Notes for Red Army Players

PLASTIC OSTFRONT

RULES FOR 1/72 SCALE WARGAMING

 Notes for Wermacht Players

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. 

 

 

 

Pre-Battle Activity

Forces Involved

Front Lines

Establishing Objectives

Preliminary Actions

        Scouting

        Prepatory Engineering Work

Troop Deployment

Occupy Jump-Off Positions

Preliminary Bombardment

pTOP

 

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

 pTOP

Front lines

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.

 pTOP

 

Establishing objectives

 

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.

  pTOP

Preliminary actions

These are done so the other side does not know how successful they have been.

They all risk casualties to the units involved.

  

Scout:

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)

 

More or less

2:1

3:1

Higher side

4

5

6

Lower side

4

3

2(6)

 

 

Prepatory Engineer Work

 

 

 

Troop deployment

Takes place before scouting and bombardment

Use a map with 30cm squares indicated

Allot counters for each company to squares

 

Occupy Jump-Off Positions:

 

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.