sands of destiny campaign pack
TRANSCRIPT
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Operation
‘Dust Storm’
Phase 2:
Sands of Destiny
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Introduction 1
Campaign Organisation 6
Campaign Weather Reports 7
The Map 8
Campaign Turns 10Orders 11
Recording Battle Damage and Casualties 16
Player Requirements 17
Player Forces 18
Force Classification 20
Faction Start Locations 21Resource Points 21
Lines of Supply 23
Mercenaries 24
None Local Player Groups 25
A di 1–
S i
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Introduction
Operation Dust Storm is a table top miniatures campaign using ‘Paolo Parente’s
Dust 1947’ rules, set in the deserts of Egypt 1947.
After successful landings in North Afrika in 1946 by the famed
Generalfeldmarschall Rommel and his NeueDeutschesAfrikakorps (NDAK) and
the taking of Tobruk by the NDAK axis forces, the allied response was to fall back
and to secure and fortify the vital city port of Alexandria.
It was here at Alexandria the Allied forces dug in and awaited the NDAK
panzerarmee, however what the allied commanders did not expect was not only an
attack by the NDAK forces on the city by land but also a sizable raid of
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purpose and that the Blutkreuz were searching for something deep in the library
catacombs but what that was the question and were the library catacombs really safe
and secure now?
As the red signal flares of the Blutkreuz fell into the darkness over Alexandria the
forces of Rommel’s NDAK eased their attacks and slowly withdrew to shorten the
over stretched supply lines, allied forces attacked vigorously from Alexandria
hitting the NDAK forces hard pushing them back along the coast road to Marsa
Matruh here the allies were stopped and a stalemate formed. With their forces
unable to take Marsa Maruth and outwit the fabled "Desert Fox" allied high
command turned once again to its old "Monty", could this man General Bernard
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progressed into 1947 Marshel Zhukov was sent to the Sudan Liberated African
Protectorate territories, where he could "Do no harm". This was not the Zhukov
way, he sat and watched as he saw Monty clash with his old adversary The Desert
Fox and the allied focus once again turn to the familiar battlegrounds of names
steeped in history such as Maruth and El Alamein, now was the SSU's time to
strike, but no longer the slow massed infantry attacks of the eastern front now
Zhukov would use the new technologies of V.K at his disposal and strike fast and
hard into allied held Egypt, one such successful raid secured the once disused
airfield of Massaha, a massive SSU airlift reinforced this airfield so fast that
responding allied units could only hope to contain the advancing SSU forces and
one day re take that lost resource.
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1947 and the war continues under the blazing sun.
Phase 1 of the DUST STORM CAMPAIGN saw some of the fiercest fighting of
the new desert war with lighting attacks made by the NDAK forces that struck deep
into the heart of the allied held territories even to the fabled city of Alexandra itself,
whilst in the southern desert regions the city of Aswan became a name as feared as
that of Stalingrad as both the allied forces
and the SSU fought over the city, each
pumping massive resources into the city
to claim each street and building,
eventually the hardened Spetsnaz troops
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actually aided the NDAK over the allies and finally the crown that was El Alamein
was prized from the Allied armies grasp.
However the NDAK had to now secure their lines as they too were feeling the
effect as the desert theatre ate up supplies and troops faster than they could be
replenished, so it was forces withdrew to new battle lines, reinforced, resupplied ,
re-equipped and readied themselves for new offensives that would become known
in the annuals of DUST history as the second phase of the 47 desert war, the
legendary OPERATION DUST STORM ‘THE SANDS OF DESTINY’!, the
armies stand ready behind their new front lines, Rommel the Desert Fox with units
of massive armoured transports, panzer grenadiers, walkers, VK aircraft, the
legions of the Bloodcross stand ready to attack with the addition of the new
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Campaign Organisation
The campaign will be run on a monthly basis, with one game turn per month.
Each army faction will have an appointed Commander in Chief (CinC) who is
responsible for gathering the orders from each commander of that faction and
handing them in to the campaign
organiser by the deadline for that month.
All the movement on the map will be
plotted by the campaign admin team and
where opposing forces come into conflict
games will be generated. A full list will be
posted on the Questing Knight Games forum and Dust Knights UK Facebook site
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Campaign Weather Reports
When the games are listed each month there will also be a weather report for dust
storm activity in areas of the map published in the ‘Cairo Chronicle’.
These will be Low, Medium and High and follow the rules in the Operation
Babylon campaign book. See this book for full rules of Sandstorms.
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The Map
The map shows the Egyptian theatre of conflict.
Players use the hex numbers to accurately plot where their forces will move to and
from. The map key shows cities, military bases, airfields and other places of interest
for players to explore and fight over.
Each turn when Units move on the map they will move in a certain order. First to
move will be any Units with Move orders, then any Units with Attack orders and
finally any Units with Recon orders.
All Cities, Towns and
locations can be captured,
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The next campaign turn the attacker or another commander from the same faction
must issue an Attack order and play a Free for All scenario against the besieged
enemy forces, unless they wish to pull out or surrender if terms are offered.
This free for all scenario MUST have a heavy urban terrain setting so as to
represent the town or city that is now being fought over as both side clash in the
urban sprawl. The attacker must now win this scenario for the city to fall and be
considered captured! However do not forget that the defender may try and relieve
the besieged town or city with forces of their own such as an air strike or "para" drop
or indeed fast moving recon forces or their own battle groups trying to break the
siege, this may well involve a city or town being fought over several campaign turns
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Campaign Turns
Each month will start a new campaign turn and within that month players are
responsible to get the games played that are generated from the orders. Players who
deliberately dodge games they feel they
can’t win will lose that force and lose the
game automatically. There may be some
games that are extremely difficult to win
but hey, that's war! Take as many with
you as you can!
It is the responsibility of each factions CinC’s to make sure their orders are received
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Orders
Each campaign turn, every commander can issue two orders total to his units.
These must be recorded by the CinC using the provided Force Deployment Sheet
(FDS) for that player’s faction by the deadline each month and handed to the
admin staff.
On the FDS the CinC should record: the turn the orders are for, the current supply
point’s total of the faction, any they are spending that turn, how many they expect
to generate and then the balance of
supply points left.
The CinC should then fill in the unit
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or both, depends on the idea and how crazy it is, CinC ’s will be informed of the
requirements of the projects by the admin team.
When a force is defeated in a game they will receive a compulsory free Move order
next turn to move 4 map hexes back towards their own lines. This could allow a
player under these circumstances to issue 3 orders in a turn.
However if a force issued the ‘Fall Back!’ command during a game then that force
has to receive a standard Move order away from the enemy back towards their lines
in the following turn.
Orders: Recon
This action can only be issued to a Recon force, which consists of 50 points.
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Orders: Attack
Can be issued to any sized force.
Attack forces moves up to 4 map hexes per game turn.
An Attack force is sent to attack a known enemy location or to capture a location,
such as a military base or airfield.
If an Attack force encounters another Attack force the players will play a ‘Free-for-
All’ scenario. If the force is sent to
capture a location then an ‘ Assault ’
scenario is played. Only a 200 point
force can Assault an enemy location.
Some special forces such as Koshka's
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Orders: Move
Can be issued to any sized force.
A force on a Movement order can move up to 5 map hexes per normal game turn.
Additionally if the movement takes place from start to finish on a road then the
force will move an additional map hex (6 map hexes).
Your troops move forward in ‘column of march’ to the designated map hex, if
enemy forces are encountered along the way a ‘Gotcha!’ scenario is played with the
force on a Move order the Defender.
Orders: Rest and Refit RnR)
Can be issued to any force.
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Be careful with this order as you may get cut off by enemy forces and not get the
supply to refresh your troops. Also if you get attacked while performing this order
you play an ‘ Assault ’ scenario while your troops are still under strength and
damaged and you automatically lose the initiative in the first two turns as you are
caught with your pants down!
If the R&R order is completed successfully any damaged units are repaired for free
with this order so a squad that has lost a soldier or a vehicle that has taken hits gets
repaired to full. A unit that has been destroyed completely needs a number of
resource points spent to replace the unit after campaign turn has passed.
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Recording Battle Damage and Casualties
When units receive battle damage and casualties this damage etc should be
recorded using the Combat Effectiveness Roster (CER) provided in this
commander’s pack. The commander in game should record each casualty and
each point of vehicle damage as it occurs. At the end of a battle or scenario it will
show the commander the given "combat effectiveness" of his units and the need for
them to R&R.
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Player Requirements
All players are required to be able to field a 200, 100 and 50 point painted and
appropriately based armies (though not all at the same time!) and provide any
special defences they need such as bunkers and trenches (see garrisons section).
Players will also need to supply all gaming aids they may require to use such as:
A current ‘Paolo Parente’s Dust 1947’ Rulebook
Operation Babylon source book
Game templates
Game dice
Game Unit cards
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Player Forces
Each Commander starts the campaign with 200 point, 100 point and 50 point
Forces. These Forces will require a name and structure based on historical forces.
For example you might choose to base your Axis force around the NDAK and use
the 21st Panzer Division.
This would be built up as such:
21st Panzer Division (Overall force name)
-
51st Infantry Regiment (50 point force)
-
23rd Panzer grenadiers (100 point force)
- 15th Panzer (200 points)
Each Commander must keep track of what is in each force using the provided
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from injuries. So if Bazooka Joe is KIA in Turn 2, he will spend Turn 3 recovering
and be available on Turn 4.
That player may not be assigned the character again, especially if another player
wants to give them a go. It may be that in a scenario a hero gets captured and
exchanges take place, this will be handled as and when it happens. All current
platoons may be used, however the points listed for the defences for the Stormwall
platoon are replaced with the points given in this publication to suit the campaign.
During a game if a player wants to pull off the table to save his troops he can issue
a ‘Fall Back!’ Special Action.
This can only be done from the start of Turn 4, and only by a model with the
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Force Classifications
Recon Forces
50 point units are recon forces ideal for scouting out enemy locations and finding
hidden artefacts. Recon forces always win the initiative when playing vs a larger
force if operating as an independent Recon force.
Only a 50 point force operating on its own constitutes a Recon force.
Main Battle Groups
200 point forces are main battle groups, they are suited to attacking defended
locations, hunting down enemy forces or defending a location (however they get
no defence bonus), and these are the primary forces of the campaign.
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Faction Start Locations
At the beginning of the campaign, each faction’s forces will deploy within their
marked area of control. Each force can deploy up to and including their front
lines. The front lines are map hexes marked in green for the Allies, red for the
SSU and grey for the Axis.
Resource Points.
Each faction will start with a set number of resource points, 1 campaign generated
resource point buys you 10 points of troops to replace destroyed units/vehicles.
Locations on the map such as Military bases and Cities will generate more each
campaign turn. When a force performs RnR you total up the points of troops that
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Cairo generates 3 resources per turn. Ports and airfields generate 3 resource points
per turn each also. Special locations that can be found may generate more.
However this is not cumulative in a location so for instance if a town was also a port
and had an airfield at it, it would still only generate a maximum of the highest single
number, in this case 3 resource points per turn.
As all three factions have been engaged since last year, resources will also be
dispatched by convoy to support the ongoing engagements. CinC’s will be told if a
convoy has made it though and how many supplies it has brought. They can also
request more resources from Command for particular operations, however
Command may not have the resources to spare!
It should be noted that there is no resource mission cost, say to launch an attack
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Lines of Supply
Forces fighting in a desert environment require a lot of resource to be combat
ready, the lifeline of any army are the roads and trade routes which from the arteries
to move supplies along.
To keep in supply a force must be within normal move distance (4 map hexes for
200 and 100 point forces and 8 map hexes for 50 point Recon forces) of either a
road or trade route at the start of a turn, the road or trade route must be able to
trace an unbroken line back to a city or town within their lines.
Once out of supply a force cannot issue
an RnR order, and must issue a Move
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Mercenaries
With fighting engulfing the entire world, some are bound to try and make money
from this situation. Mercenary forces are becoming increasingly common on the
battlefield and forces have even been seen fighting for one side then later for
another. Loyal to only those who can pay them!
During the campaign each faction Commander has the ability to hire a mercenary
player and use these forces in the campaign, as well as their own player’s forces,
bolstering the number of forces available to them.
How long the Mercenary forces work for that faction, and how much they are paid
is to be decided between the Mercenary and Commander. However once an
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None local player groups
Finally if you are a player group playing this outside of our local area, please forward
your monthly result of what faction won what games as we shall include those results
within our monthly totals for issuing our monthly scenario and also for awarding
and unlocking special scenarios as the campaign progresses.
So for example, Frank in new York has 4 players he has registered with us to run
his own "Sands of Destiny" and sent us some details about how many players he
has and what factions they are playing for and received his campaign pack, he is
running his own monthly game turns for his players and has had 4 game results in
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A special thank you to Paolo Parente for his vision and to all the
players that are united by the world of DUST.
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Appendix 1: scenarios
Scenario Free for All
This is the main type of scenario used
when main combat groups engage, or is
used unless a game scenario, campaign
organiser or mission type states otherwise.
Special Rules
• Meeting Engagement
• Terrain: deemed appropriate to the
mission by players.
Setting Up
Players roll for Initiative with the player
winning Initiative picking a long table edge
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Appendix 1: scenarios
Scenario Assault
The enemy are on the defensive, smash
through the front lines and advance into
the city and take it.
Special Rules
• Ambush
• Reserves
•Terrain: deemed appropriate to the
mission by players.
Setting Up
The table is set out based on the area of
the campaign map where the battle is
taking place, with the city, town or base in
the defenders half of the table.
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Appendix 1: scenarios
Scenario: Gotcha
The enemy are moving through this area
and you have caught them unprepared!
Special Rules
•Terrain: deemed appropriate to the
mission by players.
Setting Up
The player on the Move order is
automatically the defender and the player
with the Attack order is the Attacker.The Defender places two Objectives
within 8” of the Attackers table edge.
After the Defender has deployed the
Attacker then places two Objectives within
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Appendix 1: scenarios
Scenario Recon
Reconnaissance patrols provide timely
and accurate information on the enemy
and terrain. When a recon order is given
to a force, the force in question should
move to the given location on the map, if
there are NO enemy forces ORencounters at that location, the player will
roll four dice, and will gain 10 recon
points for each Army symbol.
Should the force encounter enemy forces
that leads to combat then this scenario will
be played.
Setting Up
Four Objectives are placed in the
designated area and each must be on a
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Appendix 1: scenarios
Scenario Recon
Special Rules
• Meeting Engagement
• Terrain: deemed appropriate to the mission by players.
Deployment
There are no Units placed on the table before the game begins. All Units move on from
their player’s table edge.
Winning the Game
The game finishes when all four Recon Objectives have been successfully “recon’d”.
Reconnaissance Points Total Information Gained
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Appendix 1: scenarios
Scenario Exploration
This is a special scenario type used when forces may for example enter an underground
location of say an underground base or a hidden tomb and need to explore the said location,
it is for scenarios that require a more ‘floor plan’ feel to them and may require a more role
play element to the mission.
This scenario requires rules for playing on ‘floor plans’ or Dust 47 ’on grid’ with all appropri-
ate rules.
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Aircraft
Flying vehicles move above the battlefield at great speed. The more they move, the
more they are difficult to shoot at.
• an Aircraft unit that performs a Move Action gains a special Dodge save until the
end of the turn. Roll one die for every hit the Aircraft unit take. Each Army Symbol
cancels the hit.
• an Aircraft unit that performs a March Move Action gains a special Improve
Dodge save until the end of the turn. Roll one die for every hit the Aircraft unit
take. Each Army Symbol and Shield cancels one of the hits.
• an Aircraft that hasn't moved yet or that remained stationary (a Helicopter for
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• If at any time a unit takes two Move actions they always become one March Move
action.
• Units can make a special Action twice (i.e. Makeshift Repair) but take notice that
some Actions (like Reinforcements) end unit Activation immediately thus not
allowing it to make a second special Action.
Effects of Suppression
A Unit with a Suppression token cannot attack in Close-Combat but can fight back
if attacked in Close-Combat.
Command Squad Special Actions
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orders are not limited to Range 2.
• Aircraft units cannot be targeted by Command Squad Special Actions.
• A Hero Officer that can join an Infantry Squad equipped with a radio can use it
to perform Officer's Special Actions.
Heroes
• Heroes must decide before the beginning of the game if they join a squad or not.
If they do, they can only find themselves “alone” if the squad is destroyed. If so,
they are treated as a separate unit until the end of the game (can't share a square in
Tactics). If they want to go alone, then they stay alone for the whole game.
•Pilots must decide before the game begins if they Pilot a Vehicle or not. If they
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IR TR FFIC CONTROL
Take a Air Traffic Control Special Action by selecting an Aircraft in Line of Sight.
Roll a die on a ARMY result the selected Aircraft activates again.
ND ST Y DOWN
Any Unit hit by this Unit Range Weapons removes any Under Fire tokens on it
and gains a Suppression token if it does not already have one. A Hero with this
Skill does not share it with any Unit they Join.
RTILLERY OBSERVER
In order to use this Skill, the Unit must have a Radio (a miniature wearing a
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COORDIN TED FIRE
All Auto Grenade Launchers in or Joined to this Unit targeting the same Unit must
select the same target square (in Dust Tactics) or the same position for the center
of their Blast templates (in Dust Tactics Battlefield). Resolve all of their attacks at
the same time, rolling 1 die for each Auto Grenade launcher against each miniature
under the combined templates.
DESERT FOX
Any Unit reactivated by a Unit with this skill using Get Moving You Monkeys gains
At the Double for that Activation.
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FOLLOW ME
Can take a Follow Me Special Action once per turn. All friendly Infantry Units with
Armour 1 or 2 within Range 2 (20 cm or 8”) a nd in Line of Sight roll a die. On a
[ARMY] they take an immediate Move Action with a Move rating of 2.
GENER L
This Hero may take a free Officer Special Action each time he Activates and, if
Joined to a Unit with an Officer, rolls two dice when attempting Officer Special
Actions.
INTERROG TE
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MOVE ND FIRE
A Unit with this skill (and any Unit is has Joined or Hero that has Joined it) may
either perform a free Move Action immediately before or after performing a
Sustained Attack Action using Ranged Weapons, or a free Attack Action using
Ranged Weapons immediately before or after taking a March Move Action.
RED B NNER
All friendly Infantry Units within Range 2 (20 cm or 8”) and in Line of Sight roll
three dice when Rallying.
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aptured Vehicles
A player may only field one Captured Vehicle in its army. Captured Squads,
Aircraft or Heroes don't exist.
The Captured Vehicle has the characteristics shown on its Unit Card except that
its Army Point cost is increased by two points.
Captured Vehicles cannot be returned to the game with an Officer Special Action.
Captured Vehicles can only be drawn from the following list:
Allied Wildfire
Allied Mickey and Mickey
Light
Axis Ludwig
Axis Flamm-Luther
Axis JagdLuther
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This agreement, executed between (hereafter designated "Employer")
and (hereafter designated "Unit"),
provides employment for the Unit and military and support forces in the service of
the Employer. This employment is subject to the terms and conditions outlined
below.
1 Mission: The Unit is hired for the performance of a mission planned and
assigned by the Employer, defined as a under
the conventions and usages of contemporary military terminology. Said Unit will
perform all operations that fall within the framework of this mission, as well as
serving the general interests and needs of the Employer. If the Unit has been hired
on retainer, the following types of missions are specifically excluded during the
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3 Length of Service: This contract will remain in effect for months,
commencing on and concluding on . Upon
termination of the agreement, the Unit will be discharged from all duties and
responsibilities to the employer, unless discharge is superseded by a fresh
agreement.
4 Remuneration: The Employer agrees to pay per combat
element per month to the Unit, amounting to a total of per month. If
payment is withheld by the Employer due to refusal to pay and/or lack of funds,
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6 Spoils of War: All equipment, vehicles, and other war materiel recovered by the
Unit from enemy forces, depots, garrisons, industrial or civil centers, prisoners, and
other sources shall be subject to the following claims and terms of division:
7 Other Terms: Other terms of this contract, agreed to by both parties, shall be
negotiated on a case by case basis and attached, individually signed and witnessed,
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Task Force ID:____________________________________________ CinC:________________________________________________
Task Force Unit:
CinC:
Total Points:
Unit Points
Task Force Unit:
CinC:
Total Points:
Unit Points
Task Force Unit:
CinC:
Total Points:
Unit Points
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Hero: Unit: Unit:
(Inf)
Vehicle
Unit:
Unit:
Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Unit:
Unit:
Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Vehicle
Unit:
Unit:
Unit:
Vehicle Vehicle
Unit: Unit: Unit:
Vehicle
Vehicle
Unit: Unit: Unit:
Vehicle
Vehicle
Task Force Unit:________________________________________________________________ Commander:_____________________________________________________
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Hero: Unit:
(Inf)
Vehicle
Unit:
Unit:
Vehicle
Unit: Unit:
Vehicle
Unit:
Unit:
Vehicle
Unit: Unit:
Vehicle
Unit: Unit:
Vehicle
Unit:
Unit:
Vehicle
Unit: Unit:
Vehicle
Unit:
Unit:
Vehicle
Task Force Unit:________________________________________________________________ Commander:_____________________________________________________
Defence Force
(For use when defending)
Unit:
Unit:
Unit:
Unit:
Unit:
Unit:
Unit:
Unit:
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Hero: Unit: Unit:
(Inf)
Vehicle
Unit:
Unit:
Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Unit:
Unit:
Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Vehicle
Unit:
Unit:
Unit:
Vehicle
Vehicle
Unit: Unit: Unit:
Vehicle Vehicle
Unit:
Unit:
Unit:
Vehicle
Vehicle
Task Force Unit:________________________________________________________________ Commander:_____________________________________________________
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Task force unitCurrent
LocationAction Final Location Supply Used Notes
Turn:_____________
Current supply:_____________ Used this Turn:_____________ Earned this turn:_____________ Supply for next turn:_____________
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Kampfgruppe ID:____________________________________________ CinC:______________________________________________
Kampfgruppe Unit:
CinC:
Total Points:
Unit
Points
Kampfgruppe Unit:
CinC:
Total Points:
Unit
Points
Kampfgruppe Unit:
CinC:
Total Points:
Unit
Points
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Hero: Unit: Unit:
(Inf)
Vehicle
Unit:
Unit:
Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Unit:
Unit:
Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Vehicle
Unit:
Unit:
Unit:
Vehicle
Vehicle
Unit: Unit: Unit:
Vehicle Vehicle
Unit:
Unit:
Unit:
Vehicle
Vehicle
Kampfgruppe Unit:________________________________________________________________ Commander:___________________________________________________
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Hero: Unit:
(Inf)
Vehicle
Unit:
Unit:
Vehicle
Unit: Unit:
Vehicle
Unit:
Unit:
Vehicle
Unit: Unit:
Vehicle
Unit: Unit:
Vehicle
Unit:
Unit:
Vehicle
Unit: Unit:
Vehicle
Unit:
Unit:
Vehicle
Kampfgruppe Unit:________________________________________________________________ Commander:___________________________________________________
Defence Force
(For use when defending)
Unit:
Unit:
Unit:
Unit:
Unit:
Unit:
Unit:
Unit:
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Hero: Unit: Unit:
(Inf)
Vehicle
Unit:
Unit:
Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Unit:
Unit:
Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Vehicle
Unit:
Unit:
Unit:
Vehicle
Vehicle
Unit: Unit: Unit:
Vehicle Vehicle
Unit:
Unit:
Unit:
Vehicle
Vehicle
Kampfgruppe Unit:________________________________________________________________ Commander:___________________________________________________
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Kampfgruppe unitCurrent
LocationAction Final Location Supply Used Notes
Turn:_____________
Current supply:_____________ Used this Turn:_____________ Earned this turn:_____________ Supply for next turn:_____________
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Army Group ID:____________________________________________ CinC:_______________________________________________
Army Group Unit:
CinC:
Total Points:
Unit Points
Army Group Unit:
CinC:
Total Points:
Unit Points
Army Group Unit:
CinC:
Total Points:
Unit Points
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Hero: Unit: Unit:
(Inf)
Vehicle
Unit:
Unit:
Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Unit:
Unit:
Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Vehicle
Unit:
Unit:
Unit:
Vehicle
Vehicle
Unit: Unit: Unit:
Vehicle Vehicle
Unit:
Unit:
Unit:
Vehicle
Vehicle
Army Group Unit:________________________________________________________________ Commander:_____________________________________________________
-
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Hero: Unit:
(Inf)
Vehicle
Unit:
Unit:
Vehicle
Unit: Unit:
Vehicle
Unit:
Unit:
Vehicle
Unit: Unit:
Vehicle
Unit: Unit:
Vehicle
Unit:
Unit:
Vehicle
Unit: Unit:
Vehicle
Unit:
Unit:
Vehicle
Army Group Unit:________________________________________________________________ Commander:_____________________________________________________
Defence Force
(For use when defending)
Unit:
Unit:
Unit:
Unit:
Unit:
Unit:
Unit:
Unit:
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Hero: Unit: Unit:
(Inf)
Vehicle
Unit:
Unit:
Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Unit:
Unit:
Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Unit: Unit: Unit:
Vehicle
Vehicle
Unit:
Unit:
Unit:
Vehicle
Vehicle
Unit: Unit: Unit:
Vehicle Vehicle
Unit:
Unit:
Unit:
Vehicle
Vehicle
Army Group Unit:________________________________________________________________ Commander:_____________________________________________________
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Army group UnitCurrent
LocationAction Final Location Supply Used Notes
Turn:_____________
Current supply:_____________ Used this Turn:_____________ Earned this turn:_____________ Supply for next turn:_____________
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