You are on page 1of 7

Mission Generator

Secrets of the Third Reich


Mission Generator

Contents
Basics .............................................................................................. 1
Determine Sides .......................................................................... 1
Determine Mission Objective .................................................. 1
Mission Objectives ............................................................... 1
Break Through ................................................................ 1
Recovery .......................................................................... 1
Search and Destroy ....................................................... 2
Strategic Control ............................................................ 2
Take and Hold ................................................................. 2
Special Mission Objectives .................................................. 3
Charlie Foxtrot ............................................................... 3
Rear Guard ...................................................................... 3
Reconnaissance ............................................................... 4
Determine Game Effect ............................................................. 4
Determine Deployment Zones ............................................... 4
Determine Deployment Order ............................................... 5

Tables
Mission Objective ........................................................................ 1
Special Mission Objective .......................................................... 1
Deployment Zone ...................................................................... 4

Written By
Ray S

Edited By
John M

Based on
Secrets of the Third Reich: 1949
A joint production of Grindhouse Games and West Wind Productions of an original idea by Andy Cooper

Written by
Jim Bailey and Johnathan Bailey

Published by West Wind Productions


BASICS MISSION OBJECTIVES
The SoTR: 1949 mission generator helps players create There are five basic mission objectives. The basic
interesting and challenging engagements. It can generate mission objectives are playable as squad or platoon level
both squad and platoon level missions. missions.

Mission generation is a random process but the players BREAK THROUGH


are free to choose the result for any or every step of Orders
the mission generation procedure. The battle has ground to a standstill. Your orders are
to push through the enemy lines at all costs.
The mission generation procedure is:
1. Determine Sides Battlefield and Deployment
Players roll to determine who will be the attacker Play this scenario on a 4‟x4‟ or 4‟x6‟ table with plenty of
and who will be the defender. terrain for the troops to sneak around in. The attacker
2. Determine Mission Objective rolls 1d6 to determine the deployment zone layout or
Players roll to determine the mission specifics. the players can choose a deployment zone layout.
3. Determine Game Effect
If not determined by the mission objective, players Models with the Deep Insertion or Drop Trooper
roll to determine the game effects. Special Rules do not gain their benefit and deploy as
4. Determine Deployment Zones normal troops.
If not determined by the mission objective, the
attacker rolls to determine the deployment zone Game Length
layout. Eight turns for a 4‟x4‟ table or when deploying on the 6‟
5. Determine Deployment Order side of a 4‟x6‟ table and twelve turns when deploying on
If not determined by the mission objective, players the 4‟ side of a 4‟x6‟ table.
roll to determine who deploys first.
Special Rules
DETERMINE SIDES Players earn one victory point for every one of their
Each player rolls 1d6 to see who will play the attacker models that exits the tabletop through the opposing
and who will play the defender. The player with the player‟s deployment zone. Each NCO, officer, model
higher roll selects a side or the players can simply carrying a heavy weapon or sniper rifle, or model that is
choose sides. part of a vehicle crew is worth one extra victory point.
The number of victory points a player earns from a unit
DETERMINE MISSION OBJECTIVE may not exceed the RP cost of the unit.
Each player rolls 1d6. Add the results together to
determine the mission objective or the players can Victory Conditions
simply choose a mission objective. On a roll of 7, use The player with the higher victory point total at the end
the higher of the two rolls to determine the special of the last turn wins.
mission objective.
RECOVERY
Mission Objective Table Orders
Roll Result A courier carrying information vital to the war effort
2 or 8 Breakthrough was lost in no-man‟s land. Your orders are to search
3 or 9 Recovery no-man‟s land, find the information, and return it to
4 or 10 Search and Destroy headquarters.
5 or 11 Strategic Control
6 or 12 Take and Hold Battlefield and Deployment
7 Special Play this scenario on a 4‟x4‟ or 4‟x6‟ table with plenty of
terrain to hide the information. The attacker rolls 1d6
Special Mission Objective Sub-Table to determine the deployment zone layout or the players
Roll Result can choose a deployment zone layout.
1-2 Charlie Foxtrot
3-4 Rear Guard The mission requires six identical objective markers
5-6 Reconnaissance labeled 1 through 6. Each player rolls 1d6. The player
with the higher roll selects a random objective marker
and without looking at number, places it between the
midway line of the table and the opposing player‟s
1
deployment zone. The opposing player repeats the Victory Conditions
process. The objective markers must be at least 9” The player with the higher victory point total at the end
away from any other objective marker and cannot be in of the last turn wins.
impassible ground. The players alternate placing
objective markers until all six are on the tabletop. STRATEGIC CONTROL
Orders
Game Length The enemy is massing troops for an assault on our lines.
Eight turns Your orders are to take control of as much of the
battlefield as possible.
Special Rules
The attacker rolls 1d6. The number rolled is the Battlefield and Deployment
objective marker containing the information. A model Play this scenario on a 4‟x4‟ or 4‟x6‟ table with plenty of
in base contact with an objective marker may use its terrain for the troops to fight over. Regardless of
shooting action to flip it over. If the objective marker‟s tabletop size, use the deployment zones from the 4‟x4‟
number matches the number rolled, the unit has found opposite corners deployment layout.
the information. If the number does not match, the
player rolls 1d6 to determine what he found. Game Length
Eight turns
Roll Result
1-2 Mine. Center a 3” template on the model
in base contact. Any model touched by the
Special Rules
template receives a single Light Infantry Divide the tabletop into four equal quarters. The
penetration class hit. quarter each player deploys in is his primary quarter. A
3-4 Booby Trap. The model in base contact player earns victory points for all the quarters they
receives a single Light Infantry penetration control at the end of each turn. To control a quarter
class hit. the player must have a unit in it and there cannot be any
5-6 Nothing. opposing units in the quarter. A character, loner,
support unit, drop trooper, or a unit that is Fleeing,
Victory Conditions Disorganized, Down, or in close combat cannot control
The player in control of the objective at the end of the a quarter. A player receives no victory points for
last turn wins. If a player gets the objective marker off controlling his primary quarter, 3 victory points for
the tabletop through his deployment zone, he wins controlling the opposing player‟s primary quarter, and 1
regardless of turn number. victory point for controlling either neutral quarter.

SEARCH AND DESTROY Victory Condition


Orders The player with the higher victory point total at the end
The general wants this battle over. Your orders are to of the last turn wins.
engage and destroy as many enemy troops as possible
while keeping your casualties to a minimum. TAKE AND HOLD
Orders
Battlefield and Deployment One of the scout squads found some interesting items
Play this scenario on a 4‟x4‟ or 4‟x6‟ table with plenty of on the battlefield. Your orders are to capture and hold
terrain to provide cover. The attacker rolls 1d6 to the items until reinforcements arrive.
determine the deployment zone layout or the players
can choose a deployment zone layout. Battlefield and Deployment
Play this scenario on a 4‟x4‟ or 4‟x6‟ table with plenty of
Game Length terrain to provide cover. The attacker rolls 1d6 to
Six turns determine the deployment zone layout or the players
can choose a deployment zone layout.
Special Rules
Players earn one victory point for every enemy model The mission requires three objective markers. Place
they kill or that is Fleeing or Down at the end of the one objective marker in the center of the board. Each
sixth turn. Each NCO, officer, model carrying a heavy player rolls 1d6. The player with the higher roll
weapon or sniper rifle, or model that is part of a vehicle chooses who places an objective marker first. The
crew is worth one extra victory point. The number of objective marker must be within 6” of the opposing
victory points a player earns from a unit may not player‟s deployment zone and cannot be in impassible
exceed the RP cost of the unit. ground. The opposing player repeats the process.
2
Game Length item completely. After the item is uncovered, a model
Eight turns in base contact may use its shooting action to attach a
tether balloon.
Special Rules
A player earns one victory point for every objective The force commander calls in a retrieval attempt as a
they control at the end of each turn. To control an strafing run during the Command Phase. The retrieval
objective the player must have a model in base contact must be the first activation of the players turn. The
with it and there cannot be any opposing models in base retrieval zone must overlap the item and does not
contact with the objective. A character, loner, support deviate. Place the retrieval aircraft on the retrieval
unit, drop trooper, or a model that is Fleeing, zone midway between a board edge and the item. Any
Disorganized, Down, or engaged in close combat enemy unit within 18” of the retrieval aircraft may fire
cannot control an objective. at it. Units without an aircraft mount apply a -2
modifier on all To-Hit die rolls. The retrieval aircraft
Victory Conditions has Very Light vehicle armor. Any hit that penetrates
The player with the higher victory point total at the end forces the aircraft to abort the retrieval attempt. The
of the last turn wins. retrieval aircraft does not fire and if fired upon must roll
a 4 or higher (4+) to grab the tether. Each side may
make three retrieval attempts.
SPECIAL MISSION OBJECTIVES
There are three special mission objectives. The special
Victory Conditions
mission objectives require at least one platoon size
The player that successfully retrieves the item wins.
force.

CHARLIE FOXTROT REAR GUARD


Orders Orders
The enemy is about to overrun our lines. Your orders
The intelligence folks have discovered “something
are to stall the enemy‟s advance by holding the line to
special” in the frozen depths of Siberia. Your orders
the last man if necessary.
are to fight your way through the blizzard, find the item,
attach a tether balloon to it, and call in the retrieval
aircraft. Battlefield and Deployment
Play this scenario on a 4‟x6‟ table with plenty of terrain
Battlefield and Deployment to slow the attacking troops and for the defending
troops to sneak around in. Use the opposite short side
Play this scenario on a 4‟x4‟ or 4‟x6‟ table with plenty of
layout. The defender fields a basic command element, a
natural terrain for the troops to battle. There are no
basic infantry squad, and may spend 6 RP to upgrade the
fixed deployment zones. All troops drop randomly
basic squads or field additional platoon units. The
onto the battlefield. Place a scatter template in the
defender may not field support units or characters. The
center of the table with the „1‟ arrow pointing at a side
attacker fields 35 RP of units.
of the tabletop. The players select half of their units.
For each unit, they roll 1d6 for scatter direction and
The defender selects a deployment zone and may add
5d6 for scatter distance. After the first half of each
up to two pieces of terrain anywhere on the tabletop.
player‟s units are deployed, rotate the scatter template
The attacker deploys all units first and then the
90 degrees so that the „1‟ arrow is pointing at a
defender deploys his units.
perpendicular side of the tabletop. The players repeat
the scatter process for the remainder of their units.
Any of the attacker‟s models with the Deep Insertion
or Drop Trooper Special Rules do not gain their
The mission requires an objective marker placed in the
benefit and deploy as normal troops.
center of the board.

Game Length Game Length


Twelve turns
Play until the item is retrieved.

Special Rules Special Rules


All of the defender‟s units are Elite and have the Deep
The blizzard limits line of sight to 18”. A snowdrift
Insertion Special Rule. The defender places two anti-
covers the item. A model in base contact with the item
vehicle or five anti-personnel minefields. Anti-vehicle
may use its shooting action to dig it out of the snow. It
minefields use the 5” template and inflict Light AT
takes a single model three turns, two models two turns,
penetration class hits. Anti-personnel minefields use
and three or more models one turn to uncover the
3
the 3” template and inflict Heavy Infantry penetration DETERMINE DEPLOYMENT ZONES
class hits. The defender writes the location of the If the mission objective does not include a deployment
centers of the minefields on a piece of paper and may layout, the attacker rolls 1d6 to determine the
place the minefields up to the midline of the table. deployment zone layout.

Victory Conditions Deployment Zone Table


The defender wins if he kills more RP of units than the Roll 4’x4’ Layout 4’x6’ Layout
attacker gets off defender‟s board edge. The attacker 1 Opposite Sides Opposite Short Sides
wins if he kills all the defenders or gets more RP of 2 Opposite Sides Opposite Short Sides
units off the board than the defender kills. 3 Opposite Sides Opposite Long Sides
4 Opposite Corners Opposite Long Sides
RECONNAISSANCE 5 Opposite Corners Opposite Corners
Orders 6 Opposite Corners Opposite Corners
The enemy is attempting to infiltrate our lines at night.
Your orders are to prevent the covert units from After determining the specific deployment layout, each
penetrating the line. player rolls 1d6 to see who starts in which deployment
zone. The higher roll selects a deployment zone or the
Battlefield and Deployment players can simply choose deployment zones.
Play this scenario on a 4‟x6‟ table with plenty of terrain
for the attacking troops to sneak around in. Use the DEPLOYMENT ZONE LAYOUTS
opposite long side layout. The attacker fields a basic There are five standard deployment zone layouts. Two
command element, a basic infantry squad, and may 4‟x4‟ tabletop layouts and three 4‟x6‟ tabletop layouts.
spend 6 RP to upgrade the basic squads or field
additional platoon units. The attacker may not field The two 4‟x4‟ tabletop layouts are opposite sides and
characters. The defender fields 35 RP of units. opposite corners.

The attacker selects a deployment zone. The defender Opposite Sides


deploys all units in his deployment zone then the Players deploy on opposite sides of the tabletop. The
attacker deploys his units. Any or all of the attacker‟s deployment zones extend 6” from the table edges.
units may deploy hidden.

Any of the attacker‟s models with the Deep Insertion


or Drop Trooper Special Rules do not gain their
benefit and deploy as normal troops.

Game Length
Nine turns

Special Rules
The night limits line of sight to 18” and increases the
distance a model can Sneak to 4”. All of the attacker‟s
units are Elite and have the Camouflage Special Rule. Opposite Corners
Players deploy in opposite corners of the tabletop. The
Victory Conditions deployment zones extend 12” along one side and the
The attacker wins if he gets at least one unit off the entire length of an adjacent short side.
tabletop through the defender‟s deployment zone. The
defender wins if he kills all the attackers or prevents any
of the attacker‟s units from exiting through his end of
the tabletop.

DETERMINE GAME EFFECTS


If the mission objective does not include a game effect,
each player rolls 1d6. Add the results together and use
the Game Effects table on page 141 of the SoTR: 1949
rulebook to determine the game effect or the players
can simply choose a game effect.
4
The three 4‟x6‟ tabletop layouts are opposite short
sides, opposite long sides, and opposite corners.

Opposite Short Sides


Players deploy on opposite short sides of the tabletop.
The deployment zones extend 12” from the table edges.

Opposite Long Sides


Players deploy on opposite long sides of the tabletop.
The deployment zones extend 8” from the table edges.

Opposite Corners
Players deploy in opposite corners. The deployment
zones extend 24” along one long side and the entire
length of the adjacent short side.

DETERMINE DEPLOYMENT ORDER


If the mission objective does not include a deployment
order, each player rolls 1d6 to see who will deploy a
unit first. The higher roll selects who deploys first or
the players can simply choose a deployment order.

You might also like