kelly's heroes go nuts! part 1

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Kelly’s Heroes go NUTS! Kelly’s Heroes go NUTS! By John Paul Bakshoian 5/09 Vers 1 A U.S. recon platoon and tank platoon plow 30 miles behind enemy lines to assault a bank in Clermont, France. (Note: This is a scenario for the miniature wargame NUTS! By Two Hour Wargames http://www.twohourwargames.com/index.html You must have these rules to play this scenario, though you can use it as reference for any rule-set. This campaign was created by a fan of Kelly’s Heroes and NUTS! wargame. All photos from the film are property of MGM.) There are many great World War II movies, but the one some gamers seem to hold the most reverence for is Kelly’s Heroes . Not only is it heist movie and a comedy, but it is also a very good war movie: with special attention paid to authenticity you don’t find in some of the bigger budget, serious war theatrical releases. Prelude Mid-September 1944 - The Lorraine Campaign. Montgomery’s Army is to the North; American artillery is to the west; The rest of Patton’s Army is to the South. The US 3 rd Army takes Nancy which is defended by units of the German 3 rd Army. Scene: On a French farm near a bridge (Map Section 3), on a rainy night just before Nancy is taken, with their own mortars falling down on them, a reconnaissance platoon is doing its job. GI private Kelly is interrogating an Oberst Colonel from German Intelligence: Purpose – find the best hotel in Nancy so their unit can R&R in style. As the interrogation progresses, the allied mortars are replaced by a hail of German 88s. The situation is not looking good but they are ordered to hold. As Little Joe, the radio operator says “We’re a reconnaissance company. It’s not our job to hold the ground. That’s an infantry job. We’re supposed to go and find some place, look at it and tell you what the situation is. It Stinks! It’s wet, its cold and we’re under 1

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kelly's heroes NUTS! scenarios part I

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  • Kellys Heroes go NUTS!

    Kellys Heroes go NUTS! By John Paul Bakshoian 5/09 Vers 1

    A U.S. recon platoon and tank platoonplow 30 miles behind enemy lines toassault a bank in Clermont, France.

    (Note: This is a scenario for the miniature wargame NUTS! By Two Hour Wargames http://www.twohourwargames.com/index.html

    You must have these rules to play this scenario, though you can use it as reference for any rule-set.This campaign was created by a fan of Kellys Heroes and NUTS! wargame.

    All photos from the film are property of MGM.)

    There are many great World War II movies, but the one some gamers seem to hold the most reverence for is Kellys Heroes. Not only is it heist movie and a comedy, but it is also a very good war movie: with special attention paid to authenticity you dont find in some of the bigger budget, serious war theatrical releases.

    PreludeMid-September 1944 - The Lorraine Campaign. Montgomerys Army is to the North; American artillery is to the west; The rest of Pattons Army is to the South. The US 3rd Army takes Nancy which is defended by units of the German 3rd Army.

    Scene: On a French farm near a bridge (Map Section 3), on a rainy night just before Nancy is taken, with their own mortars falling down on them, a reconnaissance platoon is doing its job. GI private Kelly is interrogating an Oberst Colonel from German Intelligence: Purpose find thebest hotel in Nancy so their unit can R&R in style. As the interrogation progresses, the allied mortars are replaced by a hail of German 88s. The situation is not looking good but they are ordered to hold. As Little Joe, the radio operator says Were a reconnaissance company. Its not our job to hold the ground. Thats an infantry job. Were supposed to go and find some place, look at it and tell you what the situation is. It Stinks! Its wet, its cold and were under

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  • Kellys Heroes go NUTS!

    heavy fire! They withdraw just as the German tanks come through the barn. Though the German Colonel is killed, Private Kelly has some unique intelligence information.

    Scene: Some days later, the Recon team is at a nearby farmhouse for 3 days of rest and recuperation before going back in line. Enough time for Kelly to take advantage of his private intelligence data: 14000 gold bars held by Germans in a bank 30 miles behind enemy lines. Through some special deals with a Staff Sergeant Crapgame of the local US Supply depot, Kelly gains a platoon of tanks. Kelly introduces his plan to Master Sergeant Big Joe and the rest of the platoon after their Captain Maitland (whos uncle is 2 Star General Colt) abandoned them to fly to Paris for 3 days.

    Kellys PlanThey start at Map Reference 473. Kelly has Master Sgt. (Friendly Fire) Mulligan of Mortars Division lay down a 3am barrage on a town at Grid Section 7 Crossroads just at the front. The Heroes are to plow through the same barraged town that Kelly captured German Colonel Dankhopf. They are then to drive to a wooded hilltop (about 25 miles from Clermont) where they will bivouac for the rest of the night. The next day they are to drive to Grid Section B (a lumber building on a road bend) and rendezvous with Oddballs Shermans at 2100 hours. That next morning their group is to pass a large bridge before the ally planes bomb it into the river.

    Once past the river, they make their way unmolested to Clermont. They then recon, find the best way in, avoid or destroy the Tigers, take the bank, leave and drive back to Nancy that night. Thats the plan.

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  • Kellys Heroes go NUTS!

    The following campaign lets you play the story from Kellys drive through the mortared town at Map Reference 473 on through to Clermont. There is a great possibility of losing important characters, so if you would prefer, you could just pick a scene and fight it with characters and vehicles shown in the movie. You may make any character a STAR per Stars and Grunts on page 5 of NUTS!

    Kellys Troops

    Maitlands PlatoonName RankRep Attrib(1) Effect Weapon(2) RngTar Imp Other(3)

    Squad 1(4)Kelly Pvt(5) 6 Born Leader,

    Nerves/SteelSMG, Pistol

    Driver Track #1

    Big Joe Sgt 6 Tough, Quick Reflex

    SMG,pistol

    Driver Jeep #1

    Petuko Pvt 5 Knifeman, Stealthy

    BAR

    Little Joe Pvt 5 Shirker S A Rifle Speaks Italian, Radio, Driver

    Babra Pvt 4 DumbAss,Runt S A RifleSquad 2Eddie(6) Corp 4 Sickly, Medic S A RifleCowboy Pvt 1 5 Brawler S A Rifle Drivr Track#2Gutkowski Pvt 5 Crack Shot Bolt Rifle

    w/ ScopeSniper

    Willard Pvt 5 Poser S A RifleFisher Pvt 5 Shortsighted S A Rifle Reads German

    Squad 3Job Corp 5 Slow,

    MarksmanS A Rifle Hard of hearing

    Mitchel Pvt 1 5 Tank Killer S A RifleGrace Pvt 5 Marksman BARPenn Pvt 5 Scout S A Rifle Driver Jeep #2Jonesy Pvt 5 Fast S A Rifle

    OtherCrapgame Sgt 4 WUS Carbine

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    (1) The entire platoon gains HARD AS NAILS as their bonus for doing this one for themselves. The other Attributes noted here are strictly evaluation from the movie and guess. Feel free to ignore, change or add to these.(2) The team has NUTS! standard US Infantry Squad weapons from the USA List page 50 of NUTS!. You need to assign grenade launchers. Kelly picked up some extra SMGs and such, so if you wish you can give everyone a Thompson as in the movie.(3) Each member of the platoon has a backpack with rain poncho. This column also designates who was driving what vehicle through the mortared town. You may re-designate as you wish.(4) The platoon was less than half strength at the beginning of Nancy, including too few NCOs. Note: The make-up of these squads is arbitrary. If you would like to re-arrange them, by all means do so.(5) Kelly used to be a Lieutenant but was busted to Private.(6) Eddies track was hit before the movie starts. He doesnt appear in the film, but if you want him, here he is. He is at REP 4 because of his wounds. As a bonus, he has MEDIC as there was no specified one in the movie. See NEW RULES MEDIC & WOUNDS on the next page.

    They had the following vehicles as of their departure:US Vehicle(1) Armor Main Gun AA MG Hull MG CoAx MG Speed CrewM3 Half Track#1 1 No Yes No No 18/12 2M3 Half Track#2 1 105mm No No No 18/12 2Jeep(2) #1 0 No Yes No No 30/20 1 - 2Jeep #2 0 No No No No 30/20 1 - 2

    (1) Each Half Track has 1 stretcher. (2) Both Jeeps had their soft roofs on to keep out the rain. The 50 Cal was stowed.

    They had this additional equipment they got from Sgt. Crapgame. 15 Thompsons SMG 30 Cal MG Bazookas Field Radios (2 Pack Radios) Satchel Charges Satchels of grenades (consider grenades as unlimited unless the vehicles are hit

    and no-one salvaged the satchels.) and supplies and ammo to support a Platoon of men in field for 3 days.

    Oddballs Platoon

    Kellys team additionally fielded 3 Shermans (76mm) from the US 321st

    Oddballs Tankers Of the 4th Armored DivisionUS Vehicle Armor(1) Main(2)

    GunAA Gun

    Hull MG

    CoAx MG

    Speed(3) Crew Other

    M4A1(76) 6/3 7 Y Y Y 20/14/10 5 Speaker(4)M4A1(76) 6/3 7 Y Y Y 20/14/10 5M4A1(76) 6/3 7 Y Y Y 20/14/10 5

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    (1) Sherman top and bottom armor rating of 1 per NUTS! page 51.(2) NEW RULE PAINT ROUND If impacted on a building or vehicle, Paint Splash stuns (lowers Rep by 1) all enemy who see it for next complete round. It is so bizarre and truly worthless that the mind numbs. (3) These tanks were modified by mechanical genius Moriarty to be the fastest tanks in this theater, forwards or backwards. The 10 is backwards speed on a road.(4) NEW RULE SPEAKERS Oddballs Shermans ignore Clank Test when blaring music from Oddballs tank. It soothes them. The phonograph player must be on some special suspended gimble or it would skip.

    Name RankRep(1) Job Attrib(2) Effect Weapon(3) Rng Tar Imp OtherTank #1(4) with SpeakerOdd Ball(5) Sgt 6 TC SMG, PistolMoriarty(6) Pvt 5 DRV Mech GeniusTurk Cpr 5 GNRxWaldo(7) Pvt 4 LDR

    Tank #2Whiskey Sgt 5 TCxDiego Pvt 4 DRVHoward Cpr 5 GNRxRex Pvt 4 LDR

    Tank #3Mo Sgt 5 TCxHuey Cpr 4 DRVxDuey Pvt 4 GNRxLouie Pvt 4 LDRxRad Pvt 3 RAD(1) Oddballs tankers are a cut above the usual US tank crew in Rep. Page 51 of NUTS!(2) The entire platoon gains HARD AS NAILS as their bonus for doing this one for themselves. Moriarty has Mechanical Genius Attribute which means he can sup up an engine or repair it if given the parts. Feel free to assign attributes.(3) They can carry usual tanker weapons of either pistol (1-4) or SMG (5-6). (4) Two of the Shermans are short a crewmember.(5) Though Oddball has 6th Armor Div patch on his sleeve, he is 4th Armor Div.(6) Moriarty was assigned as driver as that would complement his Mechanical Genius. Waldo seems to be the Driver in the movie as Moriarty moved around the different tank hatches quite a bit and Waldo just sat at the left hand hatch. However, Moriarty might have been allowing Waldo some Driver experience time. (7) The x in front of the name means there was no name for this character in the movie. Feel free to change name if desired.

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    Normally, once tankers bail, they exit and are gone from the scenario. But because they are so far beyond enemy lines, Oddballs tankers become infantrymen when they exit their tanks. They stay with the unit and fight. Use Crew Small Arms rule in NUTS! page 24, except that when shooting MMG or HMG, they have normal Rep as these Tankers have plenty of 30cal experience.

    A Note on Oddball: If you get put off by thinking Oddball is out of place as a hippie-type in a Second World War game, just consider that he was just 8 years before the beatniks and his eccentricities may have been a prelude to them. He is the Bohemian in all of us and tank crewmen were and are that strange. One tank commander in France in 1944 was known for carrying a colt 38 rather than the issued 45 and wearing cowboy boots. Some did effect Aviation leather jackets like Oddball, and yes there are plenty of pictures of soldiers with beards.When off the line Oddball was all fun and games, when in action, he was all business, just the way real tankers were and still are - Steve Willougby IMBD

    NUTS! Rule Changes specific to Kellys Heroes.KH MODIFICATION TO RUN-AWAY RULE for Kellys Troops and Oddballs Tankers (but not Oddballs Army.) If one of our Heroes does a full exit off the board because of a Run-Away, they are not totally out of the game. They have simply run away and hid until the fighting for that encounter has ended. Then they have a 1d6 (1-4) chance of regaining their nerve and eat crow and go back to the group. If they roll (5-6) they are either too lost or scared to find the group. Those that exit and return either are so shaken in their military prowess that they are permanently reduced by 1 REP or they keep their REP but gain COWARD attribute (your choice.)

    NEW RULE - MEDIC AND WOUNDS (from Chain Reaction 2.0)Obviously DeadAnytime a figure is hit either from fire or in melee there is a chance that he is obviously dead. This is determined by rolling 1d6 versus the Impact Rating of the round fired or weapon used in melee. If the score is equal or less than the Impact, he is said to be obviously deaddead, dead. If the score exceeds the Impact then he is man down. Be sure to check for each round fired. [This is an acknowledgement of determining damage on Page 18 of NUTS! and Battle Casualties section on page 20.]

    Recover WoundsFigures that are out of the fight may be either dead or wounded. The player does not know until he has a friendly figure spend 1 turn stationary with the man-down figure determining its status. This is not carrying him but actually remaining stationary.

    When checking a figure roll 1d6 versus the checking figures Rep. Subtract 1 from the figures Rep for each wound beyond the first.

    Additional dice may be rolled due to any of the following but only count the best score rolled: +1d6 if checker is a medic +2d6 if checker is a medical doctor

    Compare the score to the table below counting whether the die roll passed (rolled modified Rep or less) or failed.

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    1 HOW BAD IS IT DOC? TABLEPass 1d6 The casualty is stunned, or just "winded", and/or lightly wounded, recovers and rejoins the fight next turn!Pass 0d6 The casualty is badly wounded, and out of the fight due to the serious nature of his/her wounds! The casualty cannot move without being carried or dragged away to a place of safety by his/her buddies!

    - - - - - - - - - - - - - - - - - - - -

    Assumptions:Kellys Heroes is gamed with US Infantry. It is assumed that before Nancy, Maitlands Platoon was about strength. It was reported that Eddie and his track were hit during that battle. Eddie is included but 1 Rep less than normal. You can leave Eddie out if you want to. NormallyBig Joes troops are mostly Rep 5 veterans as they have been fighting since Normandy. To factor in the were doing this one for ourselves, they were given HARD AS NAILS (page 77 of NUTS!) to show their high morale. This HARD AS NAILS resets each scenario. Germans havelousy Reps because in this movie only 3 of the heroes died on this whole excursion and there was plenty of Germans firing. (Well, yes Whiskys & Mos tanks bit the dust. And, well, some of Oddballs Army died too.) The Attributes were assigned by watching the movie and by guess. Feel free to change them. When you see KH (Kellys Heroes) in the rules, it usually means that the rules reflect the Movie and not how it might be played for a strictly historical scenario.

    Here is the Scenario Matrix. Each scenario will be explained below along with the framework for the army lists which you will have to fill out. Also any new rules pertinent to playing that scenario.

    KELLYS HEROES Gaming ScenariosScenario Name Type of Mission(1)

    Kelly Kelly Vehicles(2)

    Oddball Support Units(4)

    1) Town Barrage Convoy(3)2) Hilltop Defend Air

    Strafe(4)3) Railroad Attack4) Minefield/Roadside

    MinefieldFighting Patrol

    Fighting Patrol

    5) Big Bridge Attack Attack Attack Attack6) Clermont Raid

    BankRaid Bank

    Raid Bank

    Raid Bank?

    (1) Missions per NUTS! page 34 35.(2) This would be Kelleys troops riding in vehicles. If they dont ride, then they are just Kelly.(3) See NEW RULES CONVOY under Town Barrage.(4) See NEW RULES STRAFING under Hilltop.

    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

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    1) Town BarrageKellys platoon drives through the town in a convoy. Notes: Grid Section 7 Crossroads, 3am in the rain. Your Line Of Sight is 6 due to Inclement Weather (heavy rain) and night Rule on Page17 of NUTS! See NEW RULES Below for this scenario.

    CONVOY MISSION rulesKH Convoy Mission is moving your vehicles from one end of the board through town to the otherend three times while you surprise German troops and dodge Mulligans mortar fire. If you dont want to repeat your exact course for drive-bys #2 and #3, after exiting all vehicles you can turn the board 90 degrees and start at one end and go to the other.

    Convoy MortarFor random mortar hit every turn of the enemy, roll 1d6 for each vehicle after each activation.If 1 is rolled, then its a possible hit. Now roll on drivers Rep.

    2 Random Mortar Hit on Vehicle2d6 vs. Drivers Rep

    Pass 2d6* Near MissPass 1d6* Near miss; driver rolls on Losing Control tablePass 0d6* The vehicle is hit; driver rolls on Losing Control table. For Kellys Heroes Damage, use damages below.(1)

    (1) Those vehicles hit by mortar are damaged and go speed slower. If hit 3 times, they are destroyed. Occupants in Cab are safe from mortar fire. Occupants in back are safe from first mortar hit. Must roll Rep for 2nd hit and Rep-1 for 3rd hit.

    2 LOSING CONTROL 2d6 vs. Drivers Rep

    Pass 2d6 Vehicle rolls to a stop reducing speed by 12 each turn. Vehicle may restart next activation.Pass 1d6 Vehicle veers to left (1-3) or right (4 6) 45 degrees and if hitting a solid object will cause damage to occupants. Each figure rolls on Damage Table counting a 0 Impact. If it can, vehicle may restart next activation.Pass 0d6 Vehicle veers to left (1-3) or right (4 6) 45 degrees and if hitting a solid object will cause damage to occupants. Each figure rolls on Damage Table counting a 3 Impact. If it can, vehicle may restart next activation.

    AlliesUse Kellys Heroes in vehicles.

    AxisUse German Infantry List Page 46 of NUTS! Place these randomly or not so randomly in your town. See comments in Railroad Germans for suggestions on how to fill out list.

    German Infantry of General Vogels 2nd German Armor Div.Name RankRep Attrib Effect Weapon Rng Tar Imp Other

    Corp.Pv

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    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

    2) HilltopKellys platoon drives to the top of a hill to wait out the day. The vehicles that survived the Townmortaring are parked on a tree covered hilltop and everyone is unprepared and scattered around. All troopers and most vehicles will be concealed from view. Some troopers might evenbe in cover. Then the US P-47 Thunderbolt flies by. See NEW RULES STRAFING RUN below.

    DEFEND AIR STRAFE MISSION rulesKH STRAFING RUN

    Unlike the movie, US Plane in this KH scenario strafes twice with machine guns and twice with rockets. Any vehicles damaged will run speed slower. Any vehicles destroyed are burning. Hopefully you retrieve your equipment from destroyed vehicles beforehand. Objective is to either drive away some or all vehicles or pull out equipment from abandon them after the strafing. Germans scouts will be there in an hour to investigate.

    Set up your table. Then set vehicles and troops on table. Scenario starts with Kellys troops surprised as the P-47 makes its run. Infantry gets first activation automatically. They can run for cover or they can attempt to remove equipment from vehicles. See Rescue Equipment below.

    Now roll next activation. On its activation, the plane strafes. The plane can come in at any side. Determine entry side by 1d6 roll: 1=left, 2=front, 3=right, 4=rear, 5&6= reroll. Divide entry side up into 12 sections and roll 2d6. That is the spot the strafing starts. Roll 2d6 for exit (opposite the entrance side) and that is the exit spot. Then make a straight line using string from entrance spot to exit spot for the bullet/rocket path. [Now check the planes machine guns. Are they centered on the fuselage or spread out on the wings. Determine how many inches from the centerline you need to put your bullet path For P47, its arbitrarily 1 on each side of the centerline and pilot Rep =4.] See below for weapon fire.

    After this strafe, it takes 2 more activations for the plane to get in position for its second strafe. Repeat above until the P47 has strafed twice and fired twice.

    Fighter Plane bullet weapons are: MMG, HMG and small cannons.

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    Machine Guns/Cannons: If victim is in the path (and not in cover), it is possibly hit. Roll Ranged Fire Table, then Received Fire table.

    MMG Impact 3 HMG Impact 5 Cannon Impact 5

    Vehicles hit by strafe MMG Impact apw 1 (apw = armor piercing weapon) HMG Impact apw 2 Cannon Impact apw 3

    Rockets: Use same strafing lines, except only best target along strafe lines is attacked. Determine how many rockets were fired. [P47 can fire 1 rocket from each wing each turn at 1 of centerline.]

    Roll to hit for each rocket. If infantry is the target, they are hit (cover counts)

    Rocket Impact Grenade effectVehicles hit by rocket

    Rocket Impact Grenade effect (think of it as an armor piercing grenade)

    If you missed, find out where rocket hit: Centered on target, roll 1d6 to determine direction and 1d6 to determine distance in inches. Apply rocket damage to what was hit.

    Bombs*: Use same strafing lines for bombing path. Determine how many bombs were dropped. Determine what your main target was. Half of your bombs release in front of this target and half go behind. They fall two inches apart in a line. Roll save for each target hit.

    Small Bomb Damage Target = 1 circle Impact 2 Medium Bomb Damage Target = 3 circle Impact 5 Large Bomb Damage Target = 5 circle Impact 7 Leaves 1

    crater*Bombs are listed here for those who want to them.

    US Aircraft(1) Main Gun(2)FuselageMGs(3)

    Wing MGs(4)

    Rockets(5)

    Bombs(6)

    Torpedo (7)

    Crew

    P-47 No No 2 MMG/1 4/1 0 x 1(1) Type of aircraft(2) If different than Machine Guns, designates type (possibly 20mm cannon.)(3) If plane has MG along centerline, notes quantity and type.(4) If plane has MG along wing, notes quantity and type and how far from Centerline the bullets rip.(5) If plane has rockets along wing, notes quantity and how far from Centerline the rockets rip.(6) If plane has bombs along wing, notes quantity and type and how far from Centerline the bombs drop.(7) If plane has torpedoes, notes quantity and how far from Centerline the torpedo drops.

    A figure can take 2 items per turn out of a vehicle. They are:KH Rescue Equipment TYPE # of itemsSmall Arms (SMG or Rifle)(1) 15Ammo for SMG/Rifles(2) 730 Cal MMG 2Ammo for 30 Cal(3) 2Bazookas 2Ammo for Bazookas(4) 2Field Radio(5) 2Pack Radio(6) 2

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    Satchel Charges 2Satchels of Grenades(7) 2Rations for 15 for 3 days(8) 15(1) At this time, each of Kellys troops has 2 weapons: Their regular rifles and the just gotten Thompsons. If all 15 small arms are recovered, they have all their weapons and can cut back and forth as they scenarios play out. The less small arms they recover, you will have to assign which weapons they have for the rest of the game.(2) If they salvage all 6 ammos, then they have an unlimited supply for SMG and Rifles for the whole game. The less ammo they recover, the more they have to watch the TIGHT AMMO rule (NUTS! page 13). If from 5 to 3 ammo units are salvage, then each soldier has 2 clips on them they can use each scenario. If 1 or 2 units are salvaged, then each soldier has 1 clip on them that they can use each scenario. If none are salvaged, then they run out of ammo each TIGHT AMMO situation until the next scenario.(3) if they salvage both 30 Cal ammos, they have unlimited supply. If they salvage only 1, then they can run out of ammo twice each gun each scenario. If they dont salvage any, they only have enough for each gun to run out once and that is that.(4) if they salvage both boxes of rockets, they have unlimited supply. If they salvage only 1 box, then they have only 6 rounds total.If they dont salvage any, they dont have any rounds.(5) These are walkie-talkies and there are two. They cover your immediate gaming table and each adjacent table if you had adjacent tables. These can work with Pack Radios. They get what they salvage.(6) These are backpack radios and there are two. They cover at least to General Colts command center in Nancy (about 30 miles away). These can work with the Field Radios. They get what they salvage.(7) if they salvage both satchels of grenades, they have unlimited supply. If they salvage only 1 satchel, then they have 12 grenades total. If they dont salvage any, they dont have any grenades.(8) If they salvaged all 15 Rations, then they have an unlimited supply for the whole game. If from 14 to 7 rations are salvaged, they just get a little hungry. If they salvage only 6 to 4 rations, they are a lot hungry, but they should get some relief when they meetup with Oddballs Army. If they salvage none to 3 rations, then they are extremely hungry by Clermont and must take LOOTER-FOOD (NUTS! Page 7) attribute and each starving soldier must Loot at least one place of food and drink. Once fed, they lose the LOOTER attribute.

    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

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    3) RailroadOn the way to the rendezvous point with Kelly, Oddballs platoon needs to cross a river. Consulting their aerial photos from Crapgame, they find a railroad bridge still intact. But first, they must enter the railroad yards.

    Oddballs three Shermans come out of the tunnel to wreck havoc on the railroad terminal. The scenario starts with the three Shermans getting a free first turn and coming out of the railroad tunnel on the unawares enemy. The object is to get to the other side of the map where the railroad bridge is. You need to wipe out at least 50% of the Buildings (firing at buildings NUTS! Page 30) and 50% of the Nazis before exiting. Oddball gets a penalty if they do not destroy the locomotive engine chugging thru before it exits. Penalty: Oddball loses the use of the Speakersafter this scene because the gimble breaks and the records would skip.

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    Railroad Station Map

    1) Hill 2) Tunnel Entrance 3) Water Tower 4) Train BoxCars, Parked5) Small Rail Cars 6) Sand Bag Emplacements 7) Machine Gun 8) Anti-Aircraft Guns

    GERMANSProbably a garrison of a company of General Vogels 2nd German Armor DivName Rank(1) Rep(2) Attrib(3 Effect Weapon(4) RngTar Imp Other

    German 2nd Armor Div Commissioned Officersx Cptx Lt.x Lt.x Lt.

    German 2nd Armor Div Squad #1(5)x Sgtx Corpx Pvt

    (1) Though it wasnt shown, the assumption is that this is a garrison Company. Note: the commissioned officers are listed separatefrom the squads.(2) The assumption is that these are not all battleworn troops, but many raw kid recruits from Germany or foreign/forced fighters likeCzechoslovakia or Poland troops with less urge to fight. Make these mostly Rep 3 and Rep 2 with a few Rep 4s.(3) Choose your attributes from page 7 of NUTS!(4) There were a lot of SMGs firing on those Shermans and not one Panzerfaust or grenade. To make it interesting though, you might include some. Use Germany Army List for guidelines Page 46 of NUTS!(5) These are standard German Infantry Squads per page 46 of NUTS! There are 3 squads per platoon and there are 4 platoons altogether. You dont need to put them all on the field. You need to make these lists.

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    German AutoCannon Penetration Crew(1)FlaKvierling 38 2cm(2) x 5 2 7(1) At the start of the attack, none of these were manned. And when the gunners did come, these guns were still seriously undermanned. For crew of 5 reduce spin of gun to 180 degrees per turn; for crew of 4 also reduce spin of gun to 90 degree turn; forcrew of 3 also reloads are every other turn; for crew of 2 also gun cannot spin (but does have 45 degree arc).(2) Quad Mounted 2cm AC. You need to list out 4 of these.

    Name RankRep(1) Attrib Effect Weapon Rng Tar Imp OtherCivilian Railroad Workers(2)

    2(1) These are civilians who have no military training and therefore Rep 2.(2) These civilians are probably forced laborers of French, Polish, Check origins. There are 100 civilians working in the yard. Scatter some around if you wish to represent the movie. They will all run away. You gain nothing by killing civilians.

    Train Armor Main Gun AA MG Cars(1) Speed(1) CrewSteam 0 No No 3 18/40 2

    (1) There are three box cars on this train.(2) First is normal speed/second is cross country speed. Speed for going through rail yard is 8/turn.

    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

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    4) Minefield

    On their way to Grid Section B to meet up with Oddballs tanks, (depending on how they faired on the hilltop) Kellys platoon either drives down a dirt road and hits a mine or theyre walking in a newly planted field and hit a mine. The Germans will show up in about 5 minutes. For purposes of KH Minefield: At the end of 10 turns after explosion, the Germans show up. Note: Field has anti-personnel mines and road has anti-vehicle mines. See NEW RULES MINEFIELD and NEW RULES - BAYONET PATHING below.

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  • Kellys Heroes go NUTS!

    Minefield Map

    1) Plowed Field 2) Growing Fields 3) Road 4) Rock Wall5) Low Rock Wall 6) Stones 7) Allies Enter Here 8) Driving Allies Enter Here9) Germans Enter Here.

    MINEFIELDS:Unless you know youre in a minefield (signs, told, etc.), your first inkling is an explosion with injury. Place half the figures in the minefield (the newly planted field) and above it. The troops are plodding along at move=4 per activation. There are no Germans just yet, so they get no move. On the first doubles, a mine has gone off. If no mine goes off, there is no encounter and you get to the Big Bridge with all the troops. Move all figures, then make Rep rolls on each figure. Re-roll all failed 0d6 Reps until you get the last Failed Rep and that is the figure that gets it RIGHT NOW. The explosion is the last action for this turn. Consult the Ranged Combat Damage Table. Everyone drops in place. Troops get Anti-personnel mines.

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  • Kellys Heroes go NUTS!

    If you are going by vehicle, then you are on the road. For road, use the road on the Minefieldmap. Start with lead vehicle on exact center of road, with each other vehicle behind it as you feel appropriate. It is OK if the vehicle is off the map. Vehicles are moving between 4 to 10 speed. To determine which vehicle hits the mine, have each vehicle roll 1d6 (with the first vehicle adding 1 to die) (and the last vehicle subtracting 1). Any ties are re-rolled. The highest number hits the mine causing damage roll and any injuries. See KH Penetration Below: Immediately roll Activation with vehicles moving their 4 to 10 distance to stop including the exploded vehicle. If it is a vehicle that is off the board, it either does its coastingonto the board or is placed right at the boards edge. Note: No other Road Mines will go off for KH Game.

    MINES Range Targets ImpactAnti-Personnel 1 1 circle 2Anti-Vehicle 1 2 circle 5

    NEW RULE - Bayonet Pathing Any figure bayonet pathing is prone or kneeling and cannot fight while pathing. They must have a bayonet or knife/sword to test. They move only 2 per turn and for the purposes of KH minefield, they will never hit a mine while bayonet pathing. If you get to a path that is already cleared, you may get up and walk/run defending yourself. You can always stop pathing to defend yourself.

    NEW RULE KH MINE PENETRATION table2 KH MINE PENETRATION tablevs. Drivers repPass 2d6 Mine flattens tire/disables links, but does not penetrate vehicle. Occupants can get out of

    vehicle normally.Pass 1d6 Mine disables vehicle and each occupant must roll 1d6 -1 versus the penetration

    difference. If pass 1d6 -1, then that occupant is dead. Otherwise, they must bail out.Pass 0d6 Mine destroys vehicle. Each figure is OOF. Roll each occupant on an ADJUSTED

    HOW BAD IS IT DOC? table (New Rules). The adjustment is Pass 1d6=OOF; Pass 0d6=OD. They can still be checked by comrades per regular table.

    German TroopsThese are the German Infantry that arrives to investigate the explosion. The commanding officer is very lax on this patrol, probably because hes already been out to several exploded cows. Unless there is something obvious to see as they come round the bend, they will continue to be lax until the binoculars are used.

    German Infantry of General Vogels 2nd German Armor Div.Name RankRep(1)Attrib(2) Effect Weapon(3) Rng Tar Imp Other

    KubblewagonJohan Heller(4) Lt. Pistol

    Pv BA RifleTruck #1 with LMG(5)

    SgtCorpPv

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  • Kellys Heroes go NUTS!

    (1) These should be mostly Rep 3 as explained in Assumptions during the Intro.(2) Select any Attributes you feel are appropriate.(3) This is from NUTS! German Infantry List page 46. The movie had several SMGs and the rest were BA Rifles. Dont

    forget the one LMG in the truck.(4) The officer came on this patrol from the army camp just over the next hill. (5) The squads are arranged into 12 troopers and 2 non-coms because the rear of the trucks showed 6 soldiers per bench

    with 2 in the cab. There is one squad per truck, so you need to fill these in.

    German VehicleArmor Main Gun AA MG Hull MG CoAx MG Speed CrewTruck #1 0 LMG No No No 18/12 2Truck #2 0 No No No No 18/12 2Kubelwagon 0 No No No No 28/14 1

    If you played Hilltop, remember your salvage limitations.

    = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =

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