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PLASTIC OSTFRONT RULES FOR 1/72 SCALE WARGAMING |
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PRE-BATTLE ARRANGEMENTS
IN THIS SECTION ARE INCLUDED ALL OPERATIONS WHICH WOULD PRECEDE AN ACTUAL ATTACK AND SO NOT BE RECREATED ON THE TABLETOP BUT THEY WOULD, HOWEVER, HAVE HAD A CRITICAL INFLUENCE UPON THE COURSE OF THE TABLETOP BATTLE.
BATTLE MAP
SCOUTING
AERIAL OBSERVATION
PREPARATORY BOMBARDMENT
BATTLE MAP
THIS IS IN 500m SQUARES AND HAS A NUMBER/LETTER CORDINATE SYSTEM.
DRAW IT UP IN ABOUT A 3 INCH SQUARE SCALE.
EACH SIDE HAS ITS OWN BATTLE MAP.
IF IT IS USED WITH CHINAGRAPH OR RE-USED ON THE PC THE TERRAIN CAN BE MARKED TOO – BUT ONLY MAIN FEATURES ARE NECESSARY.
PLAYERS USE A COUNTER FOR EACH ELEMENT TO MARK DEPLOYMENTS.
FOR EACH COMPANY IN A SQUARE THERE WILL BE A STACK OF COUNTERS.
THE TOP COUNTER WILL BE THE AIR OBSERVATION MARKER FOR THE COMPANY AND BELOW THAT A MARKER FOR EACH ELEMENT.
THEN THE PLAYERS MUST CONDUCT RECONAISSANCE USING SCOUTS AND AERIAL OBSERVATION.
SCOUTING
WHO CAN SCOUT ?
ANY ELEMENTS FROM RECONAISSANCE UNITS.
ONE ELEMENT FROM EACH BATTALION – CONSIDERED TO BE PICKED MEN.
ANY OTHER ELEMENTS CHOSEN BUT THESE COUNT AS ‘UNSKILLED’.
SCOUTS CAN BE SENT INTO ANY ENEMY OCCUPIED SQUARES BUT TO REACH REAR SQUARES MUST HAVE A ROUTE PLOTTED AND PASS IT SAFELY TO SEE THE NEXT AREA. IF NO SCOUTS ARE LEFT BEFORE THE NEXT INTENDED AREA IS REACHED THEN SCOUTING STOPS.
VEHICLE-MOUNTED SCOUTS CANNOT PASS OBSTACLES.
FOR EACH SQUARE ENTERED BY SCOUTS:
IN A HAT PUT –
A COUNTER FOR EACH ELEMENT IN THE SQUARE.
A RED FOR EACH COMPANY– SECURITY ELEMENTS IN SQUARE.
A BLACK FOR EACH SCOUT ELEMENT.
A NUMBER OF BLANKS:
1 SCOUT – 9 BLANKS
2 SCOUTS – 6 BLANKS
3 SCOUTS – 3 BLANKS
DRAW THE SAME NUMBER OF COUNTERS AS THERE ARE DEFENDING ELEMENTS IN THE SQUARE: REPRESENTING AN ATTEMPT TO IDENTIFY EACH ONE.
BLANKS: NOTHING HAPPENS
RED: 1 SCOUT ELEMENT LOST (RANDOM)
ELEMENT: LOCATION AND I.D. OF ELEMENT GIVEN TO SCOUTING SIDE
BLACK: 1 PATROL ELEMENT LOST (RANDOM) AND UNSKILLED SCOUT(RANDOM)
AS ELEMENTS ARE IDENTIFIED THEY MUST BE PLACED ON THEIR BOARD POSITIONS AS MARKERS.
AERIAL OBSERVATION
WORKS SIMILARLY TO SCOUTING BUT WORKS AGAINST EACH ENEMY MARKER , NOT SQUARES.
USE A MARKER FOR EACH COMPANY – WITH TYPE, NUMBER, COVER AND AND SQUARE LOCATION MARKED ON. ON THE BACK SHOULD BE INDICATED ITS COVER TYPE AND IF IT HAS VEHICLES OR GUNS BIGGER THAN 60MM.
FOR EACH AA UNIT PUT IN 3 MARKERS.
CHANCE TO IDENTIFY ENEMY MARKER:
DICE FOR EACH AND TURN OVER THOSE FOR WHICH 6 IS ACHIEVED.
HEIGHT: AIRCRAFT CAN OPERATE HIGH OR LOW.
TYPE: AIRCRAFT IS FAST ( FOCKE WULF, LAGG 7 ETC.)
OR SLOW (BIPLANES, STORCH)
IN DEFENCES +2
IN BUILDINGS, TREES -2
CAMOUFLAGED -2
RUSSIAN -1
VEHICLE UNIT +2
SLOW AIRCRAFT +2
LOW AIRCRAFT +2
SCORE 6 TO IDENTIFY A MARKER’S TYPE
TANK
SP
APC
TRUCK
ARTILLERY
ATGs
INFANTRY
WHETHER IT IS IN OPEN, POSITIONS OR FORTIFICATION
AFTER THIS PROCESS THE PLAYER WILL HAVE A LIST OF ENEMY UNITS LOCATED IN VARIOUS SQUARES WHICH HE CAN THEN PLAN BOMBARDMENTS AGAINST.
PREPARATORY BOMBARDMENTS
IN THE FIRST WORLD WAR IT WAS USUAL TO BLAST THE AREAS OF ATTACK OBJECTIVES WITH A MASSIVE WEIGHT OF ARTILLERY BEFORE COMMENCING THE ATTACK WITH THE HOPE OF DESTROYING THE ENEMY OR AT LEAST WEAKENING THEM BEFORE THE ASSAULT COMMENCED.
BY THE SECOND WORLD WAR IT WAS MOSTLY REALISED THAT DETRUCTION OF THE ENEMY WAS AN UNREALISTIC AIM AND THE CHAOTIC TERRAIN PRODUCED BY EXCESSIVE BOMBARDMENT HINDERED THE ATTACKERS AS MUCH AS THE DEFENDERS.
A PREPARATORY BOMBARDMENT WOULD SEEK TO CAUSE DAMAGE TO FIELDWORKS AND VEHICLES AND DEMORALISE THE ENEMY RATHER THAN HOPE TO DESTROY HIM. WHEN THE ASSAULT WENT IN IT WOULD BE CAREFULLY TIMED TO EXPLOIT THE CONFUSION IN THE ENEMY POSITIONS AND BE ACCOMPANIED BY BARRAGES WHICH STOPPED HIM BRINGING UP REINFORCEMENTS.
THE RUSSIANS, HOWEVER, PERSISTED WITH THE CONCEPT OF DESTRUCTION BY WEIGHT OF FIRE AND TO THIS END FIELDED MASSIVE NUMBERS OF GUNS.
THE WERMACHT UTILISED AIRSTRIKES EXTENSIVELY TO ACHIEVE DESTRUCTION OF ENEMY POSITIONS BEFORE ASSAULT.
PREPARATORY BOMBARDMENT HAS TAKEN PLACE BEFORE OUR GAMES START AND CAN INVOLVE MORE GUNS THAN ARE ACTUALLY AVAILABLE IN THE ASSAULT.
DEFENDERS WOULD BE ALERTED BY THE COMMENCEMENT OF A HEAVY BOMBARDMENT AND RESPOND WITH COUNTERBATTERY FIRE OR BARRAGES ON POSSIBLE ENEMY FORMING-UP AREAS.
PROCEDURE FOR PREPARATORY BOMBARDMENT
DIVIDE THE BOARD UP INTO 500M SQUARES.
USE A COORDINATE SYSTEM TO IDENTIFY EACH SQUARE UNIQUELY- NUMBERS UP, LETTERS ACROSS.
BOMBARDMENTTAKES PLACE AFTER SCOUTING.
PLOT WHICH SQUARES WILL RECEIVE BOMBARDMENT.
FOR EACH AIRCRAFT SQUADRON PURCHASED 6 SQUARES CAN BE ATTACKED.
FOR EACH ARTILLERY BATTALION PURCHASED 6 SQUARES CAN BE ATTACKED – IT CAN BE THE SAME SQUARE 6 TIMES.
PLACE THE ATTACK MARKERS:
IDENTIFIED TARGETS IN THE SQUARE GET HIT 1/6 X BOMBARDMENT MARKERS USED – SO 6 MARKERS WILL CAUSE A DEFINITE HIT.
THIS IS FOR EACH ELEMENT.
FOR UNIDENTIFIED TARGETS THE CHANCE IS 1/12 IF IN OPEN 1/24 IN ANY COVER PER BOMBARDMENT MARKER.
Occupy Jump-Off Positions
Preliminary Bombardment
Forces involved depend upon situation -
Strategic attack: attempt to break through enemy position
Local attack: attempt to sieze objectives compromising enemy mlr
Hasty attack: decision made to attack quickly from the march
Meeting Engagement: Unexpected confrontation of forces
Each type of game has a points ratio.
The defender gets the balance of his forces in works.
Sa - 2.5:1 La - 2:1 Ha – 1.5:1 Me – 1:1
The front lines run across the board side to side in straight lines initially.
The back 15cm strip is the ‘base area’ or ‘rear area’ where directly supporting artillery and aircraft may be deployed. Markers for reinforcements should be here also.
The front lines are then modified to make them more realistic a follows:
If a player’s frontline runs across a non-linear terrain piece then he includes all of that piece behind his front line.
If both players should include the same piece then equally divide the piece with a 30cm gap between frontlines.
If a player chooses he may instead run his frontline to exclude a terrain piece which is crossed by his initial frontline.
If a terrain piece is occupied by both sides it automatically becomes an objective.
The following are objectives if they lie behind the front line of the lesser side:
Rail stations,
industrial sites,
the highest hill on the board,
the only hill on the board,
river crossings,
exit points of major roads,
junctions of major roads,
In addition: the location of the force headquarters
Whoever holds more objectives wins – no enemy infantry must be within 30cm of the objective and a friendly infantry or battalion headquarters unit must be within the objective.
These are done so the other side does not know how successful they have been.
They all risk casualties to the units involved.
Find out where and what forces the enemy have:
Total your scouting points:
Each side must place a figure in the following boxes, BUT they do not need to use their total available if they do not wish to.
Then calculate the odds in each box and this indicates what information is discovered about the enemy.
Recce troops count double in the following totals
Any unit involved may be damaged as a result !!!!!
Divide the board into 3 linear zones – central and two flanks
Scout in each zone as below
Count 1 point per:
Inf, cav, ac, mc, observer plane, other plane
Non-recce troops can contribute a maximum of 1 platon per company to scouting activity.
In hasty battle inf do not count
In strategic battle cav and vehicles do not count
Recce troops count triple
Observer aircraft count 10 times
Other aircraft count 3 times
Scouting Results
Works
More or less than: Linear obstacles – location and type
Double: Mines – location and type
Triple: Strongpoints – location and weapons
Forces
More or less than:Within 30cm of front line1)
Double: On board1)
<30cm of front 2)
Triple: On board and off-board1)
On board2)
<30cm of front 3)
1)Location
2)Type
3)Total i.d. details of unit
Chance of Damage During Reconaissance
throw dice – table gives chance of a casualty or destructive hit
(throw equal or greater to survive)
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More or less |
2:1 |
3:1 |
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Higher side |
4 |
5 |
6 |
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Lower side |
4 |
3 |
2(6) |
Takes place before scouting and bombardment
Use a map with 30cm squares indicated
Allot counters for each company to squares
Infantry or guns <80mm can be moved to any point 15cm from the enemy front line in a zone where a side has 2:1 scouting advantage, under cover of darkness and barrages but must make a saving roll as above to do it unobserved. Failure results in 1 casualty or a destructive hit and deployment being revealed.
Throw per coy with each platoon getting hit on failure.
The elements start the game in hasty trenches.