Thursday 4 December 2014

DUST: Elba Campaign (BETA)

''The Navy Seals had failed thus proving that Elba was definitely more than a green dot on our maps to our enemies too.
With the ''Frontenac'' and ''Champlain'', the two new Allied aircraft carriers fresh from Montreal's drydocks on their way to the Italian Coast, it was made clear to all Allied commanders that Eisenhower had agreed with Lieutnant General Francois ''Frank'' G. and Admiral Jean-Sebastien C. 's plan of invading Corsica and Elba as the first steps to somehow cut or divert Axis reinforcements from their ongoing operations in the Middle-East and give some reprieve from the besieged Marine divisions.

While Corsica's landings went smoothly with minimal life losses, Elba was another problem altogether with the Luftwaffe, Kriegsmarine and even what seemed to be (but is still unconfirmed) SSU submarines waging a relentless war to the Allied Navy around the island. Still, for all their enemies' strenght, the new Allied aircraft carriers and anti-submarine tactics developped by Pelican pilots allowed the Canadians to continue with the operations and begin the landings.
Thus started one of the fastest and bloodiest campaign the world had seen: Elba's Campaign.''







Welcome to Campaign Elba, the desperate defense from German Blutkreuz divisions as well as various Wehrmacht's Zverograd veterans to protect the Axis Island's secrets and scientists from an Allied invasion as well as Smersh and Soviet Navy.



STEP 1: The Different Armies on Elba:

''Elba's Campaign was marked by the diversity of each Bloc's forces: veterans freshly brought back from the Zverograd Campaign were fighting alongside the Blutkreuz guardians of the Island and Luftwaffe ground forces and paratroopers...It was the second Italian campaign all over again!''

When a player register to 'Campaign Elba' he must chose a Faction (ie: Allies, Axis, SSU) and then an 'army type' for that faction (ie: ''Allies' Black Ops Section''), each army will allow in-campaign upgrades as the players' Aces get promoted, they also will provide your Ace with a specilization as follow:
''Infantry'' will grant your ace the ''Infantry Ace'' skill.
''Mechnized'' will grant your ace the ''Ace Pilot'' skill.
''Air Force'' will grant your ace the ''Ace Air Pilot'' skill.

Allies:

-Asocom Black Ops Section (Infantry)
''When it comes to subtly infiltrating the enemy's camp and blowing all the walker and fuel reserves before unleashing volleys of phaser fire on the unsuspecting infantrymen, the Allies use their Asocom Black Ops section. They fight dirty...but they get the job done!''

-Canadian Mechanized Division (Mechanized)
''The effectiveness and speed of Canadian Mechanized Divisions always surprise and make prisoners amongst their enemies envious of such effective coordination and cooperation between troops and walkers. High Command has deployed three such divisions on Elba and they are formal: this war will be won quickly!''

-Naval Assault Regiment (Air Force)
''Few forces around the planet can boast that they have experience in one of the deadliest warfare operations: naval assaults. Well the Naval Assault Regiment (as their name says) are one of such forces and they've successfuly breached their enemies' defenses again and again each time more efficient than the last. Once inland, they benefit from close ties with the Navy Air Force to deal with any enemy resistance. All around the world, enemies of the Allies hope never seeing the sea-grey landing ships approaching their beaches, sadly for Elba's defenders, the ships are there and the infantry and planes are ready!''


Axis:

-Blutkreuz Guard Division (Infantry)
''One of the main force on the Island, the Blutkreuz Guard Division of Elba was supervising the detention of enemy scientists as well as the protection of the various ongoing projects happening on the island. Equipped with laser weapons and utterly fanatical to their mission, soldiers of the Blutkreuz Guard Division will use all their vicious secrets to make sure the Island become their enemies' grave.''

Zverograd Veterans bring experience as well as
heavy armor to make sure Elba stays in Axis hands


-Zverograd Veterans (Mechanized)
''Brought back not too long ago from the Eastern Front to be re-equiped and get a reprieve in Italy, these veterans were sent back into the fray earlier than they expected. Transported to Elba via U-Boat at night, they bring desperatly needed manpower to the defenders of Elba as well as experienced walker pilots ready to punish any bloc foolish enough to land on Elba.''

-Luftwaffe Ground Forces (Air Force)
''In charge of the many anti-air defenses of Elba, the Luftwaffe Ground Forces soon became engaged by enemy soldiers and commando trying to shut down their flak pits. Reinforced with Fallschirmjaegers, the Luftwaffe Ground Forces soon began launching counter-attack to retake former positions and push back the invaders. Supported with what little air support the OKE (OberKommando Elba) could request, they still represent a major asset for Elba's defense.''

SSU:

-Propaganda Bureau (Infantry)
''SSU newspapers around the world always need new heroes to showcase. Thanks to the Propaganda Bureau's operations, SSU citizens (or partizans) around the world can enjoy nice pictures and thrilling adventures of very real SSU heroes wrecking some very real destruction. The Propaganda Bureau's heroes new mission will be the rescue (capture) of Axis scientists on Elba, a mission that will have its lot of destruction and heroic killing''

-International Revolution Bureau (Mechanized)
''It is up to the International Revolution Bureau (a branch of Smersh or Spetzanaz some say) to deliver vehicles, walkers, mechanics and instructors all around the globe to help kickstart revolts and arm partizans. How they managed to bring walkers and heavy tanks to Elba remains a mistery that warfare experts from the Axis and Allies are still analyzing day and night to avoid for another repeat of these ''logistic miracles''.''

-SSU 2nd South Fleet (Air Force)
''Elba presented itself as the best theater to try some of the new equipment of the SSU 2nd South Fleet as well as inflicting as much damage as possible to the Kriegsmarine and Allied Navy. Using their new fleet of submarines, the SSU 2nd Fleet transported troops, walkers and helicopters to Elba, hellbent on making the other two Blocs pay for their invasion of Zverograd earlier this year.''

STEP 2: Aces and Bonuses

''The individuals in charge of the various divisions, regiments and platoons waging war on Elba were not regular officers, they were the best of the best that each bloc threw in this war in order to avoid a 'second Zverograd' and achieve a quick victory thanks to these ''aces'' skills.''

As Aces fight with their forces on Elba, they have the potential to get more resources or promotions from their Army in order to apply more pressure on the enemy Bloc's forces, delay the enemy's advance or simply reward heroic feats of strenght.
When two players are done playing an Elba Campaign game, they can roll an amount of dice, following the modifiers listed below, to see if their Ace received a promotion or additional resources from their army.
Modifiers:
-1 dice for winning.
-1 dice if their Ace survived
-1 dice if their Ace contributed directly to the victory of the played game (was in a scoring unit, etc...)
-2 dice for having played a campaign game
= if TWO faction symbols or more are rolled, the Ace was promoted/received extra supplies, etc. The bonus received depends on the Army the Ace is part from and can only be received if the previous bonus was unlocked.

If an Ace dies in a game, the next campaign game the player whos Ace died can field a new Ace from the same Army with the same skills/bonuses (a sergeant is replaced with a sergeant).


An Axis Mechanized force rushes to the beach to
try and stop a Canadian landing.

STEP 3: Bonuses by Army

Allies Asocom Black Ops Section:

1.Under the Cover of Night = Your infantry count as being in cover for the first round of the game. This card be used three times per campaign.

2.Black Ops Training = Target infantry unit gains the 'move and fire' skill until the end of the game. This card be used twice per campaign.

3.Thoughest of the Though = Your Ace gains an extra wound for the rest of the campaign.

4.Technology from Asocorp = Your Ace is equiped with an Heavy Ranger Attack Armor making him Infantry 3 for the rest of the campaign. (He gains the same weapons as a Grim Reaper and can now be attached to Heavy Ranger units)

5.The Expendables = Bring two free Devils' Own Commando Kill Squad from reserves, they can enter the battlefield from your deployment zone. Can only be used once per campaign.

Allies Canadian Mechanized Division:

1.Cutting the Losses = All your vehicles count as having the 'Smoke Launcher' skill. This bonus is available for the rest of the campaign.

2.Battlefield Repairs = Your Ace gains the 'Tank Head' skill for the rest of the campaign.

3.Hunting the Beasts = The Vehicle piloted by your Ace gains the 'Ambush' scenario special rule and can deploy anywhere on the battlefield except in your opponent's deployment area. This card be used twice per campaign.

4.Out o' Nowhere = Vehicles piloted by your Ace or Heroes increase their 'movement' and 'march move' rating by one if they started the turn in Smoke. Can only be used once per campaign.

5.Canadian War Effort = Bring a free Bulldog or Six-Shooter from reserves, it can enter the battlefield from your deployment zone. Can only be used once per campaign.

Allies Naval Assault Regiment:

1.Made for landings = Your units with the 'Amphibious' Skill gain the 'Scout' skill. This bonus is available for the rest of the campaign.

2.Battleship Support = Your list count as having an off-map 'Long Tom II' that can only use the 'M2 Long Tom Gun', cannot be destroyed and can only be fired under control of an artillery observer. This card be used twice per campaign.

3.Wire-Guided Ammo = One aircraft's limited ammunition weapon gains the 'wire-guided' skill until the end of the game. Can only be used once per campaign.

4.Aircraft Carrier has Arrived = You can now bring back a destroyed aircraft with the () order from an Officer, if you do so, you cannot bring a vehicle with that order. This bonus is available for the rest of the campaign.

5.Control Elba's Sky = Bring a free Stormstrike or Thunderstrike from reserves, it can enter the battlefield from your deployment zone. Can only be used once per campaign.

Axis Zverograd Veterans:


A Preliminary Nebelwerfer bombardment works as
well on Elba as it did on the Eastern Front.


1.Coordination = remove all reload tokens from friendly vehicles. This card be used twice per campaign.

2.Battle Forged = Target unit gains the 'move and fire' skill until the end of the game. Can only be used once per campaign.

3. Dirty Tricks = Place two mine markers anywhere on the table before the game begins. Can only be used once per campaign.

4.Heavier Armor = If your Ace begins the game in a vehicle, that vehicle gains two more damage points this bonus is in effect as long as the Ace is in the same vehicle and carry from game to game. Can only be used once per campaign.

5.German Engineering = Bring a free KoenigLuther from reserves, it can enter the battlefield from your deployment zone. Can only be used once per campaign.


Axis Blutkreuz Guard Division:


1.Experimental VK-52 Gas = Target infantry unit gains the 'zombie' skill until the end of the game. Can only be used once per campaign.

2.Fanatism = Target unit gains the 'fighting spirit' skill until the end of the game. Can only be used once per campaign.

3.Death is not the End = This bonus is only available if your Ace died in a previous game: your Ace gains the 'Zombie' skill and is now Infantry 1 for the rest of the campaign. (He still keeps his weapons but can now be attached to Zombie units)

4.Egyptian Relic = Your Ace gains the 'Blutkreuz' skill for the rest of the campaign.

5.Superior Technology = Bring a free Wotan from reserves, it can enter the battlefield from your deployment zone. Can only be used once per campaign.

Axis Luftwaffe Ground Forces:

1.Call the Kettenkrad = Reload target unit's limited ammo weapons or weapon with the 'reload' rule that just fired. This card be used twice per campaign.

2.Like at Fallschirmjaeger Training = Target infantry unit gains the 'defensive tactics' skill until the end of the game. Can only be used once per campaign.

3.Specially Retrofitted for the Luftwaffe = Target vehicle gains the 'air alert' skill until the end of the game. Can only be used once per campaign.

4.Luftwaffe Reserves = You can now bring back a destroyed aircraft with the () order from an Officer, if you do so, you cannot bring a vehicle with that order. This bonus is available for the rest of the campaign.

5.Clear Elba's Sky = Bring a free SturmKoenig from reserves, it can enter the battlefield from your deployment zone. Can only be used once per campaign.

SSU Propaganda Bureau:

1.Demolition Expert = your Ace gains a 'Molotov Cocktail Weapon' as well as the ''weapon expert: Molotov Cocktail' skill for the rest of the campaign.

2.Inspiring Speach = target infantry unit gains the 'charge' skill until the end of the game. Can only be used once per campaign.

3.Golden Star Medal = your Ace gains the 'lucky' skill for the rest of the campaign.

4.Unstoppable = This bonus is only available if your Ace died in a previous game: your Ace is equiped with a Steel Guard Armor making him Infantry 4 for the rest of the campaign. (He still keeps his weapons but can now be attached to Steel Guard units)

5.An example for all Citizen of the SSU = Bring from reserves two free heroes, they can enter the battlefield from your deployment zone. Can only be used once per campaign.

SSU International Revolution Bureau:

1.Logistic Experts = Reload target unit's limited ammo weapons or weapon with the 'reload' rule that just fired. This card be used twice per campaign.

2.Partizan Training = Target unit gains the 'defensive tactics' skill until the end of the game. Can only be used once per campaign.

3.Experimental Ammo = If the Ace is piloting a vehicle, the vehicle's ammo gains the ''Tesla'' rule until the end of the round. This card can be used twice per campaign.

4. Bounty = Target enemy Ace or Hero gains the 'loner' skill until the end of the game. Can only be used once per campaign.

5. How did they bring that there!?! = Bring a free Lavrentiy Beria Super-Heavy SSU Tank from reserves, it can enter the battlefield from your deployment zone. Can only be used once per campaign.

SSU 2nd South Fleet:


Using its new submarines and the helicopters they can carry,
the Soviet Navy deploys all kind of troops and equipment on Elba.


1.Every Man is a Soviet Union's Treasure = Target Infantry Transport Helicopter gains the 'medevac' skill until the end of the game. Can only be used once per campaign.

2.Soviet Navy's Sharpshooter = Your Ace gains the 'take aim' skill for the rest of the campaign.

3.Air Assaulters = All passengers can fire from their transports (instead of half) for the rest of the campaign.

4.Massive Air Fleet = You can now bring back a destroyed aircraft with the () order from an Officer, if you do so, you cannot bring a vehicle with that order. This bonus is available for the rest of the campaign.

5. Requesting Air Support =  Bring a free Burner or a Blaster attack helicopter from reserves, it can enter the battlefield from your deployment zone and can fire the turn it comes into play. Can only be used once per campaign.


2 comments:

  1. This looks amazing. Great depth. Count me in!!

    ReplyDelete
  2. Interesting! Would you like spelling suggestions?

    ReplyDelete