NUTS EASTERN FRONT: C LASH L ASH OF T ITANS I TANS (1941-1945)
the map, or place a unit on sewer patrol. They cannot take heavy weapons with t hem. To To do so they must declare sewer movement for a unit next to a sewer entrance. The player writes down the intended exit point, which can include any building on the table or known sewer marker. The unit is held off the table while it is in sewer movement. Units move on their Activation by making a 2d6 Sewer Movement test against the Rep of th e unit’s leader. A unit must make one successful roll per terrain area that has to be moved through to reach its objective.
EWERS E WERS S In heavy urban areas the city sewer system could be used as a way to move troops and supplies past enemy lines to reinforce strong points, launch scouting or sniper patrol missions, or as a way to spring surprise attacks on the enemy. enemy. The battle below became a deadly duel in the dark as troops carried the fight into a city’s sewers, basements and subways.
2
SEWER MOVEMENT
(Taken vs. Leader's Rep)
#D6 Passed
2 1 There are two ways you can handle sewer movement – movement – an abstract “mission outcome” path in which the sewer movement is important in the context of the broader game, or a more detailed sewer mapping and movement system.
0
Result
The squad emerges from the sewer entrance of the player’s choice. The squad is temporarily lost in the sewer tunnels for this turn. The squad got turned around in the tunnels and emerges at a random sewer entrance. Roll to determine which one
S EWER E WER P ATROL A TROL S EWER E WER V ISIBILITY I SIBILITY
If desired a player may designate one or more units to be on Sewer Patrol. If a unit is on a sewer patrol order and an enemy unit is attempting to use the sewers for movement, when active, the patrolling unit can declare he is making an intercept attempt using the Sewer Patr ol Table. Table.
Visibility in the sewers is restricted to 6” unless flashlights or lanterns are used, in which case visibility is extended to 12”. Any figure firing at the flashlight user, or anyone illuminated by the flashlight, is considered to be +1 Rep for firing purposes. Line of Sight is defined by the actual setup on the table.
2
SEWER PATROL
(Taken vs. Leader's Rep)
A BSTRACT S EWER E WER M OVEMENT The following rules provide an abstract impression of sewer movement.
#D6 Passed
2
In an urban setting each terrain section may have sewer system access. Simply roll 1d6, on a 5 - 6 there’s ready access to the sewers either via a manhole cover or collapsed sewer section. Place a marker to represent this. The marker may be “discovered” when entering the terrain tile. Also, many buildings will have sewer access via their basements.
1
0
A player may dedicate one squad to try and move through the sewers and emerge someplace else on © 2010 John Cunningham – Two Hour Wargames
1
Result
Intercept! The sides encounter each other in close quarters combat. Closing In. The unit gets sign of the enemy and starts to close in on them. On the next roll a Pass 2d6 or Pass 1d6 results in an interception. What enemy? The unit has no idea where the foe may be this turn.
NUTS EASTERN FRONT: C LASH L ASH OF T ITANS I TANS (1941-1945)
sections until opposing sides encounter each other or the Players no longer have units moving through the sewers. They may also want to place sewer terrain sections on a side table for encounters. Units appearing in the basement of a building can be placed on the table in that building.
S ETTING E TTING U P T H E F IGHT I GHT Once the enemy has been intercepted the firefight will take place in a portion of the sewer. Place the figures facing each other in a column no wider than that of the tunnel (2" or 4") and at a distance of 3+1/2d6".
Each new sewer section entered may result in a Sewer Encounter based upon the Enemy Activity Level. Determine this by rolling on the Sewer Encounter Table.
Roll 1d6 on the Sewer Fight Table to determine the particulars.
1
SEWER FIGHT
M APPING A PPING T H E S EWERS E WERS
(Reading the result as it appears) #
Result
1
1 Interceptor surprised by enemy head on in a 2" tunnel. Enemy allowed to immediately fire. 2 Interceptor stumbles into enemy head on in a 2" tunnel. Enemy takes In Sig ht Test. Test. 3 Interceptor catches enemy head on in a 2" tunnel. Both sides roll sides roll 1d6 and add it to Rep of Leader. High score allowed to take In Sight Test. Ties go to the enemy. 4 Interceptor catches enemy head on in a 4" tunnel. Both sides roll sides roll 1d6 and add it to Rep of Leader. High score allowed to take In Sight Test. Ties go to the interceptor. 5 Enemy stumbles into interceptor head on in a 2" tunnel. Attacker tunnel. Attacker takes takes In Sight Test. 6 Attacker surprises the enemy head on on in a 2" tunnel. Attacker tunnel. Attacker allowed to immediately fire.
SEWER AREA TABLE
(Reading the result as it appears)
#
1
Straight 1-2: 1-2: Small: 2” wide tunnel 3-4: If extension of previous, same size. Or, roll again 5-6: 5-6: Large: 4” wide tunnel
2
Turn 1-3: Left turn 4-6: Right turn
3
Intersection 1-2: Three way intersection 3-5: 4-way intersection 6: 1d3+3 tunnel intersection in a sewer room 6” x 6”
4
Room/Basement 1-2: Room with sewer holding pool 6”x6” 3-4: Basement of nearest building or rubble pile, width/length of building 5-6: 5-6: Utility room 3”x3”
D A N G E R IN T IN T H E D A R K - SEWER MAPPING SYSTEM You may also choose to t o create more detailed sewer map for your underground combat encounters. When there is a sewer system on the game map, and a unit enters it you must determine the initial sewer system terrain area. Unless the scenario says otherwise and one side has a map of the sewers, roll to determine sewer terrain areas each time a unit enters a new one.
Result
Each area will be approximately 12” long if a tunnel, or as rolled. A sewer section that i ntersects a building will go next to under the building but provide access to the building’s basement. Any given sewer section may also have a manhole cover to the surface. Roll 1d6, 5-6=useable manhole cover.
5
Subway (6” wide): Note subway sections will only connect to other subway sections or end at collapses areas, but may be crossed by sewer sections. 1-2: Straight 3-4: Curve left 5-6: Curve Right
Players may wish to sketch the sewer sections on a map of the table set-up and keep track of sewer
6
Dead end/Tunnel collapse 1-4: Dead end/collapsed tunnel 5-6: Collapsed tunnel with surface access
© 2010 John Cunningham – Two Hour Wargames
2
NUTS EASTERN FRONT: C LASH L ASH OF T ITANS I TANS (1941-1945)
* Special infantry: Roll 1d6, 1-2: Hiwis/Militia/Partisans, 3-4: Stosstruppen/Assault troops, 5-6: Engineers/Pioneers
SEWER ENCOUNTERS Each new sewer section entered may result in a Sewer Encounter based upon the Enemy Activity Level. There is no “safe” sewer section in an urban battle as units may enter and leave from both sides at any time, so this roll is always made when entering a sewer terrain segment. Determine this by rolling on the Sewer Encounter Table. If an enemy is encountered proceed to combat and each side takes an In Sight S ight Test. Test. If the Player’s Leader has the “Stealth” Attribute it may apply that to the In Sight test for the entire unit.
2
SEWER ENCOUNTER
(Based on EAL) (-1 EAL if the section has already been scouted)
# Dice Passed
2d6
1d6
0d6
Result
Contacted Enemy Force or other Encounter. Roll on the Enemy In Sewer table. Possible contact. Roll on the Enemy In Sewer table but at a -2 to the score. If a "0" is scored then no enemy contacted. False alarm. Just a case of nerves…probably… nerves…probably…
1
ENEMY
IN THE
SEWERS
(Reading the result as it appears)
#
Result
1
How’d that get down here? Make a Foraging Table roll. (COT p74).
2
2-man scouting team or runners
3-4
Half infantry squad 1-4: Standard infantry, 5-6: Special infantry*
5
Full Infantry squad 1-4: Standard Infantry, 5-6: Special Infantry*
6
Booby Trap! Roll 1d6 to determine the type of Booby Trap and refer to Booby Trap rules. (COTS p61). p61). Type of Booby Trap (1d6): 1-4=trip wire, 5-6=land mine.
© 2010 John Cunningham – Two Hour Wargames
3