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
I will be running a morning game of D-Day to Berlin for up to 8 players. My hope is to have two players as the corps commanders and they will give orders to the division commanders along with allocating corps assets to the individual divisions and determine the division boundary lines.
Here is my scenario
Operation Queen, WW II Western Front
15mm miniatures using D-Day to Berlin (https://www.chrisparkergames.com/d-day-to-berlin-wwii-rules/)
General Bradley assured his lieutenants that Operation Queen – the 12th Army Group assault designed to scourge enemy defenses east and north of Aachen. Just past midnight on November 16, 1944, Sherman tank and infantry battalions surged eastward toward the Roer. The entrenched enemy quickly stiffened. “Players are encouraged to download the rules and give them a read before game day.
Here is a note from the president.
The gaming season is now into full swing! There are many events happening in October, and even on the same day on October 12. If you are not attending Dave Valentine’s Makers Fair Game Day in Amherst, NH on the 12th, then you need to come to the MHWA Game Day in the Cumberland Room at the Double Tree Hotel in South Portland! The MHWA Game Day is an open to the public, no cover charge event. Please spread the word and invite as many as you can to attend to play and see what the MHWA has to offer.
One of the benefits of being an MHWA member is the ability to sign up for a game in advance. Please enter your name onto the list to reserve a spot in a game. The line up is full of great games being run by excellent game masters! Navigate to the document/game sign up sheet at this LINK
Another very important task that we, the members of the Maine Historical Wargamers Association need to do on October 12 is to vote for next year’s officers. The future of the MHWA and Huzzah needs your input and efforts. Nominations for all officer positions is still open. If you would like to nominate someone, please send the nomination to this email address: firstname.lastname@example.org Nominations will close at Midnight, October 10 to allow names to be placed on the ballot.
See you at the MHWA Game Day on October 12,
Get more information here >>>MHWA
Here is a scenario played recently by myself and my good friend Art. This is Art’s second battle. I offered him the German’s as they are the attackers but he wanted to watch how I do an attack.
This game had two divisions preside. For this post I am only showing the side with the most action. When we played this game bot sides used all their divisions.
At the beginning of each move both sides check for first move determination and then available supporting artillery and air from corps command. In this game each side had 3 support artillery battalions available.
Germans Move First
Normally at the start of every new game turn both sides go through a die roll to determine who moves first that turn. The Germans have first move as the scenario dictates.
German Move 1b
American Move Turn 1a
US Move is Complete
US Artillery Fire – Ranged Combat
The US player decides to shell the Pzk. IV. The zone it is in is visible from the Inf. Btn, in its front zone. This Btn. is in a prepared position and through them the entire division knows of the contents of the German Zone.
The US will use the onboard artillery Btn. as the firer and support the attack with two of the support artillery Btns. that are available to it. I always place firing artillery Btn. next to the target to remind myself it is firing or supporting.
The Germans will counter fire with their SPA “Wespe” and two supporting artillery Btns.
To hit any target in combat requires a 1-5 on a d10. This is modified by +2 for the US supporting Artillery and down 3 by the German supporting artillery. The d6 shows us the number the US artillery needs to hit. The red die is their first die roll. This was over causing no damage. The US player plays a reroll chit (blue) and rolls again, this time rolling a 4 (blue die) and hitting the German armor.
The Germans make a saving throw to see what damage was caused. Their save is a 1-5 on a D10. The roll 4 so no damage was done.
Finally the used artillery cards are flipped over to show they have been sued for the turn and the 105mm model and Wespe model are returned to their actual zones.
Game Turn 1 >>>
Game Turn Two >>>
Game Turn Three >>>
Game Turn Four
Game Turn Five
Yes Square man, dig it -like Maynard G Krebs on The many loves of Dobie Gillis
Who most people are saying. Google it Baby.
So anyway yes I have decided a game of this size and scope needed to move from measuring with rulers to squares. I am following the path of Rommel by Sam Mustafa, Poor Bloody Infantry by Peter Pig and many others.
There is a new download of the rules available here for your reading pleasure.
Download Free Beta Version Here >>>>
Stacking rules will allow up to 4 battalions to be in a single square. Distance shooting has been eliminated except for Artillery Battalions.
This has really sped up the game. As a test I set up a corps on corps game with 3 divisions of Americans against Germans. Now granted I know the rules but I played a 2 day game in three hours. It was down to the wire as well due to the random first move Initiative check at the beginning of each game turn and of course the Rally rules.