Sturmgehutz
<>
&&
Sorcery
OR
HOW EFFECTIVE IS A PANZERFAUST
AGAINST A TROLL, HEINZ?
by Gary Gygax
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WWII/FANTASY BATTLES |
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D&D is a game of many facets, and occasionally we cook up a few
little surprises
for the boys planning to play a “straight” battle. In this case one
team was
carefully primed for an upcoming WWII miniatures game, while the other
team
was instructed regarding a fantasy battle to be fought on the table
top. How could
we mix moderns with swords & sorcery? The structure of D&D
is such that it
easily lends itself to such adaption, and brief rules will be given
at. the end of the
article. The orders of battle, situation analyses, and objectives given
to the opponents
were:
GERMAN SS
PATROL <runes.senur>
AC w/20 mm cannon
Hftk w/ 2 Lt. MG
Hftk w/ 1 Lt. MG
VW
Kubelwagen
1 Hauptmann
(SS equivalent), MP
3 Feldwebels
(SS equivalent), SMG
3 drivers, MP
1 driver, SMG
3 crew, MP
20 men
40 hand grenades
14 Rifles
2 SMG
2 Assault Rifles
2 Pistols
3 Pzfsts.
160 mm. mtr. w/ 20 rounds HE
1 Flamethrower
SITUATION
There has been unusual resistance activity in this area, and in the
last few
days a squad of Security troops were wiped out in a battle with them.
Only one old
man, bearded, and with no weapons, was found at the scene of the battle.
From
his dress and general appearance it would seem that he was a Russian
clergyman
— probably there to incite the troops to greater bravery as the Communist
commissars
have failed in this respect.
OBJECTIVE
The hiding place of the guerrillas is probably in a remote and wild
area which
is accessible only by means of a very old and rough cart track. You
must proceed
to this area, surround their camp, and wipe them out to a man. The
suspected
camp site is undoubtedly well-camouflaged, for aerial recon has found
only very
occasional signs of movement there.
THE SERVANTS OF THE GATHERER
12th Level EHP with +2 Armor & Shield, Snake Staff
1 Hero, +1 A & Sh, + 3 Swd
1 Hero, +1 A & Sh, +1 Spear
1 Magician
2 Mummies
3 Ogres
3 Ghouls
4 Trolls
19 Orcs
4 with axes
6 with swords
6 with spears
3 with bows (51 regular & 9 magic arrows)
1 Insectoid pet of the EHP (equal to Giant Scorpion)
SITUATION
Your able lieutenants Grustiven the Warlock and the Lama Goocz have
failed to return from an exploration of an area of unusual nature —
just west of
your castle a thick fog sprang up and has been obscuring vision since
then. Dispell
Magic failed to affect the area, and your henchmen were ordered to
investigate,
for it is possible that some Lawful enemy is at work, using the mist
to screen
gathering troops. Unfortunately, your strongest fighters and 200 orcs
are
elsewhere warring with a Neutral Lord who insulted you, so you will
have to make
do with the forces on hand. An orc detailed to patrol the edge of the
fog area has
just reported that unusual sounds have been issuing from the area —
he described
them as: “low growls, the clanking of chains, and a deep humming,”
but who can
trust a stupid orc?
OBJECTIVE
Considering the state your forces are currently in, it is up to you
what the best
course to follow is. You can attempt to ambush the enemy before they
reach your
stronghold, or you can hole up in your castle and prepare to withstand
a siege, but
if the attackers are strong and not molested until they reach the castle
walls, your
forces might not be able to prevent an escalade, and you cannot lose
your castle!
Light played an important part in setting up this action. The first
turn of
movement was done on paper by both sides, for the referee stated it
was still dark.
Two ten minute moves during false dawn were likewise conducted.
During this
phase the Germans penetrated the screen of mist, and orc scouts were
sent out by
the Servants’. There were three maps used for preparation and preliminary
moves,
the players having incomplete ones, the referee having the correct
one. The maps
are shown below:
The SS patrol had moved westwards parallel to the woods (and misty area)
at
the south end of the area. There was one ‘track and a few men near
the road to
radio information to the advancing body in case “partisans” should
appear from
the trees. As the main group passed through the mist radio communications
were
suddenly lost. Then they were through the fog, the stream was crossed,
and careful
observations were made on the two astounding features which shouldn’t
be there!
The boulders weren’t shown on the headquarters map of the area, nor
was an intact
castle! HALTE! came the command from the Hauptmann. The armored car,
‘track, and VW formed a lager. Time to reassess plans — The glasses
revealed
yellowish faces of unusual ugliness peering at the patrol from the
nearby patch of
rocks, and in the other too! And what was that tall shape in the far
distance
striding into the mists. At this moment the orcs broke cover, hoping
to continue
their luck; after all they had not yet been fired upon. Six automatic
weapons
opened up and cut the lot to bits.
This was intolerable to the EHP, and he visited a swarm of insects upon
the
offending Germans. The insects nearly drove the soldiers mad, and in
haste they
tried their best to drive them away using smoke. That and the wind
relieved the
situation, but only momentarily. Before the patrol could move their
vehicles a man
in a pointed hat and long gown appeared amongst the boulders farthest
from the
Germans, pointed his finger, and a great explosion ripped the VW to
shreds, also
destroying several of the tires on the AC. Stunned, the troopers returned
fire too
late to do other than wound this new enemy. Men piled into the halftrack
and
made haste to go somewhere — anywhere. At this point an even closer
approach to
the castle seemed advisable. As the vehicle drew near the walls a rain
of arrows
seemed to pour upon the ‘track, but the men plying the bows upon the
walls were
meat on the table for MG 34’s, and both fell dead with a few bursts.
The Germans
made a complete circuit of the fortress, lobbing a few mortar shells
into the place
once they attained the dirt road to the east of it. More insects swarmed
upon them
from skies which had but moments before been clear. Time to move on
again
quickly, for the distraction had allowed their fellows with the AC
to replace the
damaged tires. They could be seen climbing back into the car and it
was time to
withdraw before taking worse losses.
As the halftrack roared down the road away from the castle the AC began
to
cross the intervening terrain to join them. Suddenly a bright flash
of light (a phantasmal
fireball) burst before the carrier, and the driver thought himself
blinded.
Luckily his co-driver slowed the vehicle sufficiently, so that it simply
rolled off the
road and came up against the clump of trees to the northeast of the
bridge with a
slight jar. The passengers were not dazed — they could see the great
troll and
three ghastly greenish ghouls rush forth upon them from the monsters’
brushy
lurking place. Near panic, the SS men blazed away with their weapons.
Bullets
smacked into the ghouls, and one dropped, but the other two clambered
into the
halftrack. The troll was also nearly into the vehicle when a desperate
soldier fired
point blank with his panzerfaust; the projectile took the creature
full in the chest,
exploded, and sent burning chunks of troll in all directions. While
this was happening
still another monster attacked — a giant insect-like creature which
somewhat resembled an impossibly large scorpion. It clambered up the
front of
the ‘track, and from this position began attacking the men in the rear
of the
vehicle.
All was chaos there. The SS troopers were fighting a melee with the
two
ghouls, and had not one of them been particularly alert the scorpion-like
monster
would have wiped them out. A burst of fire from a machine pistol —
the driver
had finally recovered his vision — finished the thing. Only four Germans
remained in the rear of the vehicle when the driver backed out of the
trees and sent
the halftrack back towards the safety of the everyday world of the
Eastern Front.
The armored car was awaiting them, its weapon trained down the path
to cover
their companions from any further attack of the nature just undergone.
Nobody
would believe it, had not the halftrack carried the remains of a ghoul
as well as the
insectoid creature draped over its hood!
Above flew an invisible magic-user, and he quickly put an end to the
escape
attempt of the halftrack. A sleep spell caused the driver to
lose control of the
vehicle, and it crashed. The occupants of the armored car knew something
was
wrong, but they did not know what — nor where to look. The magician
was in
clear view overhead, but no soldier looked up, and his next sleep spell
told for the
AC as well. The remaining ‘track waited a short time and then hastened
back to
headquarters. What had happened? They could not say for certain, but
what little
they had observed was too fantastic for belief. The survivors of the
foray were sent
to rest camps, adjudged as suffering from battle fatigue.
Game Analysis: The transition from thinking in terms of WWII
tactics to
fantasy is difficult, while the modern enemies of the fantasy force
were not all that
different from any other opponents as far as tactics were concerned
— that is to
say they were not in the battle reported. However, if the SS were given
a rematch it
could be a far different story, for the long range potential and the
rapid fire ability
of the small arms would surely take a terrible toll. Magic and melee
would
generally weigh heavily against the Germans (or any similar soldiers
from the
modern period), but the match would be a near thing. While it would
take
something like radar to spot invisible opponents, the large caliber
weapons would
be irresistible most of the time. In this case there was no doubt that
the Servants
of the Gatherer won handily.
If any readers care to report their own attempts at such mixed games
we
would appreciate receiving them!
RULES FOR WWII/FANTASY BATTLES:
Regular D&D rules were used for the fantasy side, and the following
special
notes were used for the WWII types:
Movement: Use TRACTICS movement rates, but no fatigue is considered.
Also, all horses and vehicles should get a 20% movement bonus.
Range of Weapons: As in TRACTICS.
Rate of Fire: As in TRACTICS.
Magic Weapons: All AP rounds above 20 mm are considered as magic,
as are
HE and other types above 50 mm.
Experience Levels:
Green = Man
Regular = 1st level
Veteran = 2nd level
Elite = +1 level
NCO = +1 level
Officer (JG) = +2 levels
For example the SS soldiers in the battle reported above were veteran
elite
troops, so their base level was 3rd. The NCO’s were 4th level and the
officer was
5th.
OPTIONAL: After becoming familiar with fantastic opponents allow NCO's
and officers to accrue experience as fighting men. Also chaplains to
function with
regard to turning away undead.
Weapon Type, Damage, and Effect Areas
WEAPON TYPE | DAMAGE | EFFECT AREA |
Pistol | 1-6 | 1-2 targets |
Machine Pistol | 1-6 | type I |
S/Mg. | 1-6 | type II |
Carbine | 1-6 | 1-2 targets |
Rifle | 1-6 | 1 target |
S/A Rifle | 1-6 | 1-2 targets |
Assault Rifle | 1-6 | type II |
Lt. Mg. | 1-6 | type III |
Med. Mg. | 1-6 | type IV |
Hv. Mg. | 2-8 | type III |
20 mm | 3-12 | type II |
37 mm | 4-16 | 1-2 targetsA |
50 mm | 5-30 | 1 targetB |
75 mm | 6-48 | 1 targetC |
90 mm | 7-70 | 1 targetD |
105 mm | 8-80 | 1 targetE |
120 mm | 9-108 | 1 targetF |
150 mm | 10-120 | 1 targetG |
Flamethrower* | 6-30** | 1 target III |
Hand Gren. | 5-20 | 1 target A |
* 3 ignitions max.
** burns 3 turns
NOTE: White Phosphorus 2-8 points of damage until extinguished
Smoke
obscures vision in Effect Area
AP
of 37 mm or larger kills target hit
Ammunition Use and Resupply
- | To Empty | To Reload | Max. Rounds Carried |
Pistols & Rifles | 8/4 | 1 turn | 40 |
MP | 2 bursts | 1 turn | 6 bursts |
S/Mg. | 3 bursts | 1 turn | 12 bursts |
Carbines | 8 shots | 1 turn | 48 |
Auto Rifles | 2 bursts | 1 turn | 20 bursts |
Lt. Mg. | 6 bursts | 1 turn | 18 bursts |
Med. Mg. | 9 bursts | 1 turn | 27 bursts |
Hv. Mg. | 9 bursts | 2 turns | 18 bursts |
20 mm | 3 bursts | 2 turns | 30 bursts |
Rifle Gren. | 1 shot | 1 turn | 6 rounds |
Bazooka | 1 shot | 2 turns | 3 rounds |
Hand Grenades | - | - | 2 grenades |
60 mm mortar | - | - | 30 rounds |
81 mm mortar | - | - | 18 rounds |
Adjustment of Hits due to Armor
Range Small Arms and Lt. MG/Med. MG Effect on
Armor Class
only if Number(s) Shown is Rolled
- | 5 & 4 | 3 & 2 | 1 & 0 | -1 & -2 | -3 & -4 | -5 & -6 | -7 & -8 |
Short | 1-6 | 1-6 | 1-6 | 1-6 | 1-6 | 2-6 | 3-6 |
Medium | 1-6 | 1-6 | 1-6 | 2-6 | 3-6 | 4-6 | 5-6 |
Long | 1-6 | 2-6 | 3-6 | 4-6 | 5-6 | 6 | - |
Extreme | 2-6 | 3-6 | 4-6 | 5-6 | 6 | - | - |
EFFECT AREA | DIAMETER OF EFFECT | EFFECT AREA | DIAMETER |
A | 1" | I | 2" X 1/2" |
B | 1-1/2" | II | 3" X 1" |
C | 2" | III | 4" X 1" |
D | 2-1/2" | IV | 6" X 1" |
E | 3" | - | - |
F | 4" | - | - |
G | 5-1/2" | - | - |
To Hit Procedure(Modern Weapons Only):
BASE +8
Range | - | Movement | - | Cover/Concealment | - |
Short | +3 | None | +2 | None | +2 |
Medium | 0 | Normal | 0 | Slight | 0 |
Long | -2 | Evasive | -3 | About 50% | -2 |
Extreme | -4 | - | - | Near total | -4 |
- | - | - | - | Complete | -8 |
Attacker Status | - |
Tripod or vehicle mtd. weapon (Med. MG) | +2 |
Weapon at rest on firm support | +1 |
Crawling or walking | -1 |
Evading, running, or on moving vehicle | -4 |
Being charged by nearby attacker | -2* |
* This lessening of penalty is applicable only after troops have become
relatively
familiar with opponents, i.e., fought one round against them and killed
something. If otherwise this penalty should be -6!
Number of Hits for Automatic Weapons:
Type | Possible Hits |
I | 1-4 |
II | 2-5 |
III | 1-6 |
IV | 1-6 |
Melee: Treat Melee as in D&D except as follows:
Weapon Conversion
Rifle && bayonet | = | spear |
Bayonet | = | dagger |
Entrenching tool | = | axe |
Rifle, clubbed | = | hammer, dagger for damage |
Pistol, clubbed | = | dagger, half damage |
Unarmed | = | SPECIAL, see below |
Unarmed Combat Special*
Score | Effect |
1-5 | None |
6-10 | Stun opponent, attack first next round |
11-15 | Disarm opponent and attack first next TURN -- if no weapon in opponent's
grasp do 1-6 points damage |
16-19 | As above plus 1-6 points damage inflicted |
20 | Opponent knocked senseless if not AC 2 or less and above 7th level
(adjust upwards for higher AC's, i.e. AC 3 and above 8th level, AC 4 and above 9th, etc.) -- takes 1-8 points damage in any event |
* Roll for each soldier, regulars have 1 in 6 who can engage in this
form of combat,
veterans have 3 in 6, elite adds 1 in 6.
Morale: Standard TRACTICS Morale should be used,
except where reference
to enemy vehicle or AFV is made; read huge monster or strange monster.