Kelly's Heroes Microarmor Scenario

Goal

In this light beer'n'pretzels scenario, each player plays for himself. It's inspired by the movie but not intended to be a re-creation.

In the center of town is a load of gold bars (or beer and pretzels, painted miniatures, a quarter from each player...) that each team is trying to procure. The objective is to pick up the gold and escape with it from the board (from any edge). Any vehicle that reaches the center of town and parks unmoving for one turn at the location of the gold has picked it up and can make for the board edge. If that vehicle is disabled or destroyed, the gold stays with the destroyed vehicle until another vehicle picks it up by parking next to the disabled vehicle for one turn. On the turn that the gold-carrying vehicle leaves the board, the players may take one last shot at it right on the board edge (assuming line-of-sight).

Setup note: set up the town so the roads are somewhat curved and the buildings dense, so that no one can sit outside and shoot all the way through the town.

Players may make agreements with each other, but nothing is binding, and only the player whose vehicle escapes with the gold is considered to have won. (No shared victories.)

Forces and Terrain

From a suite in a deck of cards, take the ace up to the number of players, and let the players choose randomly. Setup is done in a number of phases. In odd phases it goes in order of the player that drew the Ace upward, in even phases from the high card downward.

  1. (up) Pick which group of vehicles to use. Once a group is chosen, it cannot be chosen by another player.
  2. (down) Pick your starting position, somewhere on the edge of the playing area.
  3. (up) Place one hill, woods, or field anywhere on the board, provided it is at least 2" from all other terrain.
  4. (down) Place a second hill, woods, or field.
  5. (up) Place a third hill, woods, or field.
  6. (down) Place two sections of roadblock (dragon teeth). Dragon teeth can be placed on roads but have to be at least 2" from other terrain.

Terrain

  • All open ground is considered "flat".
  • Woods are "light woods" with no undergrowth.
  • Woods obscure line-of-sight beyond 100m (2").
  • All hills are gentle slope and flat.
  • Buildings cannot be driven into or destroyed.
  • Walls and hedges simply provide cover and can be traversed by any tracked vehicle (but not wheeled).
  • All creeks are fordable at all points.

Rules

The rules are a subset of the normal microarmor rules:

  • No artillery
  • There are no orders or morale
  • Successful suspension hits cannot be fixed
  • Reserve Movement cannot be used
  • There will be no hidden movement or deployment. All vehicles are valid targets if visible; there will be no Near-Kills.
  • Each team is provided with three "turns" of smoke rounds, represented by poker chips. Any turn one or more vehicles on the team fires smoke, one poker chip is used. Smoke rounds can be placed anywhere within maximum range of the gun, they always hit exactly where the player wants, each eligible vehicle creating a 1" radius smoke cloud that results in a column shift when shot through. Place a die showing a "1" next to each smoke round when it is fired. At the end of each turn, roll a die for each smoke round on the board. If they number rolled is less than the die next to the round, the smoke round is removed. Otherwise the die is incremented. When it hits "six" it is automatically removed.
  • Each vehicle has an unlimited amount of standard AP ammunition.

Order of Moving and Firing

Each turn each player draws a card, and in order from smallest to highest (ace being smallest), the players move their vehicles. They then fire their vehicles in the same order.



Late War Teams
# Type Gun ROF Firing Armor Speed
Team Panther
2PzKw Vg Panther75L70 2 3:14cm 16/6 17/30
2SdKfz 22220L55 4 6:1cm 2/2 24/50
Team Tiger
3PzKw VIe Tiger88L56 2 4:12cm 12/9 12/23
3Marder II (PaK40)75L46 4 3:11cm 4/2 12/25
Team Panzer
7PzKw IVH75L48 3 4:10cm 9/4 12/25
2SdKfz 234/2 Puma50L60 3 5:6cm 5/2 24/50
Team Hetzer
7Hetzer75L48 2 4:10cm 11/3 9/24
2SdKfz 234/475L48 3 3:11cm 5/2 24/50
Team Stalin
2IS-II Stalin122L43 1 5:16cm 15/11 12/23
4BA-32 Armored Car45L46 2 7:3cm 2/2 16/34
Team Soviet
6T-34/8585L51 2 6:11cm 13/8 25/31
Team Catkiller
2SU-100100L55 1 4:16cm 15/6 23/32
2SU-8585L51 2 6:11cm 11/6 23/32
Team Pershing
2M26E1 Pershing90L53 2 3:15cm 18/9 14/25
2M8 Greyhound Armored Car37L53 2 5:5cm 3/2 28/55
Team Wolverine
4M10 Wolverine76L53 4 4:11cm 10/3 16/30
4M5 Stuart37L53 2 5:5cm 6/3 24/35
Team Easy-Eight
4M4A3E8 Sherman76L53 3 5:11cm 11/5 16/26
3M24 Chaffee75L40 2 6:7cm 6/3 26/34
Team Cromwell
5Cromwell VII75L37 3 5:7cm 9/5 18/32
3Challenger76L60 2 3:14cm 9/4 10/15
Team Firefly
3Sherman Firefly IVC76L60 2 3:14cm 11/5 12/26
3Humber IV Armored Car37L53 2 5:5cm 2/2 20/45
Team Churchill
5Churchill X76L60 3 5:7cm 14/9 8/16
2Comet77L49 3 3:13cm 10/6 16/29
Key:
#
Number of tanks of that type you get to use
ROF
Rate of Fire per turn
Firing
Number needed >= on 1d10 to hit and penetration at 1km
Armor
Average armor front/side, in cm
Speed
MPH on flat ground/road



Photos

sample Photos from the 22 May 2001 playing of this scenario

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