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World at War

Blood and Bridges, Death of First Panzer, Eisenbach Gap


© Robert Holzer, 2010

COMBINED SCENARIO: Reinforcements:


A RACE FOR VICTORY • At the start of any turn roll 1D6 for
each formation or helicopter regiments
In a sudden blitz attack a detachment of the
so far not having entered on the map.
2nd Soviet Airborne Division manages to
occupy Dattenberg, thus establishing a first • For each "6" rolled, the formation or
bridgehead on the west bank of the Rhine. helicopter regiment rolled for will
Completely caught by surprise, no NATO become available for the Soviet player.
forces are immediately available to counter Determine formations randomly.
this deadly threat. Whatever units can be • All Soviet regiments start at full
found are thrown into this sector to strength. Available reinforcements
eliminate the bridgehead. enter the map via eastern border.
But the Soviets are surprised, too. What • Roll 1D6 per Soviet formation entering
started as not much more than a commando the map. The result is the number of
raid now offers the best chance to decide HE/Smoke mission(s) (player's choice)
the whole war already in the initial stages. attached to this formation.
So all available Soviet formations race
towards the so far completely unknown NATO
village of Dattenberg.
Pre-game adjustments:
A Race for Victory starts!
• Place all NATO formations and
helicopter units near the western map
AVAILABLE FORMATIONS border.
All Soviet and Nato formations and units • Divide all availabe support weapons
of the following World of War games are freely between all formations.
used:
• Before gameplay starts divide the map
The Eisenbach Gap, Death of First Panzer, into three sectors: German, British and
Blood and Bridges. US.
Predetermine which roads leading to
SOVIETS the western map edge may be used by
Pre-game adjustments: which nationality!
• Place all Soviet formations and (For example German units are
helicopter regiments near the eastern responsible for Wertheim sector,
map border. British units take over Überdorf and
US troops are responsible for Rahms
• Divide all availabe support weapons area).
freely between all formations.
• NATO units of different nationalities
Set up first as follows: may operate aside, but may not occupy
• 2nd Airborne in any hexes in or up to the same hex.
two adjacent to Dattenberg. Set up second as follows:
• No NATO setup on the map.
Reinforcements: • Soviet Minor Victory: hold at least one
• At the start of any turn roll 1D6 for bridgehead on the Rhine's west bank.
each formation or helicopter unit so far Bridgehead must either be five hexes
not having entered on the map. deep or include all hexes of
Dattenberg.
• For each "6" rolled, the formation or
helicopter unit rolled for will become • Soviet Major Victory: clean Rhine's
available for the NATO player. east bank and take at least two villages
Determine formations randomly. west of the Rhine.
• All NATO units start at full strength. • Soviet Decisive Victory: take at least
Available reinforcements enter the map three villages on the Rhine's west bank
via western border. and exit one Soviet formation on the
map's western edge.
• Roll ½D6 (round down fractions) per
NATO formation entering the map.
The result is the number of HE/Smoke SPECIAL SCENARIO RULES
mission(s) (player's choice) attached to The sheer size of this scenario makes it
this formation. necessary to change some of the basic
rules in order to keep gameplay as smooth
PLAYABLE AREA as used.
• Blood and Bridges Map.
End Turn Chits
Chits • Use all six End Turn Chits.
• Both Chaos chits and all six End Turn • Each time an End Turn Chit is drawn
Chits (see below) are used. (the first is "free") roll 1D6: if the
result is less than the number of chits
• Chaos chits are never removed from drawn so far, the turn immediately
play, but are advanced one turn on the
ends.
turn track if an event on the Battlefield
Chaos Table calls for removing it. • Otherwise the turn ends if all six chits
are drawn or if there are no more
formation chits in the cup.
TURNS
• Unlimited. Play continues until either
Weather:
victory conditions (see below) apply or
both players agree to stop playing. Weather effects are no longer permanent!
• Each time a weather event is rolled for
on the Battlefield Chaos Table,
VICTORY CONDITIONS
determine the weather effect as usual.
• Nato Decisive Victory: take all the
• Then roll 1D6: the result is the number
map's villages. Surviving Soviet units
of turns this weather effect will last.
must stay east of the line Faulbach –
Bendorf. • If the same weather effect is rolled
again, further advance the weather
• Nato Major Victory: clean the Rhine's
marker on the turn track for the number
west bank and hold at least one
of turns rolled this time.
bridgehead. Bridgehead must be five
hex deep minimum. • Rain and Fog may occur both in the
same game turns! If both occur, their
• Nato Minor Victory: clean the Rhine's
effects are cumulative.
west bank and eliminate all Soviet
bridgeheads. • Effects of Fog: no airstrikes may be
flown, Helicopters are grounded.
• Effects of Rain: helicopters and air- undamaged planes, 1D6 for damaged
strikes both add one to their "to-hit- planes and 2D6 for shot down planes.
number". • Aircraft may attack helicopters only
with their HE rating.
Designated Formation Chits (Soviet):
• Use both chits. Designated Formation Helicopters:
Chits may be used more than once • Mark each AP attack a helicopter
during a turn (see below for details). conducts.
• Chits may be used to any activate (Small D6 will do a good job here –
Soviet ground formation(s) (only, no best put the helicopter counter on the
helicopters) more than once. D6, this gives some FoW (due to the
• Each time a Soviet ground formation is number of attacks obscured) and looks
activated, roll 1D6. If the result is less like the helicopter is already hovering
than the number this formation was over the battlefield).
already activated during the current • Only AP attacks must be marked, not
turn and if the chit used to activate the HE attacks.
formation is a Designated Formation • Roll 1D6 for each AP attack
Chit, then the activation is aborted and conducted. If the DR is less than the
the chit will not be returned into the number of AP attacks already
cup. Nonetheless increase the number conducted, the Helicopter is withdrawn
of activations for this formation by one. from the battlefield and may return
• If the activation was successful, return during the next turn via "it's" respective
the Designated Formation Chit back map edge (eastern for Soviet, western
into the cup. for NATO).
• A formation's own activation chit • Roll 1D6 for each damaged or shot
increases the formation's number of down helicopter. A damaged helicopter
activations by one, but is never is put ahead on the turn track ½D6
checked with a DR as above. turns (round up fractions), a shot down
helicopter is put ahead 1D6 turns.
Airstrikes: • If all helicopters of a certain formation
are currently not available, also place
Due to the size of this scenario, a greater
their respective activation chits onto
number of planes is involved in this
the first turn one of the formation's
scenario. To reflect this with the available
helicopters becomes available again.
counters, the way airstrikes are handled is
slightly changed. • Helicopters may fight each other only
with their HE rating.
• Soviets planes not being shot down or
damaged during their airstrike will get
their chit returned back into the cup Special Missions:
immediately. This scenario does not use any Special
For each damaged or shot down Soviet Events.
aircraft, the aircraft's chit is put ahead Instead, each time a Chaos Chit calls for a
on the turn track for ½D6 (round down DR on the Battlefield Chaos Table, any
fractions) respectively 1D6 turns. DRs calling for a Special Event result in
• For each NATO airstrike, the NATO two DRs:
player rolls 1D6 or 2D6. Put the • First roll 1D6 for the side: Even means
airstrike chit ahead on the turn track NATO, odd Soviets.
½D6 (round down fractions) for
• Second roll 2D6 on the Support • Roll 1D6 for small bridges and 2D6 for
Mission column and apply the result Rhine bridges. If the DR is less than
immediately. the number of hits scored against the
• Any "Airstrike" results are ignored if bridge, the bridge collapes.
the weather condition is currently • Mark damaged bridges with the
"Fog". number of hits it already suffered.
Additional airstrikes may score
additional damage.
OPTIONAL RULE CHANGES
The following rule changes are optional,
but recommended. DESIGN NOTES
Beware of this monster! Don't expect
inevitable play balance, but be assured that
Infantry:
chaos will reign!
• Infantry may only be attacked with HE
Two very dissimilar opponents will meet
firepower.
here. The many Nato formations with their
Rationale: otherwise Infantry is much
double activation chits will dominate
too easy to kill in many cases. While
gameplay, if … well, if they manage to
the grenadiers surely have a hard
enter the map in time and if their chits are
stand on the battlefield, infantry
drawn.
nonetheless has much more options to
hide on the battlefield than for example On the other side the Soviet formations are
vehicles. I felt this change a necessary sluggish and slow in manouver, unless …
one. well, that's where their secret weapon
comes into play: the Designated Formation
Chits!
Artilley:
Suddenly a Soviet formation manages to
• Only HE and Smoke Support Missions speed over the map with lightning speed or
are handled by Formation HQs. All will repeadedly activate! Still the Nato
other Support Missions are handled by forces will have an edge in activations, but
"off board" supreme HQ. no longer they can be sure that once a
• Artillery missions so far not used by Soviet formation is activated it will no
"killed" HQs are returned to off board longer be able to (re)act in the current turn.
Supreme HQ. No longer they can afford to move close
• At the beginning of each turn, players and then start punishing those Soviets!
may (no must!) roll 2D6 for each With all those formations on the map the
formation (they want) to possibly overall situation now easily becomes
assign a Support Mission to it. complex and confusing, but also highly
• If the DR is less than the HQs Morale, rewarding. The replay worth is very high,
assign one Support Mission to it. as no two games will ever be the same! But
Substract one from DR for reduced be warned, playing time increases
HQs. considerably!
• Both sides' (Nato and Soviets)
formations may fire only one Support Nato Player Notes
Mission per activation. Your main strength is the number of
formations you (may) have available, each
of which has two activation chits. This
Bridges:
gives you a certain flexibility.
• Briges may be attacked by airstrikes.
But the need to divide the battlefield into
• Use the plane's HE firepower to attack three sectors means that you will be
bridges. dependent on those formations actually
arriving! So you will be fully dependent on enable you to speed your formations
your luck. towards the Rhine.
Additionally, with the three different In most cases these chits will be
nations under your command not being desperately needed to overcome your
allowed to operate together (only aside), greatest disadvantages: first, the enormous
any attempts to concentrate forces against distance to bring your formations in time
a target may become a nightmare. from the eastern map edge to the Rhine,
At least your primary goal sounds quite where the battle most likely will be fought
easy: secure the Rhine's west bank. How and where your 2nd Airborne already fights
successful you will be in crushing the for sheer survival. And second, the lower
Soviet forces and securing the whole map number of formations you can activate.
area will mainly be dependent on how fast Use your helicopters well! With two
both sides will be able to bring in their activation chits for each regiment they are
reinforcements. your strongest battlefield weapon,
Beware of Soviet airstrikes and helicopter especially against those nasty NATO
attacks and don't unneccesarily risk your tanks. However, steady returns to replenish
precious tank units in overeagerly "shoot ammunion will cause them to be
outs" with your Soviet counterparts! Let withdrawn quite often and the need to
the Soviets come to you. constantly hover back to the front means a
Your main task during the opening turns is loss of precious time.
to eliminate this Soviet bridgehead. If you You have a greater number of troops –
see a chance to eliminate a remote Soviet tanks, infantry and vehicles. But usually
formation, go for it! Otherwise remember your material is of inferior quality, so don't
that you're on the defense. risk it carelessly!
Try to isolate and kill single enemy
formations, if only for reducing the number
Soviet Player Notes
of enemy formation chits.
Your strongest assets are your Designated
The need to rush westward is not easily
Formation Chits, your helicopters and …
combined with the necessary caution in
luck (to get the former two availabe as
order to avoide traps.
often as possible)!
Overall, playing the Soviet side is the
All three are fragile assets, but wisely used
greater challenge. Are you ready for it?
your Designated Formation Chits may

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