by Kenneth Van Pelt and Jon M. Haworth
[Editor's note: The following article presents a solo-adaptable game presented by the Lion's Den Wargaming Club of Kansas City at numerous wargaming conventions in mid-USA. The Lion's Den uses its home-grown skirmish rules Theatre of Operation. Various charts associated with this combat system are extracted and displayed in the article.] In wargaming 54 mm WW II scenarios, the Lion's Den club has tried innumerable methods of turn sequencing, command numbers, action points, card turning and die rolling to establish initiative in the simulation of man-to-man level action our group enjoys best. Our latest "innovation" is nothing new to the field of wargaming - especially if you're a solo gamer. The newest trick in our simulations is to prograrn one side of the fight entirely with chance cards. If you are a role player, this isn't that odd - it's what the GM does all the time. If you are a miniature figure gamer, this may seem bogus but it works pretty well. Here is what you do. Write out a set of encounters that a platoon of infantry may face when advancing on a certain objective. These cards can be graded into a series of "degree of difficulty'' factors. For example, an encounter could be negligible and not require any immediate action or difficult and require the attention of the entire platoon and off-table support as well. To create a set of encounter cards for Stalingrad I read the book The Battle for Stalingrad, 199 Days by Edwin P. Hoyt (1993). Every interesting anecdote or recital of battle action created an encounter card for the scenario. These encounters were written out in as much detail as necessary to transfer into game action. I cross referenced the encounters to a deck of standard poker playing cards, and graded their intensity as follows: hearts - light encounter; diamonds - moderate encounter; clubs - heavy encounter; and spades - very heavy encounter. This gave me a series of 52 encounters with a wide range of possibilities. The 6' x 6' wargame table was divided into nine encounter areas. These measure 2' x 2', and will look like a tic-tac-toe board sectioning the table into the nine areas. The terrain for this wargame table was to be a rubble-strewn destroyed section of downtown Stalingrad. The objective of the German forces was to cross this table in the direction of the factory distrisct in Stalingrad. A 10 x 10 square campaign map was drawn of the downtown industrial district. On this 10 x 10 campaign map each square is equal to a 2' x 2' area of wargame table. The German commander can locate the objective of the tractor factory on the 10 x 10 campaign map. The campaign map should be keyed with one of the card suits from the encounter table. Each square on the 10 x 10 map should have either a heart, diamond, club, or spade penciled in. An umpire would keep this information secret from the players. A soloist will know how each square is defended only as far as the intensity of the probable encounters. As the Germans left one wargame table they could enter another simply by referring to the map. The objective of the German platoon was to cross the wargame table and reach the factory district on the Volga. On the carnpaign map the objective was located and the players starting location was marked. As each 2' x 2' table area is entered by infantry or vebicles, a new encounter card is turned over and referenced. Russian troops and vehicles only came onto the table if the appropriate card was drawn. In essence, the game is written as a role-playing event for the Germans. Defense and Offense The Russian defense is entirely in the control of chance. They are the non-player characters (NPC). The game referee can create a very realistic defense by marking the campaign map with areas of tough resistance and only referencing the "very heavy resistance" encounter cards. Once this body of work is created, club members can test their skills against the scenario. Every time it is played a new game will evolve. The German player must use sound urban tactics. Since no Russian troops are deployed on the table, the German player is moving into the fog of war literally. What must be assumed by all participants is that this simulation is actually part of a larger military operation. The platoon isn't assaulting the Russian factories alone. They would have friendly forces to their left and right as well as off-table artillery support and perhaps even an armor escort. In this manner you can run the scenario a number of times and create a best of five situation or the results of an entire company's assault on the factories. Mamayev Kurgan!
Game referee playing aid tables: Infantry encounters: 1D6 or tank encounters: 1D6 1,2
3,4 Discovered 2 map squares away 5,6 Discovered 3 map squares away Infantry Squads: Composition and Quality. 1D12 or 1D6+6 can be used to create the number of Russians in any squad. Squad quality is generated with a 1 D6.
4: Russian soldiers (seasoned) NKVD may be present 5: Russian soldiers (veteran) 6: Russian strike force (elite). Will have an anti-tank rifle and LMG NPC Degree of Readiness: 1D10 or 1D6 plus the morale grade.
4: Unaware and in an exposed position. 5: Unaware and partially exposed group. 6: Unaware and group is partially exposed. 7: Unaware and group is shielded or protected from immediate weapon fire. 8: Combat alert defensive posture. 9: Combat alert passive posture. 10: Combat alert aggressive posture. Troop Quality (Wounds/Morale/Skill roll)
Recruit (3) Seasoned (4) Veteran (5) Elite (6) Officers add +1 Rocket Attack: Katyusha Rocket Launcher. 36 barrel "Stalin's Organ." This effects an area on the table 2' x 4'. The area is blanketed with explosive rocket fire. To locate the area effected, use the large campaign map and roll 1D6 for the vertical axis and 1D10 for the horizontal axis. This is the area the rockets begin their descent and the square immediately west (check your map) is where the attack ends. Vehicle strike point value is 4. Infantry roll 1 D6 x 4, to resolve damage for each figure. They are considered to be 6" from point of impact (POI) on a 1 D6 Grenade, four times. Programmed Encounter TableMinefield Encounter: The area of the carnpaign map is mined. Using the lead figure as a point of reference, roll 1D10.
Medium Minefield 9,10. Vehicles on 7,8,9, or 10. Heavy Minefield 8,9,10. Vehicles on 6,7,8,9,10. Strike Point Value: 1. Infantry 1D6 POI grenade. 50/50 chance landmine is anti-personnel or antitank. T-34/76 Encounter: With possible infantry support. Roll for troop quality and distance discovered. Roll 1D6.
3,4: tank is 2 map squares away 5,6: tank is 3 map squares away. Troop Quality. Roll 1D6.
2: Recruit 3: Seasoned 4,5: Veteran 6: Elite Infantry Encounters: Roll 1D6.
3: Russian soldiers (Recruit) 4: Russian soldiers (Seasoned) 5: Russian soldiers (Veteran) 6: Russian soldiers, Heavy Assault (Elite). Roll 1D6 for distance to the target discovered.
4,5,6: Two map squares away. Insane Encounter: GM discretion to create any plausible role play situation. Usually a citizen encounter but not always. Fire and Smoke Encounter: The area is blanketed in smoke or fire to various degrees. Fire:
Light Fires. Infantry 1D6 - 5 w/o save. Med. Fires. 1D6 - 4 hits. Heavy Fires. Infantry/vehicles 1D6 - 3 hits. No save. Vehicle strike Pt = 1D6 - 3. Smoke
Smoky conditions. Modify to hit per 6". Thick smoke. All modifiers are doubled. Dense smoke. No line of sight (LOS) possible. Stuka Dive Bomber Encounter: 500 lb. bomb. Strike Point Value: 11 Area Effect: 12" radius from POI. German player places the POI. Infantry 2D6 hits per figure. Molotov Cocktail Encounter: Partisan/Soldier attacks tank with Molotov Cocktail. Resolve attack as if a grenade throw. If it lands on the grill of the tank, roll 1D6. On a result of 1, the fire goes out - no effect. On 2-4, the fire continues to burn on the tank. On 5-6, the fire increases in intensity causing damage to the tank. If three damage rolls are made before the fire goes out, the tank is disabled. The fire may be put out by soldiers or crew. Each figure rolls a 1 D6 to attempt. A 1 will put out the fire. Rolls are made at the beginning of each turn. German Artillery Encounter: Battalion artillery support is available to the comrnand section of the German player. Radio the coordinates and plot six 81 mm mortar rounds on the table. Artillery is available for 1 D6 turns. Time for ordnance to arrive is either 1 or 2 turns. MAMAYEV KURGAN:A ScenarioAs the struggle for control of Stalingrad continues, fighting in the streets becomes a bloody contest of inches. Hundreds of fellow soldiers have fallen in what was to be a routine siege. On this day fighting started well before dawn and there is little sign that it will let up. For members of 2nd Platoon, 7th Company, the fighting has been extremely difficult in your sector of the city. However, the expertise which the platoon has demonstrated in reaching this point has resulted in no casualties or lost equipment. Accompanying your platoon are two vehicles of the armored branch of the division, a Panzer III and a Panzer IV. These tanks were attached for added protection. Also, a StuG III that had engine trouble in the night and was consequently separated from its company, has found itself under your command. Another item of interest is a Pak 38 37 mm AT gun being towed by one of he halftracks. There are, however, some disturbing situations which must be addressed. First, and probably most important, is the fact that the radio which is used to call for supporting fire is not working. The radio-telephone operator (RTO) has been working on it since early morning, but has not had any luck yet. Secondly, the StuG contiues to belch smoke and sputter. Hopefully it will make it through the day without breaking down. Finally, since the breakdown of the radio, there has been no contact with higher command or any other units. As far as you know, you're the only German unit left in Stalingrad! Just remember your orders... "Push through to the Volga and take the factories!" At the start of the game the commanding officer must devise a plan of attack. Each squad must follow this plan unless the CO alters it at the beginning of the following turn. Be advised that the German Army was well known for its improvisational qualities when it came to dealing with situations that were unexpected. The commanding officer will assign a half-track to each squad as well as 1 panzerfaust per squad. Also, it should be determined which half-track is pulling the Pak 38. To repair the broken radio, the RTO rolls a 1D6 each turn that he is on the board. When the cumulative result of each die roll reaches 20, his repairs are successful. This will be modified in the following manner. Subtract 1 from the die roll if moving and subtract 3 if under attack of any kind. After the repairs, the RTO must roll against his morale when using the radio, with the same modifiers as for repairs, and a barrage of three each 81 mm mortars can be called in. The location will be two tables away, such that the rounds called in now will not arrive until the support phase of the next turn. If the test fails, the radio is broken again. If this happens twice per table, the radio becomes useless! Whenever the StuG moves roll 1D6. If a 6 is rolled, the StuG's motor has died and must be restarted. Roll 1D6 each turn until the cumulative result equals 10. This roll is modified by subtracting 2 if under attack. Order of Battle
1 SdKfz251/10 37mm AT 1 Pz Kw III E 3 Sd Kfz 251 1 StuG III 1 Pak 38 37 mm AT Gun 1 Mech Infantry Cornmand Squad with 4 forward observers 3 Mech Infantry Squads Back to Table of Contents -- Lone Warrior 117 Back to Lone Warrior List of Issues Back to MagWeb Magazine List © Copyright 1997 by Solo Wargamers Association. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |