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

Mainini
Army lists expanded and formatted by Michał Roszko
Table of Contents
INTRODUCTION........................................................................2
CREATING A BATTLE.................................................................2
SCENARIOS AND DEPLOYMENT...............................................2
THE PHASE ...............................................................................4
VEHICLES..................................................................................5
ARMOR.....................................................................................6
INFANTRY.................................................................................9
TRANSPORTING INFANTRY....................................................10
COVER....................................................................................11
FIELD GUNS AND OTHER INFANTRY-BASED TARGETS...........12
CAVALRY.................................................................................13
WEAPONS...............................................................................14
INDIRECT WEAPONS..............................................................15
EXTRA SUPPORT.....................................................................17
THE ARMY LISTS.....................................................................17
EXTENDED RULES...................................................................19
THE CAMPAIGN......................................................................20
EXAMPLE CAMPAIGN TURN...................................................27

1
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

SCENARIOS AND DEPLOYMENT

Set up a 6’ X 4’ Table with suitable terrain, or randomize terrain below:

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

2
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 a deployment – In a campaign the attacker may choose.
SHORT EDGES DEPLOYMENT DIAGONAL DEPLOYMENT

PITCHED BATTLE MEETING ENGAGEMENT

SPEARHEAD DEPLOYMENT

3
SCENARIO (D6)
1 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. Infantry bases at 50% strength count half points.
2 POWER STRUGGLE
The battle is fought over table quarters. The table is divided in half length-ways and long-ways.
If a player has at least one scoring unit in a table quarter, and has cleared all enemy forces from that quarter, they
count as claiming that quarter. At the end of the game the player with the most quarters is the winner. In a tie,
compare the points of units left alive.
3 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.
4 CAPTURE GROUND (Also known as “Long Quarters”)
The table is divided into 4 equal bands of land. In a Short Edges, Spearhead or Meeting Engagement deployment, the
bands run short-ways across the table. In a Diagonal or Pitched Battle deployment, the bands run long-ways.
If unsure, there should be 2 bands of no mans land in between the two players. This scenario works the same as a
Power Struggle – players must attempt to claim each table quarter (each band of land) by having at least once scoring
unit inside the band, and removing all enemy scoring units from that same band. At the end of the game the player
with the most bands claimed is the winner. In a tie, compare the points of units left alive.
5 FLAG CAPTURE (Also known as “Important Documents!”)
Place a central objective like a flag or supply token. At the end of each turn it will move D6” in a random direction. Roll
a scatter dice to determine which direction it will move. If the scatter dice is a “hit” (2/6 chance), the objective
doesn't move that turn. Any unit that can claim objectives normally can capture the flag by moving into base contact
with it. While holding the objective, that unit may not fire, but may move as normal. While the objective is being held
by a unit, it does not move randomly. At the end of the game, the player holding the objective is the winner. If neither
player is holding it, the player with the most scoring units within 6” is the winner. In a tie, compare points of
forces still left alive.
6 RE ROLL
Either Re-Roll the Scenario type, or randomize a player to choose. In a campaign, the attacker can choose a scenario.

GAME LENGTH
The player who deployed first takes first turn, unless the second player can “seize 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 7 Turns, on the 7th turn roll a dice: on a 3+ the game continues.
8th turn: 4+ 9th turn: 5+ 10th turn, and all turns after: 6+ (game can continue indefinitely)

THE PHASE
Players take turns consisting of the following actions, in this order:
Out-flanking - Roll for any out-flanking 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 target 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 (See above under “Game Length”)

The Phase is covered in more depth on the next page

4
THE TURN PHASE IN MORE DETAIL
OUT-FLANKING
Assault Infantry can be deployed "out-flanking". 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 out-flanking 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 inside the enemies deployment zone.

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 (+1 to Hit). Unarmored and light vehicles can pivot for free as many times
as they like during their movement. Moving double as known as moving Flat out.
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.
Each unit has a “Hit" 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 are covered later.
For Example, a T-34 medium tank has a 4+ Hit 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 Hit 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 Hit score is successful, roll damage against the target on the table below;

5
VEHICLE DAMAGE TABLE
D6|Result
1|Unscathed - no effect. (We usually say “ting!” to represent a ricochet)
2|Tracks damaged: Half movement, 2nd time = Immobilized
3|Turret hit: Weapon Destroyed on 4+ (D6) 2nd time = Destroyed
4|Engine Destroyed: Immobilized, 2nd time = Destroyed
5|Destroyed
6|Destroyed - Explodes 1" (Infantry within 1” take damage – no modifier)
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 their main weapon has been destroyed: On a 4+ The weapon is destroyed. Add your weapons “Type”
to the Weapon Destroyed roll. Indirect weapons add a further +1 to these rolls. Include modifiers for range and cover.
So for example, a Tiger firing at a T-34 gets a “Turret Hit” result for damage. The Tiger then rolls to see if the weapon has been
destroyed or if the shot bounces off the turret. The Tiger needs a 4+ to destroy the weapon, but since it has a +1 Type gun, it can
add 1 to the amount rolled. The Tiger rolls a 3, which become 4 due to the Type, and the T-34's gun is destroyed.
Note that vehicles with turrets that suffer weapon destroyed have their entire turret destroyed, Co-axial HMGs included.
'Weapon Destroyed' rolls on Heavy Turrets and Assault Guns
If a tank has a Heavy Turret, the weapon is only destroyed on a 5+. If the tank has a Super Heavy Turret, the weapon is only
destroyed on the roll of a 6. 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 immobilized 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 two Heavy facings are considered
Heavy Tanks. Tanks with at least two Heavy 2 facings are considered Super Heavy Tanks.

ARMOR
Armor Type Effect on the attacker
Unarmored (UA) -2 to Hit score , +2 to damage rolls. Rifles can damage on 5+ (standard damage)
HMGs can damage on 4+ (+1 damage)
Light 2 (L2) -2 to Hit score, +2 to damage rolls. HMGs can damage on 5+ (standard damage)
Light 1 (L1) -1 to Hit score, +1 to damage rolls.
Medium (M) no modifier to Hit score or damage rolls.
Heavy (H) +1 to Hit score, -1 to damage rolls.
Heavy 2 (H2) +2 to Hit score, -2 to damage rolls.
Heavy 3 (H3) +3 to Hit score, -3 to damage rolls.
Heavy 4 (H4) +4 to Hit score, -3 to damage rolls.

6
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 Hit 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 to be 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 Light 2 facings. Anything
thicker is invulnerable to them. Rifles can only damage Unarmored facings
HMGs count as having a 'Hit' score of 4+ when attacking unarmored facings, inflicting +1 damage if they succeed. This can only
be modified if the target is in cover. HMGs have a 5+ Hit score against Light 2 facings, inflicting unmodified damage if they
succeed. This also can only be modified by cover.
DESTROYED TANKS
Medium Tank Wrecks are difficult terrain Heavy vehicles are impassable terrain, unless they exploded. Light vehicles are always
removed when destroyed.

7
WHICH ARMOR FACING AM I ATTACKING?
To work out which facing of a vehicle you are attacking, draw a line along the border between the 2 facings presented to you.
If the majority of the front of your base has line of sight to one facing, you are attacking that facing. If it is unclear, roll a D6 and
randomize which facing you will be attacking.

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INFANTRY
Infantry should be mounted on 3" X 1.5" bases, using 4-5 miniatures for each base. Smaller bases are fine, as long as both sides
have the same size bases.
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 infantry's 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. Roll 1 dice for each group of weapons a base of infantry is firing.
So if a Base of infantry is firing rocket launchers at a vehicle, roll 1 dice to hit. If a base of infantry is targeting another base with
rifles, roll 1 dice and consult the Infantry Damage table below, noting any modifiers for cover etc.

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) They may fire all of these weapons once per turn.
A Platoon must be deployed within 1” coherency at the start of the game, 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 Hit scores when firing at vehicles (including with HMGs and grenades), and add +1 to all damage
rolls against infantry. This makes them far more effective both against enemy vehicles, and infantry.
Assault infantry can be deployed as “out-flanking” and kept in reserve:
At the start of each turn roll a D6 for each Assault Infantry unit out-flanking: 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”) Note that infantry count as starting the game
Gone to Ground, so if they are fired at in the first turn before they have had a chance to move, they are -1 damage.

9
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 (See below)
+1 If targets are tank riders or otherwise exposed crewmen
-1 If target is at long range

HIGH EXPLOSIVE SHELLS:


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 6-Pdr. 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. All tanks
count as standard carriers for the purposes of transporting infantry.
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

10
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, and get -1 to damage.
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 immobilized. 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.
Vehicles cannot drive through buildings.

11
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 strength, 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. They become -1 to damage while
Gone to Ground.
Field guns may pivot on the spot and still fire, but count as moving (+1 to Hit)
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) This is generally just listed as 10” in the army lists.
It takes another full turn to set up and prepare to fire. Note that field guns still count as infantry while packed up for the
purposes of damage.

12
CAVALRY
ORGANIZATION
Cavalry are organized in single bases, the same size as infantry (3” X 1.5”). At 1/72 you can use 2 – 3 miniatures per base, and at
smaller scales you can use more. Each base represents 5-10 cavalry in real life.
Cavalry come in 3 types:
Regular Cavalry are essentially mounted regular infantry. They are armed with Rifles and Grenades while mounted, and all the
weapons of a regular infantry base while dismounted (Rifles, Grenades, HMGs, AT Rifles and Rocket Launchers depending on
period) They have the same morale as a regular infantry base – They fail pinning checks on a D6 roll of a 1 or 2.
Conscript Cavalry are mounted conscripts. They are only armed with rifles and have the same morale as Conscript infantry –
They fail pinning checks on a D6 roll of a 1, 2 or 3.
Veteran Cavalry are mounted Assault Infantry. They are armed the same as regular cavalry (so rifles and grenades while
mounted, and all the weapons of a regular infantry base while dismounted). Veteran cavalry are +1 to all infantry-based targets
like field guns and other cavalry, and are -1 to all hit scores against vehicles. Veteran cavalry have the same morale as assault
infantry – They fail a pinning check on a D6 roll of a 1
MOVEMENT
All cavalry can move 6” and fire their weapons (usually rifles and grenades, or only rifles for conscript cavalry), or cavalry can
move up to 12” but cannot make any attacks that turn.
DAMAGE and MORALE
Cavalry take damage just like infantry, and count as an infantry-based target. Roll on the infantry damage table each time the
cavalry are targeted by an attack. Note that cavalry cannot Go to Ground. If a cavalry unit takes 50% casualties, it must take an
immediate morale check. Roll a D6: Regulars fail on a 1-2, Conscripts fail on a 1-3, and Veteran cavalry fail on a 1.
OUT-FLANKING
All cavalry can be deployed out-flanking: they start the game in reserve (off the table) and roll a D6 for each unit at the start of
every turn (including the first), on a 4+ the cavalry unit arrives, and can move on from any table edge, except within the enemies
deployment zone. If cavalry aren't deployed out-flanking, they may make a free 6” move after deployment, but before the game
starts.
DISMOUNTING AND MOUNTING UP
Cavalry must dismount to make use of heavy weapons or to take advantage of cover. Most cavalry in WW2 fought more as
mounted infantry, and it was common for them to dismount before making contact with the enemy. There were exceptions
where cavalry overran field gun positions or infantry units, but these were uncommon.
To Dismount cavalry must have moved 6” or less. Place a 1” X 1” horse marker in base contact with the cavalry unit, and either
replace the cavalry with a base of infantry, or place a marker indicating they have dismounted. From then on the cavalry count as
infantry. They can go to ground, and use all the weapons available to their type (see Organization above).
During the turn cavalry dismount, they cannot fire any weapons.
To Mount up cavalry must be within 6” of a horse marker - it does not have to be their own. During the turn cavalry mount up,
they may fire any weapons they would normally have while mounted OR they can move up to 6”. Once mounted up, the cavalry
count as cavalry again: They may no longer go to ground, and are restricted to the weapons they can use while mounted.
Remove the horse marker once the cavalry have mounted up.
The Horse Marker counts as infantry for the purposes of damage. It cannot move or make any attacks, it cannot go to ground,
and will give light cover to units behind it. If the horse marker takes 50% casualties, make a morale check. The horse marker
always counts as regular for the purposes of morale, regardless of its parent cavalry unit. It will always fail on a 1 or 2.
If the horse marker fails a morale check, it is instantly removed as the horses scatter. If the horse marker take 50% casualties a
second time, it is also removed.
OVERRUNNING
Once per turn, each cavalry unit may overrun a single enemy infantry unit or infantry-based unit like a field gun. In order to do
so, the cavalry unit must come into base contact with the target at some point during its movement. When this happens, the
enemy unit must immediately take a morale check.
Cavalry cannot overrun other cavalry. Cavalry can make all their regular attacks while overrunning, and it essentially counts as a
free action. This represents the morale effect of a cavalry unit charging your position, while grenade attacks (which accounts for
close assaults like melee as well) would represent the actual damage inflicted by the charge, provided the cavalry didn't move
more than 6”.

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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.

OVERVIEW OF WEAPONS
Name Range Hit 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.
“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 the “grenades” attack)
FlakAA(20 -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. Smoke shells.
Rocket Barrage 60" 3+ +2 on a 3+ Indirect. +3 vs infantry. *See Rocket Barrage Section below
Short 75mm 36” 4+ - always (Pz IVE)
57mm 6-Pdr. 36” 4+ - always No HE until late war
40mm 2-Pdr. 24” 4+ - always No HE
50mm 24” 4+ - always (Pz IIIH)
47mm,45mm 24” 4+ - always
75mm,76.2mm 36” 4+ - always (Sherman,T-34, PAK 40)
Long 75mm 48” 3+ +1 always (Panther)
95mm 36” 4+ - always +2 damage to infantry(Churchill)
88mm 48” 3+ +1 always +2 damage vs. infantry(Flak 88)
Long 88mm 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 (T-70)
90mm 48” 2+ +2 always (Pershing, M36)
76mm 36” 3+ +1 always (Sherman76)
76\77mm 17-Pdr. 48” 2+ +2 always No HE until late war (Comet, firefly)
1.5cm 24” 2+ +2 on a 3+ (SturmpanzerIV), ignores cover
122mm 48” 1+ +2 on a 3+ (Jagdtiger)
BLAST MARKERS: Small Blast: Circle with 3" Diameter Large Blast: Circle with 6" Diameter
Warhammer blast markers work fine for these.

14
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 infantry or infantry based targets like field guns.
Against vehicles, Howitzers must first roll to penetrate the vehicle: they must succeed a 3+ roll regardless of vehicle. Howitzers
then 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+ Hit 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. They can move OR fire.
Mortars firing at infantry don't 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 ineffective against vehicles unless the vehicle
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 4+ Hit score and “-” type. Mortars gain no bonuses for being indirect against vehicles, but can gain a +1
damage against immobilized Open topped or Light Vehicles, and +2 against Light Vehicles that are also Open Topped.
Heavy and Super 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” then place
a 3” diameter circular smoke marker at the point of impact. This will count as heavy cover if a target is more than 50% obscured,
and light cover if a target is partially obscured. Smoke only ever counts as light cover against indirect weapons.
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.

15
AIR SUPPORT
Every air support unit 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.
You can take up to 2 Air Support units per 100 points of forces
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 damage vs: Infantry 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 caliber 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.
When a unit is targeted by an air strike, it will only ever get 1 AA save. If this is failed, the unit is hit by the air strike. A single AA
gun can protect mutliple units, but each unit will only ever get 1 save per air strike.

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


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

Combining Air Defense:


Air defense units can act together to give better protection from air strikes. If 2 FlakAA guns (with 5+ saves) are both within 12”
of the targeted unit, they may both defend it, giving it a single 4+ save. If 3 FlakAA guns are within 12”, it becomes a 3+ save. 3+
is the lowest save against air strikes you can ever get. 2+ saves are not possible. This system works with other AA guns too, for
example if a Quad flak (with a 4+ save) and a FlakAA gun are both within 12” of the targeted unit, the unit can gain a 3+ save.

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.
You can take up to 2 Preliminary Bombardments per 100 points of forces
Note that Infantry count as being gone to ground before the battle starts and so are only +1 damage, even though the value is
listed as +2 below.
Preliminary bombardments use the following damage table. Vehicles are damaged on a 3+ if targeted, just like with a Howitzer
shot.
Weapon damage vs: Infantry LV/UA M Heavy Super Heavy
Prelim. Bombard. +2 +2 Standard -1 -2

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EXTRA SUPPORT

ENTRENCHMENT: Any field guns, infantry, or vehicles can be entrenched for 6 points, they gain light cover to the front (so -1
damage to all attacks originating forward of the units base), in the same way as a gun shield for a field gun, except it gives cover
against all weapons, except indirect weapons. Each entrenchment can only accommodate 1 unit. This can be a base of infantry,
field gun, of vehicle.

BUNKERS: Fortified Bunkers cost 10 points each and count as heavy cover all around (so -2 damage), and light cover against
indirect fire (so -1 damage). Only infantry and field guns can be given bunkers, and we usually only allow these bunkers to forces
defending a “fortified position” during a campaign – see below. A bunker can accommodate 1 field gun (this can be an indirect
weapon or AA gun), or up to 2 bases of infantry. The bunker has a line of sight the same as an average infantry base (45 degrees
either side of the front facing), and only 1 base of infantry can fire from the front at a time. Note that grenade attacks do not
have 360 line of sight for units inside a bunker, they can only fire in the forward arc like other weapons. If a bunker has 2 infantry
bases inside, the second base counts as waiting around or being in other areas of the bunker. They can take position in the firing
area once the first base has been destroyed.

MINES: Minefields are placed on the table after both player have deployed, but before the first turn. They cost 8 points each.
Each minefield is a circle of 6” diameter, and they may not be placed inside the enemies deployment zone, but may be placed
anywhere else on the table. Minefields cannot overlap, but they can be placed inside buildings, or overlapping area terrain, etc.
Units moving through a minefield take Mine Damage immediately.
MINE DAMAGE:
Vehicles Roll a D6:
1 -2 nothing, 3-5 Immobilized, 6 destroyed. Light vehicles add +1. Infantry take +1 damage. Heavy Vehicles are -1
SAPPING MINEFIELDS: 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 campaign map, making good encirclement on the battlefield allow forces to sustain momentum.
We recommend using supply trains for all battles, as well as Recon cards described below.

THE ARMY LISTS

WHAT TO EXPECT
The army lists cover each unit available to a faction throughout the war. Currently 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 capabilities 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:

USING OBSOLETE VEHICLES


You may use vehicles from previous periods, but don't expect them to be as points-efficient as vehicles from the current period.
This is purely for those who want realism over effectiveness and points efficiency.

LEND-LEASE
Most lend-lease vehicles are covered in the army lists, but if you need to use a specific vehicle that was historically lend-leased,
you have permission to do so. The points cost will remain the same, unless the vehicle had less than 100 units shipped, in which
case it will cost +10% points (round up to the nearest point). For example the Royal Italian Army regularly uses Wehrmacht
equipment, and Soviet Army regularly uses British and US Medium tanks and light vehicles.

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STATTING OUT VEHICLES FOR OSTFRONT
Due to the many, many different vehicles and variants in WW2, there may be times when our army lists don't 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 6-Pdr and the
7.5mm 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+ Hit 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+ Hit 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 Light 2. 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 Heavy 2, 121- 199mm are
Heavy 3, and 200mm + are Heavy 4. Note that armor angled at more than 30 degrees can add up to 20mm – often putting the
armor into the next bracket. For example the Panther has sloped 80mm – making it roughly 100mm equivalent. The Chaffee has
38mm angled at 60 degrees – taking it from Light to Medium.
Vehicle 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 Turret, 100m+ is super-heavy. Some
vehicles had irregular turret armors so be sure to note if there are changes in the armor thickness (The Sherman's 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 play-test 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. Play-test a few like this to discount dice randomness, and also play-test 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 Bofors 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 the
dice!). If, after play-testing 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!

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EXTENDED RULES

RECON CARDS
We highly recommend introduction of Recon 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. You could also use objective markers instead, if you dont want playing cards on the table. 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.
These cards make reconnaissance have a purpose, as light vehicles nip out early in the game to claim the cards (effectively
reconnoitering 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.

Recon 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, but others can be held in the players hand and used at their
discretion. Recon Cards can be played during the enemies turn, unless the card is specified as “must play immediately”.

USING RECON 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. You can also scatter each card D6” for more variety.
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 Hit 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 Hit 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 Hit 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 Hit 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 Assault 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.
Units moving through the minefield take mine damage immediately:
MINE DAMAGE Vehicles Roll a D6: 1 -2 nothing, 3-5 Immobilized, 6 destroyed. Light vehicles add +1 to this roll. Heavy
vehicles are -1 to this roll. Infantry take +1 damage.

Note that “Initiative” can be used even during the enemies turn. This is designed so that units waiting between buildings can
fire at units passing their line of sight, even if its not technically their turn.
Combat can be quite fluid, and this isn't always represented well in tabletop games, so we added these options for a bit more
flexibility.

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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
intended 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 multiple
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 maximum 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 tie-broken 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 for a
more stricter turn structure throughout the campaign.

DEPLOYMENT
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.

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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.

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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 fortifications in the tabletop Ostfront battle.
Fortifications include minefields, bunkers and entrenchments as 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 that's 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 mobilize 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
receives fortifications. 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)

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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: OUT-FLANKING 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 out-flanking force does not have any adjacent enemy forces beside 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 out-flanking forces. If the largest 2
forces are both the same points value, choose one to be the main attacking force.
NOTES ABOUT OUT-FLANKING 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.
Out-flanking forces may not include preliminary bombardments, air support or other off-map support.

MINE-FLAYING TANKS
Due to the prevalence 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 mine-flayer 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.

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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 will lose 25%. If you only lost 24% of your
force on the tabletop, you don't 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 fortifications
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 always removed from the campaign map.

If you are the attacker, and you have won the battle, you only ever lose 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 don't 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. Alternatively, you can choose a single vehicle from the current period to produce %10 cheaper (round up).
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:

POST-WAR WEAPONS
Weapon Range Still Score Type Fires Notes
122mm 48” 2+ +2 3+ +2 vs. Infantry
100mm 48” 2+ +2 3+ +2 vs. Infantry
17-Pdr. 48” 2+ +2 Always
32-Pdr. 48” 2+ +3 3+ +2 vs Infantry
120mm 48” 1+ +2 Always +2 vs Infantry
128mm KwK 44 48” 2+ +2 Always +2 vs Infantry, maintains +2 Type at long range (Maus)
90/53 48” 3+ +1 Always

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POST-WAR VEHICLES
Faction Vehicle Points Move Still Gun Type Armor:Front Side Rear Notes
US Army
M46 Patton 47 5” 2+ 90mm +2 H2 M M SHTurr front ,HTurr Side
T-28 Super Heavy 60 2” 2+ 105mm +3 H3 H2 H Assault Gun
British Army
MK.I Centurion 48 3.5” 2+ 17-Pdr. +2 H3 M M SHTurr
Tortoise 62 2” 2+ 32-Pdr. +3 H4 H M Assault Gun, 2 Turret HMGs
Soviet Army
IS-3 54 4” 2+ 122mm +2 H3 H H SHTurr
T-54 58 5” 2+ 100mm +3 H3 H M SHTurr
Wehrmacht
Pz. VII Löwe 62 4.5” 2+ 105mm +2 H3 H2 H SHTurr
E-100 64 4” 2+ 128mm +2 H3 H3 H3 SHTurr, no Hull HMG
Pz. VIII Maus 70 2” 2+ 128mm +2 H4 H3 H3 SHTurr, no Hull HMG
Co-axial Short 75mm
Panther II 32 5” 3+ L75mm +1 H3 M L Hturr Front
Royal Italian Army
P43 30 4” 3+ 90/53 +1 H2 M M Hturr Front

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-aggression 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 obsolete, but are still the only ones present at the front lines. We don't 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 production 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.

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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, claiming 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 tech 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

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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 nearest 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 organize 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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