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House Rules

Table of Contents

Referee's Notes
German Waffen-SS Patrol
German Order of Battle
German Objectives
The Servants of the Gatherer
The Servants of the Gatherer Order of Battle

Index

German Objectives
German Order of Battle
German Waffen-SS Patrol
Referee's Notes
Servants of the Gatherer, The
Servants of the Gatherer Order of Battle, The

Associated Games/Campaigns
Advanced Dungeons & Dragons
Weird War II
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Originally Published:  2010-05-02
Last Updated
:  2011-11-16
Original Concept:  Gary Gygax
Final Design:  Gerry Harris

 
 

or
How Effective is a Panzerfaust Against a Troll, Heinz?

House Rules Version
Original Article

Referee's Notes

The German Army's standard mortar was 50mm, rather than the listed 60mm.  That is reflected in the House Rules version.

The "Evil" High Priest's forces aren't necessarily the mooks typical in a Dungeons & Dragons scenario.  The House Rules system does not differentiate between good and evil, or between law and chaos.  Each character will have his or her own motivations.  Organizations, even "evil" groups like the Servants of the Gatherer, will require duties of their members, but will also provide them benefits such that members will more than willingly do their duties.  Keep this in mind when playing the "monsters."

Maps:  The maps represent a standard 4'×8' gaming table (an area of approximately 480 yards by 960 yards).  This translates into an area of about 430 meters by 860 meters.  Each small hex is 10 meters across and each large hex is 100 meters across.  This scenario can be played directly on the maps using either the House Rules system or Striker II.

An additional map of the castle is included to allow combat therein.

German SS Patrol
Order of Battle
Situation
Objectives
Map

German Order of Battle

The unit depicted below represents a depleted SS company.  The unit has been reduced to a single officer and about one-fifth its initial strength.  As such it's being used as a reconnaissance unit and as a reserve.  Except for the handful of replacements, the members of the unit have participated in numerous actions, several of which would be considered war crimes.  Because of this they will not surrender to anyone they consider Russian, as they know they will be executed out of hand.

Kübelwagen:  The Hauptsturmführer has been recently promoted because he was the sole-surviving officer of his company.  The three enlisted men in this team are extremely loyal to him, and will not abandon him under any circumstances.  They are also very close to one another.  The Oberscharführer, while technically junior to the Hauptscharführer in the Sd.Kfz.222 Leichter Panzerspähwagen, is considered the second in command of the company.

Sd.Kfz.222 Leichter Panzerspähwagen:  This vehicle and its crew are the survivors of an SS reconnaissance unit.  They have been attached to this company in a unit re-organization. The Hauptscharführer is technically the senior enlisted man in the unit, but he is a bit burned out by the constant fighting on the Eastern Front.  He's more than happy to allow the unit's Oberscharführer to handle the unit's responsibilities.  That's not to say he isn't prepared to assume command if necessary.

Sd.Kfz.251 Ausf. D:  One of the teams mounted on this halftrack is a mortar crew (one of two from the original company).  The other is a combination panzerfaust and flamethrower team (reconstituted from two previous teams).  The Scharführer in command of the halftrack has been with the company for the past two years on the eastern front.  He's seen too many of his men killed or wounded, and has made it his priority to see his crew and passengers survive the war.  He's the fourth in command after the Hauptsturmführer, Oberscharführer, and Hauptscharführer.

Sd.Kfz.251 Ausf. D:  As noted below, the passengers are carrying a second MG34.  This weapon may be fired from a vehicle pintel mount (provided on the vehicle) or may be dismounted and fired from a bipod.  The other team carries a Panzerfaust.

German 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 hate failed in this respect.

German Objectives

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.

German Map

The Servants of the Gatherer
Order of Battle
Situation
Objectives
Map

The Servants of the Gatherer Order of Battle

  • 1 High Priest (Elite); AV 1; Snake Staff
  • 1 Hero (Experienced); AV (4½); +3 Sword
  • 1 Hero ((Experienced); AV (4½); +1 Spear
  • 1 Magician (Trained) (6 level)
  • 2 Mummies:  Both are former high priests of The Gatherer.  Neither is wrapped in cloth as most picture mummies, but rather desiccated from entombment on the steppes.  While lacking both their former empathic abilities and their intelligence, both instinctively desire to protect the religion's sacred sites (including the castle) as long as they can, and will follow the orders of the current High Priest.

  • 3 Ogres:  The Ogres are little more than mercenaries in the pay of the High Priest.  They'll fight until they start taking casualties, and then they'll "retire."

  • 3 Ghouls:  These are former followers of The Gatherer.  They'll fight to the death and follow the orders of the current High Priest without question.

  • 4 Trolls:  The Trolls are serving with the Ogres as mercenaries.  They'll continue fighting as they are not as susceptible to wounds as the Ogres, though they will retire from the fighting if the fighting is going against them.

  • 19 Orcs:  The orc leader is jealous of his position.  The orc troops left with him are the very young, and grizzled elders.  The leader understands these are the only troops that stand between him and obscurity or death; as such he will husband them as much as possible without inviting the wrath of the High Priest.  He trusts his assistant with his life.  The assistant, for all his ambition, is extremely loyal to his leader (having fought beside him in numerous campaigns), and will do anything to protect him.  The remaining orcs are wanting to make a name for themselves and come to the attention of the High Priest.  However, they are unwilling to cross their leader (or his assistant), but they are not likely to sacrifice themselves unnecessarily.

  • 1 Scorpion, Giant

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 south of your castle a thick fog sprang up and has been obscuring vision since then. Dispel Magic failed to affect the area, and your henchmen were ordered to investigate, for it is possible that some enemy is at work, using the mist to screen gathering troops. Unfortunately, your strongest fighters and 200 orcs are elsewhere warring with a 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?

Objectives

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!

Servants of the Gatherer Map

 

Special Considerations

Boulder Field:  Individuals in the boulder field have the benefit of being under armor (AV 4).  However, if the individuals are firing at an opponent, the protection does not extend to the head or chest.

Bridge:  If a vehicle crosses the bridge, roll 1D20.  If the result is less than the vehicle's weight in tonnes, the bridge collapses.  Each crewman and passenger takes 1D6 hits, but is otherwise unharmed.  The river at this point is about 1.5 meters deep.  If the bridge collapses, no other vehicles may cross the river unless they are equipped with a snorkel.

Woods:  The woods are dense enough to prevent a vehicle from moving through them.  Infantry moves through woods at half speed.

Sturmgeshütz und Sorcery
or
How Effective is a Panzerfaust Against a Troll, Heinz?
by Gary Gygax

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 tabletop. How could we mix moderns with swords & sorcery? The structure of D&D is such that it easily lends itself to such adaptation, 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

  • Armored Car with 20 mm cannon
  • Halftrack with 2 Light Machineguns
  • Halftrack with 1 Light Machinegun
  • VW Kübelwagen
    • 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 SMGs
      • 2 Assault Rifles
      • 2 Pistols
      • 3 Panzerfausts
      • 1 60 mm mortar with 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 hate 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 than. 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 (4th Level), + 1 A & Sh. + 3 Swd
  • 1 Hero (4th Level), + 1 A & Sh. + 1 Spear
  • 1 Magician (6th level)
  • 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 EH P (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. Dispel 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 Servant. 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 (0 level)
    • 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 Area:

Weapon Type Damage Effect Area
Pistol 1-6 1-2 targets
Machine Pistol 1-6 type I
SMG 1-6 type II
Carbine 1-6 1-2 targets
Rifle 1-6 1 target
Semi-Automatic Rifle 1-6 1-2 targets
Assault Rifle 1-6 type II
Light Machinegun 1-6 type III
Medium Machinegun 1-6 type IV
Heavy Machinegun 2-8 type III
20mm 3-12 type II
37mm 4-16 1-2 target A
50mm 5-30 1 target B
75mm 6-48 1 target C
90mm 7-10 1 target D
105mm 8-80 1 target E
120mm 9-108 1 target F
150mm 10-120 1 target G
Flamethrower* 6-30** 1 target III
Hand Grenade 5-20 1 target A
Rifle Grenade 5-20 1 target A
60mm Mortar 5-30 1 target B
81mm Mortar 6-60 1 target C
Panzerfaust 8-80 1 target A
Bazooka 6-48 1 target A

*3 ignitions maximum
**Burns 3 turns

Notes:

  • White Phosphorus burns for 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

Weapon To Empty To Reload Max Rounds Carried
Pistols & Rifles 8/4 1 turn 40
Machine Pistol 2 bursts 1 turn 6 bursts
SMG 3 bursts 1 turn 12 bursts
Carbines 8 shots 1 turn 48
Auto Rifles 2 bursts 1 turn 20 bursts
Light Machineguns 6 bursts 1 turn 18 bursts
Medium Machineguns 9 bursts 1 turn 27 bursts
Heavy Machinegun 9 bursts 2 turns 18 bursts
20mm 3 bursts 2 turns 30 bursts
Rifle Grenade 6 rounds
Bazooka 3 rounds
Hand Grenades 2 grenades
60mm Mortar 30 rounds
81mm Mortar 18 rounds

Adjustment of Hits due to Armor:

Range Small Arms and Light/Medium Machineguns 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"×½"
B 1½" II 3"×1"
C 2" III 4"×1"
D 2½" IV 6"×1"
E 3"    
F 4"    
G 5½"    

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-mounted weapon (Medium Machinegun) +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:

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
6‑70 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.