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Written by T. Jensen, E. Geilen, F.

Mainini
INTRODUCTION

WHAT YOU WILL NEED


Firstly you will need two opposing forces of the same scale, and a suitable 6'x4' table with terrain.
You will also need: Tape measure (in inches), 6 sided dice (referred to as "D6")
Circular “Blast” markers; a Small Blast (3" diameter) and a Large Blast (6" diameter.)
A protractor is also good to have for working out firing arcs.
This may seem like a lot, but these are the basics of most tabletop games.
You'll also need markers; white, red and yellow. These can be made from anything, and improvised.
We use small glass beads, painted different colors. Anything small enough to sit on a tank of your scale. Colored
cardboard pieces would be fine.
There are also a few markers like “AA”, “Ground” and flame markers that can be easily made by writing “AA” on a small
piece of cardboard. We use cotton balls painted to look like flames for our flame markers. Nothing says “WW2” like a
tabletop full of burning tanks!

Opposing forces are built from army lists. Both players agree to a points limit, and write lists in secrecy. This can be
done just before the game, as writing a list only takes 5 minutes or less for an experienced player.

The army lists are separate to the main rules and can be found on our page, along with battle reports, photos and
updates:
https://www.facebook.com/ostfrontgame/

CREATING A BATTLE

For random battles, we usually agree on a period and points limit, write up our lists, and then roll to randomize the
different elements of the battle.
THE PERIOD
We divide World War 2 into 3 periods:
1938 - 1941 EARLY WAR
1942 - 1943 MID WAR
1944 - 1945 LATE WAR
The technology race during World War 2 meant huge changes in hardware and equipment from the start of WWII to
the end. This is represented by having 3 periods.
For example: The Panzer VI Tiger didn't see active service until 1942, and so can only be used from Mid War
onwards through Late War.

POINTS LIMIT
Good points limits for the following periods are as follows:
Early: 60 – 250 points
Mid: 250 – 350 points
Late: 300 – 500 points

BUILDING LISTS - DIFFERENT TYPES OF SUPPORT


Each faction has the following unit types available in their army lists:

Infantry - Regular troops with decent training and equipment. Armed with rifles and grenades.
Some troops also carry anti tank rifles (AT rifles) and some rocket launchers, depending on period. Each base of
infantry represents around 25 men

Assault Infantry - Veteran fighters capable of defeating most foes, but die just the same as normal infantry. Each base
represents about 10 men.
Light Vehicles - Wheeled cars and trucks fit this category, as well as half tracks. Things that go fast and have very little
armor.

Tanks - The backbone of an assault or defense, having some armor on your side greatly helps your cause.

Heavy Tanks - Lumbering hulks that can survive hits from artillery. Heavy tanks are very expensive in points cost in this
game, representing the difficulty with which they were produced and maintained.

Assault Guns - These are armored vehicles with no turret, and a main gun mounted in the hull. They are good on the
defensive, and usually designed to be tank hunters, or infantry support vehicles during sieges or city fighting.

Field Guns – These are the various fixed guns like howitzers, pak-40s, 6pdrs, and air defense guns that form the fire
support of an army, each faction has a wide variety of these to take, and they can be packed up and moved around
during the game, but this takes time.

Off-Map Support - Each faction also has Off-map support, attacks made by units that aren't represented on the
tabletop. These include preliminary bombardments and air support, covered later under Weapons and Damage.

SCENARIOS AND DEPLOYMENT


Set up a 6’ X 4’ Table with suitable terrain.

Terrain (D6)
1 Dense City - 50% of table covered
2 Sparse City - 25% of table covered. River on a 5+ (with D3 bridges)
3 Countryside - D3 farmhouses, D3 forests
4 Desert - D3 Ruins
5 Destroyed City - Ruins cover 75% of map. D3 hardened fire positions (+2 cover)
6 Large Building – A single Central Factory or Refinery. Also D3 smaller buildings

Deployment (D6)
1 Short Edges - Each player deploys up to 18" from a short table edge
2 Diagonal - Draw an imaginary line between opposite corners of the table.
Neither player can deploy within 15" of the line
3 Pitched Battle - Each player deploys up to 10" from either long side
4 Meeting Engagement - Each player deploys in opposite corners, in a 30 X 30" box
5 Spearhead - Players deploy on opposite short edges, up to 24" in, and keeping 6" away from the long edges
6 Re-Roll or randomize a player to choose.

SCENARIO (D6)
1-2 GAIN GROUND
3 objectives are placed in the middle of the table, equidistant to both players. One in the centre, then one 18" away
on each side. The player at the end who has the most units within 3" of an objective claims it. The player with the
most objectives wins. In a tie, compare the points of units left alive.
Players roll off for deployment and 1st turn. Initiative seized on a 5+.

3-4 PUSH
Players set up on opposite edges, 10" in. One player is attacker, one is defender. Attacker must try to get at least one
of his units into the defenders deployment zone. game lasts usual 8+ turns. If any of the attackers units are in the
defenders deployment zone at the end of the game, the attacker wins, otherwise, the defender wins.
Defender sets up 1st and takes 1st turn.
Initiative is seized on a 6+
5-6 CENTRAL OBJECTIVE
One objective is placed in the centre of the table, players deploy as usual. The player with the most units within 6" of
the objective at the end of the game is the winner. In a tie, compare the points of units left alive.
Players roll off. Winner can choose a side then deploy first and take first turn, or give the same opportunity to the
other player.
GAME LENGTH
The player who deployed first takes first turn, unless the second player can “sieze the initiative”: Roll a D6. On a 5+
the second player to deploy has succeeded in stealing the initiative, and may take first turn.
-Game lasts for 8 Turns, on the 8th turn roll a dice: on a 3+ the game continues.
9th turn: 4+ 10th turn: 5+ 11th turn, and all turns after: 6+ (game can continue indefinitely)

THE PHASE
Players take turns consisting of the following actions, in this order:
Outflanking - Roll for any outflanking units to arrive. Units turn up on a 4+, regardless of turn.
Movement - Move all units and note any infantry who have "gone to ground""
Support – Air Support, Howitzers, Rocket barrages and anything that scatters or requires the player to guess if a traget
is in range (no pre-measuring is allowed)
Attack- All normal shooting and grenades. Morale checks are made as soon as damage is inflicted on infantry.
Morale - Unpin any units pinned from last enemy turn, and note that they count as "Gone to Ground"

After both players have completed a turn, a single game turn has passed. Mark it on a dice.
The game will start to end after turn 7. (3+ game continues to 8th turn, then 4+ to 9th turn, then 5+, 6+ etc.

OUTFLANKING
Assault Infantry can be deployed "outflanking". They are not placed on the table at the start of the game.
At the start of each turn, including the first, roll one D6 for each outflanking unit.
On a 4+ that unit shows up, and may move on to the table from any edge
Out flankers may not move on from an edge in the enemy’s deployment zone.
During this phase units can also be air-dropped.

MOVEMENT
During the movement phase, all units may move. Infantry who remain still can “go to ground” and count as having
cover next turn. Vehicles can move their listed movement and fire, or move 'flat out'. Moving flat out allows a vehicles
to move double their listed movement, but it may not fire any weapons that turn. Assault guns cannot move and fire.

SUPPORT
During this phase the player uses all their off-map support, and fires indirect weapons like Howitzers and Rocket
barrages. See Weapons and Indirect Weapons below. Players may not pre-measure distances, and are required to
nominate targets for all howitzer batteries at once, then check range and resolve scattering.

ATTACK
In the attack phase all regular shooting and grenade attacks are made, as well as tanks and anti tank guns. Howitzers
firing directly can be fired in this phase instead of the support phase. Mortars are also fired in this phase, since they
do not scatter. Any infantry units that take 50% casualties are required to immediately take a morale check. If they fail,
they count as 'pinned' next turn only, and may not move or shoot.

MORALE
Any units pinned from the turn before rally, and their pinning markers are removed.
VEHICLES
MOVEMENT
All vehicles can move and fire, or move double and not fire. Pivoting on the spot reduces half an inch from a vehicles
movement, and they count as moving for the purposes of shooting. Unarmored and light vehicles can pivot for free as
many times as they like during their movement.
Assault guns may move or shoot. They may pivot on the spot and still shoot, but count as moving for the purposes of
shooting.
Vehicles may move through friendly infantry, but cannot end a move on top of them.
Vehicles with damaged tracks can only pivot 90 degrees per turn.
WEAPONS
When one unit fires at another, you roll a single D6.
Moving during your turn decreases your accuracy.
Usually when tanks or field guns fire, they remain still to do so. Each unit has a "still" score, Indicating the score it
needs on roll equal to or above on a D6 to cause damage on a target. If the shot inflicts damage, roll a single D6 on the
damage table below, and apply the necessary modifiers. Note this table is for vehicles only. Infantry is covered later.
For Example, a T-34 medium tank has a 4+ still score. If the T-34 fires at another medium tank, and it hasn't moved
this turn, the T-34 will need to roll 4 or above on a D6 to inflict damage. If this is successful, it can roll on the damage
table. Some weapons fire slower than usual, these must succeed a “loading check”, before firing. This is noted in the
army lists.

The following factors affect your "still" score;


+1 If you moved
-1 Close range
+1 Target has Light Cover (50% of silhouette obscured)
+2 Target has Heavy Cover (80% of silhouette obscured)
+1 Long range (measure all ranges from hull to hull)
Guns larger than 75mm can add:
-2 Point-blank range - Not cumulative with close range
Rolling a 1 is always a fail and does not inflict damage.
If the still score is successful, roll damage against the target on the table below;

VEHICLE DAMAGE TABLE


D6|Result
1|Unscathed - no effect.
2|Tracks damaged: Half movement, 2nd time = Immobilized
3|Turret hit: Weapon Destroyed on 1-3 (D6) 2nd time = Destroyed
4|Engine Destroyed: Immobilised, 2nd time = Destroyed
5|Destroyed
6|Destroyed - Explodes 1"
Add your weapons "Type" to Damage rolls as well as the following factors:
-1 Long Range
+1 Close Range
+2 Point-blank range - Not cumulative with close range
-1 Target has Light Cover (50% of silhouette obscured)
-2 Target has Heavy Cover (80% of silhouette obscured)

Turrets and 'Weapon Destroyed' rolls


Light vehicles automatically count as having their weapon destroyed (attackers choice) if they get this result. Tanks and
other vehicles roll a D6 to see if the main weapon has been destroyed: On a 1-3 The weapon is destroyed. If a tank has
a Heavy Turret, the weapon is only destroyed on a 1-2. If the tank has a Super Heavy Turret, the weapon is only
detroyed on the roll of a 1. The type of turret is listed in the army lists. Some tanks like the sherman only count as
heavy to the front of the turret, due their heavy gun mantlet. The front of a turret is 45 degrees either side of the
main gun, and the rear of a turret is the exact opposite, 45 degrees either side of the centre of the rear of the turret.
Vehicles without turrets like assault guns count as either standard, heavy or super heavy depending on the armor
facing that the damaging round has had to go through. Light 2 through to Medium armor count as a standard turret,
Heavy counts as heavy turret, and Heavy 2 and above count as Super Heavy turrets

Immobilisation vs. Engine Destroyed


A vehicle that is fully immobilised by having its tracks or wheels damaged can no longer move, but it does not count as
having its Engine Destroyed. It will still take 2 results of Engine Destroyed to destroy the vehicle, if that occurs.
TANK TYPES
Tanks with at least one medium facing are considered Medium tanks. Tanks with at least 2 Heavy facings are
considered Heavy Tanks.
ARMOR

Amour Type Effect on the attacker


Unarmored (UA) -2 to still score , +2 to damage rolls. Rifles can damage on 5+ (standard damage)
HMGs can damage on 4+ (+1 damage)
Light 2 (L2) -2 to still score, +2 to damage rolls. HMGs can damage on 5+ (standard damage)
Light1 (L1) -1 to still score, +1 to damage rolls.
Medium (M) no modifier to still score or damage rolls.
Heavy (H) +1 to still score, -1 to damage rolls.
Heavy2 (H2) +2 to still score, -2 to damage rolls.
Heavy3 (H3) +3 to still score, -3 to damage rolls.
Heavy4 (H4) +4 to still score, -3 to damage rolls.

VEHICLE FACINGS AND ARMOR


A tank is split up into 4 facings. Front arc, 2 Side arcs and a Rear arc. Draw 2 lines from opposite corners of the tanks
chassis. These are the split points between front, side and rear. Use a ruler or straight tape measure to check which
facing an attacker is firing at and apply the correct amount of armor as shown in the army lists.
Very hard shots: If your still score goes higher than 6, then you will need to roll a natural 6 to inflict damage, then roll
again; Need a 7: 4+ to inflict damage Need an 8: 5+ to damage Need a 9: 6+ to damage
If you need above 10 to inflict damage, your shot is not possible.

TANK WEAPONS
All Vehicles with turrets that aren't light vehicles are considered Tanks. All Tanks have 1 hull-mounted HMG, and 1 co-
axial turret HMG, unless otherwise listed. They also have their main gun. Assault guns have 1 Hull mounted HMG.
The army lists will specify what weapons any light vehicles have, listing them in the Notes Section. They will also
specify which tanks are exceptions to the ”2 HMGs” rule.
Tanks can shoot any hull-mounted HMGs, fire the cannon and any co-axial turret-mounted HMGs during the Attack
phase. Each tank should nominate all targets before it fires, to prevent ganging up on one target if it isn't destroyed by
the nominated weapon
All weapons on a tank have a 10° firing arc to the left and right. For elevation of mounted weapons, see model.
Assault guns have a 20° firing arc either side of the main gun.
Super heavy turrets can only rotate 60° per turn. Don't rotate the turret until just before you fire. People tend to
rotate the tank turret as they are nominating a target, but for super heavy turrets in particular, this is incorrect.
Nominate a target, then check with a protractor to see if the turret can turn far enough to get the target into its firing
arc. Fast vehicles can actually outrun slow turrets in the right conditions.
Standard turrets can rotate 90°.
Fast turrets can rotate 360°.
HMGs are not hampered by movement when firing at vehicles, and can only damage Unarmored and Light2 facings.
Anything thicker is invulnerable to them. Rifles can only damage Unarmored facings
HMGs count as having a 'still' score of 4+ when attacking unarmored facings, inflicting +1 damage if they succeed. This
cannot be modified. HMGs have a 5+ still score against Light2 facings, inflicting unmodified damage if they succeed.
This also cannot be modified in any way.
DESTROYED TANKS
Medium Tank Wrecks are difficult terrain Heavy vehicles are impassable terrain, unless they exploded. Light vehicles
are always removed when destroyed.
INFANTRY
Mount infantry on bases 3" X 1.5", and use 4-5 miniatures for each base.
For regular infantry, each base represents about 25 men. For assault infantry, each base represents about 12 men.
Measure all ranges from the edge of the infantrys base.
If an Infantry unit has moved 3" or less, it may fire rifles and use grenades. If moving more than 3", Infantry are said to
be moving flat-out, and cannot fire any weapons.
Infantry have a 45 degree degree line of sight either side of the front of their base, except when throwing grenades,
when they count as having 360 line of sight. 'Grenades' is more of a cover-all term for close assault weapons like flame
throwers, shotguns, SMGs, and grenades, even hand to hand combat.
Infantry must stay still to fire HMGs, AT rifles or Rocket launchers, this means they can't shoot if they pivot on the spot
Infantry never count as being in close or long range of a target.
A platoon of Regular Infantry consists of 2 bases, each with a HMG, an AT rifle, standard rifles, rocket launchers and
grenades. (this differs by period - early war no rocket launchers, late war no AT rifles)
A Platoon must be deployed within 1” coherency, after which each base can act as a separate unit. They may break
coherency and reform at will.
Assault Infantry are a single base, equipped the same as a standard base of infantry from the selected period.
Assault Infantry get a -1 to all still scores when firing at vehicles (including with HMGs and grenades), and add +1 to all
damage rolls against infantry. This makes them far mor effective both against enemy vehicles, and infantry.
Assault infantry can be deployed as “outflanking” and kept in reserve:
At the start of each turn roll a D6 for each Assault Infantry unit outflanking: On a 4+ they can move on from any table
edge except within enemies deployment zone.
Assault infantry moving on from a board edge count as moving at least 3” on the turn they arrive.
If assault infantry are deployed normally, they may make a free 6" move before the game starts. This may be done if
the unit is embarked in a transport vehicle, or if they are deployed on foot.
Conscripts only have standard rifles. They are only effective against infantry targets, field guns, or unarmored vehicles.

GETTING PINNED
If you lose 50 percent of a unit , roll a D6: regular infantry platoons are pinned on the roll of a 1 or 2. Assault Infantry
are pinned on a roll of a 1 and conscripts are pinned on a 1, 2 or 3.
Pinned units cannot move or fire in their next turn, and count as "gone to ground". Place a yellow marker.

GOING TO GROUND
Infantry that stay still in their turn count as "Gone to Ground" and are at -1 damage when fired upon. This stacks with
any cover the infantry unit has. Place a “Ground” marker (we also sometimes use “Hidden”)

INFANTRY DAMAGE Roll 1 dice for each weapon shooting at infantry


D6|Result
1|No Casualties
2|No Casualties
3|No Casualties
4|50% Casualties (50% of original size)
5|50% Casualties (50% of original size)
6|50% Casualties (50% of original size)
7+|Wiped out – Unit is removed

-1 Target has light cover – (hedges, fences, buildings)


-2 Target has heavy cover (fortified bunker)
-1 Target remained still in its turn (Gone to Ground)
+1 If using High Explosive shells*
+1 If targets are tank riders or otherwise exposed crewmen

HIGH EXPLOSIVE:
High explosive is a chemical explosive, usually consisting of Ammonium Picrate, TNT, PETN, RDX or Powdered
Aluminium. These shells weren't effective against armor, but did a lot of damage to infantry and “soft” targets like
light vehicles and aircraft.
High explosive gives weapons with a caliber of 75mm or more +1 damage vs infantry, within the weapons normal
range. At long range, this bonus is negated.
Tank main cannons without HE cannot damage infantry. For example the British 6pdr in early war carried no high
explosive rounds, only anti tank rounds. While an anti tank round could still kill a man, it would never inflict 50%
casualties to an infantry base of 10 - 25 men. Weapons without HE will be listed in the army lists, otherwise, if the
weapon is at least 75mm, assume it uses HE rounds whenever firing at infantry. Players can change ammo type at will
with regards to HE or AP (Armor Piercing) rounds. Most guns carried both and could switch types as fast as loading a
new round.
Weapons with extremely effective HE rounds, like the flak88 or soviet 152mm gain a further bonus against infantry,
being +2 within standard range, and +1 at long range.
These weapons are listed in the weapons list and army lists as “+2 damage vs infantry.”

Some attacks like air strikes and rocket barrages are even +3 damage versus infantry, representing weapons that could
even damage infantry inside hardened bunkers. These weapons are listed as “+3 vs infantry”
Note that infantry take normal damage if hit by explosions from exploding vehicles – this doesn't count as HE.

TRANSPORTING INFANTRY

Transporting Assault Infantry


Infantry carriers can be used to transport units of Assault Infantry around a battlefield. There are two main types of
carriers: Standard carriers and half carriers. Anything with 10 or more seats counts as a standard carrier. Trucks and
half tracks are standard carriers, as well as all tanks. Standard carriers can take one base of assault infantry each. Half
carriers are anything with less than 10 seats, for example Willy's jeeps or Bren carriers. They can take one unit of
assault infantry between two carriers. When embarked in these two carriers the carriers must remain within 2” of
each other. If for any reason they can’t maintain this coherency the unit must disembark. The Assault Infantry may
choose to be deployed in their transport in the deployment phase. Deployed like this, they can move their transport a
free 6” before the game starts. Assault infantry in a transport cannot outflank. If a transport is damaged whilst a unit is
embarked in it, the unit must immediately take a standard infantry damage roll then disembark. Units embarked on a
tank (tank riders) that are targeted suffer a +1 to damage for being exposed.
Embarking in a transport requires both the transport(s) and the unit to be within 6” of each other and they cannot
move that turn. At the end of the embarking turn they are ready to move out.
Disembarking a unit from a transport can be done in the movement phase as long as the transport did not move flat
out. The unit moves 3” out of the transport, and count as having moved if they decide to shoot.
Transporting Regular Infantry
Regular infantry take up more space than assault infantry, as they count as over double the amount of men. Regular
infantry require 2 standard carriers per base. So one base requires 2 trucks to transport. These follow the same rules
as half carriers for assault infantry. (Must maintain 2” coherency)
Regular infantry can be transported in half carriers, but each base requires 4 half carriers. By these rules a platoon of
regular infantry, which is 2 bases, would need 4 trucks to transport it, or 8 bren carriers, or a combination of the two
(like 2 trucks and 4 bren carriers, or 2 trucks, a half track and 2 bren carriers.)
Regular infantry follow the same rules as Assault infantry for embarking and disembarking.

COVER

Infantry are always given the benefit of the doubt with regards to cover: if you think they might be in cover, they count
as in light cover.
BUNKERS
Infantry can only ever get 2 cover from bunkers and heavily fortified positions. Most terrain like forests or buildings
will give infantry only 1 cover. Cover does stack with going to ground, so a unit who has gone to ground inside your
average building would count as having -2 to all damage rolls against them.
A unit that has gone to ground in a fortified bunker would be -3 to all damage rolls against them, needing some
serious ordinance to dislodge them. Note that fortified bunkers give 1 cover against indirect weapons that would
normally ignore cover.

LINE OF SIGHT AND SHOOTING OVER UNITS


Vehicles can always be targeted past infantry.
Infantry cannot shoot past friendly infantry, or infantry based targets, unless they can draw line of sight from
themselves to the target more than 6” above the friendly unit (at the point their line of sight crosses the unit). The
area between the shooter and the targets base from the two corners of the front base of the shooter to the two
closest corners of the targets must be clear of friendly infantry, otherwise the attack cannot be made. Grenades and
indirect weapons can always fire over infantry units.

AREA TERRAIN
Any terrain like a hill, forest or building that a unit can move through counts as area terrain. Units inside receive Light
cover (-1 to all damage rolls against them), and if they are within 6” of the edge of the terrain, or otherwise have a
clear line of sight to a target, their target gains no cover.
Infantry move half speed going through area terrain.
Tanks may move through area terrain at normal speed, but each turn they do roll a D6: on a 1 they are immobilised.
Place the vehicle at the end of its movement or at the end of the terrain, whichever comes first.

BUILDINGS
Buildings count as cover for infantry inside. Infantry can enter a building from 3" away, and that turn can only shoot at
other infantry in the same building (provided they have line of sight). Grenades can be thrown if within 6" of a
building, and one targeted unit inside is hit. Grenades can be thrown between buildings up to 6". You must have line
of sight to the room your target occupies to fire at it. Each room has line of sight to each adjacent room, and any room
with exterior windows has a line of sight up to 45 degrees either side of its windowed frontage.
Tanks cannot drive through buildings.

FIELD GUNS AND OTHER INFANTRY-BASED TARGETS:


Shooting at things like Howitzers, field guns, AA guns and any stationary artillery piece counts as shooting at infantry.
They take casualties the same, using the same damage table as infantry, and will either be at full strenth, 50%
casualties, or removed.
All stationary guns have a gun shield, which allows the crew a -1 to damage from rifles and HMGs.
The gun shield protects the crew to the front of the gun, as shown below:
Gun Crews can voluntarily go to ground in their movement phase, but may not fire that turn.
Field guns may pivot on the spot and still fire, but count as moving (still score is +1)
Field guns have an arc of fire 45° either side of the front of their base. Field guns spend 1 turn to pack up, and can
then move as if towed by a vehicle with a 5” movement (10" flat out)
It takes another full turn to set up and prepare to fire.

WEAPONS

Weapons max. Range Point blank Close range Long range


24" - 8” 16”
36" 2” 12" 24"
48" 4” 16" 32"
60" 6” 20" 40"
Weapons used by Infantry never count as being close or long range.
Most weapons can fire 1 shot (1 dice) each turn.
Some weapons are slower to fire, and must first roll a "loading check". Roll one dice and check your weapon below,
under the “Fires” Statistic. If you succeed, the weapons may fire 1 shot. This could be 1 dice against a vehicle or
infantry base, or a blast for indirect weapons like howitzers and rocket barrages.

Name Range Still Type Fires: Notes/Examples


Rifle 12" - - always infantry only
HMG 16" - - always
AT Rifle 16" 5+ -1 always infantry only
Rocket Launcher 12" 4+ - always infantry only
Grenades 6" 4+ - always Ignores cover, Penetrates any armor on a 4+ (5+ if moved), does
standard damage vs. infantry. indirect (Ignores cover).
“Grenades” is a cover-all word for any close assault weapons like
infantry flamethrowers and even melee.
Flamethrower 8" - - always Ignores cover, +2 damage vs. infantry. Affects all infantry
in range, with a 20° arc either side of the nozzle. Vehicles only.
(infantry flamethrowers are included in “grenade” attacks)
FlakAA(38 -40mm) 24" 5+ -1 always Extends a 5+ protection from air strikes in a 12"
Howitzer 60" 3+ +1 on a 4+ Indirect +1 Vs Infantry *See Howitzer Section below
Mortar 24" - - always Damages 1 infantry base within range at +1, Indirect.
Rocket Barrage 60" 3+ +2 on a 3+ Indirect. +3 vs infantry. *See Rocket Barrage Section below
S75mm 36” 4+ - always (Pz IVE)
57mm 6pdr 36” 4+ - always No HE until late war
40mm 2pdr 24” 4+ - always No HE
50mm 24” 4+ - always (pzIII)
47mm,45mm 24” 4+ - always
75mm,76.2mm 36” 4+ - always (sherman,t34, PAK 40)
95mm 36” 4+ - always +2 damage to infantry(Churchill)
88mm 48” 3+ +1 always +2 damage vs. infantry(Flak 88)
L88mm 48” 2+ +2 always (King tiger, Nashorn, Pak 43)
105mm 36” 4+ - always +2 damage to infantry(Sherman)
152mm\100mm 48” 3+ +1 on a 3+ +2 damage vs. infantry(SU 152 ,SU 100)
122mm 48” 2+ +2 on a 3+ +2 damage vs. infantry(ISU 122)
45mm soviet 24” 4+ - always (t70)
90mm 48” 2+ +2 always (pershing, M36)
76mm 36” 3+ +1 always (sherman76)
76\77mm 17pdr 48” 2+ +2 always No HE til late war (Comet, firefly)
1.5cm 24” 2+ +2 on a 3+ (sturmpanzerIV), ignores cover
L75mm 48” 3+ +1 always (panther)
122mm 48” 1+ +2 on a 3+ (Jagdtiger)
Autocannon 24" 5+ -1 always +1 damage to infantry (Bofors, Pz.II)
BLAST MARKERS:
Small Blast: Circle with 3" Diameter
Large Blast: Circle with 6" Diameter Warhammer blast markers work fine for these.
INDIRECT WEAPONS:

HOWITZERS
Howitzer are usually deployed in Batteries: 1 model per base (3"X3"). The base can fire 1 howitzer shot each turn, and
acts like a normal field gun of all intensive purposes (so can be 50% damaged, then destroyed).

Nominate target points simultaneously for any batteries firing. If beyond 60", then the shots are wasted.
Howitzers scatter 1D6 up to 40", or 2D6 at long range. (between 40" and 60")
Roll the number of dice and a "scatter" dice with 4 arrows and 2 "Hit!" signs - if the result is "hit" there is no scatter.
Howitzers may pivot on the spot and still fire, but add an extra D6 to the scatter roll.
Once the position of a howitzer shot is resolved, place the small blast template (3" diameter)
Howitzers are indirect and do +1 damage vs inf.
Against vehicles, Howitzers have different effects depending on whether the shot was a Direct Hit, or only Splash
Damage.
On warhammer blast markers, there is a ½" hole in the very centre of each marker.
If this hole is completely covering a vehicle from above, it is a Direct Hit.
If not, but the blast marker still touches the vehicle, the hit is Splash Damage.

DIRECT HIT (If the hole in the centre of the blast template is completely over the vehicle)
Heavy Tanks (those with more than one Heavy facing) take standard damage
Medium vehicles take +1 damage, Unarmored and light vehicles take +3 damage

SPLASH DAMAGE (If the hole isn't completely over the vehicle, but the template is still touching it)
Heavy Tanks ignore splash damage.
Medium vehicles take -1 damage
Light and unarmored vehicles take +2 damage .

Direct Fire: Within 20" artillery must be fired directly. It counts as a +1 type weapon, and no longer counts as indirect
(this means shots are resolved as a single dice against vehicles, with a 3+ still score and +1 damage, also +1 vs infantry.
MORTARS
Mortar squads consist of a single base of infantry with rifles and a mortar. They count as roughly 10 men and take
casualties and morale checks just like regular infantry. Mortars can target any infantry within 24”, and ignore cover.
Mortars firing at infantry dont need to “scatter” like other indirect weapons, they simply choose a target in range and
within their front firing arc (45 degrees either side of the front of their base) Mortars are innefective against vehicles
unless the vehicles is immobilized, in which case fire just like a howitzer, rolling 1D6 scatter. If the point of impact isn't
over the vehicle, the shot is a miss. If the point of impact scatters on to an infantry unit, roll damage against that unit
as normal (+1). Against vehicles mortars count as a having a 5+ still score and “-” type. Mortars gain no bonuses for
being indirect against vehicles, but can gain a +1 damage against immobilized Light Vehicles. Heavy tanks ignore
mortar fire.
MORTAR SMOKE ROUNDS:
Mortars may also fire smoke rounds. Choose a point on the table within the mortars range and firing arc, scatter 1D6”.
Place a 3” diameter circular smoke marker. This will count as heavy cover if a target is completely obscured, and light
cover if a target is partially obscurred.
SMOKE: DISSIPATION
Roll for all smoke markers on the table at the start of your turn, on a 4+ they dissipate. The smoke counts as being
infinitely high for purposes of line of sight. Simply check if the line of sight intersects with the smoke marker. If so,
apply the appropriate cover. Smoke can be moved through with no penalties.

ROCKET BARRAGE
Vehicles must stay still to fire a rocket barrage, and must pass a 3+ loading check before firing.
Nominate target points simultaneously for all rocket barrages firing. If beyond 60", the shots are wasted.
Rockets scatter 3d6, and place the large blast template (6" diameter). This weapon rolls 3+ to penetrate ignoring
armor values, causing +2 damage to standard vehicles, standard damage vs. heavy tanks ,+3 damage vs. infantry, and
destroying Light and Unarmored Vehicles.

AIR SUPPORT
Every Point of air support you purchase allows you to roll a D6 every turn. on a 5+ you receive a free air strike on any
target on the table. This can be defended by anti air guns
Early war: 18 points each Mid War: 20 points each Late War: 22 points each
When both players take air support, they cancel each other out. This takes into account the aircraft engaging each
other in the air above the tabletop battle, and not being able to focus on ground attacks.
Only if a player has air superiority (more points) do they get free air strikes during the battle.
For example: Player A takes 3 air support, while Player B take 5 air support. Player B would have an advantage of 2 air
support points. This would mean that during the battle Player A will have no air support, but Player B would have air
superiority of 2, allowing him to roll 2 D6 every turn, each producing free air strikes on a 5+. Player B could have a
maximum of 2 air strikes per turn if they roll well.

Air support uses the following table: Vehicles are penetrated on a 3+ if targeted, then roll damage.
Weapon dmg vs: Inf. LV/UA M Heavy Super Heavy
Air Strike +3 destroyed +3 +2 +2
Air support last for the entire game and does not change, so Player B would roll 2D6 every turn until the game ends.
Players also have anti air guns available in their army lists. Every country has a small and large calliber AA gun, which
provides protection to all units within 12" of the gun. This protection is in the form of a "save" when a unit is targeted
by an air strike, any anti air gun within 12" can defend it. It rolls 1D6 and if successful (see chart below) the air strike is
negated and has no effect. This only happens once and you will need to roll again each turn and with each separate air
strike. a single AA gun can defend against multiple strikes. Some AA guns can also be elevated to face the ground
level, targeting ground targets. The german Flak88 is the classic example of this. These weapons can always fire at
ground units, unless they defended against air in the last enemy turn. When an AA gun is used for air defense, place
an "AA" marker on it to show that it cannot target ground units during its next shooting phase.

Air Defence: FlakAA(20-40mm) 5pts 5+ Save


Mobile AA 7pts 5+ move OR fire vs. ground targets.
Quad Flak 9pts 4+ Save
Flak Cannon 6pts 3+ Save AA only

Note that AA units cannot capture or contest objectives

PRELIMINARY BOMBARDMENTS
Often before a battle, Artillery shell the area where enemy forces are likely to be. It is not very accurate, but can get
lucky and prevent part of an enemy force from participating in the battle. Preliminary Bombardments are 1 large blast,
that scatters 3D6". These bombardments are done just after deployment, and just before the game starts.
Preliminary bombardments use the following damage table. Vehicles are damaged on a 3+ if targeted.
Weapon dmg vs: Inf. LV/UA M Heavy Super Heavy
Prelim. Bombard. +2 +2 Standard -1 -2
EXTRA SUPPORT

ENTRENCHMENT: Any field guns, infantry, or tanks can be entrenched for 6 points, they gain +1 cover to the front.
Fortified entrenchments/Bunkers cost 10 points each and give +2 cover all round, and +1 cover against indirect fire.
Only infantry and field guns can be heavily fortified, and we usually only allow these bunkers to forces defending a
“fortified position” during a campaign – see below)
Each entrenchment can only accommodate 1 unit, except in the case of Fortified entrenchments, which can
accommodate 2 bases of infantry. This is the only exception.
MINES: 8pts per mine, as defined in the initiative section, except only a 3" radius. Place a mine marker, then when a
unit comes close, centre the large blast on the marker to determine if the unit is in the minefield.
units moving through a minefield take Mine Damage immediately.
MINE DAMAGE:
Vehicles Roll a D6:
1 -2 nothing, 3-5 Immobilised, 6 destroyed. Light vehicles add +1 or +2, vs rear armor.
Infantry take +1 damage.
Any infantry unit except conscripts can attempt to sap a minefield and remove it. The infantry unit must stay in base
contact with the minefield for 1 turn. On the turn it saps the minefield, it is not removed until after the attack phase.
This means you still can't move through a minefield on the turn your sap it.

SUPPLY TRAIN
In each battle, both players should have a model representing their supply train. Usually a truck or small ammo dump
is used, ideally painted with the factions flag. This should be about the size of an infantry base or light vehicle.
If an enemy scoring unit is within 3” of your supply train at the end of the game, you instantly count as losing the
battle, no matter what the results of the game objectives were. In a campaign game, the player who captures the
supply train can make extra moves or attacks on the campiaign map, making good encirclement on the battlefield
allow forces to sustain momentum. We recommend using supply trains for all battles, as well as Initiative cards
described below.

ARMY LISTS

WHAT TO EXPECT
The army lists cover each unit available to a faction throughout the war. Curently we have lists for the Wehrmacht
(German army), US Army, Soviet Army, British army, and Royal Italian Army. Each list has a section describing each unit
in detail, and a quick reference section at the end. In the Army lists your will find the points costs and capabilites of
most of the different units that saw combat in WW2. If you have any vehicles you would like added, feel free to
contact us on our page, or use the following system to stat out the vehicle yourself:

STATTING OUT VEHICLES FOR OSTFRONT


Due to the many, many different vehicles and variants in WW2, there may be times when our army lists dont cover the
units you want to use (or that you've found models for!). Here's how to stat out vehicles for Ostfront:
Movement: Take the real life speed of the vehicle in km/h, and divide it by 10. This is the standard move in inches.
Weapon: Note the vehicles main weapon, and compare it to other weapons already statted out in ostfront. The 6pdr
and the 7.5mm kwk-40 (also known as the Pak-40) are a good reference points for medium caliber cannons. Compare
the armor penetration at 100m for medium range. If the penetration is about 80mm, the gun has a 4+ still score, and a
“-” Type, and will have a maximum range of 36” This is usually for early war AT rounds, we tend to factor in the later
ammunitions with the later, longer guns like the 7.5mm KWK-42, which has a 3+ still score and a +1 Type. These longer
barreled guns have a penetration of more than 120mm of sloped armor at 100m, and can still penetrate more than
100mm up to 1000m, sometimes 1500m away. These guns count as having 48” range, with long range beyond 32”.
Note the guns rate of fire. Compare it to a 6 pdr and and ISU-122. If it fires as slow as an ISU-122 it will have a 3+
loading check. If it fires as slow as an artillery piece, it has a 4+ loading check. If it takes as long to reload as a
katyusha, the weapon may only fire once per battle.
Armor: If a vehicle has no armor, it is unarmored. If it has 1-19mm of armor, it counts as Light2. If it has 20-44mm of
armor it counts as Light. Vehicles with 45-79mm of armor are Medium. 80-99mm Are Heavy, 100-120mm are Heavy2,
121- 199mm are Heavy 3, and 200mm + are Heavy4.
Notes: Note how many machine guns. Note the speed the turret could rotate compared to a T-34 or PZ.IV for normal
speed, or a Sherman Turret for Fast Turret. Note the turret armor: 80-99mm is a heavy Turrent, 100m+ is superheavy.
Some vehicles had irregular turret armors so be sure to note if there are changes in the armor thickness (The
Shermans Heavy gun mantlet on the front of a regular turret for example)
Note that Vehicles with wheels are Light Vehicles, and note any slow firing weapons equivalent to an IS-2. Note that
extremely slow loading weapons like Katyusha will not even be able to reload during the course of a battle.
Points: Compare the point value to the various factions, Ideally the Soviet list. See what a roughly equivalent vehicles
costs and adjust accordingly. A light vehicle usually wont be more than 5 points, and medium tanks are usually 7 – 15
points. Heavier tanks start to get large amounts of points added to factor in the difficulty of producing, supplying,
maintaining and transporting heavy tanks. Points are also added or reduced for rarity. Rarer vehicles will cost more to
discourage their mass usage, While more common vehicles will cost slightly less to encourage their use, and to show
their ease of mass-production and mostly rugged characteristics.
It is best to playtest a new vehicle against T-34s, regardless of period. See how many T-34s it takes to kill your ultra
rare super tank, and note the total points. Playtest a few like this to discount dice randomness, and also playtest in
some regular battles, either with a full army of the new vehicles against a balanced list, or 2 balanced lists with one
sporting the new vehicles. Keep adjusting as you note how effective the new vehicle was in battles. Did it make its
points worth back in kills?
THE MOST IMPORTANT RULE:
This is a WW2 game and should be fun! Its best not to clutter units with details and stick to the main points, if certain
details are a defining factor of a vehicle, like a Turret-rear MG on a KV-1, its fine to keep them in, But we often exclude
things like 50cal AA guns on tanks because they just weren't used as much when the tank was hatched down for
combat, and didn't really have the effectiveness of a bofos anti air gun, the weakest of the AA defense guns.
Keep your units simple and to the point, so they're easy to play with, and make sense in a historical context. This game
is all about being balanced, so that the tactics generals make are the decisive factor in the battle (and also some
randomness of dice!). If, after playtesting a unit seems overpowered or underpowered for the points costs, adjust and
try again next game.
Between these factors you should be able to sort out the statistics for any vehicle in WW2, feel free to submit your
vehicles to us on our Ostfront Facebook page so we can add them in to the army lists!
EXTENDED RULES

INITIATIVE CARDS
We highly recommend introduction of initiative cards once you've mastered the basic rules of ostfront. We use them
in every game, even campaign games. We use standard playing cards, laid face down on the table, in no mans land
between the opposing forces. There can be 1 to 3 cards on the table at the start of the battle, so they're an added
bonus, but nothing game-breaking. They add a very “WW2” feel to the game; as units can show up to join the fight,
quick reaction shots during the enemy turn can be taken, while sometimes free air strikes or hidden units of infantry
show up from nowhere! Some cards also allow vehicles to be repaired, or for units to spend a little more time on a
shot to make it count.
The Initiative cards make reconnaissance have a purpose, as light vehicles nip out early in the game to claim the cards
(effectively reconnoitring the area), and whoever has the best recon will get a slight bonus to their game. It can also
make tactics like rushing the enemy give you an impetus by supporting your assault as you go, as a real mass charge
might have.

The cards cannot be claimed on the first turn, but from the second turn onwards, the first unit to move into contact
with the card can claim it. Some cards must be played straight away, buut others can be held in the players hand and
used at their discretion. Some cards can even be played during enemy turns!

USING INITIATIVE CARDS


After Deployment, and before the battle starts, place D3 cards, face down, evenly across the table but not within 4” of
each other or the table edges and equally distant from both players. Use a standard D6 to roll a D3: 1-2 counts as 1,
3-4 counts as 2, and 5-6 counts as 3.
In the second turn, when a players unit comes in contact with a card he may take it in his hand the card may be used
at any time unless specified. A unit can only have one card used on it per turn.
2 - Repairs complete! - Fix one area of a vehicle, either tracks/engine or turret/weapons
3 -Repairs complete! - Fix one area of a vehicle, either tracks/engine or turret/weapons
4 - Forward Assault – MUST PLAY IMMEDIATELY - Place one base of regular infantry anywhere within 6” of the unit
claiming the card, they may fire but count as moving.
5 - Clear shot - Use this when one of your units fires: It may add lower its still score by 1, and inflict +1 extra damage.
6 - Camouflaged Tank - MUST PLAY IMMEDIATELY - A single vehicle worth up to 12 points can be placed anywhere
within 6" of the unit claiming the card, and may fire immediately. Assault guns count as pivoting, while tanks and
other vehicles count as moving.
7 - Initiative - Fire one weapon at any time using its basic still score or instead make a standard move in movement
phase. Howitzers, mortars and rocket barrages cannot take Initiative by firing in this way.
8 - Initiative - Fire one weapon at any time using its basic still score or instead make a standard move in movement
phase. Howitzers, mortars and rocket barrages cannot take Initiative by firing in this way.
9 - Initiative - Fire one weapon at any time using its basic still score or instead make a standard move in movement
phase. Howitzers, mortars and rocket barrages cannot take Initiative by firing in this way.
10 - Assault Infantry Infiltrators – MUST PLAY IMMEDIATELY - A single base of Asault Infantry immediately move on
from any table edge, but not in the enemies deployment zone
J - Clear shot- Use this when one of your units fires it may add 1 to both damage and penetration cumulative with
other effects.
K - Air Support - One unit gets fired upon, 3+ to penetrate, +2 damage to heavy tanks , +3 damage to medium tanks
and infantry, +4 vs light vehicles add a further +1 damage against open topped vehicles . Infantry are hit
automatically.
-Counts as Indirect
Q - Tank Reinforcements - MUST PLAY IMMEDIATELY - A single vehicle worth up to 12 points moves on from your
table edge.
A – Artillery bombardment – Same as a preliminary bombardment. Choose a point, scatter 3D6, place large blast.
Weapon dmg vs: Inf. LV/UA M Heavy Super Heavy
Prelim. Bombard. +2 +2 Standard -1 -2
Joker - Mine Layers - Play this card just after an enemy unit moves. The targeted unit takes mine damage, and
Immediately the area 6" around the target becomes a minefield. (use large blast marker)
Units moving through the minefield take mine damage on a 4+.
MINE DAMAGE Vehicles Roll a D6: 1 -2 nothing, 3-5 Immobilised, 6 destroyed. LV/UA add +1 to this roll. Heavy
vehicles are -1 to this roll. Infantry take +1 damage.
THE CAMPAIGN
WHAT IS THE CAMPAIGN?
Standard Ostfront battles are played on the tabletop with miniatures, but in the campaign, there is also a “campaign
map” with a representation of the overall forces of each faction. The campaign map we have available for download is
one of europe and north africa, stretching from spain to deep into russia, and from scandinavia down to egypt.
We have 2 versions, one set up in a fair manner, with all production centres and factions starting equidistant from
each other, and another with more realistic starting positions. Both work well for great campaigns, but one is more
accurate. Ostfront isn't indended to be a perfect simulation of WW2, and most battles are more abstract, with players
taking the role of R&D in their faction, assembling a force that they think will work, and then testing that force in the
field, stepping into the shoes of the general. The campaign allows for each tabletop ostfront battle to have an impact
on a larger scale war, between mutliple factions, and lasting over several weeks (assuming 1 regular gaming night per
week).

REPRESENTING FORCES ON THE MAP


We use risk figures as they are widely available and are fine for showing forces on a map. Any small 3mm or 6mm
figures could be used, or even slips of paper with points written on them.
Each infantry figure represents 10 points of forces
Each Cavalry figure represents 50 points of forces
Each Artillery figure represents 100 points of forces
The forces of each faction exist as points values, the specific units in each force are abstract until they become
engaged in a battle, when the points are converted into an army list, and a tabletop battle is played.
The maxiumum amount of forces you can have in any square is 500 points.

CONTROLLING SQUARES AND SUPPLY


If a faction has forces in a square, they are said to be claiming and controlling that square. For each Production centre
you control, you produce more forces each turn. The exact amount depends on the period, and the type of production
centre. Secondary production centres produce about half as much as main production centres. See Reinforcement
Phase below. Controlled squares that are adjacent allow reinforcements to be moved through at no cost. This way
you can bring new forces up to the front of the war, provided you have a supply line of adjacent squares. Diagonals
count as adjacent. Each square has 8 possible adjacent squares, unless its on the edge of the map.
You must have at least 10 points on a square to control it.

PROGRESSING FROM EARLY TO LATE WAR


The campaign starts in early war. After 6 map turns, the next period is reached (so on the 7 th turn it becomes mid war).
Players that have a Tech Centre can advance to the next period at this stage (from early to mid, or mid to late). If a
player does not have a Tech Centre, they cannot advance to the next period. Once they control a Tech Centre they
automatically advance to the next period at the start of their next turn, provided they still control the tech centre.

THE GRAND CAMPAIGN AND THE MICRO CAMPAIGN


The Grand campaign is the longer of the two, with each period of the war lasting 6 map turns. A Micro campaign is
exactly the same, but each period only lasts 4 turns.

TURN ORDER
All players roll a D6. The highest scoring player may deploy first, and is first in the turn order of the campaign. The
second highest score is next in order deploying second and taking second turn, followed by the next highest score, etc.
until all players are accounted for in a turn order. Any ties must be tiebroken by the players rolling off. Note down this
turn order, as it will stay the same throughout each period. Re-roll the order at the start of each new period. You can
choose not to re-roll the turn order more stricter turn structure throughout the campaign.

DEPOYMENT
To deploy, a player chooses a corner to start in, and places 160 points worth of forces in their deployment box (2 X 2
squares)
Try to match the correct faction to the correct corner of the map. Soviets should start in the top right corner, and
british should start in the top left. Wehrmacht and any remaining forces start in the remaining two corners. Realistic
Starting Positions can be used instead (see below).

STARTING THE CAMPAIGN


Once all players are deployed, the campaign can start. Each campaign turn has two parts: A Reinforcement phase, and
an Action phase. Players take turns reinforcing their factions, and then once all players have reinforced, players can
then proceed to the action phase, where the turn order starts over and each player can issue their orders for attacks,
fortifications, movement, etc.

REINFORCEMENT PHASE
Each production centre creates more forces each turn, depending on the period and whether its a main or a
secondary production centre:
Period Main Production Centre Secondary Production Centre
Early War 50 20
Mid War 80 40
Late War 100 50
These forces can be placed anywhere in any controlled square that has a string of adjacent controlled squares to the
production centre. This way supply lines must be maintained in order to get fresh troops to the front lines. Usually a
supply line is a single square, with 1 soldier miniature on it, representing 10 points of forces. This is the minimal
amount you need to control a square, although more forces can be added at the players discretion.

Example:
A Soviet player in mid war is placing his reinforcements. He has a Main Production Centre, and a Secondary
Production Centre, and they are both connected by a supply line of adjacent controlled squares. There is also a supply
line leading eastwards towards the front with the enemy factions. The Soviet player will produce 80 points from his
Main Production Centre, and 40 points from his secondary Production Centre, so in total he produces 120 points.
These forces can be placed anywhere along his supply line, and split up in different squares, provided they are placed
in a square that is already controlled, and that square has a string of controlled squares leading back to the production
centre. 2 Different production centres can send forces to two different areas if there is no supply line between them.
ACTION PHASE
Once all players have placed their reinforcements, the turn order starts over, and all players can choose what to do
with their forces.
Each force can make two actions per turn. Moving 1 square takes 1 action, attacking is 1 action, and fortifying a square
takes 2 actions.
Forces can move and attack on diagonals, choosing any adjacent square to attack or move into. A force can only ever
move up to 2 squares maximum per turn.

FORTIFYING A POSITION
For 2 actions, a force may fortify the square it controls. Place a small marker like a spare armored panel or gun from a
tank model. If the fortified force is attacked, it can use up to half its points worth of free foritifications in the tabletop
ostfront battle. Fortifications include minefields, bunkers, entrenchments and barbed wire, and are described above
under the Extra Support section. If a force wants to attack from a fortified square, they immediately forfeit the
fortifications, and the marker is removed. The same happens if they want to move out of the fortified square. Only
staying still, spending 2 actions to fortify the position allows you the extra fortification points.

KEEPING THINGS EASY


The force in each square must do the same thing, acting as a whole. There is one exception, and thats when you want
to break a force up. To do this, each new force makes its normal moves or attacks, moving out of the parent forces
square. As long as the new forces end up in separate squares, they may each use their actions however they wish. For
example, a square with a 160 point force in it decides to send 100 points off to attack, moving 1 square and attacking
as a whole, while the other 60 points stays back and uses its 2 actions to fortify the square.
Note that any forces attempting to attack from a fortified square immediately forfeit the fortifications, as they
mobilise for the attack.

DECLARING ATTACKS
A force can declare an attack on an opposing enemy force. It takes 1 action.
Compare the points values of the two forces and then write up your ostfront lists based on those points. Note if a
player recieves foritifications. This will always be half of their total points (so a 100 point force in a fortified map
square would get 50 points of free fortifications)
The defender can always choose not to fight the battle, and instead roll a D6: on a 5 the attacker loses 25% of their
forces, and on a 6 the attacker loses 50% of their forces. No battle is fought and the defenders forces are destroyed. If
the defenders roll a 5 or a 6 in this situation, the attacker does not count as capturing the supply train during the
battle.
If the attacker outnumbers the defender 4:1 or more, the battle is immediately won by the attacker. The defender
loses his entire force, but can roll a D6: on a 1 the attacker is not able to capture the supply train, but otherwise
counts as winning the battle.

MULTIPLE ATTACKS – OUTFLANKING AN ENTIRE FORCE


Two forces in two different squares can perform an double pronged assault if they are both adjacent to an enemy
force, and provided the outflanking force does not have any adjacent enemy forces beisde the target force. Multiple
attacks can be made like this, and different factions can support each other in this manner if desired. The general
declares in his campaign action phase that he will support an attack by another general, and when the next generals
turn comes around, they both attack together.
The largest force will always be the main attacking force, and the other forces will be the outflanking forces. If the
largest 2 forces are both the same points value, choose one to be the main attacking force.
NOTES ABOUT OUTFLANKING ENTIRE FORCES:
Forces supporting a main attack are not deployed on the tabletop straight away, instead roll a D6 each turn (including
the first), on a 4+, the entire force turns up on the tabletop. Choose 1 side, and the entire force must move on, but
may not move on in the enemies deployment zone. Infantry count as moving 3” unless in transports, and vehicles
count as having made a standard move (they move on from the table edge so can move as little as desired, but their
entire chassis must be on the table). Any forces that cannot be placed due to terrain or enemy units go back into
reserve, and are rolled again for next turn as a whole until they show up or are all placed.
Outflanking forces may not inlcude preliminary bombardments, air support or other off-map support.

MINE-FLAYING TANKS
Due to the prevalance of mines in the ostfront campaign, mine flaying tanks can be taken on the tabletop. Any
Sherman, T-34, Churchill or Pz.III tank can replace their hull mounted HMG for a mineflayer for the cost of +1 point.
Mine flayers work the same as regular infantry trying to sap minefields. They must stay in base contact with a
minefield for an entire turn, then after that the minefield is removed during their next shooting phase. Essentially the
tank will have to wait 2 turns before it can move through the minefield without harm. 1 turn clearing it, and then the
next movement phase the minefield is still active until the shooting phase.

WRITING UP ARMY LISTS


If the defender decides to fight, the players involved write up their army lists in secret. Allied commanders are advised
to work together at this stage, to make sure their forces complement each other.
Both players can buy entrenchments as normal, even if the map square hasn't been fortified. The only exception is
that Hardened bunkers are only available to forces in fortified squares.
You can choose to halve or quarter the overall point values in order to better suit your miniature collections. A 500
point battle, while possible for late war or for people with large collections for each faction, can easily be reduced to a
250 point battle if the players want something quicker and with less stand-in miniatures. Both players must agree on
this, otherwise the full points battle is fought.

FIGHT THE OSTFRONT TABLETOP BATTLE


Set up the tabletop with suitable terrain for the map square being attacked. If the square is a production centre, its
advised to set up a city fighting map with at least 25% covered in buildings. Large flat planes are suitable for russian
steppes and egyptian planes, and mountainous regions north of italy, dense forests around france and germany, etc.
Roll for the deployment and scenario as normal. The attacker can always choose to deploy first and take first turn
(defender can still seize the initiative on a 5+), or give the same opportunity to the defender.

DETERMINE LOSSES
All losses are worked out from the forces actually deployed on the table. Off map support is not counted for this. Each
force involved works out their losses separately. If an outlfanking force no the campaign map is completely destroyed
on the tabletop, it is removed from the map regardless of the outcome of the main force it was supporting. Otherwise
losses are taken in lots of 25%. if 25% of your forces were destroyed on the tabletop, your campaign map force wil
lose 25%. If you only lost 24% of your force on the tabletop, you dont take any losses on the campaign map.
QUICK LOSS DETERMINATION:
1 Work out how many points you deployed for each force.
Not including air support, preliminary bombardments, mines or fortififcations
2 Calculate the percentage lost of your deployed forces
Either 25%, 50% or 75% of your force.
3 Remove the amount (either 25%, 50% or 75%) from your forces on the campaign map

The Winner of the scenario rounds down to the nearest 10 when removing losses from his campaign map forces. The
loser rounds up to the nearest 10 points. If the game is a draw, both players round up to the nearest 10 points
Forces that are entirely wiped out, or have lost at least 90% area alwayss removed from the campaign map.

If you are the attacker, and you have won the battle, you only ever loses up to half your forces, even if you have lost
more than 75%. This represents captured supplies and vehicles.

APPLY RESULTS TO THE CAMPAIGN MAP


If the attacker wins the battle, he causes the enemy force to withdraw 1 square directly away (or to the closes square
if moving directly away would take them off the map). If the enemy force is unable to move anywhere, it is destroyed.
Withdrawing never counts as moving for the purposes of the 2 square max move.
If the attacker wins by objectives, he may advance his force into the square he attacked, provided his force still has an
action left to move.
If the attacker captures the supply train during the battle, the main force of the attack can make another action this
action phase, provided it doesn't move more than 2 squares in total this turn. Capturing the supply train also counts
as winning by objectives, forcing the enemy force back if you are the attacker.
If a player is able to wipe an enemy force out (inflicting 90% casualties or more) he counts as winning and capturing
the supply train for purposes of these results.

TECH CENTRES AND ADVANCED VEHICLES


When the campaign is due to change period (from early war to mid war, or mid war to late war), each player who
controls a tech centre by having at least 10 points of forces in the same square can advance to the latest period, and
must now write army lists from that period. Those who dont control a tech centre are stuck in the previous period
until they can control a tech centre again.
Controlling an extra tech centre on top of your original one allows you a slight advantage in technology. When you
capture an extra tech centre, you can choose one vehicle to produce from the next period of the war. For example a
player in mid war who has captured a second tech centre can choose to produce the late war King Tiger, provided he
still controls the tech centre at the time of writing up army lists. The vehicle will always be the same, and is tied to the
specific tech centre. If that tech centre is lost, the vehicle may no longer be produced. Multiple extra tech centres each
allow a single extra vehicle to be taken. You can choose only once, when you claim the tech centre. You may not
change the vehicle later on, and must stick with it for the rest of the campaign.
In late war, it is possible to use “post- war” tanks if you require advanced technology due to controlling an extra tech
centre. The list of Post war tanks are as follows:
Weapon Range Still Score Type Fires Notes
122mm 48” 2+ +2 3+ +2 vs. Infantry
100mm 48” 2+ +2 3+ +2 vs. Infantry
17pdr 48” 2+ +2 Always
120mm 48” 1+ +2 Always
75mm KwK 39 48” 3+ +1 Always E-10

Faction Vehicle Points Move Still Gun Type Armor:Front Side Rear Notes
US Army
M24 Chaffee
M41 Bulldog
M26 Pershing
M46 Patton
T-28 Super Heavy 60 2” 2+ 105mm +3 H3 H2 H Assault Gun
British Army
MK.I Centurion 3.5” 2+ 17pdr +2
FV214 Conqueror 52 3.5” 1+ 120mm +2 H2 H M 2 MGs.
Tortoise 62 2” 2+ 32 pdr +3 H4 H M Assault Gun, +2 vs Infantry
Soviet Army
IS-3 54 4” 2+ 122mm +2 H3 H H 2MGs. SHTurr
T-54 58 5” 2+ 100mm +3 H3 H M 2 MGs, SHTurr
Wehrmacht
Pz. VII Löwe 4.5” H3 H2 H 2MGs, SHTurr
Pz. VIII Maus
Panther II
Neubaufahrzeug
E-10 7” 75mm

ADVANCING PERIOD WHILE CONTROLLING EXTRA TECH CENTRES:


Once the period of the war advances, and the advanced technology you were using becomes standard, you may
choose a new advanced technology from the next period, provided you still control an extra tech centre. The choice
remains until the next period, where you may choose again.

DIPLOMACY
Anything goes here so feel free to get creative. No limits. Secret pacts are allowed, Peace treaties are allowed,
Alliances are allowed, breaking contracts and misinformation is all allowed. This is the part of the game which gets
interesting, as players who have been knocked out of the production game become less of a threat, and can help
other players take out more powerful players through alliances and non aggresion pacts. We've found most people
tend to gang up on the force that looks the most powerful, but this is ostfront and the player who was looking good
last turn may not be as much of a threat this turn. Times change fast in the campaign, fortunes are won and lost,
empires rise and fall. Backstabbing is commonplace, and only those with ruthless cunning and adaptability will come
out on top!

END CAMPAIGN
After the last campaign turn of late war, the game ends. Add up the total amount of all your production centres. The
player with the most total production wins. If the production is tied, then compare the amount of tech centres held. If
this is also tied, compare the amount of squares controlled between the contested players. The player with the most
wins.
HARDCORE CAMPAIGN RULES
For a Hardcore Campaign your forces must be chosen upon production, and written on a piece of paper. This way
each time you use this force, it will be the same specific unit. This way of playing takes longer, but makes for more
realistic scenarios, when forces produced earlier in the campaign become obselete, but are still the only ones present
at the front lines. We dont usually play this way, but its an option for people wanting more realism. If a unit is
destroyed on the tabletop, strike them out from the piece of paper on the campaign map. Units that are damaged or
take 50% casualties must have these recorded and they start with these conditions every game from then onwards.
You can save up production over several turns to build more expensive units if you wish.
Units are produced At the procuction centre in this kind of campaign, but moving through a controlled square costs
half (so moving 2 squares is one action), giving supply lines a reason to exist.
EXAMPLE CAMPAIGN TURN

EARLY WAR – JUST AFTER THE REINFORCEMENT PHASE


By this stage the Wehrmacht player in Blue and the Soviet player in Red have moved their 160 points worth of starting
forces out, capturing some production centres. The numbers on the map represent the amount of forces in that
square. Colored boxes represent captured squares. The other 2 players will be ignored in this scenario.

Notice how most squares just have 10 points on them, these are the supply lines. They can be strengthened with
more forces, but this will weaken your main force or forces. Players who are aggressive will usually keep their forces in
a large group, and use this group to smash through enemy positions, claming at is goes. This group can be resupplied
each turn provided it leaves a supply line of adjacent squares of at least 10 point forces behind.
By this time both players have produced 170 points, from their main production centre over 3 turns (50 points per
turn in early war – so 150 points) and from controlling a secondary production centre (20 points per turn in early war)
which they both controlled only just this turn. They have a total of about 330 point each, but about 80 – 90 of these
points are invested in controlling supply lines. The players have been moving out and controlling squares, and it has
now come to the first contact of the campaign. The Wehrmacht player for some reason has 50 points of forces outside
his main force, just south of his secondary production centre. This means his main force is slightly weaker against the
soviet players larger central force. The Soviet player has decided to use this slight advantage to make an early attack!
Now that all the players have placed their reinforcements, the turn order resets and all players may make their moves
and attacks. The Soviet player is first in the turn order, and his main 240 point force moves one square towards the
210 point wehrmacht force (to the northwest). He leaves 10 points behind to control the secondary production
centre, and the tech centre. His main force, now 230 points, has expended 1 action moving. The force is ordered to
attack for its second action:

The players decide to fight out the attack in an ostfront tabletop battle, and since the soviet player controls an extra
production centre, he has chosen to take cheap T-34s from mid war for his “advanced technology”. He will pay 10
points for T-34s instead of 14. He is stuck with this decision for the rest of the period.
The battle is fought on the tabletop, with the Soviet player writing up a 230 point army list, and the Wehrmacht player
writing up a 210 point army list. The Soviet army consists of many T-34 tanks, at least 6 infantry platoons, artillery, and
also air support, as well as a few light vehicles and 4 GAZ-67s for recon. The Soviet game plan is to rush the enemy
with overpowering forces and take the objectives. The Wehrmacht army Consists of a few infantry and flak 88 units,
supported by Panzer IIIs, Panzer IVs, Stug IIIs, and artillery. Most of the guns are entrenched and the Wehrmacht game
plan is to sit tight and shoot down anything that crosses open ground.
The game is played, and the result is that the Soviets win the game scenario by being within 6” of a central objective.
They were not able to capture the enemy supply train (by being within 3” at the end of the game), and so do not
receive an extra action. Had they claimed the supply train they would be able to move again, either aggressively
forward, or back into the production centre.
The losses are added up on each side, and applied to the forces on the campaign map. The soviet player lost over 50%
of their forces on the tabletop, so the force on the campaign map would lose 50% as well. This is 115 points of losses.
Becuase the soviet force won the conditions of the scenario, the losses are rounded down to the nearast 10 points.
They remove 110 points:

The Wehrmacht losses are far less, as Soviet air support was rendered ineffective by the air defense of the flak 88s,
and the commander flawlessly used his tanks in hull down positions to draw the oncoming tanks into kill zones. He
was unable to advance towards the objective (although given time he would possibly have been able to take it) and so
the battle was lost. The Wehrmacht player lost more than 25% of his forces in total on the tabletop, and so his force
on the campaign map will lose the same. 25% of 210 points is 52.5. This is rounded up to the nearest 10 due to the
Wehrmacht losing the scenario conditions. So they lose 60 points worth of forces, taking them from 210 down to 150.
The Wehrmacht force is also pushed back 1 square directly away from the attack, combining with the 10 points
already in the square, they become a 160 point force. This withdrawal move does not count towards the Wehrmacht
players next actions, and so he can potentially organise a counter attack, or fortify his position to stave off future
attacks. At this stage with the Soviet player aggressively controlling the central tech centre and attacking, he will be a
large threat to the other nations, and may face reprisals from any or all of the surrounding forces. He may be forced
into a non-aggression pact with the Wehrmacht while he sorts out another faction, only to return to try to stamp out
the Wehrmacht at the end of the campaign.

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