‘Red Devils in the Night’ – Rules adaptions for Chain of Command

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The scenario book ‘Red Devils in the Night’ from Easy Eight Enterprises was originally written for the Battleground WWII rules. It contains thirteen scenarios covering Operation Tonga – the actions of the British 6th Airborne Division during D-Day, 6th June 1944. The timeframe is quite limited, as it covers actions from the first twelve hours of the day. It starts with the iconic assault on the Orne Canal Bridge and finishes with the defence of Benouville from elements of the 21st Panzer Division.

Of the thirteen scenarios, nine take place before 06:00. Dawn on the 6th June 1944 was at 05:48, so elements of night fighting are required for these scenarios. In addition, several scenarios involve raids by troops against defended targets that have garrisons that are wholly or partly asleep, so this also has to be catered for. Neither of these elements is covered in the ‘out of the box’ Chain of Command rules.

General Rules

Night

Visibility is reduced to 18”. Figures are unable to be seen beyond this range, unless the enemy is targeting muzzle flashes. Any unit that fired in the previous phase can be targeted at any range by units within LOS.

All targets count as being in one level of cover higher than normal to represent firing at targets obscured by darkness. (Open = Light, Light = Hard)

JOPs

Most of the scenarios have set deployment areas for forces. Most of these can be substituted for JOPs in a sensible fashion (for example, British Airborne landing in a glider use that glider as a single JOP, whilst German troops that are sleeping use the building in which they are based as their JOP)

Where this is not the case, deploy the JOPs as would seem sensible , based upon the scenario

Achtung Fallschirmjager!

One of the features of the early scenarios is that many troops are asleep, whilst a reduced number of troops are on sentry duty.

This is covered in the following rules:

Sentries.

These are deployed at the start of the game, and have a single activation dice. Until the alarm is raised, the German player rolls this single activation dice in his phase. The only movement Guard troops are permitted to make are moves of 1d6” within or close to the perimeter of the objective until they are alerted.

Raising the Alarm

The alarm can be raised by spotting enemy troops, or by weapons fire. Once the enemy comes within LOS, sentries can raise the alarm on their next activation, as long as they are seen.

At the start of a phase, roll 3D6. This is the range (in inches) that any sentries can spot the enemy. If the enemy are within this range, and in LOS, they have been spotted and the alarm can be raised.

Achtung!

Garrison troops that have been asleep may only begin to be deployed in the phase following that in which the Sentries has been alerted by the attackers or if there is gunfire or an explosion.

Once the alarm has been raised, the German player receives an extra Command Dice every phase, until he has his full complement.

Attacking Sentries

Attacks in close combat don’t necessarily raise the alarm, but only 1d6 per man (ie: no SMGs!). For attackers moving into close combat within a sentry’s visual arc roll 1d6. If the total is less than the number of inches the attackers move, the sentry is able to sound the alarm. Obviously if the sentries survive the first round of CC then the alarm is raised.

Additional Troops

Many of the scenarios have troops (of both sides) appearing on the table in subsequent turns.

Since the CoC turn sequence is slightly different, this has been amended.

Translate the turn number to a phase number (i.e. if a vehicle is meant to appear on turn 4, this will now be phase 4.) However, this is the very earliest that unit becomes available. The player then rolls a D6, with the unit becoming available for deployment on a result of ‘6’ in the initial phase. You then subtract 1 from the target and roll a D6 in every subsequent phase. In the above example, the vehicle would become available on phase 5 on a roll of 5 or 6, phase 6 on a roll of 4,5 or 6 etc.

Note that the unit only becomes available – it still has to be activated to be deployed following the CoC deployment rules.

These rules amendments are based on the special rules within the Red Devils in the Night scenario book, and ideas shared on the Too Fat Lardies Chain of Command Forum pages.

2 Comments on ‘Red Devils in the Night’ – Rules adaptions for Chain of Command

  1. Oh, very cool, especially the nightfighty rules. That’s something famously lacking in the CoC rules.

  2. Kevin Foxall // December 23, 2016 at 01:52 // Reply

    Hi Guys huge fan of the Battleground rules. Looking for more vehicle stat charts. I have all the suppliments availianle. Looking for Marder Sheet. Can anyone help

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