You are on page 1of 14

Written by T.

Jensen
Table of Contents
INTRODUCTION........................................................................2
CREATING A BATTLE.................................................................2
DEPLOYMENT AND SCENARIO.................................................2
THE TURN ................................................................................3
VEHICLES..................................................................................3
ARMOR.....................................................................................5
INFANTRY.................................................................................7
COVER......................................................................................8
WEAPONS.................................................................................9
ARMY LISTS..............................................................................9
WEHRMACHT (GERMAN) ARMY LIST.....................................10
SOVIET (RUSSIAN) ARMY LIST................................................11
UNITED STATES ARMY LIST....................................................12
BRITISH ARMY LIST.................................................................13

1
INTRODUCTION
WHAT YOU WILL NEED
Firstly you will need two opposing forces of the same scale, and a suitable 6'x4' table with terrain.
You will also need: Tape measure (in inches), 6 sided dice (referred to as "D6")
A protractor is also good to have for working out firing arcs and angles.
This may seem like a lot, but these are the basics of most tabletop games.
You'll also need markers; green, red, blue and yellow. These can be made from anything, and improvised.
We use small plastic counters, available at any toy store.
Flame markers for destroyed tanks are also useful. We use cotton balls painted to look like flames for our flame markers. Nothing
says “WW2” like a tabletop full of burning tanks!

Opposing forces are built from the army lists at the end of these rules. Both players agree to a points limit, and write lists in
secrecy. This can be done just before the game, as writing a list only takes a few minutes.

The full rules and complete army lists can be found on our page, along with battle reports, photos and updates:
https://www.facebook.com/ostfrontgame/

CREATING A BATTLE

For random battles, we usually agree on a period and points limit, write up our lists, and then roll to randomize the different
elements of the battle. 100 points is a good limit for a small battle, 200 for a medium sized battle, and 300 points for a large
battle.
DEPLOYMENT AND SCENARIO

Set up a 6’ X 4’ Table with suitable terrain, or randomize below:

Terrain (D6)
1 Dense City - 50% of table covered
2 Sparse City - 25% of table covered. River on a 5+ (with D3 bridges)
3 Countryside - D3 farmhouses, D3 forests
4 Desert - D3 Ruins
5 Destroyed City - Ruins cover 75% of map. D3 hardened fire positions (+2 cover)
6 Large Building – A single Central Factory or Refinery. Also D3 smaller buildings

Deployment (D6)
1-3 Short Edges - Each player deploys up to 18" from a short table edge
4-6 Pitched Battle - Each player deploys up to 10" from either long side

SCENARIO (D6)
1-3 GAIN GROUND
Three objectives are placed in the middle of the table, equidistant to both players. One in the centre, then one 18" away on
each side. The player at the end who has the most scoring units within 3" of an objective claims it. The player with the most
objectives wins. In a tie, compare the points of units left alive.
4-6 CENTRAL OBJECTIVE
One objective is placed in the centre of the table, players deploy as usual. The player with the most scoring units within 6" of the
objective at the end of the game is the winner. In a tie, compare the points of units left alive.

Once the Terrain, Deployment and Scenario have been established, and the table set up, and once both players have written
their army lists, then the game can begin. Firstly both player roll a D6: The winner can choose to deploy first and take first turn,
or give the same opportunity to the other player – forcing them to deploy first, but giving them the first turn. The player who
deploys first can choose which side of the table he wishes to deploy on, and places all his units on the table inside his
deployment zone (as determined above by the Deployment roll). The second player then deploys his forces in the opposing
deployment zone, and the game is ready to start.

2
SEIZING THE INITIATIVE
The player who deployed first usually takes the first turn, unless his opponent is able to “seize the initiative” this may represent
having some kind of insider information or pre-warning about the battle, and allows the player who deployed second to take the
first turn. To seize the initiative, the second player to deploy must roll a 5 or higher (5+) on a D6. If he succeeds, he takes the
first turn, and has the advantage of seeing his enemies deployment, potentially out-deploying him, and making the first move.

GAME LENGTH
The game lasts for 7 Turns, at the end of the 7th turn roll a D6: on a 3+ the game continues.
8th turn: 4+ 9th turn: 5+ 10th turn, and all turns after: 6+ (game can continue indefinitely)

THE TURN
Players take turns consisting of the following actions, in this order:
Outflanking - Roll for any outflanking units to arrive. Units turn up on a 4+, regardless of turn.
Movement - Move all units and note any infantry who have gone to ground
Attack- All normal shooting and grenades. Morale checks are made as soon as damage is inflicted on infantry.
Morale – Remove the “pinned” marker from units pinned in the last enemy turn, and note that they have Gone to Ground

After both players have completed a turn, a single game turn has passed. Mark it on a dice.
The game will start to end after turn 7. (see game length above)

OUTFLANKING
Assault Infantry can be deployed "outflanking". They are not placed on the table at the start of the game.
At the start of each turn, including the first, roll one D6 for each outflanking unit.
On a 4+ that unit shows up, and may move on to the table from any edge
Out flankers may not move on from an edge in the enemy’s deployment zone.

MOVEMENT
During the movement phase, all units may move. Infantry who remain still can “go to ground” and count as having cover next
turn. Vehicles can move their listed movement and fire, or move 'flat out'. Moving flat out allows a vehicles to move double their
listed movement, but it may not fire any weapons that turn. Assault guns cannot move and fire.

ATTACK
In the attack phase all regular shooting and grenade attacks are made, as well as tanks and anti tank guns. Howitzers firing
directly can be fired in this phase instead of the support phase. Mortars are also fired in this phase, since they do not scatter. Any
infantry units that take 50% casualties are required to immediately take a morale check. If they fail, they count as 'pinned' next
turn only, and may not move or shoot.

MORALE
Any units pinned from the turn before rally, and their pinning markers are removed.

VEHICLES
MOVEMENT
All vehicles can move and fire, or move double and not fire. Pivoting on the spot reduces half an inch from a vehicles movement,
and they count as moving for the purposes of shooting (+1 to Hit). Unarmored and light vehicles can pivot for free as many times
as they like during their movement. Moving double as known as moving Flat out.
Assault guns may move or shoot. They may pivot on the spot and still shoot, but count as moving for the purposes of shooting.
Vehicles may move through friendly infantry, but cannot end a move on top of them.
Vehicles with damaged tracks can only pivot 90 degrees per turn.
WEAPONS
When one unit fires at another, you roll a single D6.
Moving during your turn decreases your accuracy.
Each unit has a “Hit" score, Indicating the score it needs on roll equal to or above on a D6 to cause damage on a target. If the

3
shot inflicts damage, roll a single D6 on the damage table below, and apply the necessary modifiers. Note this table is for
vehicles only. Infantry are covered later.
For Example, a T-34 medium tank has a 4+ Hit score. If the T-34 fires at another medium tank, and it hasn't moved this turn, the
T-34 will need to roll 4 or above on a D6 to inflict damage. If this is successful, it can roll on the damage table. Some weapons fire
slower than usual, these must succeed a “loading check”, before firing. This is noted in the army lists.

The following factors affect your Hit score;


+1 If you moved
-1 Close range
+1 Target has Light Cover (50% of silhouette obscured)
+2 Target has Heavy Cover (80% of silhouette obscured)
+1 Long range (measure all ranges from hull to hull)
Guns with a caliber of 75mm or more can add:
-2 Point-blank range - Not cumulative with close range
Rolling a 1 is always a fail and does not inflict damage.
If the Hit score is successful, roll damage against the target on the table below;

VEHICLE DAMAGE TABLE


D6|Result
1|Unscathed - no effect. (We usually say “ting!” to represent a ricochet)
2|Tracks damaged: Half movement, 2nd time = Immobilized
3|Turret hit: Weapon Destroyed on 4+ (D6) 2nd time = Destroyed
4|Engine Destroyed: Immobilized, 2nd time = Destroyed
5|Destroyed
6|Destroyed - Explodes 1"
Add your weapons "Type" to Damage rolls as well as the following factors:
-1 Long Range
+1 Close Range
+2 Point-blank range - Not cumulative with close range
-1 Target has Light Cover (50% of silhouette obscured)
-2 Target has Heavy Cover (80% of silhouette obscured)

Turrets and 'Weapon Destroyed' rolls


Light vehicles automatically count as having their weapon destroyed (attackers choice) if they get this result. Tanks and other
vehicles roll a D6 to see if their main weapon has been destroyed: On a 4+ The weapon is destroyed. Add your weapons “Type”
to the Weapon Destroyed roll, as well as modifiers for range and cover.
So for example, a Tiger firing at a T-34 gets a “Turret Hit” result for damage. The Tiger then rolls to see if the weapon has been
destroyed or if the shot bounces off the turret. The Tiger needs a 4+ to destroy the weapon, but since it has a +1 Type gun, it can
add 1 to the amount rolled. The Tiger rolls a 3, which become 4 due to the Type, and the T-34's gun is destroyed.
Note that vehicles with turrets that suffer weapon destroyed have their entire turret destroyed, Co-axial HMGs included.
'Weapon Destroyed' rolls on Heavy Turrets and Assault Guns
If a tank has a Heavy Turret, the weapon is only destroyed on a 5+. If the tank has a Super Heavy Turret, the weapon is only
destroyed on the roll of a 6. The type of turret is listed in the army lists. Some tanks like the Sherman only count as heavy to the
front of the turret, due their heavy gun mantlet. The front of a turret is 45 degrees either side of the main gun, and the rear of a
turret is the exact opposite, 45 degrees either side of the centre of the rear of the turret.
Vehicles without turrets like assault guns count as either standard, heavy or super heavy depending on the armor facing that the
damaging round has had to go through. Light 2 through to Medium armor count as a standard turret, Heavy counts as heavy
turret, and Heavy 2 and above count as Super Heavy turrets
Immobilization vs. Engine Destroyed
A vehicle that is fully immobilized by having its tracks or wheels damaged can no longer move, but it does not count as having its
Engine Destroyed. It will still take 2 results of Engine Destroyed to destroy the vehicle, if that occurs.

4
ARMOR

Armor Type Effect on the attacker


Unarmored (UA) -2 to Hit score , +2 to damage rolls. Rifles can damage on 5+ (standard damage)
HMGs can damage on 4+ (+1 damage)
Light 2 (L2) -2 to Hit score, +2 to damage rolls. HMGs can damage on 5+ (standard damage)
Light 1 (L1) -1 to Hit score, +1 to damage rolls.
Medium (M) no modifier to Hit score or damage rolls.
Heavy (H) +1 to Hit score, -1 to damage rolls.
Heavy 2 (H2) +2 to Hit score, -2 to damage rolls.
Heavy 3 (H3) +3 to Hit score, -3 to damage rolls.
Heavy 4 (H4) +4 to Hit score, -3 to damage rolls.

VEHICLE FACINGS AND ARMOR


A tank is split up into 4 facings. Front arc, 2 Side arcs and a Rear arc. Draw 2 lines from opposite corners of the tanks chassis.
These are the split points between front, side and rear. Use a ruler or straight tape measure to check which facing an attacker is
firing at and apply the correct amount of armor as shown in the army lists.
Very hard shots: If your Hit score goes higher than 6, then you will need to roll a 6 to inflict damage, then roll again; Need a 7:
4+ to inflict damage Need an 8: 5+ to damage Need a 9: 6+ to damage
If you need above 10 to inflict damage, your shot is not possible.
TANK WEAPONS
All Vehicles with turrets that aren't light vehicles are considered to be Tanks. All Tanks have 1 hull-mounted HMG, and 1 co-axial
turret HMG, unless otherwise listed. They also have their main gun. Assault guns have 1 Hull mounted HMG.
The army lists will specify what weapons any light vehicles have, listing them in the Notes Section. They will also specify which
tanks are exceptions to the ”2 HMGs” rule.
Tanks can shoot any hull-mounted HMGs, fire the cannon and any co-axial turret-mounted HMGs during the Attack phase. Each
tank should nominate all targets before it fires, to prevent ganging up on one target if it isn't destroyed by the nominated
weapon
All weapons on a tank have a 10° firing arc to the left and right. For elevation of mounted weapons, see model.
Assault guns have a 20° firing arc either side of the main gun.
Super heavy turrets can only rotate 60° per turn. Don't rotate the turret until just before you fire. People tend to rotate the tank
turret as they are nominating a target, but for super heavy turrets in particular, this is incorrect. Nominate a target, then check
with a protractor to see if the turret can turn far enough to get the target into its firing arc. Fast vehicles can actually outrun slow
turrets in the right conditions.
Standard turrets can rotate 90°.
Fast turrets can rotate 360°.

5
HMGs are not hampered by movement when firing at vehicles, and can only damage Unarmored and Light 2 facings. Anything
thicker is invulnerable to them. Rifles can only damage Unarmored facings
HMGs count as having a 'Hit' score of 4+ when attacking unarmored facings, inflicting +1 damage if they succeed. This can only
be modified if the target is in cover. HMGs have a 5+ Hit score against Light 2 facings, inflicting unmodified damage if they
succeed. This also can only be modified by cover.
Light Vehicles for simplicity sake have a 360 degree line of sight for all of their weapons.
DESTROYED TANKS
Medium Tank Wrecks are difficult terrain Heavy vehicles are impassable terrain, unless they exploded. Light vehicles are always
removed when destroyed.

WHICH ARMOR FACING AM I ATTACKING?


To work out which facing of a vehicle you are attacking, draw a line along the border between the 2 facings presented to you.
If the majority of the front of your base has line of sight to one facing, you are attacking that facing. If it is unclear, roll a D6 and
randomize which facing you will be attacking.

OPEN TOPPED
Vehicles that are Open Topped take +1 damage from grenades.

6
INFANTRY
Infantry should be mounted on 3" X 1.5" bases, using 4-5 miniatures for each base. Smaller bases are fine, as long as both sides
have the same size bases.
For regular infantry, each base represents about 25 men. For assault infantry, each base represents about 12 men.
Measure all ranges from the edge of the infantry's base.
If an Infantry unit has moved 3" or less, it may fire rifles and use grenades. If moving more than 3", Infantry are said to be
moving flat-out, and cannot fire any weapons.
Infantry have a 45 degree degree line of sight either side of the front of their base, except when throwing grenades, when they
count as having 360 line of sight. 'Grenades' is more of a cover-all term for close assault weapons like flame throwers, shotguns,
SMGs, and grenades, even hand to hand combat.
Infantry must stay still to fire HMGs, AT rifles or Rocket launchers, this means they can't shoot if they pivot on the spot
Infantry never count as being in close or long range of a target. Roll 1 dice for each group of weapons a base of infantry is firing.
So if a Base of infantry is firing rocket launchers at a vehicle, roll 1 dice to hit. If a base of infantry is targeting another base with
rifles, roll 1 dice and consult the Infantry Damage table below, noting any modifiers for cover etc.

A platoon of Regular Infantry consists of 2 bases, each with a HMG, an AT rifle, standard rifles, rocket launchers and grenades.
A Platoon must be deployed within 1” coherency, after which each base can act as a separate unit. They may break coherency
and reform at will.
Assault Infantry are a single base, equipped the same as a standard base of infantry from the selected period.
Assault Infantry get a -1 to all hit scores when firing at vehicles (including with HMGs and grenades), and add +1 to all damage
rolls against infantry. This makes them far more effective both against enemy vehicles, and infantry.
Assault infantry can be deployed as “outflanking” and kept in reserve:
At the start of each turn roll a D6 for each Assault Infantry unit outflanking: On a 4+ they can move on from any table edge
except within enemies deployment zone.
Assault infantry moving on from a board edge count as moving at least 3” on the turn they arrive.
If assault infantry are deployed normally, they may make a free 6" move before the game starts. This may be done if the unit is
embarked in a transport vehicle, or if they are deployed on foot.
Conscripts only have standard rifles. They are only effective against infantry targets, field guns, or unarmored vehicles.

GETTING PINNED
If you lose 50 percent of a unit , roll a D6: regular infantry platoons are pinned on the roll of a 1 or 2. Assault Infantry are pinned
on a roll of a 1 and conscripts are pinned on a 1, 2 or 3.
Pinned units cannot move or fire in their next turn, and count as "gone to ground". Place a yellow marker.

GOING TO GROUND
Infantry that stay still in their turn count as "Gone to Ground" and are at -1 damage when fired upon. This stacks with any cover
the infantry unit has. Place a “Ground” marker (we also sometimes use “Hidden”)

7
INFANTRY DAMAGE Roll 1 dice for each weapon shooting at the infantry unit
D6|Result
1|No Casualties
2|No Casualties
3|No Casualties
4|50% Casualties. Second time: unit is removed.
5|50% Casualties. Second time: unit is removed.
6|50% Casualties. Second time: unit is removed.
7+|Wiped out – Unit is removed

Apply any and all of the following modifiers to the roll:


-1 Target has light cover – (hedges, fences, buildings)
-2 Target has heavy cover (fortified bunker)
-1 Target remained still in its turn (Gone to Ground)
+1 If using High Explosive shells*
+1 If targets are tank riders or otherwise exposed crewmen

HIGH EXPLOSIVE:
High explosive is a chemical explosive, usually consisting of Ammonium Picrate, TNT, PETN, RDX or Powdered Aluminium. These
shells weren't effective against armor, but did a lot of damage to infantry and “soft” targets like light vehicles and aircraft.
High explosive gives weapons with a caliber of 75mm or more +1 damage vs infantry, within the weapons normal range. At long
range, this bonus is negated.
Tank main cannons without HE cannot damage infantry. For example the British 6-Pdr carried no high explosive rounds, only anti
tank rounds. While an anti tank round could still kill a man, it would never inflict 50% casualties to an infantry base of 10 - 25
men. Weapons without HE will be listed in the army lists, otherwise, if the weapon is at least 75mm, assume it uses HE rounds
whenever firing at infantry. Players can change ammo type at will with regards to HE or AP (Armor Piercing) rounds. Most guns
carried both and could switch types as fast as loading a new round.
Note that infantry take normal damage if hit by explosions from exploding vehicles – this doesn't count as HE.

COVER

Infantry are always given the benefit of the doubt with regards to cover: if you think they might be in cover, they count as in light
cover.
BUNKERS
Infantry can only ever get 2 cover from bunkers and heavily fortified positions. Most terrain like forests or buildings will give
infantry only 1 cover. Cover does stack with going to ground, so a unit who has gone to ground inside your average building
would count as having -2 to all damage rolls against them.
A unit that has gone to ground in a fortified bunker would be -3 to all damage rolls against them, needing some serious
ordinance to dislodge them. Note that fortified bunkers give 1 cover against indirect weapons that would normally ignore cover.

LINE OF SIGHT AND SHOOTING OVER UNITS


Vehicles can always be targeted past infantry.
Infantry cannot shoot past friendly infantry, or infantry based targets, unless they can draw line of sight from themselves to the
target more than 6” above the friendly unit (at the point their line of sight crosses the unit). The area between the shooter and
the targets base from the two corners of the front base of the shooter to the two closest corners of the targets must be clear of
friendly infantry, otherwise the attack cannot be made. Grenades and indirect weapons can always fire over infantry units.

AREA TERRAIN
Any terrain like a hill, forest or building that a unit can move through counts as area terrain. Units inside receive Light cover (-1
to all damage rolls against them), and if they are within 6” of the edge of the terrain, or otherwise have a clear line of sight to a
target, their target gains no cover.

8
Infantry move half speed going through area terrain.
Tanks may move through area terrain at normal speed, but each turn they do roll a D6: on a 1 they are immobilised. Place the
vehicle at the end of its movement or at the end of the terrain, whichever comes first.

BUILDINGS
Buildings count as cover for infantry inside. Infantry can enter a building from 3" away, and that turn can only shoot at other
infantry in the same building (provided they have line of sight). Grenades can be thrown if within 6" of a building, and one
targeted unit inside is hit. Grenades can be thrown between buildings up to 6". You must have line of sight to the room your
target occupies to fire at it. Each room has line of sight to each adjacent room, and any room with exterior windows has a line of
sight up to 45 degrees either side of its windowed frontage.
Tanks cannot drive through buildings.

WEAPONS

Weapons maximum Range Point blank Close range Long range


24" - 8” 16”
36" 2” 12" 24"
48" 4” 16" 32"
Weapons used by Infantry never count as being close or long range.
Weapons can fire 1 shot (1 dice) each turn.

ARMY LISTS
Note that these army lists are only a small fraction of the total forces available, and only represent the Mid War period. To utilize
the complete forces of each army, purchase the full army lists through our publisher on Wargame Vault. We have discounts and
starter sets available:
http://www.wargamevault.com/product/191978/Ostfront--Main-Rules

The full rules contain field guns, transports, air support and defense, fortifications and bunkers, and a full map campaign.

The full army lists contain most of the units of WW2, and their evolution over the war, from early variants to late ones.

Army lists start on the next page, and are kept to 1 page each for easy printing.

9
WEHRMACHT (GERMAN) ARMY LIST
Werhmacht Weapons:
Weapon Name Range Hit Type Notes
Rifles 12” - -
HMG 16” - -
AT rifle 16” 5+ -1 Cannot damage infantry.
Rocket Launcher 12” 4+ - Cannot damage infantry
Grenades 6” 4+ -
20mm 24” 5+ -1 Autocannon: +1 damage vs infantry
50mm 24” 3+ -
75mm 36” 3+ -
Long barrel 75mm 48” 3+ +1
88mm 48” 3+ +1

Weapons maximum Range Point blank Close range Long range


24" - 8” 16”
36" 2” 12" 24"
48" 4” 16" 32"
Weapons used by Infantry never count as being close or long range.
Weapons can fire 1 shot (1 dice) each turn.

Infantry Units: Key


Regular Infantry Platoon (2 bases) 10 points LV Light Vehicle
Assault Infantry (1 base) 10 points OT Open Topped
Conscripts (1 base) 3 points A/G Assault Gun
* Not a scoring unit
Wehrmacht Vehicles:
Name Points Move Hit Weapon Type Armor: Front Sides Rear Notes
Kubelwagon* 2 7½” - HMG - UA UA UA Light Vehicle, Open Topped
SDK 222 * 3 7” 5+ 20mm -1 L2 L2 L2 LV, OT, 1 HMG
Panzer III 7 4” 3+ 50mm - M L M
Stug III 13 4” 3+ 75mm - M L L A/G
Panzer IV 14 4” 3+ 75mm - M L L
Panther 31 5” 3+ Long 75mm +1 H2 L L Heavy Turret – Front only
Tiger 45 3” 3+ 88mm +1 H2 H H Super Heavy Turret

Note that all tanks have a hull-mounted HMG and a co-axial HMG, unless otherwise listed.
Assault guns have a hull-mounted HMG, unless otherwise listed

* Not a scoring unit: These units do not count towards the result of the battle when determining who has the most scoring units
within range of the objective.

10
SOVIET (RUSSIAN) ARMY LIST
Soviet Weapons:
Weapon Name Range Hit Type Notes
Rifles 12” - -
HMG 16” - -
AT rifle 16” 5+ -1 Cannot damage infantry
Rocket Launcher 12” 4+ - Cannot damage infantry
Grenades 6” 4+ -
45mm 24” 4+ -
76mm 36” 4+ -
85mm 36” 3+ +1

Weapons maximum Range Point blank Close range Long range


24" - 8” 16”
36" 2” 12" 24"
48" 4” 16" 32"
Weapons used by Infantry never count as being close or long range.
Weapons can fire 1 shot (1 dice) each turn.

Infantry Units: Key


Regular Infantry Platoon (2 bases) 10 points LV Light Vehicle
Assault Infantry (1 base) 10 points OT Open Topped
Conscripts (1 base) 3 points A/G Assault Gun
* Not a scoring unit
Soviet Vehicles:
Name Points Move Hit Weapon Type Armor: Front Sides Rear Notes
GAZ-67 * 2 7” - HMG - UA UA UA Light Vehicle, Open Topped
BA-10 * 4 5” 4+ 45mm - L2 L2 L2 LV, 2 HMGs
T-70 5 5½” 4+ 45mm - L L L No hull HMG
T-34/76 10 5½” 4+ 76mm - M M M No co-axial HMG
KV-1 29 3” 4+ 76mm - H2 H2 H Heavy Turret, Turret-Rear HMG
SU-85 15 5½” 3+ 85mm +1 M M M A/G, No hull HMG

Note that all tanks have a hull-mounted HMG and a co-axial HMG, unless otherwise listed.
Assault guns have a hull-mounted HMG, unless otherwise listed

* Not a scoring unit: These units do not count towards the result of the battle when determining who has the most scoring units
within range of the objective.

Note that the KV-1 does not count as having a heavy turret to the rear.

11
UNITED STATES ARMY LIST
U.S. Weapons:
Weapon Name Range Hit Type Notes
Rifles 12” - -
HMG 16” - -
AT rifle 16” 5+ -1 Cannot damage infantry
Rocket Launcher 12” 4+ - Cannot damage infantry
Grenades 6” 4+ -
37mm 24” 4+ -
75mm 36” 4+ -

Weapons maximum Range Point blank Close range Long range


24" - 8” 16”
36" 2” 12" 24"
48" 4” 16" 32"
Weapons used by Infantry never count as being close or long range.
Weapons can fire 1 shot (1 dice) each turn.

Infantry Units: Key


Regular Infantry Platoon (2 bases) 10 points LV Light Vehicle
Assault Infantry (1 base) 10 points OT Open Topped
Conscripts (1 base) 3 points A/G Assault Gun
* Not a scoring unit
U.S. Vehicles:
Name Points Move Hit Weapon Type Armor: Front Sides Rear Notes
Willy's Jeep * 2 7” - HMG - UA UA UA Light Vehicle, Open Topped
Greyhound* 4 5½” 4+ 37mm - L L2 L2 LV, 2 HMGs
Stuart 6 6” 4+ 37mm - L L L Fast Turret
Sherman 9 4½” 4+ 75mm - M L L Heavy Turret - Front
Lee 9 4” 4+ 75&37mm - M L L 75mm: A/G, 37mm: Turret

Note that all tanks have a hull-mounted HMG and a co-axial HMG, unless otherwise listed.
Assault guns have a hull-mounted HMG, unless otherwise listed

* Not a scoring unit: These units do not count towards the result of the battle when determining who has the most scoring units
within range of the objective.

12
BRITISH ARMY LIST
British Weapons:
Weapon Name Range Hit Type Notes
Rifles 12” - -
HMG 16” - -
AT rifle 16” 5+ -1 Cannot damage infantry
Rocket Launcher 12” 4+ - Cannot damage infantry
Grenades 6” 4+ -
2-Pdr 24” 4+ - No HE (Cannot damage infantry)
6-Pdr 36” 4+ - No HE (Cannot damage infantry)

Weapons maximum Range Point blank Close range Long range


24" - 8” 16”
36" 2” 12" 24"
48" 4” 16" 32"
Weapons used by Infantry never count as being close or long range.
Weapons can fire 1 shot (1 dice) each turn.

Infantry Units: Key


Regular Infantry Platoon (2 bases) 10 points LV Light Vehicle
Assault Infantry (1 base) 10 points OT Open Topped
Conscripts (1 base) 3 points A/G Assault Gun
* Not a scoring unit
British Vehicles:
Name Points Move Hit Weapon Type Armor: Front Sides Rear Notes
Bren Carrier* 2 5” - HMG - L2 L2 L2 Light Vehicle, Open Topped
Tetrarch* 4 6½ 4+ 2-Pdr - L2 L2 L2 Light Vehicle, No hull HMG
Valentine 6 3” 4+ 6-Pdr - M M M No HMGs
Matilda 8 3” 4+ 2-Pdr - H M M Heavy Turret No hull HMG
Churchill 22 3” 4+ 6-Pdr - H2 H M Heavy Turret

Note that all tanks have a hull-mounted HMG and a co-axial HMG, unless otherwise listed.
Assault guns have a hull-mounted HMG, unless otherwise listed

* Not a scoring unit: These units do not count towards the result of the battle when determining who has the most scoring units
within range of the objective.

13

You might also like