Kleinkrieg Starter Set

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    Kleinkrieg

    Turn Order

    1. Initiative

    Each side rolls 1d6, winner activates first. +1 to your roll for each turn you have lost

    initiative.

    2. First Mechanized Starting with the initiative winner, players alternate activating and moving tank units.

    3. Command Activation

    Starting with the initiative winner, players alternate activating Command Teams: resolve

    each activation (and its sub-activations) before alternating. Each team activates only once

    per turn.

    4. Non Command Activation

    Starting with the initiative winner, players alternate activating any remaining teams outside

    command range. Teams outside of command range are less inclined to move ahead with the

    mission, roll a Skill check for any team trying to activate off command; a success indicatesthe team follows through normally, a failure indicates the team has opted to stay put.

    5. Second Mechanized Starting with the initiative winner, players alternate activating tank units: they may shoot or

    move again.

    Additional MG's: At the end of the Second Mechanized phase, starting with the initiative

    winner, you may roll a skill check for any tanks with Additional MG's: a success indicates

    that the tanks have effectively directed their MG's: break two Infantry units within twohexes. Failure indicates the machine-guns have gone wild and spit bullets to no effect.

    Additional MG fire can never destroy a team.

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    A Closer Look at a Panzer III

    In Kleinkrieg, a number of more technical details and minutiae are generalized and lumped

    together for a number of reasons common to all wargames: playability, function, and over all tone or

    flavor. Despite this, the individual capabilities of the fighting men and vehicles represented here aredistinguished through a simple set of numbers.

    Each team and tank piece has three numbers. From left to right they are: Attack rating, Skill

    rating, and Defense rating. Infantry pieces are read top to bottom.

    Attack: Attack rating is an abstraction of a unit's offensive capabilities. Mechanically, the Attack rating

    modifies the targets Armor or Infantry saves. In the case of this fearsome Panzer, a dread score of 9reflects the combined fire power of its main gun and supporting machine guns.

    Skill:

    Skill rating is used to determine whether or not any given unit can offset some negative effects itmight encounter in the field. Skill represents a team's ability to cope with the chaos of the battlefield.

    The crew of this Panzer has seen long training sessions and hard fought days, earning their fame with

    pride and vigor, they know what to do and how to do it with a sharp score of 4. A Skill throw is a d6roll aiming to hit at or under the Skill rating of the team making the throw.

    Defense: Defense rating is an abstraction of a unit's defensive capabilities. For infantry, this represents

    training and experience in protecting themselves from danger. For tanks, it represents more specificallythe hardness of their armor and sturdiness of structure.

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    Infantry!

    The backbone of any fighting force, infantry chits represent teams of five or so men moving and

    fighting together in a cohesive manner. They move through most terrain with relative swiftness andmobility, fire power and quality is variable. Rules governing their function in Kleinkrieg are as follows:

    Infantry team movement restrictions: Maximum distance is four (4) hexes

    Maximum distance to move and shoot is two (2) hexes

    Infantry movement distance is unaffected by terrain unless a scenario notes otherwise.

    Infantry can only move voluntarily during the Command and Non-Command phase.

    Infantry team shooting procedures: Target, roll 3+ (+/-) modifiers on d6

    Elect a target on the map with an unbroken line of sight to the firing infantry team, and roll a

    d6.

    After rolling apply all applicable modifiers, a result of three or more (3+) is considered a hit.

    Range penalties; -1 over 3 hexes, -2 over 5 hexes, -3 over 6 hexes

    You may a roll a d6 against the skill value of the firing unit to offset any penalties by one(+1)

    If firing from a town, river, forest, or hill hex add (or subtract) the relevant Cover modifier.

    Infantry team save roll procedure: When hit, Roll 4+ on a d6,(+) defense value, (-) enemy attack points,(-/+) any terrain modifiers.

    Infantry teams make saving rolls when they have been hit by an attack by rolling a d6 and

    adding the relevant modifiers.

    Add the saving team's Defense value, subtract the enemy's Attack value and add or subtract the

    relevant Cover modifier.

    A result for four or higher (4+) is a success and indicates that the team has taken adequate

    defensive measures and are still in the fight, operating normally.

    Any other result is a failure and indicates a break down in morale or fighting capability due to

    casualties or overwhelming resistance.

    A failed save indicates the team is "Broken" and has scattered, taken casualties or hasotherwise been forced to ground. "Broken" teams receive Cover(+1) and can not attack or

    move, as they are too busy trying to stay alive. A Save result of less than zero is still

    considered a normal failure. A team that receives the "Broken" status while "Broken" isdestroyed, quits the field, or any other suitable indication of loss and the piece is removed.

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    Mechanized Forces

    Mechanized vehicles and AFVs are the core of mobile warfare and their deployment can mean

    victory or defeat.

    Mechanized team movement restrictions: (Movement range is assumed to be combat speed, thus the

    differences in things like top speed and handling are irrelevant and thus standardized.) Mechanized teams move during the first (1st) Mechanized phase. All vehicle teams move up to

    five (five) hexes during this phase. Some may move more or less, according to Scenario special

    rules.

    Kleinkrieg does not keep track of facing for armored vehicles, assuming the individual

    commanders make the best use of the terrain in their 25m hex possible against their foes.

    Mechanized team shooting procedures: Target, roll 4+ (+/-) modifiers on d6

    Mechanized teams fire during the second (2nd) Mechanized phase.

    Elect a target on the map with an unbroken line of sight to the firing Mechanized team, and rolla d6, result of four or higher (4+) is a hit. A successful skill throw adds one (+1) to this roll.

    Range penalties; -1 over 3 hexes, -2 over 5 hexes, -3 over 6 hexes. This penalty applies to aMechanized teams Attack value only. This simulates range attenuation and machine gun spray.

    Mechanized team armor save procedures: When hit, Roll 4+ on a d6,(+) defense value, (-) enemy

    attack points, (-/+) any terrain modifiers. When hit by non Mechanized teams, (+1)

    Mechanized teams make armor saving rolls when they have been hit by an attack by rolling ad6 and adding the relevant modifiers.

    Add the saving team's Defense value, subtract the enemy's Attack value and add or subtract the

    relevant Cover modifier. If the attacker being saved against is not a Mechanized team, add one(+1) to the roll.

    A result for four or higher (4+) is a success and indicates that the armor has absorbed the blow

    and the vehicle is still in the fight, operating normally. Armor saving throws that fail, but are still a real number (i.e. 1,2,3) force the Mechanized team

    to button up, bail out, or just freeze up. This status is called Suppressed

    "Suppressed" Mechanized teams can not take any actions except firing Additional MGsduring the 2nd Mech. phase.

    Armor saving throws that fail and are less then zero are considered Destroyed

    The piece is flipped over, serving as Cover(+1) for Infantry.

    Special rules:

    Most Mechanized units are fitted with Additional MGs, defensive machine guns used for closedefense against infantry.

    Additional MGs- At the end of the second mechanized phase, roll a skill check for each

    AFV with Additional MGs, if pass break up to two infantry teams within two hexes.

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    Commanders

    Command teams form the leadership of any given battle force. Command teams represent

    individuals with one or two aides or body guards moving around the battlefield, giving orders andinspiring courage. They activate teams they are stacked with them and adjacent to their hex. They also

    have to ability to rally Broken units with a successful skill throw at the end if the Command Activation

    phase. A Command team is a team with a name instead of a weapon designation.

    Command team movement, shooting, and saving procedures are the same as regular infantry.

    Really.

    Command team rallying procedures: End of Command Activation phase. Target, target is unbroken(flipped back over) on a successful Skill throw versus rallying command team's skill.

    Elect a Broken infantry team within two (2) hexes and with a clear line of sight.

    Roll a skill throw using the Skill rating of the rallying command team.

    A successful throw flips the unit back over into the ready state, it can be activated during the

    follow Non Command Activation phase. A failed throw leaves the unit as is.

    A single command team can try to rally any Broken teams within range once per turn.

    Command teams can attempt to rally themselves at the end of the Command Activation phase,

    if they are broken.

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    Special Rules, Organizational Traits

    Kleinkrieg aims to represent the fighting forces of history in context with each other. The

    obvious advantages of modern equipment and training are reflected in the attributes of each team andserve to contrast, somewhat, the differences therein. However, certain qualities and traits that make

    fighting formations throughout history stand out must be represented with a little more abstraction then

    numbers. The firing rate of a machine gun, the dedication and skill of the sniper, the centralizedcommand of the Red Army, the flexible tactical might of the Wehrmacht soldier: these things warrant

    their own special rules. Even the ground fought on has play an important part in simulating the conlfic

    ts of the past. Thus:

    Cover value: Cover value is the small number in the bottom middle of a hex with a terrain feature on it.

    This value is added (or subtracted) to Attack rolls and Saving throws, as well as counting againstvehicle movement. A forest with a one (1) on it, for example, would add one (+1) to any Attack rolls

    made from it and Saving throws made in it. When a mechanized team moves through such a forest, it

    spends an additional hex of movement, one for each point of Cover value. Mechanized teams can not

    cross hexes with a negative Cover value.

    Stacking: Up to two Infantry and Command teams can stack together in one hex. Mechanized teams are

    one per hex, however a Mechanized team and an Infantry or Command team can occupy the same hex.Teams can move through friendly occupied hexes, but can not end their movement in hexes already at

    full capacity. Stacked teams, or Squads, are activated together and may move together. Each teams

    shooting must be resolved independently of the other. For example, a Squad consisting of an MG teamand Rifle team, when activated, can move together using infantry movement rules and when shooting

    they roll to hit separately using the relevant modifiers. They do not combine fire value unless otherwise

    noted in Scenario rules.

    SMG teams: SMG teams are specialized assault units equipped with rapid firing submachine guns for

    close range firefights. SMG teams may roll 3d6 when shooting at targets within three (3) hexes instead

    of one d6, taking the best result.

    MG teams: MG teams must make a successful Skill throw if they wish to shoot after moving, as per the

    infantry shooting rules. Success indicates a quick set up. Failure is a slow set up, and the team may notfire this turn. An MG team can otherwise move up to four (4) hexes and shoot next turn instead of

    moving. MG teams may roll 2d6 when shooting at targets within five (5) hexes instead of one d6,

    taking the best result. When MG teams shoot, they target every team in the hex, rolling once for bothteams.

    Sniper teams: Sniper teams represent one or two sharpshooters trained in camouflage and long distance

    shooting. When range penalties are applied, a sniper team automatically gets a bonus of one (+1). Asniper team can always make a Skill throw to gain a bonus of one (+1) to it's shooting roll, this is in

    addition to its automatic bonus. When a sniper team successfully hits, all Infantry teams in the targeted

    hex must make a Saving throw against the Sniper team's Attack value. A sniper team can not destroyMechanized or Infantry teams by shooting. Scenario specific rules may apply. A sniper team can not be

    targeted unless it fired or moved last turn, in the case of moving, a sniper team may roll a skill check

    after moving to count as having stayed still.

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    Organizational Traits cont.

    Wehrmacht traits: Teams representing the fighting men of the German Wehrmacht have certain traitswhich set them apart from other soldiers.

    Achtung!-Wehrmacht teams can be rallied by Wehrmacht leaders from three (3) hexes away.

    This represents the strength and flexibility of the German command structure. Schnell!- After all normal action has occurred for the Non Command Activation phase, but

    before Broken leaders self rally, any unbroken Wehrmacht team can make a Skill throw. If

    successful, move one hex towards an enemy. This reflects the Storm trooper ethos inheritedfrom their first World War fore bearers.

    Panzer vor!- Wehrmacht tank teams (not all Mechanized teams) can make a Skill throw to

    negate the movement penalties it encounters from Cover value in hexes. One roll is made perhex, with success indicating a swift advance (no penalty), and failure representing their inability

    to find a good path (normal movement penalty)

    Red Army traits: Teams representing the mighty Russian juggernaut are numerous and operate

    in great sweeping maneuvers. Runners- The centralized nature of the Soviet command structure does not leave much room for

    personal initiative, but when the orders come down they are carried out as soon as they arrive.In addition to activating teams in their own and adjacent hexes, Soviet Command teams can

    activate all teams in one hex within two (2) hexes. This represents Red Army messengers and

    radio operators relaying orders from on high. This trait can be used to activate other Commandteams.

    Ura!- When a Soviet Command team is adjacent to enemy teams, it can make a Skill throw

    before attacking. If successful, the Command team and all Adjacent friendly Infantry andCommand teams gain a bonus of one (+1) to their Attack value. A mighty battle cry can turn the

    tide of battle with surprising efficacy.

    Hen and Chicks- During the early stages of the second World War, Russian tanks on the Easternfront suffered from generally poor leadership and inadequate optics/radios of their tanks. Early

    war period Russian tanks activate together as one unit and must each perform the same action

    during each Mechanized phase. Each tank must end each phase adjacent to another tank. Lone

    tanks must make a skill throw to activate during either Mechanized phase.Scenario

    Armored patrol clash

    1 VP per destroyed Infantry team, 5 VP per Command team, 4 VP per Tank teamGerman Command teams: Russian Command teams:

    Kreuz, equipped with SMG Pajari, equipped with SMG

    Abel, equipped with SMG Orlov, equipped with RFL, Sniper team.

    German combat teams: Russian Combat teams:

    Three (3) Panzer III One (2) T-34

    Two (2) Panzer IV Four (4) T-26Six (6) Rifle teams Sixteen (16) SMG teams

    Six (6) MG teams

    *Orlov is deployed first, anywhere on the board. Then Germans set up in hex column 01 and 02.

    Russian forces come in from any map edge. First to 15 points wins the engagement!

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