Standard Game
Setup This page offers a sequence of setup guidelines which
may help players create their own varied scenario. Any of the setup options can
be used, modified or omitted at the player's discretion. For example, players
may wish to set up their own 1943 scenario with only a small amount of
artillery for each side,or with no major defense positions. In such cases,
players are advised to at least roll two dice (2D6) in order to set a lull
deadline, although even this is optional. If they wish, players may simply play
until they run out of troops with good enough morale to move forward.
- Set up Sequence
- 1) Decide which side is the attacker and which is
defender. In case of debate about this, each side roll a die with the high
roller deciding who is attacker.
- 2) Roll for Air Superiority
- 3) Roll for Airstrikes (request
chits)
- 4) Roll for Barrages (request
chits)
- 5) Roll for availability of Defensive
Works. Particularly optional; players may want to dispense with or limit
presence of any defenses. Another option is to only allow the scenario defender
to roll for defensive works.
- 6) Fill the Request and Wait boxes on the barrage and
airstrike requests sheet
- 7) Roll for Setup Proximity
- 8) Place troops and start game. Players may want to
arrange for basic troop placement to be written out ahead of time on a map in
order to add some fog-of-war to the initial battlefield reveal.
- 9) As required during game play, consult the Combat Lull section for lull actions.
Air Superiority - Each side rolls 2D6, with the axis
player applying the modifiers shown on the table below. The high roller has air
superiority and rolls for airstrike ability. A tie results in no airstrike
presence for either side. The die roll modifiers above also count for allies of
the nations shown (i.e. - German modifiers count toward Italians, etc.)
|
1939 |
1940 |
1941 |
1942 |
1943 |
1944 |
1945 |
Germany |
|
|
|
|
|
|
|
Russia/Poland |
+8 |
- |
+7 |
+3 |
0 |
-4 |
-9 |
France/Belgium |
- |
+2 |
- |
- |
- |
-7 |
-9 |
Africa/Italy |
- |
- |
0 |
-2 |
-4 |
-6 |
-8 |
|
|
|
|
|
|
|
|
Japan |
|
|
|
|
|
|
|
Mainland China |
+9 |
+9 |
+9 |
+7 |
+2 |
0 |
-3 |
Pacific Field Force |
- |
- |
+6 |
0 |
-2 |
-5 |
-8 |
Island Garrison |
- |
- |
+2 |
-2 |
-5 |
-7 |
-9 |
Airstrike Availability - The numbered columns
represent the amount by which the rolling player won or lost the air
superiority roll. Hence, the greater air superiority victory results in greater
airstrike availability. The ½D6, 1D6 and 2D6 are the numbers of six
sided dice rolled, with the resulting value being the number of airstrikes
available to that player. Individually listed numbers (5, 6, etc.) are the
results required on a six sided dice roll in order for one airstrike to be
available to that player
|
-1 |
0 |
+1 |
+2 |
+3 |
+4 |
+5 or more |
United States |
5,6 |
½D6 |
½D6 |
1D6 |
1D6 |
2D6 |
2D6 |
Germany, UK, USSR |
6 |
5,6 |
½D6 |
½D6 |
½D6 |
1D6 |
1D6 |
France, Japan, Italy |
None |
None |
6 |
5,6 |
½D6 |
½D6 |
1D6 |
Artillery
Barrages - Both sides decide which artillery intensity will be used for the
game. Each side then rolls two six sided die (2D6) and consults the chart
below. The decimal values indicate the number of barrages that side receives
per infantry or tank sub-unit present on the battlefield (totalled for both
sides).
Example: A game which sets a French regiment of two
4-unit battalions and a tank unit (three bases) against a German regiment of
three 4-unit battalions plus two assault units, will have a battlefield total
of 23 units present. A barrage result of .45 on the chart will allow the player
who roles that value to multiply .45 by 23 for a result of 10.35, using
standard rounding that gives the player 10 barrages.
Players may (but
do not have to) use dummy requests chits equal to the number of real requests
chits received as a result of this die roll.
Die Roll |
Local Attack |
Major Offensive |
Naval Barrage |
Stalemated Front |
Attacker |
Defender |
Attacker |
Defender |
Attacker |
Defender |
Attacker |
Defender |
2 |
.15 |
.00 |
.25 |
.15 |
.40 |
.05 |
.10 |
.05 |
3 - 5 |
.20 |
.05 |
.30 |
.20 |
.50 |
.10 |
.15 |
.10 |
6 -
9 |
.25 |
.10 |
.45 |
.30 |
.65 |
.20 |
.15 |
.15 |
10,11 |
.35 |
.15 |
.60 |
.45 |
.70 |
.30 |
.15 |
.20 |
12 |
.40 |
.20 |
.80 |
.60 |
.85 |
.40 |
.20 |
.30 |
Historical Barrage Examples Local Attack:
Bloody Ridge, Cherbourg, Tobruk, Sedan Major Offensive: Kursk,
Stalingrad, Cassino Naval Barrage: Tarawa, Okinawa,
Normandy Stalemated Front: Just about
anywhere
Notes & Die Roll Modifiers 1939: Most
scenarios should use stalemated front or local attack. 1940: Most scenarios
should use stalemated front or local attack. 1941: Italians -1. British
North Africa -1 1942: Japanese -1. Italians -2. Americans -1. British North
Africa -1 1943: Japanese -1. 1944: Japanese -2. Germans -1. Russians +1.
British +2. Americans +3. 1945: Japanese -3. Germans -2. Americans +1.
Russians +2.
|
Defensive Works - The defending side rolls for each
category once per 150 total bases present for both sides. The attacking player
may roll 2D6 for trenches and 1D6 for minefields.
|
Time/Place |
Anti-tank Ditch (x10") |
Trenches (x10") |
Pillboxes |
Bunkers |
Minefields |
German |
West - 1940 |
- |
½D6 |
- |
- |
- |
|
1944-45 |
½D6 |
1D6 |
½D6 |
½D6 |
1D6 |
|
East - 1941-42 |
- |
½D6 |
- |
- |
- |
|
1943-45 |
- |
1D6 |
½D6 |
- |
3D6 |
|
Southern Europe |
- |
2D6 |
½D6 |
- |
1D6 |
|
North Africa |
- |
2D6 |
½D6 |
- |
3D6 |
|
|
|
|
|
|
|
Russian |
1941-42 |
- |
1D6 |
½D6 |
- |
1D6 |
|
43 |
- |
2D6 |
½D6 |
½D6 |
5D6 |
|
1944-45 |
- |
½D6 |
- |
- |
2D6 |
|
|
|
|
|
|
|
American |
Pacific Theater |
- |
2D6 |
- |
- |
- |
|
European Theater |
- |
1D6 |
- |
- |
1D6 |
|
|
|
|
|
|
|
Japanese |
Mainland China |
- |
1D6 |
½D6 |
- |
1D6 |
|
Pacific Field Force |
- |
1D6 |
1D6 |
1D6 |
1D6 |
|
Island Garrison |
- |
2D6 |
2D6 |
2D6 |
4D6 |
|
|
|
|
|
|
|
Commonwealth |
North Africa - In
Open |
- |
3D6 |
1D6 |
- |
6D6 |
|
North Africa - Fortress |
3D6 |
4D6 |
2D6 |
1D6 |
6D6 |
|
Europe 1940 |
- |
½D6 |
- |
- |
- |
|
Europe 1944 |
- |
1D6 |
- |
- |
- |
|
|
|
|
|
|
|
French |
1940 Field Force |
- |
- |
- |
- |
- |
|
1940 Fortress |
1D6 |
2D6 |
2D6 |
2D6 |
1D6 |
Setup
Proximity - Cross index the roll of one six sided die (top row) with the
location and year (left column) to obtain the nearest point (in yards) to the
defender that the attacker may place his nearest combat units or defenses.
Also, the die value (number of dots) actually rolled is the turn number that
players begin rolling for lulls in combat. See the Combat Lull section below
for more information.
|
1 |
2 |
3 |
4 |
5 |
6 |
Constricted Terrain |
80 yds |
160 yds |
200 yds |
250 yds |
300 yds |
400 yds |
Open
Terrain |
120 yds |
200 yds |
300 yds |
400 yds |
500 yds |
600 yds |
Wide Open Terrain |
200 yds |
300 yds |
400 yds |
500 yds |
700 yds |
1000 yds |
Reference: Large scale 1" = 20
yards, Medium Scale 1" = 30 yards, Small Scale 1" = 40 yards.
Combat Lulls - When players roll for
proximity on the set up chart, the unmodified die result is used to establish
the turn upon which players begin rolling on one six-sided die (1D6) for a
combat lull, which will occur on an unmodified roll result of 6
made at the start of each Attacker Assault phase until a lull occurs. The lull
is considered to be a short lull if it occurs before the seventh game turn, and
is considered to be a long lull if it occurs on or after the seventh game turn.
Players may mutually declare either type of combat lull at any time during the
game.
The Lull Features column below shows the various attempts at base
repair, unit recovery and resource acquisition which player may attempt during
combat lulls. The values shown under the Short Lull and Long Lull columns below
indicate the permissions or die rolls required to achieve the operations shown
at left. For example: During a short lull, a demoralized unit may not attempt
to recover from its current demoralized status. But that same unit will recover
during a long lull if it can roll a 5 or 6 on a recovery die
roll. A damaged combat base may repair itself on a die roll of 6
during a short lull and on a 4 through 6 during a
long lull.
Lull
Feature |
Short
Lull |
Long
Lull |
Extra Defenses |
Hasty Dig-in : Unlimited |
Trenchline: ½10 |
Repair Roll : Combat
Base Damage |
6 |
4 - 6 |
Repair Roll: Command Base Damage
¹ |
6 |
5,6 |
Repair : MG Jam |
Automatic |
Automatic |
Recovery : Demoralized Unit |
No recovery |
5,6 |
Reorganize : Units
² |
No reorganzing |
All unpinned
units |
Extra Resource Roll : Barrages
³ |
No |
Yes |
Extra Resource Roll :
Airstrikes ³ |
Yes |
Yes |
¹ A command base may repair
a maximum of one damage point during a short lull, and three damage points
during a long lull. ² Re-configure
battalion subunits to more favorable strengths. This may include eliminating
existing subunits in order to reinforce others in the same battalion. May only
be done within a battalion, hence inferior grade troops may not be used to
replace better grade troops, etc. Pinned units remained pinned, and therefore
may not take part in any reorganization. ³
Unused barrages not used in the previous round may be kept and
used in the next round of fighting. Unused air strikes are lost. |
|