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NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)

the map, or place a unit on sewer patrol. They


SEWERS cannot take heavy weapons with them. To do so
they must declare sewer movement for a unit next to
In heavy urban areas the city sewer system could be a sewer entrance. The player writes down the
used as a way to move troops and supplies past intended exit point, which can include any building
enemy lines to reinforce strong points, launch on the table or known sewer marker. The unit is held
scouting or sniper patrol missions, or as a way to off the table while it is in sewer movement. Units
spring surprise attacks on the enemy. The battle move on their Activation by making a 2d6 Sewer
below became a deadly duel in the dark as troops Movement test against the Rep of the unit’s leader. A
carried the fight into a city’s sewers, basements and unit must make one successful roll per terrain area
subways. that has to be moved through to reach its objective.

2 SEWER MOVEMENT
(Taken vs. Leader's Rep)

#D6
Passed Result
2 The squad emerges from the sewer
entrance of the player’s choice.
1 The squad is temporarily lost in the sewer
tunnels for this turn.
There are two ways you can handle sewer
movement – an abstract “mission outcome” path in 0 The squad got turned around in the
which the sewer movement is important in the tunnels and emerges at a random sewer
context of the broader game, or a more detailed entrance. Roll to determine which one
sewer mapping and movement system.
SEWER PATROL
SEWER VISIBILITY If desired a player may designate one or more units
Visibility in the sewers is restricted to 6” unless to be on Sewer Patrol. If a unit is on a sewer patrol
flashlights or lanterns are used, in which case order and an enemy unit is attempting to use the
visibility is extended to 12”. Any figure firing at the sewers for movement, when active, the patrolling
flashlight user, or anyone illuminated by the unit can declare he is making an intercept attempt
flashlight, is considered to be +1 Rep for firing using the Sewer Patrol Table.
purposes. Line of Sight is defined by the actual set-
up on the table.

2 SEWER PATROL
(Taken vs. Leader's Rep)
ABSTRACT SEWER MOVEMENT
The following rules provide an abstract impression of #D6
sewer movement. Passed Result
In an urban setting each terrain section may have 2 Intercept! The sides encounter each other
sewer system access. Simply roll 1d6, on a 5 - 6 in close quarters combat.
there’s ready access to the sewers either via a 1 Closing In. The unit gets sign of the enemy
manhole cover or collapsed sewer section. Place a and starts to close in on them. On the next
marker to represent this. The marker may be roll a Pass 2d6 or Pass 1d6 results in an
“discovered” when entering the terrain tile. Also, interception.
many buildings will have sewer access via their 0 What enemy? The unit has no idea where
basements. the foe may be this turn.
A player may dedicate one squad to try and move
through the sewers and emerge someplace else on

© 2010 John Cunningham – Two Hour Wargames

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NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
SETTING UP THE FIGHT sections until opposing sides encounter each other
or the Players no longer have units moving through
Once the enemy has been intercepted the firefight the sewers. They may also want to place sewer
will take place in a portion of the sewer. Place the terrain sections on a side table for encounters. Units
figures facing each other in a column no wider than appearing in the basement of a building can be
that of the tunnel (2" or 4") and at a distance of placed on the table in that building.
3+1/2d6".
Each new sewer section entered may result in a
Roll 1d6 on the Sewer Fight Table to determine the Sewer Encounter based upon the Enemy Activity
particulars. Level. Determine this by rolling on the Sewer
Encounter Table.

1 SEWER FIGHT
(Reading the result as it appears) MAPPING THE SEWERS

# Result
1 Interceptor surprised by enemy head on in a 2" 1 SEWER AREA TABLE
tunnel. Enemy allowed to immediately fire.
(Reading the result as it appears)
2 Interceptor stumbles into enemy head on in a 2"
tunnel. Enemy takes In Sight Test.
3 Interceptor catches enemy head on in a 2" # Result
tunnel. Both sides roll 1d6 and add it to Rep of Straight
Leader. High score allowed to take In Sight Test. 1-2: Small: 2” wide tunnel
Ties go to the enemy. 3-4: If extension of previous, same size. Or,
4 Interceptor catches enemy head on in a 4" roll again
tunnel. Both sides roll 1d6 and add it to Rep of 1 5-6: Large: 4” wide tunnel
Leader. High score allowed to take In Sight Test.
Ties go to the interceptor. Turn
5 Enemy stumbles into interceptor head on in a 2" 1-3: Left turn
tunnel. Attacker takes In Sight Test. 2 4-6: Right turn
6 Attacker surprises the enemy head on in a 2"
tunnel. Attacker allowed to immediately fire. Intersection
1-2: Three way intersection
3 3-5: 4-way intersection
6: 1d3+3 tunnel intersection in a sewer room
DANGER IN THE DARK - 6” x 6”
SEWER MAPPING SYSTEM Room/Basement
You may also choose to create more detailed sewer 1-2: Room with sewer holding pool 6”x6”
map for your underground combat encounters. 4 3-4: Basement of nearest building or rubble
When there is a sewer system on the game map, pile, width/length of building
and a unit enters it you must determine the initial 5-6: Utility room 3”x3”
sewer system terrain area. Unless the scenario says
otherwise and one side has a map of the sewers, roll Subway (6” wide): Note subway sections will
to determine sewer terrain areas each time a unit only connect to other subway sections
enters a new one. or end at collapses areas, but may be
Each area will be approximately 12” long if a tunnel, crossed by sewer sections.
or as rolled. A sewer section that intersects a 1-2: Straight
building will go next to under the building but provide 3-4: Curve left
access to the building’s basement. Any given sewer 5 5-6: Curve Right
section may also have a manhole cover to the
surface. Roll 1d6, 5-6=useable manhole cover. Dead end/Tunnel collapse
1-4: Dead end/collapsed tunnel
Players may wish to sketch the sewer sections on a 6 5-6: Collapsed tunnel with surface access
map of the table set-up and keep track of sewer

© 2010 John Cunningham – Two Hour Wargames

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NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
SEWER ENCOUNTERS * Special infantry: Roll 1d6, 1-2:
Hiwis/Militia/Partisans, 3-4: Stosstruppen/Assault
Each new sewer section entered may result in a troops, 5-6: Engineers/Pioneers
Sewer Encounter based upon the Enemy Activity
Level. There is no “safe” sewer section in an urban
battle as units may enter and leave from both sides
at any time, so this roll is always made when
entering a sewer terrain segment. Determine this by
rolling on the Sewer Encounter Table. If an enemy is
encountered proceed to combat and each side takes
an In Sight Test. If the Player’s Leader has the
“Stealth” Attribute it may apply that to the In Sight
test for the entire unit.

2 SEWER ENCOUNTER
(Based on EAL)
(-1 EAL if the section has already been scouted)

# Dice
Passed Result
Contacted Enemy Force or other
2d6 Encounter. Roll on the Enemy In Sewer
table.
Possible contact. Roll on the Enemy In
1d6 Sewer table but at a -2 to the score. If a
"0" is scored then no enemy contacted.
False alarm. Just a case of
0d6 nerves…probably…

1 ENEMY IN THE SEWERS


(Reading the result as it appears)

# Result
1 How’d that get down here? Make a Foraging
Table roll. (COT p74).
2 2-man scouting team or runners
3-4 Half infantry squad
1-4: Standard infantry, 5-6: Special infantry*
5 Full Infantry squad
1-4: Standard Infantry, 5-6: Special Infantry*
6 Booby Trap! Roll 1d6 to determine the type
of Booby Trap and refer to Booby Trap rules.
(COTS p61). Type of Booby Trap (1d6):
1-4=trip wire, 5-6=land mine.

© 2010 John Cunningham – Two Hour Wargames

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