Lest We Forget A Solitaire Small Scale Ground Combat Game from WWI to Present Rules of Play

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Lest We Forget A Solitaire Small Scale Ground Combat Game from WWI to Present Rules of Play c Wesley H. Fung Version.

Introduction An infantry card with HIT. Lest We Forget (abbrev LWF) is a solitaire ground combat game for the th century and modern time. You lead a small group of no name soldiers to fight in a brief moment of a large battle. A game of LWF portraits the drama within a single hex of many other wargames. The design goal of LWF is a quick and light wargame with high replay value which requires minimal setup time. The basic game features a typical land engagement. There are additional scenarios and army rules of many historical periods to provide an enhanced immersion. Golden Rule Wargamers for A tank card with SUPPRESS. A sniper card with no text. Solo.4 Companion App Whenever there is a situation you have to make choice A free companion app is available in Google Play and the rules do not state any restriction or priority, Store. There are ways to play the game using the app: you can choose freely.. Gather your pieces. Draw your own map using the blank map template or print one of the prebuilt maps. The companion app provides game deck functions. Preparation LWF is a Print-to-Play system with very light component requirements:.. If you have a tablet and one additional device, you can play without any printing at all. Open up the map generator with your tablet and lay it flat to function as a map. You still have to run the rules and gather playing pieces. Playing Pieces The game is fought between two sides, player side(you) and enemy side. You will need two sets of playing pieces in different colors. Playing pieces represents combat units (4) which are either infantry squad, sniper or tank. You don t need many playing pieces. In practice, you will have around units on the map at the same time mostly... Finally, you can play the game using the app completely! It gives you a quick game in blinking of eyes but the drawback is you might miss a thing or two because the execution is very fast. It does not support advance game scenarios at the moment of writing. Map Sheet You will find pre-generated maps in the Maps and 4 Combat Units Cards document file. There is an empty map for you to draw the battlefield you want as well. Both sides fight with combat units. A combat unit can be infantry, sniper or tank. All infantry units enter play in good shape and will become broken as a. Game Cards result of combat. You need some ways to tell whether Print and cut the 9 game cards in the Maps and an infantry unit is in good shape or broken. Tanks Cards document file. Each card has a unqiue hex and snipers do not become broken. ID corresponding to a hex on the battlefield. They I use cubes each or a standing soldier figmight be marked with either SUPPRESS, HIT or ure for units in good shape, a single cube or no text for combat resolution purpose. They have a soldier figure on its side for broken units. also either an infantry, a sniper or a tank silhouette for reinforcement determination (9. and 8.).

Having sniper units make the game more interesting but require additional gaming pieces and rules. If you don t want to handle the complexity, when the game asks you to put a sniper unit in play, simply use infantry instead. 4. against attack, affect attack range and firepower of units. Open hexes do not provide any cover. Tanks in open provide the most firepower. Range Water hexes are not deep water in this game. They are mainly marshes, shallow ponds. Units have different attack range depends on the terrain it occupies: Open Water Wood House Bunker Infantry 4 Tank Sniper Woods provide additional protection for infantry but reduce combat capacity for tanks. Tanks in house hexes have attack range. That is effectively means they cannot attack at all. 4. Houses do not block movement, even tanks. However tanks will have firepower and cannot attack when in a house hex, for the fact they they are busying driving around obstacles. This is the best moments to attack any tank. Morale Check From time to time combat units would have to take morale checks:. Draw a card. If the card is a HIT, the unit takes damage. Bunkers are not necessary a fortress-like structure. They are good spots for shooting - e.g. a tall house, a fortified building or just ditches.. If the card is a SUPPRESS and the unit is in Open or Water, the unit takes damage. 4. Otherwise the unit passes the check. Infantry units in good shape become broken when they take damage, all other units were eliminated.. Provided that the battlefield is very small in LWF, all hexes are considered on the same level. Map Battlefield in LWF is a big hexagon formed by 9 smaller hexes. Hexes have an ID which will be referred during play. Hex IDs are composed of two numbers, the first number indicates the distance from the center hex.. Terrain Level. Line of Sight (LOS) Line of Sight rules is never used in LWF. As long as units are in range they can attack each other. The very first design of LWF was using LOS rules but it was trashed because of two reasons. Firstly, to speed up the gameplay. LWF were often played with A4 size printed map, it is hard to judge LOS with such small real estate. Secondly, attacks in this game Terrain Hexes are either one of the following: open, water, woods, building or bunker. Terrain types DO NOT affect movement. They provide protection

8 were often not direct shooting. They can be mortar, suppression fire and grenade etc. Basically attacks are troops fire or throw whatever they can to where they see, hear or even think enemies are. Units take hit because of losing the will to fight and routed rather than life lose. 6 6. Draw a card from the deck, find the hex with the matching ID. It is the spotlight hex. The area within hexes to this hex is the stage for this phase. Units in this area are said to be on stage. What will happen depends on the unit composition of the stage:. If there is no enemy and player units on stage, an enemy unit shows up (8.). Game Setup. If you have only enemy units on stage, they activate (8.). Draw Deck Shuffle all the 9 game cards to form the draw deck. 6. Enemy Phase. If you have both enemy and player units on stage at the same time, a firefight begins! (8.) Mission Objective 4. otherwise, nothing happens. Draw the top card from the game deck. Check the hex ID on the card, the matching hex and ALL adjacent hexes are your objective area. You win if you have at least ONE unit inside this area AND there are no enemy units in the area by the end of the game (). 6. Entrance Hexes The map edge furthest from the hex drawn in the previous step is the player side. There might be more than one eligible edges, in this case, all of them are player sides. The hexes along player side are your entrance hexes. Pick one of the hexes and place a player infantry unit there. You always start with an infantry unit. If the centermost hex is drawn, then all 6 hexsides - all the outermost hexes are entrance hexes! 7 Example stage diagram. Assume you have drawn the card -4, hexes with red outlines are objective area. Units in hexes of blue or red outlines are on stage. Sequence of Play 8. Each turn contains two phases: New Enemy! If there is no enemy and player units on stage, draw a card. Place an enemy unit of the type shown on the card on the spotlight hex.. Enemy phase (8). Player phase (9) You will see enemies could show up as close as hexes from your units. Enemy phase happens BEFORE player phase. Thus after you placed your first unit, the next thing happens will often be an enemy showing up. 8. Enemy Activation If you have only enemy units on stage, they activate:

. Find all player units in range (4.) of enemy 8.. Firepower snipers and tanks on stage. Perform Morale An unit s firepower depends on the terrain it occucheck 4. for each of the said player units. A pies: player unit takes check regardless how many enemy units it is in range of. Infantry Tank Sniper Open. Then all good shape enemy infantry on stage Water moves hex towards the closest player units. Wood They do not move if already adjacent to any House player units. Bunker. Broken enemy infantry moves hex towards the 9 Player Phase closest enemy good shape infantry, sniper or tank. They do not move if already adjacent After enemy phase finished, you can perform one of to such enemy units, or no other eligible enemy the following actions: units in play. Attack an enemy unit 4. Enemy tanks move hex towards the closest Assault player units if it has no player unit in range (4.). Rally a broken player infantry unit. Enemy snipers do not move. Move a player unit Call reinforcement If more than one hexes are eligible for enemy unit movement, they always move into the hex give them the higher firepower. 9. You can attack an enemy unit if the unit is NOT adjacent to but in range of any player units. Player units attack range depends on unit type and terrain (4.) Important: ONLY enemy units on stage activates. 8. Attack To attack an enemy tank, it must be in the range of any of your tank or sniper units. Firefight If your target is a good shape infantry unit and within range of any player snipers, the target becomes broken, no morale check is needed.. Find all player and enemy units on stage. Calculate firepower for both sides. Consult the firepower table (8..) for each participating units. The side with higher total firepower win. If it is a draw, execute the following steps as both sides had won. Otherwise, the target takes a Morale Check 4.. Notes: Attack range of effectively means a unit cannot attack. It can assaults(9.) however.. All good shape infantry units of the losing side become broken. Snipers and broken infantry and are eliminated. Tanks adjacent to any unit of winning side, or winning side has at least tank unit, are eliminated. If not, the tank unit performs a Morale Check 4.. Unlike enemy snipers have an advantage over regular infantry in range only, player snipers are much more powerful! 9. Assault If your unit is adjacent to an enemy unit, you can carry out a direct assault to the hex. Assault is resolved exactly like a firefight 8. except the stage determination. In an assault, take the chosen enemy unit s hex as the spotlight hex. Then follow the firefight resolution procedures. 4. All units in winning side perform a Morale Check 4.. Tank units perform the check if it is adjacent to any losing side units before the firefight or the losing side has at least tank before the firefight. Note: Snipers provide no additional benefit other than contributing firepower during a firefight. 4

9. Rally for card draw, e.g. even in the middle of a firefight (8.). You win if your mission objective (6.) is met, You could bring a broken infantry unit back to good otherwise you lose. Now you know all the rules of the shape if there are no enemy units within hexes. basic game, go ahead and start your first fight! Note: Enemy units do not rally. 9.4 Scenarios Move The basic game is a typical advancing mission. This Your chosen unit can move to any adjacent hexes. section provides rules for other mission types. Terrains do not prevent movement. Only ONE unit is allowed in a hex. In other words, unit stacking is. Bloody Battle not allowed in this game. Player units cannot exit Victory condition is changed. You do not have to the map at all times. capture the objective area. You win if you have more player units than enemy units when the game ends. If it is not clear enough, a unit can move exactly ONE hex only in a single phase.. Behind Enemy Line Play the game as usual except you will not receive any reinforcement. You command only infantry unit. The word reinforcement is used here for the purpose Your men are best of the best. Enemy units will fail of convenience only. They are friendly troops who Morale Check 4. even with SUPPRESS no matter were marching behind or preoccupying with their own what terrain the unit is in. You automatically win troubles rather than waiting for your call. all firefights and assaults. Resolve them as your units are on winning side. No need to calculate firepower.. Choose one of your entrance hexes. The hex must be empty. If no empty entrance hex avail. Escape! able you cannot call reinforcement. 9. Call Reinforcement. Draw a card, place a player unit of the type No objective hex for this scenario. Setup normally. You command only infantry unit and will never shown on the card in the chosen hex. have reinforcement. You win if the unit reached any. For each player units in play before the reinforce- hexes on the side of map edge opposite your entry ment unit arrives, SKIP player phase for ONE edge and survive the immediate enemy phase after turn. E.g. if you have units in play before call- that. ing reinforcement, after placed the new unit in play, you have to execute Enemy Phases before.4 Last Stand you have a chance to act again. No objective hex for this scenario. You start with Wait for reinforcement arrive is a units of any types. Place them anywhere on the risky business. Beware that the map. You will receive no reinforcement. You win game could end anytime during the if you have at least unit survives at the end of the subsequent unbroken series of enemy game. You win a decisive victory if all units survive. phases!. Game End Hold the Line No objective hex for this scenario. Instead, choose a map edge to be your rear. You start with units of The game does not have fixed amount of turns. If any types. Place them anywhere on the map. You at any moment you have no unit in play and the will receive no reinforcement. Enemy units move toscenario does not allow reinforcement (), you lose ward your rear hexes instead of your units during enand the game is over. Victory is determined when emy activation. You lose when an enemy unit enters you are required to draw a card but the deck has no one of your rear hexes before the game ends, othercard left. It could happen anytime when the rules call wise, you win.

Threatres.. British Good shape British infantry behave like tank units. If there is any player units in range of british infantry unit during activation phase, they do not move. The following rules add details for different periods of time. Generally, they do not increase play time but increase mental workload by large. Players are strongly encouraged to get familiar with basic rules before trying them out...6 La Rsistance French Resistance troops are guerillas. French units do not move unless your unit is closer to the objec. WWI tive than them. If there is no objective they move It is strongly recommended use maps with no house normally. Your infantry and tank can attack them when playing as WWI scenarios. Urban warfare is up to hexes instead of. They use no tank. If a extremely rare during WWI. tank card is drawn for new enemy, place an infantry instead. No units can attack tanks (including tanks!). The only way to deal with tanks are via fire. Vietnam War fights. You can play as U.S. Army or North Vietnamese Enemy tanks always move toward player units Army (NVA). until adjaceny to player units when activated.... WWII They have no tank. When you draw a tank card for new enemy put a sniper unit instead. Enemy behaviors are vastly diverse among different nations. Pick a nation for enemy before game start. However, do not use any of the following rules for player forces... They take damage only with HIT on morale check. SUPPRESS has no effect on them... German Play as NVA vs U.S. Army Use the WWII USA rules (..) for enemy infantry They behave just like what the basic game described. You can t use tanks. Place an infantry unit instead when a tank card were drawn for reinforcement. They have exceptional tanks and tank crew. German tanks do not take hit on SUPPRESS cards by morale check. Only a HIT can destroy them. They contribute firepower in woods during firefight... Play as U.S. Army vs NVA Your infantry unit take damage only with HIT on morale check. SUPPRESS has no effect on them. USA.4 Sino-Vietnamese War 979 A SUPPRESS morale check result does not eliminate You can play as People s Arm of China (PLA) or broken USA infantry units. People s Army of Vietnam (VPA)... USSR.4. Broken USSR infantry will stay in place, they never retreat...4 Play as PLA vs VPA They have no tank. When you draw a tank card for new enemy put a sniper unit instead. They take damage only with HIT on morale check. SUPPRESS has no effect on them. Japan Broken Japanese infantry will behave exactly the same as in good shape. They move closer to your unit rather than retreat during activation. (8.). Your infantry and tanks can attack them up to hexes regardless of terrain. 6

You have no sniper. Place an infantry unit in- When enemy activates, reactive player perform one stead when a sniper card were drawn for rein- of the following actions for EVERY enemy units on forcement. stage:.4. Attack (9.) Play as VPA vs PLA Move (9.4) You can t use tanks. Place sniper instead when tank cards were drawn for reinforcement. Using the same rules for human player in solo game to resolve the above actions. Same as solo game, reactive players units units do not rally. They also do not assault. Enemy has no sniper. If a sniper card is drawn for new enemy, place an infantry instead.. Counter-insurgency in st cen. tury Victory Condition You can play as counterinsurgency force or as insurgents. Game ends normally. Attacker wins if he/she control the objective hex (6.) otherwises defender wins.... Play as Counter insurgency Force Enemy has no tank. When you draw a tank card during for new enemy put an infantry unit instead. The players game is compatible with scenarios (), follow the scenario setup accordingly. If use nationality/time period optional rules, simply ignore all enemy movement rules. Both players got to choose the side for their troops but have to stay true to history (e.g. No U.S.S.R fights the U.S.A, or NVA fights insurgents etc). Stage size is always hexes in radius. (Ignore the hex stage range check of counterinsurgency force rules). Enemy infantry units come into play broken. They do not retreat and always move towards your unit. Enemy infantry can attack your tank (RPGs) during activation! Your tanks are much more potent than their counterpart in history. Enemy units will always fail morale check on SUPPRESS disregard terrain. Your tanks contribute firepower when in open. On stage check for units within hex instead of. Firefights become a lot rarer and beware of being overrun by insurgents... Play as Insurgents You can t use tanks. When you draw a tank card for reinforcement put an infantry unit instead. Your infantry unit can shoot enemy tanks! Your infantry units are always broken. They cannot be rallied. Optional Rules Usage Players Rules In players game, human players play the enemy side of solo game are refered as reactive player. The game progress follow the exact sequence as in solo game, the only different is enemy activation. 7

4 4. Charts Attack Range Open Water Wood House Bunker 4. Infantry 4 Tank Sniper Tank German Tanks Firepower Open Water Wood House Bunker Infantry Counter-insurgent Tanks 8 Sniper