Blitzkrieg
refers to the German offensive in 1940, at the early stages of
war and prior to US intervention. Hitler's earlier stage
of war - labeled by many as "Sitzkrieg" and the "Phony War" -
are about to be over, and in dramatic fashion. In the late
Spring of 1940, Germany has taken over Poland and several small
countries, and they are setting up to invade and occupy France,
Belgium and eventually Britain.
Preparation
for the attack included building and securing the Maginot Line
along the Rhine River between France and Germany, as well as
several exploratory missions beyond the Line.
THE GERMAN OFFENSIVE
Germany,
positioned at #9, has ONE Command Post from which to operate,
one Commander and one Field Marshal. The German Wehrmacht
Commander, Franz Halder, has the duty of issuing missions and
communicating with his Field Marshal, Wilhelm Keitel.
Germany's goal
is to establish a foothold for the invasion, then invade and
occupy Britain, Italy and/or France. Germany can take over
up to two Allied bases at a time [see game rules below],
stopping Allied forces from having a base from which to attack
AND giving the Germans points for 1) invading and 2) occupying
it for 15 or more minutes.
THE ALLIED COUNTEROFFENSIVE
Allied
countries, positioned at #4, #20 and #25, have THREE Command
Posts from which to operate, one overall Commander and up to
three Field Marshals. The Allied Commander, Winston
Churchill, has the duty of issuing missions and communicating
with his Field Marshals,
Maurice Gamelin, , Gaston-Henri Billotte and Charles de Gaulle.
Furthermore, the
Commander and his Field Marshals have the responsibility of
maintaining and supplying troops for each of their three
countries. It is up the command staff to communicate and
correspondingly allocate troop levels at/to their respective
countries. Securing these lands is the default position;
NOT securing all three countries is worth positive points to the
enemy.
POINTS
Regular MISSION points,
available every 30 minutes, worth 100 points per completed
mission [unless otherwise noted on the mission card]
German INVASION points.
If Germans get base kill on any Allied Country [#4, #20 or #25],
they get 10 Points
German OCCUPATION points.
If Germans invade and occupy Allied County [#4, #20 or #25] for
15 consecutive minutes, they get 25 points. EVERY
additional minute past 15 is worth an additional 5 points per
minute.
Allied INVASION points.
If Allied forces get a base kill on German CP [#9], they get 100
points. IF Allied Forces can't keep Germans from
taking over and occupying their Allied Countries... running more
missions and/or destroying German CP may be the only way to win.
Effective spies could come in handy...
ROLE PLAYER points.
There will be assigned roles and assignable roles for role
players. Showing up to an assignment is worth 10 points.
NOT showing up is worth -20 points. Many of the assigned
roles will carry with them "BONUS" points of up to 50 points for
carrying out a specific role.
NOTE: GENERALS AND
24HG WILL KEEP UP-TO-THE-MINUTE RECORDS ON POINTS, GOOD OR BAD.
INVASIONS AND OCCUPATIONS WILL BE PUBLICIZED TO BOTH GENERALS.
REWARDS/INCENTIVES PROGRAM
Both sides start out with two
medics.
Everything else "important" is earned or bought.
Faster Reinsertions:
Up to three* purchases, runs all (or remainder of) game.
*Allied Forces can buy three [one for each CP], Germans
can buy one.
Each purchase knocks down 5 minutes off reinsert schedule for a
CP.
Paratrooper Deployment:
Available for purchase up to three times.
Deploy any 10 soldiers with 3'x3' green ponchos
anywhere on the field.
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Commander MUST state a
desired "location" [map number] but the players can
"land" anywhere within 200 feet [one map grid] of the
location, should there be heavy troop placements at the
actual, stated location. Paratroopers MUST drop
at/around the location, and CANNOT just wander around
waiting for the "right" time. Everybody rips off
their green poncho at once and you're all "live."
Play by the intent ... a paratrooper deployment. |
Medical Training Institute:
Up to three additional medics available, per side. Runs all
game.
Each medic is a purchase.
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ALL medics need to sit
down with the general and go over the medic rules, line
by line, to make sure they understand them. ANY ref
caught cheating or not playing by the rules will be ref
punched once, then stripped of his tape and medic card.
Medic cannot be re-bought. Striped medic cannot be
issued medic credential again. |
Spy
Recruitment:
Up to three spies may be purchased. Runs all game.
Each spy is a purchase.
Any player wanting to be a spy
needs to brief their general in advance of the game as to their
intentions and/or goals for being a spy. General should select
a spy (if warranted) out of a pool of players that show
interest and that have goals as part of doing the role.
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ALL spies need to keep
their original player ID on them at all times. General
will have nine of the other side’s player IDs
pre-punched for chronos (one set punched for AM, one set
punched AM and PM, and one set punched AM, PM and AM)
and MUST verify that the spy role player has his own
original card punched before giving up his spy ID card.
Any spy caught during the game must give up his SPY ID
card and retain his original card.
To "be caught," your General and accuser MUST come to
you with proof, and not just randomly ask players if
they are the spy. |
Reconnaissance Balloon:
Up to 6 flights per side, runs for 1 hour. Balloons can
overlap.
Each run is a purchase.
One invincible player with bright orange 3’ x 3’ poncho over
shoulders that can wander the field and radio in troop
numbers/locations.
Tank Factories:
One tank [we are building] that can run up to two times per
team.
Each “run” is a purchase.
Normal tank rules. Tank runs for 30 minutes.
Weapons Factories:
Two cases of paint, to be distributed by general to players that
come up during the game.
One ENGINEER role player will be given out with each purchase.
Each case of paint is a purchase.
Explosives Factories:
Up to six paint grenades, to be distributed by general to
players that come up during the game.
ONE demolition role player will be given out with each
purchase.
Three grenades = 1 purchase.
V2 Rocket Laboratory:
One use per side.
Can use any time during the game, on any target (including
base).
General’s base ref will radio Jack with his intentions. Nearest
field ref will run over and call everybody within 100’ of the
location marker dead.
Artillery Barrage:
Three uses per side.
One use = one purchase.
Can use at any time during the game, on any target except base.
Kills all players within 10’ of any target except base.
DOES NOT need to be a numbered location.
See V2 rocket laboratory for how to enact the kill.
[WILL ADD ANYTHING ELSE
ANYBODY WANTS TO SEE]
Best Pre-Game Strategy
[I know this is subjective… but its the best I can do.]
Short paragraph or two that will be evaluated 1 week before the
game.
Generals write a paragraph or two about how they plan to win the
war. Allocation of troops to different areas... Thought behind
time-distance relationships… Deployment of Field Marshal(s)...
Written with historical theme... Etc… No limit to length or
creativity.
Best Percentage of Players
at Boot Camps
[15+- minute “walk throughs” on the field
Scheduled Friday at 5PM, 6PM, 7PM; Saturday at 9AM, 9:30AM,
10:00AM]
Best Percentage of Players
at Orientation
Total # registered versus total # there at 11:00
Points Winner from First Third
of game
Points Winner from Night Play
Points Winner, Best 2/3
Most RP Bonus Points Scored by end of first 1/3 of game
Most RP Bonus Points Scored by end of second 1/3 of game
Most RP Bonus Points Scored by end of third 1/3 of game
Most Effective Spies at end of
game
Spies need to report to 24HG staff pre-game and tell us what all
they did post-game
Forfeiting Mission Points
Not a "fun" method, but sometimes it is required. For
every 100 points you have amassed, you can buy ONE thing above.
SPECIFIC GAME RULES
In addition to the "boxes" full
of normal rules, above, here are some new or game-specific
rules.
First, as you may have read
above... we're going to start doing BOOT CAMPS before every
game. Nothing terrible... Nothing very time consuming...
Just a 15-20 minute "walk through" covering how to play the game
right and what things NOT to do.
Second, we're going to start
doing something that'll hopefully help people from getting shot
up that don't necessarily need being shot up... Certain
people will be wearing 3' wide by 3' long "ponchos" of varying
colors with a hole in the neck of the poncho. When they're
wearing it, they should be EASILY identifiable to everybody out
there, even from long distances. These people are either
1) Generals you can shoot; 2) Invincible role players you can't
shoot; or 3) Paratroopers you can't shoot until they "land"
[take off ponchos]
-Generals will wear bright
blue or bright red ponchos
-Invincible players [think of them as "tanks"] will be
wearing bright orange
-Paratroopers will be wearing bright green ponchos.
Green means go - after they take the ponchos off.
Now.... back to the game...
The name of the game is stopping German
occupation of Allied Countries (#4, #20 and #25). These
three countries are all potential Allied bases.
Equal numbers will be split up
between "Allied" and "German" forces. German forces have
one uncaptureable CP and Allied forces have one uncaptureable
CP. Allied forces are in charge of PROTECTING their Allied
Countries (#4, #20, #25). Germany MAY take over up to two
Allied Countries. Doing so is Germany's goal.
Stopping them is the Allied Forces' goal. Allied Commander
MAY bulk up #4 and pay no attention to #25 and/or #20, but
Germans will take these places over, racking up points and
providing reinsertion points from which to attack the remaining
Allied Country. Hint: ... You may want to spread out
Allied forces and control #4, #20 and #25.
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BASE KILL METHODS:
1) One foot inside CP
door (ANY door) and YELL "ALL DEAD!"
2) TWO LAW shots on CP exterior within TWO minutes
3) DEMO player throws SATCHEL and hits CP exterior |
ALL Allied countries MUST have
their flag raised or lowered in order for troops to spawn at
that country. IF German troops attack and complete a BASE
KILL on any Allied country, they MUST bring in one of two
available German flags and establish that country as a "forward
base" from which to deploy new German troops [reinsert dead
German players]. Allied forces should attack and re-take over
their countries [BASE KILL], establishing their flag and their
reinsertion ability at that country. Note: We are
working on a way of adding blue/red lights at each Allied
Country to help with visually spotting Allied/German reinsertion
points at night. Flag STILL needs to be raised, regardless.
It should be said that it
is the PLAYER'S responsibility for communicating with
other players as to the ability to reinsert in an Allied
Country. Suppose Germany gets a base
kill on #20, raises their flag and #20 is a reinsertion
point. German players need to communicate to other
German players that #20 is POTENTIALLY a
reinsertion point. This is not a definite.
Allied forces can, and should, move in to re-take the Allied
Country. DON'T assume that "...because
___ told me I could reinsert there!!?!" is a valid
argument/excuse when you illegally try to reinsert at #20
[or reinsert short of the base because you think it is
unfair that you started walking over there, ETC.] after
Allied forces take it back over and a ref tells you to leave
the game. If you can't play by the rules or understand the
rules, just keep reinserting at #9.
NO FLAG = NO
REINSERTION. NO EXCEPTION.
Germany gets 10 points for
INVADING [BASE KILL] an Allied Country.
Germany gets 25 points for holding an Allied Country for 15
consecutive minutes, and an additional 5 points for every minute
past 15 minutes.
Once invaded, Germany's reinsertion time AT THAT ALLIED
COUNTRY is reduced to FIVE minutes.
*Bolded, capitalized and italicized... for emphasis
Allied Commander
must set up his CP at an Allied Country. He can set up his
CP at any Allied country, and can move his CP at any time by
placing his BLUE STAR flag at
either #4, #20 or #25.
-Commander
must wear BLUE 3'x3' fabric with
head hole over his body
-Commander will be “live” out on the field during moves, and
very much so exposed to enemy fire. Normal General Kill
points apply.
-Commander will keep base ref and all missions with him.
Anything else you need to know, read the
rules, hop over to
the FORUMS or
email me. Anything "new" or "different" on here
overrides the official rule book - however the only thing I know
that's different is the "Allies base kill German base" points
part.
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