triumph of the will

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2.1 Alternate Movement ... 4

2.2 Card Driven Movement ... 4

2.2.1 Compulsory Cards ... 4

2.2.2 The Bonus cards... 5


SIZES... 6

3.1 Basing Units... 6 3.2 Troop Designations ... 6

4. SPOTTING... 7

4.1 Spotting Test ... 7 4.2 Automatic Spotting ... 8

5 FIRING... 9

5.1 Firing Mechanism... 9 5.1.1 Cover Definition. ... 9

5.2 Machine Gun Fire...10

5.3 Artillery Fire ...10

5.3.1 Direct Fire ...10

5.3.2 Barrage Fire ...10

5.4 Extreme Range Fire ...11

5.5 Observation teams ...11 5.6 Interdiction Fire ...11 5.7 Ammunition Shortages ...12 5.8 Firing Limitations ...12 5.9 Effect of Firing ...13 5.9.1 Suppressed Units ...13

6 MOVEMENT ...14

6.1 Blinds ...14 6.2 Unit Movement ...15 6.3 Movement Notes...15

6.4 The Effect of Casualties on Movement ...16



7.1 Armour Strengths & Losses ...17

7.1.1 Suppression of vehicles...18

7.2 AFV Combat Notes...18



8.1 Anti Aircraft Fire ...19



9.1 Mortars...20 9.2 Flame Throwers...20 9.3 Barbed Wire ...20 9.4 Minefields...20 9.5 Trenches ...20 9.6 Smoke ...21


9.7.1 Heavy Buildings ...21

9.7.2 Light Buildings ...21

9.7.3 Rubble ...21



10.1 Procedure...22

10.2 Results of Close Combat ...23

10.3 Breakthroughs...24




11.1 Command Officers...25

11.1.1. Heroes of the Cause ...25

11.1.2 Officer Casualties ...25

11.2 Commander in Chief ...25

11.2.1 Command & Control ...25 Leadership Characteristics ...26 Order Definitions ...26

11.3 Unit Initiative ...27

11.4 Lines of Communication...27







“You know, I am sure, that not numbers or strength bring victory in war; but whichever army goes into battle stronger in soul, their enemies generally cannot withstand them” Xenophon 444-357 BC

Triumph of the Will was one of the first rule sets ever produced under the banner

of TooFatLardies. They are designed specifically to allow the gamer to re-fight the revolutionary wars that dominated the early part of the twentieth century. Wars that were notable for the intensity of passion on both sides, where nations did not fight nations, but one political doctrine faced another in a struggle between dogmas.

These wars threw up levels of hatred and ferocity not seen since the middle ages, where brother fought against brother, father against son. In these wars issues such as training, equipment and numerical advantage affected results less than the unquantifiable moral strength, or level of commitment, of the men, and sometimes women, themselves. Be it the Spanish Foreign Legion at Badajoz or the Volunteer Army in Southern Russia their strength of will allowed them to win victories that seemed to fly in the face of all established military thought.

This very different type of warfare, directly contrasting with the conflict between regular armies of the Great War and Second World War, requires very different types of rules. Within Triumph of the Will unit strength is used to reflect the strength of will of the unit rather than number of men. This shift away from the norm allows these wars to be re-fought with the real factors that influenced combat on the battlefield brought to the fore. Throughout it is the effect of actions upon the willpower of a unit, rather than physical losses, that are examined. What results is a fast and exciting game where players need to concentrate on marshalling their moral resources and leading their troops through example.

Split into two sections, the core rules and the period specific rules, the gamer is able to learn one straightforward system, whilst capturing the flavour of very different conflicts.

The inspiration for these rules came from a quick play system first published on the Gauntlet’s web site called Red Cavalry Marsch. From that small seed these rules have grown, and whilst these are a hundred times larger, I have attempted to adhere to the spirit of simplicity found in that article



Triumph of the Will is designed to allow the gamer to fight brigade or divisional

level actions, with each basic command unit being a Battalion, the smallest unit of manoeuvre the Company. Two options are presented to the gamer with regards turn sequence, either to use a system of alternate movement or to use a card based movement system as found in our other rules, such as I Ain’t Been Shot,

Mum or Le Feu Sacre. We would recommend the former for larger battles of

Divisional size, whilst more chaos can be added in smaller games by using a card driven system. This is a matter for the gamer’s preference, both systems are presented below.

2.1 Alternate Movement

When using the more traditional alternate movement system the attacker, or in a meeting engagement the side with the most regular units, moves first. One side completes its actions before moving on to the other player. The only variation here is firing may be reserved by one side during its own turn in order to interdict at any point in its opponent’s turn. This is a key factor when using this system. Basic turn structure is thus:

1. Spotting

2. Cavalry/infantry/MG fire 3. All movement

4. Artillery & AFV fire/Air attacks 5. Close Combat

6. Command Actions. Officers who have not yet moved may do so now. Once one player has completed his turn then play will pass to the next player.

2.2 Card Driven Movement

Unlike the predictable order of alternate movement the card driven movement system uses a variable turn sequence determined by the turn of cards during the game. This creates ever changing shifts in initiative throughout the game.

The compulsory cards are always present, whilst the bonus cards may be added when relevant units are present. The cards are shuffled by the umpire, or one of the players in the absence of an umpire, who turns them over one at a time in sequence. As each card is turned the unit represented takes its turn immediately.

2.2.1 Compulsory Cards

Blinds Move

One “Blinds Move” card should be included in the deck for each side. All units start the game as undetected ‘blinds’. The capabilities of these are fully explained in section 6.1. When the card turned over is your Blinds Move card, all of your currently unspotted units may take their move. They may choose to reserve their fire and remain stationary if they prefer.

Unit Cards

One card is included in the game deck for each Battalion, battery or cavalry Regiment sized unit present.


Command Cards

Each side’s Commander in Chief will have a card in the deck.

2.2.2 The Bonus cards

Regular Unit Bonus. One regular unit of the relevant side (the card should be marked with this, for example “Nationalist Regular Bonus”) that has not yet taken its move may do so immediately. This may be used by a Battalion of infantry, a cavalry Regiment, battery of artillery or detachment of armoured vehicles or aeroplanes.

Gifted Commander. An optional card, this may be included in the game deck for any Gifted commander. On this card he may take some or all of his move. He may choose to leave some actions for his own card if this comes out from the pack first, or vice versa. By way of example a Gifted commander may choose to make two order changes when his first card comes out, and then make his third order change (three being the maximum allowed) when his other card is turned.

Reinforcements. A Commander may decide, or scenario dictates, that some troops will arrive during the battle rather than at the start. The turn of arrival will be noted, and the actual arrival dictated by the turn of the cards. For example an infantry Regiment expected to arrive on turn 5 will actually arrive the fifth time the “reinforcements” card is turned. This unit will be placed at its point of entry to the table on a ‘blind’, and will then be activated when the relevant ‘Blinds Move’ card is turned. For the sake of secrecy an umpire may chose to use a blank card for this function.

Period Specific Cards. Details of these may be found in the section to the rear of these rules covering the various conflicts.




In Triumph of the Will the company is the basic unit of manoeuvre, however the figure strength of the units does not represent the number of combatants, but the inherent energy of the Company rather than actual numbers of combatants. In effect the strength in figures is a representation of the unit’s willpower.

Infantry 6-10 figures Cavalry 6-10 figures MGs 2 figures

Artillery 3 figures or 4 for high quality, regular crews.

Thus, a six figure infantry company and a ten figure infantry company may well represent the same number of men, but the latter has a greater sense of purpose, commitment and morale.

Regimental or Battalion Command and High Command figures are individually based in a suitable vignette, their figure strength is irrelevant.

3.1 Basing


There is no specific basing system required to play Triumph of the Will, however the following are a suggestion. You will need to be able to either remove individual figures as casualties are taken, or have some means of identifying casualties if multiple figure bases are used.

Infantry Base, 2 figures on 2.5cm frontage, 2cm depth. Cavalry Base, 2 figures on a 3cm by 3cm base.

Artillery, single gun on a 3cm frontage by 5cm depth Vehicles, on base to fit vehicle if desired.

3.2 Troop


All troops are considered to be one of the following three types. Regulars: Regular troops of a peace time quality.

Drilled: A disciplined force, but without the training or experience of regulars

Militia: Enthusiastic amateurs

Additionally they may receive the following special features: LMF: Lacking Moral Fibre. Damned cowards!

Aggressive: Good assault troops who receive bonuses in melee. Nasty. Hillmen: Sons of the mountains who ignore rough terrain



In Triumph of the Will units begin the game hidden on blinds (see section 6.1). In order to identify your opponent’s units you will need to spot them. Spotting may be carried out by a blind if the figures are not on the table, by an artillery spotter team, or by an officer figure if the troops are deployed. “Blank” movement bases may spot, representing small scouting parties. At closer ranges units with no officers may spot automatically.

4.1 Spotting Test

To spot units on blinds use the following chart, cross referencing the terrain in which the target unit is with the distance. The resultant number must be equalled or beaten on a 1D10 to spot.

Low Terrain: Hedges, walls, low crops, behind troops, or in trenches. High Terrain: Buildings, high crops, woods.

Shift one column to the left if the spotter is on higher ground.

Terrain/Range To 4” 8” 12” 24” 36” 54”

Open Auto* Auto* Auto* 4* 6 8

Low Auto* 3* 5* 7 9 0

High 3* 5* 9 n/a n/a n/a

Once a blind is spotted the unit that it represents is deployed within the same frontage, and facing the same direction as the blind. The formation may be deeper than the movement base within the realms of common sense.

A “blank” blind is removed from the table if spotted, the scouting party it represents having been dispersed.

To represent poor weather, mist snow or the likes shift one, or in extreme circumstances two, columns to the right.

Once figures are deployed on the table it is to be assumed that troops in woods will be aware of others at up to 12” range, but will fire with penalties. Troops outside a wood will only spot troops inside who are within 2” of the edge.

TotW Example – Spotting

By way of example, the Cossacks mentioned cross the wall on their blind. A scouting party of Red infantry (actually a Red “blank”) occupy a tree-line some 20” away. They roll a D10 to spot in their turn, needing a 4 or above for the Cossacks to have to be deployed on the table. If the Cossacks are spotted it is clear that, in formation B the cavalry may be placed in squadron columns abreast, or in a column of deployed squadrons. In either case not all the unit will be over the wall, and it will suffer movement penalties in the next turn.

Had the White player been a little more circumspect, and the Cossacks had halted before crossing the wall, then the Red infantry would have needed 7 or above to spot their foe, it being behind low terrain


4.2 Automatic Spotting

Blinds may well come close enough to an enemy force so that they must be considered as spotted automatically. This occurs when troops come within the distances marked on the spotting chart with a star.

In that situation they will be placed on the table. With the alternate movement system this will be at the end of either players move. With the card driven turn sequence this will be on the last card being turned. Any interdiction fire may then take place immediately for units who had reserved their fire.



Firing may be undertaken in a units own turn, or during their opponent’s turn if they have reserved their dice in order to interdict. The mechanism for firing is a simple one used throughout the rules with the basic unit of fire being five infantrymen. Non-infantry units use the same mechanism, with their effectiveness being translated into their “worth” as rifles. This keeps the game simple and constant throughout, hopefully aiding speed of play.

Ranges are as follows. No differentiation has been made for different makes of weapon; it is the moral effect that we are calculating, not the physical damage to the unit.

Point Blank Effective Extreme

Infantry 4” 12” 18”

MGs 6” 18” 36”

Artillery 8” 36” Table

Target priorities are as follows, and units must select their target in this order: 1. Enemy charging firing unit.

2. Enemy within charge distance of firing unit. 3. Target of choice

5.1 Firing


Throw 1D6 for each infantry group of five figures (or their equivalent) or less in a unit and consult the list of amendments below.

Amend dice as follows:

Target is militia -1 Point blank (not v AFVs) -2

Firer suppressed +2 Firer mounted +1 Firer is heavy artillery +1 Target suppressed +1 Target is regular +1 Target in soft cover +1 Target in hard cover +2

Firer moving +2

Target in bunker +3 Gun level above target armour +1

Target in column of march Double damage

If less than group’s strength is thrown then one hit is achieved. For a complete group of five figures or equivalent a natural throw of 1 always equals a hit, or two hits if at point blank range.

5.1.1 Cover Definition.

In the rules soft cover is generally considered to include wooden or mud buildings, woods and hedges, hastily prepared trenches (the norm for these wars) and the likes. Hard cover is restricted to brick or stone buildings, well prepared trenches (unusual) and bunkers.



Machine Gun Fire

An MG model with two crew represents a platoon of these weapons. Roll 1D6 per team member, calculating as for rifle fire, with each crew member being counted as a full five figure rifle groups.

5.3 Artillery


There are two types of artillery fire within the rules, barrage fire and direct fire. Direct fire allows the firer to change targets at will, barrage fire must have two gun models or more, firing is slower to direct, but is arguably more effective, and less risky for the gun crews if using an observer.

5.3.1 Direct Fire

This is only available to on-table guns. The firer should declare what his target is, this must be in sight of the gun section. Roll to see if artillery fire is accurate, throwing a D6 for each crew member, needing a result on each dice equal to or less than the number of crew members to hit target, subtracting one from the dice if the crew is regular, two from the dice if under 12”, and adding one if over 36”. If target is hit throw for damage, rolling 1D6 per dice that hit the target counting rolls as against five figure rifle group as in section 5.1.

5.3.2 Barrage Fire

Two gun models or more must be firing, either on or off table. The target must be in sight of the gun section or observers acting in concert with them. They spend one turn co-ordinating the actions of the guns before firing. An observation team calculates the distance to the target from its position, not that of the guns.

TotW Example – Artillery Fire

A Spanish regular gun section is firing at a drilled unit some 28” away in the open. Being designated “regular” it has four crew. It rolls four D6, needing 1 2 3 or 4 to hit on each (being equal to or less than the number of crew). It hits twice with rolls of 1, 2, 5 and 6, a total of two hits.

Each hit is considered as effective as five riflemen, so it rolls twice needing 1 to 4 to cause one hit on the target unit per dice.

TotW Example –Firing

A stationary eight-figure infantry unit and a 2 figure MG team are firing at a unit of drilled troops five inches away. The eight-figure unit has one five man firing team, and one three man. Firing at drilled troops the base factors are used. The five figure group needs to roll a 3 or under to cause one hit; the three figure group 1 or under.

The MG team is firing at point blank range. His damage is calculates as two five man rifle teams. At this range the firer cannot miss, he does still roll his 2D6, as any throws of 1 count as two hits.


Roll to hit as above, but the firer needs a dice score less than the number of gun crew (not less than or equal to as with direct fire). If any hits are scored on an infantry target they are considered suppressed for firing purposes, and may only move at half speed next turn.

Several other points to note are as follows:

• Barrage fire ignores any benefit for firing under 12”

• Observers may “walk” fire to track a moving unit up to 8” per turn

• Barrage fire may not be used if friendly troops are within 8” of the enemy.


Extreme Range Fire

Extreme range fire by all weapons is more suppressive than killing. Calculate hits as normal, but no casualties are actually caused. Each hit counts as –1” on movement next turn. Mark with a dice or similar. N.B. For observed fire measure the range from the observer.

5.5 Observation teams

These may operate on behalf of artillery and are deemed to be in telephone communication with the battery or train. Any ranges are measured from the observers rather than from the guns. They are immune from effects of fire, but they may not move, and will be destroyed if contacted by an enemy unit. If this occurs the battery will be silent for two turns, at which point another observation team may be placed anywhere within the section of the board controlled by friendly forces. This is also a voluntary option for a player wishing to reposition his observation team


5.6 Interdiction Fire

Infantry and MGs that have not moved or fired during their own turn may fire at any point during their opponent’s turn.

TotW Example – Observed Barrage Fire at Long Range

An artillery observer team is watching a column of Red Infantry advancing some 50” away. It calls for a barrage from an armoured train some distance to the rear.

The armoured train is not a regular unit, so it’s two guns (the minimum required for a barrage) count as having three crew each. In order to hit their target they will roll three dice each, requiring 1 or 2 to hit (being less than the number of crew for each gun). They roll 1,3,5 and 2,4,6. A total of two hits. However the fact that the Reds are in column will double this to four. Each hit is counted as being the equivalent of five riflemen, so that’s four dice, each requiring 1-4. The dice roll 1,3,4 and 5, three hits in total.

Because this is long range fire these will not kill but will suppress the unit for this turn and reduce their movement next turn by 4”.


5.7 Ammunition Shortages

Very often artillery units in the inter-war period would suffer from shortages of ammunition. One method of representing this is to allow each battery (or section) to roll 1D3 (or a D6 halved) at the start of the game. This represents the number of definite rounds that they can fire after that any round of firing to hit that sees the gunners roll more 1s than 6s will see the battery or section run out of ammunition.

5.8 Firing Limitations

Armour, Artillery & Vehicles

• Armour counts as a hard cover target to all infantry or MG fire • Armour counts as no cover against artillery or tank guns. • Gun armed Armour may move OR fire

• MG armed AFVs may move and fire with a +2 on firing dice • MG fire from Armoured Cars or tanks counts as normal MG fire

• Artillery inflicting casualties on a bunker (not trench, dug out or building) will double their effect, one kill being two, and so on

• Softskin vehicles hit by MG fire or armoured trucks hit by artillery fire are destroyed on a throw of 1-3.


• Infantry only damage armoured cars at point blank range • Infantry only damage tanks in close combat

• May move and fire, but with a penalty MGs

• May move OR fire

• MGs count as a soft cover target. All

• No unit may not concentrate its fire if more than one enemy unit is straight ahead. Dice to see which units take hits, allowing for different cover.

• Air attacks count as point blank with firer moving

• Only artillery fire, explosives or bombs may damage barbed wire • Bunkers are defined as particularly solid purpose built structures

• Hard Cover is defined as any trench or earth works, a substantial building TotW Example – Interdiction Fire

A Company of the Kornilov Shock Division in a building is looking across the street at an enemy unit in a building opposite. Rather than blaze away at a target in hard cover during their own turn, they decide to reserve their fire, neither moving nor firing in order to achieve this.

Their opponents, a Red Company, now decides to charge across the road to enter close combat. As soon as the Reds’ leave cover the Kornilovs’ open fire. If no casualties were inflicted the Reds may complete their move and enter into close combat. If, however, they suffered casualties they will loose speed as normal, and will halt if suppressed.


• Soft cover is defined as woods, hedges, standing crops, flimsy buildings • Troops disembarking from a train count as in column

• Troops firing on an unspotted target count all firing as extreme range

• When troops in a wood are engaged in a firefight they will count soft cover at 0” to 4”, and hardcover thereafter.


• May move and fire, but with the penalties noted.

5.9 Effect of Firing

Firing can effect units in several ways. They can lose figures, representing a breakdown in cohesion, willpower and morale. This will effect their firing ability in future turns, and it will also effect the speed with which they move forward, see section 6.2., or even their ability to do so, see section

5.9.1 Suppressed Units

Units that loose three figures in one turn due to firing are suppressed for the next turn. Suppressed units may not move in their next turn, and fight/fire with a minus.



There are two types of movement in Triumph of the Will, the movement of unspotted ‘blinds’ or concealed units in cover, and the movement of figures on the table.

6.1 Blinds

One blind will be provided for each Command, as well as any “blanks” the umpire may wish to allocate to confuse the enemy. In a game with no umpire 50% more blanks than real movement bases, rounded up, may be issued. A Command is defined as a Battalion, Squadron or Battery. Single gun sections or armoured vehicles must be attached to a Command, and will not operate alone. Two or more gun sections (a battery) or vehicles (a section) will have their own base. They may be deployed in one of three ways.


This represents a force in column of march, with all units in column behind each other. Dimensions are 3” by 6”.

B This represents a force in columns abreast, or in column of deployed companies in line with a three-inch gap between each. Dimensions are 6” by 3”. This is also the maximum deployment for an armoured or artillery force.


This represents a force deployed with two companies in line to e fore, with two in reserve behind in any formation chosen. Dimensions are 12” by 3”

In all of the above cases the word “Squadron” may be substituted for “Company” where cavalry are being considered. Artillery or MGs attached to these formations may be deployed as desired. Artillery or armour on there own only use the first two bases, being considered in transit in the first example, and deployed in the second.

Troops on base A have three impetus points, on base B two impetus points, and on base C one point. Movement bases may move at 6” per impetus point in the open whatever their stage of deployment, and 4” in bad going. Units moving through any area of buildings will always be considered to be in bad going.

Troops may change up or down one movement base per turn for the loss of one impetus point in each turn. For example troops on base A, in column of march, may use two impetus points to move 12” along a road, before using the final point to change to base B, in column of companies. To shift from base A to C, therefore takes a minimum of two turns.

A Commander in Chief may attach himself to one base and add one impetus point, as long as he is not a “Measured” commander.


6.2 Unit


Once figure are deployed on the table the following rules apply. All infantry units will move the full distance unless moving to a specific position in which case they may stop short. Vehicles may choose how many dice are thrown up to their maximum, and will move the full distance as per dice throw. Again they may stop short if heading for a specified position.

Infantry: Unit strength in inches in the open, less 3” in bad going or crossing an obstacle. Maximum speed of 8”.

Cavalry &: Double Unit strength in inches in the open, less 3” in bad going, less tchankas 6” if crossing an obstacle. Maximum speed 16”

Artillery: Foot, strength in crew figures +3” Horse, strength in crew figures +6”

Less 3” in bad going. May not cross obstacles.

MGs: Only move when attached to an infantry unit unless under “consolidate” orders

A/Cars: 4DAV on road or hard ground only Makeshift

Armour: 2DAV on road or hard ground only Fast Tanks: 3DAV in all terrain

Slow Tanks: 2DAV in all terrain Motor 1DAV in open Vehicles 4DAV on roads

Officers 10” in open or roads, 7” in bad going Trains See specific supplements

6.3 Movement


• A unit may add 50% if on a retire order • Troops in march column add 3”

• Troops may reposition up to 1” and not be considered as moving • Troops that have fired without penalty may not move

TotW Example – Blinds Movement

By way of example, a unit of Cossack cavalry is advancing on a blind deployed in column of squadrons. It moves as illustrated on base B. It starts the turn 8” from a wall which blocks its path. With two impetus points due to its formation it may move up to 12” in the open. As the wall represents “bad going” it is restricted to 10” (6” then 4”). Consequently the unit moves up to the wall and crosses it, moving 2” past it.


• Only tanks may move through barbed wire unless it has previously damaged by artillery fire.

• Cavalry will always evade away from AFVs attempting to initiate close combat

• Troops moving in two or more types of terrain will move at the slowest speed relevant for the whole turn.

• There is a 50% move penalty for cavalry turning volte face.

• Rivers may only be crossed at bridges or where they are shallow enough to be forded, or if frozen.

• To debus from transport troops loose 1 dice; to embark troops loose 2 dice. • Infantry units may move through other units freely with no penalty as they

are considered to be in extended order. Cavalry may move through other units freely, but they are considered to be disordered during the turn in which it happens.

6.4 The Effect of Casualties on Movement

One key aspect to Triumph of the Will is the way that movement rates can be effected by casualty levels. In broad terms there are no specific morale tests within the rules, this being built in to unit sizes.

Once a company or squadron sized unit has fallen to 5 figures or less it must throw a movement dice every turn whether it is still under control or not. A roll equal to or below than the unit’s strength will allow it to act as desired. If, however, the roll is higher than the unit’s strength then the difference indicates the distance in inches that the unit moves directly away from the nearest enemy. For cavalry this distance is doubled as normal. A unit already in cover will not withdraw, but will become suppressed.

TotW Example –Figure Movement

By way of example, the same Cossack unit as above has already been spotted and is moving with figures on the table. With eight figures per squadron, each unit may move up to 16” in the open. The wall, however, counts as an obstacle, and deducts 6” from the movement allowed. Consequently the lead squadron will be able to move 10”, crossing the wall by 2”, but the following squadrons will stop short of the wall. Next turn their move will be hampered with a 6” penalty as well.

TotW Example – Involuntary Withdrawal

Two Red Army Companies, one of six and one of five figures are advancing across broken ground towards a White Company’s positions. Last turn they lost two and one figure respectively. The six figure unit may act as desired this turn, the five figure unit must test to see if it still under control. If it rolls 6 it is not, and will move back 1” (5 - 6 = -1). This represents the fact that the unit has been shaken sufficiently to see it unwilling to advance.




AFV combat in Triumph of the Will utilises a simple system that reflects the lighter armour of the inter-war period without the need for extensive listings. Some extra period detail may be found in the relevant sections towards the rear of this book. AFV models represent a number of vehicles, ranging from two in earlier periods to five or six later. In broad terms they are a detachment or a platoon. There are two levels of armour classification, being Heavy and Light. Armament carried will fall into the following classes, Machine Guns, Light gun, Medium gun and Heavy gun. To check if the gun firing is able to penetrate the armour of the target vehicle consult the following chart. If they can you then roll to hit for any guns as per artillery fire, or Machine Guns, which hit automatically, simply roll for any damage.

At full strength tanks roll three dice needing 1, 2 or 3 to hit, then dice for damage as normal, taking into account any cover given by that armour.


0-6” 6-12” 12-24” 24-36”

MG All Light - -

Gun Light All Light Light

Medium All All Light Light Heavy All All All Light

7.1 Armour Strengths & Losses

Casualties caused on tanks or Armoured Cars is noted and a total kept. Heavy Armour has a starting strength of 6 points. Light Armour has a staring strength of 4 points. Once these are lost the vehicle is considered damaged beyond repair and out of the game.

As they lose strength points the effectiveness of an AFV drops. Heavy armour loses one shot for each two points of losses. Light armour is reduced to two shots after two loses, and to one shot after three.

TotW Example – Armour versus Armour Combat

A Panzer I armed with machine guns turns a corner to find a T26 some 9” up the high street of a small Spanish town. Unfortunately, at that range the MGs cannot penetrate the heavy armour of the T26.

In his turn, however, the Medium gun on the T26 can easily penetrate the light armour of the Panzer. The Red tank is at full strength, so rolls three dice requiring 1 or 2 to hit. He throws 2, 3 and 5, two hits. He then rolls two dice for damage. He needs to roll 1 to 4 on a D6 as the Light tank counts as being in the open when faced with a medium gun. He rolls a 1 and a 2, reducing the tank’s strength by three, with a one, at this short range, achieving two hits.


7.1.1 Suppression of vehicles

Once an AFV model (detatchment or platoon in reality) suffers casualties it can suffer from suppression. If the vehicle subsequently wishes to move, or is being fired on, roll a D6 needing to roll above the number of hits taken so far or the vehicle becomes suppressed for that turn. Suppressed vehicles may still fire their weapons (with the relevant minus for a suppressed unit) unless the vehicle has lost all of its strength points at which point it is considered totally destroyed. A vehicle that is obliged to withdraw from close combat due to losses will test as above before withdrawing. If it results in the model being suppressed then it will be considered captured and unusable by either side for the rest of this game.


AFV Combat Notes

• MG armed AFVs fire once for each turret they have, not for each MG. • Non AT Guns or tank guns treat all tanks as a hard cover target • Non AT Guns treat light armour as being in soft cover

• AT Guns or tank guns treat light armour as an open target • AT Guns or tank guns count heavy armour as in soft cover

• Barrage fire from artillery against AFVs dice to hit as normal. However one dice will be rolled for each hit achieved needing a result of 1 to reduce the unit strength by one.

TotW Example – Suppressed Armour

The Panzer I that has just been hit wishes, somewhat unwisely, to close with the T26 to a range where his MGs can cause some moral damage on the Red tankers. In his turn he rolls an unfortunate 3 for his suppression test, and fails to move at all, his crew quite understandably frozen with fear!



Within Triumph of the Will aircraft operate with unlimited movement across the table. When they wish to attack a ground unit they must be placed above that unit. They generally attack as two man Machine Gun team at effective range reducing cover by one level. Four such attacks are allowed per sortie. They have a maximum duration above the table of six turns.

They may also attack a target with bombs. In earlier periods, such as the Russian Civil War they may have a total bomb strike of 4D6. These may be used as desired, all at once, four 1D6 runs, two runs of 2D6 etc. They calculate casualties as a five man rifle squad for each D6 worth of bombs.

Attacks on a mounted target roll again for each hit, with an extra hit being achieved on a roll of 4 to 6 on a D6.


Anti Aircraft Fire

Troops that are being attacked, or are within 4” of the aeroplane’s point of attack may attempt to drive off or shoot down the plane before its attack is made. An Infantry Company or MG platoon throw 1D6, on a throw of 6 roll again: 3-5 driven off this turn, 6 shot down. Cavalry, artillery and armour cannot shoot at planes. N.B. Even if they have made a full move and fired, eligible troops may still attempt to drive off an attacker.

TotW Example – Air Attacks

By way of example, an RAF aeroplane appears over the crest of a hill to see a Red Cavalry Regiment deployed in dead ground. It decides to off load all of its bombs this turn. Four D6 are rolled, needing 1 to 4 normally (as for an MMG firing at effective range), but these cavalry (+1) and militia (+1), so they can’t miss - 1 to 6 hits. Four hits are achieved. Four additional D6 are thrown, as this is a mounted target. They roll 1,2,5 and 6 resulting in two additional hits.




The weaponry of the inter-war period became increasingly sophisticated, and to represent this the following rules may be used.

9.1 Mortars

A light (50mm to 60mm) mortar platoon (one model with a 2 man crew) has a range of 4” to 18” and strikes as a one man MG crew. It does not need line of site to hit a target as long as it may be seen by a friendly unit. Hits on 1 to 3 on a D6, with a natural one counting as 2 hits.

A medium mortar (75mm to 85mm) or trench mortar with a 2 man crew has a range of 6” to 36” and strikes as a 2 man MG crew. Needs an observed target (or position, such as trench, if he cannot actually see his enemy). Hits on 1 to 3 on a D6 with a natural one counting as two hits.

9.2 Flame


These weapons have a range of up to 6”; they hit automatically, striking as a three-man artillery crew at short range, ignoring all cover. They have three bursts per game.

9.3 Barbed


Barbed wire may be deployed in sections with a frontage of 3” and a depth of 2”. This may not be crossed by infantry, cavalry, artillery or armoured cars in its virgin state, but must be damaged first. It has an inherent strength of 4 points, which may be damaged, by artillery and bombs, taking casualties as would an infantry unit in the open. Explosive armed troops or Engineers may damage the sections at the umpire’s discretion. Once two points of damage have been inflicted the section counts as bad going. Once four points have been inflicted it is removed from the table. Tanks may move through barbed wire, destroying the section as they go.

9.4 Minefields

These may be used in blocks of 4” square. In the period covered they should be a rarity. These may be crossed by infantry who suffer casualties as though being fired upon by a five man rifle section at close range. AFVs crossing such an area will roll 1D6 and will lose one strength point on the roll of 1 to 3.

Minefields may be cleared by Engineers who spend a complete turn stationary on them, and roll a 4 to 6 on a D6.

9.5 Trenches

Trenches provide cover from firing and make units harder to spot. Due to their generally irregular nature (and certainly irregular outlook) units in trenches in the inter-war period will, generally, only be in scrapes rather than the elaborately constructed cover of the Great War. This will only provide light cover only.


9.6 Smoke

The use of smoke shells is restricted to specific scenarios, and should not be an option normally open to commanders. However, for the sake of completeness, the following rules may be used.

Smoke shells may be fired by off table artillery in barrage fire mode only, and this will be arranged to hit a pre-designated position. A target point must be specified before the commencement of the game.

When firing a deviation dice being used to determine the accuracy of the barrage. This will have two faces marked “Hit” with the other four being marked with an arrow. If an arrow is rolled then the fire has missed, the barrage is off target. The impact of the barrage will follow the line prescribed by the deviation dice, and the distance off target is equal to of 2d6 in inches

Smoke will cover an area with a 4” radius if two gun sections, i.e. a battery, are firing, with that radius being increased by 1” for each additional gun section. The effect of smoke will be modified by wind speed etc, which will ideally be set within the scenario. Units may not firing through a smoke screen will fire with a -2 on the dice for effect.

9.7 Buildings & Their Strengths

Within Triumph of the Will buildings are in fact built up areas, and are considered to be of two sorts, heavy or light.

9.7.1 Heavy Buildings

Heavy buildings are brick built structures and provide heavy cover to troops in them. They will have a defence value, generally of 6 but larger buildings may have more. They can only be damaged by fire from artillery or Gun armed tanks. When fired on by such a weapon they will suffer the same loss of strength value as the troops inside (i.e. one strength point for every figure lost). On reaching zero strength they will collapse rendering all occupants hors de combat for the rest of the game.

9.7.2 Light Buildings

These are of more flimsy construction, being the wood or mud dwellings associated with the peasant populations of Russia or Spain. They will have a defence value of 4, or less if in a state of disrepair. These can be damaged by any fire, and they will suffer the same loss of strength value as the troops inside them (i.e. one strength point for every figure lost). On reaching zero strength they will collapse. Any troops inside will immediately be moved outside and will be considered to be a target in the open for any firing, or suppressed for any close combat, until they move.

9.7.3 Rubble

Buildings that have collapsed may be reoccupied by troops after one full turns delay. These troops then count as in light cover from the rubble.




This occurs when two opposing units come within 2” of each other, representing close range fighting and melee where weapons such as grenades and molotov cocktails can be used. In reality this type of fighting would be fast and bloody, with one side rapidly overcoming the other.

10.1 Procedure

Count the total number of figures on each side, this is the basic number of dice that each side will roll. Amend this for each side in the following order:

• Aggressive troops +50% more dice • In cover +50% more dice • Armoured support within 3” +4

• Cavalry charging Infantry in open Double dice • Own officer present +1

• Enemy officer-less +2 • Attack led by flag +2 • Lance armed cavalry charging +2 • Per training level higher +2

• Attacked in flank/rear -50% of dice • Unit suppressed -50% • Unit disordered -50%

• Each supported flank, see below + half strength of supporting unit. • Train carriages 50% of carriage strength, plus occupants


• Tanks and Armoured Cars count as their current point strength in melee. They may chose to support from the rear and count as armoured support if within 3”. • MGs and artillery count as 3 men per figure.

• Units attacked in the rear will turn to face automatically unless attacked in the front or flank as well. If able to turn they will not count as being attacked in the rear.

• For the purpose of close combat “open” terrain is that which does not hamper movement.

• Cavalry fighting other cavalry do not double their dice.

• To count as flank support a friendly unit must be within 3” of the unit it is supporting, or any unit attacking the neighbour if they have an overlap, and be stationary and undertaking no other actions (i.e. not be firing or moving). If faced off by an enemy unit within close range it must engage them, and not support the melee.

• Troops “Lacking Moral Fibre. In the open these troops will flee before a charge. Retiring 8” facing the enemy, unable to move the following turn, firing as pinned. If in cover they will stand, but on any negative result in close combat will react as if defeated by 3 or more.

• Armoured units may not initiate close combat against troops in a building. Cavalry may not initiate close combat with AFVs unless so briefed by the umpire in specific circumstances.

• Troops in buildings attacking troops out of buildings will not withdraw on a negative result, but will become suppressed.


• Trains have a defensive factor only, if obliged to retire will they double the distance.

The total is the number of dice to be thrown. Each 6 removes an opponent’s figure.

10.2 Results of Close Combat

Compare both sides’ losses and refer to the list below. Draw: Fight again immediately.

Defeated by 1: Thrown back 4” facing your enemy. You may not advance in your next turn but may fire.

Defeated by 2: Thrown back 8” facing your enemy. You may not fire or perform any action in your next turn.

Defeated by 3: Run away 12” facing your rear. Your unit counts as suppressed, and may not fire or undertake any action until contacted by an officer.

Defeated by 4+: Unit wiped out, totally defeated. There are no prisoners. N.B. Regular troops who loose a round of melee reduce the morale effect by one level (i.e. a defeat by two reduces to a defeat by one etc.). Militia troops who loose a round of melee against cavalry increase the morale effect by one level. TotW Example – Close Combat

A Company of Spanish Foreign Legion, 7 figures remaining, is entering into combat with an 8 figure unit of the Thaelmann International Brigade who are crouching amongst rocks on a hillside. Both units are aggressive, the Brigaders are drilled whereas the Legion are Regular. The Legion officer is dead so cannot add his strength to the morale. The Legion benefit from being aggressive troops attacking, adding another 50% of dice, bringing them to 11 (rounded up), they are one training level above the Thaelmanns’, bringing them up to 13 dice. The Thaelmanns’ throw 8 dice, plus one for their officer, and plus another two for the Legion having lost their officer, eleven in total.

In this instance the Legion roll one 6, the Thalemanns roll two 6’s, each remove that many figures. As the Legion are Regulars they ignore one level of close combat defeat and they fight again immediately. The Brigaders roll a D10 to see if their officer falls, he doesn’t, so the Legion now throw 5 + 3 (50%) + 2 (training) = 10 dice. The Internationals throw 7 + 1 (their Officer) + 2 (no Legion Officer) = 10 dice. This time the Legion are lucky. They roll three 6’s against the Thaelmanns’ one. The International Brigaders are defeated by 2, and withdraw 8” facing the enemy. They will be unable to perform any action next turn.

This result sees the Legion down to four figures. If close combat situations drag on the units involved loose energy at a fast rate and are often entirely spent as an offensive force as has happened here.


10.3 Breakthroughs

Infantry units which win a round of close combat are assumed to halt and consolidate the ground they have won. Cavalry may continue to move up to the limit of their maximum movement rate, deducting 2” for each unit they fight. If this move takes them into contact with another unit then another round of close combat is fought immediately.

Some cavalry will automatically breakthrough and carry on, others may have the option of halting at any point in their move.



There are two levels of commanders represented in Triumph of the Will; the Commander in Chief who heads the force on the table and the Command Officers who head each Battalion. At more junior levels, such as Unit Officers within each Company or Squadron , we presume that they are going about their business automatically and needs give them no heed.

So, what can these commanders do?

11.1 Command Officers

Infantry Battalion and cavalry Regiment commanders may: • Spot enemy units during that phase of the turn.

• May lead heroically, adding his strength (i.e. one figure) to units they are in contact with (i.e. up to two units, one on each side) for close combat and movement purposes.

• May rally a unit that has suffered an adverse result in melee


Heroes of the Cause

Very occasionally a Command officer may be present who falls into this category. He may add two to the units he is with as above for all purposes.

11.1.2 Officer


If an officer is with a unit that takes casualties throw a D10 needing above the number of hits taken that turn to save the officer. If he is with two units that have taken casualties roll once per unit.

11.2 Commander in Chief

• May rally units that have suffered an adverse result in melee • Issue Command orders

• May join a movement base to add an impetus point


Command & Control

The Commander in Chief may issue one order change for poor commander, two for an average commander, or three for a good commander, per turn based upon a dice throw against his character. Characteristics apply only to the Commander in Chief, not to Command officers.

This is done in the relevant phase of the turn if using the alternate movement system, or on the turn of his card is using the deck to dictate the run of the turn. Once he had decided to attempt an order change he MUST do so with one of the options presented to him y his dice throw.

(27) Leadership



1 Attack Engage Hold

2 Attack Hold Consolidate

3 Engage Engage Engage

4 Consolidate Consolidate Retire

5 Hold Attack Attack

6 Retire Hold Hold


1 Cavalry Attack Engage As Aggressive

2 Engage Engage As Measured

3 Hold Consolidate As Cavalry

4 Retire Retire As Heroic

5 Attack Hold As Political

6 Consolidate Retire Declare Yourself King of China. No orders. Order


Retire: Fall back to a named position

Hold: Hold a named position. Troops on a hold order may not advance more than 4” further forward than their named position. Troops that are pushed out of a position they have been ordered to hold will assume a hold order on the position they have been pushed back to. Engage: Troops will advance to engage the enemy with fire at effective

range. Troops may not move to point blank range.

Attack: Troops will advance to assault an enemy position. The majority of troops must attempt to close, although some may be deployed in a support role.

Consolidate: Units will consolidate on a position that they already occupy. Under this order MGs may move on their own at a speed of 7”. If the Regimental standard is present units that have suffered casualties may be reformed from part units to a maximum strength of 6 figures per reformed company. Troops on this order may not advance further forward than their foremost unit. They may not initiate close combat, but they may fire.

TotW Example – Changing Order

Comrade Sergei Krutchikov is a poor political commander leading a Division of the Red Army. As a poor commander he may only make one attempt to change order. He throws 4 on his D6. This allows him to issue his choice of options 1,2,3 or 4 from his Political chart. He must therefore order one Battalion to Engage, Hold or Consolidate immediately.


11.3 Unit Initiative

Although commanders are limited in the orders they may give, individual battalions may attempt to use their initiative in order to change their own orders. In order to do this they must have their unit Commander still alive, and must roll equal to or above the number identified on the chart for their troop type.

This test may apply to units that wish to keep the same order, but want to move their location. For example a unit on a Hold order in one village, may wish to retire back to hold a wood a little way back. In this situation it would test on the retreat column for its troops type. Units marked with a * may only retreat if they change their orders to retire. If they wish to halt at a new position they must either be given the relevant order by the Commander in Chief or must test to “advance” under their own initiative. The relevant charts are included in the period specific sections later in this book.

11.4 Lines of Communication

In order top best represent the importance of lines of communication, each force utilises a lines of communication marker. This is placed on the table and will remain static throughout the game. This serves to remind the players that they are not in a vacuum, but must take into consideration such strategic essentials as lines of communication and supply. If this marker is taken by the enemy all commands will automatically change to a “Hold” order with the exception of any command despatched to retake the communication marker.

TotW Example – Unit Initiative

A Battalion of the Markov Regiment, veterans of five years of conflict, currently on a hold order, see that an important bridge to their front is not held by the enemy. The unit consults its initiative rating, and must throw 3 or over in order to advance to take the position.

A unit of Red Guard who have just been called to the front from their cabbage processing factory in Rostov see another similar bridge not held by the reactionary Whites. Currently on a hold order they consult their initiative rating, and must throw a 6 in order to advance to take the position.



The following are designed to allow the gamer to flavour his own games with more period specific flavour that is relevant to the conflict that he is gaming. These are just a few ideas, feel free to season your games as liberally as you like.


In the period immediately following the Armistice of 1918 Germany was riven with revolt and fighting between various factions. Politics was polarised into a confrontation between the left and right, with returning soldiers, in particular the experience storm troops, confronting the Spartakusbund in Berlin and other forces, such as the Bavarian Red Army in the south. This was followed by more campaigns in the east where the Freikorps fought to protect the German border with Poland and also to extend their rule into the Baltic states.

We use the following rules to cover this period. FORCE QUALITY GENERATOR

The forces of the left in Germany were of variable quality, especially so in the south. We replicate that by drawing up an order of battle as usual, and then dicing for each battalion sized unit present. Roll 1D6 as follows.

6 Aggressive troops, increase training level by one 5 Increase training level by one

4 No change 3 No change

2 Reduce training level by one

1 Reduce training level by one, Lacking Moral Fibre If your force is Bavarian Red Army subtract one from the dice ARMOURED TRAINS

Some armoured trains were used in Germany and in the Baltic. Full rules for these may be found in the section on the Russian Civil War.


After winning a round of close combat cavalry may choose to breakthrough or whether to halt there and consolidate the ground won.


In post war Germany irregular forces were known to suffer from shortages of ammunition, especially for their heavier weaponry. As such an option is to roll a dice to restrict the number of turns firing available to any gun section or battery. Roll 1DAV and add one to get the amount of ammunition available in terms of turns fire.



Forces of the Right & Balts Forces of the Left

Advance Retreat Advance Retreat

Freikorps 4 4 Spartakists 6 5

Police 6 4 Volksmarine 5 4


Paramilitaries 6 3 Bavarian Army Red 6 3 Baltic States 5 5 Red Soldiers 6 4


These are provided for each Company sized unit. As with so many things these classifications represent my own opinion, feel free to change them if you feel otherwise. The types of troops, especially in the early days, were so diverse that this is only a representative sample.

Forces of the Right

Freikorps: 10 figures, regulars, aggressive Wehr Paramilitaries: 8 figures, drilled or militia

Police: 6 or 8 figures, drilled Balts – 1918-mid 1919 : 6 or 8 figures, militia or drilled

Balts Late 1919 onwards: 8 figures, regular or drilled, aggressive Freikorps Cavalry: 10 figures, regular

Forces of the Left

Spartakists: 6-8 figures, militia or drilled Volksmarine: 8 figures, drilled, possibly Red ex-Army: 8 figures, regular or drilled

Bavarian Red Army: 6 or 8 figures, drilled or militia, potentially LMF

Unit Organisation

The forces involved in this conflict, be they from the left or right, tended to have emerged from the remnants of unit returning from the Great War, as such their formations tended to be based on those of the Imperial German Army. An infantry battalion was normally four rifle companies and a machine gun company, the latter having three platoons of guns.

Card Options

If the card driven movement system is being used then the regular unit bonus card may be used for any forces so marked. The forces of the right are more likely to benefit from the gifted commander card due to their professionalism.



In order to recreate the Spanish Civil War effectively one needs to add the following to the master rules.


Keen on the use of dynamite within a “hands on” military context. Deployed in two figure teams, having two charges per team. They will operate attached to any infantry unit and will count as +3 dice in close combat at the cost of one charge. Only one charge may be used in each turn. These may be used to destroy barbed wire sections at the umpire’s discretion.


Militia forces with such an officer present may act as drilled troops while he is present, and add two inches to their foot speed movement. Check for loss as for officers, but subtract one from the dice.


Off table artillery fire may only be used in a barrage. When called in will arrive one turn later, and will continue to fall on that target until it stops or ammunition restrictions end the barrage. Artillery fire may not be called down upon a specific unit, but on a position. If multiple units are under attack a dice should be rolled to see which unit takes losses from any hits.


Some troops may count an ecclesiastical icon or presence as a “flag” in close combat situation. This was especially true of Carlist troops whose priests often fought in the front line armed only with a crucifix adorned staff. A Priest attached to a unit will dice to see if he is killed in the same way as an officer.


After winning a round of close combat cavalry may chose to breakthrough or whether to halt there and consolidate the ground won.


Nationalists Republicans

Advance Retreat Advance Retreat

Legion 5 6 Internationals 4 4

Moors 5 5 Communists 5 6

Falange 6 3* Militias 6 5*

Carlists 5 5 Army 6 6*

Regulars 6 6* Assault Guards 5 5 Guardia Civil 6 6* Carrabineros 5 5

Cavalry 6 6*

Italian Regulars 5 5 Italian Blackshirts 6 4*



These are provided for each Company sized unit. As with so many things these classifications represent my own opinion, feel free to change them if you feel otherwise. The types of troops, especially in the early days, were so diverse that this is only a representative sample.


Spanish Foreign Legion up to Madrid: 10 figures, regulars, aggressive Legion 1937 onwards: 8 or 9 figures, aggressive

Moors up to Jarama: 9 figures, regulars, aggressive, hillmen Moors post Jarama: 7 or 8 figures, regular, hillmen

Early Falange Militia: 6 figures, militia, potentially LMF Carlist Infantry, 1937: 8 figures, drilled, aggressive, hillmen Guardia Civil 1936: 7 figures, drilled

Italian Regulars: 8 figures, drilled, occasionally LMF Italian Blackshirts: 6 figures, drilled/militia, potentially

LMF Republican

POUM/Anarchist militias, 1936-37: 6-8 figures, militia, potentially LMF International Brigades: 8-10 figures, drilled, aggressive Assault Guards: 9 figures, drilled, aggressive Durrutti or 5th Regiment: 8 figures, regular, aggressive Generic

Peninsula Army 1936: 8 figures, regular

Conscript Armies post 1937: 6-8 figures, drilled, potentially LMF Unit Organisation

Prior to the start of the revolt in 1936 the standard organisation for Spanish forces was a battalion made up of four infantry companies and a further company of three Machine Gun Platoons. Four such battalions made up a Brigade, which in theory would have integral anti-tank and artillery support. In practice the latter were usually under-represented. A cavalry Regiment was made up of four sabre squadrons and one Machine Gun squadron. There was some talk of Moroccan Tabors being smaller in size – this is wrong, and is based on many subsequent works utilising the same erroneous source, they did, in fact follow the same pattern. The above organisation tended to be kept throughout the conflict by regular forces on both sides. Some of the irregular forces of the Left were organised on an entirely ad hoc basis, if for no other reason than their inclination towards the principle of anarchy. As such they may be organised as the gamer desires or according to historical precedence.

Card Options

If the card driven movement system is being used then the regular unit bonus card may be used for any forces so marked. The nationalists are more likely to benefit from the gifted commander card as this reflects their command abilities, not their bravery or resilience.



In order to recreate the Russian Civil War effectively one needs to add the following to the master rules.


An armoured train may move up to 5DAV inches in distance, quite obviously this movement is limited to any railway lines! The train may accelerate or decelerate by 2DAV per turn. An armoured train that is armed with artillery pieces, MGs or infantry may only fire when the train is stationary. Trains may be issued with any order except “Attack”.


At the start of the game each wagon, carriage or engine will be given an armour type, either light or heavy armour. Hits on the train will be calculated as per hits on armoured vehicles. Each wagon, carriage or engine has a number of strength points which may be lost through firing or close combat, as normal. These may range from 4 to 7 points and should be allocated at the start of the game. In the absence of an umpire roll a DAV, with 2 = 4; 3 = 5 etc.

Firing at a train

Troops firing on a train may specify which part of the train they are firing at ONLY if the train is stationary and if the fire is direct or observed. Otherwise a dice should be thrown to determine where any damage is done, with equal chance per carriage. As a wagon or carriage takes damage the strength of its integral armaments is reduced proportionately. A carriage that is reduced to zero strength is considered destroyed, and will block the track. The engine or carriages may be uncoupled, taking one turn stationary in normal circumstances, a 50% chance if under fire.

Troops firing on a crewed open carriage will roll a D6, 1 or 2 the damage will be inflicted on the carriage itself, 3 to 6 the damage will be on the troops therein. Troops firing on a crewed closed carriage will inflict damage on the carriage itself. However some damage may be caused to troops inside. Roll a D6 for each point of damage on the carriage. 1 or 2 inflicts one casualty on the passengers as well. Engine Damage

Each time the engine is hit dice for critical hits. Throw 2D6. On any double consult the table below.

Double 1 Track damaged, roll with equal chance, to see if the train may no longer advance or retreat.

Double 2 Boiler damage. Loose one available speed dice

Double 3 or 4 Serious boiler damage. Loose two available speed dice.

Double 5 Brakes damaged. On 1 to 3 on a D6 move one more move then the train will stop for 1D6 turns.

On 4 to 6 on a D6 continue moving at current speed until a 6 is thrown, then decelerate as normal.

Double 6 BOOOOOM. Engine blows up in a spectacular fashion. Any troops in close combat range, 2”, dice as if fired on from effective range by a five figure group.


If the engine looses all six points it ceases to function, the train is stationary for the rest of the game.

Close Combat with a Train

Close combat may only be instigated with a train if it is moving at less than the speed available to the attackers.

Troops may be allocated to carriages, and these may fight normally. These troops do not count the benefit of cover, but add half the actual strength of the carriage to represent the state of the cover. Empty carriages may use this half strength to represent the fact that they are simply difficult to break into. A close combat that reduces a carriage’s value to zero will allow the victor the option of having either destroyed the carriage as normal, or having broken into and captured it.

Armoured trains use their inherent strength for defence only, they may not instigate close combat. Some open carriages, such as flat cars, are treated as having no defence factor in close combat, as troops in them are susceptible to damage. Troops in the open carriage will use their strength only in this situation. Should an attacker enter into close combat with an open carriage that has no troops in it, the carriage will be captured immediately. The attacker may then destroy the carriage if he holds it for two more turns.

Train Crashes

Trains may NEVER intentionally crash into anything. If, however, their brakes are damaged they may accidentally be involved in a collision. If two trains collide both are derailed and may not move again for the rest of the game. All armaments are abandoned.

Any guns or vehicles hit by a train are destroyed. Infantry will always jump clear of any potential accident.

Trains colliding with a barricade roll a D6. 1,2 Train derailed

3,4 Train halted within 2D6 inches, but still on rails 5,6 Barricade destroyed, full steam ahead.


The tanks used during the Russian Civil War were primitive in the extreme, and whilst relatively invulnerable to enemy fire they were prone to breakdown and mechanical failure.

Each turn a tank moves roll a 2D6, on a double consult the chart below. Double Result

1. Tank is overheating, no movement for the next turn.

2. Tank has broken down, roll a 6 on a D6 to fix, try each turn. 3. Tank is completely broken down, no movement for the rest of the

game, it may, however fire as normal, but will count as half effect in close combat.

4. Tank has developed engine trouble, must return to line of

communication marker immediately. Will remain stationary for one turn after that.




Related subjects : triumph of the will