Sturmgehutz
<>
&&
Sorcery

OR
HOW EFFECTIVE IS A PANZERFAUST
AGAINST A TROLL, HEINZ?
by Gary Gygax


Deutsch SS Patrol
Situation
Objective
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Servants of the Gatherer
Situation
Objective
   
RULES FOR 
WWII/FANTASY BATTLES
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Dragon

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.