New Optional RuleDuring the development of the Soviet Motor Rifle Guide I proposed the following rule. In the end after some dedicated discussions - we agreed that it is too much for normal WW II gaming, almost comical and stereotypic.
Nevertheless here it is. If you want a very straight forward game were your low LD troops really get into it, try it out!
Liquid CourageSoviet Troops sometimes entered combat completely drunk, of course this did not happen exclusively in the Soviet army, but it did occur more frequently. The following rule reflects the widespread use of Vodka in your platoon. You may decide before the battle that all infantry units in your force are drunk.
Drunken units benefit from a cumulative +1 Initiative Segment Modifier (see Chapter 5.1 - Sequence of Play in the Victory Decision: World War II book.
Example: Player B nominates his drunken Soviet Recon Team. The Soviet Team is drunk and benefits form the Recon Ability but was also Shaken during the first game turn.
Player A nominates his German Grenadier Command Squad. The Command Squad is still unshaken and benefits from the Command Ability.
Player A rolls a 2 (+1 for the Command ability, +7 Leadership) = 10.
Player B rolls a 6 (+1 for the being drunk, +1 for the Recon Ability, +5 Leadership, -2 for being Shaken) = 11.
The drunken Soviet Recon Team is activated.
Drunken units are limited in the type of actions they can take. Only the following actions are possible:
Assault
Close Combat
Move
Regroup - While Regrouping Shaken Units, drunken units count as having 1 higher Leadership.
Shoot All Damage Dice have a -1 modifier.
Spot - If a drunken unit tries to spot a hidden enemy unit add +1 to the roll.