World War Two Scenario Generation

Designing Battles

by Rudy Scott Nelson


The scenario system is a quick and fair way to design battles which will test players' skill in a variety of situations. Considering of of the variables, there are over 1500 scenarios which can be produced for the Russian front alone. The scenarios cover different missions, conflict years, and battlefield conditions. The entire scenario can be generated randomly or certain parts can be set by the players. The procedure is to roll on each of the tables in order with some rolls affecting later rolls. After completing the scenario, players need to consult the victory conditions and the victory point schedule.

TABLE I
RANDOM YEAR DETERMINATION (ROLL d100)

ROLL YEARMODIFIERS to die roll
01-04 1939Allied Force Adjustment
05-15 1940POLAND 95
16-30 1941FRANCE 70
31-50 1942USSR 0
51-72 1943BRITAIN 5
73-91 1944USA 25
92 1945CHINA only 70

TABLE II
ATTACKER-DEFENDER DETERMINATION

The Axis player will roll d100. An Italian force will only have a 20% chance to attack regardless of the year. If the roll is equal to or less than the number, then the Axis is the attacker.

YEARDIE ROLLYEARDIE ROLL
193990%1942-43 Pacific55%
194090%1943 Russia50%
194185%1943 Europe45%
1942 Russia80%194425%
1942 Africa60%194510%

The defender will roll on the remaining tables.

TABLE III
SEASON (ROLL a d6)

    1 = Winter
    2-3 = Spring
    4-5 = Summer
    Fall = 6

TABLE IV
BATTLEFIELD CONDITIONS (ROLL a d100)

SeasonClearMudSnow Location Modifiers
FALL01-3940-7980-100 Russia in Summer 0
WINTER 01-2526-4546-100 Russia 20
SPRING01-5960-8990- 100North Europe 0
SUMMER01-7576- 100N/ASouth Europe*-10

*Italy, Greece, Spain, Crete Africa is always Summer Mud in Africa indicates Tunisia.

TABLE V
BATTLEFIELD TERRAIN (Roll a d6)

Die RollAFRICANORTH EUROPE ITALY RUSSIA
1DesertCityMountains Steppes
2HillyHillyHilly Hilly
3DesertFarmlandCity City
4DesertFarmlandHilly City
5DesertHillyMountains Steppes
6HillyCityFarmland Steppes

TABLE VI DEFENDER'S MISSION (Roll a d6)

Die RollDefender's MissionPoint Ratio
AttDef
1Delay Mission31
2Holding Action32
3Advance to Contact11
4Holding Action21
5Advance to Contact32
6Counterattack35

TABLE VII
Aircraft Availability (Optional) Roll d100

    Die Roll Results

    01-15 Variable Axis
    16-30 One Axis Strike
    31-40 No Airstrikes
    41-60 One Strike each
    61-70 No Airstrikes
    71-85 One Allied Strike
    86-100 Variable Allied *

    * Roll a d6 for number

Modifiers

    German/ Axis Attacker -20
    1940-41 20
    1944-45 20
    Allied Attacker 20

Airstrikes must be paid for in Army points.

Mission Deployment Guidelines

    A. Advance to Contact : Players can deploy forces up to 1/4 of the board size from their base boardedge.

    B. Holding Action : Defenders deploy up to the midpoint of the board. Attackers deploy up to the 1/4 point of the board

    C. Counterattack : Players can deploy forces up to 1/4 of the board size from their base boardedge.

    D. Delay Mission : Defender deploys up to the midpoint. The attacker deploys or moves on at his boardedge.

VICTORY CONDITIONS for the Defender

Advance to Contact

    A. Control a Majority of VP locations
    B. Destroy more enemy points than you lose
    DECISIVE Victory : Accomplish Both A and B
    MARGINAL Victory : Accomplish Only B
    DRAW : Accomplish Only A

HOLDING ACTION

    A. Control a Majority of VP locations
    B. Destroy 2 attacker points for One,-lost.
    C. Destroy more enemy points than you lose
    DECISIVE Victory : Accomplish Both A and B
    MARGINAL Victory : Accomplish A and C
    DRAW : Accomplish A only

DELAY MISSION

    A. Control a Majority of VP locations
    B. Destroy more enemy points than you lose
    DECISIVE Victory : Accomplish Both A and B
    MARGINAL Victory : Accomplish Only A
    DRAW : Accomplish Only B

COUNTERATTACK

    A. Control a Majority of VP locations
    B. Destroy 2 attacker points for One lost.
    C. Destroy more enemy points than you lose
    DECISIVE Victory : Accomplish Both A and B
    MARGINAL Victory : Accomplish A and C
    DRAW : Accomplish A only

TERRAIN VICTORY POINT SCHEDULE

TerrainStandardRetained Captured
Hill705070
Ford *603040
Bridge *503045
Crossroad * 502535
Road Exit302050
Building * +6610

+ Receive only 1/2 points if destroyed
* Receive only 1/2 points is enemy within 1000 yards
Use either Standard OR Retained / Captured Columns.

Terrain and Weather Definitions Sizes of specific terrain pieces will vary according to the scale being used. One foot square dimensions are good for hills and woods. If the board is not pre-determined, then the players will alternate placing terrain pieces with the defender placing first. once placement is complete, then the defender selects which boardedge will be his baseline.

CITY : The battle is in a moderately built up area. At least 30% of the board will contain some buildings. Scatter 5-10 pieces of rough terrain on the board. Optional terrain includes: up to 2 woods areas, up to 2 hills, up to 2 streams/ rivers and any number of roads, crossroads, bridges and road exits.

CLEAR Airstrikes can be used. No effect on the battle.

DESERT Weather is always Clear. Terrain is flat with 3-4 hills ,sand dunes, optional. Other optional terrain includes a woods patch (oasis), a small village and a road.

FARMLAND : This consists of mixed terrain. Use roads, 1-2 junctions with houses, 1-3 fordable streams/ rivers, several isolated farms, and 8-12 hills and/or rough areas.

FINLAND : (SPECIAL) This includes battles in Scandinavia and northern Russia. To determine terrain, use the North Europe column and replace CITY results with TUNDRA.

HILLS : These areas increase elevation, are rough, block LOS, and provide defilade cover to vehicles located on it.

HILLY : Hilly results in Africa indicates Tunisia. Terrain available includes 2-5 hills, 10-20 rough areas, 2-3 villages, 1-3 roads with exits, and 1-3 streams/ rivers which can only -be crossed at specific fords and bridges.

ISLAND : (Special) The entire board is a single island. The board edges are beach or water. A lagoon can be added. It is regarded as HILLY. The defender's mission is Holding Action with a 3 attacker to 2 defender ratio. Invasion Instructions : A. Secretly the attacker assigns his units to waves and designates their invasion location. There must be three waves with at least 20% of the army points assigned to each wave. The waves land on turns 1, 7 and 12. B. The defender then deploys his forces. See Tarawa section for hidden deployment option. C. Naval Bombardment of 2 salvoes per turn is available. D. If Naval Bombardment is not used,(a Raid) then the defender must make an activation roll (d10) each turn to determine how many troops are alerted. Add ONE to the die roll per turn and multiply the roll by 10% (4 result = 40%). The % is of the original total not the remaining total.

JUNGLE : Jungle reduces visibility to 100 yards. Vehicles can only use A speed cross country and B speed on roads. Infantry and CSW are considered in Hard Cover. Hidden markers can be used.

MOUNTAINS : Battles in mountains often had numerous noncombat losses due to breakdowns. To reflect this, the initial turn that a vehicle moves onto rough/ hill areas, the owning player will roll 2 x d6. A result of TWO immobilizes the vehicle for 5 turns AND a TWELVE immobilizes it for the entire battle. A recovery vehicle will free a vehicle on the turn following its arrival at the broken down vehicle. Available terrain includes 4-6 multi-level hills, a road, a village/ town, 12-20 rough areas, and unfordable streams/ rivers.

MUD : Rain is falling. No airstrikes are allowed. on every tenth turn (10, 20, 30) each vehicle must make a maintenance roll. Roll 2 X d6 with results of 2 and 12 indicating immobilization. A second 2 x d6 roll is made to determine how long the vehicle will remain stuck. A recovery vehicle will free a vehicle on the turn following its arrival at the broken down vehicle.

NORMANDY BOCAGE : (Special) In France when Farmland is rolled, a second d6 is rolled and if the result is 6 then it is bocage. Available terrain includes 3+ roads all lined with hedges. Additional hedges are added to make the appearance of 6-12" squares. The hedge squares will cover at least 40% of the board. Other features include villages at road junctions, 1-3 hills, 3-7 rough areas and 1-3 fordable streams. Hedge rows block LOS but the Hedge that a vehicle is next to does not block LOS.

PATTON SPECIAL (1945-47) : West vs USSR with USSR having a 70% chance of being the attacker. On Table V use North Europe. If Germans are used, they cannot comprise more than 20% of the Allied force.

RAID : (Special) One edge is the landing beach or river. A key installation located near the defender's boardedge will be their objective. The force ratio is 3 attackers to 2 defenders. A majority of the defender's points must be spent on non-vehicle items such as infantry, AT and AA guns, bunkers and minefields. Once the attacker reaches the objective, then it must withdraw back to its starting edge. The defender wins if prevents the attacker from reaching the objective. The attacker wins if he reaches the objective.

ROUGH TERRAIN : It includes hills, rock patches and woods. It provides cover to infantry and crew served weapons. Vehicles are considered defiladed.

SNOW : Snow covers the board. Ski troops move at Code B and are always in cover, even in the open. SKi troops in rough areas are considered to be in hard cover. Roll a d6 with an ODD result indicating that it is snowing with no airstrikes allowed.

STEPPES : This includes little terrain with 1-4 rough areas, 1- 3 roads, junctions and a few villages or farms. If it is harvest time patches a LOS blocking crops can be added.

SYRIA : (Special) A British vs Vichy French conflict in Palestine/ Syria during 1940-42. The Vichy can have up to 20% German or Italian allies. The British can have up to 10% Free French Allies. The terrain is HILLY. The Vichy French rolls to determine attacker.

TARAWA : (Pacific island Special) The allied player is the attacker. Use Holding Action victory conditions with a 3 attacker to 1 defender ratio. Over 75% of Japanese points are non-vehicle. Jungle terrain can be used and covering at least 40% of the board. Japanes can deploy in caves. To represent caves and hidden jungle positions, the Japanese player deploys markers representing fake (1/3) and actual (2/3) positions. These are revealed when it fires, is fired on, or moves. No SNOW is allowed.

TUNDRA : All water is frozen. Roll a d6 for each seperate body of water and a result of 1-2 shows that vehicles can cross it. Infantry units can cross any water. CSW cannot deploy on ice. Weather is snow. All Areas except road and within 5 inches of buildings is deep snow and treated as mud terrain.


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