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Grande Guerre

Un forum dédié à The Great War, le jeu de Warhammer Historical Wargames.
 
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 Le premier supplément

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Jean-Pierre
oeil_mort
Lannes
pacofeanor
Nico31
Siaba
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Messages : 117
Date d'inscription : 19/06/2008
Localisation : STRASBOURG, Alsace (Allemagne?)

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MessageSujet: Le premier supplément   Le premier supplément Icon_minitimeMer 9 Juil - 13:50

Juste un petit mot pour dire qu le premier supplément va être terminé cette semaine et par pour l'édition (maquette photo, etc...) la semaine prochaine.

Donc, on peut commencer à sincèrement espérer une sortie en novembre comme prévu.

cheers

Alex
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Siaba

Siaba


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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeMer 9 Juil - 20:24

Pas de changements ?
Ca concernera toujours la guerre de tranchées sur le front ouest de 1915 à 1917 ?
Il y aura, bien sûr, les américans mais y verra-t-on les belges, les italiens et les portuguais ?
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeJeu 10 Juil - 14:17

Le Front de l'Ouest, pour des questions de place, sera divisé en 2 suppléments. Le premier Over the Top, contiendra les listes américaines,françaises, allemandes et anglaises entre 1915 et 1917 (+ quelques variantes supplémentaires pour 14 et 18) + plein d'autres choses

Le second, No Man's Land, contiendra les 'mineurs' comme les Belges, Portuguais, Russes en France, etc... et plein d'autres choses

Alex
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Siaba

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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeVen 11 Juil - 10:29

Les autrichiens seront dans le supplément sur le front est ?
Par ce qu'ils se sont quand même battu contre les italiens et les serbes à l'ouest....

A-t-on une chance de voir un supplément sur le front de Macédoine avec les serbes, les français (zouaves, tirailleurs sénégalais, légion étrangère bounce ), les bulgares, les turcs, les roumains, les grecs, les troupes de montagne allemandes ?

Je pense que les anglais nous feront un supplément sur le Moyen-orient, théâtre d'opération où ils se sont illustrés contre les turcs (avec quand même une belle défaite comme ils en ont le secret tout de même Razz ). J'espère qu'ils se rappelleront qu'il y avait aussi des français aux Dardanelles......
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeJeu 24 Juil - 13:04

Sans trop m'avancer:

- Les Autrichiens bénificieront de plusieurs listes, selon le théâtre d'opération (front de l'ouest, Italies, Russie & Balkans).
- Il y aura les Balkans, certainement dans le supplément sur l'Italie.
- Les français seront dans le supplément Orient. Je sais même qu'une gamme sortira !

Alex
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeMar 25 Aoû - 22:52

Bonsoir

Peut on esperer un supplement sur les colonies Allemandes ????
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeMer 2 Sep - 11:46

Bonjour, toutes ces nouvelles sont excelentes, vivement que cela sorte enfin!!

paco
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Siaba

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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeSam 26 Sep - 10:16

Citation :
Peut on esperer un supplement sur les colonies Allemandes ????
Au rythme où sortent les suppléments pour le jeu Crying or Very sad , je crois que celui-là on aura plus vite faite de le faire nous-même......
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeLun 28 Sep - 10:55

Tu as raison c'est bizarre que les suppléments pour TGW soient si long à sortir.
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Date d'inscription : 26/10/2008

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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeLun 28 Sep - 16:14

il n 'y apeut être pas les joueurs, tout simplement... Crying or Very sad
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeLun 28 Sep - 18:09

Tu crois pourtant autour de moi pas mal de joueurs sont bien intéressés, j'ai moi même une armée allemande et française 1918, Cpt Miller des français 1918 et un gars du club doit faire des brits 1918.
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeLun 28 Sep - 20:26

Pour en avoir parlé avec Alex ce week-end à Clichy, les raisons sont autres Arrow Sleep
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oeil_mort


Messages : 62
Date d'inscription : 26/10/2008

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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeMar 29 Sep - 8:50

Oui peut être, j'ai pour ma part des français, de l'allemands, de l'anglais et pourtant Je trouve le Forum pas très vivant. Il y a peu de chose organisé autour de la règle (manif, suppléments), attention en aucun cas je fais un repproche ou quoi que ce soit d'autre, je constate c'est tout.

mais bon wait and see !!
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeMar 29 Sep - 14:41

Je ne prends pas ça comme un reproche d'ailleurs je vais faire une démo à Dijon fin décembre et je ferais une table à Troyes (Buchères) en avril 2010.

Mais comme le dis Siaba je crois qu'il y eu des frictions chez WH.
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeMar 29 Sep - 20:36

Pour info, ils ont annoncé au GD UK que OTT sortirait avant Noël...

Bref on verra.

Ce matin j'ai eu le maquettiste au bout du fil et je pense qu'actuellement, il est dans une autre dimension et a l'air submergé par le boulot. Il m'a dit que les dernières photos seraient prises ce WE, que je devais annoter des cartes qu'il allait m'envoyer pour qu'on puisse passer à la relecture. Bref, le bordel...

Pour le succès du jeu, je crois qu'il ne s'agit pas là du problème. WAB a mis 10 ans à s'implanter, parce qu'il s'agissait d'une nouvelle échelle de figurines et que les gens n'en avait pas. TGW, c'est à la fois une échelle qui n'est pas la plus répandue (encore que...) mais aussi une période que peu de joueurs collectionnaient.

Donc tout cela prend du temps, et par l'effet 'boule de neige' (pour ne pas dire grégaire) de nouveaux joueurs s'y mettront dès lors qu'ils verront des gens y jouer, des manifs se dérouler, etc... Je pense aussi que le supplément va aider à crédibiliser le jeu.

Quant aux autres listes, pour info, dans le N° de janvier de VV paraîtra le 1er article d'une (longue) série, intitulé Les Fronts Oubliés. Dans ce n°, les listes Ottomanes. Dans le suivant, l'Empire Britannique en Orient, qui sera suivi des Arabes et de l'Armée d'Orient. Après cela (soit mi 2010!) on passera à la Russie et aux Balkans. Si tout va bien, ces articles paraîtront dans VV pour la France et dans WI pour les anglo Saxons.

Pour la manif, je prépare 1er trimestre 2010 une manif à Strasbourg pour TGW pour peu qu'on ait sufisemment de volontaires. Donc, pour péréniser la règle vous savez ce qu'il vous reste à faire! Wink
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeMer 30 Sep - 8:10

Admin a écrit:

Pour la manif, je prépare 1er trimestre 2010 une manif à Strasbourg pour TGW pour peu qu'on ait sufisemment de volontaires. Donc, pour péréniser la règle vous savez ce qu'il vous reste à faire! Wink

C'est une très bonne nouvelle, espéront que les joueurs suiveront...

en tout cas Merci pour ton travaille.

Oeil_mort aka David H.
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Siaba

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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeMer 30 Sep - 8:16

Ce sera quel type de manif' ?
Tournoi ? Démos ? Les deux ?
Je promet rien, mais si j'arrive à motiver le père Fred pour faire du co-voiturage, ça m'interesserait de venir.
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeMer 30 Sep - 13:48

Oui si tu as plusieurs dates de libres, que je cales ça sur mes WE de repos, au tant que faire se peut cheers
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Lannes

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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeMer 30 Sep - 14:20

Si je peux Alex j'essaierais de venir mais c'est encore trop tôt pour me prononcer vu qu'il y aura aussi Buchères et Chaumont.
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeMer 30 Sep - 14:27

Par contre, vu que j'ai pas la moindre figurine peinte, ce serait bien de savoir assez vite à quoi s'attendre....ca me permettrait de venir avec une armée si jamais c'est un tournoi ou une campagne Wink
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeVen 2 Oct - 22:41

Hello les gars,
enfin pour OTT cheers cheers cheers
Ok pour la manif mais comme jean-pierre, en esperant que cela tombe sur un WE ou je ne bosse pas. Twisted Evil

seb
afro
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeMer 7 Oct - 19:59

Bon aux dernières nouvelles, OTT serait pour la fin de l'année ou janvier. On verra... Suspect

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! Wink

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.

Marksmen
Some 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).

Ferocious
Some 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.

Lancers
This 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.

Stealth
Some 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!).

Stubborn
Some 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.

Implacable
Some 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 Order
Even 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 Units
Companies 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 TRAINING
A 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 Movement
The 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 COMMAND
Big 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!


ORDERS
The 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 Orders

There 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 Orders
Any 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 Groups
If 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 COMMAND
Nice 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 FIRE
This 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.
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeMer 7 Oct - 20:06

Bien sympa toutes ces règles! Very Happy
Vivement que le supplément sorte. bounce bounce
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeSam 17 Oct - 10:51

Allez, la suite avec les règles de barrages d'artillerie. Je peux pas poster les diagrammes, mais cela vous donnera une idée!

Symphony of Hell

Heavy Artillery in the Great War
In 1914 no country had foresighted the crucial role that artillery would have in the war that has begun. France, Britain and Germany believed that the war would be short and won by the rapid advance and movement of the armies. These beliefs explain that the main artillery available to armies of that time were field guns, destined to provide a close support to the mass of advancing troops. But soon all nations understood the need for heavier guns that could end the stalemate of 1915.
War production became focused on the production of guns and their necessary shells. After the shortage of 1915 (called by the Entente the ‘Shell Scandal’) the armies were supplied with the needed quantity of ammunitions. Some facts that show the exponential development of the Heavy Artillery during these years and dwarf every other conflict fought since the birth of mankind:
- In the 1915 offensive in the Artois, the French had 300 Heavy Guns.
- Some months later, during the Champagne offensive, they had 2,000 (these guns destroyed 3 Germans Regiments by their own).
- The preparation of artillery of the Battle of the Somme involved 1,400 British Guns and 1,6 millions of shells shot in some 5 days.
- In 1917 the assault against Vimy Ridge was preceded by a bombardment of 7 days, nicknamed by the Germans the ‘Symphony of Hell’. It was conducted by more than 1,000 heavy artillery guns (howitzers and 60 pdr) concentrated on a frontline of less than 15 km. The windows of houses up to 20 km away are reported to have blown up by the resonance of the bombardment.
- In 1918 the preparation of the Kaiserschlacht saw 10,000 Germans guns and mortars open fire on a 40 miles front firing more than 1,100,000 shells in less than five hours. This gives on average more than 90 shells falling every minute on each mile of the frontline!

The development of artillery led to new tactics to support the assaulting units. Smoke, creeping barrages were new forms of bombardment whose mastery took many months to be achieved and were not fully mastered until the last stage of the Great War. No offensive could be conducted without this precious support, and the failure of the artillery led to bloodshed as the Somme. No other arm saw so much attention and such dedication of resources than the artillery, as it testified by the statement of a witness of that time: ‘The World War One was an artilleryman war fought by the Infantry’.

QUOTES OF THE FRONT
The infantry hated the artillery. They hated its wantonness, its random, murderous power, above all the defencelessness against it. It was like a primitive god, uncertain, inconsistent and unjust.
Barrie Pit, 1918, The Last Act.

Heavy Artillery as Divisional Support
The army lists presented in this book includes in the unit allowance the Heavy Artillery Barrages as a Divisional Support choice. These barrages represent the support afforded by off-table guns and howizers and part of the assets available to any infantry division.
There are different kinds of artillery barrages available, and each Heavy Artillery Barrage is characterized by:
- Its Timing (either Pre-planned or Requested)
- The shells it uses (High Explosive, Shrapnel or Smoke)
- The Barrage Method (Concentration Fire, Random Shelling or Creeping Barrage)
The choice has to be made during the army selection process, and appear on your army roster, like: Heavy Barrage (Requested/High Explosives/Creeping Barrage). Except when otherwise noted in the army list, there are no restriction placed upon which kind of artillery barrage you’re allowed to select, and you are free to select the same one multiple times, but remember that each Heavy Artillery barrage consumes one of your Divisional Support choice (some Battalions may take 2 barrages per Divisional Support Choice, as specified in the relevant army list).

Using Heavy Artillery Barrage
Heavy Artillery is never represented on the tabletop and no figures or models are needed for them. It is assumed that the guns are far behind the frontline, most of the time many miles away, and strike at request or according to pre-planned arrangements. During the army selection, at the same time you select the type of barrage chosen, you must determine if the barrage will be either pre-planned or requested. Your choice should depend on your overall strategy and the kind of army you play. As a rule of thumb if your army doesn’t include a Signal Staff (see later for its games effects) it will be more effective to look for a pre-planned barrage.

Pre-planned barrages
Pre-planned barrages represent the support of artillery prepared prior to the battle, after some intelligence about the enemy’s positions has been acquired. At a determine time the guns will fire their shells according to the planned scheme, and strike at the determined coordinates.
In game terms, the timing and hitting point of each pre-planned barrage must be chosen after the deployment. For each pre-planned barrage on your army list, secretly write down the turn number at which it will fall. This can be any turn. Place a marker on the planned hitting point. This hitting point can be placed anywhere on the table, even if it is out of sight of any of your unit.
For each pre-planned artillery barrage, you get two dummy markers to be placed anywhere on the table as well, to confuse your opponent about the exact location of your aiming point. Be careful that the correct marker is clearly identified (we use explosions bursts with a number written under them).
During your shooting phase of the planned turn roll a D6. On a result of 2 to 6, the barrage will automatically fall, without regard to the actual situation (your troops can be in the zone under the barrage, and there is no mean to prevent it). When a pre-planned barrage falls, you must immediately remove the 2 dummy markers from the table and resolve the barrage. Once a pre-planned barrage has been resolved, it is consumed, and cannot be used again.
If you have selected more than one Pre-planned Barrage, then you will require a set of 3 markers for each of these barrages. Mark them carefully to prevent confusion for your opponent (or for yourself!)
On a result of 1, some problem occurred. The barrage is postponed and will not be resolved this turn. Roll a D6 again at the start of your next turn, with a 1 resulting in another delay.
Defenders in an Operational Mission cannot use Pre-Planned barrages as we assume that they do not have enough intelligence of the enemy’s plan to predict exactly at what time the assault will begin.

Requested barrages
Requested barrages involve a communication link between the frontline troops and the artillery units staying behind the main combat zone. The communication facilities at the beginning of the 20th century being notably archaic, there was often a delay between the moment the barrage was requested and the moment it fell on the battlefield. The disadvantage was compensated by the flexibility of such support that was used when needed. These kind of support were often called the SOS Fire Missions.
A command group must ask for the requested barrage. Only the HQ Command Group can request a barrage, except when otherwise noted in the army list.
In your shooting phase, a HQ Command Group that didn’t move in the movement phase (and that is not engaged in close quarters combat, pined or falling back) can request a barrage, aimed at any point in his line of sight. Mark the point chosen and roll a die. On a result of 5+ the requested barrage falls, and its effect are resolved. If you fail the die roll, leave the marker. Next turn roll the die once again, but this time the barrage will be available on a result of 4+. Should you miss, the third turn it will be available on a roll of 3+ and the fourth turn on a roll of 2+. A 1 remain a failure, no matter how many turns you desperately asked for the support.
If at any moment the Command Group asking for the barrage moves is pinned down, falls back or is locked in close combat, the marker is removed from the table and the whole process must begin again. Once the Barrage has begun, the fate of the Command Group is irrelevant (i.e. a Creeping Barrage will continue its progression even if the Command Group that asked for it is pined or eliminated).
It must be clear that each heavy Artillery Barrage choice represent one battery firing. So, as long as a Heavy Barrage is running (in the case of a Creeping Barrage or a Concentration Fire, see below for further explanations), you cannot request that barrage again on another point of the battlefield. But if you have taken more than one Heavy Barrage in your army list, the Command Group can request another one meanwhile the previous is still effective.
A HQ Command Group can only request a single barrage per shooting phase. Instead of asking for a barrage, a Command Group can automatically cancel a running barrage, making it available again beginning with the next turn.
Note that this is an advantage of requested barrages: they can be use more than once during a game at the expense of reliability (as their arrival is subject to a dice roll).

Resolving Heavy Artillery Barrages
Heavy artillery barrages follow the same procedure as a Mortar template (i.e. it will scatter) , as indicated page 39 of The Great War rulebook. Due to their famed imprecision Heavy Artillery barrages always scatter with 2D6’’.
Heavy Barrages are Pinning Weapons.

Superior Spotting Techniques
In the last years of the war, after the battle of the Somme, considerable progress were made in the use of the artillery bombardment and the skills needed to deliver an effective supporting barrage to the infantry spearheading the assault. Some army lists, such as the 1917 British armies, have access the Superior Spotting Techniques option by paying the required points for each of their Heavy Artillery Barrages. By doing so, the scatter distance will be reduced to 1D6’’ instead of 2D6’’.

Selecting the Heavy Barrages
All Heavy Barrages must have one shell type (that determines the effects of the barrage) and a barrage method (that governs the way the barrage is used on the gaming table). You can combine any shell type with any barrage method, but both indications must clearly appear on your army roster. Some shells or barrages are not available before a given year, it is indicated in parenthesis (1916+ means that the selected shell/barrage cannot be used before 1916).

Shell Types
High Explosives Shells (1915+)
High explosives produced the better results against entrenched enemy, as long as it was fired with accuracy, and fell within the targeted fortifications.
High Explosives Shells are Strength 6 and uses the Blast Marker. Any unit that has suffered casualties from the High Explosive barrage will suffer a –1 Leadership modifier to its Pinning test for each casualty inflicted.

High Explosives can affect scenery as well as troops.

Buildings and Pillboxes can collapse, depending on a dice roll which compares the Strength of the shells to the armour value of the pillbox or building (see The Great War page 34). Note that High Explosives adds +2D6 to their Armour Penetration against vehicles and buildings/pillboxes.

Any Barbed Wire sections under the template are removed on a roll of 5+.

Troops under cover must reduce their cover save by 1 point when rolling against a High Explosive Barrage. Example: A fire trench (cover save 4+) would only grant a 5+ cover save against a High Explosive barrage.


Shrapnel Shells (1915+)
Shrapnel came in various calibres and was meant to detonate above the ground letting pieces of metal rain upon the helpless target.
Shrapnel Shells are Strength 3 and uses the Large Blast Marker.

Smoke Shells (1916+)
Smoke shells were fired ahead of advancing parties to provide them with a vital cover.
Smoke Shells use the Large Blast Marker which blocks all line of sight for firing or for any other purpose. The area covered by smoke shells is considered as a difficult terrain for troops moving through it, but not for vehicles.
At the end of each movement phase, roll a dice for each Heavy Barrage Smoke template on the table. On a result of 4+ it is removed from the table.
Smoke shells barrages are the only barrages that can be pre-planned on turn 1 of the game, and are always fired by the Random Shelling method.

Barrage Method
Concentration Fire (1916+)
When firing a concentration fire, use 3 templates arranged as according to the diagram 1.1


The templates remain in place until the barrage is cancelled. Each shooting phase its effects to troops and terrain features under the templates are resolved.
The area covered by the Concentration Fire blocks the line of sight, and no shooting is permitted through such an area as the repeating explosions projects earth and smoke that hinder the spotting of enemies. No unit can voluntary move in the zone beaten by a Concentration Barrage.

Random Shelling (1915+)
When firing a concentration fire, use 5 templates placed according to the rules for Multiple Barrages as described page 43 of The Great War rulebook.
After the effects have been resolved, remove the templates unless firing Smoke Shells.

Creeping Barrage (1916+)
When firing a concentration fire, use 3 templates arranged as according to the diagram 1.2




At the beginning of each of your shooting phase, the creeping barrage moves forward as indicated in the diagram, with its effects resolved for everything covered by the templates. The barrage ceases either at the end of the game or when exiting the table.
The area covered by the Creeping Barrage blocks the line of sight, and no shooting is permitted through such an area as the wall of explosions cannot be seen through.



Signal Staff
Some armies have access to a signal staff as part of their regimental or divisional choices. These represent units equipped with communications facilities, ranging from telephones to telegraphs or even, as it was sometime the case, messenger dogs. They help the command group to stay in touch with the higher echelon command staff and give precious intelligence of the situation.
As long as the signal staff is within 6” of your HQ command group and the Signal Staff did not move during the movement phase (and is not Pined) , it grants you the following benefits:
- Any die rolled for a request for Heavy Barrage support can be re-rolled once.
- One failed Reserve roll per turn can be re-rolled once.
- You automatically pass the Leadership test to resolve a Counter Bombardment (see page 85 of The Great War rulebook).

A Signal Staff can perform his duty as long as it has 2 models. When reduced to 1 model it becomes useless.

MEMO FROM HIGH COMMAND
Heavy Barrages are a unique opportunity to field on the table some nice models that you could not use in a standard game, as the German ‘Big Bertha’ or some French or British howitzers. Field Guns (a battery of them!) could be used alternatively.
The Gods of Luck favour the most dedicated players, and without doubt, the sight of these huge guns pointed against him will give you the psychological edge over your opponent!
When you have used your Heavy Barrages, you can remove the guns from the table, ready to unleash hell in your next game!

MEMO FROM HIGH COMMAND
The larger barrages of the Great War are beyond the scope of these rules. What we are referring to with our rules are the support afforded by a battery of field guns or howitzers prior to an assault, not the very large, multi-days bombardment that preceded the Battle of the Somme or the Passchendaele offensive.
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Messages : 218
Date d'inscription : 20/06/2008
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitimeDim 18 Oct - 10:25

C'est bien sympa tout ça. De ce qu'on en voit, OTT ajoutera beaucoup de "chrome" au jeu. Ces règles sur l'artllerie manquaient un peu pour la fin de guerre jusqu'à présent.
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MessageSujet: Re: Le premier supplément   Le premier supplément Icon_minitime

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