Grossdeutschland, 1940 ©1993
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The Gamers, Inc. Tactical Combat Series: Grossdeutschland, 1940 ©1993. The Gamers, Inc. All Rights Reserved. GD’40 #2-05 1.0 General Special 1.4 Command and Control The Battle for Stonne, 15 May 1940 1.4a German Command Prep A Tactical Combat Series Game Rules Rating. The German Command Prep Rating 1.1 Limited Personal Anti- is 4 for the entire game. Game Design: Wig Graves Tank Weapons 1.4b French Command Prep Game Research: Wig Graves, Goodloe Because of the limited number of Rating. The French Command Prep Rating Lewis small AT weapons in use in 1940 (consisting is 7 for the entire game. Game Development: Dean N. Essig mainly of weak Anti-Tank Rifles) and their 1.4c German Higher Commander’s Series Design: Dean N. Essig limited effectiveness, use a -3 dice roll Intent. The Germans are to capture Stonne Playtesting: Jim Dunnam, Dean Essig, Mike modifier in all AT Roll attacks. and form a defensive line with which to Haggett, Goodloe Lewis, Joe Sylvester, Ric protect the flank of the 19th Panzer Corps Walters and the Sedan crossings. Graphics: Dean N. Essig 1.2 Motorcycle Infantry Units 1.4d French Higher Commander’s Production Management: Mike Haggett Intent. The French are to attack through the Several units are provided with Stonne area to recapture Sedan. motorcycles for added mobility. Motorcycle Special Thanks: Col. Robert Doughty, 1.4e Initial Orders. In all scenarios, units are provided with a motorcycle symbol History Department, USMA players may draw up the Op Sheets of their above and to the right of their Movement choice before play begins. These may be of Allowance on the Move Mode side of the Copyright ©1993 The Gamers, Inc. All Rights Reserved. any type. The ability to do so may be counter. These units use a reduced movement specifically restricted in a given scenario. cost when moving along Primary or Players may draw up Op Sheets for Introduction Secondary Roads when they are at least 6 reinforcements before the game begins and The German breakthrough at hexes away from any enemy unit. Sedan opened the way for Guderian’s dash those Op Sheets are implemented before the to the English Channel. What is not 1.3 Trucks & Half-tracks units enter the map. If the player awaits the beginning of the game to issue Op Sheets to commonly known is that this advance (Optional) reinforcements, those reinforcements are proceeded at a pace which the German Most of the units in the game had handled according to 6.13e. General Staff thought to be too aggressive, trucks available but dismounted before if not rash. It is not an understatement to say entering the game map. If players wish, the 1.5 Set Up & Map Notes that had the French significantly threatened following units may use truck movement 1.5a Order of Set Up. The French the Sedan bridgehead, the 1940 campaign (an MA of 18) provided they remain at least Player always sets up first. He must draw up could have developed quite differently. The 20 hexes away from any enemy unit. The his Op Sheets before the German player sets French lost their best opportunity to do just improved MA rate applies to all Infantry, up. The Germans draw up their Op Sheets that at the village of Stonne. MG, and Mortar units. There is no counter after the French set up. In GD’40, players have the chance for this “instant truck”, and no cost for 1.5b Set Up Codes. to change history. A successful French player mounting or dismounting. may cause OKW to put the brakes on 1.3a Eligible Units. All German 1) “Unit (-# XYZ)” means that the Unit sets Guderian’s advance, which could give the units may use this rule. The French units of up with # less steps of type XYZ. Types French army time to react to the surprise the 3rd DIM may use it. include: German blow at Sedan. Failure will allow 1.3b Half-Tracks. Furthermore, a history to take its course—one of the most few companies in the game may utilize the Inf=Infantry decisive victories of modern time. same “instant truck” rule above (same AT=Anti-Tank Gun GD’40 is the first in a series of requirements) to ride on their armored 75mm IG= 75mm Infantry Gun TCS games which will portray the personnel carriers (half-tracks). These units AC=Armored Car Grossdeutschland throughout the war—from have a 12 MA, instead and use the Tracked Tk= Tank an infantry regiment in 1940 to a Panzer movement point cost rates. The units which Tr= Truck Corps in 1945. (Note: Just so that no one may use this rule are the German 1-I-69 continues any misconceptions...the Schutzen Company and the French 1-16 and 2) “CM= #” means each company of the Grossdeutschland was a German Army unit; 2-16 BCP. it was not in the Waffen SS.) Page 1 GD’40 Grossdeutschland, 1940 battalion has a Company Morale of #. 2.4 Panzer Withdrawal 3.0 French Special 1.5c Company Morale. Unless The 4th Company of the 8th Panzer specified with a “CM= #” code, all company Regiment was part of the initial German Rules morales start each scenario at zero. attack on Stonne, but once that operation 3.1 Artillery and Called Fire 1.5d Minefields. Neither side may was completed it was moved to counter a Delay ever deploy minefields in this game perceived French thrust near Yoncq. The following batteries may be 1.5e Reinforcements. Both sides To reflect this, on 0800 the German available to the French Player. The exact in all scenarios receive reinforcements as player immediately moves the company to batteries given to him for any one scenario per their respective Orders of Arrivals. exit through Area E. This unit may return to are given with the scenario. Some begin the battle when rule 2.5 is used. operations as reinforcements. 2.0 German Special 2.5 Reinforced Defense Battery Guns Rules (optional) 1-1-78 4x 75mm 2.1 Artillery and Called Fire In the event of increased French 2-1-78 4x 75mm Delay effort, the Germans would have rushed 3-1-78 4x 75mm The following batteries may be additional troops to the Stonne area from 1-1-42 4x 75mm available to the German Player. The exact other sectors. Each hour, starting at 0700, 2-1-42 4x 75mm batteries given to him for any one scenario the German player rolls one die during the 3-1-42 4x 75mm are given with the scenario. Some begin Command Phase. On a 4-6, the German 1-2-42 4x 75mm operations as reinforcements. player may commit one unit of his choice 2-2-42 4x 75mm from the table below. No force may be Battery Guns committed before the hour listed. These die There is a one turn Called Fire 1-I-73 4x 105mm rolls and their success or failure should be Delay for the 78th Artillery Group. The 2-I-73 4x 105mm kept a secret from the French player. 42nd Group fires without any sort of Called 3-I-73 4x 105mm To commit a given unit, draw up Fire Delay. 1-I-90 4x 105mm an Op Sheet for that unit which begins with 2-I-90 4x 105mm the unit’s entry through the listed Entry 3.2 Artillery Ammunition 3-I-90 4x 105mm Area. When that Op Sheet is implemented, Each scenario lists the artillery 4-II-90 4x 105mm the force must move on to the map and begin ammunition available at start. Additional 5-II-90 4x 105mm the implemented operation. Once the Op ammunition is made available as per the 6-II-90 4x 105mm Sheet is drawn up, it accumulates weighted Player’s Aid card. turns (at the full three-per-turn rate) and There is a one turn Called Fire checks for implementation each turn as any 3.3 Air Power Delay for the 73rd Artillery and for any fire other Op Sheet. Each turn between 0500 and 1900 of the 90th Artillery which is called for by The Artillery Ammunition hours, the French player rolls two dice on units of the Grossdeutschland (but not when commitment occurs immediately (no delay the French Aircraft Availability Table. Each units of the 10th Panzer Division call the like the others) if the player chooses it. It mission). may not be chosen more than once. 2.2 Artillery Ammunition 2.5 Reinforced Defense Availability Table Each scenario lists the artillery ammunition available at start. Additional Formation Availability Entry Area Notes: ammunition is made available as per the Ammo (40 HE) 0700 — Player’s Aid card. Furthermore, the German 4-II-8 Pz Company 0700 E player can receive additional ammunition 90 Aufk Abt 1000 N 1st & 3rd Companies should players use the variant in rule 2.5 for a Reinforced German Defense. Lehr PzJgr 1000 N 1st & 2nd Companies 6-II-8 Pz Company 1100 N 2.3 Air Power II-S.R. 69 1100 NE 5, 6, 7, 8, 13 Co. plus Aufk Platoon Each turn between 0500 and 1900 hours, the German player rolls two dice on the German Aircraft Availability Table. Each 3.4 French Tank Breakdown Table B.f.-109 sortie may make an area attack with Die Roll a firepower of 12. Each Ju-87 (Stuka) sortie The Company’s Battalion 123456 may make an area attack with a firepower of 6th GRDI (AMD) 6 8 9 10 11 13 16 or make a point fire attack with a kill roll 41st BCC (B1bis) 5677810 of 8 or more.