Kaptain

I'm glad to hear that the Heritage creative department's efforts of so long ago are still providing people with enjoyment. When you get finished e-transcribing and enlarging the scope the rules, please do send me a copy of your version.

As to modifications for paratroopers, etc., I must say it has been so long ago that even the basic rules mechanics are only hazy outlines in my mind. I know I have a copy of the rules, but a search of the house failed to disclose them, so they are probably packed up in a box in the storage warehouse. Therefore, please take the following suggestions only in the most general sense. All dice are six-sided dice (D6).

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One possibility:

Each overall commander draws three cards from a standard poker deck at the end of turn 1. (i.e. after he's seen the general deployment of the enemy).

Ace, King = Artillery barrage.

Q = Air strike

J = Paratroop drop

10 = Flanking move, infantry

9 = Flanking move, armor.

8 = Fighter Cover

2-7 and Jokers = No event

If a commander draws three NO EVENT cards, he gets his choice of any ONE event. After drawing cards, each commander records the events secretly, along with any coordinates, timing, or other notations required.

1. Artillery barrage - No pre-recording necessary; commander may play the event at any time after move 1. He stands three feet behind his table edge and throws a cotton ball (available from the makeup counter at the drugstore) onto the table. All troops, friendly or enemy, within 6" of the final position of the cotton ball must make a saving throw. If the cotton ball goes off the table, the barrage has no effect.

2. Air strike. The commander writes down the turn number (turn 3 or later) on which he wants the air strike. On that turn he throws three cotton balls (all at once), and figures must make saving throws as for artillery barrage. A figure makes a saving throw for each ball that he is within 6" of.

3. Paratroop Drop. The commander writes down coordinates and game turn (turn 3 or later) for his troop drop target point. The coordinates start from the lefthand corner of his entry edge of the table. Sample coordinates: DOWNTABLE 42"; RIGHT 16"; TURN 4. He is not allowed to measure, but must estimate the coordinates. At the end of his movement in the chosen turn, he announces the drop, and measures to the coordinates he has written for the target point. He indicates the plane's flight path by laying a rod or ruler over the target point (angle and flight direction are his choice). He then rolls three dice.

FIRST DIE IS DEFLECTION of the drop.

1 = deflected left of path
2 = deflected right of path
3 = deflected down path
4 = deflected up path
5 or 6 = On Target.

SECOND DIE is DISTANCE of deflection in inches.

If drop was On Target, ignore this die.
Otherwise move the drop point that many inches in the proper direction.

THIRD DIE is spread. Multiply the die-roll by two.

The paratroopers must land evenly distributed along a line of this length, in the direction of the flight path and centered on the new drop point. Any that come down off the table or in water are lost. Any that come down in woods must make a saving throw. Any that come down within range and in the fire zone of an enemy soldier or vehicle must make a saving throw for each enemy so situated. The firing enemy do not have to roll to hit first.
Paratroops may not move on the turn they land but may immediately turn to face any direction. They may fire at their first opportunity.

4. FLANKING MOVE, INFANTRY - The commander writes the edge (left or right) that he wants the flanking forces to come in on, the number of inches downtable from his entry edge, and the turn number (Turn 3 or later). He may not measure, but must estimate the distance. Example: Right edge; 48" down the table; Turn 4. At the end of his movement on the designated turn, the infantry figures appear anywhere the general chooses, within 8" of the specified point, and may move up to half a normal movement on their entry turn.

5. FLANKING MOVE, ARMOR - Same as for Infantry, but one armored vehicle appears right at the entry point (or the closest terrain which it can move in).

6. FIGHTER COVER - Any time his opponent plays an Air Strike or Paratroop Drop card, a commander can play a Fighters card if he has one. The commanders match die rolls; if the ground-attack planes' die-roll matches or exceeds the Fighters' die roll, they complete their mission. Otherwise they are shot down before making the strike or drop. Both cards are lost and may not be reused in any case.

7. NO EVENT - This card is a 'blank.' It has no effect, but does not prevent any other cards in the hand from being used.

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Each card may be played only once per game. It is returned to the deck after it is used. Each side may play only one card per turn. Exceptions: Fighters may be played whenever needed, even if another card is being played that turn; one Artillery Barrage can be played on the same turn as one other card. If a player has two cards of the same event, both may be played, but only one per turn.

If a commander forgets to execute his event card on the proper turn, the card is lost. Opposing player may ask to see the written notations for any card played.

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You may wish to print up your own cards with the Event names and perhaps pictures on cardstock instead of using a poker deck. You can cut the number of cards for each event in half from the poker deck numbers, but every event should have at least two cars, and the NO EVENT cards should be about half the deck. You may wish to print trivial or humorous occurrences instead of NO EVENT cards, such as "Mess Tent's Creamed Chipped Beef especially tasty today - No Effect."

These are just general guidelines off the top of my head. You will need to establish what works for your group, given the number of figures in your games, size of the table, temperaments of players, etc. You must at least:

1. Decide how many men a parachute drop and a flanking infantry move will contain.

2. Decide what the saving throws should be for the Artillery, Air Strikes and Parachute Drops.

3. Run some tests with the cotton balls before writing up the final version of the rules to see how far back the throwing player should stand to achieve the desired level of innacuracy - obviously, if you are playing on a card table, that distance will be different than if you are playing on a 6'x9' gaming table. If you find you just hate the cotton ball system, then substitute a direction and scatter 2D6 die roll. Doubles is a direct hit at the aiming point, but otherwise the left die is direction [1 = 12:00 o'clock (directly downrange), and the other rolls go round the clock face at 2:00, 4:00 and so forth] and the right die is distance from the aiming point in increments of perhaps two inches per die number.

4. Decide what the "blast" radius of the artillery and air strikes should be. I said 6", but you may find some other distance better for the way you play.

Clearly, the event table adds an element of luck that makes for a suspenseful and surprising game, but some players really resent having too big a luck factor. If your guys are like that, then maybe you have to let the players choose what special event(s) they want, or choose one and draw two from the deck. And if you find that a particular event overpowers the game (i.e. you can't lose if you happen to draw, say, an air strike, or flanking armor), then cut back on the power of that event or eliminate it entirely. It will take some experimenting to get a good balance for your group, and the first games may come out a bit lopsided - just remind the guys that you're experimenting, and to concentrate on the fun of the game, rather than putting egos on the win/loss line.

Let me know what works.

Have fun,

David