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The Warmongers Convention

STORM OF STEEL:
 FROM SEDAN TO DUNKERQUE

 Supplement Rules
for Combat in France 1940

by Michael Peters
 pjotr@cyberdude.com

2nd Edition

CONTENTS
1. Introduction
2. Special Rules
Skill Levels - Fortifications - Dragons teeth - Panzer Scare - Support - Force Composition.
3. New Random Events Cards
AFV Capability Table
AT Gun Table

1. INTRODUCTION

From Sedan to Dunkerque is designed to supplement the Storm of Steel set, and contain a number of rules and tables that will help any gamers wanting to refight battles between French and German Forces during Hitlers Blitzkrieg invasion of France in 1940.

2. SPECIAL RULESA. Skill Levels. As a rule, French armies are Raw, while German armies are Veteran.

B. Fortifications. The French Player may not deploy minefields. (In 1939 the French Army had no Anti-Tank Mines. They had just been ordered, but had not arrived in any useful numbers when the German Army attacked.) The German Player may not deploy Bunkers. (The situation was much too fluid for them to build these types of time-consuming fortifications.) Only the French player may deploy Dragons Teeth (see below).

C. Dragons Teeth. Dragons Teeth can only be entered or crossed by Foot units, and that without any movement penalty. No Vehicles, including Tanks, may enter Dragons Teeth. Dragons Teeth has no effect on Line of Sight.

D. Panzer Scare. The first time in the Game a French Foot unit is Assault attacked by a German Armoured unit, roll 1d6 for each French Foot and Artillery unit within a radius of 15cm. If 5 that units panics, and is immediately moved to a position 10cm from the French players own table edge. If 6 the unit simply runs away: it is removed from play.

E. Support. The German Players support deck contains 2 x "One air strike", 4 x "One artillery bombardment" and 4 x "No support this turn". The French Players support deck contains 6 x "One artillery bombardment" and 4 x "No support this turn". (The French Air Assets were almost exclusively used on strategic targets, as Bridges, or for general Interdiction, and not for Tactical Close Support.) The German artillery is classified as Flexible, with a Normal Volume of Fire, French artillery is classified as Rigid, with a High Volume. (The quality of the French artillery was high, but it used tactics dating from WW1.) When determining what type of Aircraft that will attack, the German player modifies his die roll with +1.

F. Force Composition. At least half of the French Players units must be Foot units. The German Player may choose freely.

3. NEW RANDOM EVENTS CARDS

The following Random Events cards are added to the Standard Random Events Deck. Note that the procedure for preparing and using this deck is still the same.

1 x Look, French Fighters!
French Dewoitine Fighters make a rare sweep in the sky over the battlefield, and surprises the slow Stukas. The next time a german air strike-card is drawn, it is treated as a no support-card.

1x Refugees are coming!
Suddenly a column of Civilian Refugees appear, and clog the road. No French unit may use Road bonuses this turn. Instead Roads are for all purposes treated as Open Terrain by them.

2x The Lines have been cut!
Heavy Artillery Fire has cut a large number of Telephone wires connecting the HQ with the Fighting units. The French Players roll for Cpts is halved for 1d6 turns (rounding fractions up).

2x Send for more grenades!
The French stocks of grenades for the artillery are again dwindling. Remove one card marked "One artillery bombardment" from the support deck and replace it with one marked "No support this turn".

1x This looks like Sabotage!
The French Player roll 1d6 for each of his AFV on the table. The first time a "1" is rolled, that AFV is immobilised, and the die rolling stops. If testing a Char B1-bis, it is immobilized on a roll of 1-2. If no AFV is at first immobilized, start all over again.

 

FROM SEDAN TO DUNKERQUE

SPECIAL TABLES

 

1. AFV CAPABILITY TABLE

 Type

Movement

Armour Value

AT Die

Soft Die

Assault Attack Die

Note

Renault UE

20cm

2

-

-

d6

 

FT-17

10cm

2

d4

d6

d8

 

R-35

15cm

4

d4

d6

d8

 

H-35

15cm

3

d4

d6

d8

 

H-39

15cm

4

d6

d6

d8

Rather rare

FCM-36

15cm

5

d4

d6/HMG

d10

 

Somua S-35

20cm

5

d8

d6/HMG

d10

 

Char B1-bis

15cm

6

d8

d10

d12

75mm fixed

AMD Panhard

25cm

3

d8

d6/HMG

d10

Armoured Car

SdKfz 222

25cm

2

d4

d6/HMG

d10

Armoured Car

PzKpfw I

20cm

2

-

HMG

d10

 

PzKpfw II

20cm

3

d4

d6/HMG

d10

 

PzKpfwIII

20cm

3

d8

d6/HMG

d12

 

PzKpfwIV

20cm

3

d6

d10

d12

 

PzKpfw 38(t)

25cm

3

d6

d6/HMG

d10

 

Range modifications: If range is short +1 on die roll, if range is long -1.

Note: When two values are given, e.g. d6/HMG, the owning player may use either. It represents the Tank commander choosing between using the Artillery piece or the Machine gun.

2. AT GUN TABLE

Die used Gun type

d4 AT Rifle, Autocannon, 37mm (short)
d6 37mm (long), 75mm Infantry or Field Gun
d8 47-50mm AT, 105, 150 or 155mm Howitzer


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