Wednesday, March 26, 2025

Not So Quiet On The Western Front, a Scouts Out game

the troops were deployed using blinds (see below re: blinds)
 
as the Germans got to the wire most got spotted and took fire from the French

casualties mounted as the Germans tried to cross the wire

a second game with less wire was equally lethal  
 
        Scouts Out is a simple and easy to play Great War skirmish game, it is intended to provide a  quick a straightforward game while still giving the player some granularity. It makes sacrifices of reality to emphasize playability. As usual I felt I needed to tinker with it slightly to recover some historical veracity and to reflect historic squad organization. Below is a list of tweaks I have made to the rules to bring them (to my mind at least) to give the gamer a more realistic game.

Kaiserschlatch 1918 Rules mods/clarifications.

Hand grenades and rifle grenades will scatter using a Games Workshop scatter die and a D6. Hand grenades scatter 1/2" per pip, rifle grenades the distance in inches. Rifle grenades cannot be used under 6' range.

Blinds The game takes place at night so neither side has any idea of where the other troops are deployed. The blinds can represent between 0 and 5 minis (there is a form which lists the blinds and the minis associated with each blind) Troops deploy (spawn) from the blind with one figure exactly where the blind was placed and all other figure within 2" of that figure (all distances measured to the top of the helmet).

Moving in the trenches French troops moving entirely in the trench can move full RUN speed as long as they stay in the bottom of the trench. German troops may also run once they have entered the trench. At no time may troops pass enemy troops in the trenches.

Shooting to/from the trenches: Troops standing in contact with the front edge of the trench are considered to be on the firing step. All other troops are in the bottom of the trench and are invisible to anyone not in the trench or on the edge. Only troops that are on the firing step may fire. EXCEPTION rifle grenadiers within 4" of an NCO or Officer may fire grenades at his direction, this is the only action that they and the officer may take that turn. Rifle grenadiers following the instructions of an officer/NCO may remain hidden in the trench, only the officer doing the spotting may be targeted by enemies outside the trench

Shooting to/from shellholes: Up to three figures may fire from a shell-hole. They count as if they were in cover -2. Minis may also “duck” in a shell-hole making them invisible and impossible to target with direct fire. To represent this they will be placed facing toward their baseline. In addition they will suffer a -3” movement penalty if moving out of a shell-hole that they were just “ducking” in.

Spotting is performed each turn. The French will roll two D6 against the distance the Germans moved, if the dice score is lower than the greatest distance that the Germans moved in inches the Germans have made enough noise to trigger the French launching a star-shell. 

Any troops in the open when the star-shell is fired are spotted. Any troops in shell holes/ruins are spotted if the troops trying to spot score higher on 4D6  than the distance to the troops being spotted.

Any troops firing a weapon are automatically spotted.

Shooting Sequence: Any troops coming out of a blind to shoot must declare so before any shooting takes place. They may be targeted like any other troops. This does not apply to rifle-grenadiers shooting indirectly at the direction of an officer.

Cutting Wire Troops move into contact with the wire, after spending a turn doing nothing else they have cut a 2” gap in the wire centered on their position

        To make things simpler for convention gamers unfamiliar with the rules I made player cheat-sheets  that depicted the figure with the relevant data next to it. This helped prevent confusion as to which figure was which, making things truly WYSIWYG. The photos are of my Wargames Atlantic minis which you may have seen earlier on this blog.

 
 


CinC Shoot 3 Defense 3 Tactics 4 Combat 4 

Pistol/Close Combat Weapon


Pistol Range: 6” Shots: 1 Strength: 5+ Rapid Fire


Leadership 1: Any one model within 2” of this officer may

reroll their To Hit once per turn



Soldier Shoot 3 Defense 4 Tactics 5 Combat 5 

Flamethrower/Close Combat Weapon /Grenade


Flamethrower Range: 6” Shots: 6 Strength: 2+ Ignores cover

Template weapon



Soldier Shoot 3 Defense 4 Tactics 5 Combat 5 

LMG/Close Combat


LMG Range: 36” Shots: 3 Strength: 4+ Automatic weapon



Soldier Shoot 3 Defense 4 Tactics

Antitank Rifle/Close Combat Weapon/Grenade


T-Gewehr Range: 36” Shots: 1 Strength: 2+ -2 vs cover

 
 


1st Squad



NCO Veteran Shoot 3 Defense 4 Tactics 5 C

Rifle/Pistol/Close Combat Weapon/Grenade

Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire

Pistol Range: 6” Shots: 1 Strength: 5+ Rapid Fire

Leadership 2 Any one model within 2” of the NCO is

allowed to re-roll their Strength test once per turn



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

LMG/Close Combat

LMG Range: 36” Shots: 3 Strength: 4+ Automatic weapon



Soldier Veteran Shoot 3 Defense 4 Tactics 5

Rifle/Close Combat Weapon/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

Autopistol/Close Combat Weapon/Grenade


Autopistol Range:6” Shots:2 Strength: 5 Small Arms



Soldier Veteran Shoot 3 Defense 4 Tactics 5

Rifle/Close Combat Weapon/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Veteran Shoot 3 Defense 4 Tactics 5

Rifle/Close Combat Weapon/Grenade Rapid Fire


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

Rifle/Close Combat Weapon/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

SMG/Close Combat Weapon/Grenade


SMG Range:12” Shots: 3 Strength: 5+ Small Arms



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

Autopistol/Close Combat Weapon/Grenade


Autopistol Range:6” Shots:2 Strength: 5+ Small Arms

 
 
 


2nd Squad



NCO Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

 

SMG/Close Combat Weapon/Grenade

SMG Range: 12” Shots: 3 Strength: 5+ Small Arms


Leadership 2 Any one model within 2” of the NCO is

allowed to re-roll their Strength test once per turn



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

 

LMG/Close Combat

LMG Range: 36” Shots: 3 Strength: 4+ Automatic weapon



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5

Autopistol/Close Combat Weapon/Grenade


Autopistol Range:6” Shots:2 Strength: 5 Small Arms



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

Rifle/Close Combat Weapon/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

Rifle/Close Combat Weapon/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

Rifle/Close Combat Weapon/Grenade

Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire

Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

Autopistol/Rifle/Close Combat Weapon/Grenade

Autopistol Range:6” Shots:2 Strength: 5 Small Arms

Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

SMG/Close Combat Weapon/Grenade


SMG Range:12” Shots: 3 Strength: 5+ Small Arms

 


3rd Squad



NCO Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

SMG/Close Combat Weapon/Grenade

SMG Range:12” Shots: 3 Strength: 5+ Small Arms


Leadership 2 Any one model within 2” of the NCO is

allowed to re-roll their Strength test once per turn



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

LMG/Close Combat

LMG Range: 36” Shots: 3 Strength: 4+ Automatic weapon



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

Rifle/Close Combat Weapon/Grenade

Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

Autopistol/Close Combat Weapon/Grenade


Autopistol Range:6” Shots:2 Strength: 5 Small Arms



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 

Autopistol/Close Combat Weapon/Grenade


Autopistol Range:6” Shots:2 Strength: 5 Small Arms



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5  

 

Rifle/Close Combat Weapon/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5  

 

Rifle/Close Combat Weapon/Grenade

Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5  

 

SMG/Close Combat Weapon/Grenade


SMG Range:12” Shots: 3 Strength: 5+ Small Arms

 
 
 


NCO Shoot 3 Defense 4 Tactics 5 Combat 5 

Pistol/Close Combat Weapon


Pistol Range: 6” Shots: 1 Strength: 5+ Rapid Fire


Leadership 2 Any one model within 2” of the NCO is

allowed to re-roll their Strength test once per turn



Soldier Shoot 3 Defense 4 Tactics 5 Combat 5 

Autopistol/Close Combat Weapon/Grenade


Autopistol Range:6” Shots:2 Strength: 5 Small Arms



Soldier Shoot 3 Defense 4 Tactics 5 Combat 5 

Autopistol/Close Combat Weapon/Grenade


Pistol Range: 6” Shots: 1 Strength: 5+ Rapid Fire



Soldier Shoot 3 Defense 4 Tactics 5 Combat 5 

Autopistol/Close Combat Weapon/Grenade


Pistol Range: 6” Shots: 1 Strength: 5+ Rapid Fire



Soldier Shoot 3 Defense 4 Tactics 5 Combat 5 

Autopistol/Close Combat Weapon/Grenade


Pistol Range: 6” Shots: 1 Strength: 5+ Rapid Fire

Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Shoot 3 Defense 4 Tactics 5 Combat 5 

LMG/Close Combat


LMG Range: 36” Shots: 3 Strength: 4+ Automatic weapon



Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 

Rifle/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 

Rifle/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 

Rifle/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 

Rifle/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Shoot 3 Defense 4 Tactics 5 Combat 4 

Rifle/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire

Rifle Grenade Range: 24” Shots: 1 Strength: 4+ Template



Soldier Shoot 3 Defense 4 Tactics 5 Combat 4 

Rifle/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire

Rifle Grenade Range: 24” Shots: 1 Strength: 4+ Template

 
 


NCO Shoot 3 Defense 4 Tactics 5 Combat 5 

Pistol/Close Combat Weapon


Pistol Range: 6” Shots: 1 Strength: 5+ Rapid Fire


Leadership 2 Any one model within 2” of the NCO is

allowed to re-roll their Strength test once per turn



Soldier Shoot 3 Defense 4 Tactics 5 Combat 5 

Autopistol/Close Combat Weapon/Grenade


Autopistol Range:6” Shots:2 Strength: 5 Small Arms



Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 

Autopistol/Close Combat Weapon/Grenade


Pistol Range: 6” Shots: 1 Strength: 5+ Rapid Fire




Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 

Autopistol/Close Combat Weapon/Grenade


Pistol Range: 6” Shots: 1 Strength: 5+ Rapid Fire

Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 

Rifle/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Shoot 3 Defense 3 Tactics 4 Combat 4 

LMG/Close Combat


LMG Range: 36” Shots: 3 Strength: 4+ Automatic weapon



Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 

Rifle/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 

Rifle/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 

Rifle/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 

Rifle/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire



Soldier Shoot 3 Defense 4 Tactics 5 Combat 4 

Rifle/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire

Rifle Grenade Range: 24” Shots: 1 Strength: 4+ Template



Soldier Shoot 3 Defense 4 Tactics 5 Combat 4 

Rifle/Grenade


Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire

Rifle Grenade Range: 24” Shots: 1 Strength: 4+ Template

 

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