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“Hier ons Bloed, Wanneer Ons Recht?


WW1 Trench Warfare -- Ph. Dutré

General • A unit always rolls at least 1 die.


• Each unit has morale 1-6. • Demoralizing: if target receives casualties,
• Each unit has #stands, indicating hits: morale -1
Infantry: 4 • Indirect: no LOS necessary
Special Weapons (MG, Mortar, ...): 3 • Scatter: roll D8, 1-6: scatter in adjacent hex, 7-8:
Officers are individual figures (no morale) hit right on target
• Explosive: roll again for every ‘6’; every new ‘6’
Turn Order (alternate for each side) causes an additional hit
1. Draw event card
2. Move all officers and perform rally checks: #Dice modifiers
If officer is present in same hex as unit, roll D6 >
current morale ==> morale +1 Target in Bush / Forest -1 die
3. All units move OR shoot OR some action Target behind wall / in (ruined) building -2 dice
Target in trench (and firer not in trench) -3 die
Movement
Shooter morale = 1,2 -1 die
Morale 1 0 hex Shooter morale = 6 +1 die
Morale 2 1 hex Officer with unit +1 die
Morale 3,4,5,6 2 hexes
Melee
Officers 3 hexes
• Melee occurs in same hex. Both units roll #die
Mortars; Field Guns 1 hex, no crossing of obstacles equal to:
#stands
Walls Crossing hexside takes full turn. + morale_diff (only for highest in morale)
Barbed Wire Crossing hexside takes full turn, +1 (if defendig position such as wall or trench)
only 50% chance of succeeding. +1 (if trench raiders or stormtroopers)
• Pair outcome of dice RISK-style. Each win is a
Ruins; Hills; Stop when entering hit. Ties are unresolved. Unpaired dice need a ‘2’
Forest; Trench or more to hit.
Bushes; Shellhole Full movement to enter hex. • Winner (most hits inflicted): morale +1
• Loser (least hits inflicted): morale -1 and push-
Firing back 1 hex (loser’s choice).
• LOS is blocked by Forest, Bushes, Walls, Ruins, • If #hits inflicted are the same: melee again next
Hills (except when either target or shooter is right round.
behind wall).
• Units in trenches or shellholes can only be tar- Morale
geted by direct fire if they fired themselves last • -1 if unit is reduced to 1 stand
turn. • -1 when losing melee
• +1 when winning melee
Firer Range #Dice Special • +1 when officer’s rally check succeeds

Infantry 3 4 Barbed Wire


LMG 3 5 • Takes 1 full turn for any unit to cut through 1 hex-
side of wire. No firing or movement allowed. Roll
MMG 3 6 Demoralizing
D6: 3+ means wire is cut enough to pass through.
HMG 4 7 Demoralizing
Mortar 8 8 Indirect, scatter, explosive
Field Gun 6 10 Fire arc (60 degrees total)
Flame 2 6 Demoralizing
Thrower
Mines 0 6 No terrain modifiers

• Each natural ‘6’ is a hit, remove 1 stand.


Random Events
Draw one card at the beginning of every turn.

Card German (attacker) British (defender)


Ace The Ace of Aces arrives!
• The plane enters from own side, and can move 5 to 8 hexes per turn. Only one 60 degree turn
is permitted halfway during the move (in case of uneven hexes, you can choose at which
point). If the plane leaves the battlefield, it can only return by drawing another Ace.
• The plane can drop bombs in any hex it passes over once per turn (8 dice, scatter, explosive).
3 bombs are loaded.
• If another plane is within 8 hexes anywhere during the move and within fire arc (keep plane
pointed at hexside, fire-arc = 30 degrees either side), shot is possible: roll a D12: (1=Boom,
2-11: D6 points damage, 12: miss). A plane has 8 hit points. No bombs can be dropped when
firing at another plane.
2, 3 Off-Board artillery. Pick 3 non-adjacent hexes (minimum 2 hexes between). Determine which
target is shelled randomly, then roll for scatter (D8). 10 dice explosive damage in target hex, 4
dice explosive damage in all adjacent hexes. No terrain modifier.
4 Morale Boost: 4 units receive immediate rally check
5 Morale Boost: 2 units receive immediate rally check
6 Regroup: 2 units can pick up straddlers: roll a D6. If D6 > #stands, unit receives one extra stand.
7 • A7V Tank arrives -- random sector, 4 hexes Minefield suddenly discovered: pick any
behind slowest unit in that sector. three non-adjacent German units and roll
Move 2 hexes, 10 hit points. randomly which unit is hit by a forgotten
Attack: 6 dice in frontal fire arc (keep tank minefield.
pointed at hexside at all times, fire-arc = 30
degrees either side), range 4 hexes.
• Each turn: roll for malfunction: 1,2 on D6:
Tank cannot move this turn. 3 malfunctions
means tank is immobilized for rest of game.
• Each hit on tank: 50% save. No terrain modifi-
ers when shooting at tank.
8 Reinforcements: 4 new units Inf or LMG, 4 hexes Reinforcements: 3 new units Inf or LMG,
behind slowest unit in sector 1. start at British side.
9 Reinforcements: 3 new units Inf or LMG, 4 hexes Reinforcements: 2 any new unit, start at Brit-
behind slowest unit in sector 2. ish side.
10 Reinforcements: 2 any new units, 4 hexes behind Reinforcements: 1 any new unit, start at Brit-
slowest unit in sector 3. ish side.
J Regroup: 2 units can pick up straddlers: roll a D6. NOTHING
If D6 > #stands, get one extra stand.
Q NOTHING NOTHING
K Kaiser gives motivational speech over field radio: King gives motivational speech over field
all troops +1 dice when attacking. radio: all troops +1 dice when attacking.
British OOB
Mission: Defend your sector of the Ypres Salient!!!
If you have only 2 units left with morale > 1, your troops rout and the Germans have achieved a
breakthrough.

#units Type Stands/unit


3 Officers 1
4 Inf antry + LMG 4
1 Infantry 4
2 Marine Infantry 4
2 Mortars 3
2 MMG squad 3
Total Number of units: 11 + 3 officers

British can deploy anywhere, but with the following restrictions in the 3 zones
• Front Zone: min. 2 units / max 3 units • Rear Zone: min. 4 units / max 6 units
• Middle Zone: min. 3 units / max 5 units • Officers can be deployed anywhere.

Morale of every British squad at beginning of game = D6 (roll for each unit).

Additionally, the British player can deploy anywhere:


• 10 Barbed Wire sections (each section covers 2
hexsides)
• 10 minefields (hidden, write them down).
German OOB
Mission: Achieve a breakthrough trough the British defences before midnight.
You are victorious if the British have only 2 units left with morale > 1

#units Type Stands/unit


3 Officers 1
4 Inf antry 4
2 Flamethrowers 3
2 Infantry + LMG 3
3 Infantry + MMG 3
5 Infantry + HMG 3
2 Field Guns 3
2 Mortars 3
Total Number of units: 20 + 3 officers

German players have to subdivide their force in three StossTruppen. Each Stoss Trupp contains at
least 5 units and 1 officer. Name your officers and hence the StossTrupp. E.g. StossTrupp Erich Von
Mannstein.

Divide the battlefield in 3 parallel sectors. You can choose how wide each sector is (although a sector
has to be minimum 1 hex wide), and assign each StossTrupp to 1 sector. Stosstruppen cannot operate
outside their own sector (but may shoot at targets outside their own sector). Hexes which belong to
both sectors (e.g. BattleCry or M44) can be occupied by units from both StossTruppen.

You have therefore various options: full attack in 3 equal sectors, or a heavy attack in one sector only,
using the adjacent sectors to guard the flanks, etc.
German Side

British Side

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