Notes for Red Army Players

PLASTIC OSTFRONT

RULES FOR 1/72 SCALE WARGAMING

 Notes for Wermacht Players

COMMAND AND CONTROL

 

Within a Company

ELEMENTS MUST REMAIN WITHIN COMMAND DISTANCE OF ANOTHER ELEMENT OF THE SAME COMPANY.

 

IF THE COMMAND DISTANCE IS EXCEEDED THEN ON THE FOLLOWING TURN EITHER THE HQ OR THE ELEMENT MOVES TO REGAIN COMMAND. OTHER ELEMENTS CAN MOVE WITH THE ‘OUT OF COMMAND’ ELEMENT BUT NOT WHEN THE HQ MOVES.

 

A UNIT CAN CHOOSE TO CONTINUE AND LEAVE AN ‘OUT OF COMMAND’ ELEMENT BEHIND WHERE IT WILL FUNCTION ACCORDING TO THE DEFAULT COMMAND TEST RESULTS.

 

ELEMENTS CAN BE SEPARATED BY MORE THAN THE COMMAND DISTANCES IF THEY START IN PREPARED POSITIONS OR FORTIFICATIONS – IT IS ASSUMED THEY HAVE A SYSTEM OF TELEPHONES OR RUNNERS ESTABLISHED TO MAINTAIN COMMAND. HOWEVER, IF THEY MOVE OUTSIDE THE DEFENSIVE SYSTEM THEY WILL BE OUT OF COMMAND.

 

ELEMENTS OUT OF COMMAND CAN SHOOT UP TO CLOSE RANGE AND CAN DEFEND AGAINST ASSAULTS IF THEY PASS A TEST. THEY DO NOT COMMUNICATE OR OBSERVE FOR OTHERS.ALSO THEY MUST MOVE AWAY FROM THE ENEMY UNTIL THEY ARE 60CM FROM THE NEAREST ENEMY, TOWARDS THEIR BASE-LINE AND TOWARDS COVER UNLESS THEY ARE IN PREPARED POSITIONS OR FORTIFICATION.

Command Distances within Higher Organisations

Just as platoons must stay within certain distances to ensure command and control so must the companies within a battalion and battalions in a regiment satisfy certain requirements.

Company:

Platoons must be within command distance of the next platoon or the company HQ.

Battalion:

Company HQs must be within 45cm of the next HQ in that battalion or the battalion HQ.

Regiment:

Battalion HQs must be within 75cm of the next HQ in that regiment or the regiment HQ.

 

For vehicle units these distances are doubled. 

 

CONTROL TEST

WHEN TO TEST

 ALL....

TRYING TO ASSAULT

TRYING TO RECEIVE ASSAULT

COMPANY LOSES AN ELEMENT

INFANTRY WITH NO ANTI-TANK WEAPONS AND NME TANKS WITHIN 500m

 

INEXPERIENCED OR POOR...

NME TANKS WITHIN 500m

HIT BY ARTILLERY

 

 

ROLL 1 DICE NORMALLY FOR EACH PLATOON IN COMPANY UNDER COMMAND

(FOR BATTALIONS - EACH COMPANY AND SO ON UP HIGHER COMMAND LEVELS)

1 MORE DICE FOR VETERAN OR ELITE

1 MORE DICE IF IN PREPARED POSITION

2 MORE DICE IF IN FORTIFICATION

1 LESS  IF INFANTRY TESTING AGAINST TANKS

1 LESS  IF ALREADY RETIRING

1 LESS IF COMMAND ELEMENT LOST

1 LESS IF HIT BY ARTILLERY THIS TURN

1 LESS IF NO OTHER COMPANY WITHIN 500m

1 LESS IF ENEMY BEHIND FLANK WITHIN 500m

 

 

FINAL SCORE

11+                      = CARRY ON

6+                        = PINNED

1+                        = OUT OF CONTROL

0 OR WORSE     = PANIC - OUT OF CONTROL AND MUST RETIRE IF IN COVER OR NOT

 

DEFENDERS CAN CHOOSE TO RETIRE BUT CANNOT THEN

STOP UNTIL SUCCESSFULLY TEST (Successful test means temporary command chain is established)