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Lest We Forget A Solitaire Small Scale Ground Combat Game from WWI to Present Rules of Play c Wesley H. Fung Version 1.1

Lest We Forget · 2018-08-20 · Lest We Forget (abbrev LWF) is a solitaire ground combat game for the 20th century and modern time. You lead a small group of no name soldiers to

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Page 1: Lest We Forget · 2018-08-20 · Lest We Forget (abbrev LWF) is a solitaire ground combat game for the 20th century and modern time. You lead a small group of no name soldiers to

Lest We Forget

A Solitaire Small Scale Ground Combat Game

from WWI to Present

Rules of Play

c©Wesley H. Fung

Version 1.1

Page 2: Lest We Forget · 2018-08-20 · Lest We Forget (abbrev LWF) is a solitaire ground combat game for the 20th century and modern time. You lead a small group of no name soldiers to

1 Introduction

Lest We Forget (abbrev LWF) is a solitaire groundcombat game for the 20th century and modern time.You lead a small group of no name soldiers to fight ina brief moment of a large battle. A game of LWF por-traits the drama within a single hex of many otherwargames. The design goal of LWF is a quick andlight wargame with high replay value which requiresminimal setup time. The basic game features a typi-cal land engagement. There are additional scenariosand army rules of many historical periods to providean enhanced immersion.

2 Golden Rule for SoloWargamers

Whenever there is a situation you have to make choiceand the rules do not state any restriction or priority,you can choose freely.

3 Preparation

LWF is a Print-to-Play system with very light com-ponent requirements:

3.1 Playing Pieces

The game is fought between two sides, playerside(you) and enemy side. You will need two setsof playing pieces in different colors. Playing piecesrepresents combat units (4) which are either infantrysquad, sniper or tank. You don’t need many playingpieces. In practice, you will have around 10 units onthe map at the same time mostly.

3.2 Map Sheet

You will find pre-generated maps in the Maps andCards document file. There is an empty map for youto draw the battlefield you want as well.

3.3 Game Cards

Print and cut the 91 game cards in the Maps andCards document file. Each card has a unqiue hexID corresponding to a hex on the battlefield. Theymight be marked with either SUPPRESS, HIT orno text for combat resolution purpose. They havealso either an infantry, a sniper or a tank silhouettefor reinforcement determination (9.5 and 8.1).

An infantry card with HIT.

A tank card with SUPPRESS.

A sniper card with no text.

3.4 Companion App

A free companion app is available in Google PlayStore. There are 3 ways to play the game using theapp:

1. Gather your pieces. Draw your own map usingthe blank map template or print one of the pre-built maps. The companion app provides gamedeck functions.

2. If you have a tablet and one additional device,you can play without any printing at all. Openup the map generator with your tablet and lay itflat to function as a map. You still have to runthe rules and gather playing pieces.

3. Finally, you can play the game using the appcompletely! It gives you a quick game in blinkingof eyes but the drawback is you might miss athing or two because the execution is very fast.It does not support advance game scenarios atthe moment of writing.

4 Combat Units

Both sides fight with combat units. A combat unitcan be infantry, sniper or tank. All infantry unitsenter play in good shape and will become broken as aresult of combat. You need some ways to tell whetheran infantry unit is in good shape or broken. Tanksand snipers do not become broken.

I use 2 cubes each or a standing soldier fig-ure for units in good shape, a single cube ora soldier figure on its side for broken units.

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Having sniper units make the game moreinteresting but require additional gamingpieces and rules. If you don’t want to han-dle the complexity, when the game asks youto put a sniper unit in play, simply use in-fantry instead.

4.1 Range

Units have different attack range depends on the ter-rain it occupies:

Infantry Tank SniperOpen 3 3 5Water 1 1 5Wood 3 1 5House 3 0 5Bunker 4 1 5

Tanks in house hexes have 0 attack range.That is effectively means they cannot attackat all.

4.2 Morale Check

From time to time combat units would have to takemorale checks:

1. Draw a card

2. If the card is a HIT, the unit takes damage.

3. If the card is a SUPPRESS and the unit is inOpen or Water, the unit takes damage.

4. Otherwise the unit passes the check.

Infantry units in good shape become broken whenthey take damage, all other units were eliminated.

5 Map

Battlefield in LWF is a big hexagon formed by 91smaller hexes. Hexes have an ID which will be re-ferred during play. Hex IDs are composed of twonumbers, the first number indicates the distance fromthe center hex.

5.1 Terrain

Hexes are either one of the following: open, wa-ter, woods, building or bunker. Terrain typesDO NOT affect movement. They provide protection

against attack, affect attack range and firepower ofunits.

Open hexes do not provide anycover. Tanks in open provide themost firepower.

Water hexes are not deep waterin this game. They are mainlymarshes, shallow ponds.

Woods provide additional pro-tection for infantry but reducecombat capacity for tanks.

Houses do not block movement,even tanks. However tanks willhave 0 firepower and cannot at-tack when in a house hex, forthe fact they they are busyingdriving around obstacles. This isthe best moments to attack anytank.

Bunkers are not necessary afortress-like structure. They aregood spots for shooting - e.g. atall house, a fortified building orjust ditches.

5.2 Terrain Level

Provided that the battlefield is very small in LWF,all hexes are considered on the same level.

5.3 Line of Sight (LOS)

Line of Sight rules is never used in LWF. As long asunits are in range they can attack each other.

The very first design of LWF was usingLOS rules but it was trashed because of tworeasons. Firstly, to speed up the gameplay.LWF were often played with A4 size printedmap, it is hard to judge LOS with such smallreal estate. Secondly, attacks in this game

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Page 4: Lest We Forget · 2018-08-20 · Lest We Forget (abbrev LWF) is a solitaire ground combat game for the 20th century and modern time. You lead a small group of no name soldiers to

were often not direct shooting. They canbe mortar, suppression fire and grenade etc.Basically attacks are troops fire or throwwhatever they can to where they see, hearor even think enemies are. Units take hitbecause of losing the will to fight and routedrather than life lose.

6 Game Setup

6.1 Draw Deck

Shuffle all the 91 game cards to form the draw deck.

6.2 Mission Objective

Draw the top card from the game deck. Check the hexID on the card, the matching hex and ALL adjacenthexes are your objective area. You win if you haveat least ONE unit inside this area AND there are noenemy units in the area by the end of the game (10).

6.3 Entrance Hexes

The map edge furthest from the hex drawn in theprevious step is the player side. There might be morethan one eligible edges, in this case, all of them areplayer sides. The hexes along player side are yourentrance hexes. Pick one of the hexes and place aplayer infantry unit there. You always start with aninfantry unit.

If the centermost hex is drawn, then all 6hexsides - all the outermost hexes are en-trance hexes!

7 Sequence of Play

Each turn contains two phases:

1. Enemy phase (8)

2. Player phase (9)

Enemy phase happens BEFORE playerphase. Thus after you placed your first unit,the next thing happens will often be an en-emy showing up.

8 Enemy Phase

Draw a card from the deck, find the hex with thematching ID. It is the spotlight hex. The areawithin 2 hexes to this hex is the stage for this phase.Units in this area are said to be on stage. Whatwill happen depends on the unit composition of thestage:

1. If there is no enemy and player units on stage,an enemy unit shows up (8.1).

2. If you have only enemy units on stage, they ac-tivate (8.2).

3. If you have both enemy and player units on stageat the same time, a firefight begins! (8.3)

4. otherwise, nothing happens.

Example stage diagram. Assume you have drawn thecard 1-4, hexes with red outlines are objective area.Units in hexes of blue or red outlines are on stage.

8.1 New Enemy!

If there is no enemy and player units on stage, drawa card. Place an enemy unit of the type shown onthe card on the spotlight hex.

You will see enemies could show up as closeas 3 hexes from your units.

8.2 Enemy Activation

If you have only enemy units on stage, they activate:

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1. Find all player units in range (4.1) of enemysnipers and tanks on stage. Perform MoraleCheck 4.2 for each of the said player units. Aplayer unit takes 1 check regardless how manyenemy units it is in range of.

2. Then all good shape enemy infantry on stagemoves 1 hex towards the closest player units.They do not move if already adjacent to anyplayer units.

3. Broken enemy infantry moves 1 hex towards theclosest enemy good shape infantry, sniper ortank. They do not move if already adjacentto such enemy units, or no other eligible enemyunits in play.

4. Enemy tanks move 1 hex towards the closestplayer units if it has no player unit in range (4.1).

5. Enemy snipers do not move.

If more than one hexes are eligible for enemy unitmovement, they always move into the hex give themthe higher firepower.

Important: ONLY enemy units onstage activates.

8.3 Firefight

1. Find all player and enemy units on stage

2. Calculate firepower for both sides. Consultthe firepower table (8.3.1) for each participat-ing units. The side with higher total firepowerwin. If it is a draw, execute the following stepsas both sides had won.

3. All good shape infantry units of the losing sidebecome broken. Snipers and broken infantry andare eliminated. Tanks adjacent to any unit ofwinning side, or winning side has at least 1 tankunit, are eliminated. If not, the tank unit per-forms a Morale Check 4.2.

4. All units in winning side perform a Morale Check4.2. Tank units perform the check if it is adjacentto any losing side units before the firefight or thelosing side has at least 1 tank before the firefight.Note: Snipers provide no additional benefit otherthan contributing firepower during a firefight.

8.3.1 Firepower

An unit’s firepower depends on the terrain it occu-pies:

Infantry Tank SniperOpen 1 3 1Water 0 1 1Wood 1 1 1House 1 0 1Bunker 2 1 2

9 Player Phase

After enemy phase finished, you can perform one ofthe following actions:

• Attack an enemy unit

• Assault

• Rally a broken player infantry unit

• Move a player unit

• Call reinforcement

9.1 Attack

You can attack an enemy unit if the unit is NOTadjacent to but in range of any player units. Playerunits attack range depends on unit type and terrain(4.1)

• To attack an enemy tank, it must be in the rangeof any of your tank or sniper units.

• If your target is a good shape infantry unit andwithin range of any player snipers, the targetbecomes broken, no morale check is needed.

• Otherwise, the target takes a Morale Check 4.2.

Notes: Attack range of 1 effectivelymeans a unit cannot attack. It canassaults(9.2) however.

Unlike enemy snipers have an advantageover regular infantry in range only, playersnipers are much more powerful!

9.2 Assault

If your unit is adjacent to an enemy unit, you cancarry out a direct assault to the hex. Assault is re-solved exactly like a firefight 8.3 except the stage de-termination. In an assault, take the chosen enemyunit’s hex as the spotlight hex. Then follow the fire-fight resolution procedures.

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9.3 Rally

You could bring a broken infantry unit back to goodshape if there are no enemy units within 3 hexes.

Note: Enemy units do not rally.

9.4 Move

Your chosen unit can move to any adjacent hexes.Terrains do not prevent movement. Only ONE unitis allowed in a hex. In other words, unit stacking isnot allowed in this game. Player units cannot exitthe map at all times.

If it is not clear enough, a unit can moveexactly ONE hex only in a single phase.

9.5 Call Reinforcement

The word reinforcement is used here for the purposeof convenience only. They are friendly troops whowere marching behind or preoccupying with their owntroubles rather than waiting for your call.

1. Choose one of your entrance hexes. The hexmust be empty. If no empty entrance hex avail-able you cannot call reinforcement.

2. Draw a card, place a player unit of the typeshown on the card in the chosen hex.

3. For each player units in play before the reinforce-ment unit arrives, SKIP player phase for ONEturn. E.g. if you have 2 units in play before call-ing reinforcement, after placed the new unit inplay, you have to execute 3 Enemy Phases beforeyou have a chance to act again.

Wait for reinforcement arrive is arisky business. Beware that thegame could end anytime during thesubsequent unbroken series of enemyphases!

10 Game End

The game does not have fixed amount of turns. Ifat any moment you have no unit in play and thescenario does not allow reinforcement (11), you loseand the game is over. Victory is determined whenyou are required to draw a card but the deck has nocard left. It could happen anytime when the rules call

for card draw, e.g. even in the middle of a firefight(8.3). You win if your mission objective (6.2) is met,otherwise you lose. Now you know all the rules of thebasic game, go ahead and start your first fight!

11 Scenarios

The basic game is a typical advancing mission. Thissection provides rules for other mission types.

11.1 Bloody Battle

Victory condition is changed. You do not have tocapture the objective area. You win if you have moreplayer units than enemy units when the game ends.

11.2 Behind Enemy Line

Play the game as usual except you will not receive anyreinforcement. You command only 1 infantry unit.Your men are best of the best. Enemy units will failMorale Check 4.2 even with SUPPRESS no matterwhat terrain the unit is in. You automatically winall firefights and assaults. Resolve them as your unitsare on winning side. No need to calculate firepower.

11.3 Escape!

No objective hex for this scenario. Setup normally.You command only 1 infantry unit and will neverhave reinforcement. You win if the unit reached anyhexes on the side of map edge opposite your entryedge and survive the immediate enemy phase afterthat.

11.4 Last Stand

No objective hex for this scenario. You start with3 units of any types. Place them anywhere on themap. You will receive no reinforcement. You winif you have at least 1 unit survives at the end of thegame. You win a decisive victory if all 3 units survive.

11.5 Hold the Line

No objective hex for this scenario. Instead, choose amap edge to be your rear. You start with 3 units ofany types. Place them anywhere on the map. Youwill receive no reinforcement. Enemy units move to-ward your rear hexes instead of your units during en-emy activation. You lose when an enemy unit entersone of your rear hexes before the game ends, other-wise, you win.

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12 Threatres

The following rules add details for different periodsof time. Generally, they do not increase play timebut increase mental workload by large. Players arestrongly encouraged to get familiar with basic rulesbefore trying them out.

12.1 WWI

It is strongly recommended use maps with no housewhen playing as WWI scenarios. Urban warfare isextremely rare during WWI.

• No units can attack tanks (including tanks!).The only way to deal with tanks are via fire-fights.

• Enemy tanks always move toward player unitsuntil adjaceny to player units when activated.

12.2 WWII

Enemy behaviors are vastly diverse among differentnations. Pick a nation for enemy before game start.However, do not use any of the following rules forplayer forces.

12.2.1 German

• They behave just like what the basic game de-scribed.

• They have exceptional tanks and tank crew.German tanks do not take hit on SUPPRESScards by morale check. Only a HIT can destroythem. They contribute 3 firepower in woods dur-ing firefight.

12.2.2 USA

A SUPPRESS morale check result does not eliminatebroken USA infantry units.

12.2.3 USSR

Broken USSR infantry will stay in place, they neverretreat.

12.2.4 Japan

Broken Japanese infantry will behave exactly thesame as in good shape. They move closer to yourunit rather than retreat during activation. (8.2).

12.2.5 British

Good shape British infantry behave like tank units.If there is any player units in range of british infantryunit during activation phase, they do not move.

12.2.6 La Rsistance

French Resistance troops are guerillas. French unitsdo not move unless your unit is closer to the objec-tive than them. If there is no objective they movenormally. Your infantry and tank can attack themup to 2 hexes instead of 3. They use no tank. If atank card is drawn for new enemy, place an infantryinstead.

12.3 Vietnam War

You can play as U.S. Army or North VietnameseArmy (NVA).

12.3.1 Play as U.S. Army vs NVA

• They have no tank. When you draw a tank cardfor new enemy put a sniper unit instead.

• They take damage only with HIT on moralecheck. SUPPRESS has no effect on them.

12.3.2 Play as NVA vs U.S. Army

• Use the WWII USA rules (12.2.2) for enemy in-fantry

• You can’t use tanks. Place an infantry unit in-stead when a tank card were drawn for reinforce-ment.

• Your infantry unit take damage only with HITon morale check. SUPPRESS has no effect onthem.

12.4 Sino-Vietnamese War 1979

You can play as People’s Arm of China (PLA) orPeople’s Army of Vietnam (VPA).

12.4.1 Play as PLA vs VPA

• They have no tank. When you draw a tank cardfor new enemy put a sniper unit instead.

• They take damage only with HIT on moralecheck. SUPPRESS has no effect on them.

• Your infantry and tanks can attack them up to2 hexes regardless of terrain.

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• You have no sniper. Place an infantry unit in-stead when a sniper card were drawn for rein-forcement.

12.4.2 Play as VPA vs PLA

• You can’t use tanks. Place sniper instead whentank cards were drawn for reinforcement.

• Enemy has no sniper. If a sniper card is drawnfor new enemy, place an infantry instead.

12.5 Counter-insurgency in 21st cen-tury

You can play as counterinsurgency force or as insur-gents.

12.5.1 Play as Counter insurgency Force

• Enemy has no tank. When you draw a tank cardduring for new enemy put an infantry unit in-stead.

• Enemy infantry units come into play broken.They do not retreat and always move towardsyour unit.

• Enemy infantry can attack your tank (RPGs)during activation!

• Your tanks are much more potent than theircounterpart in history. Enemy units will alwaysfail morale check on SUPPRESS disregard ter-rain. Your tanks contribute 5 firepower when inopen.

• On stage check for units within 1 hex instead of2. Firefights become a lot rarer and beware ofbeing overrun by insurgents.

12.5.2 Play as Insurgents

• You can’t use tanks. When you draw a tank cardfor reinforcement put an infantry unit instead.

• Your infantry unit can shoot enemy tanks!

• Your infantry units are always broken. Theycannot be rallied.

13 2 Players Rules

In 2 players game, human players play the enemy sideof solo game are refered as reactive player.The game progress follow the exact sequence as insolo game, the only different is enemy activation.

When enemy activates, reactive player perform oneof the following actions for EVERY enemy units onstage:

• Attack (9.1)

• Move (9.4)

Using the same rules for human player in solo gameto resolve the above 2 actions. Same as solo game,reactive players’ units units do not rally. They alsodo not assault.

13.1 Victory Condition

Game ends normally. Attacker wins if he/she controlthe objective hex (6.2) otherwises defender wins.

13.2 Optional Rules Usage

The 2 players game is compatible with scenarios (11),follow the scenario setup accordingly. If use nation-ality/time period optional rules, simply ignore all en-emy movement rules. Both players got to choose theside for their troops but have to stay true to history(e.g. No U.S.S.R fights the U.S.A, or NVA fightsinsurgents etc). Stage size is always 2 hexes in ra-dius. (Ignore the 1 hex stage range check of counter-insurgency force rules).

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14 Charts

14.1 Attack Range

Infantry Tank SniperOpen 3 3 5Water 1 1 5Wood 3 1 5House 3 0 5Bunker 4 1 5

14.2 Firepower

Infantry Tank German Tanks Counter-insurgent Tanks SniperOpen 1 3 3 5 1Water 0 1 1 1 1Wood 1 1 3 1 1House 1 0 0 0 1Bunker 2 1 1 1 2

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