I've used the Blitzfreeze rules for Five Men in Normandy to generate a solo campaign. It's expected to last only a few games, ending when my stragglers from Leningrad reach the Panther line. Or not. The five randomly generated characters are rated with Constitution (1d6), Exhaustion -0, Willpower (1d6), Stress 0.
As the retreat continues constitution and willpower decline. Getting through a game will cost the characters points in these scores, or add points to Exhaustion and stress. If the latter two reach 6 the character will fail to reach safety and freeze to death in the snow.
Leningrad 1944
Skirmish campaign based on the retreat of Army Group North.
All randomly generated, even the names.
Constitution 4, Exhaustion 0 Willpower 6, Stress 0
A decisive NCO, former Civil Servant and facist fanatic from Hamburg.
➢2 Ammunition, Provisions
➢Winter Clothing, Hand Grenade, Molotov Cocktail, Entrenching Tool
➢2 Ammunition, Provisions
➢Winter Clothing, Hand Grenade, Molotov Cocktail, Entrenching Tool
➢Semi-Automatic Rifle, Military Police P38 and spare magazine.
➢2 Ammunition boxes, MG 49 belts. Provisions
➢Winter Clothing, Entrenching Tool
➢Military Police handcuffs, currently worn on his wrists.
➢2 Ammunition, Provisions
➢Winter Clothing, Hand Grenade, Molotov Cocktail, Entrenching Tool
➢Pattern 42 Machine gun on bipod mount, ammo bandolier. Bayonet.
Each campaign turn begins with a skirmish.
Dice for the location.
Location of previous battle. Area covered in shell holes, wrecked vehicles and remains of trenches.
Cross road An important cross roads in the vicinity. Likely near buildings.
Farm An intact farm with barn or other nearby wooden structures.
Ruined building. Buildings, farms or structures that have been reduced to rubble either partially or completely.
Urban area A small hamlet, the outskirts of a village or the suburbs of a larger city.
Orchard or field Cultivated land of some sort. Usually fenced or surrounded by hedgerows.
Hill A notable hill slightly away from the main battle area.
Lake A lake or area of marsh or wetlands.
Bridge Bridge over a river, stream or valley.
Intact building One or more intact buildings or structures of little military importance.
Disputed front line A location between the lines that is still hotly contested.
Section of the enemy line A landmark of interest at the edge of enemy held ground.
Mission Types
1-6 Press Ganged: Your men are collared by the nearest officer and thrown in the direction of the encroaching enemy. Every character adds +2 ammunition to their profile.
7-8 Private Agenda: Through some arm-twisting or unsubtle bribery, your exhausted squadron set out on someone else’s business. Add +1 Provision or +1 Loot to every character if you win the next battle.
9-10 Chance Encounter: Your line of retreat is cut in multiple places and roving bands of Soviet infantry and cavalry pounce on the any stragglers. Characters that flee the f ield during the next battle remain lost for an additional 1d10 hours.
Dice for the Mission.
Encounter, Scout, Patrol, Find, Destroy, Kill, Capture, Deliver, Retrieve, Cross, Escort, Secure, Contact, Defend, Repeat last mission.
Dice for the Opposition:
Bolshevik Partisans: Once all forces have been deployed, all partisan models can move 1d6” in any direction. This does not trigger Guard Fire. Partisan models flinch if a friendly model within 6” is knocked down or taken out of action. Use the Partisan table in Irregular Encounters.
Soviet Regulars: No additional effects.
Siberian Veterans: All Siberian veterans treat all rough terrain as cover. Additionally, they treat all Bail results as Flinching instead.
2 Enemy rifle team, 1d6 +3
3 Enemy troops 2d6
4 Defensive position d6 sentries, d6 on rest
5 Hidden sniper, team of two, hidden.
6 Full Enemy Squad.
Post-Game Turn
➢Step 1: Injuries and Morale
➢Step 2: Campaign Events
➢Step 3: Barter
➢Step 4: Recovery
➢Step 5: Player Actions
➢Step 6: Advance Time and Distance
Advancing Distance and Time.
Roll 3d10 and advance distance by that number of kilometers. Roll 1d6 and advance time by that number of hours. Once your group has travelled 150km, they have finally staggered across the wire and into the fortifications of the Panther line. Resolve the Endgame.
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