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.
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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 |
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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 |
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Soldier Shoot 3 Defense 4 Tactics 5 Combat 5 LMG/Close Combat
LMG Range: 36” Shots: 3 Strength: 4+ Automatic weapon |
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Soldier Shoot 3 Defense 4 Tactics Antitank Rifle/Close Combat Weapon/Grenade
T-Gewehr Range: 36” Shots: 1 Strength: 2+ -2 vs cover |
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1st Squad |
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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 |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 LMG/Close Combat LMG Range: 36” Shots: 3 Strength: 4+ Automatic weapon |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Rifle/Close Combat Weapon/Grenade
Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 Autopistol/Close Combat Weapon/Grenade
Autopistol Range:6” Shots:2 Strength: 5 Small Arms |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Rifle/Close Combat Weapon/Grenade
Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Rifle/Close Combat Weapon/Grenade Rapid Fire
Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 Rifle/Close Combat Weapon/Grenade
Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 SMG/Close Combat Weapon/Grenade
SMG Range:12” Shots: 3 Strength: 5+ Small Arms |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 Autopistol/Close Combat Weapon/Grenade
Autopistol Range:6” Shots:2 Strength: 5+ Small Arms |
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2nd Squad |
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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 |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5
LMG/Close Combat LMG Range: 36” Shots: 3 Strength: 4+ Automatic weapon |
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Soldier
Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 Autopistol/Close Combat Weapon/Grenade
Autopistol Range:6” Shots:2 Strength: 5 Small Arms |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 Rifle/Close Combat Weapon/Grenade
Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 Rifle/Close Combat Weapon/Grenade
Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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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 |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 SMG/Close Combat Weapon/Grenade
SMG Range:12” Shots: 3 Strength: 5+ Small Arms |
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3rd Squad |
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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 |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 LMG/Close Combat LMG Range: 36” Shots: 3 Strength: 4+ Automatic weapon |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 Rifle/Close Combat Weapon/Grenade Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 Autopistol/Close Combat Weapon/Grenade
Autopistol Range:6” Shots:2 Strength: 5 Small Arms |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5 Autopistol/Close Combat Weapon/Grenade
Autopistol Range:6” Shots:2 Strength: 5 Small Arms |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5
Rifle/Close Combat Weapon/Grenade
Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5
Rifle/Close Combat Weapon/Grenade Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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Soldier Veteran Shoot 3 Defense 4 Tactics 5 Combat 5
SMG/Close Combat Weapon/Grenade
SMG Range:12” Shots: 3 Strength: 5+ Small Arms |
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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 |
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Soldier Shoot 3 Defense 4 Tactics 5 Combat 5 Autopistol/Close Combat Weapon/Grenade
Autopistol Range:6” Shots:2 Strength: 5 Small Arms |
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Soldier Shoot 3 Defense 4 Tactics 5 Combat 5 Autopistol/Close Combat Weapon/Grenade
Pistol Range: 6” Shots: 1 Strength: 5+ Rapid Fire |
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Soldier Shoot 3 Defense 4 Tactics 5 Combat 5 Autopistol/Close Combat Weapon/Grenade
Pistol Range: 6” Shots: 1 Strength: 5+ Rapid Fire |
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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 |
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Soldier Shoot 3 Defense 4 Tactics 5 Combat 5 LMG/Close Combat
LMG Range: 36” Shots: 3 Strength: 4+ Automatic weapon |
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Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 Rifle/Grenade
Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 Rifle/Grenade
Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 Rifle/Grenade
Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 Rifle/Grenade
Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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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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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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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 |
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Soldier Shoot 3 Defense 4 Tactics 5 Combat 5 Autopistol/Close Combat Weapon/Grenade
Autopistol Range:6” Shots:2 Strength: 5 Small Arms |
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Soldier
Shoot 3 Defense 3 Tactics 5 Combat 4 Autopistol/Close Combat Weapon/Grenade
Pistol Range: 6” Shots: 1 Strength: 5+ Rapid Fire
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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 |
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Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 Rifle/Grenade
Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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Soldier Shoot 3 Defense 3 Tactics 4 Combat 4 LMG/Close Combat
LMG Range: 36” Shots: 3 Strength: 4+ Automatic weapon |
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Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 Rifle/Grenade
Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 Rifle/Grenade
Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 Rifle/Grenade
Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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Soldier Shoot 3 Defense 3 Tactics 5 Combat 4 Rifle/Grenade
Rifle Range: 24” Shots: 1 Strength: 3+ Rapid Fire |
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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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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 |
Sounds like fun! Time for a game report...! :)
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