Notes for Red Army Players

PLASTIC OSTFRONT

RULES FOR 1/72 SCALE WARGAMING

 Notes for Wermacht Players

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

 

HIT CHANCE  USE D6 AND SCORE  >2

 

A THROW OF 6 ALWAYS MISSES !!!!

MINUS  1 TO SCORE NEEDED

PLUS 1 TO SCORE NEEDED

PLUS  2 TO SCORE NEEDED

VETERAN OR ELITE

INEXPERIENCED

POOR CREW

Gun more than 50 calibres long

SHOOTER HANDICAPPED

INFERIOR SHOOTER

 

SHOOTER MOVED

 

 

TARGET MOVED

NON-AUTOMATIC GUNS

<37MM SHOOTING TO OVER 30CM

 

TARGET LESS THAN MAN-HIGH

 

SAME SHOT AS LAST GO

(ATG <80MM : HALTED INF : SMALL CARS..)

 

<30cm

>60cm

>90cm

 

EACH PIN ON SHOOTER

 

 

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

 

VEHICLE DAMAGE TABLE     :    NON-DESTRUCTIVE HITS          (ALWAYS USED BU ANTI-TANK RIFLES)

1      - SPECIAL

2,3,4 - NO EFFECT

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

6      –ARMAMENT TEMPORARILY KNOCKED OUT   

              (TEMPORARY IS UNTIL WORKSHOP OR

                CREW ATTENDS FOR D6 TURNS UNPINNED )                                                  

                                                                                                          1 PASSENGER HIT

 

    VEHICLE DAMAGE TABLE     :      DESTRUCTIVE HITS

1        – SPECIAL                                    

2, 3  – IMMOBILISED               WORKSHOP CAN REPAIR IN 1 DAY                                                                                                                                  

                                                                                                          1  PASSENGER HIT

4     - ARMAMENT DESTROYED   WORKSHOP CAN REPAIR IN 1 DAY                                                                                                                    

                                                                                                        2 PASSENGER HITS

5,6    - DESTROYED: BURNS ON 1,2,3  NOT SALVAGEABLE                                                                                                                                               

                                                                                   3(4 IF BURNS) PASSENGER HITS

 

VEHICLE DAMAGE TABLE     :      SPECIAL HITS                                                                  

              (AT RIFLE HITS IF THEY PENETRATE OR NOT)

1 – THROW 4,5,6  MEANS CREW MEMBER  WOUNDED:

       IMMOBILISED 1 TURN, NO SHOOTING                            

2 - EXTERNAL FIRE: COUNT IN SMOKE TO SELF AND ENEMY FOR D6/2 TURNS

3 - FUEL ON FIRE: DICE EACH TURN 1 - FIRE OUT 6 - EXPLODE, KO'D

4 - CREW PANIC - MAKE FULL MOVE TO REAR FROM CURRENT FACING

5 - ARMAMENT DAMAGED: -2 TO ALL SHOTS FROM NOW ON

      (WORKSHOP CAN REPAIR IN D6 TURNS)

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

pTOP 

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

 pTOP

TANK SHOOTING CHANCE OF HITTING

HANDICAPS TO SHOOTER: 1 OR 2 MAN AFV TURRET,

POOR SIGHTS, POOR AMMUNITION

HIT CHANCE  USE D6 AND SCORE  >2

 

A THROW OF 6 ALWAYS MISSES !!!!

MINUS  1 TO SCORE NEEDED

PLUS 1 TO SCORE NEEDED

PLUS  2 TO SCORE NEEDED

VETERAN OR ELITE

INEXPERIENCED

POOR CREW

Gun more than 50 calibres long

SHOOTER HANDICAPPED

INFERIOR SHOOTER

 

SHOOTER MOVED

 

 

TARGET MOVED

NON-AUTOMATIC GUNS

<37MM SHOOTING TO OVER 30CM

 

TARGET LESS THAN MAN-HIGH

 

SAME SHOT AS LAST GO

(ATG <80MM : HALTED INF : SMALL CARS..)

 

<30cm

>60cm

>90cm

 

EACH PIN ON SHOOTER

 

 

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’

 pTOP

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

 pTOP

 

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

 pTOP

VEHICLE DAMAGE TABLE:

NON-DESTRUCTIVE HITS

1      - SPECIAL

2,3,4 - NO EFFECT

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

6      –ARMAMENT TEMPORARILY KNOCKED OUT

(TEMPORARY IS UNTIL WORKSHOP OR

CREW ATTENDS FOR D6 TURNS UNPINNED )

1 PASSENGER HIT

 pTOP

VEHICLE DAMAGE TABLE :

 DESTRUCTIVE HITS

1        – SPECIAL

2, 3  – IMMOBILISED               WORKSHOP CAN REPAIR IN 1 DAY

1  PASSENGER HIT

4     - ARMAMENT DESTROYED   WORKSHOP CAN REPAIR IN 1 DAY

2 PASSENGER HITS

5,6    - DESTROYED: BURNS ON 1,2,3  NOT SALVAGEABLE

3(4 IF BURNS) PASSENGER HITS

pTOP

VEHICLE DAMAGE TABLE:

SPECIAL HITS

(AT RIFLE HITS IF THEY PENETRATE OR NOT)

1 – THROW 4,5,6  MEANS CREW MEMBER  WOUNDED:

IMMOBILISED 1 TURN, NO SHOOTING

2 - EXTERNAL FIRE: COUNT IN SMOKE TO SELF AND ENEMY FOR D6/2 TURNS

3 - FUEL ON FIRE: DICE EACH TURN 1 - FIRE OUT 6 - EXPLODE, KO'D

4 - CREW PANIC - MAKE FULL MOVE TO REAR FROM CURRENT FACING

5 - ARMAMENT DAMAGED: -2 TO ALL SHOTS FROM NOW ON

(WORKSHOP CAN REPAIR IN D6 TURNS)

6 - NO EFFECT

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