Monday, April 17, 2017

D-Day Scenario For Plastic Army Men

BATTLEFIELD & TROOPS
The battle area is divided into sea, beach and land, with Green defending against an invasion by Tan.
Green's forces: 1 tank, 1 Jeep and 2 units of infantry, each: 1 officer (sub-machine gun), 1 sergeant (sub-machine gun and grenades), 3 riflemen, 1 sniper, 1 anti-tank rifleman, 1 shotgunner.
Infantry unit (left to right): officer, sergeant, three riflemen, sniper, anti-tank rifleman and shotgunner
Green's fortifications: 1 command post, 1 green-coloured emplacement, 2 sections of green-coloured barbed wire, 1 tan-coloured emplacement and 2 sections of tan-coloured barbed wire.
The command post should be positioned at the rear of the high ground. The tank starts next to it.
The basic battlefield, looking from behind the command post
The Green player then positions the green-coloured fortifications anywhere on the land, and the tan-coloured fortifications anywhere on the beach, except that the tan emplacement cannot be within 6in of the sea. He then deploys his remaining troops anywhere, but again not within 6in of the sea.
Tan's forces disembark from landing craft (not depicted) and have to wade or drive through shallow sea before reaching the beach. Tan has 2 tanks, 1 Jeep and 5 units of infantry. They arrive in pairs on the first four odd-numbered turns.
Tan should write down the order in which his troops will arrive. He does not show this to Green until after the battle, when Green can check to make sure the planned order was followed.
Mechanism: Tan enters his first two units from the sea edge on Turn One. Once they have moved, they may fire.
Then it is Green's turn. Green begins each turn by rolling two dice. From Turn Five he adds 1 to the dice total, from Turn Ten he adds 2 and from Turn Fifteen he adds 3. Each turn Green scores 12 or more, he receives reinforcements, with a 50:50 chance of a unit of infantry or a tank entering the battlefield from the narrow, land edge of the table. Once a tank has arrived as a reinforcement, any other reinforcements will be infantry.
COMBAT RULES
MOVEMENT
...............In Water...On Beach...On Land
Infantry      3"                4"               6"
Jeep            9"               12"             18"
Tank          6"                 8"              12"
The upward slope of the land is too gentle to affect movement.
Jeeps and tanks can reverse at half-speed.
A Jeep can carry a unit of eight infantrymen. It takes half a turn for infantry to get in or out of a Jeep. They cannot fire while in the Jeep but can fire on the turn they leave it.
BARBED WIRE
It takes two infantrymen a complete turn to make a section of barbed wire passable. They cannot fire that turn.
A tank can cross a section of barbed wire without penalty, and will make the barbed wire passable for all other troops.
Neither infantry nor jeeps can cross barbed wire unless it has been made passable.
SMALL-ARMS FIRE
(Infantry in the sea or a Jeep cannot fire or throw grenades.)
Infantry armed with a rifle, shotgun or sub-machine gun always fire at the nearest enemy or enemies (unless the nearest enemy is invulnerable, for example a tank, or a soldier behind cover at a long enough range to make a hit impossible). The one exception to this is a sniper, who can fire at any enemy in his line-of-sight.
A rifleman can fire at one target in a turn. An infantryman armed with a shotgun or a sub-machine gun can fire at two targets providing they are within 1" of each other.
First work out the range.
...................Short Range...Long Range
Rifle                  0-9"                9-18"
Shotgun             0-2"                2-4"
SMG                  0-3"                3-6"
Roll one die per firing, needing the following minimum scores to register a kill.
...................Short Range...Long Range
Rifle                  5                     6
Shotgun             4                     5
SMG                  3                     4
If the target is behind cover, subtract 1 from the die roll.
If the target is a Jeep and a hit is registered, roll again: 4-6, Jeep immobilised; 1-3, an infantryman being carried in the Jeep is killed - dice to see which one (if there are none, the hit is discounted).
GRENADES
A sergeant can fire his sub-machine gun or throw a grenade.
If he throws a grenade, mark the intended point of impact up to 4" away.
Roll a die to decide the actual point of impact: 5 or 6, on target; 1, it was thrown 1.5" further than intended; 2, 1.5" to the right; 3, 1.5" short; 4, 1.5" to the left.
Dice for every infantryman within 1" of where the grenade lands, a 4 or more being fatal. If the infantryman is behind cover from the centre of the blast of the grenade, subtract 1 from the die roll.
If a Jeep is within 1" of where the grenade lands, a 5 or more puts it out of action. If there are infantry in the Jeep, dice for each one, a 5 or more being fatal. If the Jeep was behind cover from the blast, subtract 1 from each die roll.
ANTI-TANK
An infantryman armed with an anti-tank rifle can fire at any solid target, ie a tank, Jeep, emplacement or command post, needing the following minimum score to destroy the target.
......................0-3"...3-6"
Tank               5       6
Jeep                4       5
Emp/CP          3       4
TANKS
A tank can fire at a solid target or at infantry.
When firing at a solid target, it needs the following minimum score to destroy the target.
.....................0-18"...18-36"
Tank               5           6  
Jeep                4           5
Emp/CP          3           4
(A destroyed emplacement no longer gives cover but the command post continues to do so even if destroyed.)
(Infantry sheltering behind a solid target that is destroyed are individually diced for, a 6 being fatal. If in a Jeep that is destroyed, 5 or 6 is fatal.)
When firing at infantry, mark the intended point of impact of a high-explosive shell (or the centre of an arc of machine-gun fire) up to 36" away.
Roll a die to decide the actual point of impact: 5 or 6, on target; 1, it landed 4" further than intended; 2, 4" to the right; 3, 4" short; 4, 4" to the left.
Dice for every infantryman within 3" of where the shell lands, a 4 or more being fatal. If the infantryman is behind cover from the centre of the blast of the shell, subtract 1 from the die roll.
If a Jeep is within 3" of where the shell lands, a 5 or more puts it out of action. If there are infantry in the Jeep, dice for each one, a 5 or more being fatal. If the Jeep was behind cover from the blast, subtract 1 from each die roll.
MORALE
An infantry unit whose officer and sergeant have been killed must dice at the start of each turn.
5 or 6: behaves normally
3 or 4: cannot move but can fire.
1 or 2: runs directly away from the enemy and cannot fire. Any figure that leaves the table edge cannot re-enter.
Note that the crew of a tank and the driver of a Jeep are not separately catered for - they live or die with their vehicles.
VICTORY
Tan has to capture the command post, or its ruins, before the end of Turn Twenty.
SOLO VARIANT
The player takes Green and dices, ideally using an eight-sided die, to determine the order in which the Tan forces arrive.

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