WW2 Ottovski Kriegsspiel System

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WW2 Ottovski System Guide Document

Special thanks to GloriousRuse and the International Kriegsspiel Society for advising me on
this project.

Update log:

6.7.23, current version. Added Armor and Light Anti-Tank into the system, did changes to
the document like “Rolling the Dice” section, and updated the modules.

3.7.23. Added Wire Obstacles and Minefields and updated the modules.

1.7.23. Tweaked the Infantry Attacker Die and updated the modules.

21.6.23, new version of the system! Document updated to correspond with the changes to the modules, like
redone dice results, ammunition trackers for artillery, defence levels for urban areas…

5.6.23, added "(New) Sides of the Dice (Not in any module yet) and “Friendly Defence Level”

29.5.23, added "Shell Weight, Heavy Artillery Token, Artillery Ammunition"

Rolling the Dice 3


The Norm: One Unit, One Die, One Roll 3
Very Disadvantaged Units 3
Assaults 3
Anti-Tank/Tank Combat 4
Destruction Fire Missions 4
Suppressed Unit Retreating 4
Unit Sizes 5
Movement Speeds 6
Order Delay & Distance 7
Sight Ranges 7
“Effective” Firing Ranges 8
Armor 8
What dice to tanks roll? 8
Armor Levels 9
Armor & AT Disadvantage 9
Infantry Anti-Tank: Light vs Heavy 9
Tokens 11
Combat Token 11
Disruption Token 13
Suppression Token 14
Defence Level Token 15
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Communication Tokens 18
Incoming Light Artillery Token 20
Incoming Medium Artillery Token 20
Incoming Heavy Artillery Token 21
Artillery Ammunition Token 22
Artillery Smoke Ammunition Token 22
Artillery 23
Shell Weight 24
Suppression Mission 26
Destruction Mission 26
Smoke Mission 26
Fortifications 27
In-game Illustration 28
Trenches 29
Wire Obstacles 30
Minefields 32
Combat Dice Results 33
Hit 33
2x Hit 33
Suppress 33
Disruption 34
Combat Dice Modifiers 35
Disadvantage 35
Defence Level 36
Friendly Defence Level 36
Commander Die Results 37
Extra Roll 37
-1 Disadvantage/Disruption/Suppress 37
Nothing 37
Radio Broken 37
Wounded 37
Gravely wounded 38
Killed 38
Commander Die Modifiers 38
Danger Level (DL) 38
Sides of the Dice 39
Infantry Attacker Die 40
Infantry Defender Die 42
Light Artillery Die 44
Medium Artillery Die 46
Heavy Artillery Die 48
Commander Die 50
Infantry Light Anti-Tank Die 52
Light Anti-Tank Gun Die 52
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Rolling the Dice

The Norm: One Unit, One Die, One Roll

Normally when resolving combat in this system, each individual block has its own die rolled
for it, identical to the Napoleonic Ottovski System.

For example, if you have four German platoons fighting four Soviet platoons, you should roll
eight dice in total. After rolling a die for each one of the blocks, you apply the results, and
then you are done with the combat for the turn. One die and one die roll per unit.

There are special circumstances though when rolling the dice differs from the norm:

Very Disadvantaged Units

If the umpire deems that a unit is in a situation with that deems a Disadvantage Level greater
than 2, the umpire can decide not to roll any dice for the unit.

One of these situations could for example be an exhausted infantry unit fighting on the
front-line being attacked in the rear by surprise, in which case the umpire rolls only dice for
the troops attacking from the rear, but none for the defending unit.

Assaults

There are two ways to resolve an assault, both designed to make the combat faster to simulate
the quick decisiveness (and bloodiness) of an assault:
Rolling two dice each - The assaulting unit and the defending unit both roll an additional die
each, making it two dice per block. Once these additional dice have been rolled, the game
will move into the next turn.
Rolling until either side loses - The assaulting unit and the defending unit both continue
rolling and applying the results of their dice (no additional dice, one die per each unit as
usual) until the defenders or the attackers are destroyed/routed.
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Anti-Tank/Tank Combat
To simulate the quick decisiveness of combat between anti-tank guns and tanks, or between
tanks and tanks, combat between these units are resolved similarly to assaults. Both sides will
continue rolling their dice until either side loses.

The tank unit and the anti-tank gun/other tank unit will both continue rolling and applying the
results of their dice (no additional dice, one die per each unit as usual) until the either side is
destroyed/routed.

In circumstances where the other side gets to clearly shoot first, for example in a case of a
hidden anti-tank gun ambushing enemy tanks, it is recommended to get the hidden AT-gun to
roll first, without any rolls for the opposing side.

Resolving infantry anti-tank equipment vs tanks can be resolved the same way as the
aforementioned combat, with both sides rolling until either side is destroyed/routed, or by
rolling combat normally (only one die and die roll per unit).

Keep in mind, in real life most tank vs tank & AT gun vs tank combat are won by the side
who fires first!

Destruction Fire Missions


In destruction fire missions, the artillery unit will roll as many dice as it has ammunition. E.g.
if a mortar platoon has two turns worth of heavy explosive ammunition left, it will roll two
dice.

Suppressed Unit Retreating


If a unit that is suppressed tries to disengage, each enemy unit targeting it will get an
additional roll, making it an extra die roll per block. Alternatively each enemy targeting the
unit can roll an additional die, making it two dice per block.
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Unit Sizes

Every unit piece in the system is a platoon, marked by three dots in the style of NATO
military symbology. In the system each platoon is standardised to be 30 men each and with a
frontage of 100 meters, with each artillery platoon having 2 field pieces, and each vehicle
platoon consisting of 3 vehicles. The module also includes large company unit pieces, with
frontages of 400 meters, which are there for purely aesthetic purposes and to help
higher-level-commanders plan.

The Commander Pieces that portray the players themselves are an exception, as they are
marked as squad size by a single dot. The Commander Pieces are unable to roll and are not
counted as a combat effective unit, portraying the commander and perhaps their adjutants or
messengers.

With each platoon consisting of 30 soldiers, each Hit can be translated to portray the loss of 5
men. This information can be used to count the strength of both sides prior to the battle and
the casualties lost after the engagement, for flavour purposes.
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Movement Speeds

Infantry and artillery movement speed:


Safe/far away from combat/marching: ~1 km
Moving to potential combat/cautious: ~0.5 km
In combat < 0.5 km, depending on the orders of the defending and attacking players, and their
rolls.
Assaulting: ~1 km

Armor movement speed:


The movement speed of armor in the system is slower than what you would find to be the
maximum speed of X tank written on a wikipedia. It is best to keep in mind, that these tank
crews in question are often driving on poor roads, in unknown country, with little to not
maps, potentially close to enemy forces.

Movement speed for tanks is work in progress:


25 kmh: 6,25 km
15 km/h: 3,75 km
10 km/h: on 2,5 km

Modifiers to movement speed:


Changes to orders: Half to quarter off movement speed
Rough terrain, such as moving uphill, through a forest, over a river: Half to quarter off the
movement speed, according to umpire discretion

Messenger/Runner:
Messenger in completely safe conditions: 2.5-3 km
Messenger near combat/cautious: 1-2 km
Messenger speed should be heavily affected by combat and by the assumed location of the
recipient. The messenger is moving on foot.
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Order Delay & Distance

The distance the player is from the unit that they are giving orders to, should be subtracted
from the movement of the unit that turn.

E.g. if a player gives orders to a unit 0.5 km away from them, the unit should be able to move
0.5 km less that turn than it could otherwise move.

These restrictions are to help simulate the realistic advantages and disadvantages of leading
from the front, and to add “weight” to the platoons as each one of them are made up of thirty
men organised into subgroups, all in all encouraging players to think ahead like in real life.

Sight Ranges

● Screenshots: ~2 km at maximum
○ Further information must be described relatively vaguely in a verbal report
● Naturally obstructed by nearby terrain
● Seeing enemy blocks in screenshots should be difficult and rare
○ To portray the difficult of correctly estimating the amount of enemy troops
● Defending/hidden troops should have much better vision
○ To portray prepared positions with clear sightlines, hidden scouts etc.
● Defending units should be automatically counted as concealed
● The player should be reliant on verbal reports by the umpire, portraying messengers,
unless they themselves are on the front-line

● Tanks being blind without infantry support should be heavily emphasised, with tank
commander players typically getting less specific information than their infantry
counterparts.
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“Effective” Firing Ranges

Infantry Platoons: ≤ 0.5 km


Machine Gun Platoons/Solely MG-armed tanks: ≤ 0.8 km

Maximum artillery ranges:


Light Mortar: 1.5 km
Infantry Support Gun: 2 km
Light AT-gun: 2 km

Maximum tank ranges:


Tank: 2 km

Artillery impact radius:


200m “Close” - No Disadvantage
400m “Medium” - Level 1 Disadvantage
600m “Far” - Level 2 Disadvantage

Armor

What dice to tanks roll?


At the moment, tanks roll artillery dice corresponding to their class, e.g. light tanks roll Light
Artillery Dice.

Purely machine-gun-equipped vehicles are the exception, who at the moment can roll Light
Artillery Dice or Infantry Attacker Dice, according to umpire discretion.

One die and one roll per unit in usual circumstances, with the exception of Anti-Tank/Tank
Combat (see: Anti-Tank/Tank Combat).
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Armor Levels
Light Tanks, Half-tracks & Armored Cars: 1
Medium Tanks: 2
Heavy Tanks: 3

Armor & AT Disadvantage


Increased Engagement range should be considered in the disadvantaging of a tank or an AT
gun. A tank or an AT gun firing at max range should be considered to count as Disadvantage
Lvl 2, with firing around 1 kilometer counting as 1 Disadvantage.

Situation between the target and the shooter should also be considered in the disadvantage. Is
the enemy tank obliviously riding through the countryside with its side completely open?
Keep in mind, in real life most tank vs tank & AT gun vs tank combat are won by the side
who fires first!

Infantry Anti-Tank: Light vs Heavy

In the system two types of dice to represent the anti-tank capabilities of infantry: Infantry
Light Anti-Tank Die & Infantry Heavy Anti-Tank Die.

The Light Die represents infantry equipped with inadequate to very light anti-tank equipment,
e.g:
● Infantry with no real AT equipment at all, such as:
○ German Early-Mid War infantry which had to resort to using bundled grenades
to destroy tanks, or by simply climbing on top of tanks and chucking grenades
inside their hatches.
● Infantry with AT equipment on paper, but in inadequate supply or designed against
light tanks:
○ Soviet Early-Mid (and often Late) War infantry equipped with anti-tank rifles
in very limited numbers
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The Heavy Die represents infantry equipped with proper anti-tank equipment, e.g:
● Infantry with dedicated AT equipment in good numbers, e.g.:
○ German Late War infantry armed with panzerfausts.

It should be emphasised that the AT equipment of infantry platoons shouldn’t necessarily be


understood to be universal. The umpire can decide for some units to be light, and some to be
heavy in terms of AT equipment.

Resolving infantry anti-tank equipment vs tanks can be done the same way as the
aforementioned combat, with both sides rolling until either side is destroyed/routed, or by
rolling combat normally (only one die and die roll per unit).

The range of infantry’s anti-tank equipment should be considered basically non-existent,


except perhaps for cases where infantry is considered to be firing at the enemy with AT rifles.
In all other cases, anti-tank combat should be done when the enemy tank platoon is
practically next to the infantry platoon’s game piece, as at this range the infantry can be
assumed to be for example throwing AT grenades, or using the AT rifles at close range for the
best effect.
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Tokens

Combat Token

In Combat
Automatically put on a unit once the unit is shooting or being shot at. If
the unit is hit, the unit goes down a HP-state.

The In Combat token state is basically the equivalent of the smoke


plume effects put on firing units in Napoleonic or ACW systems.

“Combat Ineffective” Token States

The following token states, routed, shattered and surrendered, all serve the same purpose,
which is to portray that the unit is no longer combat effective (no longer able to roll
dice/fight).

Any of these three token states should be automatically put on a unit after it runs out of
HP-states.

Although, the tokens can be put on before going all of the HP states in dramatic
circumstances, according to umpire discretion, for example when a unit is totally overrun in a
short period of time.

The Routed token can be an exception, as in special circumstances routed units with HP left
can recover, according to umpire discretion. If routed units do recover though, they should
automatically get a 2/2 Disruption Level Token.
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Routed
Unit is retreating in chaos, possibly no longer combat effective. Applied
according to umpire discretion, e.g. when the men have lost their will to
fight e.g. after their position has been overrun or their attack has failed
disastrously.

Shattered
Unit is no longer combat effective. Can symbolise many things, e.g. the
remnants of a destroyed unit or a disorganised formation fighting to the
death.

Applied according to umpire discretion, e.g. after a unit has run out of
HP and/or after its position has been overrun.

Surrendered
Unit is no longer combat effective. Applied according to umpire
discretion, e.g. after a unit has run out of HP and its position has been
overrun.
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Disruption Token

The Disruption Token is encouraged to be used by the umpires to portray reduced fighting
capability.

Umpires are encouraged to put Disruption Tokens on units when they’re e.g:
- Moving through difficult terrain
- to simulate the men getting tired and formations becoming disorganised.
- Getting changes to orders
- to simulate effects of formations becoming disorganised due to new orders and
the officers having to reorganise their men.
- This should be nearly always done to Soviet units. Deviating from a
battle-plan should always be punished for the Soviet forces, as their
officer-centric military doctrine favoured clear battle-plans instead of
mission command type adaptive tactics.

1/2 Disruption Level


The unit can still fight effectively (roll dice), but if the unit is still in
combat next turn the token will go to its second state. Token is removed
if the unit is out of combat for ~1 turn.

Shows that the unit soon needs to get out of combat and recover, e.g. its
soldiers are becoming tired, they are running low on ammunition, the unit is becoming
disorganised, or for a variety of other reasons.

2/2 Disruption Level


The unit is no longer fighting effectively (can't roll dice), but is still
fighting.

Shows that the unit needs to get out of combat and recover combat
effectiveness, because e.g. its soldiers are becoming tired, they are
running low on ammunition, the unit is becoming disorganised, or for a variety of other
reasons.
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Suppression Token

Represents that while not all of the units’ soldiers are completely suppressed and not shooting
at the enemy, the unit is unable to fire back effectively. The enemy has gained fire superiority.

1/2 Suppression Level


If the unit is suppressed again, the token goes to the second suppression
level. Unit can't fight effectively (roll dice) nor advance for a turn.
Token is removed after a turn unless suppressed again.

If the unit is ordered to retreat, the enemy units targeting it will get to roll an extra die each,
and if the unit is SOVIET and successfully retreats, it will get a 2/2 Disruption Level -token.

2/2 Suppression Level


If the unit is suppressed again, the unit will take a hit. If the unit is not
suppressed again, the token will go down to the first state. Unit can't
fight effectively (roll dice) nor advance for a turn.

If the unit is ordered to retreat, the enemy units targeting it will get to
roll an extra die each, and if the unit is SOVIET and successfully retreats, it will get a 2/2
Disruption Level -token.
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Defence Level Token

Defence Levels can be brought down one level by extensive artillery bombardment.

Only “Housing” and “Prepared” Defence Levels can be gained during a game without
pre-built defences, as building defences is not possible during the game.

Abandoned defences should be portrayed by leaving the Defence Level Token in its place if a
unit abandons it. Abandoned defences and fortifications can thus be manned by any unit,
although they do not grant a Defence Level to attacking units.

The Entrenched Defence Level should be portrayed by the Trenches


game-piece in addition to the Defence Level Token.

In-game there exists a shorter trench and a longer trench. The former can
fit one platoon, the latter two platoons.

The Prepared Defence Level is gained if a unit is stationary 30-60 minutes, at the umpire’s
discretion, and is lost if the unit moves.

A unit block may only have a Housing Defence Level token if the on-map buildings are at
least half the size of the unit block.

A large amount of small buildings spread over an area can also be adequate for giving
Housing Defence Level, even though a single building couldn't cover half of the unit piece.
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1/5 Defence Level - Prepared


Unit has had time to pick some kind of defensive positions, e.g. firing sectors.

Soviet units that are prepared can reinforce defensive positions without
disruption, while the Germans (thanks to training) never suffer disruption
from such an action.

1/5 Defence Level - Rural Housing


Unit is simply in an area with rural buildings, likely a rural village, without
preparations.

2/5 Defence Level - Dug in


Unit has had at least a few hours to prepare a defensive position, e.g.
foxholes.

2/5 Defence Level - Rural Housing Prepared


Unit has had time to pick some kind of defensive positions.

2/5 Defence Level - Urban Housing


Unit is simply in an area with urban buildings, likely an urban town, without
preparations.

3/5 Defence Level - Entrenched


Unit has likely had at least a week to prepare a defensive position, e.g.
trenches.

3/5 Defence Level - Rural Housing Dug in


Unit has had at least a few hours to prepare a defensive position.

3/5 Defence Level - Urban Housing Prepared


Unit has had time to pick some kind of defensive positions.
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4/5 Defence Level - Rural Housing Entrenched


Unit has likely had at least a week to prepare a defensive position, e.g.
trenches.

4/5 Defence Level - Urban Housing Dug in


Unit has had at least a few hours to prepare a defensive position.

5/5 Defence Level - Urban Housing Entrenched


Unit has likely had at least a week to prepare a defensive position, e.g.
trenches.
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Communication Tokens

Radio Communications
Commander can communicate to other commanders via radio.

Radios have a range of 1-2 km, depending on terrain.

Typically, all German players should be in radio communications with each other, and the
Soviets should be completely without any radios.
● In real life, each German company commander was issued with a radio.
○ Some German platoon commanders were issued their own radios in the later
years of the war, but this is often not portrayed in the games of this system.
■ As such, you can assume the platoons themselves are getting orders
from the player by runner.
● The Soviets in contrast, majority of the time only had radios for regimental
commanders and tanks.
○ Therefore, the Soviet commanders in-game should always be entirely reliant
on runners, or in a rare case be supported by Field Telephone(s).

A shared radio channel in-game is portrayed by a text channel on Discord.

● The text-channel should be shared by all the players in radio communications with
each other.
● If a player is out of radio range or their radio is lost, they should be removed from the
text-channel by the umpire.
● The text-channel should have at least a 30 second delay.
● The players should be heavily encouraged to use strict radio discipline, call-signs etc.
○ The players should be told that breaking radio discipline can result in the
opposing team intercepting their messages,
○ or the players should be outright told that the players should encrypt their
messages so that the opposing players couldn’t understand the messages if
they intercepted them.
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● The players should be supplied a WW2 phonetic alphabet by the umpire before the
game.
○ This way the players can make their own call-signs etc. during the
planning-phase, or even before it.

Field Telephone Communications


Commander can communicate to other commanders via field telephone.

A shared Field Telephone line allows players to talk to each other in


discord voice chat, as if they were co-located.

To use the Field Telephone, the player must be in its direct vicinity.

The Field Telephone line can be cut, according to umpire discretion.

It is recommended for scenario design, that defending forces are able to call in fire support
from artillery batteries only via Field Telephone.
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Incoming Light Artillery Token

Indicates that the unit is taking artillery fire, in differing amounts. In addition to this token,
the use of different explosion and fire effects that can be found in the Tabletop Simulator
Steam Workshop are encouraged, for aesthetic purposes, mostly in the case of field howitzer
bombardments.

1/3 Incoming Light Artillery


Unit is the focus of 1 mortar/artillery platoon's Suppression Mission, or is
under quite inaccurate artillery fire.

2/3 Incoming Light Artillery


Unit is the focus of 1 mortar/artillery platoon's Destruction Mission, or is the
focus of 2 mortar/artillery platoons' Suppression Mission.

3/3 Incoming Light Artillery


Unit is the focus of 2 mortar/artillery platoons' Destruction Mission, or is the
focus of 3 mortar/artillery platoons' Suppression Mission.

Incoming Medium Artillery Token

1/3 Incoming Medium Artillery


Unit is the focus of 1 medium artillery platoon's Suppression Mission, or is
under quite inaccurate artillery fire.

2/3 Incoming Medium Artillery


Unit is the focus of 1 medium artillery platoon's Destruction Mission, or is the
focus of 2 medium artillery platoons' (battery) Suppression Mission.

3/3 Incoming Medium Artillery


Unit is the focus of 2 medium artillery platoons' (battery) Destruction
Mission, or is the focus of 3 medium artillery platoons' Suppression Mission.
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Incoming Heavy Artillery Token

1/3 Incoming Heavy Artillery


Unit is the focus of 1 heavy artillery platoon's Suppression Mission, or is
under quite inaccurate artillery fire.

2/3 Incoming Heavy Artillery


Unit is the focus of 1 heavy artillery platoons’ Destruction Mission, or is the
focus of 2 heavy artillery platoons' (battery) Suppression Mission.

3/3 Incoming Heavy Artillery


Unit is the focus of 2 heavy artillery platoons' (battery) Destruction Mission,
or is the focus of 3 heavy artillery platoons' Suppression Mission.
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Artillery Ammunition Token

3/3 Ammunition
Unit has 45 minutes worth of ammunition left.

2/3 Ammunition
Unit has 30 minutes worth of ammunition left.

1/3 Ammunition
Unit has 15 minutes worth of ammunition left.

0/3 Ammunition
Unit has run out of ammunition.

Artillery Smoke Ammunition Token

1/1 Smoke Ammunition


Unit has 15 minutes worth of smoke ammunition left.

0/1 Smoke Ammunition


Unit has run out of smoke ammunition.
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Artillery

The default ammunition loadout for every artillery unit is:


● 3 High Explosive Ammunition
● 1 Smoke Ammunition
○ (excluding Infantry Support Guns that do not have smoke)
One ammunition can be described as “15 minutes worth of high explosive/smoke
ammunition”, as this translates to it in-game turns.

Unlike other artillery pieces, Infantry Support Guns may only be fired in direct fire mode
in-game, thus requiring a clear sightline to their target.

Unlike other artillery units, fire support can not be requested from individual platoons in the
case of Field Howitzers and other rear-line artillery units.
● This is due to the fact that in real life artillery is organised by batteries, and the
batteries themselves coordinate between their own platoons.
● Each battery is made up of two artillery platoons
○ Meaning in-game, that a battery fire mission will roll a die for each one of its
platoons
■ Meaning in the case of a default ammo loadout battery firing a
Destruction Mission, there will be six dice in total rolled!

Defence Levels can be brought down by one level by extensive artillery bombardment.
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Shell Weight

The real life shell weight of the artillery piece determines what Artillery Die it will roll.

Light Artillery Die


SOV:
(Infantry Mortar) 82 mm battalion mortar model 37 3 kg
(Field Gun) 76 mm Zis 3 divisional gun M1942 6.2 kg
(Infantry Support Gun) 76 mm regimental gun M1927 6.2k g
GER:
(Infantry Mortar) 8 cm Granatwerfer 3.5 kg
(Field Gun) 7.5 cm Fk 231(f)/Canon de 75 modèle 1897 5.4 kg
(Infantry Support Gun) 7.5 cm leichtes Infanteriegeschütz 18 6 kg

Medium Artillery Die


SOV:
(Heavy Mortar) 120 mm mortar model 1943 16 kg
(Field Howitzer) 122 mm howitzer M1938 (M-30) 21 kg
GER:
(Heavy Mortar) 12 cm Granatwerfer 42 15.6 kg
(Field Howitzer) 10.5 cm leichte Feldhaubitze 18 15 kg
(Hvy Infantry Support Gun) 15 cm schweres Infanterie Geschütz 33 38 kg

50/50 Medium & Heavy Artillery Die


(E.g. A suppression mission for a battery = 1 Medium Artillery Die & 1 Heavy Artillery Die)
SOV:
(Heavy Howitzer) 152 mm howitzer-gun M1937 ML-20 43 kg
GER:
(Heavy Howitzer) 15 cm schwere Feldhaubitze 18 43 kg
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Heavy Artillery Die


SOV:
(Heavy Howitzer) 203 mm howitzer M1931 (B-4) 100 kg
GER:
(Heavy Mortar) 21 cm Mörser 16 113 kg
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Suppression Mission

Uses up one High Explosive Ammunition, as such, with the default ammunition loadout, an
artillery unit can be ordered to do three Suppression Missions during a game.

A Suppression Mission is representative of the artillery unit firing high explosive shells at a
steady pace with clear intervals, conserving their ammunition.

The Suppression Mission is the only Fire Mission available for Infantry Support Guns.

Destruction Mission

Can be ordered only once per game. The artillery unit will fire all of the High Explosive
Ammunition it has over a period of 15 minutes (1 turn).
● This naturally means that the artillery unit will also roll all of its dice as well.

Could be described in real life perhaps as a “continuous drumroll of explosions.”

Unavailable to Infantry Support Guns.

Smoke Mission

The unit will fire Smoke Ammunition. The smoke will stay in the area for one turn before
disappearing.

The smoke can hinder the fighting capabilities of units (disadvantage) or totally stop them
from fighting effectively (rolling dice), according to umpire discretion.

Unavailable to Infantry Support Guns.


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Fortifications

Establishing more than a very limited amount of fortifications realistically requires for the
infantry to receive engineer support. Barbed wire, landmines and specialized entrenchment
tools were historically issued to engineer companies only, who the infantry naturally assisted
in establishing obstacles and fortification.
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In-game Illustration

Left: Two Soviet rifle platoons entrenched in a long trench that grants protection for two
platoons. In front of the platoons is 1 set of Wire Obstacle. There are no additional Wire
Obstacles or AP Minefields in a row behind or in front of the Wire Obstacle, thus the Wire
Obstacle is only Level 1, “Light Line”.

Center: 2 sets of Wire Obstacle deployed in a long line. There are no additional Wire
Obstacles in a row behind or in front of the Wire Obstacles, thus they would be only Level 1
by themselves. But, as there is 1 Level of AP (antipersonnel) mines set up behind the Wire
Obstacles, it ups both of the Wire Obstacles to Level 2, “Main Line”.

Right: A machine gun platoon entrenched in a short trench that grants protection only for one
platoon. In front of the platoon are 3 sets of Wire Obstacle set up in rows. Each one of the
three Wire Obstacle rows is equal of 1 Wire Obstacle Level. Thus combined the Wire
Obstacles are Level 3, “Obstacle Belt”.
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Trenches

The Trenches in-game portray well-prepared fighting positions which have likely taken at
least a week to prepare and have likely been at least partly built with specialised engineering
equipment.

Extensive trench networks that have been constructed likely for months can be portrayed by
multiple trenches, for example a fall-back trenchline. Incomplete or rushed works by granting
the players only one trench per company, while the rest of the troops are only on Dug in
Defence Level.

The Entrenched Defence Level should be portrayed by the Trenches game-piece in addition
to the Defence Level Token.

Abandoned trenches should be portrayed by leaving the Trenches in their place if a unit
abandons it. Abandoned defences and fortifications can thus be manned by any unit, although
they do not grant a Defence Level to attacking units.

The Entrenched Defence Level should be portrayed by the Trenches


game-piece in addition to the Defence Level Token.

In-game there exists a shorter trench and a longer trench. The former can
fit one platoon, the latter two platoons.
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Wire Obstacles

There exists 3 Levels of Wire Obstacle in-game, a single row of wire represents a single
level.

One Level of AP Minefield can be used to up the Level of 2 Wire Obstacles by 1. This
represents the difficulties in clearing Wire Obstacles spread out with mines.

The first unit going through a Wire Obstacle creates a clear lane, meaning any other units
going through the exact same path do not suffer any of the negative modifiers from the Wire
Obstacle.

Artillery can be used to create a breach to a Wire Obstacle, albeit very inefficiently. Each
Wire Obstacle Level requires 3 Hits from Medium or Heavy Artillery to create a breach.

Level 1 “Light Line”


Represents thin wire obstacles, made up of only a few strands of wire, that can be established
in a short amount of time and spread over long distances, like “tanglefoot” barbed wire
obstacles.

The movement speed of normal infantry going


through a Light Line is halved/slowed down.

If normal infantry is in combat while going through a


Light Line, they will receive a 1/2 Disruption.

Engineers/pioneers don’t suffer any penalties from


going through a Light Line.
32

Level 2 “Main Line”


Represents proper wire obstacles, established in 72
hours with a considerable cost of supplies. Typically
made up of “concertina” and “apron” wire
obstacles which can require 6-9 strands wire for one
200 meter line.

Normal infantry going through a Main Line are


stopped and unable to advance for 30 minutes until they have cleared a path.
Engineers/pioneers take 15 minutes to clear a path.

If normal infantry is in combat while going through a Main Line, they will receive a 2/2
Disruption Level and a disadvantage to their rolls. Engineers/pioneers receive 1/2 Disruption
Level and possibly a disadvantage according to umpire discretion.

Level 3 “Obstacle Belt”


Represents very extensive and deep obstacles built by engineers over a long period of time.
E.g. a belt with a depth of 100 meters might contain 3-5 lines of wire barbed wire.

Only engineers/pioneers are able to clear a path


through an Obstacle Belt. Engineers/pioneers take 45
minutes to clear a path (15 minutes for each level).

If normal infantry is in combat while going through an


Obstacle Belt, they will receive a 2/2
Disruption Level and are unable fight
effectively at all (can’t roll dice).
Engineers/pioneers receive 2/2 Disruption
Level and one or two disadvantage according
to umpire discretion.
33

Minefields

There exists two types of mines in-game: AP (anti-personnel) and AT (anti-tank).

A minefield deals 1 Hit and 1/2 Disruption Level to its corresponding target (AP against
infantry, AT against vehicles) if the enemy is unaware of the minefield or deliberately moves
into it.

AP Minefield
Creating a lane in one AP Minefield with normal infantry takes 45 minutes, with
pioneers/engineers 15 minutes.

AT Minefield
Creating a lane in one AT Minefield with normal infantry takes 30 minutes, with
pioneers/engineers no time.

A mixed minefield can be established by combining one level of AP mines with one level of
AT mines.

To create a higher density minefield, minefields can be set up in rows. The time for the
enemy to create a lane is thus increased as they need to clear each one of the minefields.

If normal infantry is in combat while creating a lane in a minefield, they will receive a 2/2
Disruption Level and a disadvantage to their rolls. Engineers/pioneers receive 1/2 Disruption
Level and possibly a disadvantage according to umpire discretion.

One Level of AP Minefield can be used to up the Level of 2 Wire Obstacles by 1. This
represents the difficulties in clearing Wire Obstacles spread out with mines.
34

Combat Dice Results

Hit

The enemy unit goes down a HP point (block becomes smaller by going down to the next
state) if the prerequisite modifiers on the side of the die are met.

If the unit is already on its last HP point, it will become combat ineffective (unable to fight
again) and its Combat Token will go down to Routed, Shattered or Surrendered, which are
chosen according to umpire discretion.

With each platoon in the system being made up of 30 men, each hit can portray ~5 casualties,
meaning a unit that has run out of HP states would have 15 men left and thus be at 50%
strength.

2x Hit

Same as the normal hit, but the friendly unit will be able to deal two hits to enemy units.
According to umpire discretion, the two hits can be split between two enemy units, meaning
one per unit, or both of the hits dealt to a single enemy unit.

Suppress

The enemy unit will get a Suppressed Token, meaning it won’t be able to move or fight (roll
dice) during the next turn.

If a unit which is already suppressed gets suppressed again, the targeted unit’s suppression
token will go to Suppression Level 2.

If a unit that already has a Suppression Level 2 Token is suppressed again, the suppression
will count as a hit.
35

Disruption

The unit will get a Disruption Token.

According to the text on the side of the die, the unit that will get the Disruption Token may be
the Friendly Unit (the unit that rolled the die) or the Enemy Unit (the unit the rolling unit is
fighting against).

If the unit in question already has a Level 1 Disruption Token, the Disruption Token will go
to Level 2. If the Unit in question already has a Level 2 Disruption Token, the roll will have
no effect, unless decided otherwise by the umpire.
36

Combat Dice Modifiers

Disadvantage

Used to depict differing circumstances in combat.

If the enemy unit’s Disadvantage Level is less or equal to the Disadvantage Level mentioned
on the rolled side of the die, the result applies.

Disadvantage levels can and should negate each other. Umpire should compare the units and
their circumstances to each other..

Disadvantage levels for artillery can be used to portray units being harder to hit, e.g. due to
terrain or inaccurate firing coordinates.

Units with special combat equipment, such as Pioneers and Machine Gun
Platoons, can according to umpire discretion negate a disadvantage level or
apply a disadvantage level to their enemy in combat.

Likewise, units equipped poorly for combat, such as rear-echelon units like
support troops, can according to umpire discretion gain a disadvantage level
themselves or have the enemy negate a disadvantage level in combat.

Level 1 Disadvantage - The friendly unit is at a minor disadvantage


compared to the enemy, e.g:

- The enemy has slightly better cover than the friendly unit, e.g. the friendly unit is in the
open, while the enemy is in a lightly wooded area.
- The friendly unit has to attack over slightly difficult terrain, e.g. across a small river, across
a small area of wetland, or up a small slope.
- The enemy unit is in a slightly better mental or physical condition than the friendly unit, e.g.
the friendly unit has fought for some time, while the enemy unit is fresh.
37

Level 2 Disadvantage - The friendly unit is at a major disadvantage compared to the enemy,
e.g:

- The enemy has much better cover than the friendly unit, e.g. the friendly unit is in the open,
while the enemy is in a heavily wooded area.
- The friendly unit has to attack over very difficult terrain, e.g. across a sizable river, across a
sizable area of wetland, or up a sizable slope.
- The enemy unit is in a much better mental or physical condition than the friendly unit, e.g.
the friendly unit has fought for a long period of time, while the enemy unit is fresh.

In situations where one of the units can be considered to be even in disadvantage situations
even worse than level 2, e.g. the other unit is being ambushed in a hopeless situation, the
umpire can opt to not roll a die for the disadvantaged side.

Defence Level

If the enemy unit’s Defence Level Token’s Defence Level is less or equal to the
Defence Level mentioned on the rolled side of the die, the result applies.

Friendly Defence Level

If the friendly unit’s (the unit rolling the die) Defence Level Token’s Defence Level is more
or equal to the Defence Level mentioned on the rolled side of the die, the result applies (=
more damage dealt by the defender to the attacker).
38

Commander Die Results

The commander die should be rolled every turn that the player is in very close proximity to
friendly units, close enough to realistically be helping their performance by the commander’s
inspiring presence, or by directly leading them.

The commander die should also be rolled every turn that the player is in considerable danger.

Extra Roll

A unit close to the commander gets one additional Combat Die roll.

-1 Disadvantage/Disruption/Suppress

A unit close to the commander gets one level of Disadvantage Level modifiers reduced when
rolling a Combat Die, or the unit gets one level of a Disruption Token or a Suppress Token
removed.

Nothing

The Commander Die roll has no effect.

Radio Broken

The player loses access to their radio-channel for the duration of the game, unless another
players gives them their own radio.

Wounded

The player suffers a (recoverable) wound. Player’s abilities are limited for a certain amount
of time, all according to umpire discretion.
39

Gravely wounded

The player is seriously wounded and won’t be able to recover over duration of the game.
According to umpire discretion, the player may be too wounded to continue participating in
the game in any capacity (basically dead), or may be able to continue accompanying the other
players in some restricted form.

Killed

The player is dead and out of the game.

In order to make player death more dramatic and combat more intense, it is not recommended
that the player be able to rejoin the game as a new character. Instead, the player may be
permitted to spectate the game from the umpire-table.

Commander Die Modifiers

Danger Level (DL)

The commander die should be rolled every turn that the player is in considerable danger.

Different circumstances, like defensive fighting positions, may affect the player’s Danger
Level, according to umpire discretion.

The following are examples of the differing 3 Danger Level situations, with 3 being the worst
and 1 being the safest:

1 (Safest) - Player is a few hundred metres behind friendly units that are being shot at.

2 - Player is directly next to friendly units that are being shot at,
or they are few hundred metres behind friendly units that are under artillery fire.

3 (Most dangerous) - Player is directly next to friendly units that are under artillery fire.
40

Sides of the Dice

Pictured: Default Tabletop Simulator D20 template for comparison.


41

Infantry Attacker Die

1 Friendly Unit Disrupted


2 Friendly Unit Disrupted
3 Friendly Unit Disrupted
5 Friendly Unit Disrupted
6 Friendly Unit Disrupted
7 Friendly Unit Disrupted
8 Supp if Def Lvl ≤ 1 & if No Disadv
9 Supp if Def Lvl ≤ 1 & if Disadv Lvl ≤ 1
42

10 Supp if Def Lvl ≤ 1 & if Disadv Lvl ≤ 2


11 Hit if Def Lvl ≤ 2 & if No Disadv
12 Hit if Def Lvl ≤ 2 & if Disadv Lvl ≤ 1
13 Hit if Def Lvl ≤ 3 & if No Disadv & Friendly Unit Disrupted
14 Hit if Def Lvl ≤ 3 & if Disadv Lvl ≤ 1 & Friendly Unit Disrupted
15 Hit if Def Lvl ≤ 4 & if No Disadv & Friendly Unit Disrupted
16 Hit if Def Lvl ≤ 4 & if Disadv Lvl ≤ 1 & Friendly Unit Disrupted
17 Hit if Def Lvl ≤ 4 & if Disadv Lvl ≤ 2 & Friendly Unit Disrupted
18 Hit if Def Lvl ≤ 5 & if No Disadv & Friendly Unit Disrupted
19 Hit if Def Lvl ≤ 5 & if Disadv Lvl ≤ 1 & Friendly Unit Disrupted
20 Hit if Def Lvl ≤ 5 & if Disadv Lvl ≤ 2 & Friendly Unit Disrupted
43

Infantry Defender Die

1 2x Hit if Disadv Lvl ≤ 1 & Friendly Unit Disrupted


2 2x Hit if Disadv Lvl ≤ 2 & Friendly Unit Disrupted
3 2x Hit if Disadv Lvl ≤ 2 & Friendly Unit Disrupted
4 2x Hit ( + Hit if Friendly Def Lvl ≥ 1 ) & if No Disadv
5 Hit + Supp ( + Hit if Friendly Def Lvl ≥ 1 ) & if Disadv Lvl ≤ 1
6 Hit + Supp ( + Hit if Friendly Def Lvl ≥ 1) & if Disadv Lvl ≤ 2
7 2x Hit ( + Hit if Friendly Def Lvl ≥ 2 ) & if No Disadv
8 Hit ( + Hit if Friendly Def Lvl ≥ 2 ) & if Disadv Lvl ≤ 1
9 Hit ( + Hit if Friendly Def Lvl ≥ 2 ) & if Disadv Lvl ≤ 2
44

10 2x Hit ( + Hit if Friendly Def Lvl ≥ 3 ) & if No Disadv


11 Hit ( + Hit if Friendly Def Lvl ≥ 3 ) & if Disadv Lvl ≤ 1
12 Hit ( + Hit if Friendly Def Lvl ≥ 3 ) & if Disadv Lvl ≤ 2
13 2x Hit ( + Hit if Friendly Def Lvl ≥ 4 ) & if Disadv Lvl ≤ 1
14 Hit ( + Hit if Friendly Def Lvl ≥ 4 ) & if Disadv Lvl ≤ 1
15 Hit ( + Hit if Friendly Def Lvl ≥ 4 ) & if Disadv Lvl ≤ 2
16 Hit ( + Hit if Friendly Def Lvl ≥ 4 ) & if Disadv Lvl ≤ 2
17 2x Hit ( + Hit if Friendly Def Lvl ≥ 5 ) & if Disadv Lvl ≤ 1
18 Hit ( + Hit if Friendly Def Lvl ≥ 5 ) & if Disadv Lvl ≤ 1
19 Hit ( + Hit if Friendly Def Lvl ≥ 5 ) & if Disadv Lvl ≤ 2
20 Hit ( + Hit if Friendly Def Lvl ≥ 5 ) & if Disadv Lvl ≤ 2
45

Light Artillery Die

1 2x Supp + 2x Hit if Def Lvl ≤ 0 & if No Disadv


2 2x Supp + 2x Hit if Def Lvl ≤ 0 & if Disadv Lvl ≤ 1
3 2x Supp + Hit if Def Lvl ≤ 0 & if Disadv Lvl ≤ 2
4 2x Supp + 2x Hit if Def Lvl ≤ 1 & if No Disadv
5 2x Supp + Hit if Def Lvl ≤ 1 & if Disadv Lvl ≤ 1
6 2x Supp if Def Lvl ≤ 1 & if Disadv Lvl ≤ 2
7 2x Supp + Hit if Def Lvl ≤ 2 & if No Disadv
8 2x Supp + Hit if Def Lvl ≤ 2 & if Disadv Lvl ≤ 1
46

9 2x Supp + Hit if Def Lvl ≤ 2 & if Disadv Lvl ≤ 1


10 Supp if Def Lvl ≤ 2 & if Disadv Lvl ≤ 2
11 2x Supp + Hit if Def Lvl ≤ 3 & if No Disadv
12 2x Supp if Def Lvl ≤ 3 & if Disadv Lvl ≤ 1
13 2x Supp if Def Lvl ≤ 3 & if Disadv Lvl ≤ 1
14 Supp if Def Lvl ≤ 3 & if Disadv Lvl ≤ 2
15 2x Supp if Def Lvl ≤ 4 & if No Disadv
16 2x Supp if Def Lvl ≤ 4 & if Disadv Lvl ≤ 1
17 Supp if Def Lvl ≤ 4 & if Disadv Lvl ≤ 2
18 2x Supp if Def Lvl ≤ 5 & if No Disadv
19 Supp if Def Lvl ≤ 5 & if Disadv Lvl ≤ 1
20 Supp if Def Lvl ≤ 5 & if Disadv Lvl ≤ 2
47

Medium Artillery Die

1 2x Supp + 2x Hit if Def Lvl ≤ 0 & if No Disadv


2 2x Supp + 2x Hit if Def Lvl ≤ 0 & if Disadv Lvl ≤ 1
3 2x Supp + Hit if Def Lvl ≤ 0 & if Disadv Lvl ≤ 2
4 2x Supp + 2x Hit if Def Lvl ≤ 1 & if No Disadv
5 2x Supp + Hit if Def Lvl ≤ 1 & if Disadv Lvl ≤ 1
6 2x Supp if Def Lvl ≤ 1 & if Disadv Lvl ≤ 2
7 2x Supp + Hit if Def Lvl ≤ 2 & if No Disadv
8 2x Supp + Hit if Def Lvl ≤ 2 & if Disadv Lvl ≤ 1
48

9 Supp if Def Lvl ≤ 2 & if Disadv Lvl ≤ 2


10 2x Supp + Hit if Def Lvl ≤ 3 & if No Disadv
11 2x Supp if Def Lvl ≤ 3 & if Disadv Lvl ≤ 1
12 Supp if Def Lvl ≤ 3 & if Disadv Lvl ≤ 2
13 2x Supp if Def Lvl ≤ 4 & if No Disadv
14 2x Supp if Def Lvl ≤ 4 & if Disadv Lvl ≤ 1
15 Supp if Def Lvl ≤ 4 & if Disadv Lvl ≤ 1
16 Supp if Def Lvl ≤ 4 & if Disadv Lvl ≤ 2
17 2x Supp if Def Lvl ≤ 5 & if No Disadv
18 Supp if Def Lvl ≤ 5 & if Disadv Lvl ≤ 1
19 Supp if Def Lvl ≤ 5 & if Disadv Lvl ≤ 1
20 Supp if Def Lvl ≤ 5 & if Disadv Lvl ≤ 2
49

Heavy Artillery Die

1 4x Supp + 2x Hit if Def Lvl ≤ 0 & if No Disadv


2 4x Supp + 2x Hit if Def Lvl ≤ 0 & if Disadv Lvl ≤ 1
3 4x Supp + Hit if Def Lvl ≤ 0 & if Disadv Lvl ≤ 2
4 4x Supp + 2x Hit if Def Lvl ≤ 1 & if No Disadv
5 4x Supp + Hit if Def Lvl ≤ 1 & if Disadv Lvl ≤ 1
6 4x Supp if Def Lvl ≤ 1 & if Disadv Lvl ≤ 2
7 4x Supp + Hit if Def Lvl ≤ 2 & if No Disadv
8 4x Supp + Hit if Def Lvl ≤ 2 & if Disadv Lvl ≤ 1
9 2x Supp + Hit if Def Lvl ≤ 2 & if Disadv Lvl ≤ 2
50

10 4x Supp + Hit if Def Lvl ≤ 3 & if No Disadv


11 2x Supp + 2x if Def Lvl ≤ 3 & if Disadv Lvl ≤ 1
12 2x Supp + Hit if Def Lvl ≤ 3 & if Disadv Lvl ≤ 2
13 2x Supp + 2x if Def Lvl ≤ 4 & if No Disadv
14 2x Supp + 2x if Def Lvl ≤ 4 & if Disadv Lvl ≤ 1
15 2x Supp + Hit if Def Lvl ≤ 4 & if Disadv Lvl ≤ 1
16 2x Supp + Hit if Def Lvl ≤ 4 & if Disadv Lvl ≤ 2
17 2x Supp + 2x Hit if Def Lvl ≤ 5 & if No Disadv
18 2x Supp + Hit if Def Lvl ≤ 5 & if Disadv Lvl ≤ 1
19 2x Supp + Hit if Def Lvl ≤ 5 & if Disadv Lvl ≤ 1
20 2x Supp + Hit if Def Lvl ≤ 5 & if Disadv Lvl ≤ 2
51

Commander Die

1 Killed if Danger Lvl ≥ 3


2 Killed if Danger Lvl ≥ 2
3 Gravely Wounded if Danger Lvl ≥ 1
4 Gravely Wounded if Danger Lvl ≥ 3
5 Wounded if Danger Lvl ≥ 2
6 Wounded if Danger Lvl ≥ 1
7 Broken Radio & Wounded if Danger Lvl ≥ 3
8 Broken Radio if Danger Lvl ≥ 2
9 Broken Radio if Danger Lvl ≥ 1
52

10 -1 Disadvantage/Disruption/Suppression
11 -1 Disadvantage/Disruption/Suppression
12 -1 Disadvantage/Disruption/Suppression
13 -1 Disadvantage/Disruption/Suppression
14 -1 Disadvantage/Disruption/Suppression
15 -1 Disadvantage/Disruption/Suppression
16 1 Extra Roll
17 1 Extra Roll
18 1 Extra Roll
19 1 Extra Roll
20 1 Extra Roll
53

Infantry Light Anti-Tank Die


1 Friendly Unit Disrupted
2 Friendly Unit Disrupted
3 Friendly Unit Disrupted
4 Friendly Unit Disrupted
5 2x Hit + 2x Enemy Disrupted if Armor Lvl ≤ 1 & if No Disadv
6 Hit + 2x Enemy Disrupted if Armor Lvl ≤ 1 & if Disadv Lvl ≤ 1
7 Enemy Disrupted if Armor Lvl ≤ 1 & if Disadv Lvl ≤ 2
8 Hit + 2x Enemy Disrupted if Armor Lvl ≤ 2 & if No Disadv
9 2x Enemy Disrupted if Armor Lvl ≤ 2 & if Disadv Lvl ≤ 1
10 Enemy Disrupted if Armor Lvl ≤ 2 & if Disadv Lvl ≤ 2
11 Hit + 2x Enemy Disrupted if Armor Lvl ≤ 3 & if No Disadv
12 Enemy Disrupted if Armor Lvl ≤ 3 & if Disadv Lvl ≤ 1

Light Anti-Tank Gun Die


1 6x Hit + 4x Enemy Disrupted if Armor Lvl ≤ 1 & if No Disadv
2 4x Hit + 3x Enemy Disrupted if Armor Lvl ≤ 1 & if Disadv Lvl ≤ 1
3 Hit + 2x Enemy Disrupted if Armor Lvl ≤ 1 & if Disadv Lvl ≤ 2
4 6x Hit + 4x Enemy Disrupted if Armor Lvl ≤ 2 & if No Disadv
5 4x Hit + 3x Enemy Disrupted if Armor Lvl ≤ 2 & if Disadv Lvl ≤ 1
6 Hit + 2x Enemy Disrupted if Armor Lvl ≤ 2 & if Disadv Lvl ≤ 1
7 4x Enemy Disrupted if Armor Lvl ≤ 2 & if Disadv Lvl ≤ 2
8 Hit + 2x Enemy Disrupted if Armor Lvl ≤ 3 & if No Disadv
9 4x Enemy Disrupted if Armor Lvl ≤ 3 & if Disadv Lvl ≤ 1
10 4x Enemy Disrupted if Armor Lvl ≤ 3 & if Disadv Lvl ≤ 1
11 2x Enemy Disrupted if Armor Lvl ≤ 3 & if Disadv Lvl ≤ 2
12 2x Enemy Disrupted if Armor Lvl ≤ 3 & if Disadv Lvl ≤ 2

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