by Thomas J. Thomas
and the Atlanta Wargamers Guild
GENERAL INSTRUCTIONS To use these lists simply select a base Battalion and then determine how many Upgrades that Battalion is allowed. Upgrades serve to balance the Battalions. Select from the list of Upgrades to round out the Battalion. For example, a Battalion with two Upgrades may select two Upgrades from its Divisional Upgrade list. A Battalion may select an U parade from any Divisional list for its nationality but such an Upgrade costs two Upgrades. Most Upgrades can be taken up to two times. A Battalion may also Cross-Attach one Company from the Divisional Upgrade/Cross Attachment list. To Cross-Attach a Company, the base Battalion must give up one Company to get the Cross Attached Company. The base Battalion can never give up the Battalion HQ Company to get the attached Company. All Upgrades and Cross Attachments assume the Morale and Troop Quality level of the base Battalion unless they have a different Troop Quality/ML in the Army Lists. All base Battalions or Cross Attached Companies use the 1944 historical organizations given in Armies of the Second World War, unless otherwise noted Aggression Each Battalion is rated for Aggression. A high Aggression implies the Battalion is designed for offensive operations. Some Upgrades/Cross Attachments raise and lower Aggression levels. Regardless of modifiers, Aggression may never drop below zero or be higher than three. Scenario Generation To participate in a tournament a player must provide one Battalion for each side (Axis and Ally). Once players are paired, they may mutually agree as to sides or if they cannot agree, roll off to see who gets to pick sides. After the players pick sides, compare the Aggression levels of their Battalions. The higher Aggression level is the Attacker. If the Aggression levels are equal, both sides are considered the Attacker. The players then set up the Terrain. First the Defender followed by the Attacker must set up one road. Roads may be of any length but must run from opposite board edge to opposite board edge or from an existing Road. A Road may have one turn of up to ninety degrees. Second the Defender puts out Terrain. Divide the board into four roughly equal Sectors. The Defender must set up at least one piece of Terrain which obstructs the LOS in each Sector. In addition, the Defender may set out up to two additional piece of Terrain in each Sector. Terrain may be of any type listed in the Command Decision Terrain Chart appropriate to Europe. Buildings must be placed within 6" of Roads. The Defender may place additional Roads. A Road automatically overlays any Terrain placed on the Road. A Terrain piece must have no dimension greater than 12" and no dimension smaller than 6". Exception: Walls and hedges may be up to 24" long and up to 1" wide. Roads and Streams maybe up to 2" wide and must run from board edge to board edge. Roads and streams may run through more than one Sector. A Road which crosses a stream automatically creates a bridge. Finally, the Attacker may add, move or remove up to two pieces of Terrain. The Attacker may not remove Roads, however. Terrain may overlap. Two Light Woods placed on top of each other create a Forest. After the Terrain is set the Defender chooses which long board edge to defend. The Defender then sets out three Objective Markers (use blank counters). The Defender must set out a number of Objective Markers equal to its Aggression level within 2 feet of the Attacker's board edge. The remaining Markers are set up on the Defenders half of the board. Example: a Defender with an Aggression of one, must set up one Marker within 2 feet of the Attacker's board edge and two markers on the Defender's own half. Objective Markers may be set up anywhere, but must be no closer than 6" of any board edge and no more than two in any one Sector. Each Marker is placed face down. On the reverse side the Markers should have a number from 1 to 3, representing their value. A player who has a Stand within 2" of the Marker, occupies the Marker and scores victory points equal to the Marker. If no enemy Stand is within 10", the player scores double points. After the Defender has set up Markers, the Attacker also sets up three Objective Markers. The Attacker must place up to his Aggression level in Markers within 2 feet of the Defender's edge of the board. The Attacker then sets up the remaining Markers on his side of the board. The Attacker must set up the Markers with the same restrictions as the Defender. The Attacker may put one Marker off the back of the Defender's board edge. The Attacker scores points for this Marker for every Effective Company that exits off the back of the Defender's board edge. For on board Markers, the Attacker scores points just as the Defender. If both players are Attackers, they both set up one Road. They then alternate setting up one piece of Terrain in each Sector. After each Sector has at least one piece of Terrain which blocks the LOS, a player may pass his/her chance to place another Terrain piece. The other player may place one more piece. Players then alternate setting up Objective Markers. The Defender then sets up within 2 feet of his board edge. The Defender may have two hidden unit markers, one of which may represent a hidden Company, the other is always a dummy. The Attacker enters through the opposite board edge on Turn 1. The Attacker may hold some Companies off board which may enter on subsequent turns. Play continues for three hours. At the end of that period, score victory points based on Objective Markers and non-Effective enemy Companies. A Company at or below half strength (in Stands) or Demoralized is no longer considered Effective. A player scores one point for every enemy Company which is no longer Effective. The player with the higher total wins. Example: a player who occupies one of his Objective Markers worth two and has rendered two enemy Companies non-Effective scores four points. If no enemy Company is within 10" of the occupied Marker, the player scores 6 points [(2 X 2) + 2 = 6). All players play three rounds, paired by the number of points scored in the tournament (high scores play each other). The two highest scores after three rounds then play a final championship game (spectators invited). Special Tournament Rules The following special rules should be in force when using this tournament system in order to speed play and eliminate problems for the judge. Priority Movement - Movement is NOT simultaneous. Companies with the lowest Troop Quality move first, followed by the next Troop Quality and so forth until all Companies have revealed orders and moved. Cautious Advance - A Company on Cautious Advance must stop when it moves within 2" of an enemy Stand. The rule preventing a Cautiously Advancing Stand from moving more than one half the distance to an enemy Stand is suspended. Pinned Stands - A Pinned Stand is considered automatically Stationary the moment it goes Pinned (and so qualifies for the Stationary modifier). Fire is not halved against a Pinned Stand, however. Pinned Stands fire normally but only in the Close Fire Phase. Special Ammo - All U.S., Russian and British weapons with special ammo listings may carry three rounds at no cost. All weapons capable of using smoke may carry three rounds at no cost. Back to Rebel Yell No. 5 Table of Contents Back to Rebel Yell List of Issues Back to Master Magazine List © Copyright 1997 by HMGS South 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 |