A campaign game has been requested for the above three Stop Gap scenarios. Good stuff and I'll post it now.
Stop Gap 1 Campaign comments - A small force of Scouts have been spotted crossing the MS River by aircraft. Combat Command A's Major Jenkins rushes his small command to intercept.
Stop Gap 2 Campaign comments - Following the probe mentioned in SG1C above, the Martians try a stronger attack, crossing the river in predawn hours. As the sun comes up, Major Hardwood's Combat Command B rushes to engage the enemy.
Stop Gap 3 Campaign comments - The two feints having done their job, the Martians push a serious effort several miles down river, with the intent of establishing a beachhead for a major attack later in the day. Colonial Edwards Combat Command Reserve surges forward to meet the threat.
Additional Campaign Rules - At the agreement of both players, any units safety retreated off their board edge (assumed if said unit is out of all gunnery range at end of game) may be added to the next Stop Gap game in sequence. In other words, if a Scout successfully runs off board from SG1, it would be available (with totals for scenario adjusted) for SG2. Again, this could benefit both sides, but, it optional.
Here you go Mike and others who want a nice quick campaign series of game that could possibly be played over a weekend. Gaming sleep overs can be fun