Map Sector NUTS! (Unofficial Fan Based Rules by John Paul Bakhoian) 2/10 Ver 1.0
Intro NUTS! is a WWII man-to-man miniatures wargame that is usually played at squad or platoon level on a tabletop. Sector: (MILITARY) a designated defense area, usually in a combat zone, within which a particular military unit operates and for which it is responsible. WWI defined the use of Maps in warfare because of the need to know where your trench lines were and the enemies was. (Yours, because you could get lost in the zig zag paths and the enemies, because of the need for rolling barrages and exact timing of assaults.) By WWII, maps were in the hands of the lowest officers and even NCOs. These were used to locate objectives, determine routes, give insight into what they may expect to find there, and provide orientation. Often, scouting was needed to fill in the gaps as maps were often outdated or inaccurate. This Article is an attempt to bring in the use of maps and broad sector warfare into NUTS! It uses simplified mapping to achieve this. When you play on a table (say 3’x3’), that represents a plot of land that is being contested (whether you are playing 6mm, 15mm, 28mm, etc.) Though often ignored, activity is going on outside of your table. MAP SECTOR NUTS! logically and measurably expands that potential activity to many tabletops away. Maps can be made ahead of time for a whole Sector allowing for strategic planning. These can have enough information to plan your movement through an area. As you get closer to your objectives, maps containing potential tables [3’x3’ size] can be designed (especially keeping in mind the buildings & terrain you have), with PEFs (Possible Enemy Forces) in the Grid squares that you have to investigate. When one is revealed, lay out the table as designed and play.
How To Read Map References in MAP SECTOR NUTS! As you will see, you could call out a mortar barrage on a particular location using these map references. If barrages are possible in your game, then the designated areas (Hill 419: Grid 13M or Niyen 4, Table 4, sections 5, 8 & 9; as explained below) will be bombed. Most NCOs will only be working with GRID maps. The grid lines are numbered squares & letters that divide up like TicTacToe boxes. For gaming purposes, a TABLE represents a 3’x3’ tabletop. This is for purposes of measuring fire and driving vehicles, etc. Your tabletop might be 3’x4’ or 2’x3’; just rearrange any roads, buildings, etc to fit your tabletop OR consider your tabletop to have slop over onto the next TABLE map.
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Map Sector NUTS! (Unofficial Fan Based Rules by John Paul Bakhoian) 2/10 Ver 1.0
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Map Sector NUTS! (Unofficial Fan Based Rules)
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Map Sector NUTS! (Unofficial Fan Based Rules) Below is the NUTS! conversion to 6mm, 15mm and 25mm scales. This is for those who want a little more precision in calculating distances for importing Google Maps, etc.
MAP REFERENCES LENGTHS and scale (1)
Map Ref Control
(2)
NUTS! Scale 6mm Scale Inch Yard Table Page Foot Yard (3) area
15mm Scale 20-28mm Scale Mile Rough Foot Yard Mile Rough Foot Yard Mile Rough (4)
Section Squad (5)
(6)
Table Platoon 36 3 Niyen Company 108 36 Box Battalion 324 108 Grid Brig/Reg 972 324 Page 2916 972 Chapter 8748 2916 Book 26244 8748
1 3 9 27 81 243 729
6561 729 81 9 1
yd mi mi mi mi mi mi 1 mile = x Tables
(1) (2) (3) (4) (5) (6)
100yd 216 72 .04 75 yd .2 mi 648 216 .12 1/8 mi .5 mi 1944 648 .37 .4 mi 1.5 mi 5832 1944 1.1 1 mi 5 mi 17496 5832 3.3 3.5 mi 15 mi 52488 17496 9.9 10 mi 45 mi 157464 52488 29.8 30 mi 1 mile = 24.4 Tables
This is real world inches so you can visualize how many tables you would have had to set up to get the effect. This column reflects the area that this type of unit can comfortably control in a non-urban area. This represents the number of Tables, Niyens, Grids, etc. that would fit into a Page if you were to set them up. This is a rounding over of lengths for guestimating distances. Section is breaking down the Table into 9 parts for laying of terrain or PEFs, etc. This is the gaming surface you set up on. In MSN, it is a 3’x3’ real world surface.
Grid 1
324 108 .06 972 324 .18 2916 972 .55 8747 2916 1.6 26244 8747 4.9 78732 26244 14.9 236196 78732 44.7 1 mile = 16.3 Tables
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Map Sector NUTS! (Unofficial Fan Based Rules) 1 Terrain Habitation Level Chart General Specific Die Notes Die Roll Roll 0–1 1 - 3 City Lots of buildings or Urban parking lots next to each other. 4 - 6 Suburb Buildings with their own yards. a) Urban Dense buildings in Medieval small space with wall around it, then open lands. Sometimes there is not a wall. 2–3 1 - 3 Hub A village with a Village central core. 4 - 6 Road A village strung out along a road. 4–6 1-2 Isolated buildings Rural Farm/Building 3 - 6 Open No man made structures (except possible roads)
The center Table is Grid 14N or Niyen 5 depending on which size map you are originating your reference from. You could even go into more detail by designating increment points: Grid 14.5N.5 indicates the center section of the Table. All maps have North at the top. If you are attacking from the east, that is the side of the board you come in on. If its southeast, you come in from the corner. For game purposes, the CORPS Sector maps (Maps of large areas like Normandy or Sicily) have been compiled into BOOKS. These contain many maps of the entire region. Each BOOK contains gridded maps that have PAGE Numbers. A PAGE is GRIDded into 9 parts. A GRID is broken down into TABLES. (You play on a Table.) A TABLE can be broken down into SECTIONS. The ‘Take Hill 419 and Crossroads’ map contains 4 Niyens and just a bit more. In the case of this map, 4 of the tables can be combined for one 6’x6’ gaming table that includes 13M, 13N, 14M and 14N: The crossroads and Hill 419.
Urban result is -1 modifier on the next adjacent General Table Roll. This means a slightly greater likelihood of larger city once started. Once the 9 General TABLES have been determined, roll to determine TABLE specifics. On an Urban General, you can choose Urban Medieval if you wish. This then becomes a walled Town/Village surrounded by open lands. Sometimes cities have swallowed up walled towns.
Determining what type of stuff is on thend TABLE. (NUTS! 2
Edition TERRAIN Page 55-58)
General Table Data and Habitation:
Example 1 • Start with Map NIYEN 5 • Roll d6 for General Behavior. A ‘5’ makes it Rural. • Now roll for NIYEN 1-4, 6-9, each taking on Urban, Village, or Rural. • Roll Specifics for NIYEN 5 Rural. A ‘2’ becomes Farm/Building. • Now roll Specifics for the other TABLES on the NIYEN.
To randomly determine what terrain and buildings are to be put on your gaming table, you are going to use the NIYENS. (Otherwise, just choose and draw out what is there.) 1
2
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4
5
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Example 2 • Start with Map NIYEN 5 • Roll d6 for General Behavior. A ‘1’ makes it Urban. • Now roll for NIYEN 1-4, 6-9. Each of these rolls will be taken at -1 due to the Urban NIYEN 5. This might make your urban into a city from a town. • Roll Specifics for NIYEN 5 Urban. A ‘4’ becomes Suburb.
The first thing to do is find out how concentrated the population is, starting with the center TABLE (5). Roll on the General, then Specific Terrain Habitation Level Chart.
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Map Sector NUTS! (Unofficial Fan Based Rules) Now roll Specifics for the other TABLES on the NIYEN in the viewpoint that NIYEN # is a suburb. Note: If upon looking at the adjacent tables, the city seems out of place, you can turn it into Medieval Urban.
is what sits on your original hill. • Swamps and Dikes cannot be on hills. (Example “a hill…hill…hill…rough.” Becomes a 3” hill that has boulders on it. Once a terrain other than “hill” is rolled, the next roll is for a new area.
•
For more information on terrain, see All Things Terrain article.
Terrain Data: Your Map (and table) is going to have roads, woods, rivers, etc. on them. If you want to randomly determine what is on them, use this method:
2 Tot
N. Africa 2 Wooded 3 Clear 4 Clear 5 Clear 6 Clear 7 Clear 8 Clear 9 Mountain 10 Clear 11 Mountain 12 Clear
Continue using the NIYEN as above. 1
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The first thing to do is go through your NIYEN and connect every Cities, Towns, Villages with roads. Until you actually make a TABLE Map, consider the city/town/village to be in the middle of the table. If you have any adjacent NIYENs done, you can connect these adjacent NIYEN habitats as well. If not, make at least 2 roads exit the NIYEN (preferably on opposite ends.) This is just a preliminary so you make sure your habitats have connections. Later, you will go through and make these into highways or trails or perhaps remove a few roads entirely so that some villages are only connected by a single road or make the roads meander more.
S. Italy
N. Italy
Clear Clear Wooded Clear Wooded Wooded Clear Clear Wooded Clear Mountain Clear Clear Clear Mountain Mountain Wooded Wooded Mountain Wooded Mountain Mountain
Nor mandy Clear Clear Clear Clear Wooded Wooded Wooded Clear Wooded Wooded Clear
France Clear Clear Clear Clear Clear Clear Wooded Clear Wooded Wooded Mountain
Market Garden Clear Clear Clear Clear Clear Clear Wooded Clear Wooded Clear Clear
See NUTS! Pieper at the Gate and NUTS! Hurts for Ardennes/German setting. 2
SPECIFIC TERRAIN 2D6 Added together
Tot N. Africa 2 Clear (1) 3 Hill (1) 4 Hill (3) 5 Hill 6 Clear 7 Rough 8 Rough (4) 9 Rough (2) 10 Rough 11 Impass 12 Impass
GENERATING TERRAIN What you randomly put on your table will be general, then specific:
S. Italy (2)
N. Italy
Clear Clear (1) (1) Hill Hill (1) Hill Woods (3) (2) Hill Hill Clear Clear (1) Hill Hill Rough Rough (4) (3) Rough Rough Impass Impass (2) Impass Impass (1) (1) Hill Hill
Nor France mandy Hill Wood Woods Wood Woods Clear (1) Clear Hill (1) Rough Hill (3) Rough Clear (2) (2) Rough Hill (3) Woods Wood (1) Rough Rough (2) Clear Rough Hill Impass
Market Garden Rough Rough 2) Clear Woods Woods Clear Rough (3) Rough (2) Rough Hill Hill
(1) If a mountain has a hill on it, then you are in the foothills of steep mountains and these hills are covered with forest (or if in desert, they ring an oasis.)
• General Terrain Chart is what the majority of your table is going to contain. Roll 2d6 under the Campaign Area of your battle to determine the general terrain type. • Specific Terrain Chart is what details your table. Roll 2d6 for each section of the table.
(2) Rivers (includes wadis if dried up; also includes ponds; Streams are 1”to3” wide; creaks are less than 1” wide.) (3) Farm = low crops, wheat, vinyards, fruit/groves, pastures (4) Ancient Ruins
Changes: Roads are 2” + ½ d6” wide (also depends on scale). Railroads per train scale. Rough includes Gullies, Dikes, Swamp/Marshes. Clear includes Scrub.
However: • Hills have a tendency to follow each other. Whenever the roll on the Specific Terrain Chart results in a hill, roll again. If you get another hill, that means your original hill is taller (2” hill becomes 4”) If you roll another hill, it becomes even taller. You can make a hill as high as you want. • If the next roll is not a hill, then that terrain feature
GENERAL TERRAIN 2D6 Added together
Additional Information Gully – Gullies represent gouges in the ground created by the effect of water (either shallow or steep-sided), but may also represent man-made ditches like irrigation
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Map Sector NUTS! (Unofficial Fan Based Rules) ditches. In the game they are one to three inches wide Some examples of Specific Terrain and one foot long. Gullies provide cover and General Specific Die Notes concealment. Gullies force vehicles to take a Run Over check. Once all the terrain is set on the table, look at those sections containing gullies. Connect gullies together from each section to form a continuous gully. Connect those sections closest to each other first. Next, extend gullies off table to the nearest table edge on one end. Extend the other end to the nearest table edge, but not the edge already used. If there are multiple edges that fit the criteria, choose which one randomly.
Water
Land
Hill – Types of hills: small hill (5”-9” diameter), medium hill (9”-15” diameter), large hill (19+” diameter), slope [gently rising hill], ridge [hill with cliff] (Level I hill is 1” tall; Level II hill is 2” tall; etc. ) At Hill Level 5”, gullies become Ravines.
Manmade Upgrades
Military
Roll Ocean, Lake, Pond River, Stream, Creak, Canal Swamp, Marsh Steep Hills, Hills, Gentle Rolling Hills, Rise Ridges, Gullies, Dried Riverbeds Rocky Coasts, Beaches, Soft Dunes Mountains, Cliffs, Caves Forest, Woods, Copse, Jungle, Hedgerows, scrub trees, Brambles Desert/Dirt, Rough Highway, Road, Minor Road, Trail Dam, Bridge, Ditches Farms, Orchards, Vineyards Walls, Gradings Railroad Tracks, Airfields, Docks Fortifications, Bunkers Trenches, Barbed Wire Minefield, Antitank Obstacles Gun Pits, Observation Towers
Using your Maps: Battling beyond your table. As you can tell, MAP SECTOR allows you to expand your playing surface (tabletop) by alluding to adjacent potential gaming surfaces.
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Map Sector NUTS! (Unofficial Fan Based Rules) If your squad is scouting No-Mans Land on TABLE 5 (Your TABLE or your tabletop), you might be able to infiltrate the Enemy Front in the next table or direct mortar fire onto Enemy Front from your Forward Observation trench on hill on Your TABLE.
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NIYEN
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1 4
Type
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TABLE 8
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Movement per NUTS! in inches (real world) Cross country
Road
(1)
Road Race (1.5x)
Range of (4) guns
Foot
8
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16 (2x)
Lt Tank Md Tank Hv Tank Jeep Truck ½ track
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32 28 24
16 14 12
34 30 26
51 45 39
(3)
(1) MSN considers roads to benefit over the long haul. Therefore when playing MSN, add +1 for foot and +2 for vehicles. (2) Racing vehicles need to make driver check every Table. (3) Can only sustain run for ½ mile (real world), then FATIGUE. (4) This is listed so you can determine effective range for Table to Table fighting.
If you use a 36”x36” tabletop (3’x3’), then you can start to visualize distances and approximate how long it will take things to move across a Map. If a jeep (Full move 32” each turn on Road) loaded with ammunition leaves the Company HQ on Turn 3, it will take at least 9 turns to reach your TABLE 5. You can measure distances and time in Tables.
Movement Average # of turns to move 1 Square Type Foot Lt Tank Md Tank Hv Tank Jeep Truck ½ track
Thus, instead of having artillery at ½ mile or 880 yards away in 25mm scale, have them be 14 boards away. That way you can visualize having to set up and fight 14 boards to attack the artillery with infantry. If you’re travelling, you don’t have to actually set up all 14 boards. Roll on the Anything Occur While Traveling Chart below to see if anything happened on the tables you travel through. Set it up if you need to, then resolve the situation. Continue doing this till you get to your goal Table.
Open 4.5 1.5 2 3 1 1.25 1.5
X country 4.5 2.25 3 4.5 2.25 2.5 3
Road 4 1.5 1.75 2.5 1 1.25 1.5
Road Race 2.25 1 1.25 1.75 .75 .75 1
Therefore, a jeep going a mile on a road:
Average # of turns to go 15 Squares Turns 15 11
MSN is played on a 3’x3’ or 36”x36” board. I will use the term “real” when referring to something not scaled. The above 36” is the ‘real’ board size. At 25mm scale of roughly 1” = 6 feet, the width of this field is 216” or 72 yards across. Therefore, seven boards put end to end would represent ¼ mile. Note: you can always play on larger sized boards keeping in mind the 3’ square template for measurement purposes.
Open
(2)
7 1 4
25mm 1”=6’ A 36” (real world) table = 216 feet or 72 yards. 1 mile = 24.5 Table Squares 15mm 1”=9’ A 36” (real world) table = 324 feet or 108 yards 1 mile = 16.3 Table Squares Real world: 5280 feet = 1760 yards = 1 mile
Movement Normal Racing
Thus one can measure distances in Tables. It can then become easier to imagine fighting 7 tables to cover ¼ mile. If a jeep can cover 30”, then at a full run it can practically cover a table in 1 activation and you can estimate that it will reach the end of 7 tables in about 9 turns in 25mm scale.
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Map Sector NUTS! (Unofficial Fan Based Rules) 1
position early in the morning (see if there is any engagement), then wait for the 4pm coordinated assault over NIYENS 4, 5, 6.
Anything occur while traveling through this table? Chart
Therefore you could have battles happening simultaneously beyond your table.
(Either behind your lines or in No Mans Land.) Incident What to Do.
Die Roll Nothing 1 Nothing 2 (1-4) You spot PEFs 3 on adjacent table. (5-6) Nothing
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(1-3) Pick up Intelligence Data (4-5) Sniper (6) Nothing (1-4) Barrage/Mortar Fire/Strafe (5*) Mine/Booby trap goes off (6) Nothing
(1-4) Ambush/Attack (5) Roadblock (6) Small unit fighting ahead
Carry On Carry On Carry On or Investigate by going into that Table. Roll for which nearby Tables the PEFs are on. Intel - You get info about another table via civilian or scout. Sniper - Get off the Table before he kills you OR kill him first. Barrage - You are being bombed or strafed. Mine - You have encountered an antipersonnel device either marching or while resting (did you really have to try that piano in the bombed out house?) Ambush - You have been ambushed on this Table. If you already have been ambushed this game, then straight fight. Roadblock - You have encountered an enemy roadblock (if in No Mans Land), otherwise its one of yours and they’re not letting you through without authorization. Got your orders with you? Fight – Witness a squad fight near the enemy baseline.
Wargaming Table and the Company Here is an example of how a squad level game can take on a Company feel. You can utilize a full platoon if you want to, but you don’t have to. You have orders to have your Company take TABLES A, B & C. Establish Urban/Village/Rural, then establish roads and terrain. As Captain, you can decide to do frontal assault along all TABLES; pincer assaults on TABLE A and C hoping to win and attack TABLE B from the sides; full thrust on TABLE B with all three platoons, etc. In the diagram below, each green square represents a US soldier in the platoon, except the top three boxes which represent the Platoon HQ. Each column represents a squad.
A
P
B
C
L
H
A B C
Q
A B C
A B C
* Mine/Booby Trap along route (not minefield) (1-3) Choose Lowest Rep guy (4-5) Choose lowest rep guy and 1 random other (6) Choose lowest rep guy and 1d6 others Roll Rep. If over, then OD. Medic applies, After the battle Recovery applies.
Using Maps, you can introduce “Down Time” where you intentionally have nothing happen as your troops wait out the hour it will take the supplies to arrive. Or dig in, or perhaps, the enemy will attack while you are waiting. Thus you can actually simulate moving troops into
st
nd
1 Platoon
2 Platoon
C
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Map Sector NUTS! (Unofficial Fan Based Rules) GRID: Your Table and One rough way to represent a Company in a tactical Adjacent Tables. wargame (apart from having to field the entire 100+ soldiers on the board as above or using less figures by having one represent 3-5 soldiers) is to extrapolate the Company experience by what happens at the squad or platoon level. This extrapolation happens on the wargame Table, so we will talk about that first.
The MSN Grid pattern can be superimposed on a map to plan for actions. In fact, you can give players a gridded map and actually have them plot out how to get to the Main Board. Or you can use an outdated and inaccurate map as an Intelligence error perhaps, because it came from French Maps of WWI and has not been updated, etc. (In other words, the map they are using does not quite match the Table they are playing on.)
Enemy Front
Enemy Right
Your Left
Your TABLE
Your Right
Your Left Rear
Your Rear
Your Right Rear
Explanation of Tables: Your ‘Main’ Table – This is the table that you are going to be fighting on. This is normally your front line or no mans land. The enemy might already be defending here. They may be entering it just as you are entering this table. Or they may be entering it as you are defending.
Therefore you could have battles happening beyond the boards. More on that later. Depending on your style of play and the amount of figures available, there are several ways you could put troops on the MSN Layout. Note: when it says Put a squad into Left Board and Right Board, it is mainly for visualizing the concept. You are only going to play the Main Board.
Your Left, Your Right – These are your flanks and your front lines if defending. The figures on these boards are probably positioned and equipped just like you because its the rest of your platoon spread out there.
1) Just use the main board and don’t concern yourself with anything else. 2) Play Wide – Put Squad A from First Platoon into Left Table, Squad B from First Platoon into Main Board and Squad C from First Platoon into Right Table. Your reinforcements are Second Platoon (waiting in LR, RR, and Rear boards) which moves onto Left, Main & Right table as one group. You probably already play this way, only using a squad on a table.
Your Rear – This should also be considered front line as it ends only 72 yards from your board edge. This is either more of your defenses or an area that you just went through. You probably have more troops here unless you are doing a Recon Mission.
3) Play Deep – Put Squad A from Second Platoon into Main table. Squad B and C are waiting in your Rear table as reinforcements. First Platoon is on left side and Third Platoon is on right side. (4) table.
Enemy Left
Your Left Rear, Your Right Rear – This is the depth of your flanks, defended by the rest of your platoons. Enemy Front – This is either going to be your enemies front line unless you penetrated through his front line from the Main table. Then again, it could be no mans land and his scouts are skirmishing the Main table.
Play Concentrated – Put one platoon onto each
Enemy Left, Enemy Right – This would be your enemies rear flanks.
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Map Sector NUTS! (Unofficial Fan Based Rules) the Allies won (but didn’t trounce the enemy), when you roll the 2 dice for Rep, add one point to each dice (a roll of 3 becomes a 4). If the Allies trounced the enemy, they get to roll three dice instead of two (but not add to each dice.)
SIMULATION: HOW YOU EXTRAPULATE COMBAT ON MSN LAYOUT Combat Extrapolation is determined by resolution (play out the game) on your Main table. The idea is that if you have similar troops (the rest of your platoon or company) and your enemy has similar troops on their three boards, what happens on your Main board should have similar consequences. But not always. See Total Simulation in Points Section for a completely Point Extrapolation battle. (Page xxx)
2) Now do the same for the Axis. 3) Those with overwhelming superiority usually have an advantage which strategic use of terrain and clever tactics help overcome. This is the final count including reinforcements and support barrages. Below the MSN Point system can help you determine the point values and thus ratios of power. If there is a 2:1 power ratio (or 3:1 in an Built Up Urban Attack), the Power gets to add 1 die to their roll.
Main table (your board) Choose the following attitude of the troops or leaders. 1) Aggressive – if Win, pursue 2) Neutral – If Win, re-assemble (your troops are rested after 8 hours) 3) Defensive – If Win, entrench
4) Regardless of whether the main table got reinforcements or not, you need to find out if the Left table and the Right table got them for both Allies and Axis. If you haven’t already got a support level, determine Support Level (1-2) =2, (3-4), =4, (5-6) =5. This is now your Support Level Rep. Now roll 2d6 vs Rep Pass 2d6 +1d6 Pass 1d6 +1 on Each Pass 0d6 No Support, no bonus
The following modifies the rolls on the 3 Table Front MATRIX Allies Rep of Ally Leader (Dead or alive) If Ally won greatly Add 1d6 to Ally roll If Ally won marginally Add +1 to each Ally die roll Was it a draw No benefit Axis Rep of Axis Leader (Dead or alive) If Axis won greatly Add 1d6 to Axis roll If Axis won marginally Add +1 to each Axis die roll Was it a draw No benefit
Do steps 1 through 4 for the Left Table and roll the Reps for Ally and Reps for Axis. Then consult the Three Table Front matrix below. That is the result for Left Table. Now do steps 1 through 4 for the Right Table and roll the Reps for Ally and Reps for Axis. Then consult the Three Table Front matrix below. That is the result for Right Table.
Who had a lot more power? (You can use MSN Point system. A lot more power would be double the power or more. Note: if you are the attacker in a built up urban area, you need triple the power to get the bonus.) Add 1d6 to their roll Did reinforcements come to the table in question (left or right)? Add 1d6 to their roll or Add +1 to each die roll or nothing. How to do it: 1) What was the Rep for your Main Table First Ally Leader (he may have been killed, but he is likely the one who had the orders and made the plans for this attack.) That Rep is what the Ally is going to roll against. If the battle seemed like a draw where there isn’t really enough from both sides to advance or defend, then it’s a draw and no bonus given. If
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Map Sector NUTS! (Unofficial Fan Based Rules)
Three Table Front Result Matrix (2d6 w/ modifiers)
or cease (2) fire Ally Withdraw (3) to rear
Contest or cease fire
Axis Withdraw to rear
Axis Retreat off Table
Ally Retreat off (4) Table
Ally Withdraw to rear
Contest or cease fire
Axis Withdraw to Rear
Ally (5) Rout
Ally Retreat off Table
Ally Withdraw to rear
Contest or cease fire
Pass 3+ Pass 3+ Pass 2
ALLY
Pass 1
(1) (2)
(3) (4) (5)
Pass 0
General
AXIS Pass 2 Pass 1 Axis Axis Withdraw Retreat to Rear off Table
Contest
(1)
Pass 0 Axis Rout
Rout – Chaotic headlong exodus. General 3 – 50 tables of undisciplined running away. All equipment left behind without plugging or destroying them. Stragglers might be collected up by officers. Panicked 10 – 50 boards of throwing down guns and running away without stopping. All equipment left behind without plugging or destroying them. Rear guards are set up to protect those retreating from being directly harassed by the charging enemy.
Either there are too few for each side to take the table or both sides have withdrawn from the table and it becomes No Mans Land. Cease Fire - Both sides have declared a period of time to salvage the wounded (and also to regroup). This is on This and possible Other tables. (1-2) 10 minutes; (3-4) 1 hour; (5-6) 4 hours. One side has withdrawn to their Rear Table to consolidate. One side has retreated off the Niyen area and is consolidating 2 or more boards to the rear. One side has Routed which means that there are none of their troops along that column to defend for at least the next three Tables. To determine if it is a panicked rout, see below.
Encounter on your main table and do combat, then Extrapolate or You can actually do three games for the 1/8 mile front. To see if there is a counter-attack, use Follow Up Missions
FOLLOWING UP MISSIONS A Reconnaissance or Raid patrol: • Uncovering an enemy Support Level of 4 or higher will cause a Large Action Attack Mission the next campaign turn. A Perimeter Patrol: • Uncovering an enemy Support Level of 4 or higher will cause a Large Action Defend Mission the next campaign turn. A Fighting Patrol: • Uncovering an enemy Support Level of 4 or higher will cause a Large Action Attack Mission (1-3) or Large Action Defend Mission (4-6) the next campaign turn.)
These are now the new front line. Note: Run Away nd (Retire) is an individual thing (NUTS! 2 edition Page 18) If it is a general retreat, then it is probably a platoon or company level Run Away and won’t necessarily be noticed amongst the group. A rout is where the platoon or the company, not just the individual gets to Pay the nd Piper (NUTS! 2 Edition Page 73).
Any other result will have no effect and players should generate Missions as outlined earlier.
Withdrawal – a short movement towards Rear. 1 – 2 tables with no deliberate and strategic spot. Just repositioning over wider area. Retreat – A longer movement through your Rear. Planned 1 – 2 or more tables to fortified position. Quite deliberate and strategic and pulling out equipment with them. This could be even more tables if it is a hill to hill planned retreat, etc. Organized 2 – 7 tables for a short re-organization to established positions. Not planned, and to an area not deliberately fortified, but troops still have morale and discipline. Hauling out equipment with them. Or 5 – 27 tables for more extensive retreat than the disciplined soldiers originally anticipated.
Officers have organized rear guard, while the rest of the soldiers are digging in. 2 – 7 tables for not planned/organized retreats. The officers have managed to stop the retreat and are re-organizing and redisciplining the units to make a new front. Plugging guns and destroying supplies that they can’t take with them.
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Example
Map Sector NUTS! (Unofficial Fan Based Rules) Example #2
Example #1
Allies win center, Rout left and contest right Allies win center, retreat left and contest right
After figuring out the Matrix, this is the potential new front line. A Rout means that there are none of his troops along that column to defend for at least the next two tables and that counts as an Embarrassment. Aggressive Winners can attempt to pursue Loser who retreat or rout. You must commit at least ½ your troops to pursue. Those pursuing have a (1-2) chance of getting fatigue. Enemies who retreat to pre-entrenched locations are as Duck Back when they arrive there, just as your troops hit the new baseline. Any reserves are fresh for combat. Those who route can be rallied by Reserves (1) or Reserve Officers (1-2) to stop and entrench. They have a (6) to cause reserves to retreat one table.
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Map Sector NUTS! (Unofficial Fan Based Rules) Determine how many retreated. Distribute these on the next table somewhere ½ way to their base. ¼ of your pursuers enter your baseline on first turn, ¼ next turn, ¼ the third turn, ¼ the fourth turn. Retreaters are -1 to Rep until they get behind an entrenchment.
Use the Three Table Matrix under Successful Offense to determine the depth of the Rout. If one of those sides also routs, then the entire front line must pull back and there is a collapse along the front.
Determine how many routed. Distribute these on the next board somewhere ½ way down to their baseline. ¼ of your pursuers enter your baseline on the first turn, ¼ next turn, ¼ the third turn, ¼ the fourth turn. Routers are fast moving, -1d6 on Receive Fire Table and if all will retire, have a (1-3) of continuing to run but drop their weapon. Routers have a chance of rallying at -1. Cannot do “Who Wants To Be A Hero”. Panic Routers as above, except: Routers are Fast Moving, (1-3) chance of throwing down weapons, -1d6 on Being Charged, Pass 0d6 on Receiving Fire at (1-5) continue running and throw down weapon if haven’t already. Cannot do “Who wants to be a Hero”. Chance of rally at -2. BREAK POINT: If you can get it, use Darby’s Break Point rules from Peiper At The Gates (page 5). It gives a way of handling group morale.
Campaign Failure If you can get it, use Jeff’s Campaign Failure rule from War Against Japan (page 33). It allows you to evaluate if your Company is too decimated to continue.
Withdrawal If you feel you are going to be wiped out, plan to withdraw. This is an organized removal of your troops from the table to avert total collapse. You lose the battlefield, but might hold enough line to keep it from a route. In defending situations, if your table takes a major defeat and your figures rout (not just withdraw), then determine the situation of the adjacent tables to your left and right. Your Tables and Adjacent Tables. Enemy Left Enemy Front Enemy Right
Your Left
Your Table
Your Right
Your Left Rear
Your Rear
Your Right Rear
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