Silence The Gun. A scenario for General Glen s Combat Rules For Toy Soldiers

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A scenario for General Glen s Combat Rules For Toy Soldiers Silence The Gun One of a dozen gliders sent to carry British airborne troops to Caen took off from a remote airfield in Southern England during the night of June 5th, 1944. The commando mission was to take the bridges over the canals at Caen in support or the June 6 invasion of Normandy. One plane, number 4, was the victim of a mishap when its tow plane was shot down over the English Channel by a German night-fighter. A quick-thinking pilot jettisoned the tow cable and was able to coax the heavily laden glider past the beach, to make a landing in the bocage a few kilometers South of Courseulles-Sur-Mer, next to a small village named Beny-Sur-Mer. The glider collided with a blacked-out radio tower and broke apart in the air before hitting the ground. A Jeep it had been carrying fell out the back as the plane cartwheeled into a flooded field, scattering the men across a wide area swath. Unbelievably, most of the men emerged unscathed from the crash - 12 fighting men and 3 glider crew were declared fit for combat duty while 2 seriously wounded men would be left behind with a medic to tend to them. Once on the ground, ranking officer Master Sergeant Miles Cole made a command decision. They were too far from Caen to be of any help in the battle for the bridges. One site of Allied attack, code-named Juno Beach, was only a few miles North. Scouts reported that some sort of artillery piece was nearby, ready for action, and would no doubt pound Juno beach when the attack finally took place. Maps also revealed that this crossroads would be a bitter resistance point if the Germans were to defend it when the Canadians broke inland later that day. This is confirmed by the appearance of a French woman named Juliette, who affirms the Germans are just coming returning from a party held in the next town. -------------------------------------------------------- At the cross-roads crossroads not far from Beny-Sur-Mer, the local German squad commander, Emil Friel, has just spent a long night listening to conflicting reports on the radio - the Allies are hitting Normandy! Or is it Pas-De-Calais, hundreds of kilometers to the East? Other reports tell of para- and glider troops landing all over Northern France. He has received a command from the local Oberlieutenant - start firing on these coordinates! The Allies are landing at Courseulles-Sur-Mer, not five kilometers to the North! And most of his men just now returning from leave! Just before he is to commence his barrage, his scout tells Emil that a group of commandos is coming in from the South - probably to take out the artillery position and capture the crossroads! He clenches his jaw and gets the men ready for a fight, pulling some of the crew off of the gun to bring his four squads up to strength.

A scenario for General Glen s Combat Rules For Toy Soldiers Victory Conditions British: 1 VP for each German killed. 5 VP if the Hummel is destroyed. 3 VP if the farmhouse is controlled by end of last turn. Germans: 1 VP for each Brit killed. 4 VP if the farmhouse is controlled by end of last turn. 4 VP if the café is controlled by end of last turn. Max 20 pts. For each team.

British Unit Record Sheet Miles Cole CR2 AC1 Bolt Action Rifle short 1-3/TN 7 med. 4-6/TN 8 long 7-9/TN 9 Notes J Diamonds HP 10 Rifle Grenade short 1-3/TN 4 med. 4-6/TN 5 long 7-9/TN6 *May not move and shoot; indirect at long range O O C - Regular L1 Turn Record / / / / / / / / / / / Cecil CR3 AC1 Sniper Rifle short 1-4/TN 7 med. 5-8/TN 7 long 9-12/TN 7 Notes 9 Diamonds HP 12 Pistol short 0-2/TN 7 med. 3-4/TN 9 long 5-6/TN 11 *may be used in melee Binocs A - Elite - -1TN ranged Collum 8 Diamonds CR2 AC1 LMG(m) short 1-3/TN 5 med. 4-6/TN 6 long 7-9/TN 7 *Zone Fire at +2 TN; +2 TN for moving Notes HP 12 Pistol short 0-2/TN 7 med. 3-4/TN 9 long 5-6/TN 11 *may be used in melee A - Elite - -1TN ranged Nigel 2 Diamonds CR2 AC1 SMG(m) short 1-2/TN 4 med. 3-4/TN 6 long 5-6/TN 8 *Zone Fire at +2 TN Notes HP 8 - E - Conscript - ranged

British Unit Record Sheet CR2 AC1 SMG(m) short 1-2/TN 4 med. 3-4/TN 6 long 5-6/TN 8 *Zone Fire at +2 TN Notes Seamus Q Diamonds HP 20 Grenade short 1/TN 4 med. 2/TN 5 long 3/TN 6 *may run; indirect fire weapon O O A+ - Hero L½ Turn Record / / / / / / / / / / / -1 TN ranged Eddie 4 Diamonds C - Regular - Tommy 3 Diamonds HP 10 C - Regular - CR2 AC1 SMG(m) short 1-2/TN 4 med. 3-4/TN 6 long 5-6/TN 8 *Zone Fire at +2 TN Notes HP 10 Grenade short 1/TN 4 med. 2/TN 5 long 3/TN 6 *may run; indirect fire weapon O O - - CR2 AC1 Bolt Action Rifle short 1-3/TN 7 med. 4-6/TN 8 long 7-9/TN 9 Notes - -

British Unit Record Sheet Fred CR2 AC1 RIAT short 1-2/TN6 med. 3-4/TN 8 long 5-6/TN 10 +2 TN for moving; 5d12 dam Notes 12 Diamonds HP 12 Pistol short 0-2/TN 7 med. 3-4/TN 9 long 5-6/TN 11 *may be used in melee A - Elite - Turn Record / / / / / / / / / / / -1 TN ranged Juliette Q Hearts CR0 AC1 SMG(m) short 1-2/TN 4 med. 3-4/TN 6 long 5-6/TN 8 *Zone Fire at +2 TN Notes HP 12 - A - Elite - - -1 TN ranged Matthew 6 Diamonds HP 10 CR2 AC1 Bolt Action Rifle short 1-3/TN 7 med. 4-6/TN 8 long 7-9/TN 9 Notes C - Regular - -

British Unit Record Sheet Scott CR2 AC1 SMG(m) short 1-2/TN 4 med. 3-4/TN 6 long 5-6/TN 8 *Zone Fire at +2 TN Notes K Diamonds HP 20 Grenade short 1/TN 4 med. 2/TN 5 long 3/TN 6 *may run; indirect fire weapon O O A+ - Hero L1 Turn Record / / / / / / / / / / / -1 TN ranged Finnegan 7 Diamonds HP 11 B - Veteran - John 5 Diamonds HP 11 B - Veteran - - F/LT Windsor A Diamonds CR2 AC1 Bolt Action Rifle short 1-3/TN 7 med. 4-6/TN 8 long 7-9/TN 9 Notes CR2 AC1 Bolt Action Rifle short 1-3/TN 7 med. 4-6/TN 8 long 7-9/TN 9 Notes Rifle Grenade short 1-3/TN 4 med. 4-6/TN 5 long 7-9/TN6 *May not move and shoot; indirect at long range O O CR0 AC1 Pistol short 0-2/TN 7 med. 3-4/TN 9 long 5-6/TN 11 *may be used in melee Notes HP 9 - Binoculars D - Green - Turn Record / / / / / / / / / / / -

German Unit Record Sheet CR1 AC2 RIAT short 1-2/TN 6 med. 3-4/TN 7 long 5-6/TN 8 *+2 TN for moving; 5d12 damage Notes HP 12 Pistol short 0-2/TN 7 med. 3-4/TN 9 long 5-6/TN 11 *may be used in melee Fritz 1 Spades A - Elite - Turn Record / / / / / / / / / / / -1 TN ranged Wolfgang 1 Spades CR1 AC2 SMG(m) short 1-2/TN 4 med. 3-4/TN 6 long 5-6/TN 8 *Zone Fire at +2 TN Notes HP 8 - E - Conscript - - +1 TN ranged Kris 2 Spades CR1 AC2 Bolt Action Carbine short 1-3/TN 7 med. 4-6/TN 8 long 7-9/TN 9 Notes HP 10 C - Regular - - - Hummel Crew Q Spades CR0 AC1 Pistol short 0-2/TN 7 med. 3-4/TN 9 long 5-6/TN 11 *may be used in melee Notes HP 9 - Binoculars D - Green - Turn Record / / / / / / / / / / / -

German Unit Record Sheet Max CR1 AC2 SMG(m) short 1-2/TN 4 med. 3-4/TN 6 long 5-6/TN 8 *Zone Fire at +2 TN Notes 3 Spades HP 20 Grenade short 1/TN 4 med. 2/TN 5 long 3/TN 6 *may run; indirect fire weapon O O A+ - Hero L½ Turn Record / / / / / / / / / / / -1 TN ranged Heinz 4 Spades CR1 AC2 SMG(m) short 1-2/TN 4 med. 3-4/TN 6 long 5-6/TN 8 *Zone Fire at +2 TN Notes HP 10 Grenade short 1/TN 4 med. 2/TN 5 long 3/TN 6 *may run; indirect fire weapon O O C - Regular - - Knut 5 Spades HP 10 CR1 AC2 Bolt Action Carbine short 1-3/TN 7 med. 4-6/TN 8 long 7-9/TN 9 Notes C - Regular - -

German Unit Record Sheet Emil Friel CR1 AC2 Bolt Action Carbine short 1-3/TN 7 med. 4-6/TN 8 long 7-9/TN 9 Notes 6 Spades HP 10 Rifle Grenade short 1-3/TN 4 med. 4-6/TN 5 long 7-9/TN6 *May not move and shoot; indirect at long range C - Regular L1 Turn Record / / / / / / / / / / / Franck 7 Spades CR3 AC1 Sniper Rifle short 1-4/TN 7 med. 5-8/TN 7 long 9-12/TN 7 Notes HP 12 Pistol short 0-2/TN 7 med. 3-4/TN 9 long 5-6/TN 11 *may be used in melee Binocs A - Elite - -1TN ranged Ernst 8 Spades CR1 AC2 LMG(d) short 1-3/TN 5 med. 4-6/TN 6 long 7-9/TN 7 *Zone Fire at +1 TN; +2 TN for moving Notes HP 12 Pistol short 0-2/TN 7 med. 3-4/TN 9 long 5-6/TN 11 *may be used in melee A - Elite - -1TN ranged

German Unit Record Sheet CR1 AC2 SMG(m) short 1-2/TN 4 med. 3-4/TN 6 long 5-6/TN 8 *Zone Fire at +2 TN Notes HP 20 Grenade short 1/TN 4 med. 2/TN 5 long 3/TN 6 *may run; indirect fire weapon O O Friedrich 9 Spades A+ - Hero L1 Turn Record / / / / / / / / / / / -1 TN ranged Calvin 10 Spades CR1 AC2 Bolt Action Rifle short 1-3/TN 7 med. 4-6/TN 8 long 7-9/TN 9 Notes HP 11 B - Veteran - - - Krupp J Spades CR1 AC2 Bolt Action Rifle short 1-3/TN 7 med. 4-6/TN 8 long 7-9/TN 9 Notes HP 10 Rifle Grenade short 1-3/TN 4 med. 4-6/TN 5 long 7-9/TN6 *May not move and shoot; indirect at long range O O C - Regular - - -

Allied Start Zone Hedge Hedge Hedge Stone Wall Stone Wall Stone Wall Stone Wall Gate Elevation line Stone Wall Stream Axis Start Zone Elevation line

Spotting Table General Glen s Second Edition Spotting Phase Quick Reference Sheet Enemy Takes a Combat Action Spotter Moves Into View Enemy Moves Into View Spotter is moving Spotter is wearing armor + Spotter s AC + Spotter s AC + Spotter s AC + Spotter s AC Enemy is partially obscured Enemy is mostly obscured Enemy is wearing camouflage + Enemy s CR + Enemy s CR + Enemy s CR + Enemy s CR Enemy shooting or taking grenade combat action. -2TN* Enemy is moving -2TN -2TN Enemy is wearing armor - Enemy s AC - Enemy s AC - Enemy s AC - Enemy s AC Spotter is using range 5-8 -1TN range 5- -1TN range 5-8 -1TN binoculars range 9+ -2TN range 9+ -2TN range 9+ -2TN *Spotting bonus for shooting and grenade combat actions is increased by 1TN for flame throwers and for each die of damage beyond the first that a weapon is capable of inflicting. Movement by Posture Soldier s Posture Regular Move Running Prone (crawling) 1 n/a Kneeling (crouching) 2 n/a Standing 2 3 Shooting Tactical Factors Bonus Modifiers Attacker is A class (Elite), or A+ class (Hero) Attacker is a A++ class (Champion) Penalty Modifiers Attacker is E class (Conscript) Target partially obscured by cover* Target mostly obscured by cover* Attacker is moving with pistol, bolt action or semiauto. rifle or carbine, assault rifle, shotgun or SMG Attacker is moving with sniper rifle, LMG, flame thrower, DIAT or RIAT Attacker is using volley fire with Pistol, bolt action or semi- auto. rifle or carbine, shotgun, sniper rifle or antitank rifle Attacker is using zone fire with Assault Rifle, SMG(M), LMG(M), or MMG(M) Attacker is using zone fire with SMG(D), LMG(D) or MMG(D) Attacker is using opportunity fire against a moving target Target is just spotted (unless using volley fire, zone fire or area effect weapon) Firing a weapon with bayonet fixed (or other melee weapon ready in off hand) Shooter is lightly wounded (LW) Shooter is moderately wounded (MW) Shooter is seriously wounded (SW) Indirect Attack Tactical Factors Bonus Modifiers Attacker is A class (Elite), or A+ class (Hero) Attacker is a A++ class (Champion) Penalty Modifiers Attacker is E class (Conscript) Attacker is moving (only permitted when throwing grenades) Attacker is lightly wounded (LW) Attacker is moderately wounded (MW) Attacker is seriously wounded (SW) 1TN 2TN +1 TN +3TN 1TN 2TN +3TN Indirect-Fire Scatter Chart 1 2 or 3 4 5 or 7 Target Zone 6 or 8 9 11 or 12 10 Attacker facing this direction Speculative Fire Scatter Chart 1 2 3 4 5 6 7 Target Zone 8 10 11 12 Attacker facing this direction In-Zone TN Modifiers Base TN 6 Bonus Modifiers Defender is totally enclosed within a vehicle or structure Defender is partially enclosed within a vehicle or structure Penalty Modifiers Defender is kneeling Defender is prone 9 4TN 2TN Permission granted to print and copy for personal use only by Red Shirt Games

Melee Tactical Factors Base Melee TN 9 Bonus Modifiers Attacker just charged into defender s zone -1TN Attacker has a higher melee weapon class -1TN Attacker has a higher morale class -1TN Attacker is standing and defender is -1TN kneeling Attacker is standing and defender is prone -2TN Attacker is kneeling and defender is prone -1TN Penalty modifiers Defender has a higher melee weapon class Defender has a higher morale class Defender is standing; attacker is kneeling Defender is standing and attacker is prone Defender is kneeling and attacker is prone Attacker is lightly wounded (LW) Attacker is moderately wounded (MW) Attacker is seriously wounded (SW) +3TN Crit. Roll 1 2 3 General Glen s Second Edition Wound Status Table Morale Class HP LW: +1 TN MW: +2 TN -1/3 MP SW: +3 TN -2/3 MP CW: Unconsciou s A++ 30 21-29 hp 11-20 hp 1-10 hp 0 hp A+ 20 14-19 hp 7-13 hp 1-6 hp 0 hp A 12 9-11 hp 5-8 hp 1-4 hp 0 hp B 11 8-10 hp 4-7 hp 1-3 hp 0 hp C 10 7-9 hp 4-6 hp 1-3 hp 0 hp D 9 7-8 hp 4-6 hp 1-3 hp 0 hp E 8 6-7 hp 3-5 hp 1-2 hp 0 hp Movement run 3 N/A N/A N/A Movement - normal 2 2 1 0 Movement Kneeling 2 2 1 0 Movement - Prone 1 1 1 0 Critical Hits Table Equipment Vehicles Structures KO equipment knocked out Roll for crew hit on protected crew She s gonna blow : Roll additional crit. immediately. Penetration: crew hit on protected crew KO vehicle knocked out Roll for crew hit on protected occupants Fire: crit. and crew hit on all occupants every turn until vehicle KO Penetration: crew hit on protected occupants Structure destroyed Roll for crew hit on protected occupants Fire: crit. and crew hit on all occupants every turn until structure destroyed Penetration: crew hit on protected occupants 4 Stressed 1/2 DT Stressed 1/2 DT Stressed 1/2 DT 5 Major damage: +2 TN Main weapon seriously dam: +2 TN Major damage: -2 DT 6 Light damage: +1 TN Main weapon lightly dam: +1 TN Light damage: -1 DT 7 Major damage: +2 TN Major weapon damage: All weapons +2 TN Major damage: -2 DT 8 Light damage: +1 TN Light weapon damage: All weapons +1 TN Light damage: -1 DT 9 Major damage: +2 TN Serious suspension damage: 1/2 MP Major damage: -2 DT 10 Light damage: +1 TN Light suspension damage: - 1/4 MP Light damage: -1 DT 11 Major damage: +2 TN Serious Engine Damage: -1/2 MP Major damage: -2 DT 12 Light damage: +1 TN Light Engine Damage: -1/4 MP Light damage: -1 DT Vehicle Hit Location Table Thrown Grenade Attack Other Indirect Fire Direct Fire using HE ammunition AFV without turret Top 1-3 1-4 Front 4 5 1-3 Right Side 5-6 6-8 4-6 Left Side 7-8 9-11 7-9 Rear 9 12 10-12 Bottom 10-12 Hull facing most visible to shot Hull facing next most visible to shot Other Direct Fire AFV with turret Hull Top 1 1-2 Hull Front 2 3 1-3 Hull Right Side 3-4 4-6 4-6 Hull Left Side 5-6 7-9 7-9 Hull Rear 7 10 10-12 Hull Bottom 8-10 Turret Side 1-4 Turret Top 11-12 11-12 Hull facing most visible to shot 5-10 Hull facing next most visible to shot 11-12 1-8 9-12 Permission granted to print and copy for personal use only by Red Shirt Games