Squad44: Défense de Gaidok [1-2] \PSRM Campagne | Case Blue Day n°4 05/07/2026/

PSRM Campagne | Case Blue Day 4 Novoro sector ------------------------------------------------------------ Host :Fjr8 Map: Dinant Pov : Radio [Urss] [Redacted] vs 1.SS Panzer Division ---------------------------------------------------------- Start Date - May 3, 2026 Premise This campaign follows several key objectives in its planning: Both sides start with balanced options Simple to understand for all those taking part A strategic element to campaign planning Realism is key but this is still a game - The purpose is enjoyment for all involved. 1 rep from each involved group invited to discuss rules. 1 admin to be available from each participating unit - With 1 acting as a faction admin for each side. Historical Context Case Blue (German: Fall Blau) was the Wehrmacht's plan for the 1942 strategic summer offensive in southern Russia between 28 June and 14 November 1942. Axis - Germany and Hungarian Armies Allies - Soviet Union Timeframe 20 weeks, with an optional intermission period after 10 weeks to help reduce burnout or future issues. Overview The German Army has begun its 1942 Summer Offensive in Southern Russia, code-named Operation Fall Blau, with the goal of taking the oil fields in the Caucasus. The Axis are advancing quickly through Elista against stalwart Soviet defenders. The Soviets hold Road to Liman, Road to Voroshilovsk and Road to Stalingrad (as well as all map sectors excluding Dzhurak). The Axis hold Road to Salsk and Dzhurak. Any division (excluding armored) can be picked by the Soviet or Axis Armies as well as the supporting section for said division. Please let the admin know. Battles Time Each battle lasts 120 mins Each battle starts with 7 mins staging time During the battle there will be a 2 mins re-org phase. This is not a ceasefire. Attackers can move freely through their newly acquired sector. During staging both factions may move freely through controlled sectors but may not fire. Respawns Each battle attackers may call 7 respawns Each battle defenders may call 6 respawns Note: Having a set respawn number stops any one battle becoming a foregone conclusion without playing.