triumph-of-the-will.pdf

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Contents
1
2.1
2.2
Page
INTRODUCTION ............................................................... 3
Alternate Movement .......................................................................... 4
Card Driven Movement ....................................................................... 4
2.2.1 Compulsory Cards ...................................................................... 4
2.2.2 The Bonus cards........................................................................ 5
2. TURN SEQUENCE .................................................................. 4
3
3.1
3.2
UNIT SIZES..................................................................... 6
Basing Units.................................................................................... 6
Troop Designations ............................................................................ 6
4.
4.1
4.2
SPOTTING...................................................................... 7
Spotting Test ................................................................................... 7
Automatic Spotting ........................................................................... 8
5
5.1
5.2
5.3
5.4
5.5
5.6
5.7
5.8
5.9
FIRING.......................................................................... 9
Firing Mechanism ................................................................................ 9
5.1.1 Cover Definition. ......................................................................... 9
Machine Gun Fire...............................................................................10
Artillery Fire ....................................................................................10
5.3.1 Direct Fire ...............................................................................10
5.3.2 Barrage Fire .............................................................................10
Extreme Range Fire ............................................................................11
Observation teams .............................................................................11
Interdiction Fire ................................................................................11
Ammunition Shortages ........................................................................12
Firing Limitations ..............................................................................12
Effect of Firing .................................................................................13
5.9.1 Suppressed Units .......................................................................13
6
6.1
6.2
6.3
6.4
MOVEMENT ...................................................................14
Blinds .............................................................................................14
Unit Movement .................................................................................15
Movement Notes................................................................................15
The Effect of Casualties on Movement .....................................................16
7
7.1
7.2
AFV COMBAT.................................................................17
Armour Strengths & Losses .................................................................17
7.1.1 Suppression of vehicles..............................................................18
AFV Combat Notes............................................................................18
8
8.1
AIRCRAFT.....................................................................19
Anti Aircraft Fire .............................................................................19
9
9.1
9.2
9.3
9.4
9.5
9.6
9.7
BATTLEFIELD FEATURES ..................................................20
Mortars.........................................................................................20
Flame Throwers...............................................................................20
Barbed Wire ...................................................................................20
Minefields......................................................................................20
Trenches .......................................................................................20
Smoke ..........................................................................................21
Buildings & Their Strengths.................................................................21
Triumph of the Will
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9.7.1 Heavy Buildings ......................................................................21
9.7.2 Light Buildings ........................................................................21
9.7.3 Rubble ..................................................................................21
10
10.1
10.2
10.3
CLOSE COMBAT..............................................................22
Procedure ......................................................................................22
Results of Close Combat ....................................................................23
Breakthroughs.................................................................................24
11
11.1
11.2
COMMANDERS IN THE FIELD ..............................................25
Command Officers............................................................................25
11.1.1. Heroes of the Cause ...............................................................25
11.1.2 Officer Casualties ...................................................................25
Commander in Chief .........................................................................25
11.2.1 Command & Control .................................................................25
11.2.1.1 Leadership Characteristics .....................................................26
11.2.1.2 Order Definitions ................................................................26
Unit Initiative .................................................................................27
Lines of Communication.....................................................................27
11.3
11.4
PERIOD SPECIFIC NOTES.............................................................28
REVOLUTIONARY GERMANY ........................................................28
THE SPANISH CIVIL WAR.............................................................30
THE RUSSIAN CIVIL WAR ............................................................32
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1
INTRODUCTION
“You know, I am sure, that not numbers or strength
bring victory in war; but whichever army goes into
battle stronger in soul, their enemies generally cannot
withstand them”
Xenophon 444-357 BC
Triumph of the Will
was one of the first rule sets ever produced under the banner
of TooFatLardies. They are designed specifically to allow the gamer to re-fight the
revolutionary wars that dominated the early part of the twentieth century. Wars
that were notable for the intensity of passion on both sides, where nations did not
fight nations, but one political doctrine faced another in a struggle between
dogmas.
These wars threw up levels of hatred and ferocity not seen since the middle ages,
where brother fought against brother, father against son. In these wars issues such
as training, equipment and numerical advantage affected results less than the
unquantifiable moral strength, or level of commitment, of the men, and sometimes
women, themselves. Be it the Spanish Foreign Legion at Badajoz or the Volunteer
Army in Southern Russia their strength of will allowed them to win victories that
seemed to fly in the face of all established military thought.
This very different type of warfare, directly contrasting with the conflict between
regular armies of the Great War and Second World War, requires very different
types of rules. Within
Triumph of the Will
unit strength is used to reflect the
strength of will of the unit rather than number of men. This shift away from the
norm allows these wars to be re-fought with the real factors that influenced
combat on the battlefield brought to the fore. Throughout it is the effect of
actions upon the willpower of a unit, rather than physical losses, that are
examined. What results is a fast and exciting game where players need to
concentrate on marshalling their moral resources and leading their troops through
example.
Split into two sections, the core rules and the period specific rules, the gamer is
able to learn one straightforward system, whilst capturing the flavour of very
different conflicts.
The inspiration for these rules came from a quick play system first published on the
Gauntlet’s web site called
Red Cavalry Marsch.
From that small seed these rules
have grown, and whilst these are a hundred times larger, I have attempted to
adhere to the spirit of simplicity found in that article
Richard Clarke
Triumph of the Will
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Page 3
2. TURN SEQUENCE
Triumph of the Will
is designed to allow the gamer to fight brigade or divisional
level actions, with each basic command unit being a Battalion, the smallest unit of
manoeuvre the Company. Two options are presented to the gamer with regards
turn sequence, either to use a system of alternate movement or to use a card
based movement system as found in our other rules, such as
I Ain’t Been Shot,
Mum
or
Le Feu Sacre.
We would recommend the former for larger battles of
Divisional size, whilst more chaos can be added in smaller games by using a card
driven system. This is a matter for the gamer’s preference, both systems are
presented below.
2.1 Alternate Movement
When using the more traditional alternate movement system the attacker, or in a
meeting engagement the side with the most regular units, moves first. One side
completes its actions before moving on to the other player. The only variation
here is firing may be reserved by one side during its own turn in order to interdict
at any point in its opponent’s turn.
This is a key factor when using this system.
Basic turn structure is thus:
1. Spotting
2. Cavalry/infantry/MG fire
3. All movement
4. Artillery & AFV fire/Air attacks
5. Close Combat
6. Command Actions. Officers who have not yet moved may do so now.
Once one player has completed his turn then play will pass to the next player.
2.2
Card Driven Movement
Unlike the predictable order of alternate movement the card driven movement
system uses a variable turn sequence determined by the turn of cards during the
game. This creates ever changing shifts in initiative throughout the game.
The compulsory cards are always present, whilst the bonus cards may be added
when relevant units are present. The cards are shuffled by the umpire, or one of
the players in the absence of an umpire, who turns them over one at a time in
sequence. As each card is turned the unit represented takes its turn immediately.
2.2.1 Compulsory Cards
Blinds Move
One “Blinds Move” card should be included in the deck for each side. All units start
the game as undetected ‘blinds’. The capabilities of these are fully explained in
section 6.1. When the card turned over is your Blinds Move card, all of your
currently unspotted units may take their move. They may choose to reserve their
fire and remain stationary if they prefer.
Unit Cards
One card is included in the game deck for each Battalion, battery or cavalry
Regiment sized unit present.
Triumph of the Will
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