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"In Flanders Fields, The Poppies Grow": Christmas 2006 Wargame, Schild & Vriend

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“In Flanders Fields, The Poppies Grow”

Christmas 2006 Wargame, Schild & Vriend

In Flanders fields the poppies blow


Between the crosses, row on row,
That mark our place; and in the sky
The larks, still bravely singing, fly
Scarce heard amid the guns below.

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.

We will play this scenario as 2 linked games:


Game 1: A stray German recon airplane has crashed into the no-man’s land between both
frontlines. The Allies want to capture the pilot, in order to discover what he knows about the
upcoming suspected offensive. Of course, a German patrol wants to reach the crash-site first to
rescue their pilot. This game will feature a small number of men at each side, using the WW1
skirmish rules based on Vae Vectis Hors Serie 4.
Game 2: This game wil simulate the main assault of the German forces on the defended British
positions, and will be played using the WW1 trench warfare rules ‘Hier Ons Bloed, Wanneer
Ons Recht’.

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

In Flanders fields the poppies blow


Between the crosses, row on row,
That mark our place; and in the sky
The larks, still bravely singing, fly
Scarce heard amid the guns below.

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

Cavalry Officer Pistol


10 Cavalry Rifles
1 Officer on foot Pistol
5 Infantry Rifle
2 Infantry Pistol + 3 Grenades
2 Infantry Flamethrower + pistols
2 Infantry MG + pistols

Deployment

Forces start from edge of battlefield.

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

In Flanders fields the poppies blow


Between the crosses, row on row,
That mark our place; and in the sky
The larks, still bravely singing, fly
Scarce heard amid the guns below.

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

Cavalry Officer Pistol


10 Cavalry Rifles
1 Officer on foot Pistol
5 Infantry Rifle
2 Infantry Pistol + 3 Grenades
2 Infantry Flamethrower + pistols
2 Infantry MG + pistols

10 Cavalry figures

Deployment

Forces start from edge of battlefield.

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

We are the Dead. Short days ago


We lived, felt dawn, saw sunset glow,
Loved and were loved, and now we lie
In Flanders fields.

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

#units Type Figures (hits) /unit


4 Officer 1
3 LMG section 4
3 MMG section 4
4 HMG section 4
2 Mortar section 4
14 Infantry section 6
1 Field-Cannon 6

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).

Wire & Trenches

The British player can deploy anywhere:


• 20 Barbed Wire sections (each section covers 1 hexside)
• 10 minefields (hidden, write them down). Troops must stop and take casualties as soon as
they enter a minefield.

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:

Battery Start Code Shift to ... Code End

A Hex F4 Red-Yel- Hex F12 Yellow- All fire


low-Green Red-Yellow ends on
B Hex F6 Hex F14 Red-Green-
C Hex F8 ... Green-Red- Red
Green
D Hex F10 ...
E Hex G5 Red-Yel- ...
low-Red
F Hex G7 ...
“In Flanders Fields, The Poppies Grow”
Christmas 2006 Wargame, Schild & Vriend
Game 2 -- German Briefing

We are the Dead. Short days ago


We lived, felt dawn, saw sunset glow,
Loved and were loved, and now we lie
In Flanders fields.

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

#units Type Figures (hits) /unit


Gruppe ‘Rot’ 2 Officer 1
1 Flamethrower 4
1 LMG section 4
1 MMG section 4
1 HMG section 4
1 Mortar section 4
4 Infantry section 6
1 Stormtroopers (trench raiders) 6
Gruppe ‘Gelb’ 2 Officer 1
1 Flamethrower 4
1 LMG section 4
1 MMG section 4
1 HMG section 4
1 Mortar Section 4
4 Infantry section 6
1 Stormtroopers (trench raiders) 6
Gruppe ‘Weiss’ 2 Officer 1
2 LMG section 4
2 MMG section 4
1 HMG section 4
1 Field-Cannon 6
5 Infantry section 6
1 Stormtroopers section (trench raiders) 6

Initial morale: for each section, maxium score of two D6.


Deployment

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’.

The entry of the sections in each sector is as follows:


• Turn 1: Stormtroopers section + 2 sections of your choice + 1 officer
• Turn 3: all other sections of the Gruppe.

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

• If score is 4 or more, sentry is killed without raising the alarm.


• If score is 1-4, sentry is killed but cries out -- although no alarm is given.
• If score is less than 1, the sentry spots the attacker and kills him. Alarm is given.

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:

Battery Start Code Shift to ... Code End

A Hex F4 Red-Yel- Hex F12 Yellow- All fire


low-Green Red-Yellow ends on
B Hex F6 Hex F14 Red-Green-
C Hex F8 ... Green-Red- Red
Green
D Hex F10 ...
E Hex G5 Red-Yel- ...
low-Red
F Hex G7 ...

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.

Card German (attacker) British (defender)


Ace The Ace of Aces arrives!
• The plane enters from own side, and can move 5 to 8 hexes per turn. Only one 60
degree turn is permitted halfway during the move (in case of uneven hexes, you can
choose at which point). If the plane leaves the battlefield, it can only return by draw-
ing another Ace.
• The plane can drop bombs in any hex it passes over once per turn (8 dice, scatter,
explosive). 3 bombs are loaded.
• If another plane is within 8 hexes anywhere during the move and within fire arc (keep
plane pointed at hexside, fire-arc = 30 degrees either side), shot is possible: roll a
D12: (1=Boom, 2-11: D6 points damage, 12: miss). A plane has 8 hit points. No
bombs can be dropped when firing at another plane.
2, 3 One off-board artillery battery misfires and is out of action. Determine randomly which one is
eliminated.
4 Morale Boost: 4 units receive immediate rally check.
5 Morale Boost: 2 units receive immediate rally check.
6 Regroup: 2 units can pick up straddlers: roll a D6. If D6 > #stands, unit receives one extra stand.
7 • A7V Tank arrives -- random sector, 4 Minefield suddenly discovered: pick any
hexes behind slowest unit in that sector. three non-adjacent German units and roll
Move 2 hexes, 10 hit points. randomly which unit is hit by a forgotten
Attack: 6 dice in frontal fire arc (keep tank minefield.
pointed at hexside at all times, fire-arc =
30 degrees either side), range 4 hexes.
• Each turn: roll for malfunction: 1,2 on D6:
Tank cannot move this turn. 3 malfunc-
tions means tank is immobilized for rest of
game.
• Each hit on tank: 50% save. No terrain
modifiers when shooting at tank.
8 Reinforcements: 4 new units Inf or LMG, 4 hexes Reinforcements: 3 new units Inf or LMG,
behind slowest unit in sector 1. start at British side.
9 Reinforcements: 3 new units Inf or LMG, 4 hexes Reinforcements: 2 any new unit, start at Brit-
behind slowest unit in sector 2. ish side.
10 Reinforcements: 2 any new units, 4 hexes behind Reinforcements: 1 any new unit, start at Brit-
slowest unit in sector 3. ish side.
J Regroup: 2 units can pick up straddlers: roll a D6. NOTHING
If D6 > #stands, get one extra stand.
Q NOTHING NOTHING
K Kaiser gives motivational speech over field radio: King gives motivational speech over field
all troops +1 dice when attacking. radio: all troops +1 dice when attacking.

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