There were two competing WW2 Cthulhu RPGs: Achtung! Cthulhu and World War Cthulhu (now out of print, but it's in Chaosium's queue for a new edition).
Achtung! Cthulhu (A!C) is pulp action with the Nazis using Cthulhu magic to further their aims in the war. In World War Cthulhu, WW2 is the setting and the PCs are assigned to a special section of British Intelligence tasked to fight the Mythos. I always liked spies and a more gritty WW2 game, so I preferred World War Cthulhu. That said, if you wanted to shoot lots of Nazis and especially Nazis with a Cthulhu taint, then Achtung! Cthulhu is what you want to play. Think Sgt. Fury and His Howling Commandos.
This new edition of Achtung! Cthulhu uses the Modiphius 2d20 system, the same system used for Conan, Star Trek Adventures, and Dune. The 2d20 system is designed for pulpy cinematic action, so it's a good match for Achtung! Cthulhu.
If you are looking for a simulationist version of WW2, then this would disappoint you. In real life, war is really a contest of attrition and resources. The side with more people, weapons, and supplies wins. People are expendable resources. In OSR games, where PCs have few hit points and can be killed easily, one lucky bullet and you buy the farm or a ticket to the field hospital. In those games, PCs need to work smart to stay alive. So, you do as much possible to reduce risk and work the terrain and situation to your advantage.
In real life, marines carried on average 117 pounds of equipment (75 lbs in WW2, a M1 rifle is about 12 lbs). Weapons, ammo, food, and their full kit. In Achtung! Cthulhu, PCs can carry 1 Major item (rifle) and 3 Minor items (pistol, knife, grenades) before they become encumbered. If you have a Brawn bonus you can carry 1-3 more Minor items. 1 Major items = 3 Minor items. You may decide to be Encumbered and carry either 1 more Major item or 3 Minor items. When Encumbered, you can't run and various test difficulties are increased by 1. This isn't realistic, but in the world of Sgt. Fury, this matches the comic books. They run into combat with a major weapon and secondary weapon and that's it. No backpack filled with rations or a water canteen.
In the QuickStart, I played Corporal Sarah Walker, an Aussie with a dog and Boomerang (her signature weapon). My issue was that her one Boomerang was a Minor item and if she had a normal Brawn, her pistol, trench knife, and ammo belt (each a Minor item) would already encumber her. There's no room for an entrenching tool, canteen, or food. Luckily her Brawn allowed her two more Minor items. I decided I wanted a flashlight (Minor item). Carry anything else and she can't even move (I exaggerate here, but I think you get what I mean). Her Boomerang doesn't return if it hits and if it is thrown as a Salvo (for Stun), it doesn't return if it misses.My PC had the Sharpshooter Talent. My first bonus die was free if I used a ranged attack and aimed. It also gained a Piercing effect +1. And the normal Aim minor action allows you to reroll any single die. Now, the stupid Thompson Machine Guns are Inaccurate (you can't aim with them). But the Germans used MP40s which have the exact same stats as the Thompson except you can Aim with them and they're Reliable (first Complication with the weapon is ignored). So, I immediately changed weapons with a dead German. Not only that, German and Allied weapons make a different sound when fired. So, when you're behind enemy lines, it's preferable to use a German weapon. There's a chance someone might think it's just an accidental discharge or friendly fire vs enemy action. Also behind enemy lines, there's lots of German ammo lying around (usually found on dead Germans).
During combat, I found the Range of the firearms very limiting and unrealistic. In our final encounter. We entered a large room consisting of 3 Zones: two Zones for the large room and a final Zone for the dais where the bad guys were performing a ritual. To shoot them, we would have to enter the room (if we didn't, firing would cross 3 Zones and be impossible) and fire at Long Range to hit the cultists. Considering the Thompson (and MP40) are Close Quarter weapons, it meant that we needed 3 successes to hit anybody on the dais. Since you start with 2d20 without any bonuses, it's unlikely you can hit anyone. And if you do a Salvo, which is to empty your clip, you only gain the Stun effect. It doesn't increase your chance to hit. We wound up moving 2 Zones before we were combat effective. This is crazy bad. The combat turned out to be more like Conan than WW2. We were mostly toe-to-toe with the bad guys in the same or adjacent Zone, firing guns. It wasn't very realistic, but more cinematic.
Another thing is that the PCs have Truths. If applicable they reduce (or increase) the difficulty of a skill check by one. e.g. Give an automatic success (or require an extra success). If your PC had Army as a Background, you could pick Paratrooper, Trained Marksman, or Deadly Commando as a Truth. Well, my PC had Deadly Commando as a Truth, so when I asked if it applied to Stealth or Combat, the GM decided it was too broad, affecting almost all of my combat die rolls, and decided no. It only applied to sneaking into an enemy camp, in darkness, and garroting an enemy. Basically making the Truth worthless in most cases. After trying to use the Truth (asking the GM if it applied) a few times and failing, I stopped asking. My feeling is that if this was overly broad, why did they list it as the 3 choices in character creation? I then went to the Modiphius forum and found an answer. Truths are only supposed to be used rarely, in clutch situations where success and failure are important. The Truth should also be invoked with some creativity.
An aspect of Fortune points got nerfed compared to Conan and Star Trek Adventures. Instead of adding an extra die set to a 1, you must set one of your dice to a 1 before you roll the rest of your dice. In Conan and Star Trek Adventures, using a Fortune point is like gaining 2 extra successes, but in A!C, you lose one of your dice which makes a big difference.
Now, for the good stuff. I really like how they did magic.One of our PCs was Sven Nilsen, a Runeweaver. In CoC, Odens sometimes help humans against the Great Old Ones. So, Sven has spells to call on Thor to smite the Black Sun German cultists seemed spot on. Seeing Germans get hit by lightning is pretty cool. What's even more ironic is that the Third Reich leaned heavily on old Norse Mythology and iconography. And having Thor be like up your ass is like having your own Gods punish you for being bad.
Since PCs and NPCs use magic, the magic system works really well. Spells cost stress to cast, so the question is just whether you are healthy enough to do the deed or whether you're willing to hurt yourself to cast a necessary spell.
In our game, the bad guys were casting a ritual. They were held to the same rules as the PCs. To complete their massive ritual, it was an extended test where they had to get multiple successes. If they had too many Complications, then their ritual would fail. We got lucky, on the last round of casting their ritual, if the bad guys succeeded, they would have summoned something horrible (impossible for us to kill), but they got two Complications on that last casting roll, and what they summoned wasn't too happy (he must have called the Old One with the wrong name, you know how annoyed people get with a wrong number phone call or when someone tries to sell you an extension on your car warranty) and grabbed the summoner and dragged him elsewhere. 🙂
I found this spell mechanic much more interesting than CoC's. In CoC, PCs generally don't cast spells and bad guys only have to make one die roll to succeed, so PCs try to disrupt the ritual by killing the caster or messing up the intricate ritual (damaging the ritual circle, damaging spell components, freeing the human sacrifices). To make the PCs's task harder, the ritual caster generally has cultist mooks and some sort of magical barrier. And that generally is about it for CoC. But in Achtung! Cthulhu, the Complication level goes up for the spell caster as the PCs do their shenanigans, thus having a clear mechanical affect on the caster's die roll vs the GM having to guestimate whether what the PCs did had any effect on the ritual.
During combat, Sven did an all-in-spell casting to smite the Black Sun leader, but the backlash from casting the spell Injured him and would have killed him except, our Born Leader, Captain James Swann, gave Sven a Fortune point to Avoid Defeat (Sven had used his last Fortune point to help cast the spell).
So, Achtung! Cthulhu works for pulpy cinematic games where you jump into a room full of Nazis and open fire with a submachine gun or punch them, carry only the clothes on your back and a few trusty weapons, and death only happens to NPCs.
p.s. I found out that the Achtung! Cthulhu Quickstart - 15th Feb 2021 Final.pdf (as of 8/11/2022) has rules that are different from the published Player's Guide. The Player's Guide rules supersede whatever rules are in the QS.
- Helmets do not give any armor benefits (QS gave a +1 Armor).
- Thompson Machine Gun: Salvo: Stun (instead of Area); Qualities: Inaccurate (only, no Stun).
- Fortitude is a focus under Resilience (not Survival).
- One Fortune point may be spent per skill test or combat round (not per Scene).
What soldiers carry: https://www.popularmechanics.com/military/research/a25644619/soldier-weight/
The Thompson Machine Gun: https://en.wikipedia.org/wiki/Thompson_submachine_gun
WW2 Guns: https://en.wikipedia.org/wiki/List_of_World_War_II_weapons_of_the_United_States
Boomerang range: https://en.wikipedia.org/wiki/Boomerang#:~:text=A%20right%2Dhanded%20boomerang%20makes,22%E2%80%9344%20yd)%20range.
M-1943 Entrenching Tool: https://www.historynet.com/m-1943-entrenching-tool-the-swiss-army-knife-of-field-spades/
Modiphius forum post on Truths (look for post by Modiphius-Nathan [Modiphius Staff] March 24, 2022): https://forums.modiphius.com/t/truths-in-combat-casting-spells-attribute-bonuses-when-spellcasting/16256/6
p.s.s. I'm playing Operation Vanguard. GM is running it Rules As Written (RAW).
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