Battle of the Bulge idea, number drill Nov 24, 2015 14:35:13 GMT -5
Post by soldierthrutime on Nov 24, 2015 14:35:13 GMT -5
Alucard posted about an upcoming game in Ocean City MD, called The Battle of the Bulge. He mentioned that it wasn't very true to the source material for several reasons.
So, I drafted a one-day (or weekend) scenario based on the numbers of men and vehicles that reportedly engaged during the battle. Of course, I have no clue where to acquire the resources....but it was an interesting exercise.
Battle of the Bulge: By the Numbers
An 140-person game on 15 Acres (about 800' or 450m square)
Eight 4-wheelers, Golf-carts or Gators would act as armored vehicles (and scenario support)
Fifteen sleds or trailers (10 dressed as guns and five as rocket launchers) would play as crew-served weapons
I'd also price cheap solid-colored cotton sheeting, for rough-cut ponchos to differentiate the sides. Green vs Grey, maybe.
Wooded area with little undergrowth and several large clearings. Three designated "roads" run E/W, with a N/S connector-road unevenly spaced between each. Small streams, a few small buildings/bunkers and low 360-degree fighting-positions scattered among woods or along edges of clearings.
No player may carry more than one weapon.
All pistols and rifles are single-shot or semi-auto.
Rockets kill everyone within 10', 1-shot-kill AFVs and American tanks, and disable or kill a German tanks.
Rounds are limited to one "combat load" per resurrection.
Combat loads are Pistol:12rnds, Rifle:20rnds, SMG:30rnds, MG:100rnds, rockets are single-shot.
A Platoon may have no more than 10 players, one radio, one MG, one rocket and one SMG.
Only one MG and/or SMG per Platoon may fire full-auto.
All vehicles have a 2- to 5-player crew, and no single player may drive and fire a weapon at the same time.
Tanks are enclosed vehicles, and AFVs are open-toped.
Tracked AFVs may carry a single MG, Tanks carry a single MG and a main gun (which acts as a re-loadable rocket).
Tracked AFVs may move along roads or into any clearing, but Tanks are immobilized if they leave designated roads.
Vehicles only move at 5 mph, main gun can't shoot targets within 25', MGs follow MG rules.
Vehicles can't move if enemy is within 10'.
Vehicles die in place, limited resurrections at specific periods, crew may dismount and continue play w/ small arms.
Artillery must call HQ with coordinates AFTER emplaced, so HQ may issue Fire Orders.
If two Artillerymen are touching piece (and not firing other weapons), it may fire once every 10 minutes with a range of 600'.
Fire Orders may be issued before-hand, so Referees can move within view of a target when Artillerymen fire.
Each player must have a red Dead Rag to hold above shoulders (or tie around head) when shot.
Each player is issued two resurrection cards, to be turned in at resurrection point in order to rejoin play.
Two resurrections (total 3 lives per soldier) during entire game.
No resurrections during first two "Assault Phases".
(Limits on FPS and minimum engagement-distance, as well as gear requirements as per field standards.)
1st Period: 60 minutes for initial Set-up
U.S. Forces' Main Body is within 50' (~20 steps) of Western Border
90 men (Command + eight 10-man platoons)
6 artillery pieces
5 rocket launchers
German Force is within 50' (~20 steps) of Eastern Border
50 men (Command + four 10-man platoons)
8 artillery pieces
5 rocket launchers
2nd Period: 5-minute Assault Phase for U.S. Assault Force to secure as much area as they can hold
(takes 2 minutes to move 800' at 12min/mile, no resurrections for either side)
German Forces may not trespass beyond 50' of Eastern border, but may engage targets and/or relocate.
U.S. Assault Forces:
1 medium tank
1 tracked AFV
2 artillery pieces
2 rocket launchers
3rd Period: 60-minute Assault Phase for German Assault Force's initial charge.
U.S. Forces' may not move any additional players 50' beyond border, but may engage and relocate.
Entire German Force may take the field.
Still no resurrections for either side.
4th Period: The rest of the day is a Counter-Offensive (not an Assault Phase)
Both sides field their entire force.
All players may resurrect (and resupply) two times each during rest of game.
All Artillery resurrect twice.
American Tanks resurrect twice.
German Tanks resurrect once as German, resurrect second time as American.
Players take breaks when resurrecting throughout the day or break-in-place