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Kellys Heroes go NUTS!

Kellys Heroes go NUTS!


By John Paul Bakshoian 5/09 Vers 1

A U.S. recon platoon and tank platoon


plow 30 miles behind enemy lines to
assault a bank in Clermont, France.

(Note: This is a scenario for the miniature wargame NUTS! By Two Hour Wargames
http://www.twohourwargames.com/index.html
You must have these rules to play this scenario, though you can use it as reference for any rule-set.
This campaign was created by a fan of Kellys Heroes and NUTS! wargame.
All photos from the film are property of MGM.)

There are many great World War II movies, but the one some gamers seem to hold the most
reverence for is Kellys Heroes. Not only is it heist movie and a comedy, but it is also a very
good war movie: with special attention paid to authenticity you dont find in some of the bigger
budget, serious war theatrical releases.

Prelude
Mid-September 1944 - The Lorraine Campaign. Montgomerys Army is to the North; American
artillery is to the west; The rest of Pattons Army is to the South. The US 3rd Army takes Nancy
which is defended by units of the German 3rd Army.
Scene: On a French farm near a bridge (Map Section 3), on a rainy night just before Nancy is
taken, with their own mortars falling down on them, a reconnaissance platoon is doing its job.
GI private Kelly is interrogating an Oberst Colonel from German Intelligence: Purpose find the
best hotel in Nancy so their unit can R&R in style. As the interrogation progresses, the allied
mortars are replaced by a hail of German 88s. The situation is not looking good but they are
ordered to hold. As Little Joe, the radio operator says Were a reconnaissance company. Its
not our job to hold the ground. Thats an infantry job. Were supposed to go and find some
place, look at it and tell you what the situation is. It Stinks! Its wet, its cold and were under

Kellys Heroes go NUTS!


heavy fire! They withdraw just as the German tanks come through the barn. Though the
German Colonel is killed, Private Kelly has some unique intelligence information.
Scene: Some days later, the Recon team is at a nearby farmhouse for 3 days of rest and
recuperation before going back in line. Enough time for Kelly to take advantage of his private
intelligence data: 14000 gold bars held by Germans in a bank 30 miles behind enemy lines.
Through some special deals with a Staff Sergeant Crapgame of the local US Supply depot,
Kelly gains a platoon of tanks. Kelly introduces his plan to Master Sergeant Big Joe and the
rest of the platoon after their Captain Maitland (whos uncle is 2 Star General Colt) abandoned
them to fly to Paris for 3 days.

Kellys Plan
They start at Map Reference 473. Kelly has Master Sgt. (Friendly Fire) Mulligan of Mortars
Division lay down a 3am barrage on a town at Grid Section 7 Crossroads just at the front. The
Heroes are to plow through the same barraged town that Kelly captured German Colonel
Dankhopf. They are then to drive to a wooded hilltop (about 25 miles from Clermont) where
they will bivouac for the rest of the night. The next day they are to drive to Grid Section B (a
lumber building on a road bend) and rendezvous with Oddballs Shermans at 2100 hours. That
next morning their group is to pass a large bridge before the ally planes bomb it into the river.
Once past the river, they make their way unmolested to Clermont. They then recon, find the
best way in, avoid or destroy the Tigers, take the bank, leave and drive back to Nancy that
night. Thats the plan.

Kellys Heroes go NUTS!


The following campaign lets you play the story from Kellys drive through the mortared town at
Map Reference 473 on through to Clermont. There is a great possibility of losing important
characters, so if you would prefer, you could just pick a scene and fight it with characters and
vehicles shown in the movie. You may make any character a STAR per Stars and Grunts on
page 5 of NUTS!

Kellys Troops

Maitlands Platoon
Name
Squad 1(4)
Kelly

RankRep Attrib(1)
Pvt(5) 6

Effect Weapon(2) Rng Tar Imp

Big Joe

Sgt 6

Petuko

Pvt

Little Joe

Pvt

Born Leader,
Nerves/Steel
Tough, Quick
Reflex
Knifeman,
Stealthy
Shirker

Babra
Squad 2
Eddie(6)
Cowboy
Gutkowski

Pvt

DumbAss,Runt

S A Rifle

Corp 4
Pvt 1 5
Pvt 5

Sickly, Medic
Brawler
Crack Shot

Willard
Fisher
Squad 3
Job

Pvt
Pvt

Poser
Shortsighted

S A Rifle
S A Rifle
Bolt Rifle
w/ Scope
S A Rifle
S A Rifle

Mitchel
Grace
Penn
Jonesy
Other
Crapgame

5
5

Corp 5

Other(3)

SMG,
Pistol
SMG,
pistol
BAR

Driver Track
#1
Driver Jeep #1

S A Rifle

Speaks Italian,
Radio, Driver

S A Rifle

Pvt 1 5
Pvt 5
Pvt 5
Pvt 5

Slow,
Marksman
Tank Killer
Marksman
Scout
Fast

Sgt 4

WUS

Carbine

S A Rifle
BAR
S A Rifle
S A Rifle

Drivr Track#2
Sniper
Reads German
Hard of hearing

Driver Jeep #2

Kellys Heroes go NUTS!


(1) The entire platoon gains HARD AS NAILS as their bonus for doing this one for themselves. The other Attributes noted here
are strictly evaluation from the movie and guess. Feel free to ignore, change or add to these.
(2) The team has NUTS! standard US Infantry Squad weapons from the USA List page 50 of NUTS!. You need to assign grenade
launchers. Kelly picked up some extra SMGs and such, so if you wish you can give everyone a Thompson as in the movie.
(3) Each member of the platoon has a backpack with rain poncho. This column also designates who was driving what vehicle
through the mortared town. You may re-designate as you wish.
(4) The platoon was less than half strength at the beginning of Nancy, including too few NCOs. Note: The make-up of these
squads is arbitrary. If you would like to re-arrange them, by all means do so.
(5) Kelly used to be a Lieutenant but was busted to Private.
(6) Eddies track was hit before the movie starts. He doesnt appear in the film, but if you want him, here he is. He is at REP 4
because of his wounds. As a bonus, he has MEDIC as there was no specified one in the movie. See NEW RULES MEDIC &
WOUNDS on the next page.

They had the following vehicles as of their departure:


US Vehicle(1) Armor Main Gun AA MG Hull MG CoAx MG Speed
M3 Half Track#1 1
No
Yes
No
No
18/12
M3 Half Track#2 1
105mm
No
No
No
18/12
Jeep(2) #1
0
No
Yes
No
No
30/20
Jeep #2
0
No
No
No
No
30/20

Crew
2
2
1-2
1-2

(1) Each Half Track has 1 stretcher.


(2) Both Jeeps had their soft roofs on to keep out the rain. The 50 Cal was stowed.

They had this additional equipment they got from Sgt. Crapgame.
15 Thompsons SMG
30 Cal MG
Bazookas
Field Radios
(2 Pack Radios)
Satchel Charges
Satchels of grenades (consider grenades as unlimited unless the vehicles are hit
and no-one salvaged the satchels.)
and supplies and ammo to support a Platoon of men in field for 3 days.

Oddballs Platoon

Kellys team additionally fielded 3 Shermans (76mm) from the US 321st


Oddballs Tankers Of the 4th Armored Division
US Vehicle Armor(1) Main(2)
AA
Hull
CoAx
Gun
Gun
MG
MG
M4A1(76)
6/3
7
Y
Y
Y
M4A1(76)
6/3
7
Y
Y
Y
M4A1(76)
6/3
7
Y
Y
Y

Speed(3)
20/14/10
20/14/10
20/14/10

Crew Other
5
5
5

Speaker(4)

Kellys Heroes go NUTS!


(1) Sherman top and bottom armor rating of 1 per NUTS! page 51.
(2) NEW RULE PAINT ROUND If impacted on a building or vehicle, Paint Splash stuns (lowers Rep by 1) all enemy who see it
for next complete round. It is so bizarre and truly worthless that the mind numbs.
(3) These tanks were modified by mechanical genius Moriarty to be the fastest tanks in this theater, forwards or backwards. The
10 is backwards speed on a road.
(4) NEW RULE SPEAKERS Oddballs Shermans ignore Clank Test when blaring music from Oddballs tank. It soothes them.
The phonograph player must be on some special suspended gimble or it would skip.

Name
RankRep(1) Job Attrib(2)
Effect
(4)
Tank #1 with Speaker
Odd Ball(5) Sgt
6
TC
Moriarty(6) Pvt
5
DRV Mech Genius
Turk
Cpr
5
GNR
xWaldo(7) Pvt
4
LDR
Tank #2
Whiskey
xDiego
Howard
xRex

Sgt
Pvt
Cpr
Pvt

5
4
5
4

TC
DRV
GNR
LDR

Tank #3
Mo
xHuey
xDuey
xLouie
xRad

Sgt
Cpr
Pvt
Pvt
Pvt

5
4
4
4
3

TC
DRV
GNR
LDR
RAD

Weapon(3) Rng Tar Imp Other


SMG, Pistol

(1) Oddballs tankers are a cut above the usual US tank crew in Rep. Page 51 of NUTS!
(2) The entire platoon gains HARD AS NAILS as their bonus for doing this one for themselves. Moriarty has Mechanical Genius
Attribute which means he can sup up an engine or repair it if given the parts. Feel free to assign attributes.
(3) They can carry usual tanker weapons of either pistol (1-4) or SMG (5-6).
(4) Two of the Shermans are short a crewmember.
(5) Though Oddball has 6th Armor Div patch on his sleeve, he is 4th Armor Div.
(6) Moriarty was assigned as driver as that would complement his Mechanical Genius. Waldo seems to be the Driver in the movie
as Moriarty moved around the different tank hatches quite a bit and Waldo just sat at the left hand hatch. However, Moriarty might
have been allowing Waldo some Driver experience time.
(7) The x in front of the name means there was no name for this character in the movie. Feel free to change name if desired.

Kellys Heroes go NUTS!


Normally, once tankers bail, they exit and are gone from the scenario. But because they are so
far beyond enemy lines, Oddballs tankers become infantrymen when they exit their tanks.
They stay with the unit and fight. Use Crew Small Arms rule in NUTS! page 24, except that
when shooting MMG or HMG, they have normal Rep as these Tankers have plenty of 30cal
experience.

A Note on Oddball:

If you get put off by thinking Oddball is out of place as a hippie-type in a


Second World War game, just consider that he was just 8 years before the beatniks and his
eccentricities may have been a prelude to them. He is the Bohemian in all of us and tank
crewmen were and are that strange. One tank commander in France in 1944 was known for
carrying a colt 38 rather than the issued 45 and wearing cowboy boots. Some did effect Aviation
leather jackets like Oddball, and yes there are plenty of pictures of soldiers with beards.When off
the line Oddball was all fun and games, when in action, he was all business, just the way real
tankers were and still are - Steve Willougby IMBD

NUTS! Rule Changes specific to Kellys Heroes.


KH MODIFICATION TO RUN-AWAY RULE for Kellys Troops and Oddballs Tankers (but not
Oddballs Army.) If one of our Heroes does a full exit off the board because of a Run-Away,
they are not totally out of the game. They have simply run away and hid until the fighting for
that encounter has ended. Then they have a 1d6 (1-4) chance of regaining their nerve and eat
crow and go back to the group. If they roll (5-6) they are either too lost or scared to find the
group. Those that exit and return either are so shaken in their military prowess that they are
permanently reduced by 1 REP or they keep their REP but gain COWARD attribute (your
choice.)
NEW RULE - MEDIC AND WOUNDS (from Chain Reaction 2.0)
Obviously Dead
Anytime a figure is hit either from fire or in melee there is a chance that he is obviously
dead. This is determined by rolling 1d6 versus the Impact Rating of the round fired or
weapon used in melee. If the score is equal or less than the Impact, he is said to be
obviously deaddead, dead. If the score exceeds the Impact then he is man down. Be
sure to check for each round fired. [This is an acknowledgement of determining damage on
Page 18 of NUTS! and Battle Casualties section on page 20.]
Recover Wounds
Figures that are out of the fight may be either dead or wounded. The player does not know
until he has a friendly figure spend 1 turn stationary with the man-down figure determining
its status. This is not carrying him but actually remaining stationary.
When checking a figure roll 1d6 versus the checking figures Rep. Subtract 1 from the
figures Rep for each wound beyond the first.
Additional dice may be rolled due to any of the following but only count the best score rolled:
+1d6 if checker is a medic
+2d6 if checker is a medical doctor
Compare the score to the table below counting whether the die roll passed (rolled modified
Rep or less) or failed.

Kellys Heroes go NUTS!


1 HOW BAD IS IT DOC? TABLE
Pass 1d6
The casualty is stunned, or just "winded", and/or lightly wounded, recovers and rejoins
the fight next turn!
Pass 0d6
The casualty is badly wounded, and out of the fight due to the serious nature of his/her
wounds! The casualty cannot move without being carried or dragged away to a place of
safety by his/her buddies!
------------------- -

Assumptions:
Kellys Heroes is gamed with US Infantry. It is assumed that before Nancy, Maitlands Platoon
was about strength. It was reported that Eddie and his track were hit during that battle.
Eddie is included but 1 Rep less than normal. You can leave Eddie out if you want to. Normally
Big Joes troops are mostly Rep 5 veterans as they have been fighting since Normandy. To
factor in the were doing this one for ourselves, they were given HARD AS NAILS (page 77 of
NUTS!) to show their high morale. This HARD AS NAILS resets each scenario. Germans have
lousy Reps because in this movie only 3 of the heroes died on this whole excursion and there
was plenty of Germans firing. (Well, yes Whiskys & Mos tanks bit the dust. And, well, some
of Oddballs Army died too.) The Attributes were assigned by watching the movie and by
guess. Feel free to change them. When you see KH (Kellys Heroes) in the rules, it usually
means that the rules reflect the Movie and not how it might be played for a strictly historical
scenario.
Here is the Scenario Matrix. Each scenario will be explained below along with the framework
for the army lists which you will have to fill out. Also any new rules pertinent to playing that
scenario.

KELLYS HEROES Gaming Scenarios


Scenario Name
1)
2)

Town Barrage
Hilltop

3)
4)

Railroad
Minefield/Roadside
Minefield
Big Bridge
Clermont

5)
6)

(1)
(2)
(3)
(4)

Type of Mission(1)
Kelly

Kelly
Vehicles(2)
Convoy(3)
Defend Air
Strafe(4)

Fighting
Patrol
Attack
Raid
Bank

Fighting
Patrol
Attack
Raid
Bank

Oddball

Support
Units(4)

Attack
Attack
Raid
Bank

Attack
Raid
Bank?

Missions per NUTS! page 34 35.


This would be Kelleys troops riding in vehicles. If they dont ride, then they are just Kelly.
See NEW RULES CONVOY under Town Barrage.
See NEW RULES STRAFING under Hilltop.

=========================================

Kellys Heroes go NUTS!

1) Town Barrage
Kellys platoon drives through the town in a convoy. Notes: Grid Section 7 Crossroads, 3am in
the rain. Your Line Of Sight is 6 due to Inclement Weather (heavy rain) and night Rule on Page
17 of NUTS! See NEW RULES Below for this scenario.
CONVOY MISSION rules
KH Convoy Mission is moving your vehicles from one end of the board through town to the other
end three times while you surprise German troops and dodge Mulligans mortar fire. If you
dont want to repeat your exact course for drive-bys #2 and #3, after exiting all vehicles you can
turn the board 90 degrees and start at one end and go to the other.
Convoy Mortar
For random mortar hit every turn of the enemy, roll 1d6 for each vehicle after each activation.
If 1 is rolled, then its a possible hit. Now roll on drivers Rep.
2

Random Mortar Hit on Vehicle


2d6 vs. Drivers Rep

Pass 2d6
* Near Miss
Pass 1d6
* Near miss; driver rolls on Losing Control table
Pass 0d6
* The vehicle is hit; driver rolls on Losing Control table. For Kellys Heroes Damage, use
damages below.(1)
(1) Those vehicles hit by mortar are damaged and go speed slower. If hit 3 times, they are destroyed. Occupants in Cab are
safe from mortar fire. Occupants in back are safe from first mortar hit. Must roll Rep for 2 nd hit and Rep-1 for 3rd hit.

LOSING CONTROL
2d6 vs. Drivers Rep

Pass 2d6
Vehicle rolls to a stop reducing speed by 12 each turn. Vehicle may restart next
activation.
Pass 1d6
Vehicle veers to left (1-3) or right (4 6) 45 degrees and if hitting a solid object will cause
damage to occupants. Each figure rolls on Damage Table counting a 0 Impact. If it can,
vehicle may restart next activation.
Pass 0d6
Vehicle veers to left (1-3) or right (4 6) 45 degrees and if hitting a solid object will cause
damage to occupants. Each figure rolls on Damage Table counting a 3 Impact. If it can,
vehicle may restart next activation.
Allies
Use Kellys Heroes in vehicles.
Axis
Use German Infantry List Page 46 of NUTS! Place these randomly or not so randomly in your
town. See comments in Railroad Germans for suggestions on how to fill out list.

German Infantry of General Vogels 2nd German Armor Div.


Name

RankRep Attrib
Corp.
Pv

Effect Weapon

Rng Tar Imp

Other

Kellys Heroes go NUTS!


==========================================

2) Hilltop
Kellys platoon drives to the top of a hill to wait out the day. The vehicles that survived the Town
mortaring are parked on a tree covered hilltop and everyone is unprepared and scattered
around. All troopers and most vehicles will be concealed from view. Some troopers might even
be in cover. Then the US P-47 Thunderbolt flies by. See NEW RULES STRAFING RUN
below.

DEFEND AIR STRAFE MISSION rules


KH STRAFING RUN
Unlike the movie, US Plane in this KH scenario strafes twice with machine guns and twice
with rockets. Any vehicles damaged will run speed slower. Any vehicles destroyed are
burning. Hopefully you retrieve your equipment from destroyed vehicles beforehand.
Objective is to either drive away some or all vehicles or pull out equipment from abandon
them after the strafing. Germans scouts will be there in an hour to investigate.
Set up your table. Then set vehicles and troops on table. Scenario starts with Kellys troops
surprised as the P-47 makes its run. Infantry gets first activation automatically. They can
run for cover or they can attempt to remove equipment from vehicles. See Rescue
Equipment below.
Now roll next activation. On its activation, the plane strafes. The plane can come in at any
side. Determine entry side by 1d6 roll: 1=left, 2=front, 3=right, 4=rear, 5&6= reroll. Divide
entry side up into 12 sections and roll 2d6. That is the spot the strafing starts. Roll 2d6 for
exit (opposite the entrance side) and that is the exit spot. Then make a straight line using
string from entrance spot to exit spot for the bullet/rocket path. [Now check the planes
machine guns. Are they centered on the fuselage or spread out on the wings. Determine
how many inches from the centerline you need to put your bullet path For P47, its arbitrarily
1 on each side of the centerline and pilot Rep =4.] See below for weapon fire.
After this strafe, it takes 2 more activations for the plane to get in position for its second
strafe. Repeat above until the P47 has strafed twice and fired twice.
Fighter Plane bullet weapons are: MMG, HMG and small cannons.

Kellys Heroes go NUTS!


Machine Guns/Cannons:
If victim is in the path (and not in cover), it is possibly hit. Roll Ranged Fire Table, then
Received Fire table.
MMG Impact
3
HMG Impact
5
Cannon Impact
5
Vehicles hit by strafe
MMG Impact
apw 1 (apw = armor piercing weapon)
HMG Impact
apw 2
Cannon Impact
apw 3
Rockets: Use same strafing lines, except only best target along strafe lines is attacked.
Determine how many rockets were fired. [P47 can fire 1 rocket from each wing each turn at
1 of centerline.]
Roll to hit for each rocket.
If infantry is the target, they are hit (cover counts)

Rocket Impact
Grenade effect
Vehicles hit by rocket

Rocket Impact
Grenade effect (think of it as an armor piercing
grenade)
If you missed, find out where rocket hit: Centered on target, roll 1d6 to determine
direction and 1d6 to determine distance in inches. Apply rocket damage to what was hit.
Bombs*: Use same strafing lines for bombing path. Determine how many bombs were
dropped. Determine what your main target was. Half of your bombs release in front of this
target and half go behind. They fall two inches apart in a line. Roll save for each target hit.

Small Bomb Damage


Target = 1 circle
Impact 2

Medium Bomb Damage Target = 3 circle


Impact 5

Large Bomb Damage


Target = 5 circle
Impact 7
Leaves 1
crater
*Bombs are listed here for those who want to them.

US Aircraft(1)
P-47
(1)
(2)
(3)
(4)
(5)
(6)
(7)

Main Gun(2)Fuselage Wing


Rockets Bombs
(5)
(6)
MGs(3)
MGs(4)
No
No
2 MMG/1
4/1
0

Torpedo
x

Type of aircraft
If different than Machine Guns, designates type (possibly 20mm cannon.)
If plane has MG along centerline, notes quantity and type.
If plane has MG along wing, notes quantity and type and how far from Centerline the bullets rip.
If plane has rockets along wing, notes quantity and how far from Centerline the rockets rip.
If plane has bombs along wing, notes quantity and type and how far from Centerline the bombs drop.
If plane has torpedoes, notes quantity and how far from Centerline the torpedo drops.

A figure can take 2 items per turn out of a vehicle. They are:
KH Rescue Equipment
TYPE
# of items
(1)
Small Arms (SMG or Rifle)
15
Ammo for SMG/Rifles(2)
7
30 Cal MMG
2
(3)
Ammo for 30 Cal
2
Bazookas
2
Ammo for Bazookas(4)
2
Field Radio(5)
2
(6)
Pack Radio
2

10

Crew

(7)

Kellys Heroes go NUTS!


Satchel Charges
Satchels of Grenades(7)
Rations for 15 for 3 days(8)

2
2
15

(1) At this time, each of Kellys troops has 2 weapons: Their regular rifles and the just gotten Thompsons. If all 15 small arms are
recovered, they have all their weapons and can cut back and forth as they scenarios play out. The less small arms they recover,
you will have to assign which weapons they have for the rest of the game.
(2) If they salvage all 6 ammos, then they have an unlimited supply for SMG and Rifles for the whole game. The less ammo they
recover, the more they have to watch the TIGHT AMMO rule (NUTS! page 13). If from 5 to 3 ammo units are salvage, then each
soldier has 2 clips on them they can use each scenario. If 1 or 2 units are salvaged, then each soldier has 1 clip on them that they
can use each scenario. If none are salvaged, then they run out of ammo each TIGHT AMMO situation until the next scenario.
(3) if they salvage both 30 Cal ammos, they have unlimited supply. If they salvage only 1, then they can run out of ammo twice
each gun each scenario. If they dont salvage any, they only have enough for each gun to run out once and that is that.
(4) if they salvage both boxes of rockets, they have unlimited supply. If they salvage only 1 box, then they have only 6 rounds total.
If they dont salvage any, they dont have any rounds.
(5) These are walkie-talkies and there are two. They cover your immediate gaming table and each adjacent table if you had
adjacent tables. These can work with Pack Radios. They get what they salvage.
(6) These are backpack radios and there are two. They cover at least to General Colts command center in Nancy (about 30 miles
away). These can work with the Field Radios. They get what they salvage.
(7) if they salvage both satchels of grenades, they have unlimited supply. If they salvage only 1 satchel, then they have 12
grenades total. If they dont salvage any, they dont have any grenades.
(8) If they salvaged all 15 Rations, then they have an unlimited supply for the whole game. If from 14 to 7 rations are salvaged,
they just get a little hungry. If they salvage only 6 to 4 rations, they are a lot hungry, but they should get some relief when they meet
up with Oddballs Army. If they salvage none to 3 rations, then they are extremely hungry by Clermont and must take LOOTERFOOD (NUTS! Page 7) attribute and each starving soldier must Loot at least one place of food and drink. Once fed, they lose the
LOOTER attribute.

==========================================

11

Kellys Heroes go NUTS!

3) Railroad
On the way to the rendezvous point with Kelly, Oddballs platoon needs to cross a river.
Consulting their aerial photos from Crapgame, they find a railroad bridge still intact. But first,
they must enter the railroad yards.

Oddballs three Shermans come out of the tunnel to wreck havoc on the railroad terminal. The
scenario starts with the three Shermans getting a free first turn and coming out of the railroad
tunnel on the unawares enemy. The object is to get to the other side of the map where the
railroad bridge is. You need to wipe out at least 50% of the Buildings (firing at buildings NUTS!
Page 30) and 50% of the Nazis before exiting. Oddball gets a penalty if they do not destroy the
locomotive engine chugging thru before it exits. Penalty: Oddball loses the use of the Speakers
after this scene because the gimble breaks and the records would skip.

12

Kellys Heroes go NUTS!


Railroad Station Map

1) Hill
5) Small Rail Cars

2) Tunnel Entrance
6) Sand Bag Emplacements

3) Water Tower
7) Machine Gun

4) Train BoxCars, Parked


8) Anti-Aircraft Guns

GERMANS
Probably a garrison of a company of General Vogels 2nd German Armor Div
Name
Rank(1) Rep(2) Attrib(3
Effect Weapon(4) Rng Tar Imp Other
nd
German 2 Armor Div Commissioned Officers
x
Cpt
x
Lt.
x
Lt.
x
Lt.
German 2nd Armor Div Squad #1(5)
x
Sgt
x
Corp
x
Pvt
(1) Though it wasnt shown, the assumption is that this is a garrison Company. Note: the commissioned officers are listed separate
from the squads.
(2) The assumption is that these are not all battleworn troops, but many raw kid recruits from Germany or foreign/forced fighters like
Czechoslovakia or Poland troops with less urge to fight. Make these mostly Rep 3 and Rep 2 with a few Rep 4s.
(3) Choose your attributes from page 7 of NUTS!
(4) There were a lot of SMGs firing on those Shermans and not one Panzerfaust or grenade. To make it interesting though, you
might include some. Use Germany Army List for guidelines Page 46 of NUTS!
(5) These are standard German Infantry Squads per page 46 of NUTS! There are 3 squads per platoon and there are 4 platoons
altogether. You dont need to put them all on the field. You need to make these lists.

13

Kellys Heroes go NUTS!


German AutoCannon
FlaKvierling 38 2cm(2) x 5

Penetration
2

Crew(1)
7

(1) At the start of the attack, none of these were manned. And when the gunners did come, these guns were still seriously
undermanned. For crew of 5 reduce spin of gun to 180 degrees per turn; for crew of 4 also reduce spin of gun to 90 degree turn; for
crew of 3 also reloads are every other turn; for crew of 2 also gun cannot spin (but does have 45 degree arc).
(2) Quad Mounted 2cm AC. You need to list out 4 of these.

Name
RankRep(1) Attrib
Civilian Railroad Workers(2)
2

Effect

Weapon Rng Tar Imp

Other

(1) These are civilians who have no military training and therefore Rep 2.
(2) These civilians are probably forced laborers of French, Polish, Check origins. There are 100 civilians working in the yard.
Scatter some around if you wish to represent the movie. They will all run away. You gain nothing by killing civilians.

Train
Steam

Armor Main Gun AA MG Cars(1) Speed(1) Crew


0
No
No
3
18/40
2

(1) There are three box cars on this train.


(2) First is normal speed/second is cross country speed. Speed for going through rail yard is 8/turn.

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14

Kellys Heroes go NUTS!

4) Minefield

On their way to Grid Section B to meet up with Oddballs tanks, (depending on how they faired
on the hilltop) Kellys platoon either drives down a dirt road and hits a mine or theyre walking in
a newly planted field and hit a mine. The Germans will show up in about 5 minutes. For
purposes of KH Minefield: At the end of 10 turns after explosion, the Germans show up. Note:
Field has anti-personnel mines and road has anti-vehicle mines. See NEW RULES
MINEFIELD and NEW RULES - BAYONET PATHING below.

15

Kellys Heroes go NUTS!


Minefield Map

1) Plowed Field
5) Low Rock Wall
9) Germans Enter Here.

2) Growing Fields
6) Stones

3) Road
7) Allies Enter Here

4) Rock Wall
8) Driving Allies Enter Here

MINEFIELDS:
Unless you know youre in a minefield (signs, told, etc.), your first inkling is an explosion with
injury. Place half the figures in the minefield (the newly planted field) and above it. The
troops are plodding along at move=4 per activation. There are no Germans just yet, so they
get no move. On the first doubles, a mine has gone off. If no mine goes off, there is no
encounter and you get to the Big Bridge with all the troops. Move all figures, then make Rep
rolls on each figure. Re-roll all failed 0d6 Reps until you get the last Failed Rep and that is
the figure that gets it RIGHT NOW. The explosion is the last action for this turn. Consult the
Ranged Combat Damage Table. Everyone drops in place. Troops get Anti-personnel mines.

16

Kellys Heroes go NUTS!


If you are going by vehicle, then you are on the road. For road, use the road on the Minefield
map. Start with lead vehicle on exact center of road, with each other vehicle behind it as you
feel appropriate. It is OK if the vehicle is off the map. Vehicles are moving between 4 to 10
speed. To determine which vehicle hits the mine, have each vehicle roll 1d6 (with the first
vehicle adding 1 to die) (and the last vehicle subtracting 1). Any ties are re-rolled. The
highest number hits the mine causing damage roll and any injuries. See KH Penetration
Below: Immediately roll Activation with vehicles moving their 4 to 10 distance to stop
including the exploded vehicle. If it is a vehicle that is off the board, it either does its coasting
onto the board or is placed right at the boards edge. Note: No other Road Mines will go off
for KH Game.
MINES
Anti-Personnel
Anti-Vehicle

Range
1
1

Targets
1 circle
2 circle

Impact
2
5

NEW RULE - Bayonet Pathing Any figure bayonet pathing is prone or kneeling and
cannot fight while pathing. They must have a bayonet or knife/sword to test. They move only
2 per turn and for the purposes of KH minefield, they will never hit a mine while bayonet
pathing. If you get to a path that is already cleared, you may get up and walk/run defending
yourself. You can always stop pathing to defend yourself.
NEW RULE KH MINE PENETRATION table
2
KH MINE PENETRATION table
vs. Drivers rep
Pass 2d6

Mine flattens tire/disables links, but does not penetrate vehicle. Occupants can get out of
vehicle normally.
Pass 1d6

Mine disables vehicle and each occupant must roll 1d6 -1 versus the penetration
difference. If pass 1d6 -1, then that occupant is dead. Otherwise, they must bail out.
Pass 0d6

Mine destroys vehicle. Each figure is OOF. Roll each occupant on an ADJUSTED
HOW BAD IS IT DOC? table (New Rules). The adjustment is Pass 1d6=OOF; Pass
0d6=OD. They can still be checked by comrades per regular table.

German Troops
These are the German Infantry that arrives to investigate the explosion. The commanding
officer is very lax on this patrol, probably because hes already been out to several exploded
cows. Unless there is something obvious to see as they come round the bend, they will
continue to be lax until the binoculars are used.

German Infantry of General Vogels 2nd German Armor Div.


Name
RankRep(1)Attrib(2)
Kubblewagon
Johan Heller(4) Lt.
Pv
Truck #1 with LMG(5)
Sgt
Corp
Pv

Effect Weapon(3) Rng Tar Imp


Pistol
BA Rifle

17

Other

Kellys Heroes go NUTS!


(1)
(2)
(3)
(4)
(5)

These should be mostly Rep 3 as explained in Assumptions during the Intro.


Select any Attributes you feel are appropriate.
This is from NUTS! German Infantry List page 46. The movie had several SMGs and the rest were BA Rifles. Dont
forget the one LMG in the truck.
The officer came on this patrol from the army camp just over the next hill.
The squads are arranged into 12 troopers and 2 non-coms because the rear of the trucks showed 6 soldiers per bench
with 2 in the cab. There is one squad per truck, so you need to fill these in.

German Vehicle Armor Main Gun AA MG Hull MG CoAx MG Speed


Truck #1
0
LMG
No
No
No
18/12
Truck #2
0
No
No
No
No
18/12
Kubelwagon
0
No
No
No
No
28/14

Crew
2
2
1

If you played Hilltop, remember your salvage limitations.

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18