D-Day to Berlin v4.0 Available

D-Day to Berlin v4.0 Available

Note:  I corrected a misspelling on the Battalion Charts.  If you downloaded this before 5.28 download it again although  you can just cross of the TK battalions listed and make them TD battalions.

Let me say that 4.0 is a major rewrite and reorganization after many playtests and a lot of great feedback.

I have made the game a bit more bloody to help speed it along. 

If you have received an earlier copy I have hopefully sent you a copy.  If you want one from this site helps your self.  I have included a separate QRS for v4.0 as well.

>>> Download D-Day to Berlin rules and QRS Here

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My New eBay Store

Greenknight4 Games and Hobbies eBay Store

I have just reopened my eBay store and at this time have many items listed there.  Categories include miniatures both painted and unpainted.  Wargame rules and board games.  I even have dozens of Sgt. Rock Comic books listed.

I hope you will have a look while you are having your coffee or cocktail. 

Thank you


>>>  Link to my eBay store


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Battle of Brandywine Creek – 40mm AWI Game

This spring I will be running a number of games at both Havoc and Huzzah.  These are conventions held in Mass. and Maine in the spring.

Havoc – April 3-5 – Sutton Mass.

Huzzah – May 15-17 – Portland Maine

I plan on running a 40mm Scale AWI battle on both show’s Friday night.  My idea is to recapture the Toy soldier type games I used to run there in by gone years.  I shot a short video which I have linked below post here and have taken some pictures.  The game table isn’t quite done but I hope the video and pictures will stimulate some interest.

I will be using a combination of One Hour Wargames and the Perry Brothers “TravelBattle” for my rules.  Click on the link below to download the QRS.

>>> On To Philadelphia


Brandywine Creek Video

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D-Day to Berlin Battle Report – Turn 3

The first image shown here is the beginning phase for each game turn.  This image includes the roll for first move and supporting artillery.  Both sides also show their free roll makers.  This is a reminder to readers that they are in the game.  These are only replenished during a night time Game Turn.

Start of Game Turn 3First Move Determination

Each side rolls a d10 and adds all of the Morale Markers on it’s side.  The lowest scoring side chooses who moves first.  In the case of this turn the US side has the lowest score and chooses to take first move (US rolls 5+2=7, German rolls 5+4=9)

Supporting Artillery Check

Both sides now remove all Morale Markers.  The US player rolls well and gets all three of his artillery Btns.  The German side however fails two rolls and only has one for the artillery Btn. available for the turn.

US Rally Phase Turn 3US Rally – Game Turn 3

The US side has one Shattered Btn. off board.  He will now make an attempt to rally it.  If he succeeds the Btn. is placed in the same zone as the HQ.  The Rally number needed to roll is a 6, which is based on the Morale of the Division.  The Btn. not only fails the roll but rolls a “10”  This results in the Btn. becoming “Lost”

Division Rally Numbers

Poor Division 1-5, Average Division 1-6, Veteran Division 1-7

US Actiavation Game Turn 3US Activation

The Sherman moves forward and attacks the German zone in front of the US Btn.

A US infantry Btn. advances into the Prepared Position zone.

The TD and Infantry Btn. make a Regiment move and advance 1 zone.

The poor Btn. in the town attempts to move but fails and rolls a “10”. The result of which is either fallback 1 zone or place a Morale marker on the US HQ.   The player chooses the Morale Marker.

US Assault Game Turn 3US Assault Game Turn 3

The Sherman Btn. moves forward to attack the German Pzk IV zone.  They are both the Primary Btn. in this combat.  Both sides will use all of the artillery they have available.  The US attack has support from the zone it passed through and the TD zone.  The German defense has support from the motorized Btns. in the zone itself as well as the Panther zone and the TD zone.

The colored dice are laid out to show the modifiers.  The D10 shows the fine number the Sherman will need to successfully hot the Pzk IV.

US modifiers

+5 Sherman = the basic hit number for an assault combat.
+4 = US supporting artillery, +1 per Btn.
+2 = Prepared Position zone.
+2 = TD zone
Total 13

German Modifiers
+4 = two supporting Btns. in the defending zone
+2 = supporting artillery, +1 per Btn.
+1 = Panther supporting zone
+1 = TD supporting zone
Total 8

Difference is 5 which is the Modified Hit Number

USAssault Results Game Turn 3Assault Combat Results

The US player needs to roll a 1-5 to successfully assault the German zone, with the Pzk. IV being the Primary Btn.  He rolls a 3 and hits the German.  The Germans Save Value is a 1-5.  To his he adds +2 for the two supporting Btns. in the zone, he now needs a 1-7 to pass.  The player rolls an * and fails.  He uses a red marker for a free roll but rolls a 9.  Another failure. 


US Assalut Final PositionsThe Panzer is “Shattered” and removed from the game table.  Both MOT Btns. fall back a zone and 3 Morale Makers are placed on the HQ.  The red German marker is placed down to show where a German Btn. was “Shattered”.  it is merely a marker and players no role in the game.  Nor is it an actual rule.  The author does this to see the combat across the game table.

German Activation

The German player sees blood.  He activates his Panther force to face to the left and attack the Sherman in the flank.  It will also enjoy the Heavier Armor modifier in the assault.  I does not need to active the TD or the MOT Btns. as they will only be supporting the assault.  The Tiger is order to activate but rolls a 10.   The German player opts to take a Morale Marker instead of have the Tiger fall back a zone.  The Recon rolls well and advances in to the wooded zone where it had hope you join up with the Tiger.

German Activation Turn 3

German Assault

The D6 have been laid to help show the modifiers in this assault.

German Modifiers
+5 = Basic Assault Combat value
+6 = Modifiers for Panther force.  +2 for flank attack, +2 for Heavier Armor, + 2 for Morale Grade Difference
+2 = MOT Btn. and Armored Btn.
+1 = SPA support
+2 = SPG Supporting zone
+2 = MOT Btn. supporting zone
Total = 18

US Modifiers
+1 =  Btn. support from Prepared Position zone
+1 = ART support
Total +2

German Assault ResultsDifference is 16 which is reduced to 9, the highest allowed.

The red D10 indicates the 1-9 to hit.  The German rolls 6 and hits.


US SaveSherman Save Roll

As a medium tank the Sherman saves on a 1-5.  The blue D6 reminds us that it was attacked by heavier armor and reduces the Save to 1-3.  The US player rolls a 7 and fails.  The Sherman is removed as Shattered.


German Advances after CombatGerman Advance after Combat

Since the German won the assault it may advance into the vacated zone and face in any direction.  A US “Shattered” marker is placed in the zone and the Germans Turn 3 is finis.


Game Turn 1 >>>

Game Turn Two >>>

Game Turn Three >>>

Game Turn Four

Game Turn Five

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D-Day to Berlin Battle Report – Turn 2

Turn 2 starts off with both sides dicing for support artillery and first move.  The number 2 marker reminds us it is Turn 2.    The grey and red die by the “F” are the rolls for first move.  In DDtB the lower the number the better.  The German wins by rolling a 1.  He chooses to take first move.  The German player rolls for one support artillery but fails on the second.  The US player rolls for both and succeeds.

First move determination and support rolls

The Germans now roll their unit activations.  The Recon on the far left flank failed its roll with a “10”.   It has two choices.  Fall back a zone or hold and place a Morale Marker on the HQ.  It chooses to hold and a white Morale Marker is placed next to the HQ Btn. 

T2 German Activation Rolls

The German units are now moved.  The Pzk. IV. group makes a regimental move and assaults the US Btn. in the prepared Position zone to its front.  The Panther group also makes a regimental move and moves up beside the Pzk. IV group in support of the assault.

The Germans lay out their supporting artillery followed by the US side.

Also note a Tiger has arrived and entered the town.  The HQ Btn. has advanced 1 zone.  The Stg has moved out of the town into the HQ zone.

T2 Movement

The assault takes place and dice have been set out to help follow the action.

As in all combat in D-Day to Berlin a Btn. may only be attacked once, all other Btns. involved are supporting Btns.  In this example the white dice represent modifiers for the German side.  The “7” indicates the final number or less the Germans will need to roll to make their hit. 

The Germans start off with the standard 1-5 to hit. 

The blue dice are the same for the US side.  It can add +1 for each unit in the zone (up to +2).  it also adds +2 for each supporting zone (again up to 2 supporting zones).  Finally it adds 3 Btns. of artillery to the fight.  Total for the German is “12”

The defending US Btn. adds +4 for the supporting artillery and +1 for the supporting zone.  Note attackers add +2 per zone while defenders add +1 per zone.

The US total is 5.  This is subtracted from the German “12” leaving “7”. 

The German rolls a 4 and hits the US Btn.  This Btn. must make a Save throw.  It starts with a 1-2 for Inf. and adds +3 for the prepared position  for a total of 5.  It rolls a 3 and passes. This means the US Btn. holds and the German primary unit (MK IV) must make a Save throw.

T2 Assault

Again the white dice are laid out to follow the action.  The Mk IV saves on a 1-5.  It adds +2 for the two supporting units in the same zone.  it needs a 7 to pass.  It rolls a 5 on the D10 and passes.

Since the US Btn. passed and the German passed the assault peters out and the both sides remain in the zones.  Finally the German division HQ takes 3 more Morale Markers due to the attack faltering.  One for each of the Btns. in the attacking zone.

T2 German Save

The US side now rolls it’s activation dice.  I have moved the bases into the shot.  First off the US player rolls to see if the reinforcement Btn. can enter this turn.  It needs a 1-5 but rolls a 6.  The Sherman tank Btn. and infantry Btn. make a regimental move but fail with the roll of a 10.  Again the choices are fall back 1 zone or take 2 Morale Markers.  The US force chooses to hold which places 2 Morale Markers on the HQ Btn.  These are represented by the 2 white markers.

T2 US Activation Rolls

This end game Turn 2.

Continue to

Game Turn 1 >>>

Game Turn Two >>>

Game Turn Three >>>

Game Turn Four

Game Turn Five


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