by Mark Hannam
In all likelihood the final showdown at Ramel in Stephen Speilburg`s excellent action screenfest Saving Private Ryan, is based on the battle for 'Kellam's Bridge' at La Fière on June 6th, 1944. Robert M. Murphy, veteran of A Company, 505th P.I.R. recalls:
But history is history, cinema is entertainment, and this gentlemen is wargaming. Utilising both Cross of Iron AND PanzerKnacker you are tasked with holding the bridge at Ramel. For additional rules and print-out counters of the US infantry anti-tank weapons visit the PanzerKnacker Website : http://members.aol.com/gaunt1let/Pnzknack.html The Cast: (Each figure is rated for GUTS, characteristics, and GUTS modifiers) The Captain: Thompson SMG
Each individual figure (not Goon Squad) can have up to 3 characteristics either based upon the characters in the film or rolled at random from the table over page. If you prefer, the Paratroopers can be individual figure characters in their own right but with just one characteristic each. We`ll use Tom Hank`s charcter Captain Miller as a good example of a pre-prepared 'character' in the game :
The Captain: Thompson SMG
x2 for each figure in the Paratrooper Goon Squads for their Goon Factor . A convenient shell-hole holds 1xAvD abandoned 60mm mortar bombs. Treat as grenades for throwing and as mortar rounds for effect.
This is my attempt to give the Teutonic Characteristics Chart from Cross of Iron more of a G.I. taint. Many characteristics are pretty universal and some I`ve simply changed the name for more flavour. So that 'Jock' equates to Olympian Sportsman, 'Bull' to Man of Steel, 'K-Bar' to Scrapper, 'Wise Guy' to Comedian etc. Characteristics marked with an asterix (*) are exclusive. The figure may ONLY possess these characteristics and any given within the text description. All others are forfeit. Good Joe: The average put upon G.I. as characterised by Bill Maudlin`s cartoon character "Willie" . Dependable (+1 Guts). Jerk*: Most Jerks are occasional screw-ups who are tolerated by the rest of the men (-1 Guts). Jerks tended to respond well to being given a measure of responsibility such as being made BAR gunner, Bazooka man, machine-gunner etc. They perform well in these circumstances (+1Guts) but will revert to type if they run out of ammunition or abandon their weapon. On a further roll of 1,2,3 they are a habitual jerk - always drunk, on KP etc. (-2 Guts) Clumsy; 4,5, and Shirker ; 6 Trigger Happy (cumulative). Sad Sack*: A despised character who goofs off at every opportunity, (-2 Guts). On a further roll 1,2,3 Snivelling Coward; 4,5 and Looter; 6 Shirker (cum.). ReppleDepple: A new aquad member straight from a Replacement Centre. He has not had a chance to be accepted by the squad yet (-2 Guts). Regular Army: Roll again : 1 Sad Sack; 2 Jerk; 3 Careful; 4-5 Jerk & Careful; 5 Hard, 6 Good Joe Brooklyn Kid: A boy from the slums. Streetwise (+2 Guts in street fighting), and Hard. Bible Thumper*: Believes he`s "fighting the good fight". His convictions may irk some of the squad but a dependable man to have around (+1Guts). Crack Shot on a further roll of 4,5,6. Cherokee*: Indian ; Stealthy, Hard - Roll again: 1,2, Crack Shot ; 3, 4, Nerves of Steel; 5,6 Scout (cumulative). Ivy Leaguer: Officers only - One of America`s shining elite - Roll again : 1,2 Jerk; 3,4 Jock; 5 Natural Leader, 6 Jock & Natural Leader "I Got Me A Tiger!"I suggest either using the basic tank rules in Cross of Iron or as I did, using the Tank Movement and all combat rules from PanzerKnacker. Infantry movement is done using the Guts (Schnell) roll as the basis from Cross of Iron.
The KrautsCross of Iron handles actions where a small number of 'protagonisti' are up against seemingly overwhelming enemy numbers. In Cross of Iron, we call these faceless hordes - 'Goon Squads'. They`re the chaps in films who are constantly running round corners firing their Schmeissers from the hip shouting "Achtung". Don`t worry too much about needing lots of figures as you can recycle any shot-up Goon Squads. The Germans appear as a variable number of Goon Squads under a leader figure to create 'Goon' Platoons. Each goon squad comprises a number of figures equal to their Goon Factor (in essence their Guts) armed with a mix of rifles and automatic weapons. Goon Squads should therefore be between 5 - 8 figures depending upon how difficult you want to make the scenario. The Germans have a Tiger at the beginning of the scenario and two Marders (or Stugs etc. as you are more likely to have these instead). If you want to be more realistic, turn the Tigers into Panthers or going to the extreme, German crewed French R35`s or H35`s from PanzerAbteilung 100. A further Tiger may come in handy later on. Use the inflitration rules from Cross of Iron to determine the different paths through Ramel that the Germans take. These are basically 1) down the main street; 2) through the square; 3) left flank (past the .30cal position in the film); 4) right flank (last choice in the film). I used a pack of cards with the Diamonds removed to act as the main deck. One card is turned and discarded every game turn. Each time a picture card (King, Queen, Jack) is drawn, another Goon Platoon (1xAvD Goon Squads) enters the battle. The 20mm Flak appears on an Ace of Spades. If the Americans withdraw back to the 'Alamo', immediately go to the last suite of cards placed to one side. A Tiger automatically appears from the right flank, heading towards the bridge with 1xAvD Goon Squads. Treat further picture cards as above . . . BUT the Ace of Diamonds means the Cavalry has arrived and the Tiger goes up in a ball of smoke - Private Ryan if he`s still alive is saved. Remember that Ryan must always stick within 10 metres of the Captain. The bridge is ready to blow and it`s best to start the game with the Krauts moving behind the first Tiger into the 'kill zone' which has 6 Hawkins Mines primed to explode (treat as mortar bombardment). The US .30cal MG runs out of ammo when either the Ace of Clubs or Hearts is drawn. Fresh ammo will keep it going till the next ace is drawn.
For initial Troop Type apply these modifiers : -3 1941; -2 1942; -1 1943 to October 1944; +1 Nov 1944 - 1945; +2 Apr to May 1945. YEAR
1942: 2 1943: 3-4 1944: 5 1945: 6 Roll 2xD6 for month ; i.e. 2 = Jan/Feb, 3 = March etc You may automatically choose AT weapons available in the previous year. The chances of being issued weapons introduced in the preceeding six months is remote. Roll 2xD6 and score under the difference between the month the weapon was introduced and current month. i.e. introduced March, now September, difference is 6 months, so must roll 6 or less. Roll may be modified by : -1 Inspired Leader, -2 Golden Pheasant (can pull strings with Party members), - 2 SS. - 1
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