Triumph of The Will
Triumph of The Will
Triumph of The Will
Page
INTRODUCTION ............................................................... 3
UNIT SIZES..................................................................... 6
3.1
3.2
Basing Units.................................................................................... 6
Troop Designations ............................................................................ 6
4.
SPOTTING...................................................................... 7
4.1
4.2
5
5.1
5.2
5.3
5.4
5.5
5.6
5.7
5.8
5.9
6
6.1
6.2
6.3
6.4
FIRING.......................................................................... 9
Firing Mechanism ................................................................................ 9
5.1.1 Cover Definition. ......................................................................... 9
Machine Gun Fire...............................................................................10
Artillery Fire ....................................................................................10
5.3.1 Direct Fire ...............................................................................10
5.3.2 Barrage Fire .............................................................................10
Extreme Range Fire ............................................................................11
Observation teams .............................................................................11
Interdiction Fire ................................................................................11
Ammunition Shortages ........................................................................12
Firing Limitations ..............................................................................12
Effect of Firing .................................................................................13
5.9.1 Suppressed Units .......................................................................13
MOVEMENT ...................................................................14
Blinds .............................................................................................14
Unit Movement .................................................................................15
Movement Notes................................................................................15
The Effect of Casualties on Movement .....................................................16
AFV COMBAT.................................................................17
7.1
7.2
AIRCRAFT.....................................................................19
8.1
9.1
9.2
9.3
9.4
9.5
9.6
9.7
Mortars.........................................................................................20
Flame Throwers...............................................................................20
Barbed Wire ...................................................................................20
Minefields......................................................................................20
Trenches .......................................................................................20
Smoke ..........................................................................................21
Buildings & Their Strengths.................................................................21
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Page 1
10
CLOSE COMBAT..............................................................22
10.1
10.2
10.3
Procedure ......................................................................................22
Results of Close Combat ....................................................................23
Breakthroughs.................................................................................24
11
11.1
Command Officers............................................................................25
11.1.1. Heroes of the Cause ...............................................................25
11.1.2 Officer Casualties ...................................................................25
Commander in Chief .........................................................................25
11.2.1 Command & Control .................................................................25
11.2.1.1 Leadership Characteristics .....................................................26
11.2.1.2 Order Definitions ................................................................26
Unit Initiative .................................................................................27
Lines of Communication.....................................................................27
11.2
11.3
11.4
Page 2
INTRODUCTION
You know, I am sure, that not numbers or strength
bring victory in war; but whichever army goes into
battle stronger in soul, their enemies generally cannot
withstand them
Xenophon 444-357 BC
Triumph of the Will was one of the first rule sets ever produced under the banner
of TooFatLardies. They are designed specifically to allow the gamer to re-fight the
revolutionary wars that dominated the early part of the twentieth century. Wars
that were notable for the intensity of passion on both sides, where nations did not
fight nations, but one political doctrine faced another in a struggle between
dogmas.
These wars threw up levels of hatred and ferocity not seen since the middle ages,
where brother fought against brother, father against son. In these wars issues such
as training, equipment and numerical advantage affected results less than the
unquantifiable moral strength, or level of commitment, of the men, and sometimes
women, themselves. Be it the Spanish Foreign Legion at Badajoz or the Volunteer
Army in Southern Russia their strength of will allowed them to win victories that
seemed to fly in the face of all established military thought.
This very different type of warfare, directly contrasting with the conflict between
regular armies of the Great War and Second World War, requires very different
types of rules. Within Triumph of the Will unit strength is used to reflect the
strength of will of the unit rather than number of men. This shift away from the
norm allows these wars to be re-fought with the real factors that influenced
combat on the battlefield brought to the fore. Throughout it is the effect of
actions upon the willpower of a unit, rather than physical losses, that are
examined. What results is a fast and exciting game where players need to
concentrate on marshalling their moral resources and leading their troops through
example.
Split into two sections, the core rules and the period specific rules, the gamer is
able to learn one straightforward system, whilst capturing the flavour of very
different conflicts.
The inspiration for these rules came from a quick play system first published on the
Gauntlets web site called Red Cavalry Marsch. From that small seed these rules
have grown, and whilst these are a hundred times larger, I have attempted to
adhere to the spirit of simplicity found in that article
Richard Clarke
Page 3
2. TURN SEQUENCE
Triumph of the Will is designed to allow the gamer to fight brigade or divisional
level actions, with each basic command unit being a Battalion, the smallest unit of
manoeuvre the Company. Two options are presented to the gamer with regards
turn sequence, either to use a system of alternate movement or to use a card
based movement system as found in our other rules, such as I Aint Been Shot,
Mum or Le Feu Sacre. We would recommend the former for larger battles of
Divisional size, whilst more chaos can be added in smaller games by using a card
driven system. This is a matter for the gamers preference, both systems are
presented below.
2.2
Unlike the predictable order of alternate movement the card driven movement
system uses a variable turn sequence determined by the turn of cards during the
game. This creates ever changing shifts in initiative throughout the game.
The compulsory cards are always present, whilst the bonus cards may be added
when relevant units are present. The cards are shuffled by the umpire, or one of
the players in the absence of an umpire, who turns them over one at a time in
sequence. As each card is turned the unit represented takes its turn immediately.
Page 4
Command Cards
Each sides Commander in Chief will have a card in the deck.
Page 5
UNIT SIZES
In Triumph of the Will the company is the basic unit of manoeuvre, however the
figure strength of the units does not represent the number of combatants, but the
inherent energy of the Company rather than actual numbers of combatants. In
effect the strength in figures is a representation of the units willpower.
Infantry
Cavalry
MGs
Artillery
6-10 figures
6-10 figures
2 figures
3 figures or 4 for high quality, regular crews.
Thus, a six figure infantry company and a ten figure infantry company may well
represent the same number of men, but the latter has a greater sense of purpose,
commitment and morale.
Regimental or Battalion Command and High Command figures are individually
based in a suitable vignette, their figure strength is irrelevant.
3.1
Basing Units
There is no specific basing system required to play Triumph of the Will, however
the following are a suggestion. You will need to be able to either remove
individual figures as casualties are taken, or have some means of identifying
casualties if multiple figure bases are used.
Infantry Base, 2 figures on 2.5cm frontage, 2cm depth.
Cavalry Base, 2 figures on a 3cm by 3cm base.
Artillery, single gun on a 3cm frontage by 5cm depth
Vehicles, on base to fit vehicle if desired.
3.2
Troop Designations
Page 6
4. SPOTTING
In Triumph of the Will units begin the game hidden on blinds (see section 6.1). In
order to identify your opponents units you will need to spot them. Spotting may
be carried out by a blind if the figures are not on the table, by an artillery spotter
team, or by an officer figure if the troops are deployed. Blank movement bases
may spot, representing small scouting parties. At closer ranges units with no
officers may spot automatically.
To 4
Auto*
Auto*
3*
8
Auto*
3*
5*
12
Auto*
5*
9
24
4*
7
n/a
36
6
9
n/a
54
8
0
n/a
Once a blind is spotted the unit that it represents is deployed within the same
frontage, and facing the same direction as the blind. The formation may be
deeper than the movement base within the realms of common sense.
A blank blind is removed from the table if spotted, the scouting party it
represents having been dispersed.
To represent poor weather, mist snow or the likes shift one, or in extreme
circumstances two, columns to the right.
Once figures are deployed on the table it is to be assumed that troops in woods will
be aware of others at up to 12 range, but will fire with penalties. Troops outside
a wood will only spot troops inside who are within 2 of the edge.
TotW Example Spotting
By way of example, the Cossacks mentioned cross the wall on their blind. A
scouting party of Red infantry (actually a Red blank) occupy a tree-line some
20 away. They roll a D10 to spot in their turn, needing a 4 or above for the
Cossacks to have to be deployed on the table. If the Cossacks are spotted it is
clear that, in formation B the cavalry may be placed in squadron columns abreast,
or in a column of deployed squadrons. In either case not all the unit will be over
the wall, and it will suffer movement penalties in the next turn.
Had the White player been a little more circumspect, and the Cossacks had halted
before crossing the wall, then the Red infantry would have needed 7 or above to
spot their foe, it being behind low terrain
Page 7
Page 8
FIRING
Firing may be undertaken in a units own turn, or during their opponents turn if
they have reserved their dice in order to interdict. The mechanism for firing is a
simple one used throughout the rules with the basic unit of fire being five
infantrymen. Non-infantry units use the same mechanism, with their effectiveness
being translated into their worth as rifles. This keeps the game simple and
constant throughout, hopefully aiding speed of play.
Ranges are as follows. No differentiation has been made for different makes of
weapon; it is the moral effect that we are calculating, not the physical damage to
the unit.
Infantry
MGs
Artillery
Point Blank
4
6
8
Effective
12
18
36
Extreme
18
36
Table
Target priorities are as follows, and units must select their target in this order:
1. Enemy charging firing unit.
2. Enemy within charge distance of firing unit.
3. Target of choice
5.1
Firing Mechanism
Throw 1D6 for each infantry group of five figures (or their equivalent) or less in a
unit and consult the list of amendments below.
Amend dice as follows:
Target is militia
Point blank (not v AFVs)
Firer suppressed
Firer mounted
Firer is heavy artillery
Target suppressed
Target is regular
Target in soft cover
Target in hard cover
Firer moving
Target in bunker
Gun level above target armour
Target in column of march
-1
-2
+2
+1
+1
+1
+1
+1
+2
+2
+3
+1
Double damage
If less than groups strength is thrown then one hit is achieved. For a complete
group of five figures or equivalent a natural throw of 1 always equals a hit, or two
hits if at point blank range.
Page 9
5.2
An MG model with two crew represents a platoon of these weapons. Roll 1D6 per
team member, calculating as for rifle fire, with each crew member being counted
as a full five figure rifle groups.
TotW Example Firing
A stationary eight-figure infantry unit and a 2 figure MG team are firing at a
unit of drilled troops five inches away. The eight-figure unit has one five man
firing team, and one three man. Firing at drilled troops the base factors are
used. The five figure group needs to roll a 3 or under to cause one hit; the
three figure group 1 or under.
The MG team is firing at point blank range. His damage is calculates as two
five man rifle teams. At this range the firer cannot miss, he does still roll his
2D6, as any throws of 1 count as two hits.
5.3
Artillery Fire
There are two types of artillery fire within the rules, barrage fire and direct fire.
Direct fire allows the firer to change targets at will, barrage fire must have two
gun models or more, firing is slower to direct, but is arguably more effective, and
less risky for the gun crews if using an observer.
Page 10
Roll to hit as above, but the firer needs a dice score less than the number of gun
crew (not less than or equal to as with direct fire). If any hits are scored on an
infantry target they are considered suppressed for firing purposes, and may only
move at half speed next turn.
Several other points to note are as follows:
Barrage fire ignores any benefit for firing under 12
Observers may walk fire to track a moving unit up to 8 per turn
Barrage fire may not be used if friendly troops are within 8 of the enemy.
5.4
Extreme range fire by all weapons is more suppressive than killing. Calculate hits
as normal, but no casualties are actually caused. Each hit counts as 1 on
movement next turn. Mark with a dice or similar. N.B. For observed fire measure
the range from the observer.
Page 11
5.8
Firing Limitations
Infantry
Infantry only damage armoured cars at point blank range
Infantry only damage tanks in close combat
May move and fire, but with a penalty
MGs
May move OR fire
MGs count as a soft cover target.
All
No unit may not concentrate its fire if more than one enemy unit is straight
ahead. Dice to see which units take hits, allowing for different cover.
Air attacks count as point blank with firer moving
Only artillery fire, explosives or bombs may damage barbed wire
Bunkers are defined as particularly solid purpose built structures
Hard Cover is defined as any trench or earth works, a substantial building
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Cavalry
May move and fire, but with the penalties noted.
Page 13
MOVEMENT
There are two types of movement in Triumph of the Will, the movement of
unspotted blinds or concealed units in cover, and the movement of figures on the
table.
6.1
Blinds
One blind will be provided for each Command, as well as any blanks the umpire
may wish to allocate to confuse the enemy. In a game with no umpire 50% more
blanks than real movement bases, rounded up, may be issued. A Command is
defined as a Battalion, Squadron or Battery. Single gun sections or armoured
vehicles must be attached to a Command, and will not operate alone. Two or
more gun sections (a battery) or vehicles (a section) will have their own base.
They may be deployed in one of three ways.
A
This represents a force in column of march, with all
units in column behind each other. Dimensions are 3
by 6.
B
C
This represents a force deployed with two
companies in line to e fore, with two in
reserve behind
in any formation chosen.
Dimensions are 12 by 3
In all of the above cases the word Squadron may be substituted for Company
where cavalry are being considered. Artillery or MGs attached to these formations
may be deployed as desired. Artillery or armour on there own only use the first
two bases, being considered in transit in the first example, and deployed in the
second.
Troops on base A have three impetus points, on base B two impetus points, and on
base C one point. Movement bases may move at 6 per impetus point in the open
whatever their stage of deployment, and 4 in bad going. Units moving through
any area of buildings will always be considered to be in bad going.
Troops may change up or down one movement base per turn for the loss of one
impetus point in each turn. For example troops on base A, in column of march,
may use two impetus points to move 12 along a road, before using the final point
to change to base B, in column of companies. To shift from base A to C, therefore
takes a minimum of two turns.
A Commander in Chief may attach himself to one base and add one impetus point,
as long as he is not a Measured commander.
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6.2
Unit Movement
Once figure are deployed on the table the following rules apply. All infantry units
will move the full distance unless moving to a specific position in which case they
may stop short. Vehicles may choose how many dice are thrown up to their
maximum, and will move the full distance as per dice throw. Again they may stop
short if heading for a specified position.
Infantry:
Cavalry &:
tchankas
Double Unit strength in inches in the open, less 3 in bad going, less
6 if crossing an obstacle. Maximum speed 16
Artillery:
MGs:
A/Cars:
Makeshift
Armour:
Fast Tanks:
Slow Tanks:
Motor
Vehicles
1DAV in open
4DAV on roads
Officers
Trains
6.3
Movement Notes
A unit may add 50% if on a retire order
Troops in march column add 3
Troops may reposition up to 1 and not be considered as moving
Troops that have fired without penalty may not move
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Only tanks may move through barbed wire unless it has previously damaged
by artillery fire.
Cavalry will always evade away from AFVs attempting to initiate close
combat
Troops moving in two or more types of terrain will move at the slowest
speed relevant for the whole turn.
There is a 50% move penalty for cavalry turning volte face.
Rivers may only be crossed at bridges or where they are shallow enough to
be forded, or if frozen.
To debus from transport troops loose 1 dice; to embark troops loose 2 dice.
Infantry units may move through other units freely with no penalty as they
are considered to be in extended order. Cavalry may move through other
units freely, but they are considered to be disordered during the turn in
which it happens.
Page 16
AFV COMBAT
AFV combat in Triumph of the Will utilises a simple system that reflects the
lighter armour of the inter-war period without the need for extensive listings.
Some extra period detail may be found in the relevant sections towards the rear of
this book. AFV models represent a number of vehicles, ranging from two in earlier
periods to five or six later. In broad terms they are a detachment or a platoon.
There are two levels of armour classification, being Heavy and Light. Armament
carried will fall into the following classes, Machine Guns, Light gun, Medium gun
and Heavy gun. To check if the gun firing is able to penetrate the armour of the
target vehicle consult the following chart. If they can you then roll to hit for any
guns as per artillery fire, or Machine Guns, which hit automatically, simply roll for
any damage.
At full strength tanks roll three dice needing 1, 2 or 3 to hit, then dice for damage
as normal, taking into account any cover given by that armour.
Gun
MG
Light
Medium
Heavy
0-6
All
All
All
All
Range
6-12
Light
Light
All
All
12-24
Light
Light
All
24-36
Light
Light
Page 17
7.2
MG armed AFVs fire once for each turret they have, not for each MG.
Non AT Guns or tank guns treat all tanks as a hard cover target
Non AT Guns treat light armour as being in soft cover
AT Guns or tank guns treat light armour as an open target
AT Guns or tank guns count heavy armour as in soft cover
Barrage fire from artillery against AFVs dice to hit as normal. However one
dice will be rolled for each hit achieved needing a result of 1 to reduce the unit
strength by one.
Page 18
8 AIRCRAFT
Within Triumph of the Will aircraft operate with unlimited movement across the
table. When they wish to attack a ground unit they must be placed above that
unit. They generally attack as two man Machine Gun team at effective range
reducing cover by one level. Four such attacks are allowed per sortie. They have
a maximum duration above the table of six turns.
They may also attack a target with bombs. In earlier periods, such as the Russian
Civil War they may have a total bomb strike of 4D6. These may be used as desired,
all at once, four 1D6 runs, two runs of 2D6 etc. They calculate casualties as a five
man rifle squad for each D6 worth of bombs.
Attacks on a mounted target roll again for each hit, with an extra hit being
achieved on a roll of 4 to 6 on a D6.
TotW Example Air Attacks
By way of example, an RAF aeroplane appears over the crest of a hill to see a Red
Cavalry Regiment deployed in dead ground. It decides to off load all of its bombs
this turn. Four D6 are rolled, needing 1 to 4 normally (as for an MMG firing at
effective range), but these cavalry (+1) and militia (+1), so they cant miss - 1 to 6
hits. Four hits are achieved. Four additional D6 are thrown, as this is a mounted
target. They roll 1,2,5 and 6 resulting in two additional hits.
8.1
Troops that are being attacked, or are within 4 of the aeroplanes point of attack
may attempt to drive off or shoot down the plane before its attack is made. An
Infantry Company or MG platoon throw 1D6, on a throw of 6 roll again: 3-5 driven
off this turn, 6 shot down. Cavalry, artillery and armour cannot shoot at planes.
N.B. Even if they have made a full move and fired, eligible troops may still
attempt to drive off an attacker.
Page 19
BATTLEFIELD FEATURES
9.1
Mortars
A light (50mm to 60mm) mortar platoon (one model with a 2 man crew) has a range
of 4 to 18 and strikes as a one man MG crew. It does not need line of site to hit
a target as long as it may be seen by a friendly unit. Hits on 1 to 3 on a D6, with a
natural one counting as 2 hits.
A medium mortar (75mm to 85mm) or trench mortar with a 2 man crew has a range
of 6 to 36 and strikes as a 2 man MG crew. Needs an observed target (or
position, such as trench, if he cannot actually see his enemy). Hits on 1 to 3 on a
D6 with a natural one counting as two hits.
9.2
Flame Throwers
9.3
Barbed Wire
9.5
Trenches
Trenches provide cover from firing and make units harder to spot. Due to their
generally irregular nature (and certainly irregular outlook) units in trenches in the
inter-war period will, generally, only be in scrapes rather than the elaborately
constructed cover of the Great War. This will only provide light cover only.
Trenches may not be dug during the course of the game.
Page 20
9.6 Smoke
The use of smoke shells is restricted to specific scenarios, and should not be an
option normally open to commanders. However, for the sake of completeness, the
following rules may be used.
Smoke shells may be fired by off table artillery in barrage fire mode only, and this
will be arranged to hit a pre-designated position. A target point must be specified
before the commencement of the game.
When firing a deviation dice being used to determine the accuracy of the barrage.
This will have two faces marked Hit with the other four being marked with an
arrow. If an arrow is rolled then the fire has missed, the barrage is off target. The
impact of the barrage will follow the line prescribed by the deviation dice, and the
distance off target is equal to of 2d6 in inches
Smoke will cover an area with a 4 radius if two gun sections, i.e. a battery, are
firing, with that radius being increased by 1 for each additional gun section.
The effect of smoke will be modified by wind speed etc, which will ideally be set
within the scenario. Units may not firing through a smoke screen will fire with a -2
on the dice for effect.
9.7 Buildings & Their Strengths
Within Triumph of the Will buildings are in fact built up areas, and are considered
to be of two sorts, heavy or light.
9.7.1 Heavy Buildings
Heavy buildings are brick built structures and provide heavy cover to troops in
them. They will have a defence value, generally of 6 but larger buildings may have
more. They can only be damaged by fire from artillery or Gun armed tanks. When
fired on by such a weapon they will suffer the same loss of strength value as the
troops inside (i.e. one strength point for every figure lost). On reaching zero
strength they will collapse rendering all occupants hors de combat for the rest of
the game.
9.7.2 Light Buildings
These are of more flimsy construction, being the wood or mud dwellings associated
with the peasant populations of Russia or Spain. They will have a defence value of
4, or less if in a state of disrepair. These can be damaged by any fire, and they
will suffer the same loss of strength value as the troops inside them (i.e. one
strength point for every figure lost). On reaching zero strength they will collapse.
Any troops inside will immediately be moved outside and will be considered to be a
target in the open for any firing, or suppressed for any close combat, until they
move.
9.7.3 Rubble
Buildings that have collapsed may be reoccupied by troops after one full turns
delay. These troops then count as in light cover from the rubble.
Page 21
10
CLOSE COMBAT
This occurs when two opposing units come within 2 of each other, representing
close range fighting and melee where weapons such as grenades and molotov
cocktails can be used. In reality this type of fighting would be fast and bloody,
with one side rapidly overcoming the other.
10.1 Procedure
Count the total number of figures on each side, this is the basic number of dice
that each side will roll. Amend this for each side in the following order:
Aggressive troops
In cover
Armoured support within 3
Cavalry charging Infantry in open
Own officer present
Enemy officer-less
Attack led by flag
Lance armed cavalry charging
Per training level higher
Attacked in flank/rear
Unit suppressed
Unit disordered
Each supported flank, see below
Train carriages
Notes:
Tanks and Armoured Cars count as their current point strength in melee. They
may chose to support from the rear and count as armoured support if within 3.
MGs and artillery count as 3 men per figure.
Units attacked in the rear will turn to face automatically unless attacked in the
front or flank as well. If able to turn they will not count as being attacked in
the rear.
For the purpose of close combat open terrain is that which does not hamper
movement.
Cavalry fighting other cavalry do not double their dice.
To count as flank support a friendly unit must be within 3 of the unit it is
supporting, or any unit attacking the neighbour if they have an overlap, and be
stationary and undertaking no other actions (i.e. not be firing or moving). If
faced off by an enemy unit within close range it must engage them, and not
support the melee.
Troops Lacking Moral Fibre. In the open these troops will flee before a
charge. Retiring 8 facing the enemy, unable to move the following turn, firing
as pinned. If in cover they will stand, but on any negative result in close
combat will react as if defeated by 3 or more.
Armoured units may not initiate close combat against troops in a building.
Cavalry may not initiate close combat with AFVs unless so briefed by the
umpire in specific circumstances.
Troops in buildings attacking troops out of buildings will not withdraw on a
negative result, but will become suppressed.
Page 22
Trains have a defensive factor only, if obliged to retire will they double the
distance.
Defeated by 1:
Defeated by 2:
Defeated by 3:
Defeated by 4+:
N.B. Regular troops who loose a round of melee reduce the morale effect by one
level (i.e. a defeat by two reduces to a defeat by one etc.). Militia troops who
loose a round of melee against cavalry increase the morale effect by one level.
TotW Example Close Combat
A Company of Spanish Foreign Legion, 7 figures remaining, is entering into combat
with an 8 figure unit of the Thaelmann International Brigade who are crouching
amongst rocks on a hillside. Both units are aggressive, the Brigaders are drilled
whereas the Legion are Regular. The Legion officer is dead so cannot add his
strength to the morale. The Legion benefit from being aggressive troops attacking,
adding another 50% of dice, bringing them to 11 (rounded up), they are one training
level above the Thaelmanns, bringing them up to 13 dice. The Thaelmanns throw
8 dice, plus one for their officer, and plus another two for the Legion having lost
their officer, eleven in total.
In this instance the Legion roll one 6, the Thalemanns roll two 6s, each remove
that many figures. As the Legion are Regulars they ignore one level of close combat
defeat and they fight again immediately. The Brigaders roll a D10 to see if their
officer falls, he doesnt, so the Legion now throw 5 + 3 (50%) + 2 (training) = 10
dice. The Internationals throw 7 + 1 (their Officer) + 2 (no Legion Officer) = 10
dice. This time the Legion are lucky. They roll three 6s against the Thaelmanns
one. The International Brigaders are defeated by 2, and withdraw 8 facing the
enemy. They will be unable to perform any action next turn.
This result sees the Legion down to four figures. If close combat situations drag on
the units involved loose energy at a fast rate and are often entirely spent as an
offensive force as has happened here.
Page 23
10.3 Breakthroughs
Infantry units which win a round of close combat are assumed to halt and
consolidate the ground they have won. Cavalry may continue to move up to the
limit of their maximum movement rate, deducting 2 for each unit they fight. If
this move takes them into contact with another unit then another round of close
combat is fought immediately.
Some cavalry will automatically breakthrough and carry on, others may have the
option of halting at any point in their move.
Page 24
11
There are two levels of commanders represented in Triumph of the Will; the
Commander in Chief who heads the force on the table and the Command Officers
who head each Battalion. At more junior levels, such as Unit Officers within each
Company or Squadron , we presume that they are going about their business
automatically and needs give them no heed.
So, what can these commanders do?
11.1.1.
Very occasionally a Command officer may be present who falls into this category.
He may add two to the units he is with as above for all purposes.
11.1.2
Officer Casualties
If an officer is with a unit that takes casualties throw a D10 needing above the
number of hits taken that turn to save the officer. If he is with two units that have
taken casualties roll once per unit.
11.2.1
The Commander in Chief may issue one order change for poor commander, two for
an average commander, or three for a good commander, per turn based upon a
dice throw against his character. Characteristics apply only to the Commander in
Chief, not to Command officers.
This is done in the relevant phase of the turn if using the alternate movement
system, or on the turn of his card is using the deck to dictate the run of the turn.
Once he had decided to attempt an order change he MUST do so with one of the
options presented to him y his dice throw.
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11.2.1.1
Leadership Characteristics
1
2
3
4
5
6
AGGRESSIVE
Attack
Attack
Engage
Consolidate
Hold
Retire
POLITICAL
Engage
Hold
Engage
Consolidate
Attack
Hold
MEASURED
Hold
Consolidate
Engage
Retire
Attack
Hold
1
2
3
4
5
6
CAVALRY
Cavalry Attack
Engage
Hold
Retire
Attack
Consolidate
HEROIC
Engage
Engage
Consolidate
Retire
Hold
Retire
11.2.1.2
Order Definitions
Retire:
Hold:
Engage:
Attack:
Consolidate: Units will consolidate on a position that they already occupy. Under
this order MGs may move on their own at a speed of 7. If the
Regimental standard is present units that have suffered casualties
may be reformed from part units to a maximum strength of 6 figures
per reformed company. Troops on this order may not advance
further forward than their foremost unit. They may not initiate
close combat, but they may fire.
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REVOLUTIONARY GERMANY
In the period immediately following the Armistice of 1918 Germany was riven with
revolt and fighting between various factions. Politics was polarised into a
confrontation between the left and right, with returning soldiers, in particular the
experience storm troops, confronting the Spartakusbund in Berlin and other forces,
such as the Bavarian Red Army in the south. This was followed by more campaigns
in the east where the Freikorps fought to protect the German border with Poland
and also to extend their rule into the Baltic states.
We use the following rules to cover this period.
FORCE QUALITY GENERATOR
The forces of the left in Germany were of variable quality, especially so in the
south. We replicate that by drawing up an order of battle as usual, and then dicing
for each battalion sized unit present. Roll 1D6 as follows.
6
5
4
3
2
1
If your force is Bavarian Red Army subtract one from the dice
ARMOURED TRAINS
Some armoured trains were used in Germany and in the Baltic. Full rules for these
may be found in the section on the Russian Civil War.
CAVALRY
After winning a round of close combat cavalry may choose to breakthrough or
whether to halt there and consolidate the ground won.
AMMUNITION RESTRICTIONS
In post war Germany irregular forces were known to suffer from shortages of
ammunition, especially for their heavier weaponry. As such an option is to roll a
dice to restrict the number of turns firing available to any gun section or battery.
Roll 1DAV and add one to get the amount of ammunition available in terms of turns
fire.
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UNIT INITIATIVE
Forces of the Right & Balts
Advance
Freikorps
4
Police
6
Wehr
6
Paramilitaries
Baltic States
5
Retreat
4
4
3
5
Retreat
5
4
3
4
TROOP CLASSIFICATION
These are provided for each Company sized unit. As with so many things these
classifications represent my own opinion, feel free to change them if you feel
otherwise. The types of troops, especially in the early days, were so diverse that
this is only a representative sample.
Forces of the Right
Freikorps:
Wehr Paramilitaries:
Police:
Balts 1918-mid 1919 :
Balts Late 1919 onwards:
Freikorps Cavalry:
Forces of the Left
Spartakists:
Volksmarine:
Red ex-Army:
Bavarian Red Army:
Unit Organisation
The forces involved in this conflict, be they from the left or right, tended to have
emerged from the remnants of unit returning from the Great War, as such their
formations tended to be based on those of the Imperial German Army. An infantry
battalion was normally four rifle companies and a machine gun company, the latter
having three platoons of guns.
Card Options
If the card driven movement system is being used then the regular unit bonus card
may be used for any forces so marked. The forces of the right are more likely to
benefit from the gifted commander card due to their professionalism.
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MILITARY ADVISERS
Militia forces with such an officer present may act as drilled troops while he is
present, and add two inches to their foot speed movement. Check for loss as for
officers, but subtract one from the dice.
POWER OF PRAYER
Some troops may count an ecclesiastical icon or presence as a flag in close
combat situation. This was especially true of Carlist troops whose priests often
fought in the front line armed only with a crucifix adorned staff. A Priest attached
to a unit will dice to see if he is killed in the same way as an officer.
CAVALRY
After winning a round of close combat cavalry may chose to breakthrough or
whether to halt there and consolidate the ground won.
UNIT INITIATIVE
Nationalists
Legion
Moors
Falange
Carlists
Regulars
Guardia Civil
Cavalry
Italian Regulars
Italian Blackshirts
Republicans
Advance
5
5
6
5
6
6
6
5
6
Retreat
6
5
3*
5
6*
6*
6*
5
4*
Internationals
Communists
Militias
Army
Assault Guards
Carrabineros
Advance
4
5
6
6
5
5
Retreat
4
6
5*
6*
5
5
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TROOP CLASSIFICATION
These are provided for each Company sized unit. As with so many things these
classifications represent my own opinion, feel free to change them if you feel
otherwise. The types of troops, especially in the early days, were so diverse that
this is only a representative sample.
Nationalist
Spanish Foreign Legion up to Madrid:
Legion 1937 onwards:
Moors up to Jarama:
Moors post Jarama:
Early Falange Militia:
Carlist Infantry, 1937:
Guardia Civil 1936:
Italian Regulars:
Italian Blackshirts:
Republican
POUM/Anarchist militias, 1936-37:
International Brigades:
Assault Guards:
Durrutti or 5th Regiment:
Generic
Peninsula Army 1936:
Conscript Armies post 1937:
8 figures, regular
6-8 figures, drilled, potentially LMF
Unit Organisation
Prior to the start of the revolt in 1936 the standard organisation for Spanish forces
was a battalion made up of four infantry companies and a further company of three
Machine Gun Platoons. Four such battalions made up a Brigade, which in theory
would have integral anti-tank and artillery support. In practice the latter were
usually under-represented. A cavalry Regiment was made up of four sabre
squadrons and one Machine Gun squadron. There was some talk of Moroccan
Tabors being smaller in size this is wrong, and is based on many subsequent works
utilising the same erroneous source, they did, in fact follow the same pattern.
The above organisation tended to be kept throughout the conflict by regular forces
on both sides. Some of the irregular forces of the Left were organised on an
entirely ad hoc basis, if for no other reason than their inclination towards the
principle of anarchy. As such they may be organised as the gamer desires or
according to historical precedence.
Card Options
If the card driven movement system is being used then the regular unit bonus card
may be used for any forces so marked. The nationalists are more likely to benefit
from the gifted commander card as this reflects their command abilities, not their
bravery or resilience.
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Throw 2D6.
On any double
Double 1
Track damaged, roll with equal chance, to see if the train may no
longer advance or retreat.
Double 2
Boiler damage. Loose one available speed dice
Double 3 or 4 Serious boiler damage. Loose two available speed dice.
Double 5
Brakes damaged. On 1 to 3 on a D6 move one more move then the
train will stop for 1D6 turns.
On 4 to 6 on a D6 continue moving at current speed until a 6 is
thrown, then decelerate as normal.
Double 6
BOOOOOM. Engine blows up in a spectacular fashion. Any troops in
close combat range, 2, dice as if fired on from effective range by a
five figure group.
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If the engine looses all six points it ceases to function, the train is stationary for
the rest of the game.
Close Combat with a Train
Close combat may only be instigated with a train if it is moving at less than the
speed available to the attackers.
Troops may be allocated to carriages, and these may fight normally. These troops
do not count the benefit of cover, but add half the actual strength of the carriage
to represent the state of the cover. Empty carriages may use this half strength to
represent the fact that they are simply difficult to break into. A close combat that
reduces a carriages value to zero will allow the victor the option of having either
destroyed the carriage as normal, or having broken into and captured it.
Armoured trains use their inherent strength for defence only, they may not
instigate close combat. Some open carriages, such as flat cars, are treated as
having no defence factor in close combat, as troops in them are susceptible to
damage. Troops in the open carriage will use their strength only in this situation.
Should an attacker enter into close combat with an open carriage that has no
troops in it, the carriage will be captured immediately. The attacker may then
destroy the carriage if he holds it for two more turns.
Train Crashes
Trains may NEVER intentionally crash into anything. If, however, their brakes are
damaged they may accidentally be involved in a collision. If two trains collide both
are derailed and may not move again for the rest of the game. All armaments are
abandoned.
Any guns or vehicles hit by a train are destroyed. Infantry will always jump clear
of any potential accident.
Trains colliding with a barricade roll a D6.
1,2
Train derailed
3,4
Train halted within 2D6 inches, but still on rails
5,6
Barricade destroyed, full steam ahead.
TANK BREAKDOWNS
The tanks used during the Russian Civil War were primitive in the extreme, and
whilst relatively invulnerable to enemy fire they were prone to breakdown and
mechanical failure.
Each turn a tank moves roll a 2D6, on a double consult the chart below.
Double
1.
2.
3.
4.
Result
Tank is overheating, no movement for the next turn.
Tank has broken down, roll a 6 on a D6 to fix, try each turn.
Tank is completely broken down, no movement for the rest of the
game, it may, however fire as normal, but will count as half effect
in close combat.
Tank has developed engine trouble, must return to line of
communication marker immediately. Will remain stationary for one
turn after that.
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6.
MILITARY SPECIALISTS
Former Tsarist officers who were used by the Red Army as specialists in order to
improve the effectiveness of their troops. May be attached to either a Battalion
sized force of militia or drilled troops. The units that they accompany will then act
as one training grade higher; i.e. Militia act as Drilled and so on. Check for loss as
per officers, but with a minus one on the dice.
POLITICAL COMMISSARS
Popular chaps these, obviously only serving with the Red forces. This character
may add up 2 to the movement of a unit that he is with, as long as this figure does
not exceed the maximum the unit could move when fresh (in other words they
keep moving at top speed for longer, and even when that is reduced they go faster
than they otherwise would). This will affect the movement/morale test in section
11 as well as normal movement. A Commissar may also rally together units from
the same command that have been hard hit and group them together in makeshift
Companies of up to six figures. These will always count as Militia and cannot be
issued with an Attack order. If a unit takes casualties test for loss of commissar
as for officers.
CAVALRY
These troops were very powerful in the Civil War. Cavalry winning a close combat
will test to see whether they remain in control, in which case they may halt or
breakthrough as desired by the player, or whether they continue to breakthrough
out of control.
Regular cavalry remain in control on a roll of 3 to 6 on a D6
Drilled cavalry remain in control on a roll of 4 to 6 on a D6
Militia cavalry remain in control on a roll of 6 on a D6
COSSACKS
Both sides were successful in recruiting Cossacks to their standards, although the
majority followed the White cause. These troops can be very effective; a Cossack
cavalry winning a close combat will automatically follow up. Their foes will
increase the level of defeat by one (section 14) and if contacted again will cease to
exist as a unit.
Cossack cavalry losing a close combat will increase their level of defeat by one.
CHEKA
A unit of Cheka may deploy on an 18 frontage behind friendly troops. Any unit
directly in front of it will ignore any withdraw result due to the movement dice
(section 11), also ignoring close combat results of defeated by 2 or less. In these
cases, however, they will lose one extra figure, representing those brought to
justice by the Cheka pour encourage les autres. If beaten by three, however,
they will be removed from the table together with any Cheka directly to their rear.
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Cheka themselves have no combat ability and will flee before any enemy advance.
If contacted they will be removed from the table.
DIVINE INTERVENTION
White forces may treat an accompanying Orthodox Priest as a flag in close
combat. In any situation the priest will dice to see if he is killed as would an
officer attached to a unit.
STANDARDS
Unit standards should be provided for all regular or drilled troops, one per
Battalion. These may be used in two ways during the rules. Firstly as a rallying
point, which may be left to the rear of a unit and, in the case of a negative close
combat result, will act as a rallying point in the same way an officer could. See
section 14. Units that rally around their standard may be consolidated into
makeshift units as long as their command has a Consolidate order. These units
may keep their original training level, but will form units with a maximum strength
of 6 figures and may not be issued Attack orders.
Secondly the standard may be carried into battle, and used to enhance the number
of dice thrown in a close combat situation, acting as a flag. A standard with a
company taking casualties will not test for loss, as whilst flag bearers may die, the
flag remains until the unit is wiped out.
Standards left to the rear have no movement ability of their own, they may only
move when accompanied by troops from their Command. If they are contacted by
enemy troops they are taken as a trophy.
COMRADE TROTSKYS RED HUNDRED
An elite bodyguard that accompanied Trotsky on his armoured train. Dressed all in
Red leather these fashion conscious warriors could be used to add extra morale and
firepower to a hard-pressed position.
As such this unit, and possibly other bodyguard companies in equally vibrant
colours, can be used as a unit in their own right, or may be distributed amongst
other units, adding their strength for all calculations; firing, close combat and
movement. They may never add figures to another unit that takes the total above
10 figures in all.
FLANK MARCHES
Normal practice in the fluid, cavalry rich environment of the Russian Civil War. To
represent this tactic units wishing to appear on the flank in the first quarter of the
table from the friendly base line have an 85% chance of arriving on the turn
nominated by their commander. In the second quarter there is a 65% chance; the
third quarter a 40% chance, and the furthest quarter a 25% chance, as per the
following illustration.
Friendly base line
85%
65%
40%
25%
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Add 5% for a regular unit, deduct 10% for a militia unit. If a player rolls and fails
he may try again in the following turn, and subsequent ones, but with the
percentage chance reduced by 5% each time. If the chance falls to zero then it is
assumed that the force has either got lost or been intercepted by hostile forces.
A unit may not attempt to flank march past an impassable obstacle, such as a river,
unless specified in the scenario.
AMMUNITION RESTRICTIONS
In the Russian Civil War shortages of ammunition did more to silence batteries than
enemy fire. As such an option is to roll a dice to restrict the number of turns firing
available to any gun section or battery. Roll 1DAV and add one to get the amount
of ammunition available in terms of turns fire.
PROPAGANDA
An optional rule designed to work with the movement bases, but can be amended
for use without them. Immediately after the initial deployment has been made
and orders issued, the attacker, having the moral initiative, may see if his
propaganda has had any effect on the enemys troops. This represents the overall
political and strategic situation in the run up to the battle, rather than something
that actually happens during the battle itself.
The attacker rolls 2D6.
2-6
7-10
No effect
One enemy command affected. Roll a further D6. 1-3 the defender selects
a unit. 4-6 the attacker selects a unit
11-12 All commands affected
If the defender selects a command he must choose one of his infantry commands,
rather than a support unit such as tanks or artillery. If the attacker selects a
command he may choose any enemy command on the table. At this point the
command will still be on a movement base, and this may result in a blank
movement base being chosen. The owner should not inform the player of this until
the base is spotted.
Whoever made the selection, the chosen command is marked, and effects are
diced for once the unit is spotted.
Effects on units
Roll 2D6 for the command.
0-5
6-7
8-9
10
11-12
No effect
Lose 1 figure from all sub units (not support weapons)
Lose 2 figures from all sub units (not support weapons)
Lose one company or squadron entirely (not support weapons)
Lose the entire command
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In a meeting engagement the players should decide whether they wish to test for
the effects of propaganda. Only if both players wish to should it be used, with
both testing.
UNIT INITIATIVE
Whites
Officer Battalions
Guard Infantry
Cossacks
European Cavalry
Infantry
Caucasian Cavalry
Reds
Advance
3
6
4
5
6
5
Retreat
4
6
5
5
5*
5
Red Guard
Red Army
Early Cavalry
Later Cavalry
Ex Tsarist Inf
Sailors
Advance
6
5
6
5
6
4
Retreat
4
6
3*
5
5*
5
This is representative using a selection of forces from South Russia, many more
options can be added to all sorts of troops such as Makhnos anarchists, Czechs or
even German Freikorps.
TROOP CLASSIFICATIONS
These are provided for each Company sized unit. These troops are even more
varied than their equivalents from the Spanish Civil War, with troops appearing
from all over the different parts of the former Russian Empire. As such the
following should act only as a guide, these covering South Russia.
White
Coloured Regiments:
10 figures, regular, aggressive
Guards Units:
9 figures, regular
Other line units:
7-8 figures, drilled, rarely LMF
Cossack horse:
8 figures, regular, aggressive
Guard Cavalry:
9-10 figures, regular
Finnish White Troops: 9 figures, drilled or regular
Eastern Muslim cavalry:
6-8 figures, militia, aggressive, hillmen
Red
Early Red Guard:
Red Army:
Sailors:
Early Red Cavalry:
Late Red Cavalry:
Finnish Red Guard:
Latvian Communists
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Unit Organisation
White units tended to follow, where possible, the organisational structures of the
Imperial Army of the Great War. Typically each infantry battalion would have four
infantry companies with one or two Machine Gun platoons attached. Cavalry units
would, at full strength, have six sotnia, or squadrons, of horse. Higher formations
tended to be more ad hoc depending on availability, however in practice
Divisions were often made up of three Battalions of Infantry with support from
attached battery of guns.
Red forces initially were a complete jumble of whatever was available. Former
Imperial forces returning from the front in an highly politicised state would often
be deployed against the Whites with their own officers still tenuously in control.
As the war progressed the new Red Army was formed under Trotskys guidance,
This was structured in a triangular fashion, with three companies making a
battalion, three battalions a Regiment, three Regiments a Brigade. The Brigade
would, in theory, have one artillery Battalion to support it along with a company of
sappers.
In the vast expanse of Russia railways were the key arteries that dominated
strategic thinking. Control of them allowed forces to be supplied, reinforced and
moved with relative ease. As such armoured trains were often used to support
units of both sides in the field.
Card Options.
If the card driven movement system is being used then the regular unit bonus card
may be used for any forces so marked. The Whites are more likely to benefit from
the gifted commander card whereas the Reds will be more likely to be hampered
with a Political commander.
Red forces operating up to 1920 may be allocated one card per Brigade sized
grouping of three battalions, whereas the Whites should have one card per
battalion. Any Commissar should have his own card and will be able to rally units
when it is turned.
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