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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: 

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    Unit: 

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    Task Force Unit:________________________________________________________________  Commander:_____________________________________________________ 

    Defence Force

    (For use when defending)

    Unit: 

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    Unit: 

    Unit: 

    Unit: 

    Unit: 

    Unit: 

    Unit: 

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    Vehicle 

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    Vehicle 

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    Unit:  Unit:  Unit: 

    Vehicle  Vehicle 

    Unit: 

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    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: 

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    Vehicle 

    Unit: 

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    Unit: 

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    Unit:  Unit:  Unit: 

    Vehicle 

    Unit:  Unit:  Unit: 

    Vehicle 

    Vehicle 

    Unit: 

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    Vehicle 

    Unit:  Unit:  Unit: 

    Vehicle  Vehicle 

    Unit: 

    Unit: 

    Unit: 

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    Vehicle 

    Kampfgruppe Unit:________________________________________________________________  Commander:___________________________________________________ 

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    Hero:  Unit: 

    (Inf) 

    Vehicle 

    Unit: 

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    Unit:  Unit: 

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    Unit: 

    Unit: 

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    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: 

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    Unit:  Unit:  Unit: 

    Vehicle 

    Unit: 

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    Unit: 

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    Unit:  Unit:  Unit: 

    Vehicle  Vehicle 

    Unit: 

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    Unit: 

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    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: 

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    Unit:  Unit:  Unit: 

    Vehicle 

    Unit: 

    Unit: 

    Unit: 

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    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) 

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    Unit: 

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    Unit:  Unit: 

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    Unit:  Unit: 

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    Unit:  Unit: 

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    Unit: 

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    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: 

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    Vehicle 

    Unit: 

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    Unit: 

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    Unit:  Unit:  Unit: 

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    Unit:  Unit:  Unit: 

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    Vehicle 

    Unit: 

    Unit: 

    Unit: 

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    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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