Axis & Allies: Gotterdammerung

An Axis & Allies: Europe Rules Modification

By Richard “Maestro” Karpusiewicz

 

What is Gotterdammerung?

Attached to the word itself is a special meaning for those of Nordic ancestry. The meaning is roughly that of an ending of an age or epoch, one accompanied with great strife and destruction. It is a synonym with Ragnarok, or the “Twilight of the Gods.” The word Gotterdammerung was applied to the final months of Nazi Germany, in 1944-45. To the citizens of the war blasted Third Reich it seemed that their great nation was on its deathbed, and truly it was an ending to the great evil of Nazism. But before Nazism could be scourged from Europe, the equally great evil of total war would have to be brought to the regime first. This game scenario reflects the last stand of Nazi Germany, the summer of 1944 immediately after the Allied D-Day invasion of Normandy, France. Throughout the game the desperate Nazi government will attempt to keep its attackers at bay with increasingly meager resources, and be forced to rely on dreamlike “super weapons” to stave off both the Western Allies and the Red Army. The Allied goal is the utter destruction of all German forces, while the German player must attempt to broker separate peace by accruing “Victory Points” through political sabotage, military maneuvers and economic rationing.

 

Why make (or play) a “Last Stand” scenario?

The creator became interested in a last stand scenario after reading and playing countless “prequel” A&A scenarios. While early war 1939 and 1940 scenarios seem commonplace, as well as more in-depth versions of A&AE and A&AP that add more historical accuracy and realism, I had yet to play a single scenario depicting the late war. The closest variant I’d read was a “WWIII” type scenario that sounded remarkably similar to Tom Clancy’s Red Storm Rising. Having a morbid fascination with the fall of the Third Reich and the horrors associated with the upheaval, I had already studied the subject well. It was another matter to apply the desperate German situation to a board game. After years of studying WWII and playing Axis & Allies, I sincerely hope that players get a worthwhile experience out of these rules. The German situation is from the start compromised and difficult; some may say it is impossible to win as Germany. After seeing countless German victories in the normal games, I decided for once it should be reversed on the German player. I wish players good luck and good fun playing Gotterdammerung.

 

What’s new?

v     Six new technologies have been added, for research by the German player only. “Doomsday” weapons became Hitler’s only hope for victory in the final dark days of the Reich.

v     Germany gets a free technology development roll every turn.

v     Germany can now build up to three different types of infantry, each with their benefits and disadvantages.

v     Board setup has changed significantly, assuming a successful D-Day invasion and a collapsing Eastern Front, as well as Allied landing in southern Italy.

v     Germany now gains “Victory Points” in the same manner that Japan gains them in Axis & Allies Pacific, and once it has accrued enough it forces peace with its enemies, effectively securing a reasonable settlement in the war.

 

Infantry Changes

Germany may now build three types of infantry:

-Reservist (Volksturm)

-Regular (Whermacht)

-Elite (Waffen-SS)

 

Each type of infantry should be represented with a different color of plastic infantryman. If the players own A&A Revised or Pacific, then they can easily find these extra colors. It is suggested that Reserve Infantry be represented with dark brown Chinese units, Regular by German black, and Elite SS by the dark green US Marines. Any other color scheme is of course also acceptable!

 

Reserve Infantry

Cost

2

Attack

0

Defense

1

Move

1

Reservists of the German Volksturm (or “Home Army”) sadly made up much of the force that was to defend East Prussia and German territory from the Red Army. The Soviet advance by mid-1944 was becoming increasingly difficult to check since the disaster at Kursk a year earlier. Consisting mainly of boys and old men, these second line infantry divisions stood little chance of stopping Russian forces, but were used because they were comparatively cheap in terms of training and equipment.

 

Regular Infantry

Cost

3

Attack

1

Defense

2

Move

1

Whermacht (or Army) regulars made up the bulk of German forces during the war. However as the end drew nearer, fewer and fewer veteran divisions were available, with most able-bodied German men already in service or in critical civilian or intelligence jobs. This, combined with economic troubles brought on by Allied strategic bombing, resulted in fewer and fewer regular divisions being trained. In their place Germany was relying on Home Army units accompanied by more elite soldiers to make up the difference in experience. Many experienced soldiers were being transferred to motorized and panzer divisions which would make the most of their battle skills.

 

Elite Infantry

Cost

4

Attack

1

Defense

3

Move

1

Admittedly, this unit’s “elite” combat value is based more on historical myth rather than actual fighting capability. Divisions of the fanatical Waffen-SS (the battlefield soldiers of Hitler’s Nazi Party Guard) were often relied upon to fight dangerous missions. Because of the dependable nature of these ideological warriors, enemy units often feared going into combat against the SS (Schutzstaffel). SS units were often well trained, but that did not always save them from casualties and defeat. However their tenacious will to fight on out of personal loyalty to the Nazi Party fueled fantastic myths about the true fighting ability of the Waffen-SS. In Gotterdammerung, these units have a higher defense value than normal troops due to their reliability, but cost more due to the training and schooling SS men must undergo.

 

Technology

This may be the time to go get your original A&A or A&A Revised technology development boards out. Six totally new technologies, all grounded to some extent in historical fact, may now be researched by Germany. These technologies were all being developed by Germany, far too late to save it from the mighty forces set against it. However if they could have been developed in time, they could have significantly impacted the course of the war. Research proceeds at the beginning of every turn, before unit purchases. Germany gets a free tech roll every turn, but it may invest 5 IPCs for every additional roll it would like to make. On a roll of six a technology is developed. However all techs are researched in the original A&A’s “lottery style,” that is, rolling another die for each successful development and having its number correspond with the number of the technological advance that is implemented. This is done because Germany was already developing all these technologies at the same time, and the chance of a breakthrough is necessarily random.

Example: German player rolls a six and develops a tech. He then rolls another die and this time rolls a two, meaning he has developed the Assault Rifles technology.

 

1. Advanced Rocketry: The V2 Rocket, an advanced weapon predating the Cold War space programs and the guided cruise missile, was developed by Germany during WWII. Although it was inaccurate against military targets it did in fact terrorize London by killing civilians without warning. V1 “Flying Bombs” could be shot down by AA fire, but V2s could not, making them a truly terrifying instrument of death.

Effects: Every anti-aircraft gun owned by the German player may fire up to 5 rockets per turn. Each has an attack value of 1 and a range of 3, and may attack Allied industry, military, or civilians. Rockets may be launched during the Combat Movement phase. For every rocket that hits an industrial complex, the Allied player hit must pay two IPCs to the bank. For every rocket that strikes a military formation in a territory, the Allied player must choose a unit to lose. Alternatively, rockets can be aimed at London. For every turn where 5 or more hits were scored on London, Germany gains one victory point.

 

2. Assault Rifles: In the late war, Germany began to seriously develop powerful new automatic rifles, which provided the accuracy of a rifle and the firepower of a machine gun. This combination was lethal and effective in the extreme. Back on the WWI battlefields the Germans had pioneered automatic handheld weapons, and in WWII they had finally begun to produce the first modern assault rifles in history. Among these were the Maschinenkarabiner 42 (MKb 42) and Sturmgewehr 44 (Stg 44). Unfortunately despite their incredible effectiveness Hitler was said to dislike the weapons and often interfered with the arms industry’s production of them. By late 1944 it was far too late to mass-produce these weapons. This technology allows a breakthrough study that proves it cost effective and widely accepted to arm every infantry regiment with at least one detachment of assault rifle troops, transforming every soldier into a mobile storm trooper. Even reserve regiments will be made into effective offensive and defensive forces with the new weapons.

Effects: Adds +1 attack value and +1 defense value to all German infantry types. (This includes Reserve Infantry, so their attack is raised to 1 instead of 0.)

 

3. Jet Fighters: Near the end of the war Germany was developing advanced jet technology that greatly enhanced the effectiveness of the Luftwaffe (air force), allowing fighters to literally fly circles around their Allied counterparts. The Me 262 jet was a frightening jet fighter whose only drawbacks were range and fuel consumption. In the late war German fuel industry efforts fell behind in their ability to supply the Luftwaffe, but it hardly mattered since the air force had been torn to shreds by fierce and continuous Allied strategic bombing missions. However if enough jets had been produced they could have saved German industry before it was crippled by the Allied air war.

Effects: Adds +1 attack and +1 defense to all German fighters.

 

4. Horton Flying Wing: The Horton brothers developed an advanced aircraft design based on making the body of an aircraft its sole wing. This “flying wing” tech led to the development of a single-wing aircraft that formed a foundation for Northrop’s flying wing and thus the development of the modern day stealth bomber. The uncanny resemblance the Horton H IX 113 prototype bears to the B-2 bomber is testament to the foresight of the Horton brothers. The eventual bomber produced was meant to have the range to fly to New York and bomb it, and return to Germany. Also the unique shape had the effect of disrupting its radar signal, making it harder to hit. Once developed the Flying Wing Bomber will be a mighty asset to the German player.

Effects: Increases bomber range from 6 to 12. All bombers survive the first hit from an AA gun they receive, however if they are flying over multiple territories other AA guns can still shoot bombers down.

 

5. Super Tanks: The German light tanks which had seen the triumph of blitzkrieg in France 1940 and led the spearheads of Operation Barbarossa in 1941 were all but phased out by the late stages of WWII. Although their mobility was an incredible asset on the battlefield, strong AT weapons and armor precipitated a need for tanks that could take more punishment. Thicker and thicker armor, heavier weapons, and veteran crews were added to create the next generation of German armored warfare. While the versatile heavy Panther series became a mainstay, the greatest of tanks were created in the Tiger and Tiger II (King Tiger or Konigstiger) tanks. These metal monsters had 88mm guns and had almost impenetrable front armor. They were also substantially slower and required special engineer attachments to cross rivers and bridges. Roads were torn up beneath their massive treads. Introduced in early 1944, they were never produced in numbers necessary to have a significant effect on the outcome of the war, but by the end of the war they were one of the most feared German weapons and the Allies still had not developed anything close to an equivalent. This technology finally sees German super tank production replace conventional tanks. This results in a new level of complete armored superiority that Germany now enjoys over the Allies.

Effects: Adds +1 attack and +1 defense to all German tanks.

 

6. Underground Factories: Allied strategic bombing was by mid-1944 taking a terrible toll on German war industry. Moreover, the German air force was fast losing its capacity to resist these terrible bombings. At the Nordhausen Rocket factory and at other key factories, the production and assembly lines went underground. Underground factories were much less susceptible to strategic bombing, and Allied carpet bombing failed to fully destroy these factory targets – when the bomber command even knew they existed. While all German industry cannot of course go underground, much of it can be transferred, a process which consumes time and effort of a technology roll.

Effects: The damage cost caused by strategic bombing is automatically halved.

 

Victory Points

Germany at this stage cannot hope to win the war. The best the Nazi regime can hope for is a reasonable settlement, and avoiding unconditional surrender by stiffening resistance and weakening Allied resolve. This will not be easy to do. Germany starts the game with no Victory Points. Once Germany has 10 Victory Points it can cause a separate peace settlement with the Western Allies (US/UK). Once Germany has 20 Victory Points it can declare a separate peace settlement with the USSR. However Germany is not obliged to declare peace once it has reached 10 and then 20 points, it may continue fighting if it so desires, to get territories it considers necessary for a reasonable settlement.

 

Victory points can be gained in a number of ways:

v     At the end of every turn Germany gets 1 Victory Point for every 10 IPCs it collected that turn (much like Japan does in A&A Pacific).

v     At the end of every turn where at least 5 German V2 rocket attacks rolled hits against the city of London in the United Kingdom territory, Germany gains 1 extra Victory Point. (Also mentioned in the Special Rules section).

v     At the end of a turn where the United States was bombed for the first time, Germany gains 1 extra Victory Point. (See the Special Rules section). It only gains this point once, no matter how many times in the future the United States is bombed by Germany.

v     At the end of a turn where Adolf Hitler has been assassinated by Nazi Party members (see the Special Rules section), Germany gains 3 extra Victory Points.

v     Every time Germany captures an Allied capital, it gains 5 Victory Points.

 

Special Rules

Several rules fit into their own special category and regard changes or ways to gain victory points in this modification.

 

Bombing of New York City: If Germany bombs the United States for the first time, it is considered to be the bombing of New York City. Regardless of the outcome of the battle or whether bombers hit their targets (industrial or military) or are shot down, the immense psychological impact of a Nazi bombing of New York strikes the Allied leaders in the face, not without massive political backlash. Germany gains an extra Victory Point at the end of its turn but only gains this point the first time it attacks, even if it attacks in the future.

 

Bleeding London: If Germany hits the capital city of UK with at least 5 rockets on any turn, at the end of that turn Germany gains one Victory Point. More than 5 rocket hits on the city do not stack Victory Points, although the German player may attempt to score a Victory Point in this manner repeatedly, not just once as with the Bombing of New York rule.

 

The Siegfried Line and the Rhine: If Germany is attacked on its western border from Netherlands-Belgium or Eastern France, before combat place 3 extra Reserve Infantry on the board for Germany. These are free units drafted for the defense of the fortified Siegfried line, and if they survive combat they remain in play. These emergency units can only be called up once.

 

The Battle for Berlin: If Germany is attacked amphibiously, from Denmark, or on its eastern border with Poland, Czechoslovakia, or Austria, before combat place 5 extra Reserve Infantry on the board for Germany. These units were charged with defense of the homeland and are the main forces defending Berlin from Soviet attack. If they survive that combat they remain in play after the battle is over. These emergency units can only be called up once.

 

Hitler Bomb Plot: Nazi Party members by 1944 were beginning to question the leadership abilities of Adolf Hitler. The wisdom of the Fuhrer was in serious question, and Hitler narrowly survived a bomb plot against him in July 1944. With this rule Nazi Party members may attempt to assassinate the Fuhrer Hitler with the hope that his death will make it easier to negotiate with the Western Allies and force a settlement. The German player may invest 5 IPCs and roll in the same way he would for technology development. On a roll of 5 or 6 however, Hitler is successfully assassinated and Germany gains 3 points. However there is a drawback to the death of Hitler. The SS begins to lose its influence and importance as more moderate Nazis take power, and so no more Elite Infantry units can be built.

 

Supporting Artillery: Artillery support still adds +1 to the attack of all Infantry units, and this includes German Reserve and Elite units as well as Regulars.

 

Reserves Participating in Offensives: Reserve Infantry have no attack value, unless supported by artillery or the Assault Rifles tech has been developed. Accordingly, these young schoolboys and old men cannot participate in attacks against enemy forces unless there is another German infantry to support them. For every Reserve attacking, a Regular or Elite unit must also attack with them. Even when Reserve Infantry has no attack value, it may be brought with the main force and taken as casualties, much like transports can be in naval attacks.

 

Starting Control Setup & Turn Order

 

  1. Germany
  2. USSR
  3. UK
  4. USA

 

Germany

Territories: Germany (6), Poland (2), Baltic States (1), Czechoslovakia (2), Netherlands-Belgium (2), Eastern France (2), Vichy France (1), Northern Italy (4), Austria (2), Hungary (2), Yugoslavia (1), Greece (1), Crete, Bulgaria (1), Rumania (1), Denmark (1), Finland (1), Norway (2)

 

Total Income: 32 IPCs

 

USSR

Territories: Moscow (2), Leningrad (1), Stalingrad (1), Siberia (2), Archangel (1), Karelia (1), Vyborg, Turkestan (2), Belorussia (1), Caucasus (4), Ukraine SSR (2), East Poland (1), Bessarabia, USSR Convoy (4)

 

Total Income: 23 IPCs

 

UK

Territories: United Kingdom (6), Iceland, Canada (3), Libya (1), Malta, Gibraltar, Cyprus, All UK Convoys (16)

 

Total Income: 26 IPCs

 

USA

Territories: United States (30), Morocco (1), Algeria (1), Tunisia (1), Sicily, France (3), Southern Italy (2), All US Convoys (10)

 

Total Income: 48 IPCs

 

Combat Force Set-Up Germany                 Gotterdamerung  
                                         
Germany Poland Denmark Holland-Belgium Eastern France Vichy France Northern Italy Austria Czechoslovakia Rumania Hungary Finland Norway Greece Baltic States Norweigan Sea Danish Sea Type of Unit Cost Attack Defense Move
1                                 RESERVE INFANTRY 2 0 1 1
4 5 1 3 3 2 3 2 2 2 3 2 2 1 1     REGULAR INFANTRY 3 1 2 1
2 1   1 1   1                     ELITE INFANTRY 4 1 3 1
2 2   2 1   1       2             ARTILLERY 4 2 2 1
2 3   2                           TANK 5 3 2 2
2                                 FIGHTER 12 3 4 4
                                  BOMBER 15 4 1 6
1           1                     ANTIAIRCRAFT 5 _ 1 1
                                  BATTLESHIP 24 4 4 2
                                  AIRCRAFT CARRIER 18 2 3 2
                                1 TRANSPORT 8 2 1 2
                              1 1 SUBMARINE 8 2 2 2
1           1                     INDUSTRY COMPLEX 15 _ _ _

 

Combat Force Set-Up UK         Gotterdamerung  
                         
United Kingdom France Canada Egypt Tunisia Libya Sicilian Sea Atlantic English Channel Type of Unit Cost Attack Defense Move
4 5 3 2 1 1       INFANTRY 3 1 2 1
  1               ARTILLERY 4 2 2 1
  2       1       TANK 5 3 2 2
2                 FIGHTER 12 3 4 4
1                 BOMBER 15 4 1 6
1   1             ANTIAIRCRAFT 5 _ 1 1
            1   1 DESTROYER 8 3 2 2
              1 1 BATTLESHIP 24 4 4 2
                  AIRCRAFT CARRIER 18 2 3 2
            1   3 TRANSPORT 8 2 1 2
                  SUBMARINE 8 2 2 2
1   1             INDUSTRY COMPLEX 15 _ _ _

 

Combat Force Set-Up USA       Gotterdamerung  
                       
United States France Southern Italy United Kingdom Tunisia Sicily Sicilian Sea English Channel Type of Unit Cost Attack Defense Move
4 10 3 2 1 1     INFANTRY 3 1 2 1
  2   1         ARTILLERY 4 2 2 1
  3             TANK 5 3 2 2
      3         FIGHTER 12 3 4 4
      2         BOMBER 15 4 1 6
1               ANTIAIRCRAFT 5 _ 1 1
            1 1 DESTROYER 8 3 2 2
              1 BATTLESHIP 24 4 4 2
                AIRCRAFT CARRIER 18 2 3 2
            2 4 TRANSPORT 8 2 1 2
                SUBMARINE 8 2 2 2
1               INDUSTRY COMPLEX 15 _ _ _

 

Combat Force Set-Up USSR         Gotterdamerung  
                           
Moscow Leningrad Stalingrad Ukraine SSR Eastern Poland Bessarabia Vyborg Archangel Karelia Barents Sea Type of Unit Cost Attack Defense Move
2 2 1 2 8 1 2 2 3   INFANTRY 3 1 2 1
      2 4   1       ARTILLERY 4 2 2 1
      2 5     1     TANK 5 3 2 2
1 2                 FIGHTER 12 3 4 4
1                   BOMBER 15 4 1 6
1 1 1         1     ANTIAIRCRAFT 5 _ 1 1
                    BATTLESHIP 24 4 4 2
                    AIRCRAFT CARRIER 18 2 3 2
                  1 TRANSPORT 8 2 1 2
                  1 SUBMARINE 8 2 2 2
1 1 1         1     INDUSTRY COMPLEX 15 _ _ _

 

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