly adjacent territory).

The Map

Every territory on the map will be numbered. Some of these territories have higher value than others, detailed below.

Capitals

Every player has a Capital. A player’s Territory begins at their Capital. If at any time, a players Capital is occupied by another player, the occupied player suffers a 10% points detriment during all games until they recover their Capital. For example, if you play an 800 point game, your opponent gets 800 points and you get 720 points.

When attacking a players Capital, you will always play the Attacker / Defender mission Point Defense. The person who currently owns the Capital being attacked will always be the Defender. The Defender will suffer a preparatory bombardment on a 2+ per the normal scenario rules, however as they are attacking a fortified Capital, the Attacker will always suffer Preparatory Bombardment as well. As the mission calls for First Wave, the Attacker will suffer this preparatory bombardment at the start of Turn 2, after their First Wave has arrived on the table.

If you hold a players Capital, it counts as five Territories when calculating the winner of the Campaign.

Strategic Locations

There are a number of Strategic Locations on the map. Each locations provides a bonus to the player that controls it.

  • City: Counts as three Territories when calculating the winner of the Campaign
  • Sea Port/Airbase: +25 Logistics Points per week (maximum of + 100 Logistics Points from Ports/Bases per Campaign turn)
  • Field: +1 to the roll to Recruit an Infantry unit (HQs, squads, and infantry teams) (each Field can only be used once per Campaign turn)
  • Factories: +1 to the roll to Recruit a Vehicle (each Factory can only be used once per turn)
  • Train Depot: Re-roll the die to see how many Territories you capture after a victory (You cannot re-roll a re-roll)

Cut Off

If at any point during a Campaign turn, a player’s Territory is no longer contiguous, the isolated portion of the Territory is considered Cut Off. The player has until the end of the next Campaign Turn to reconnect the Cut Off Territory. If the player does not reconnect the Cut Off Territory, that Territory becomes unclaimed.

3. Unit Experience

After each game, any unit that survived gains Experience. Different units gain Experience in different ways, depending on unit type. Keep track of experience gains during your games and total them up at the end of each game to add to your unit’s experience pool.

Infantry and Artillery gain Experience by:

  • 1 Exp – Unit Survives the battle (can be earned once per game)
  • 1 Exp – Unit inflicts casualties on enemy unit (can be earned once per game)
  • 1 Exp – Unit destroys enemy unit via shooting
  • 3 Exp – Unit destroys enemy unit via assault

Officers/HQ units also gain Experience by:

  • 1 Exp – Officer successfully initiates ‘You Men, Snap to Action!’ resulting in an enemy unit taking casualties (can be earned once per game)
  • 1 Exp – Officer uses Morale Bonus to assist friendly unit in a successful order test, morale check, or rally (not including Officer’s unit) (can be earned once per game)
  • 1 Exp – Medic successfully saves a casualty (Must be a medic, not from First Aid bonus skill) (Can be earned up to 3 times per game)

Vehicles gain Experience by:

  • 1 Exp – Vehicle Survives the battle (can be earned once per game)
  • 1 Exp – Vehicle inflicts casualties on enemy Infantry or Artillery Unit (can be earned once per game)
  • 1 Exp – Vehicle destroys enemy Infantry, Artillery, or Soft-Skin Vehicle
  • 3 Exp – Vehicle Knocks Out an enemy Armored Vehicle

Spending Experience

Experience can be spent by Infantry and Artillery in the following ways:

  • 5 Exp – Move up in troop quality (Inexp. to Reg., Reg. to Vet.)
  • 5 Exp – Purchase an Infantry Bonus Skill
  • 10 Exp – Purchase a second Infantry Bonus Skill
  • 15 Exp – Purchase a third Infantry Bonus Skill

Experience can be spent by Tanks and Armored Cars in the following ways:

  • 5 Exp – Move up in quality (Inexp. to Reg., Reg. to Vet.)
  • 10 Exp – Purchase a Combat Vehicle Bonus Skill
  • 15 Exp – Purchase a second Combat Vehicle Bonus Skill

Experience can be spent by Transports in the following ways:

  • 5 Exp – Move up in quality (Inexp. to Reg., Reg. to Vet.)
  • 5 Exp – Purchase a Transport Vehicle Bonus Skill
  • 10 Exp – Purchase a second Transport Vehicle Bonus Skill

Becoming Veteran – As a unit moves up in troop quality, the unit may only become Veteran if the unit is painted to Tabletop Standard (three colors and based). Units that start out as Veteran (American Airborne, British Commandos, Soviet Assault Engineers, German Pioneers, etc.) are exempt from this rule if they are in your starting Company. It is recommended that you paint these Veteran squads.

Bonus Skills

Bonus Skills are decided by rolling a d6 on the appropriate chart. If the unit already has the Bonus Skill, roll again. The maximum number of Bonus Skills for Infantry and Artillery is three, the maximum number of Bonus Skills for Vehicles is two.

Infantry Bonus Skills:

  1. Stubborn – If forced to take a morale check, they ignore negative morale modifiers from pin markers. Remember that order tests are not morale checks.
  2. Fieldcraft – Units with Fieldcraft using Hidden Set-Up may start the game already in Ambush. In addition, in the first turn of the game, all Fieldcraft units treat all Rough Ground and Obstacles as Open ground for the purpose of movement.
  3. Tough Fighter – When a tough fighter scores a casualty in close quarters against infantry or artillery, it can immediately make a second damage roll.
  4. Behind Enemy Lines – When Outflanking, ignore the -1 modifier to the Order test for coming onto the table (American players re-roll this as this skill is already incorporated into your National Rules – Modern Communications)
  5. Resolve – If the unit possess any pins at the end of each turn, roll a single die. On the roll of a 5+, a single pin marker is removed.
  6. First Aid – Every time the squad receives casualties from small arms, roll a single dice. On the role of a 6, one casualty may be ignored. This skill can be used in addition to a medic.

Artillery Bonus Skills:

(Please note: Mortar units are not considered Artillery in Bolt Action, they fall under the category of Infantry)

  1. Stubborn – If forced to take a morale check, they ignore negative morale modifiers from pin markers. Remember that order tests are not morale checks.
  2. Mountain Gun – Treats rough ground as open ground. (Players should discuss before game if they think some terrain does not apply, such as water features, etc)
  3. Prepared Positions – The crew has dug out cover effectively, and counts as having a gun shield. If the gun already has a gun shield, it counts as providing protection from the front and sides of the gun.
  4. Enhanced Sights – This unit takes no penalty for firing at long range.
  5. Steady – This unit does not suffer a penalty for only having one crew member remaining.
  6. Resolve – If the unit possess any pins at the end of each turn, roll a single die. On the roll of a 5+, a single pin marker is removed.

Soft-Skin Combat Vehicle Bonus Skills:

  1. Wheelman – May make an extra pivot as part of an Advance or Run order.
  2. Resolve – If the unit possess any pins at the end of each turn, roll a single die. On the roll of a 5+, a single pin marker is removed.
  3. Forward Scout  – This vehicle may make an Advance move (without shooting) after deployment but before the start of Turn 1.
  4. Behind Enemy Lines – When Outflanking, ignore the -1 modifier to the Order test for coming onto the table (American players re-roll this as this skill is already incorporated into your National Rules – Modern Communications)
  5. Shoot n’ Scoot – Can fire then move as part of an Advance order.
  6. Recce – This unit gains the Recce special rule.

Armored Combat Vehicle Bonus Skills:

  1. Armored Cupola – This unit does not count as open-topped when firing its pintle mounted weaponry. If this unit does not have the option to take a pintle mount, re-roll this skill.
  2. Resolve – If the unit possess any pins at the end of each turn, roll a single die. On the roll of a 5+, a single pin marker is removed.
  3. Maximum Impact – Once per game the vehicle may increase the main gun damage modifier by D3. This is selected before the roll To Hit. (Re-roll this skill if vehicle does not have weaponry with a penetration modifier)
  4. Bulldozer – This vehicle always counts as passing the Order Check to Tank Assault another vehicle regardless of the number of Pins. No check is needed, and 1 Pin is removed. (Re-roll this skill if your vehicle is armor 7, as it cannot Tank Assault vehicles).
  5. Lucky – The first time this vehicle takes a penetrating hit, reduce the number rolled by 1 on the Damage Chart. (First time each game)
  6. Recovery Vehicle – Add +1 to the roll to see if this vehicle survives during the Casualties Phase.

Transport Vehicle Bonus Skills:

  1. Wheelman – May make an extra pivot as part of an Advance or Run order.
  2. Resolve – If the unit possess any pins at the end of each turn, roll a single die. On the roll of a 5+, a single pin marker is removed.
  3. Forward Scout  – This vehicle may make an Advance move (without shooting) after deployment but before the start of Turn 1.
  4. Getaway Driver – This vehicle can make an advance move during its activation even if troops have embarked on it this turn.
  5. Dedicated Gunner – This vehicle may fire two weapons instead of one, even when empty. If this vehicle cannot take more than one weapon, re-roll this skill.
  6. First Aid – Every time a friendly Infantry Squad receives casualties from small arms within 6”, roll a single dice. On the role of a 6, one casualty may be ignored. This skill can be used in addition to a medic.

4. Casualties

After battle, roll a d6 for every model that was removed during the game. Make your rolls one unit at a time. Do the same for vehicles that were Knocked Out.

  • For Inexperienced models, they survived on a die roll of a 6+
  • For Regular models, they survived on a die roll of a 5+
  • For Veteran models, they survived on a die roll of a 4+
  • Vehicles that were Knocked Out during the game will survive on a 4+ regardless of quality.

Painted unit bonus: If the unit is painted, add a +1 modifier to the roll.

When taking casualties in a unit, there is a possibility that weapons will be left behind on the battlefield. If you have purchased weapons in a unit (SMGs, LMGs, etc), your men will recover as many as they can. Each man can carry one weapon back from the battle. If your unit had 5 purchased weapons (4 SMGs, and an LMG as an example) but only 3 men survive, you will have to pick up to 3 of those weapons to recover, and the rest are lost. If all models from an infantry team or unit die, that unit is wiped out, its weapons are lost, and it should be removed from your company roster.

When rolling for Artillery crews and Infantry Teams (MMGs, Mortars, etc) roll for each individual crew member when determining casualties.

5. Spend Logistics Points

In order to improve your Company, you will have to spend your Logistics Points.

There are three ways to spend Logistics Points: Replacing casualties, Recruiting new units, and Requisitioning equipment.

Replacements

Requesting replacements is how you replenish your depleted units. Doing so uses Logistic Points. Logistic Points are equal to the point value of what is being replaced. For example, 4 Regular infantrymen with rifles will cost 40 Logistic Points.

Due to limited manpower, sometimes the replacements you receive will not be the same quality as the troops that were lost. To represent this, if more troops are being replaced than are left in the squad, roll a d6. On a 4+, the replacements are the same level as the current squad; on a 1-3 the unit loses a single level of experience. Veterans can potentially drop to Regular, and Regular can drop to Inexperienced. If the unit is already Inexperienced, you do not have to roll for experience loss.

When men are lost from an Infantry Team or an Artillery crew, they are replaced as though they were infantrymen. As an example, if you have a Veteran Light Howitzer with a 3 man crew, and 2 are lost, you can replace them for 13 points a man (the cost of a standard veteran infantryman each). If more than half of the crew or team is lost and is replaced, roll to determine whether the unit loses an experience level.

Reinforcements

The second way to spend your Logistics Points is through recruiting new units to reinforce your Company. Units can be recruited into your available slots in your Company allowance. As an example, if your chosen Theater Selector allows you to bring 0-2 Snipers, you can have 0-4 in your company. You cannot recruit above this limit, if you have 4 snipers, you cannot recruit another sniper. In order to recruit a new unit, you will spend the Logistics points for the unit you want, using the cost of the unit from your appropriate Army book. (For example, the average 10 man Regular rifle squad will cost you 100 points). You cannot recruit new units as Veterans unless they are fully painted (3-color/based) or can ONLY be purchased at Veteran quality (American Airborne, German Pioneers, etc).

Once you spend the points, roll on the table to determine if the request was granted.

  • Infantry/HQ/Infantry Teams: Roll 1d6 for the unit. On a 5+, the requested unit arrives.
  • Soft skinned vehicle or artillery crew: Roll 1d6, on a 3+ the requested Artillery unit or soft-skinned vehicle arrives
  • Armored Vehicle: Roll 1d6, on a 4+ a new armored vehicle arrives

Apply any modifiers you have earned by controlling Strategic Territories to these rolls. Please remember, the logistics points are spent even if the unit does not arrive.

Please note: You cannot add more models to a unit the turn it is added to your Company. If you recruit a unit of five Regular riflemen, you cannot add more men to that unit until the following week.

Painted unit bonus: Apply a +1 modifier to your roll to recruit a new unit if that unit is painted. This is being done on the honor system, if you recruit two infantry units and only have one painted infantry unit ready to play, do not apply the bonus to both.

Similarly to replacements, there is no guarantee that the new unit you are recruiting will be of the quality that you requested. When you successfully recruit a unit, roll on the table below to determine the quality of the unit you have recruited.

  • Infantry/HQ/Artillery D6 roll –  1: Lose one level of Experience, 2-6: arrived at the requested level.
  • Vehicles D6 Roll – 1-2: Lose one level of experience, 3-6: arrived at the requested level.

Add the unit you requested to your company sheet at the base cost that you requested, and then adjust their experience level as needed based on your quality roll.

Requisition Equipment

You can also spend your logistics points on upgrades for squads and vehicles. Any upgrade available to a unit or vehicle can be purchased using logistics points. For example, SMGs, LMGs, anti-tank grenades, pintle-mounted machine guns, mine flails, and any special rules available to a squad such as Stubborn or Mountain Troops. Equipment and special rule requisitions are always successful, the cost is the appropriate points cost in your army book. Be sure to note these upgrades on your company roster, as the unit now has them, and in the case of equipment, it could be lost.

Update Company Roster

  1. Update unit sizes
  2. Update unit troop quality
  3. Update unit experience
  4. Update unit equipment and skills
  5. Remove destroyed units
  6. Add Recruited units
  7. Update Logistics Points
  8. Update Game Log
  9. Update Campaign Map (Facebook post, detailed below)

6. Submit Results and Claim Territory

Each week, in the campaign Facebook group, there will be a pinned post on which to comment your territory gains. You and your opponent will both have to comment on the thread claiming desired territory, in the format shown below. It is highly encouraged that you post as quickly as possible after your game, because territory will be allocated based on first come first serve. Therefore, it is encouraged that you check the previous comments before claiming territory, so you do not attempt to claim something that someone else has already taken (unless you have defeated them in a later game and are now eligible to take that territory). Please note, you have to finish your game before posting results.

Results posts should be formatted as follows:

Date game was played, location game was played, opponents name, game result, territory die roll result, territories claimed.

Example post:

5/13/19, Tyton Games, Andrew Verticchio, Win, 6, Territories: 42, 43, 50, 51, 52, 54

All games must be submitted to the comments by 11:59pm CST on the Sunday of the Campaign Turn to be counted. The map will be updated as often as possible, schedules permitting.

7. Building Your Army List

Once you have determined the point value of the game to be played, reference your Company for your available units. For example, your next game is set at 800 points. You would then build an 800 point list using only the units you have in your company. Your list must use your chosen Theater Selector.

There are two things to keep in mind when creating your army list using the units in your Company:

1 – The minimum point value of a unit is always the base cost listed in your Army book. For example, a British Regular Infantry Section will always cost a minimum of 50pts when creating your army list, even if that unit has fallen below the minimum unit size. Thus, if this unit only had three models remaining, it would still cost 50pts.

2 – Throughout the campaign units may move up or down in troop quality (Inexp. to Reg., Reg. to Vet.) but, regardless of the current troop quality, models in the unit always cost their original point value to field. For example, if you have a unit of 10 Regular British Infantry, with rifles (normally 100pts) that gains 5 Experience and becomes Veteran, that unit still costs 100pts to field (not 130pts). Be sure to keep track of the base cost of units on your Company Roster in the appropriate section.

3 – Units that you choose to bring do not have to field their full strength or weaponry in each battle. If you have a 10 man squad that has an LMG and 2 SMGs on your Company Roster, you could choose to field them as a 7 man squad with two SMGs. You can field up to the current number of men available in the squad with any legal combination of the weapons they have available (based on the unit entry and your Company Roster). However, if you choose to field the squad at a smaller size, and it is wiped out during the game (with no survivors after casualty rolls), the squad is still considered eliminated and should be removed from your company roster, even if you had left a few men ‘back at base.’

4 – When writing your army roster prior to a game, you must bring an HQ unit if one is available (either your captain/major, or one of your Lieutenants). Unlike the standard Bolt Action force organization, for this campaign you can choose to bring your Captain/Major in place of one of your Lieutenants for the compulsory portion of your platoon list for a game. If all of your HQ units have been eliminated from your company roster, you are not required to bring one to a game, although we would recommend reinforcing your company with a new leader for your troops!

Mercenaries

Players have the option of hiring another player in the campaign as a Mercenary. The Mercenary will play a single game (using their own Company) and will gain experience and suffer any losses as normal. Upon completion of the game, the Mercenary will receive the Logistics Points that are awarded (detailed in the Post Battle section), and the Sponsor (the player who hired the Mercenary) will gain the amount of Territory based on the die roll and the game result. The game WILL count towards the maximum of 3 games per week for capturing territory for the Sponsor, but will NOT count towards the Mercenary’s 3 games per week for generating LP. The territory gained will follow the normal rules for capturing, and if the Mercenary wins the sponsor can capture territory from the defeated opponents holdings (assuming they are adjacent to the Sponsor’s territory). The exception to this is that a Capital cannot be taken by a Mercenary’s win. If you want to take your opponents Capital, you are going to have to get your hands dirty!

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