"In Flanders Fields, The Poppies Grow": Christmas 2006 Wargame, Schild & Vriend
"In Flanders Fields, The Poppies Grow": Christmas 2006 Wargame, Schild & Vriend
"In Flanders Fields, The Poppies Grow": Christmas 2006 Wargame, Schild & Vriend
Setting
The setting of this game is the area around Ypres during the Great War. The exact year is
undetermined, but based on the figures, we should put it rather early in the war.
In an effort to break the stalemate, the German Imperial Army is preparing for an assault on an
Allied defended trench position.
Special Game 1:
There are 6 small forest patches more or less in the centre of the table. Roll beforehand in which
one the plane has crashed. However, the pilot is not there. He has taken cover in another spot
(ruin, other patch of forest). His trail can be followed at the rate of 1 hex per turn. (4 hexes
away).
Special Game 2:
• Roll for wind direction
• Roll for moonlight (D6)
• Roll for sentry’s alertness (D6)
• Roll for trench raiders efficiency (2D6)
“In Flanders Fields, The Poppies Grow”
Christmas 2006 Wargame, Schild & Vriend
Game 1 -- British Briefing
Mission
A German plane has crashed in a wooded area, not far from the forward trenches in the area
around the Ypres Salient. It probably has taken photographs of our defensive positions to
prepare for the major German attack of which so many rumors have been heard.
It is therefore of vital importance that our forces reach the crash site first and try to recover any
documents that might be on board. Bring the recovered documents back to your own lines.
Forces
Type Weapons
Deployment
Special rules
When entering a forest, an infantryman will see the wreckage. He must then spend a full
movement turn to recover the documents from the plane.
“In Flanders Fields, The Poppies Grow”
Christmas 2006 Wargame, Schild & Vriend
Game 1 -- German Briefing
Mission
A German plane has crashed in a wooded area, not far from the forward trenches in the area
around the Ypres Salient. It probably has taken photographs of the British defensive positions
to prepare for the major German attack of which so many rumors have been heard.
It is therefore of vital importance that our forces reach the crash site first and try to recover any
documents that might be on board. Bring the recovered documents back to your own lines.
Forces
Type Weapons
10 Cavalry figures
Deployment
Special rules
When entering a forest, an infantryman will see the wreckage. He must then spend a full
movement turn to recover the documents from the plane.
“In Flanders Fields, The Poppies Grow”
Christmas 2006 Wargame, Schild & Vriend
Game 2 -- British Briefing
Mission
A German attack is expected for some while. Defend this part of the sector to the best of your
abilities. If all your troops are at morale 1, the Germans have achieved a breakthrough and you
are lost.
Available Troops
Morale of every British squad at beginning of game = D6 (roll for each unit).
Deployment
Troops in Dug-outs
All troops will be in their dug-outs, since there is no idea when the attack will start. The dug-
outs are considered to be in the same hexes as the trneches each section is supposed to man.
Indicate on the map what troop is located where, with the following restrictions:
• At least 12 sections in the 3rd (rearmost) trench.
• At least 10 sections in the 2nd trench.
Troops will only leave their dug-outs and man the trenches when the alarm is given (see sentries
below).
Sentries
3 sentries must be placed in the forward trenches, and must be given a routine to patrol (e.g.
move 4 hexes to left, look for one turn, move 4 hexes to right, etc.).
When enemy sections appear within 5 hexes of sentry, roll 2D6, with the following modifiers:
• add sentry alertness factor (D6, determined beforehand)
• add moonlight factor (D6, determined beforehand)
• +3 if enemy is cutting through wire
• +2 if more than 1 figure is within 4 hexes
• +3 if cry from another sentry was heared this move or last move
• +2 if illuminated shell was fired this or last move
• +5 is sentry was alerted last move
• - efficiency of raiding party (2D6, determined beforehand)
• -4 if enemy goes to ground and does nothing else this turn
• -1 if enemy is 4 or 5 hexes away
If score is 12 or more, the sentry is alerted but does not spot the enemy. He may ask for an
illumination shell.
If he score 12 or more in the next turn, he will spot the enemy and give the alarm. If he scores
less than 12, he is not alerted anymore.
When the alarm is given, troops may come out of their dug-outs. 50% chance each turn for them
to get out.
The alarm is given automatically if an enemy section enters the forward trenches,
Other Preparations
Off-Board Artillery
Signals to the artilelry were given using color-coded rocket flares. Three colors are available:
red, green and yellow. Up to 6 different codes may be prepared in advance. A signal may only
be given by an officer (counts as an action instead of rallying), and can indicate start of
bombardment, shifting of targets (once), or cease bombardment. Six artillery batteries are
available.
If the documents from the crashed plane were NOT recovered, only 4 guns are available.
Each Battery causes 10 dice explosive damage in target hex, 4 dice explosive damage in all
adjacent hexes. Scatter D20 (1-2 = target hex, 3-20 = double circle of hexes around target hex.
An artillery plan may look as follows:
Mission
Attack the defensive British Positions in your sector. The Germans will have won the game if
all surviving British Infantry troops have a morale of 1 or if they have overrun the British
trenches.
Available Troops
German players have to allocate 1 attack sector to each Gruppe. Divide the battlefield in 3
parallel sectors. You can choose how wide each sector is (although a sector has to be minimum
1 hex wide), and assign each Gruppe to 1 sector. A Gruppe cannot operate outside its own sector
(but may shoot at targets outside their own sector). Hexes which belong to both sectors can be
occupied by units from both Gruppen. This system is called ‘German Doctrine’.
Sections may be placed at the start of the turn on any of the edge-hexes. This entry hex does not
count for movement purposes. This also means that a maxium number of sections equal to the
width of each sector can enter each turn.
Enemy Sentries
Sentries of the defender may start to notice you when you come within 5 hexes. A single man
may be sent forward to slice the sentries throat while everyone goes to ground. The alarm will
probably be given when any section is detected or when someone opens fire.
A single figure can approach a sentry when his section has come within 5 hexes of the sentry.
The single figure goes forward alone. When in the same hex as the sentry, he rolls a D6:
• - sentry’s alertness factor
• - moonlight factor
• -2 if illuminating shell has fired this or last turn
• -2 if sentry is alerted
• + trench raider efficiency’s factor
The alarm is given automatically when troops first enter the enemy trneches.
Other Preparations
Off-Board Artillery
Signals to the artilelry were given using color-coded rocket flares. Three colors are available:
red, green and yellow. Up to 6 different codes may be prepared in advance. A signal may only
be given by an officer (counts as an action instead of rallying), and can indicate start of
bombardment, shifting of targets (once), or cease bombardment. Six artillery batteries are
available.
If the documents from the crashed plane were NOT recovered, only 4 guns are available.
Each Battery causes 10 dice explosive damage in target hex, 4 dice explosive damage in all
adjacent hexes. Scatter D20 (1-2 = target hex, 3-20 = double circle of hexes around target hex.
An artillery plan may look as follows:
Gas Attacks
As part of the firing plan, 2 batteries may shoot gas cannisters. Up to 4 shots of gas cannisters
are available. Rules for gas:
• Gas will fill the target hex (after D20 scattering).
• A gas cloud will move one hex in wind direction, after German troops have moved, but
before British movement. There is a 33% chance the gas cloud becomes residual when
moving. Residual gas remains one more turn and then dissapears. The hex the cloud came
from: 50% chance the gas stays there as well; 50% chance it become residual.
• Troops can put on gas equipment instead of moving or firing. Troops can only put on gas
equipment if they are within 2 hexes of any gas cloud.
• Casualties of gas attacks: D6 figures die in a hex with gas. -3 modifier when wearing gas
equipment; -1 if it was put on last turn; -1 residual gas in hex.
• Wind direction changes (1 in 6, random left or right, roll before gas movement)
Random Events
Draw one card at the beginning of every turn.