Blitzkrieg Campaign

Rivet Wars: Eastern Front
Blitzkrieg
Campaign
Offensive on the River Splen
For years the River Splen has formed a natural border between the Allied nation of Normandy and
the Blightun Empire to the West. Small skirmishes and artillery barrages are a constant reminder
of the tensions between the forces separated only by the water flowing from Lake Marinet. Now both
sides have decided it is time to strike. The Blight and Allied commanders have been receiving reports of increased troop movements and unusual activities in the area. Now is the moment to strike
first or wait and be attacked and possibly be bogged down by the approaching winter storms.
The Blight center their attack around a water born invasion to the North. Using the relatively calm
waters of the Marinet, the Blightun troops will ferry across to enemy territory in landing craft.
Landing to the north of Rheims they hope to catch the Allies off guard. If they move now they can
beat the first snows of the season and be dug in with supply lines in place before the first frosts.
The Allied attack will be in the South. Using large transport gliders the allies plan to stage a daring
attack landing their troops just east of the Dolner Bay. They hope to secure the pennisula there and
then move North after securing a bridgehead near the mouth of the Splen. The weather has been
good and the allies feel that the time is right to get their gliders airborne. If they wait to long the
strong winter winds will make the gliders useless and their plans will have to be scrapped.
The allies are also motivated by reports of a Doctor Vorne conducting unusual experiments East of
Bremen. Local informants have made note of unusual activity in the area around the Blight laboratory. Missing civilians as well as unaccounted for prisoners of war have all motivated the Allies to
get into the area and find out what is going on and put a stop to it. It is believed that Vorne’s facility is located so close to the front because the Doctor plans to unleash his latest “invention” on the
nearby forces across the river.
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Unauthorized reproduction is prohibited.
2 | Rivet Wars - Get in the fight!
If either side should lose control of this area it could mean the beginning of the collapse of the front
and a huge blow to future military actions in the region. For this reason both the Allies and Blight
have moved in some of their best soldiers, leaders and military hardware.
Playing the Campaign
Battles may be played in order or out of order. Simply track who wins the most scenarios out of the 7
and that player is the winner of the campaign.
This campaign was created as a result of the great support and feedback we received during the
Rivet Wars kickstarter. For that reason many of the units required for the campaign were part of the
kickstarter or resulting expansions.
Rivet Wars - Get in the fight! | 3
BLITZ #1
2
30min
Have a Run at it!
The war room was thick with stale smoke and the muttering of officers weighing
the risks and rewards of an invasion. They’d studied the maps for days,
appraising aerial reconnaissance photos under loupes with a jeweler’s care, and
had all come to the same conclusion. Yes, the Allies had poured untold tons
of concrete and littered the beaches with mines and automated turrets. But the
Allied army couldn’t be everywhere at once and a sudden, violent, and decisive
attack under the cover of air units might just take the allies by surprise.
Certainly there would be casualties, that’s expected in any operation, but would
it be worth it?
Voicing what everyone else in the room was thinking, one officer finally
exclaimed in exasperation, “Let’s just have a run at it, shall we?” And with
those simple words the blitzkrieg was off and running!
Requirements:
Rivet Wars: Eastern Front Core Box and
expansion units.
Special Rules:
At the start of the Blight deployment phase the
Blight player may place 2 landing craft adjacent
to 2 different landing zones (yellow brackets).
Two bunkers put end to end can simulate a
landing craft or print the image at the end of the
document. At the start of each Blight deployment
phase the landing craft may be moved but only if
the craft is empty of units. With the landing craft
placed the Blight may now deploy their units as
usual within the landing craft. Treat the landing
craft as duckboards not bunkers. Landing craft
may not be destroyed but the grids in landing
craft may be targeted.
Two Allied turrets begin on the map (circles
with Ts in them) and a Polston Quad Gun
(circle with tank symbol). The Blight start with
1 free Zeppelin Bomber. The Allies may not buy
aircraft.
Resources:
Allies 6 DP, 1 Rivet
Blight 8 DP, 1 Rivet
Victory Conditions:
Each Strategic Objective is worth 1 VP per turn.
The first player to 10 wins.
4 | Rivet Wars - Get in the fight!
3a 5b 7a
1a 2b 4a
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BLITZ #2
2
30min
Heavy Rain
“I’ve been told that ‘adversity is the mother of invention’, but I don’t know, I
think ‘desperation’ may be a better reason. There was one time it was raining
so hard that we were all joking that they’d have to ‘call the war on account
of rain’, but nah, they just got more creative with ways to get us all killed.
I mean, can you imagine crawling into some crazy land submarine, burrowing
behind enemy lines, and hoping you pop out somewhere close to where you wanted
to go? But don’t think it was just the Allies what had these hare-brained
ideas, ‘cause you should’ve seen what the Blight tried, using steam-powered
roller skates to move their troops, right there in the middle of no-man’s land.
But it worked, I guess. I mean, it was definitely a new way to get us all
killed.” - Corporal Edward Mudstable, The Oral History of the Second Blight War
Requirements:
Rivet Wars: Eastern Front Core Box and
expansion units.
Special Rules:
Units that begin their movement on
duckboards may move normally but units
not on duckboards need to check if they’ve
bogged down. Roll 1d6: on a roll equal to or
less than the unit’s armor they’ve bogged
down and may not move. For example, the
Panzerfaust, with light armor, will only bog
down on a roll of 1, while the heavy armor
Sturmpanzer will be stuck on a 1 - 3.
Resources:
Allies may deploy Edwina Brasseldun on
their first turn at no cost. The may deploy Lt.
Dora Rollen on their first turn at no cost.
6 VP, 1 Rivet
Victory Conditions:
Capturing a Strategic Objective is worth 1
VP. The first player to reach 10 VPs wins.
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8a 4a 9b
7a 2b 5a
6b 1a 3b
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blitz #3
2
30min
DR. VORNE’S LABORATORY
“It all seemed so easy. As we pushed forward the Blight kept falling back,
giving up without much of fight. We should have known better. We should have
know it was a trap. Because before we knew it we were surrounded by hell on
earth. Undead soldiers crawled from fresh graves, clawing at us with their
cold, vise-like hands! And commanding the enemy was the craziest Blightin’
bastard I’d ever seen, the evil Dr. Vorne.” - Diary excerpt, Private Irving
Rames, 195th Regiment
Requirements:
Rivet Wars: Eastern Front Core Box and
expansion units.
Special Rules:
The Blight player begins the game with Dr.
Vorne at no cost. Place him before game play
begins. On the first turn the Blight may deploy
a Plague Trooper at no cost; for placement,
pick a grid in neutral territory and flip for
Deviation. Any Blight Deployment Phase when
there are no Plague Troopers on the board
a new trooper may be Deployed by the same
rules at no DP cost.
The Allies start with 3 Riflemen (INF) and 1
Clockwork Trooper (C), as shown on the map.
The Blight player moves first. Place these units
before game play begins.
Resources:
Deployment Points: 8
Rivets: 1
Victory Conditions:
Capturing a Strategic Objective is worth 1
VP. The first player to reach 10 VPs wins.
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4a 7a 1a
3b 5b 6a
8a 9b 2b
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blitz #4
2
30min
Trouble a Brewin’
Egads! Brewmeister supreme Volker Steuben has been tasting his product a little
too much and inadvertently wandered into no-man’s land. The creator of such
masterpieces as the legendary “Resurrecter Ale” (said to be strong enough to
breathe life into an injured soldier) is equally prized by both Blight and
Allied troops.
His random stumblings are witnessed by both armies and it quickly becomes
clear--whoever can rescue the brewmeister to their side will be able to secure
a supply of the finest beer in the world! Men rush from their trenches but
gingerly aim their weapons, afraid to injure the brewmeister.
Requirements:
Rivet Wars: Eastern Front Core Box and
expansion units.
Special Rules:
The goal of the mission is to rescue the
brewmeister (B), returning him to your
deployment zone. Use the Iron Chancellor
or other mini to represent the
Brewmeister. Before game play begins
place him on the map as indicated.
Victory Conditions:
First player to have the Brewmeister in one
of their Deployment Zones wins. Do not use
Secret Mission cards.
If the brewmeister is in a grid with any
player’s units at start of the movement
phase that player can activate and
move the meister 1 grid. If the meister
is alone in a grid at the start of the
movement phase roll 1 die: on a 1-2
Brewmeister stays where he is, 3 - 6
check for deviation and move him 1
grid. Once he has moved he can not
move again that turn.
Brewmeister cannot be buffed or
harmed in any way and is unaffected by
tank traps, barbed wire, or minefields. He is
affected by tank shock.
Resources:
Deployment Points: 6
Rivets: 1
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8a 9a 7a
5b 4b 1b
3a 2b 6b
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blitz #5
2
30min
Winter WAR
The snow makes everything look clean. Even the battlefield. A soft white
blanket to cover the horror we’d inflicted on the land. But that blanket also
hid a threat. The hundreds of landmines both factions had sprinkled upon
the ground now lay concealed beneath a few inches of snow. From now on each
movement might come at a very high cost.
Requirements:
Rivet Wars: Eastern Front Core Box and
expansion units.
Special Rules:
Roll for initiative. Starting with the first player,
each alternate placing 3 minefield and 3 tank
traps each, face-down in any grid in no-man’s
land except on Strategic Objectives. During
play, the first time a unit enters a grid with a
face-down marker, flip the marker over: if the
marker is a tank trap immediately discard; if
a minefield immediately make an attack, even
if the unit is infantry, and place the marker
in the grid. Minefields attack infantry for this
scenario.
Each turn at the start of Player 1’s Deployment
phase roll 1 die to determine any weather
effects for the turn:
1 - 2: Heavy Snow. Visibility is so limited that
the maximum range for all attacks is 2 grids.
3 - 4: Icy conditions: each time a unit moves
to a new grid roll 1 die; on a result of 1, use
deviation to determine which grid the units
moves to. If they’re blocked from entering this
space (e.g. occupied by enemies) they remain
in their current grid.
5 - 6: Clear conditions: no weather effects this
turn.
Resources:
Deployment Points: 6
Rivets: 1
Victory Conditions:
Capturing a Strategic Objective is worth 1
VP. The first player to reach 10 VPs wins.
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8a 4a 9b
7a 2b 5a
6b 1b 3b
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blitz #6
2
30min
dogs of war
A plane carrying the Duke of York has crashed in no man’s land! It’s too late to
help (or capture!) the hapless Duke but when the plane broke apart an important
cache of top secret documents spilled out. It’s now a race by both sides to
retrieve them before the enemy does!
Requirements:
Rivet Wars: Eastern Front Core Box and
expansion units.
Special Rules:
Each side starts with 1 handler and 3 dog
units appropriate to their side. Spread across
the battlefield are 7 documents, represented
by damage markers (D). These may be picked
up by any dog that starts its Movement Phase
in that grid. Place the marker in the dog’s
damage slot to show that it’s been picked up,
the dog may now move with it. A dog that
begins its Deployment Phase in a Deployment
Zone may drop it off for 1 VP.
No Secret Mission cards may be played. Roll
for initiative.
Resources:
Deployment Points: 6
Rivets: 1
Victory Conditions:
The first player to reach 4 VPs wins.
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1a 6a 3b
8a 5a 2a
9b 4a 7b
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blitz #7
2
30min
On the Wings of Parrots
While the Blight have been experimenting with large scale paratrooper assaults,
the Allied Command prefers the flexibility of gliders, which allow support and
cavalry to accompany the infantry, “right to the enemy’s front door!” as Allied
Air Marshall, Sir Benjamin Sparkletrout puts it. Unfortunately these “Plywood
Parrots” haven’t progressed much beyond the experimental phase and can be a bit
tricky to land accurately.
But now they’re being put to the test as the Allies launch a daring attack over
enemy lines in the hope of cutting off the enemy and ending the war. But with
limited resources available, it may come down to a war of attrition.
Requirements:
Rivet Wars: Eastern Front Core Box and
expansion units.
Special Rules:
Allies move first. After the Allied player has
purchased units for the turn the Allied player
places them on up to 3 gliders, each of which
are 1 grid in size (a spare bunker may be used
for this). Tanks may not be placed in gliders,
effectively barring them from play for the
Allies. The player then designates an empty
grid (containing no units, bunkers, Strategic
Objectives, or obstacles) in neutral territory in
which to land.
destroyed along with any units on them.
Resources:
Deployment Points: 6
Rivets: 1
Victory Conditions:
Allies receive 1 VP per Strategic Objective
and need 10 to win. The Blight receive 1
VP per Allied DP that they destroy (dp cost
of destroyed unit) and need 25 to win.
However, due to the glider’s lack of brakes the
allied player needs to roll a 5 or 6 on a D6 to
stop in that grid, otherwise they must move
forward into one of the 3 grids (allied player’s
choice) towards the bottom of the board and
try again. Gliders automatically slide again
if they land in a grid occupied by units, tank
obstacles, bunkers, or Strategic Objectives but
may stop in a grid occupied by barbed wire or
mines. If they land or stop in a grid with mines
then every unit receives a 1 die attack. Barbed
wire is destroyed if a glider stops on or slides
through it. Gliders that move off the map are
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1a 7b 9a
2a 4a 8a
6b 5b 3b
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These are overhead views of the landing craft. Print and cut them out to provide a more
realistic look to your game.
18 | Rivet Wars - Get in the fight!