Bon aux dernières nouvelles, OTT serait pour la fin de l'année ou janvier. On verra...
Bref, en attendant, et pour vous faire patienter, un teaser issu de la copie Word du manuscrit, donc non édité (en même temps je peux pas mettre ici les fichiers sous Quark XPress....).
Donc, les règles spéciales introduites dans le supplément + les règles optionnelles.
Tiens, je vais essayer de mettre régulièrement quelques extraits du bouquin jusqu'à sa parution. On peut appeler cela de la fraternité nationale!
Mais chhhuuutttt, le répétez pas....
NEW SPECIAL RULES The following Special Rules are used in the army lists as capabilities of some new units introduced in this book. They are listed here for convenience.
MarksmenSome units were trained in the use of the rifles through experience or drill. Any unit with this capability can re-roll any ‘1s’ when shooting with their pistols, rifles or carbines (but not any other weapon).
FerociousSome soldiers carried ethnic or cultural close combat weapons when fighting on the front. Some of the most famous were the Senegalese troops and their oversized knifes. The unit gains +1 Initiative the turn it launches an assault.
LancersThis is a trait for cavalry specialized and trained in the use of lances. The unit doubles its Initiative value and gets a +1 Strength bonus the turn it charges an enemy unit in the open.
StealthSome formations were trained to fight in very dense environments as the mountains or the forests of Northern France and Belgium. These unit learnt to make the best use of any cover available.The unit with this special rule increases the cover save provided by any area terrain by +1 up to a maximum of 3+ (please note that pillboxes, bunkers and trenches are not area terrains!).
StubbornSome units in the Great War demonstrated bravery or perhaps boldness in their actions and it was noted that nothing would stop or slow their advance.As long as they are composed of 5 models or more, the unit may re-roll once any failed Morale test. This does not extend to Pin tests that may not be re-rolled.
Resilient Troops with the Resilient rule are very difficult to dislodge when they are holding their ground. When entirely deployed in a terrain that provides a cover save of at least 4+ any unit with this rule may pass its Leadership tests rolling 3D6 and discarding the highest result.
ImplacableSome soldiers would continue their advance even while shells were raining and bullets were screaming all around them .
If pinned any unit with this ability may pass a Leadership test using its own Leadership value at the start of its turn to unpin. You may not use this special rule if you have voluntary chosen to Go to Ground in your last turn.
Close OrderEven up to 1917 some units never acquired the drill and experience necessary for the conditions of modern warfare. Units with the Close Order special rule have a coherency distance of 0’’, meaning that the models in the unit must remain in base to base contact to be in coherency.
THE BIG SHOW - BIG BATTLES & ADDITIONAL RULES-BIG BATTLES When playing games with more than 2000 pts per side the management of the multiple platoon sized units might become quite unpractical. If both players agree, in such games Companies (or Cavalry Squadrons) can be played as single units consisting of all models of their platoons and relevant Command Group. A Company of 3 platoons, each composed of 12 models, with a Command Group of 5 models would be played as a single unit of 41 models.
Company UnitsCompanies deployed as single units gained the following benefits:
- If the Company is composed of at least 20 models, all Ld tests are taken with a +1 bonus.
- If the Company is composed of at least 30 models, all Ld tests are taken with a +2 bonus.
- If the Company is composed of 40 models or more, all Ld tests are taken with a +3 bonus.
These bonus can be added to the Leadership value granted by a Colonel or Major. The Leadership value can exceed 10, but a roll of 11 or 12 on a Leadership test is always a failure.
- As long as the Company consists of 20 models or more, it passes automatically any Morale test in Close Quarter Combat as long as it outnumbers its opponent by more than 2:1.
BASIC TRAININGA Company is composed of 34 models and suffers 4 casualties from a HMG. It is within Command Range of its Colonel (Ld 9). Being over 30 models strong, it adds +2 to its Leadership. The test will be taken with a Ld of 7 (9+2-4=7)Some Companies can upgrade one or more of their platoons with special rules as Bombers or Pioneering Equipment. Be careful that the models benefiting from these special rules are clearly identifiable within the unit.
Also note that you may mix within your force company sized units and single platoons, as long as it is clear to your opponent. Once the choice is made, it will last for the whole game i.e. single platoons may not gather to form a company unit during the game.
Table size & Strategic MovementThe 6’ x 4’ will not be big enough to accommodate such large forces. We recommend table at least 8’ long for games around 1500 pts and we play our own Big Battles on table at least 8’x6’. This gives enough space for a good deployment and some room for manoeuvres.
When using large tables it becomes necessary to allow troops far away from the frontline to move faster to join the action. The following rule applies to all Big Battles.
Any unit that starts more than 30’’ away from the nearest enemy can move 1D6’’ during the shooting, if it doesn’t shoot. Units with the Elan special rule cannotc ombine their Elan special movement and this extra movement.
MEMO FROM HIGH COMMANDBig Battles are a good way to handle large multi-player games in a reasonable time and a good way to use your whole collection. You can have a day long battle by using these rules and the Sustained Attack special rule!
ORDERSThe following rule will offer you the opportunity to add a new dimension to your games and will add a Command & Control system and more constraints to the manoeuvres of your units. They can only be used if both players agree.
During the game every Infantry Company or Cavalry Squadron will be given an Order, that will define on the tabletop its attitude and general behaviour when confronted to the enemy.
Only Companies and Squadrons will be given Orders, individual Platoons or Troops do not need any, as we assume that they have enough individual initiative to act properly on the battlefield without relying on higher command instructions. Support weapons do not need any as well.
Note that all Platoons in a given Company share the same Order. You cannot issue different Orders to Platoons belonging to the same Company.
Tanks and other Vehicles need to be given orders. They were used to support the troops and hence had to follow their commanders instructions. If fielded as individual units, each tank or vehicle will have its own Order, if fielded as Platoons, the whole Platoon follows a single Order.
The OrdersThere are three different Orders in The Great War. Each of them dictates somehow the way the unit(s) will behave during the game.
ORDER: HOLD!Any unit under the Hold! Order is subject to the following restrictions:
- It may not move closer to the enemy, unless the movement is mandatory (eg to Fall Back or to restore Unit Coherency).
- It may not launch an Assault.
ORDER: MANOEUVRE!Any unit under the Manoeuvre! Order is subject to the following restrictions:
- It may not move within 6’’ of an enemy unit, unless the movement is mandatory (eg to Fall Back or to restore Unit Coherency).
- It may not finish his Movement Phase closer to his starting table edge or deployment zone than at the start of his movement.
- It may not launch an Assault.
ORDER: STORM!Any unit under the Storm! Order is subject to the following restrictions:
- It is always considered as having moved during the shooting phase, even if it did not actually remained stationary.
- It must finish his Movement Phase closer to the enemy than at the start of his movement.
- It may not chose to Go to Ground.
Issuing OrdersAny unit that needs an Order may start the game under whatever Order you want.
Once the game has begun, Orders can be changed either by the Battalion Command Group or by individual initiative.
Once per turn, before the Movement Phase the Battalion Command Group may issue a new order to any unit within his Command Range. For a Company or Squadron to receive a new Order, the Company/Squadron Command Group must be within the Command Range of the Battalion Command Group and in Line of Sight (and obviously none of the Command Groups must be Falling Back). The Battalion Command Group must pass a Leadership test. If successful, you can change the Order of the unit. If failed, the Order remains the same, as we assume that the instructions were not heard or misunderstood.
Changing Order by individual initiative may only be done by Company/Squadron Command Groups and only if they are outside the Command Range of their Battalion Command Group.
Changing Order by individual initiative is done by making a successful Leadership test. As it is notorious that Companies in the First World War lacked individual initiative, this test is done by making the sum of 3D6. If passed, any new Order may be given to the Command Group. If failed, the Order stays as it is, the Command Groups certainly asking himself if it’s a safe decision to override the High Command instructions.
If using the Big Battles rules above, each unit being a Company unit will be issued its own Order. Note that the Ld bonus for the number of figures doesn’t apply to Order change by individual initiative.
Loss of Command GroupsIf the Battalion Command Group is lost, all units will have to rely on their individual initiative to be given a new Order. Units that cannot use their individual initiative cannot change Orders for the rest of the game.
If the Company/Squadron Command Group is lost, the units under his Command may not receive any new order for the rest of the game, even by the Battalion Command Group.
MEMO FROM HIGH COMMANDNice Order markers are essential not to spoil the look of the game. In his games, the author uses figures in appropriate pose (shooting for Hold!, marching for Manoeuvre! And charging or throwing grenades for Storm!) based on GW round bases, with the order written on the side of the bases.
HOLD FIREThis is a new option for all units that can be chosen during the Shooting Phase.
Instead of shooting a unit may choose to Hold Fire. The unit must be able to shoot, i.e. a Support Weapon that moved during the Movement Phase cannot decide to Hold Fire.
The unit forfeits its shooting this turn, and the Hold Fire is indicated by any appropriate marker placed near the unit.
During the opponent turn, if an enemy unit declares an assault against the unit holding its fire, the assaulted unit may immediately shoot before any enemy model is moved. This out of turn shooting extends to any friendly unit within 6’’ and holding its fire as well.
Basic Training:
you have decided to place your infantry platoon and the nearby HMG in Hold Fire. An enemy unit declares an assault against the infantry platoon. The Hold Fire allows the unit to shoot at the assaulters before they are moved, and as the HMG is within 6’’ and holding its fire as well, it can also shoot at the assaulters. The chance of the assault to be successful are slim!After the shooting, resolve any Moral test and remove casualties appropriately. If the targeted unit has decided to Go to Ground or is Pined, the assault fails and the models are not moved.
A unit may only shoot once during the enemy’s turn, and the Hold Fire is lost once it has done so. The Hold Fire marker is removed at the end of the enemy’s assault phase, even if the unit did not shoot.