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PLASTIC OSTFRONT RULES FOR 1/72 SCALE WARGAMING |
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AFV RULES
VEHICLES MOVE
These moves represent tactical driving – not maxima !
They should even be slower to be more realistic in some cases !
30CM ACROSS COUNTRY 45CM ON ROAD FAST +10CM SLOW -10CM
WHEELED MOVE 60 ON ROAD AND ARE SLOW OFF-ROAD
BAD GOING ALLOWS MOVEMENT OF 3 D6 IN CM FOR TRACK 2 FOR WHEELED
Throw 3 /2 dice and this is the movement distance max for that go
STICKY GOING= BAD GOING PLUS STICKING CHANCE OF 5/6(stop till throw 5/6)
Throw a dice, if score 5 or 6 vehicle moves no further until a 5/6 is thrown at the start of a movement phase
EASY OBSTACLE : COST 2 DICE CM :
Reduce that turns move by 2 dice pips in centimeters
DIFFICULT OBSTACLE : WHEELED CANNOT CROSS, TRACKED LOSE 4 DICE CM
Reduce tracked movement by 4 dice pips in cm
CHANGING DIRECTION BY MORE THAN 90 DEGREES TAKES 1/2 MOVE
SHOOTING
GUNS SHOOT ONCE PER MOVE …..
PLUS 1 IF VETERAN OR ELITE:
PLUS 1 HALTED ALL TURN :
MINUS 1 IF GUN >75MM OR POOR ( MINUS VALUE = ALTERNATE TURN SHOOTING )
All shots can be at any point in the move
!! TARGET MAY NOT BE MORE THAN 90 DEGREES FROM LAST ONE in same game turn
TANK SHOOTING CHANCE OF HITTING
HANDICAPS TO SHOOTER: 1 OR 2 MAN AFV TURRET, POOR SIGHTS, POOR AMMUNITION
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HIT CHANCE USE D6 AND SCORE >2 |
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A THROW OF 6 ALWAYS MISSES !!!! |
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MINUS 1 TO SCORE NEEDED |
PLUS 1 TO SCORE NEEDED |
PLUS 2 TO SCORE NEEDED |
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VETERAN OR ELITE |
INEXPERIENCED |
POOR CREW |
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Gun more than 50 calibres long |
SHOOTER HANDICAPPED |
INFERIOR SHOOTER |
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SHOOTER MOVED |
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TARGET MOVED |
NON-AUTOMATIC GUNS <37MM SHOOTING TO OVER 30CM |
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TARGET LESS THAN MAN-HIGH |
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SAME SHOT AS LAST GO |
(ATG <80MM : HALTED INF : SMALL CARS..) |
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<30cm |
>60cm |
>90cm |
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EACH PIN ON SHOOTER |
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TARGET OBSCURED OR JUST APPEARED |
TARGET IN PREPARED POSITION or V FORT |
WHEN HIT IN PROTECTION TAKE HIT AS PER ARTY PIECE. NO HE ROUND = 5/6 1 CAS
IF THE TARGET IS ONLY PARTIALLY VISIBLE BEHIND A HOUSE ETC. THEN IT IS ‘OBSCURED’
PENETRATION IS GUN BORE DIVIDED BY 10 ROUNDED:
PLUS 1/3 AT CLOSE RANGE : PLUS 1/3 IF MORE THAN 45 CALIBRES LONG : PLUS 1/2 IF MORE THAN 55
LESS 1/3 IF LESS THEN 35: PLUS 1/3 IF SPECIAL AMMO less 1 per whole 20cm range
DEFENCE IS ARMOUR DIVIDED BY 10 ROUNDED:
PLUS 1/2 IF STEEPLY ANGLED
GUN AND TARGET THROW D6 AND ADD TO VALUES
BUT CANNOT RAISE BY MORE THAN THE INTIAL VALUE
EXCEED DEFENCE TO CAUSE DESTRUCTIVE HIT OTHERWISE NON-DESTRUCTIVE
HITTING SOFT TARGETS USE ARTILLERY DAMAGE CHART
VEHICLES HIT ARE PINNED:
PINNED VEHICLES CAN ONLY SEE IN FRONTAL ARC: can only engage to 60cm
RIDERS SUFFER D6 HITS if AFV hit by AT or ARTY
INFANTRY RANGED ANTI-TANK WEAPONS
ANTI-TANK RIFLES 30CM STRIKE 1
BAZOOKA 20CM STRIKE 6
PANZERFAUST /PIAT 5CM STRIKE 10
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VEHICLE DAMAGE TABLE : NON-DESTRUCTIVE HITS (ALWAYS USED BU ANTI-TANK RIFLES) |
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1 - SPECIAL |
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2,3,4 - NO EFFECT |
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5 – IF >=75MM CALIBRE = TEMPORARY MOVE KILL (UNTIL WORKSHOP OR CREW ATTENDS FOR D6 TURNS UNPINNED) - IF <75MM DICE 5,6 IN ADDITION TO HAVE SAME EFFECT 1 PASSENGER HIT |
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6 –ARMAMENT TEMPORARILY KNOCKED OUT (TEMPORARY IS UNTIL WORKSHOP OR CREW ATTENDS FOR D6 TURNS UNPINNED ) 1 PASSENGER HIT |
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VEHICLE DAMAGE TABLE : DESTRUCTIVE HITS |
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1 – SPECIAL |
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2, 3 – IMMOBILISED WORKSHOP CAN REPAIR IN 1 DAY 1 PASSENGER HIT |
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4 - ARMAMENT DESTROYED WORKSHOP CAN REPAIR IN 1 DAY 2 PASSENGER HITS |
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5,6 - DESTROYED: BURNS ON 1,2,3 NOT SALVAGEABLE 3(4 IF BURNS) PASSENGER HITS |
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VEHICLE DAMAGE TABLE : SPECIAL HITS (AT RIFLE HITS IF THEY PENETRATE OR NOT) |
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1 – THROW 4,5,6 MEANS CREW MEMBER WOUNDED: IMMOBILISED 1 TURN, NO SHOOTING |
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2 - EXTERNAL FIRE: COUNT IN SMOKE TO SELF AND ENEMY FOR D6/2 TURNS |
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3 - FUEL ON FIRE: DICE EACH TURN 1 - FIRE OUT 6 - EXPLODE, KO'D |
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4 - CREW PANIC - MAKE FULL MOVE TO REAR FROM CURRENT FACING |
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5 - ARMAMENT DAMAGED: -2 TO ALL SHOTS FROM NOW ON (WORKSHOP CAN REPAIR IN D6 TURNS) |
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6 - NO EFFECT |
AFV COMBAT
VEHICLES MOVE
30CM ACROSS COUNTRY 45CM ON ROAD FAST +10CM SLOW -10CM
WHEELED MOVE 60 ON ROAD AND ARE SLOW OFF-ROAD
BAD GOING ALLOWS MOVEMENT OF
3 D6 IN CM FOR TRACK 2 FOR WHEELED
STICKY GOING= BAD GOING PLUS STICKING CHANCE OF 5/6(stop till throw 5/6)
EASY OBSTACLE : COST 2 DICE CM :
DIFFICULT OBSTACLE : WHEELED CANNOT CROSS, TRACKED LOSE 4 DICE CM
CHANGING DIRECTION BY MORE THAN 90 DEGREES TAKES 1/2 MOVE
SHOOTING
GUNS SHOOT ONCE PER MOVE …..
PLUS 1 IF VETERAN OR ELITE:
PLUS 1 HALTED ALL TURN :
MINUS 1 IF GUN >75MM OR POOR ( MINUS VALUE = ALTERNATE TURN SHOOTING )
!! TARGET MAY NOT BE MORE THAN 90 DEGREES FROM LAST ONE in same game turn
TANK SHOOTING CHANCE OF HITTING
HANDICAPS TO SHOOTER: 1 OR 2 MAN AFV TURRET,
POOR SIGHTS, POOR AMMUNITION
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HIT CHANCE USE D6 AND SCORE >2 |
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A THROW OF 6 ALWAYS MISSES !!!! |
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MINUS 1 TO SCORE NEEDED |
PLUS 1 TO SCORE NEEDED |
PLUS 2 TO SCORE NEEDED |
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VETERAN OR ELITE |
INEXPERIENCED |
POOR CREW |
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Gun more than 50 calibres long |
SHOOTER HANDICAPPED |
INFERIOR SHOOTER |
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SHOOTER MOVED |
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TARGET MOVED |
NON-AUTOMATIC GUNS <37MM SHOOTING TO OVER 30CM |
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TARGET LESS THAN MAN-HIGH |
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SAME SHOT AS LAST GO |
(ATG <80MM : HALTED INF : SMALL CARS..) |
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<30cm |
>60cm |
>90cm |
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EACH PIN ON SHOOTER |
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TARGET OBSCURED OR JUST APPEARED |
TARGET IN PREPARED POSITION or V FORT |
WHEN HIT IN PROTECTION TAKE HIT AS PER ARTY PIECE. NO HE ROUND = 5/6 1 CAS
IF THE TARGET IS ONLY PARTIALLY VISIBLE BEHIND A HOUSE ETC. THEN IT IS ‘OBSCURED’
PENETRATION IS GUN BORE DIVIDED BY 10 ROUNDED:
PLUS 1/3 AT CLOSE RANGE : PLUS 1/3 IF MORE THAN 45 CALIBRES LONG : PLUS 1/2 IF MORE THAN 55
LESS 1/3 IF LESS THEN 35: PLUS 1/3 IF SPECIAL AMMO less 1 per whole 20cm range
DEFENCE IS ARMOUR DIVIDED BY 10 ROUNDED:
PLUS 1/2 IF STEEPLY ANGLED
GUN AND TARGET THROW D6 AND ADD TO VALUES
BUT CANNOT RAISE BY MORE THAN THE INTIAL VALUE
EXCEED DEFENCE TO CAUSE DESTRUCTIVE HIT OTHERWISE NON-DESTRUCTIVE
HITTING SOFT TARGETS USE ARTILLERY DAMAGE CHART
VEHICLES HIT ARE PINNED:
PINNED VEHICLES CAN ONLY SEE IN FRONTAL ARC: can only engage to 60cm
RIDERS SUFFER D6 HITS if AFV hit by AT or ARTY
INFANTRY RANGED ANTI-TANK WEAPONS
ANTI-TANK RIFLES 30CM STRIKE 1
BAZOOKA 20CM STRIKE 6
PANZERFAUST /PIAT 5CM STRIKE 10
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VEHICLE DAMAGE TABLE: NON-DESTRUCTIVE HITS |
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1 - SPECIAL |
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2,3,4 - NO EFFECT |
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5 – IF >=75MM CALIBRE = TEMPORARY MOVE KILL (UNTIL WORKSHOP OR CREW ATTENDS FOR D6 TURNS UNPINNED) - IF <75MM DICE 5,6 IN ADDITION TO HAVE SAME EFFECT 1 PASSENGER HIT |
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6 –ARMAMENT TEMPORARILY KNOCKED OUT (TEMPORARY IS UNTIL WORKSHOP OR CREW ATTENDS FOR D6 TURNS UNPINNED ) 1 PASSENGER HIT |
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VEHICLE DAMAGE TABLE : DESTRUCTIVE HITS |
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1 – SPECIAL |
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2, 3 – IMMOBILISED WORKSHOP CAN REPAIR IN 1 DAY 1 PASSENGER HIT |
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4 - ARMAMENT DESTROYED WORKSHOP CAN REPAIR IN 1 DAY 2 PASSENGER HITS |
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5,6 - DESTROYED: BURNS ON 1,2,3 NOT SALVAGEABLE 3(4 IF BURNS) PASSENGER HITS |
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VEHICLE DAMAGE TABLE: SPECIAL HITS (AT RIFLE HITS IF THEY PENETRATE OR NOT) |
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1 – THROW 4,5,6 MEANS CREW MEMBER WOUNDED: IMMOBILISED 1 TURN, NO SHOOTING |
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2 - EXTERNAL FIRE: COUNT IN SMOKE TO SELF AND ENEMY FOR D6/2 TURNS |
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3 - FUEL ON FIRE: DICE EACH TURN 1 - FIRE OUT 6 - EXPLODE, KO'D |
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4 - CREW PANIC - MAKE FULL MOVE TO REAR FROM CURRENT FACING |
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5 - ARMAMENT DAMAGED: -2 TO ALL SHOTS FROM NOW ON (WORKSHOP CAN REPAIR IN D6 TURNS) |
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6 - NO EFFECT |