To give what could have been a simple encounter in the jungle some life and zip we dreamed up some complications. The real issue is the tension between the Australians waltzing in and seizing the transmitter and the Germans reacting.
So we came up with PHART and it’s associated ‘out lardying the lardies’ deeply regretted puns*.
Note: because we are absolute bastards no one gets to fire at each other until the PHART phase ends
*ed. We don’t regret them for an instant, really.
Pre-game Historical Australian Redeployment Turn
Pre-game the Germans will
Throw for BUTT total (10d10 to determine damage level for transmitter).
Throw for initial snipers (1d4)
Snipers fire from one of the 6 flag markers to be randomly determined each PHART phase
Randomly allocate the German units to the various locations but don’t put them on the board
(barracks, 4 huts plus the station, trench and banana grove. Max 1 unit per hut)
The Australians then proceed to move their units; capturing Germans, securing the huts etc.
Following the Australian PHART phase the Germans react by throwing a SHiT dice (1d8).
- German prisoners have been taken
- The Australians have taken sniper casualties
- Kempf is still at large
Schutztruppe Historical Initiative Table
D8 | No huts secured | Barracks only | Hut 1 | Hut 2 | Hut 3 | Hut 4 | Station (or within 9) |
1 | GITS | GITS | GITS | GITS | DICS | GRIT | GRIT |
2 | GITS | GITS | GITS | DICS | GRIT | GRIT | GRIT |
3 | GITS | GITS | DICS | GRIT | GRIT | GRIT | KRAP |
4 | GITS | DICS | GRIT | GRIT | GRIT | KRAP | KRAP |
5 | DICS | GRIT | GRIT | GRIT | KRAP | KRAP | KRAP |
6 | GRIT | GRIT | GRIT | KRAP | KRAP | KRAP | KRAP |
7 | GRIT | BUTT | BUTT | BUTT | BUTT | BUTT | KRAP |
8 | BUTT | BUTT | BUTT | BUTT | BUTT | BUTT | KRAP |
The possible SHit outcomes are:
GITS:
Germans in trees shoot
Add 1d4 snipers to pool
Sniper total is then allocated to a random location in the jungle and those snipers who have a line of sight to a target may shoot
GRIT:
German reinforcements introduction token
Add 1 to GRIT total
At the end of each PHART move the German player throws a d6 to see if reinforcements enter. They must throw equal to or less than the current GRIT total for the reinforcements to enter.
BUTT:
Blow up the transmitter token
Add 1 to BUTT total
At the end of each move (including PHART ) the German player throws a d6 to see if damage is caused to the transmitter. Equal to or less than the current total = 1d20 damage
DICS:
Deploy incredibly cautious Schutztruppe
1 random German unit is placed on the board (either in its designated location, or, if that location is occupied by Australian forces, within 1 manoeuvre move of the location)
KRAP:
Kempf rouses all patriots
PHART phase ends and game begins
Units in ARSE mode will immediately fight a melee
ARSE (ARREST LOCK)
Units coming within 3 of each other will immediately enter the ARSE phase (Arrest, Restrain and Secure). The Australians will attempt to arrest the Germans turn until either the whole unit has been arrested or the PHART phase ends. If they are still unrestrained when KRAP happens or the Germans start firing, they will immediately fight a round of combat
The pregame ends when either the German player makes a successful GRIT roll , the Transmitter is destroyed, the Australians occupy the station at the end of the Germans reaction turn, or KRAP happens.
Note that if the Australians occupy the station and it’s relatively intact at the end of any German turn, they automatically win.
So now you have all the information you need to enjoy Part Three : the unfortunate rigidification of Lieutenant Bond.
(Spoiler alert anyone ?)
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