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Table of Contents

Introduction................................................3
Organizing a Battle.........................................3
Main Rules..................................................4
Infantry..................................................4
Movement...............................................4
Weapons................................................5
Damage.................................................6
Suppression and Morale.................................6
Morale Effects.........................................7
Low on Ammunition......................................7
Infantry and Line of Sight.............................8
Cover, Trenches and Fortifications........................8
Light Cover............................................8
Trenches and Heavy Cover...............................9
Fortifications.........................................9
Barbed Wire..............................................10
Cavalry..................................................10
Movement..............................................10
Attacks...............................................10
Damage................................................11
Suppression and Morale................................11
Cavalry and Line of Sight.............................11
Dismounting and Mounting Up...........................11
Out-Flanking..........................................12
Cavalry and Fortifications............................12
Artillery................................................12
Attacking with Artillery..............................13
Indirect Weapons......................................13
Damaging Artillery....................................14
Abandoned Artillery...................................15
Artillery and Suppression.............................15
Notes on Craters......................................15
Vehicles.................................................16
Movement and Firing...................................17
Damage................................................17
Armored Cars..........................................17
Tanks.................................................18
Difficult Terrain, Mud and Bogging Down...............18
Vehicles and Line of Sight............................18
Poison Gas...............................................19
Deploying Gas.........................................19
The Effects of Gas....................................19
Protection – Gas Masks................................19
Table of Contents
Gas Over Time.........................................20
The Evolution Of Warfare...................................21
Early War (1914 - 1915)..................................21
Mid War (1916)...........................................21
Late War (1917 - 1918)...................................22
Setting Up a Westfront Game................................23
Choose Period, Theater and Determine Season..............23
Army Lists...............................................23
Orders from H.Q............................................23
Orders Cypher............................................23
Briefing from H.Q........................................23
Allied Orders – Cypher Sheet...............................24
Central Powers Orders – Cypher Sheet.......................25
Orders in Detail...........................................26
Artillery Support........................................26
Conducting a Creeping Barrage............................26
Preliminary Bombardments.................................27
Objectives...............................................27
Sniping and Concealment..................................27
Allied Orders............................................29
Central Powers Orders....................................30
Deployment and Gameplay....................................31
Deployment...............................................31
The Game Turn............................................32
Random Events............................................33
Random Artillery Target..................................34
Communication............................................34
Sending Supplies.........................................36
Requests and Responses from H.Q..........................36
Communication Example....................................37
Getting Lost.............................................38
Blunders.................................................39
Game Length..............................................39
Results..................................................40
Taking Prisoners.........................................40
Allied Army List...........................................41
Central Powers Army List...................................46
Game Markers...............................................49
Printing Double Sided......................................49
Introduction
Westfront is designed to be a balance between simplicity, historical accuracy
and fun. This game can be played in any theater of the first world war, from
the traditional trenches and mud of the western front, to the maneuver warfare
of the eastern front, the campaigns in Africa or the middle-east, the hills of
Italy or the coast of the Ottoman Empire.
We divide WW1 into 3 periods. 1914 – 1915 is “Early War”, 1916 is “Mid War”,
and 1917 – 1918 is “Late War”. In this way balanced battles can be fought with
the unique flavor of the various periods. For more information on what effect
the different periods have, see The Evolution of Warfare on page 21.
This rule set assumes you are familiar with the Great War. If you are not, we
recommend watching “WW1 the complete documentary series” on youtube:
https://www.youtube.com/watch?v=pzf9aHZmCAM

Organizing a Battle
For a Westfront game you will need 2 armies: 1/72 scale miniatures are cheap
and widely available, 15mm miniatures are smaller and also have a wide range.
smaller scales like 10mm and 12mm would also work.
You will need a roughly 6' X 4' tabletop with appropriate terrain, at least
four 6-sided dice (called “D6” in these rules), a 6-sided scatter dice with 4
arrows and 2 hit markers on it, 2 circular blast markers – one 3” diameter and
one 6” diameter, some small colored markers – red, yellow, green and blue, and
you will also need some circular 3” diameter smoke/crater markers. These can be
made from paper – one side should say “smoke” or have an image of smoke, and
one side should say “crater” and or have an image of a crater. These will be
used for howitzer explosions that then become craters – an important feature of
WW1 battles! You will also need paper and pens/pencils. Printable howitzer
explosion templates are included at the end of these rules, as well as gas mask
markers, and a variety of other useful markers. Westfront also utilizes
defenses like barbed wire and trenches, which come in 12” sections. Barbed wire
can be made by coiling some wire in a 12” stretch or by drawing some wire on a
12” long piece of paper. Trenches and fortifications can be made using paper –
12” X 3” is a good size, but 12” X 1” works too.

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Main Rules

Infantry
Infantry are organized in bases. Each base should be 3” X 1.5” in size,
although they can be any rectangular size, provided both sides of the battle
have the same size bases. Each base will have a number of miniatures on it
depending on the scale of miniatures you use; for 1/72 scale around 4
miniatures is enough, but smaller scales like 15mm or 12mm could have as many
as 10 miniatures.
Infantry are divided into 4 main types:
Regulars are the mainstay line infantry unit, deployed as a platoon consisting
of 2 bases, each representing about 25 men. They have average morale and are
armed with Rifles and Grenades.
Sub-Par Infantry are green units with little experience, and are deployed as a
single base of about 25 men. Sup-Par Infantry are only armed with rifles, and
have poor morale.
Assault Infantry are veteran fighters with combat experience, and are deployed
as a single base consisting of around 12 men. Assault infantry have good
morale, are armed with rifles and grenades, and gain a +1 bonus to damage when
attacking other infantry, or infantry-based targets like cavalry or field guns.
Assault infantry are also capable of outflanking: They start the game in
reserve (off the table) and roll a D6 each turn. On a 4+ they arrive and may
move on from any table edge, but not within the enemies deployment zone.
If assault infantry aren't deployed as out-flanking, they can make a free 6”
move after deployment is finished, but before the game starts.
Machine Gun Teams consist of about 4 men manning a single machine gun. They
count as regular infantry for the purposes of morale. Machine gun teams should
be mounted on a 1.5” X 1.5” base. They don't count as being armed with anything
besides their machine gun for the purpose of this game. While in real life they
would have rifles, pistols, grenades and suchlike, a unit of 4 men isn't enough
to inflict the kind of damage we track in Westfront, especially when they're
busy manning a machine gun.
Movement
Infantry can move up to 3” per turn and fire rifles and/or throw grenades, but
they must stay still to fire weapons like machine guns or anti-tank rifles
(described later under The Evolution of Warfare). Infantry can run up to 6” per
turn, but they may not fire any weapons while running. Infantry can choose to
go to ground provided they stayed still this turn, and they become -1 to damage
when targeted. Place a green marker on or near the base of any infantry gone to
ground. While gone to ground infantry can crawl forward up to 2”, but cannot
fire while doing this. They remain gone to ground while crawling.
Infantry can pivot on the spot for free, but it counts as moving. This means
Machine gun teams pivoting on the spot will be unable to fire that turn.

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Weapons
Infantry bases have a line of sight 45° either side of the front of their base.
They are usually armed with rifles, which have a 12” range. Regulars and
assault infantry also have grenades, which is really a cover-all term for close
assault weapons. “Grenades” includes pistols, shotguns, hand to hand combat,
flamethrowers and suchlike close range weapons. This close assaults attack has
a 6” range, and no line of sight restriction: It can be made against any target
within 6”. Close assaults / Grenades also ignore any modifiers for cover, and
do not require line of sight (so can be thrown over walls even if you can't see
the target unit). Machine guns and anti-tank rifles have a range of 16” and a
line of sight 45° either side of the front of their base just like rifles.
Line of sight examples are shown below:

Line of sight for rifles, machine guns and AT rifles

Line of sight for grenades (cover-all term for “close assaults”)


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Damage
When attacking infantry, roll 1D6 for each weapon targeting the base and
consult the Infantry Damage Table below, applying any and all modifiers.
For rifles and grenades, only roll 1D6 for each base attacking.
For example, one base of infantry attacking another base of infantry with rifles would roll
1D6. A vehicle firing 2 MGs at a base of infantry would roll 2D6, each consulting the table.

Infantry Damage Table


D6 Roll Result
1 Low on ammunition. Attacker is -1 to future damage rolls.
2 No effect
3 Suppressed. Cannot move or fire next turn.
4 Suppressed. Cannot move or fire next turn.
5 50% Casualties. Second time: Wiped out
6 50% Casualties. Second time: Wiped out
7+ Wiped out, dispersed or taken prisoner – Base is removed
Modifiers for infantry damage: Note that only a result of a 1
Light Cover -1 is “Low on Ammunition”. Results
Heavy Cover -2 of less than 1 count as “No effect”
Gone to Ground -1
Various weapons also have bonuses against infantry. Include these in the roll.

Suppression and Morale


If infantry become suppressed, they hit the ground and cannot move or attack
next turn. Place a yellow marker. Suppressed infantry count as gone to ground
if they take damage while suppressed. The Suppression only lasts 1 turn, after
which they can act as normal – remove the marker at the end of the turn they
spend suppressed.
Every time an infantry unit is suppressed or takes 50% casualties, it must take
a morale check: Roll 1D6 and consult the table below, noting the type of
infantry, and applying any and all modifiers.
Infantry Morale Table
D6 Roll Regulars Sub-Par Infantry Assault Infantry
0 Broken Broken Broken
1 Broken Broken Wavering
2 Broken Broken Fine
3 Wavering Broken Fine
4 Fine Wavering Fine
5+ Fine Fine Fine
Modifiers for infantry morale:
Wavering -1
Morale effects like wavering and broken are covered on the next page.

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Morale Effects
Wavering: If a unit is wavering, they become -1 to all further morale checks
for the rest of the game. Place a blue marker.
If infantry become wavering while they are already wavering, there is no
further penalty. They stay wavering.
Broken: If a unit is broken, they can only move back towards their friendly
deployment zone as fast as possible. They may not make any attacks, and must
move in the most direct route back to their deployment zone. They can avoid
obstacles like barbed wire, but if any enemy infantry or vehicles are in the
way of their retreat, they are taken prisoner and removed from play. If the
unit who is broken are already inside their deployment zone, they must move
towards the closest table edge as fast as possible each turn.
Broken units cannot become suppressed, and they do not take morale checks.
Once inside their deployment zone. Broken units can roll a D6 every turn to
attempt to rally. On a 4+ they rally and are able to act as normal in later
turns. If they fail to roll above 4, they continue to move towards the closest
table edge as fast as possible. If they reach the edge of the table, they are
removed from the game.
A unit will always be broken for at least 1 turn, and afterwards can roll to
rally if they are inside their deployment zone. It takes 1 full turn to rally,
during which time the unit cannot move or attack. They may still go to ground
or put on gas masks during this time.
Rallying from being broken does not remove any markers for Wavering. Units that
were wavering before becoming broken will continue to be wavering once they
rally. Units that were not wavering before becoming broken will not be wavering
if they rally. This represents units who made a retreat but didn't suffer any
significant damage to their morale.
Fine: If a unit is fine they suffer no ill effects from the morale check, and
may continue fighting as normal.

Low on Ammunition
When an infantry unit makes an attack and gets a result of a 1, it is running
low on ammunition. Results of less than 1 count as “No effect” and do not
effect ammunition. Units inside their friendly deployment zone ignore running
low on ammunition, as they have supplies close at hand. Running low on
ammunition only counts for units that have left the deployment zone.
A unit that is low on ammunition is -1 to all future damage rolls, until it
receives supplies from friendly lines, or until it spends a full turn inside
the friendly deployment zone. See Sending Supplies on page 36.
Low ammunition markers are available at the end of these rules.
Note that vehicles do not run low on ammunition.

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Infantry and Line of Sight
Infantry cannot target enemy infantry if there are friendly infantry in the
way. A lane of fire is drawn from the front corners of the firing unit, to the
left and right-most edges of the target unit, as seen by the attackers. If
friendly infantry are in the way they can only use indirect attacks like
grenades.

These infantry can fire These infantry cannot fire rifles,


but could throw grenades if within range

Cover, Trenches and Fortifications


Light Cover
Infantry always get the benefit of the doubt with regards to cover. If you are
targeting infantry and there is something in the way like a tree or a dip in
the land, and part of the base is obscured, the infantry counts as in light
cover. Check line of sight from the unit firing, and if there is any dispute,
simply roll a D6: on a 4+ the infantry are in light cover. Unless the infantry
are clearly in the open, its likely they will be in light cover. The one
exception to this is barbed wire, which never provides cover.
Light cover gives the infantry a -1 to any damage rolls against them. This can
be combined with gone to ground to produce a -2 to damage.
Indirect weapons ignore cover completely, unless that cover specifically states
that it provides protection from indirect weapons – see Trenches and Heavy
Cover below.
Grenades ignore cover altogether, even if it protects against indirect attacks.
Cover does not impede movement, and in many places the entire table would count
as “difficult terrain” and in some games slow down progress. In Westfront we
assume that infantry all have to contend with the same poor quality ground, and
so can all move as normal through any cover or uneven ground.

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Trenches and Heavy Cover
Trenches come in two types, and are paid for as part of the army lists at the
end of these rules. Trenches are placed along with the rest of your forces
during deployment, and are usually 12” in length, although these can be split
into shorter 6” sections. If you have pre-made trench terrain, measure the
rough length of the trenches and pay for each 12” or partial 12” length.
Shallow Trenches count as light cover, but also provide light cover (-1
damage) from indirect weapons like howitzers or grenades. If the unit attacking
is also inside the trench, this cover is negated, unless attacking a unit
partially covered by a bend in the trench.
Deep trenches count as heavy cover, and also provide the light cover from
indirect weapons. Heavy cover makes infantry -2 to damage while they're inside.
Once again if a unit is attacking from inside the trench, the cover is negated,
unless the unit being targeted is around a corner or bend in the trench, in
which case the unit gets light cover.
Infantry can go to ground inside trenches provided they stay still, but they
may not fire if they do so. They hit the bottom of the trench in order to
protect themselves.
Fortifications
Fortifications are placed along with the rest of your forces during deployment.
Pillboxes provide heavy cover, as well as -2 damage from indirect weapons.
They should be 3” X 3” in size Infantry cannot go to ground inside a pillbox.
Pillboxes were made of concrete, with small firing ports, and had a concrete
roof to protect them from indirect attacks. Only a single base of regular or
sub-par infantry can fit in a pillbox, or 2 bases of veteran infantry.
Dugouts provide the best cover possible, as they were dug deep underground,
and often reinforced with concrete. Dugouts should be 3” X 3” in size, with a
1” opening in the center of one side, opening into a deep trench system. They
must be placed connected to a deep trench, and cannot be deployed if you have
no deep trenches. Dugouts prevent infantry from being targeted by all weapons
except indirect weapons or grenades, and give -3 damage against indirect
weapons. Infantry cannot go to ground inside dugouts, nor can they fire out of
dugouts, unless their target is in the trench the dugout is connected to, and
partially visible in the opening of the dugout. In this case, infantry can fire
up out of the dugout with rifles only – and the target counts as in light
cover. Up to 2 bases of regular or sub-par infantry can fit inside a dugout, or
up to 4 bases of veteran infantry.
Infantry attacking dugouts can only attack by throwing grenades, and they must
be inside the trench connected to the dugout, and within 6” of the opening of
the dugout. In this manner infantry attacking a dugout can avoid taking any
fire from inside the dugout, but staying away from the entrance and throwing
grenades inside, as was often the case in real life. By the time enemy infantry
are inside your trenches, and you are hiding in a dugout, you have already
lost, and this is where massive casualties or complete surrender would happen.
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Barbed Wire
Barbed wire is paid for as part of your army, using the prices in the army
lists at the end of these rules, and deployed in 12” stretches, which are
placed during your deployment just like trenches and other fortifications.
Infantry and Cavalry cannot pass through barbed wire, unless they cut through
it. To cut through barbed wire, an infantry unit in base contact with the wire
must spend 2 entire turns cutting through the wire. The base doing the cutting
cannot make any attacks, or move, but they do count as gone to ground.
If the base making a cut in the wire is killed half way through cutting the
wire, another base can take over to finish the job. Place a marker on the wire
to show that it has been half cut (1 turn has been spent cutting it), and
another type of marker to show that it has been cut through. A wire-cutters
marker is ideal – One is provided at the end of these rules with the other
printable templates.
Once barbed wire has been cut, infantry can move through the cut in the wire,
but only 1 base at a time. Multiple units can move through in a turn, but if a
unit ends its turn in the cut section, no more units can move through.
Tanks moving over barbed wire remove the entire 12” section, but only after
they have completely moved past it.

Cavalry
Cavalry are organized in bases the same size as infantry (3” X 1.5”) and each
base represents roughly 5 horses and riders. At 1/72 scale 2 miniatures is
sufficient, but at smaller scales up to 4 or 5 miniatures can fit on each base.
Cavalry use similar rules to infantry, and come in 4 main types just like
infantry:
Regular Cavalry are the basic cavalry unit, they can fire rifles and throw
grenades on the move, and have average morale
Sub-Par Cavalry are poorly trained or inexperienced troops, are only armed
with rifles, and have poor morale.
Veteran Cavalry are elite units with extensive combat experience, armed with
rifles and grenades, and with excellent morale.
Mounted Machine Gun Teams are a few horsemen towing a machine gun and limber,
which takes some time to set up. They count as regulars for purposes of morale.
Movement
Cavalry can move up to 6” and still fire from horseback, or they can move up to
12” but cannot fire. In muddy terrain (see below) they cannot move more than 6”
per turn, but can always fire on the move. Cavalry cannot Go to Ground.
Attacks
Cavalry make attacks just like infantry, and have the same line of sight (45°
either side of the front of their base for rifles, and no line of sight
restriction for grenades / close assaults). Machine guns cannot be fired from
horseback, and instead must dismount and set up to be used.

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Damage
Cavalry take damage just like infantry – roll 1 D6 for each weapon targeting
them, or for each base targeting them in the case of rifles and grenades.
See the Infantry Damage Table above, or in the quick reference charts for the
result.
Cavalry count as an Infantry Based Target, meaning that any bonuses a unit gets
against infantry they will also get against cavalry. So assault infantry will
be +1 damage against cavalry, and weapons that inflict extra damage on infantry
will inflict that same extra damage on cavalry too.
Suppression and Morale
Cavalry that are suppressed cannot move or fire next turn, just like infantry,
but do not count as Gone to Ground. Cavalry take morale checks just like
infantry, rolling 1D6 and checking the Infantry Morale Table above, noting the
type of cavalry and the respective result.
Cavalry that are wavering or broken act exactly like infantry, being -1 to
further morale checks or having to retreat respectively. See Morale Effects in
the infantry section for more detail.
Cavalry and Line of Sight
Cavalry can shoot over friendly infantry units, and in the same way infantry
can target cavalry past friendly infantry. Cavalry cannot make attacks if there
are friendly cavalry in the way, unless with grenades. Cavalry provide light
cover to infantry if they are obscuring them from the firing unit.
Dismounting and Mounting Up
Cavalry can dismount during their movement phase, provided they haven't moved
more than 6”. On the turn they dismount they cannot make any attacks, and from
then on they count as infantry or their respective type: Regular cavalry become
regular infantry, sub-par cavalry become sub-par infantry, veteran cavalry
become assault infantry and mounted machine gun teams become machine gun teams.
Machine gun teams must stay completely still in order to dismount, they cannot
move up to 6” during the turn they dismount, but may face the direction in
which they wish to set up.
Cavalry while Dismounted
While dismounted cavalry act exactly like infantry; they may go to ground and
make all the attacks that their parent cavalry type could make. You can swap
them for an infantry base provided you remember which base they were – some
markers are provided at the end of these rules (Cavalry markers).
Machine gun teams act exactly the same as the infantry version, being able to
move or fire, and being represented by a 1” X 1” base.
The Horse Marker
Once a cavalry unit has dismounted, place a horse marker or horse handler at
the point they dismount. This marker should be 1” X 1” in size. The horse
marker counts as infantry for the purposes of damage, and if it becomes
suppressed or takes 50% casualties, it must take a morale check just like
infantry, and counting as a Regular Infantry unit, regardless of the cavalry
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type it came from – This is purely for simplicity, so you know that all horse
markers take the same kind of morale check. If the horse marker becomes broken,
it is removed immediately, as the horses scatter. Horses can become wavering.
The horse marker cannot go to ground and provides cover to infantry that are
obscured by it. The horse marker also cannot move.
A cavalry unit needs a horse marker in order to mount-up, but it doesn't have
to be their specific horse marker, they can mount-up at any horse marker.
Mounting Up
To re-mount their horses, the cavalry unit must be within 6” of a horse marker
(can be any horse marker). Place the cavalry unit halfway between the horse
marker and the mounting cavalry unit. Once cavalry have mounted up, they can
move up to 6” OR fire, but not both. Machine gun teams cannot move or fire on
the turn they mount up, as it takes extra time to pack the gun.
Once a cavalry unit has re-mounted, they count as cavalry from then on.
Out-Flanking
All types of cavalry units can outflank, just like assault infantry. This
represents their speed and ability to appear from unexpected areas.
If cavalry are deployed as out-flanking, they start the game in reserve. Roll a
D6 for each cavalry unit every turn (including the first) and on 4+ the cavalry
unit arrives, and may move on from any table edge, but not within the enemies
deployment zone. The only exception is that cavalry cannot move on from a table
edge within 12” of an enemy trench. This takes into account that sentries will
be watching from the trench and it will make it more difficult for cavalry to
arrive inconspicuously.
If cavalry are not deployed out-flanking, they may make a free 6” move after
deployment is complete, but before the game starts. If both players have
cavalry that need to make free moves, the player who will take the first turn
moves theirs first.
Cavalry and Fortifications
Cavalry cannot move into or over fortifications like trenches, dug outs and
pillboxes. They must dismount before entering these areas. This means that from
mid war onwards on the western front theater, cavalry cannot move through
either players deployment zone, as the entire area counts as shallow trenches
(see The Evolution of Warfare on page 21).

Artillery
Artillery in Westfront is divided into 4 categories:
Trench Mortars are small to medium size indirect-firing weapons, deployed in a
battery and mounted on a 3” X 1.5” the same size as an infantry unit.
Each base represents 4 - 5 mortars or 1 – 2 heavier mortars.
Trench mortars include the Stokes mortar, minenwerfers and the mortier de 58mm.
Field Guns are small to medium caliber flat-firing guns, usually with gun
shields and deployed on a 2” X 2” base. They may have some indirect capability,
but usually rely on open-sighted firing and shrapnel that is most effective
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when fired in a flat trajectory, so we don't count them as Indirect.
Each base represents roughly 2 guns, but at 1/72 scale you can have a single
miniature on each base, but smaller scales like 15mm could have 2.
Field guns include the 37mm Maxim gun, the various 77mm German field guns, and
the canon de 75.
Howitzer Batteries are medium to large caliber indirect-firing weapons,
deployed in a battery and mounted on a 3” X 3” base. These include QF 4.5-inch
guns, 18-Pdrs and 15cm SFH guns, usually with an explosive load of under 50kg.
Each base represents a battery of around 4 guns, firing in turns to keep up a
continuous fire. At 1/72 scale one howitzer miniature and crew per base is
sufficient. At smaller scales 2 guns could be mounted per base.
Heavy Howitzers are the larger howitzers and German heavy mortars. They are
deployed in a battery and are mounted on a 3” X 3” base. Each base represents 1
or 2 large guns, but at 1/72 scale one howitzer miniature is sufficient.
Heavy howitzers include BL 12-inch howitzers and the German 21 cm and 42 cm
Mörser. These guns have incredible destructive power, and usually a shell load
of over 100kg of high explosive. They were capable of annihilating even heavily
entrenched targets, and German troops near the point of impact of 42 cm Mörser
rounds described not being able to breathe for a few moments after the
explosion. They were more than 100m away from the impact...

German 42cm Mörser


Attacking with Artillery
All artillery has a line of sight exactly like infantry: 45° either side of the
front of their base. Artillery cannot move, but can spend a turn to pivot on
the spot and set up to fire in a new direction. Artillery cannot fire on the
turn they pivot.
Indirect Weapons
Trench mortars, howitzer batteries and heavy howitzer batteries are all
indirect weapons. They ignore cover completely, unless the cover specifies some
protection from indirect weapons. Indirect weapons can fire over obstacles, and
do not need to be able to “see” their target. In Westfront we assume artillery
spotters are working during the game, calling in targets and corrections to
allow artillery to target anything on the table. This keeps things simple.
Trench Mortars simply choose a target within 24” and then roll damage,
applying a +1 to the Infantry Damage Table. They do not need line of sight, and
ignore cover. Some cover like deep trenches and pillboxes will provide defense

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against these indirect attacks.
Field Guns generally have a range of 36”. Some smaller caliber weapons like
the Maxim 37mm or 77mm L/20 only have a range of 24”. Field guns simply choose
a target within line of sight and roll damage. They must be able to see the
target in order to fire. Field guns get a +1 bonus to the Infantry Damage
Table, except at long range where they gain no bonus. Each field guns range is
listed in the army lists. Guns with a 36” range count as long range when firing
beyond 24”, while guns with a 24” range are long range when firing beyond 16”.
Howitzer Batteries must fire during the Support phase, as they require some
guessing of range. Choose a point on the table as the target for each battery.
Within 40” is considered Standard Range, 40-60” is considered Long Range, and
beyond 60” the shot is wasted and has no effect.
Howitzers use the 3” diameter circular small blast markers (smoke / crater) at
the end of these rules. Place the blast marker, with the smoke side up, at the
point of impact, and roll a number of D6 and the scatter dice (with 4 arrows
and 2 “hit” markers) depending on range:
At Standard Range, howitzers scatter 1D6”
At long Range, howitzers scatter 2D6”
Once the final positions of the blast markers have been resolved, any units
under immediately take damage, at +1 to the Infantry Damage Table.
The smoke provides light cover (-1 damage) to anything partially obscured by
it, and heavy cover (-2 damage) to anything completely obscured by it (more
than 80% covered). Smoke does not provide cover from indirect attacks.
At the start of your turn, flip over any smoke markers to show the crater side.
The crater will remain on the table for the rest of the game. It counts as a
shallow trench, and can provide light cover for a single base of infantry at a
time.
Within 20”, howitzers have to fire open sights; they no longer count as
indirect, and must be able to see their target to fire. They essentially count
as a field gun when firing open sights. Howitzers do not scatter when firing in
this way, and simply chose a target within range and vision, and roll damage.
No smoke/crater marker is placed, but rather a single base or vehicle is
targeted. Howitzers are still +1 to damage tables in this mode of fire.
Heavy Howitzers function the same as regular howitzer batteries, but they have
no maximum range. Beyond 60” they scatter 3D6”.
Heavy howitzers are +2 to the Infantry Damage Table. They place 3” diameter
smoke markers which becomes craters at the start of your next turn just like
regular howitzers. Heavy howitzers cannot target units within 20”, as this is
under the minimum elevation for many of these weapons. Many heavy howitzers
were also mounted on high gun carriages – up to 15ft / 5m high.
Damaging Artillery
Artillery count as infantry for the purposes of damage. Roll 1D6 for each
weapon targeting the artillery and consult the Infantry Damage Table on page 6.
Artillery can become suppressed, wavering, and broken just like infantry. Once
14
the artillery have been wiped out, or are broken, the artillery piece counts as
abandoned and may no longer fire. More information on abandoned artillery
below.
Abandoned Artillery
Abandoned artillery bases cannot fire, they effectively count as destroyed when
adding up remaining forces at the end of the game. Abandoned artillery can be
captured by enemy scoring units, provided they are within 3” of the artillery
base at the end of the game. See Results on page 40 for more information.
Abandoned artillery pieces can be destroyed by friendly infantry, as they stuff
grenades into the barrel, or lay a charge of explosives. It takes 2 full turns
to destroy an abandoned artillery piece in this way, and the infantry must be
within 3” and cannot do anything else during these turns. After these 2 turns
have passed, the artillery base is removed and can no longer be captured.
Artillery crews can also destroy their own guns, if ordered to do so (see
Blunders on page 39). It takes them 2 full turns as usual, after which the
artillery piece is removed and can no longer be captured.
Artillery and Suppression
Heavy artillery exploding near units caused them to take cover. To represent
this, any infantry or cavalry unit within 6” of a blast from a howitzer or
heavy howitzer battery becomes suppressed, but doesn't need to take a morale
check. There is one exception to this rule – German machine gun teams in late
war who have advanced through creeping barrages in order to fire on the enemy.
See The Evolution of Warfare for more information.
Note that the distance measured is from the edge of the 3” diameter smoke /
crater marker, not from the center.
Notes on Craters
Craters count as shallow trenches for the purpose of cover. This means -1
damage from regular attacks, and -1 damage from indirect attacks. Infantry
bases that are more than halfway inside the crater will gain these benefits,
but only 1 base of infantry can shelter in each crater.
Craters from howitzer explosions destroy any fortifications that they cover. So
if a smoke or crater marker is placed on a deep trench, the area covered by the
crater no longer counts as a deep trench, but rather as a shallow trench.
Pillboxes and dugouts can be destroyed in this manner too, although part of a
pillbox may remain intact. If a dugout entrance is covered by a howitzer
crater, each unit inside must take a standard damage roll to try and get out.
If they are Suppressed they are spending the turn trying to dig themselves out.
If they take 50% casualties, these casualties will be from and being buried
alive. Provided they weren't suppressed, the unit in the dugout may leave
during the turn it rolls the damage. Place them in base contact with the
recently destroyed dugout entrance, they may not make any further moves this
turn, and many not attack.

15
Vehicles
Vehicles are listed in the army lists, and each has a unique set of properties.
These properties are as follows:
Points is how many points each vehicle costs. If you want to take 2 Rolls-Royce
Armored Cars and they cost 8 points each, it will cost you 16 points in total.
Move is how far each vehicle can move in inches.
Armor is what kind of armor the vehicle has.
L is “Light” and represents about 1mm - 10mm of armor.
M is “Medium” and represents about 10mm – 20mm of armor.
H is “Heavy” and represents 30mm or more of armor.
Some vehicles have different armor on the front, and this is noted. The front
of the vehicle is 45° either side of the front facing of the vehicle,
everything else counts as the sides or rear (which are usually the same armor).
Weapons and Notes cover the armaments of the vehicle, and what kind of line of
sight these weapons have.
Vehicles are divided into two types: Armored Cars and Tanks. The type of the
vehicle is specified in its name. So a Whippet Tank is a tank, for example.

An example of side-forward and side-rear sponsons,


and their respective lines of sight.

16
Movement and Firing
Vehicles can move up to their specified movement distance and fire all of their
weapons once each per turn. They must declare which weapons are targeting which
enemy units all at once, and then resolve the damage. Do this for each vehicle
one by one, declaring its targets, resolving the damage and then moving on to
the next vehicle.
Damage
Vehicles cannot be damaged by rifle fire, but machine guns, grenades and
artillery are all capable of damaging, or even destroying a vehicle.
When targeting a vehicle with machine guns, AT rifles or grenades, roll on the
Vehicle Damage Table below, applying any and all modifiers for weapon type and
armor. When attacking with field guns or trench mortars, you must roll a 4+
before inflicting damage. When attacking with Howitzers or Heavy Howitzers, you
must roll scatter and place a blast marker as usual (unless in close range). If
the blast marker touches the vehicle, roll damage.
Vehicle Damage Table
D6 Roll Result
1 No effect
2 Mobility damage – Half movement. Second time: Immobilized
3 Weapon knocked out – any 1 weapon of attackers choice
4 Engine destroyed – Immobilized. Second time: destroyed
5 Bursts into flames – vehicle is destroyed.
6 Explodes – Vehicle is destroyed.
Infantry within 1” take damage (no modifier)
Modifiers for vehicle damage:
WEAPON TYPES ARMOR
Machine Gun -3 Light +1
AT Rifle -2 Medium (no modifier)
Grenades -1 Heavy -1
Trench mortars (no modifier)
Field Guns +1
Howitzers +2 (Ignores heavy armor)
Heavy Howitzers +2 (Ignored heavy armor)
Note that Immobilization by mobility damage does not count as Engine Destroyed.

Armored Cars
Armored cars can elect to move double their specified distance, but cannot fire
any weapons if they do so. This is called moving flat out. Most armored cars
have turrets, which can usually rotate around and target anything within range,
but some only cover a certain area, and this is listed in the Weapons and
Notes section. Armored cars cannot move through barbed wire, and cannot move
over trenches of any type. They cannot move through pillboxes, but can move
over the top of dugouts.
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Armored cars cannot be used in muddy terrain, as they were built for roads or
flat hard surfaces. They did not fare well off road! This is why you determine
season before writing army lists, as if the season is muddy, you will know not
to take armored cars.
Tanks
Tanks cannot move flat out like armored cars, but many are designed to move
over trenches (like the Mk. I, Mk. IV, and Mk. V tanks). These tanks can move
over trenches at their normal speed. Other tanks cannot move over trenches.
In order to turn, tanks must pivot on the spot. They cannot move forward on any
turns they spend pivoting, and must roll to bog down if in difficult terrain
(see below). Tanks can pivot as far as they like during a turn. Up to 180° in
either direction.
Tanks and Morale
Tanks can be extremely unnerving, especially when they're rolling into the
trench you occupy. If a tank moves into contact with an enemy unit, that unit
must immediately roll a morale check. Any bases touched by the tank can be
effected in this way.
Difficult Terrain, Mud and Bogging Down
Vehicles moving over difficult terrain like craters made by artillery, or any
muddy area (usually the entire table if the season is muddy) must roll to Bog
Down: Roll a D6, and on a 1 the vehicle becomes bogged down. You must roll this
every time the vehicle moves over difficult terrain, or every time it moves if
the season if muddy. Becoming Bogged Down was a major factor of tank losses in
the first world war, so don't be surprised if many tanks are lost this way.
Once a vehicle is Bogged Down, it cannot fire any weapons, and cannot move.
For each vehicle that is Bogged Down, roll a D6 at the start of your turn. On a
1 the vehicle breaks down and counts as destroyed, on a 6 the vehicle is able
to get itself out of the difficult terrain, and may move on as normal. Usually
it will have to test again to bog down as soon as it moves, unless it can
completely extricate itself from the difficult terrain.
Some tanks have un-ditching beams which allow them to un-bog on a 4+ instead of
on a 6.
Vehicles and Line of Sight
Vehicles can attack over top of any infantry units, even friendly infantry.
Vehicles can be targeted by any units, even if there are friendly infantry or
cavalry in the way. Vehicles are large enough of a target and high enough off
the ground that friendly units in the way are in no harm of being hit. Vehicles
can provide light cover to infantry and cavalry, but only solid cover like
buildings or pillboxes can provide cover for vehicles.

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Poison Gas
Poison gas is deployed primarily from cylinders positioned in no mans land, or
from gas shells fired by artillery – although this was somewhat less effective
due to lower concentrations. In Westfront poison gas is ordered by H.Q. in
combination with attacks, and is part of the orders and random events.

Deploying Gas
When you are provided with Gas support via orders or random events (the order
will say “General Attack / Gas release”), choose a point on the tabletop, and
scatter 2D6”. place the gas cloud (6” in diameter) at the point indicated.

The Effects of Gas


There were a variety of different poisonous gasses used in the first world war,
but the main one we will use in Westfront is chlorine gas, which was used by
both sides, and first used in 1915. Chlorine gas creates a thick greenish
cloud that floats over the battlefield, blinding and choking soldiers who don't
have gas masks or who are too slow getting their masks on.
Line of Sight
Poison gas gives light cover to units partially obscured by the cloud, and
units can only see up to 3” through the cloud. Any further and line of sight is
completely blocked.
Damage
Poison gas inflicts damage against any unit that comes into contact with it.
The damage is always at +2, and even vehicles are effected. In the case of
vehicles the damage results are more an effect of the crew being incapacitated
rather that damage to the vehicle itself.
The damage is first inflicted when the gas cloud is placed. After the cloud has
been placed, Each player will roll damage for any of their units in contact
with the gas cloud at the start of each of their turns.

Protection – Gas Masks


All units can put on gas masks, which will protect them completely from poison
gas. It takes one entire turn to put on gas masks, and the unit cannot do
anything else while putting them on. Place a gas mask marker (provided at the
end of these rules) on the base of units wearing gas masks.
Once wearing gas masks, units move half speed – as they must carefully look
down to see where they are going and generally have much worse situational
awareness, they also can't make any attacks beyond 12”. This means a machine
gun team with gas masks on can only fire up to 12”, instead of their usual 16”.
Units can spend another turn to take off gas masks, after which they operate as
normal. It takes an entire turn to take off gas masks, during which the unit
cannot do anything else like moving or attacking.

19
Gas Over Time
Roll 1D6 for each gas cloud at the start of each new game turn. On a 1 the gas
cloud dissipates and is removed. On a 5+ the gas cloud propagates and a second
gas cloud is placed in base contact with it. Roll a scatter dice to determine
which direction the new cloud is placed. If the result is a “hit”, use the
small arrow in the hit marker, or re-roll until an arrow is rolled.
Roll again for each cloud at the start of your turn. In this way gas attacks
can be long ordeals, spreading over the entire battlefield, as was often the
case. If the attack dissipates right away, it was likely a single gas shell
from an artillery piece.

20
The Evolution Of Warfare

Tactics and doctrine changed dramatically throughout the war. Many things were
tried, and only some succeeded. The following conditions effect all factions
depending on the period chosen:

Early War (1914 - 1915)


In the opening years the factions involved expected a quick war that would be
fought in the old style – large pitched battles with infantry formations
engaging each other in the open, and massed cavalry charges exploiting gaps and
driving home the decisive victory. These notions were shattered by 1915.
Artillery
In early war, creeping barrages were only used sporadically towards the end of
1915 and had yet to be optimized. By 1916 they had become the standard.
Due to this, all “Creeping Barrage” support given from H.Q. will instead be a
“Preliminary Bombardment”, and howitzers may only ever target enemy units,
instead of targeting no-mans land like a creeping barrage would.

Mid War (1916)


1916 saw the introduction of tanks, and the standardization of combined arms
artillery and infantry tactics. By this time networks of support trenches
stretched back behind the front lines on the western front.
Machine Gun Teams
The British machine gun corps developed tactics of indirect fire, allowing them
to fire over the heads of friendly infantry. These tactics were quickly copied
by other nations, and so in mid war all machine gun teams can fire through
friendly infantry, regardless of them being in the way.
Support Trenches
If the theater is the western front, the entirety of each players deployment
zone counts as an area of shallow trenches. In this fashion infantry will
always be in light cover (-1 damage) while in their deployment zone, and
receive minor protection from indirect attacks (also -1 damage).
The only exception to this rule are grenades which ignore all cover completely.
Artillery
By 1916 creeping barrages were consistently effective, and so can be used as
normal.
Artillery can also be deployed Entrenched, in which case it counts as in a deep
trench, but can only fire indirectly. This costs an extra 4 points per gun.
Field guns – which are flat-firing only - must be deployed in pillboxes in
order to fire. In this case you pay for the cost of the pillbox, and only the
single field gun can fit inside. No other friendly units may enter while the
field gun is still active. Once it is abandoned, anyone may enter as usual.
Note that craters placed inside a deployment zone in the western front in this
period are superfluous, and can be recycled if craters are needed elsewhere.
21
Late War (1917 - 1918)
In late war many desperate measures were tried to break the stalemate, and
other reactions to specific technologies were developed – namely anti-tank
rifles designed to deal with tanks.
All the advances of mid war apply to late war (Indirect machine gun fire,
support trenches and creeping barrages), as well as the following:
German Machine Gun Team Tactics
In the later stages of the war, German machine gun teams were trained to
advance through enemy creeping barrages, deploy in no-mans land and gun down
advancing infantry as they following the barrage. This tactic required steely
resolve from the German gunners.
As such, machine gun teams of the central powers no longer become suppressed by
close howitzer fire (which would usually cause automatic suppression within
6”), provided they are outside their deployment zone.
German Anti Tank Rifles
The tankgewehr M1918 was a 13.2mm anti-tank rifle made by the Mauser company
and produced from January 1918. In late war, all regular and assault infantry
of the central powers are armed with this rifle. It can fire 16”, and has a
line of sight exactly the same as rifles. Infantry units must stay still to
fire anti tank rifles, but can fire them in combination with any other weapons
they have.

22
Setting Up a Westfront Game

Choose Period, Theater and Determine Season


A period must be chosen, either early, mid or late.
Choose a theater of war to play, and depending on the theater, roll for season.
Note down the theater and season on a piece of paper. In Westfront we break WW1
into 4 theaters: The Western Front, The Eastern Front, Africa and the Middle-
East, and a variety of mountainous regions.
Western Front – Roll a D6: on a 3+ the entire tabletop is mud.
Eastern Front – Roll a D6: on a 5+ the entire tabletop is mud.
Africa and the Middle-East – Clear terrain, no mud.
Mountainous Regions – mountainous terrain, Roll a D6: on a 5+ the entire
tabletop is mud. The terrain could have a river and mountains overlooking it,
or be a mountainous region on a coast.

Army Lists
The first step is to write up the army lists for your forces. Decide on a
points limit – a good limit for an average sized game is 250 points, but
battles as large as 500 points can be played. The army lists are provided at
the end of these rules. One player will be playing as the Allies, the other
will be playing as the Central Powers. Players can take any of the universal
units they wish, but must chose only vehicles from the selected period.

Orders from H.Q.

Before the battle starts, each side will be issued with orders from H.Q. These
must be followed throughout the battle, and depending on the order you will
have victory points assigned for completing objectives. Victory points will
give an indicator of the outcome of the battle and are covered later.
In order to receive orders, you will need to determine your orders cypher.

Orders Cypher
Each player will need to roll a D6 to determine the code cypher being used.
This will prevent the enemy knowing what kind of battle plan you will be using.
Both players should roll a D6 in secret and note the result on their planning
phase. They will have a cypher number between 1 and 6.

Briefing from H.Q.


Before the game starts, draw a card from a regular deck of playing cards.
Both players should look at the card and consult their Orders – Cypher Sheet on
the following pages to determine their orders. Once the orders have been
issued, each player should note them on a piece of paper, and placed it face-
down. The cards are then returned to the deck, and reshuffled.
23
Allied Orders – Cypher Sheet
Cypher 1 Cypher 2 Cypher 3
Card Order Type Card Order Type Card Order Type
2 A 2 K 2 M
3 B 3 L 3 C
4 C 4 M 4 L
5 D 5 G 5 N
6 E 6 H 6 D
7 F 7 D 7 H
8 G 8 J 8 F
9 H 9 N 9 E
10 I 10 F 10 J
J J J I J G
K K K C K B
Q L Q B Q A
A M A A A K
Jk N Jk E Jk I

Cypher 4 Cypher 5 Cypher 6


Card Order Type Card Order Type Card Order Type
2 B 2 C 2 L
3 M 3 K 3 F
4 A 4 B 4 K
5 H 5 J 5 E
6 I 6 N 6 J
7 N 7 I 7 G
8 D 8 H 8 I
9 J 9 G 9 D
10 G 10 E 10 H
J E J D J N
K F K L K M
Q K Q M Q A
A C A F A B
Jk L Jk A Jk C
Orders Overview:
A - General Attack / prelim J – Hold / No Orders
B – Attack Left Flank / Prelim K – General Attack / Creeping Barrage
C – Attack Right flank / Prelim L – General Attack / Gas Release
D – Hold / No Orders M – Attack and Capture Mine Crater
E – Hold – Snipe Enemy N – Reconnoiter Enemy Position
F – General Attack / No Support
G – Hold / No Orders
H – Hold – Observe for Artillery
I – Hold – Reinforcements Avail.
24
Central Powers Orders – Cypher Sheet
Cypher 1 Cypher 2 Cypher 3
Card Order Type Card Order Type Card Order Type
2 A 2 K 2 M
3 B 3 M 3 L
4 C 4 B 4 K
5 D 5 I 5 H
6 E 6 G 6 I
7 F 7 J 7 E
8 G 8 N 8 D
9 H 9 E 9 J
10 I 10 F 10 G
J J J H J F
K K K L K C
Q L Q C Q A
A M A A A N
Jk N Jk D Jk B

Cypher 4 Cypher 5 Cypher 6


Card Order Type Card Order Type Card Order Type
2 B 2 N 2 C
3 C 3 A 3 K
4 L 4 M 4 N
5 I 5 J 5 E
6 J 6 F 6 D
7 H 7 I 7 G
8 F 8 E 8 H
9 E 9 G 9 F
10 D 10 H 10 J
J G J D J I
K A K B K M
Q N Q K Q B
A K A C A L
Jk M Jk L Jk A
Orders Overview:
A - Hold / No Orders J – General Attack / Prelim
B – Hold – Observe for Artillery K – Counter-Attack
C – Hold – Reinforcements Avail. L – Hold – Snipe Enemy
D – General Attack / No Support M – Hold – No Orders
E – Attack with Storm Troopers N – Reconnoiter Enemy Position
F – Attack Left Flank / Prelim
G – Attack Right Flank / Prelim
H – General Attack / Gas Release
I – General Attack / Creeping Barrage
25
Orders in Detail
Artillery Support
Many orders specify artillery support. The exact amount of support depends on
the size of your force: The number of artillery determined is referred to as X.
100 – 199 points 4 howitzer batteries
200 – 299 points 6 howitzer batteries
300 – 499 points 8 howitzer batteries
500+ points 10 howitzer batteries
These howitzers will always be regular howitzer batteries (not heavy howitzers)
and will be off-table, controlled by HQ. You will be told where and when you
can select targets, after which you will roll 2D6” scatter to determine the
final position to place the blast marker and resolve casualties & suppression.
Conducting a Creeping Barrage
In a creeping barrage, off-table artillery will provide a curtain of fire that
advances just in front of friendly infantry, shielding them from enemy fire
with smoke and shrapnel. Creeping barrages must be carried out as follows, and
only happen over the first 4 turns of the game. Creeping barrages cannot
directly target enemy units, but they can scatter on to them.

Turn 1: No barrage targets closer Turn 2: Barrage targets must be within


than the halfway point of the table. halfway line and 8” from enemy lines.

Turn 3: Barrage targets must be within Turn 4: Targets must be at least 8”


8” of enemy front lines behind enemy front lines

26
Preliminary Bombardments
Preliminary bombardments will usually occur after deployment is finished, but
before the game starts. If you receive an order mid-game that includes a
preliminary bombardment, you will undertake the bombardment in your Support
phase.
Preliminary bombardments must choose targets within the enemy deployment zone,
and can target enemy units, unlike creeping barrages. They scatter 2D6”, and
count as a standard howitzer battery for the purposes of damage.

Objectives
When told to capture the left flank, or to capture the right flank, refer to
the image below:

To capture an objective area, you must clear that area of enemy units, and have
at least 1 unit inside at the end of the game.
If you are ordered to conduct a general attack, you can capture any and all of
the 3 objective areas (the left flank, center, and right flank).

Sniping and Concealment


Snipers
Some orders will ask you to nominate sniper units. These units can target
enemies beyond 12” with their rifles. Inside 12” they act exactly the same as
regular infantry (or dismounted cavalry), but beyond 12” and up to 20”, snipers
can attack with their riles. Attacking at long range like this, snipers can
only ever inflict Suppressed results on the infantry damage table. They cannot
inflict casualties at long range. They could kill a man per turn, but in an 8
or 9 turn Westfront game, this still wouldn't amount to 50% casualties of a
regular unit of infantry.

27
Concealment
Units that are concealed cannot be targeted by enemies. If an enemy unit comes
within 6” of a concealed unit, roll a D6. On a 4+ the concealment is removed.
Each turn an enemy unit spends within 6” they can roll to try to remove the
concealment, and each unit within 6” can roll. There is no limit to how many
units can attempt to remove the concealment, and this can be done for free –
the units can act as normal while trying to “detect” a unit.
This means that 4 or 5 enemy bases sent out to find a concealed enemy unit will
likely detect them very quickly, if not immediately.
If a unit that is concealed moves more than 3” or makes any kind of attack, the
concealment is removed immediately. “Concealed” markers are available at the
end of these rules.

28
Allied Orders
General Attack / Prelim (or “No Support”)
You are to conduct a general attack. If “Prelim”, you will be provided with a
preliminary bombardment. Choose X number of howitzer targets (as described in
Artillery Support above) after deployment, but before the game has started.
Attack Left Flank / Prelim
You are to attack and hold the enemies left flank. You will be provided with a
preliminary bombardment. Choose X number of howitzer targets after deployment,
but before the game has started.
Attack Right Flank / Prelim
You are to attack and hold the enemies right flank. You will be provided with a
preliminary bombardment. Choose X number of howitzer targets after deployment,
but before the game has started.
Hold / No Orders
Hold your position. Do not advance your troops outside of your deployment zone.
Hold – Snipe Enemy
Bring up your best sharp-shooters to harass the enemy. 2 of your infantry (or
dismounted cavalry) units will be nominated as snipers. (See Snipers and
Concealment above).
Hold – Observe for Artillery
An artillery observer has been placed in your midst. You may select 1 target
per turn that is within 24” of one of your units, and visible. The target will
be hit with a regular howitzer strike on a 4+ each turn. The strike scatters
2D6”.
Hold – Reinforcements Available
We have information that an enemy attack is afoot, and as such reinforcements
will be available to your sector should this attack eventuate. If any of your
units are wiped out, they may move on from your table edge on a 4+ each turn.
General Attack / Creeping Barrage
Conduct a general attack supported by a creeping barrage. (see Conducting a
Creeping Barrage) above. You will have X number of artillery targets per turn.
General Attack / Gas Release
Conduct a general attack supported by a gas release. Choose a point in no mans
land (the area between the two deployment zones) for a gas cloud to be placed.
See Poisonous Gas for how the gas cloud will act over time and its effects.
Attack and Capture Mine Crater
Our men have tunneled under the enemy positions and placed a large explosive
charge. After deployment, but before the game starts, choose a point in the
enemy deployment zone for the mine to be placed. Scatter 2D6” and place the
large (6” diameter) blast marker. Any units touched by the marker take +2
damage, which ignores cover completely. Your men are to capture the crater.
Reconnoiter the Enemy Position
Send out one unit to reconnoiter the enemy position. They count as concealed.
Once they get to within 6” of the enemy lines, they can return.
29
Central Powers Orders
Hold / No Orders
Hold your position. Do not advance your troops outside of your deployment zone.
Hold – Observe for Artillery
An artillery observer has been placed in your midst. You may select 1 target
per turn that is within 24” of one of your units, and visible. The target will
be hit with a regular howitzer strike on a 4+. The strike scatters 2D6”.
Hold – Reinforcements Available
We have information that an enemy attack is afoot, and as such reinforcements
will be available to your sector should this attack eventuate. If any of your
units are wiped out, they may move on from your table edge on a 4+ each turn.
General Attack / Prelim (or “No Support”)
You are to conduct a general attack. If “Prelim”, you will be provided with a
preliminary bombardment. Choose X number of howitzer targets (as described in
Artillery Support above) after deployment, but before the game has started.
Attack with Storm Troopers
You are to conduct a general attack, and you will be supported by D6 storm
trooper bases, who enter play on a 4+ each turn. They may move on from any
table edge, but not inside the enemies deployment zone. They are Assault
Infantry as described in the infantry rules.
Attack Left Flank / Prelim
You are to attack and hold the enemies left flank. You will be provided with a
preliminary bombardment. Choose X number of howitzer targets after deployment,
but before the game has started.
Attack Right Flank / Prelim
You are to attack and hold the enemies right flank. You will be provided with a
preliminary bombardment. Choose X number of howitzer targets after deployment,
but before the game has started.
General Attack / Gas Release
Conduct a general attack supported by a gas release. Choose a point in no mans
land (the area between the two deployment zones) for a gas cloud to be placed.
See Poisonous Gas for how the gas cloud will act over time and its effects.
General Attack / Creeping Barrage
Conduct a general attack supported by a creeping barrage. (see Conducting a
Creeping Barrage) above. You will have X number of artillery targets per turn.
Counter-Attack
Push the enemy back at all costs, prevent them from taking any objectives.
Hold – Snipe Enemy
Bring up your best sharp-shooters to harass the enemy. 2 of your infantry (or
dismounted cavalry) units will be nominated as snipers (See Snipers and
Concealment above).
Reconnoiter the Enemy Position
Send out one unit to reconnoiter the enemy position. They count as concealed.
Once they get to within 6” of the enemy lines, they can return.
30
Deployment and Gameplay

Deployment
Once the theater and season have been determined, the army lists written,
orders received from H.Q., and the table set up with appropriate terrain, it is
time to deploy the forces and start the game.
Determine Deployment Type
Roll a D6, On a 1-3, the deployment is a pitched battle:

Pitched Battle Deployment

On a 4-6, the deployment is a short edges battle:

Short Edges Deployment


Determine who deploys first
Both players roll a D6. The player with the highest score can choose to deploy
first and then take first turn once the other player has deployed, or give the
same opportunity to the other player. In the event of a tie, re roll the dice
until a clear winner is confirmed.

31
One player will deploy first (lets call them “Player A”), placing all their
forces and any fortifications and barbed wire they have purchased in their army
list, then the next player will deploy their forces and fortifications (Player
“B”). Player B can then attempt to steal the initiative, in which case they can
take the first turn. To do so, player B must roll a D6: On a 5+, they are able
to steal the initiative and can take the first turn, otherwise Player A will
take the first turn.

The Game Turn


Once both players have deployed, Players will carry out any preliminary
bombardments or free moves, and then the game begins. The player who takes the
first turn will take theirs, then the second player will take their turn, after
which 1 full game turn has elapsed. Keep track of the current game turn on a
dice placed somewhere on the battlefield or nearby table.
Each turn is made up of a number of phases. Turns proceed in this order:
I. Draw Random Event Card
Draw one card from a standard playing card deck, and note the effect in
the Random Events chart below.
II. Reinforcements & out-flanking
Roll for any units that have been deployed out-flanking or any
reinforcements. Units that enter play can move on from a table edge.
III. Movement Phase
All units may move. Note any units who have moved too far to be able to
shoot, or have gone to ground.
IV. Support Phase
Conduct any indirect artillery attacks, and any creeping barrages.
The enemy must note any units that are suppressed and must take morale
checks immediately if necessary.
V. Attack Phase
Conduct all regular shooting by rifles, field guns and grenades.
The enemy must note any units that are suppressed and must take morale
checks immediately if necessary.
VI. Morale Phase
Remove any Suppressed markers from the last enemy turn, and attempt to
rally any units who are broken and inside your deployment zone, provided
they weren't broken during the last enemy turn.
VII. Communication and Supply
Send any messages from forward units, and any orders or supplies to
them. Roll to see if any runners have been killed.
Make requests to H.Q., and receive their responses.
During this phase you will remove the “low ammunition” markers from any
units who have received supplies, or who have spent a full turn inside
the friendly deployment zone.

32
Random Events
Each turn each player should draw a card from the deck and consult the
following table, applying the result.
Random Event Table
Card Result
2 Cut off from H.Q. - No further communications can be made except
by carrier pigeon or runner (see Communications below)
3 Cut off from H.Q. - No further communications can be made except
by carrier pigeon or runner (see Communications below)
4 Re-established communications with H.Q. - Communications as
normal with H.Q.
5 Re-established communications with H.Q. - Communications as
normal with H.Q.
6 A Unit gets lost - Choose one unbroken infantry or cavalry unit
outside your deployment zone and roll a D6. On a 4+ that unit
becomes lost. If the result is less that 4, you must choose
another unit. Keep rolling until one unit gets lost. Draw another
card if none of your units are eligible. See Getting Lost below.
7 Reinforcements – One platoon of regular infantry (2 bases) moves
on from your rear-most table edge.
8 Reinforcements – One Machine Gun Team moves on from your rear-
most table edge.
9 Concealment – Choose one infantry unit to become Concealed.
10 Tunnelers Appear – Choose a point anywhere in no man's land and
scatter 2D6”. A base of Assault infantry appears at this
position. They count as moving 3”, but can choose to go to ground
or put on gas masks instead of attacking or moving further.
J Aircraft Strafing Run – D6 enemy units within 12” of each other
are attacked, rolling on their respective damage table(s).
The attacks count as indirect attacks.
K Blunder – H.Q. Makes a huge mistake. See the Blunder table below.
Q Random Gas Attack – Roll a random artillery target (as indicated
below), scatter 2D6”, and place a gas cloud.
A Random Artillery Attack – Roll a random artillery target (as
indicated below), scatter 2D6” and place a 3” diameter blast
marker. The attack could be a one-off, or sustained barrage.
Joker New Orders – Draw another card. Both players should look at it,
re-roll their orders cypher and note their new orders.

33
Random Artillery Target
Some random events require you to roll a random artillery target.
Roll a D6 and consult the image below. The first 3 points (numbered 1, 2, 3)
are along the front lines of the enemies deployment zone, one in the direct
center, and one on each side, equidistant from the center and the edges of the
table. The next 3 points are in the same position, but along the halfway point
of the table, directly between the 2 deployment zones in no man's land.
Random Artillery Target

All random artillery targets scatter 2D6”. Gas attacks simply place a gas
cloud, and Random Artillery Attacks could potentially be a single stray shell,
or a sustained barrage. Roll a D6 to determine which. On a 1-3 the attack is a
single stray shell, on a 4-6 the attack is a sustained barrage.
A sustained barrage will produce a number of blast markers equal to half your
usual artillery support number (see page 26). Each of these will scatter 2D6”
from the random artillery target as specified from the image above. Roll a D6
after each sustained barrage. On a 6 the barrage ceases, otherwise the
sustained barrage will continue each turn, always on the same target. Place a
Sustained Barrage marker, supplied at the end of these rules.

Communication
During the game communication will be important, as you send requests to H.Q.,
receive new orders, and try to keep in contact with units that have left the
safety of your lines.
In Westfront we assume that all units within your deployment zone are
immediately under your command, and do not require special means of
communication to receive orders. Once units leave your deployment zone, they
count as Forward Units, and will follow the orders from H.Q. that were active
when they left. For example a unit that left while a “Capture left Flank” order
was active will attempt to capture the left flank, even if the orders change
34
back at your lines.
In order to send units outside your deployment zone them new orders, or for
them to report their situation, runners or pigeons must be used.
Runners and Pigeons
For the purposes of this game, runners and pigeons will both be treated
identically. They carry a message up to 12” per turn, but you must roll a D6
each turn they are running through no man's land, or the enemies deployment
zone. On a 4+ the runner or pigeon is killed and the message fails to get
through. Runners and Pigeons can move through barbed wire and other obstacles.
They cannot be directly targeted by enemy units, but can still be hit by
howitzer fire that scatters on to them. In this case, roll damage for them as
if regular infantry. If they are suppressed, they cannot move next turn, and if
they take 50% casualties, they are removed. Runners do not take morale checks,
but still become suppressed by having howitzers explode within 6” of them.
You may dispatch as many messages as you like to troops beyond your lines, and
we have provided runner tokens at the end of these rules. The orders you
dispatch will be the current orders from H.Q. Write the order letter (A-N) you
wish to send on the back of the runner token in pencil.
Units can also send messages back to the friendly lines using runners as
described above. The following messages can be sent from forward units:
Message Number Message Details
1 Have captured objective area, request
reinforcements.
2 Have captured objective area, request
permission to capture other objectives.
3 Low on ammunition - Request Supplies
4 Request artillery strike at these co-
ordinates
5 Taking heavy casualties, permission to
withdraw immediately
6 Cease artillery barrage, you're firing on
friendlies!
Each unit may only send 3 messages throughout the course of the game. Once a
unit has sent a message, place 2 runner tokens under their base, or near them,
to show they only have 2 messages left. Once these messages are spent, the unit
cannot send any more messages. Place a runner with a strike-out token.

Responding to Forward Units


Since the only orders you can issue to forward units are those given to you by
H.Q., you cannot give specific answers to requests. If a unit requests
reinforcements, you can either send reinforcements, or ignore them. If a unit

35
requests permission to advance, you can either issue a “general attack” order
to let them know they can capture other objectives, or ignore them. To order a
unit to withdraw, send a “Hold the line” order – this will mean they must pull
back and hold your front lines. The “General Attack” order can be given as long
as the current orders from H.Q. are some kind of “Attack” order, and the “Hold
the Line” orders can be given as long as the current orders from H.Q. are some
kind of “Hold” order. Since orders being issued from your lines will always be
in letter format (A-N), and messages from forward units will be in number
format (1-6), you will know which direction runners are heading. Runners with a
letter order on them will be heading towards forward units, and runners with a
number message will be heading for your lines / deployment zone.

Sending Supplies
If a forward unit requests supplies, you can send them with a runner. Write “S”
on the back of the runner to signal supplies. Once the unit has received
supplies, they can remove their “Low Ammunition” at the end of the turn, in the
Communication and Supply phase. This runner can still be killed on a 4+ each
turn as per usual, in which case the supplies don't get through.

Requests and Responses from H.Q.


Once you have received a message from a forward unit, you may make a request to
H.Q. The messages received will allow the following requests to H.Q.:
Message Details Possible Requests to H.Q. Response from H.Q.
Have captured objective -Request Reinforcements One platoon (2 bases)
area, request of infantry arrive from
reinforcements. your rear table-edge.
Have captured objective -Permission to conduct Current orders change
area, request permission General Attack to “General Attack / No
to capture other support”
objectives.
Low on ammunition - None None
Request Supplies
Request artillery strike - Request Artillery strike 1 Artillery strike, at
at these co-ordinates at specified co-ordinates position up to 24” from
unit who requested it
Taking heavy casualties, - Permission to withdraw Current orders change
permission to withdraw all units to front lines to “Hold Position”
immediately
Cease artillery barrage, - Please cease sustained Sustained Barrage stops
you're firing on artillery barrage immediately
friendlies!

36
Responses from H.Q.
If communications are open between your lines and H.Q. (this is the default,
provided you have not been Cut off from H.Q. by a random event) you may submit
requests to H.Q. As soon as you receive a message from a forward unit. Roll a
D6, the request will be accepted on a 5+, in which case apply the “Response
from H.Q.” column in the table above in the following turn. The only exception
to this is the “Sustained barrage stops immediately” response, which is always
accepted. You may only make one request for each message you receive from a
forward unit.
Note that you many only make a single request to H.Q. per turn, and you must
have a message from a forward unit to do so. You cannot just call in endless
artillery strikes on targets!
If you have been Cut off from H.Q., you must send a runner to H.Q. before your
request can be processed. Roll a D6, on a 4+ the runner gets through. It takes
an entire turn for the runner to reach H.Q. If the runner makes it to H.Q., the
next turn you can can roll as usual to see if the request is accepted (5+).

Communication Example
In the communication and supply phase of turn 4 you receive a message from a
forward unit asking you to stop a sustained barrage on their position, but you
have been cut off from H.Q. You must first send a runner to H.Q. You roll a 4+
and the runner gets through, but you must wait until next turn to receive the
response from H.Q. In turn 5 the barrage continues in the support phase, but is
ordered to stop immediately during the communication and supply phase. If it
was a different response, you would have to roll a D6 and score a 5 or higher
in order to have the request granted, but the “Sustained barrage stops
immediately” is automatically accepted. The barrage will not continue in turn
6.

37
Getting Lost
Units that are lost no longer allow you to control them. Roll a D6 to determine
what they do each turn: Note that they will put on gas masks if there is a gas
cloud within 12” of them, and remove them if there is no gas cloud within 18”.
D6 Result
1 Unit stays put, and is now gone to ground
2 Unit is now gone to ground. If unit is already gone to
ground, it crawls 2” in a random direction (roll the
scatter dice to determine which direction – re-roll if
the result is a “hit”)
3 Unit changes facing in a random direction (roll the
scatter dice) and fires on any unit in its line of sight
(friend or foe). If there is more than one unit,
randomize which unit it attacks. The unit will attack
with everything it can.
4 Unit cautiously advances in the open, moving 3” in a
random direction and firing on any unit in its line of
sight (friend or foe). If there is more than one unit,
randomize which unit it attacks. The unit will attack
with everything it can.
5 Unit runs 6” to the closest shell hole or trench. If
there are more than 1 that seems to be the “closest” roll
a D6 to determine which they move to.
6 Unit runs 6” in a random direction (roll the scatter dice
to determine the direction)
Becoming “found”
If a lost unit enters their friendly deployment zone, they no longer count as
Lost and return to normal They will not open fire on friendlies once inside
their friendly deployment zone. If a friendly unit moves within 6” of the lost
unit, they no longer count as Lost. Likewise if the lost unit moves within 6”
of a friendly unit, they are no longer Lost.

38
Blunders
H.Q. has failed to grasp the situation, and/or have given orders that will be
extremely detrimental to the health of your units. Roll a D6:
Blunder Table
D6 Result
1 Over the top boys - All available units must head out
into no mans land in a desperate attempt to secure any
objectives (or die trying). This counts as giving the
“General Attack” order.
2 Destroy your artillery – The enemy is getting too close,
destroy all artillery on the table by explosives
immediately.
3 Will accept no further requests – All future requests to
H.Q. will be denied
4 Withdraw your men – We're pulling back! Withdraw your men
off the rear-most table edge immediately. Destroy any
artillery pieces you have, don't let any fall into the
enemies hands
5 Friendly artillery barrage – Roll a random artillery
target, but from the point of view of your enemy (so
1,2,3 will be targets in your front lines, and 4,5,6 will
be targets in the center of the table in no man's land)
This could be a single stray shot or sustained barrage.
6 Friendly artillery barrage – Roll a random artillery
target, but from the point of view of your enemy (so
1,2,3 will be targets in your front lines, and 4,5,6 will
be targets in the center of the table in no man's land)
This could be a single stray shot or sustained barrage.

Game Length
The game will last for 8 game turns, after which you roll a D6 each turn to
determine if the game will continue or not.

End of Turn D6 result needed for the game to continue


8 3+
9 4+
10 5+
11, 12, 13, etc. 6 (Game can continue indefinitely)

39
Results
At the end of the game, add up the following points for each side:

Event Victory Points


Captured enemy artillery piece or battery
By having at least one unit within 3” of an 10 points
abandoned artillery piece, and no enemy units per base
within 3”
Enemy unit taken prisoner 10 points
By moving into contact with a Broken unit, or per base
having a broken unit attempt to withdraw into
one of your units.

Also add any victory points for orders that are currently in play, and whose
conditions have been met:
To capture an objective, you must have at least 1 unit inside that area,
and there must be no enemy units in that area.

Order Victory Points


General Attack 10 points per
By capturing either the left flank, center, or sector captured
right flank of the enemies front lines.
Attack Left/Right Flank
By capturing the left / right flank of the 20 points
enemies lines
Hold Position -10 points per
Points are lost for each unit outside your unit outside
deployment zone. deployment zone
Reconnoiter Enemy Position
By successfully sneaking within 6” of the enemy 20 points
lines and returning to your deployment zone.

Taking Prisoners
Units that move into contact with a broken enemy unit can take them prisoner,
but they cannot undergo any further actions like attacking during that turn.
Vehicles cannot take prisoners.
If a broken enemy unit withdraws into one of your units, they are taken
prisoner also, but the unit who captured them can still act as normal when it
comes to your turn. This keeps things simple as you don't have to remember
which unit captured prisoners last turn.

40
Allied Army List

Allied Weapons
Weapon Range Long Range Notes
Rifle 12” -
Grenades 6” - Indirect. Ignores cover
Machine Gun 16” -
Stokes Mortar 24” - Trench Mortar
37mm / 24” >16” Field gun.

75mm / 76mm 36” >24” Field gun


6-Pdr 36” >24” Counts as field gun
4.5” / 13 Pdr 60” >40” Howitzer
Heavy Howitzer Unlimited >40” Heavy howitzer

Artillery Damage Table


Vs. Infantry:
Artillery Type In the open Shallow Deep Trench Pillbox Dugout
Trench
Field Gun +1 No modifier -1 -1 N/A
Field Gun No modifier -1 -2 -2 N/A
(long range)
Trench Mortar +1 No modifier -1 -1 -2
Howitzer +1 No modifier -1 -1 -2
Heavy Howitzer +2 +1 No modifier No modifier -1
Note: Subtract 1 if target is gone to ground.

41
Allied Early War Units
Infantry platoon (2 bases) 10 points
Sub-Par Infantry (1 base) 3 points
Assault Infantry (1 base) 10 points
Machine Gun Team (1 base) 4 points
Regular Cavalry (1 base) 8 points
Sub-Par Cavalry (1 base) 5 points
Veteran Cavalry (1 base) 12 points
Stokes Mortar Battery (1 base) 15 points
37mm Field Gun 5 points
75mm or 76mm Field Gun 8 points
Howitzer Battery (4.5” or 13-Pdr) 26 points
12” Shallow Trench Section 3 points
12” Deep Trench Section 6 points
12” Barbed Wire Section 4 points
Pill Box 10 points
Dug-Out 6 points

Allied Early War Vehicles


Vehicle Points Move Armor Weapons and Notes
Canadian Armored 5 4” L2 2 HMGs – one covering the front 180°,
Autocar one covering the rear 180°

Lanchester 5 8” L2 Turret-mounted HMG – 360° LOS


Armored Car
Minerva Armored Car 4 4” L2 HMG - 360° LOS, Open Topped

Peerless Armored Car 5 2½” L2 2 Turret-mounted HMGs, one on the left


and one on the right. The turrets
cannot target anything on the opposite
side.

Peugeot 146 6 4” L2 Turret-mounted 37mm Puteaux gun


Armored Car Turret can rotate 90° per turn

Renault Armored Car 4 4½” L2 HMG – 360° LOS, Open Topped

Rolls-Royce 8 7” L Turret-mounted HMG – 360° LOS


Armored Car
White Armored Car 6 10” L2 Turret-mounted HMG – 360° LOS

42
Allied Mid War Units
Infantry platoon (2 bases) 10 points
Sub-Par Infantry (1 base) 3 points
Assault Infantry (1 base) 10 points
Machine Gun Team (1 base) 3 points
Regular Cavalry (1 base) 8 points
Sub-Par Cavalry (1 base) 5 points
Veteran Cavalry (1 base) 12 points
Stokes Mortar Battery (1 base) 15 points
37mm Field Gun 5 points
75mm or 76mm Field Gun 8 points
Howitzer Battery (4.5” or 13-Pdr) 26 points
Heavy Howitzer Battery 35 points
12” Shallow Trench Section 3 points
12” Deep Trench Section 6 points
12” Barbed Wire Section 4 points
Pill Box 10 points
Dug-Out 6 points

Allied Mid War Vehicles


Vehicle Points Move Armor Weapons and Notes
Austin Armored Car 6 5½” L 2 X Turret-mounted HMGs – 360° LOS

Canadian Armored 5 4” L 2 HMGs – one covering the front 180°,


Autocar one covering the rear 180°

Garford-Putilov 8 2” L 76mm cannon in rear-mounted turret,


Armored Car with 150° LOS either side of the rear.
2 X Hull-front mounted HMGs

Lanchester 5 8” L Turret-mounted HMG – 360° LOS


Armored Car
Minerva Armored Car 4 4” L2 HMG - 360° LOS

Mk. I Male Tank 21 2” Front: M 2 X 6-Pdrs in side-forward sponsons,


Side: L each with 90° LOS from side to front
Hull-forward mounted HMG with 20° LOS
Rear: L either side of mount

Mk. I Female Tank 25 2” Front: M 4 HMGs in side sponsons – 2 facing


Side: L side-forwards, 2 side-rear, each with
90° LOS
Side: L Hull-forward mounted HMG with 20° LOS
either side of mount
Mk. I, IV and V Tanks: These tanks can all cross trenches due to their length.

43
Allied Mid War Vehicles Continued
Peerless Armored Car 5 2½” L 2 Turret-mounted HMGs, one of the left
and one on the right. The turrets
cannot target anything on the opposite
side.

Peugeot 146 6 4” L Turret-mounted 37mm Puteaux gun


Armored Car Turret can rotate 90° per turn

Renault Armored Car 4 4½” L HMG – 360° LOS, Open Topped

Rolls-Royce 8 7” M Turret-mounted HMG – 360° LOS


Armored Car
Schneider CA1 Tank 18 2” L Right-front mounted 75mm – 20° LOS
either side of mount, 1 Left side HMG
– 180° LOS, 1 right-rear HMG, 90° LOS.

White Armored Car 6 6½” L Turret-mounted HMG – 360° LOS

Allied Late War Units


Infantry, cavalry and field guns all the same as mid war.

Allied Late War Vehicles


Vehicle Points Move Armor Weapons and Notes
Austin Armored Car 6 5½” L 2 X Turret-mounted HMGs – 360° LOS

Canadian Armored 5 4” L 2 HMGs – one covering the front 180°,


Autocar one covering the rear 180°

Garford-Putilov 8 2” L 76mm cannon in rear-mounted turret,


Armored Car with 150° LOS either side of the rear.
2 X Hull-front mounted HMGs

Lanchester 5 8” L Turret-mounted HMG – 360° LOS


Armored Car
Minerva Armored Car 4 4” L2 HMG - 360° LOS

Mk. IV Male Tank 31 2” M 2 X 6-Pdrs in side-forward sponsons,


each with 90° LOS from side to front
2 X HMGs in side-rear sponsons, each
with 90° LOS
1 hull-forward HMG with 20° LOS either
side of mount

Mk. IV Female Tank 25 2” M 4 HMGs in side sponsons – 2 facing


side-forwards, 2 side-rear, each with
90° LOS
1 hull-forward mounted HMG with 20°
LOS either side of mount

44
Allied Late War Vehicles (continued)
Vehicle Points Move Armor Weapons and Notes
Mk. V Male Tank 36 2” M 2 X 6-Pdrs in side-forward sponsons,
each with 90° LOS
2 X HMGs in side-rear sponsons, each
with 90° LOS
1 hull-forward and one Hull-rear HMG,
both with 20° LOS either side of mount

Mk. V Female Tank 30 2” M 4 HMGs in side sponsons – 2 facing


side-forwards, 2 side-rear, each with
90° LOS
1 hull-forward and one hull-rear HMG,
both with 20° LOS either side of mount

Peerless Armored Car 5 2½” L 2 Turret-mounted HMGs, one of the left


and one on the right. The turrets
cannot target anything on the opposite
side.

Peugeot 146 6 4” L Turret-mounted 37mm Puteaux gun


Armored Car Turret can rotate 90° per turn

Renault Armored Car 4 4½” L HMG – 360° LOS, Open Topped

Renault FT Tank 8 2” M Turret-mounted 37mm Puteaux gun OR HMG

Rolls-Royce 8 7” M Turret-mounted HMG – 360° LOS


Armored Car
Saint-Chamond Tank 28 2” M Front Mounted 75mm, Front, Rear and 2
X Side mounted HMGs, all with 20° LOS

Schneider CA1 Tank 16 2” L Right-front mounted 75mm – 20° LOS


either side of mount, 1 Left side HMG
– 180° LOS, 1 right-rear HMG, 90° LOS.

White Armored Car 6 10” L Turret-mounted HMG – 360° LOS

Medium Mark A 25 4” M 4 HMGs, one covering each section of


Whippet Tank the Tank – Front, sides and rear.

Mk IV and V Tanks:
These tank have unditching beams: They can un-bog on a 4+ instead of on a 6.

45
Central Powers Army List

Central Powers Weapons


Weapon Range Long Notes
Range
Rifle 12” -
Grenades 6” - Indirect. Ignores Cover
Machine Gun 16” -
Anti-Tank Rifle 16” - Only effective against vehicles
Minenwerfer 24” - Trench mortar
37mm 24” >16” Field gun
77mm L/16.5
77mm L/20
77mm FK 96 36” >24” Field gun
57mm / 6-Pdr 36” >24” Counts as field gun
Howitzer 60” >40” Howitzer
Heavy Howitzer Unlimited >40” Heavy howitzer

Artillery Damage Table


Vs. Infantry:
Artillery Type In the open Shallow Deep Trench Pillbox Dugout
Trench
Field Gun +1 No modifier -1 -1 N/A
Field Gun No modifier -1 -2 -2 N/A
(long range)
Trench Mortar +1 No modifier -1 -1 -2
Howitzer +1 No modifier -1 -1 -2
Heavy Howitzer +2 +1 No modifier No modifier -1
Note: Subtract 1 if target is gone to ground.

46
Universal Units for all Periods
Infantry platoon (2 bases) 10 points
Sub-Par Infantry (1 base) 3 points
Assault Infantry (1 base) 10 points
Machine Gun Team (1 base) 3 points
Regular Cavalry (1 base) 8 points
Sub-Par Cavalry (1 base) 5 points
Veteran Cavalry (1 base) 12 points
Minenwerfer Battery (1 base) 15 points
37mm Maxim / Short Barrel 77mm 5 points
77mm Feldkanone 96 8 points
Howitzer Battery (15-Pdr) 26 points
Heavy Howitzer Battery 35 points
12” Shallow Trench Section 3 points
12” Deep Trench Section 6 points
12” Barbed Wire Section 4 points
Pill Box 10 points
Dug-Out 6 points
Central Powers Early War Vehicles
Vehicle Points Move Armor Weapons and Notes
Erhardt E-V/4 15 6” L Turret-Mounted HMG – 360° LOS
Armored Car 2 X Side mounted HMGs, 45° LOS either
side of the mount

Junovicz P.A.1 13 3½” L 1 Hull-forward mounted HMG, 2 X Side


Armored Car mounted HMGs all with 45° LOS either
side of the mount

Romfell P.A.2 2 2½” L Turret-Mounted HMG – 360° LOS


Armored Car
Central Powers Mid War Vehicles
Vehicle Points Move Armor Weapons and Notes
Erhardt E-V/4 15 6” L Turret-Mounted HMG – 360° LOS
Armored Car 2 X Side mounted HMGs, 45° LOS either
side of the mount

Lancia Ansaldo IZ 10 6” L 2 X Turret-Mounted HMGs – 360° LOS


Armored Car
Junovicz P.A.1 13 3½” L 1 Hull-forward mounted HMG, 2 X Side
Armored Car mounted HMGs all with 45° LOS either
side of the mount

Romfell P.A.2 3 2½” L Turret-Mounted HMG – 360° LOS


Armored Car

47
Central Powers Late War Vehicles
Vehicle Points Move Armor Weapons and Notes
A7V Tank 40 2” Front: H Hull-forward mounted 57mm cannon. 20°
Side: M LOS either side of the mount
2 HMGs on each side, covering the
Rear: M entire side facing
2 HMGs covering the rear facing
Once Bogged down, the A7V remains
bogged down for the rest of the game.

Erhardt E-V/4 15 6” L Turret-Mounted HMG – 360° LOS


Armored Car 2 X Side mounted HMGs, 45° LOS either
side of the mount

Fiat-Terni Tripoli 6 6½” L Turret-Mounted HMG – 360° LOS


Armored Car
Lancia Ansaldo IZM 15 6” L 3 X Turret-Mounted HMGs – 360° LOS
Armored Car
Captured Mk. IV 33 2” M 2 X 6-Pdrs in side-forward sponsons,
Male Tank each with 90° LOS from side to front
2 X HMGs in side-rear sponsons, each
with 90° LOS
1 hull-forward HMG with 20° LOS either
side of mount

Captured Mk. IV 28 2” M 4 HMGs in side sponsons – 2 facing


Female Tank side-forwards, 2 side-rear, each with
90° LOS
1 hull-forward mounted HMG with 20°
LOS either side of mount

Junovicz P.A.1 13 3½” L 1 Hull-forward mounted HMG, 2 X Side


Armored Car mounted HMGs all with 45° LOS either
side of the mount

Romfell P.A.2 3 2½” L Turret-Mounted HMG – 360° LOS


Armored Car
Captured Whippet 28 4” M 4 HMGs, one covering each section of
Tank the Tank – Front, sides and rear

Late War Infantry Additions:


In late war, the infantry of the Central Powers (not including Sub-Par) are
armed with Anti-Tank rifles.

Captured Mk. IV and V tanks:


These tanks have unditching beams: They can un-bog on a 4+ instead of on a 6.

48
Game Markers
The following pages contain game markers to help you play and keep track of the
various conditions of your units, and for sending messages. 3” diameter
crater / smoke markers are also provided for howitzers, and a large 6” diameter
crater / smoke marker for mine explosions. You may need to print out multiple
copies of the smoke / crater markers as some games can go through quite a few
of them. Likewise with the Gas Cloud and various marker pages.

Printing Double Sided


Most marker pages are intended to be double sided. If you can print double
sided, do so. If not, print one of these pages, then feed it into the printer
again, but flip it over horizontally (from left to right). This should print
the backside exactly in line with the front.
Cut around the Crater side, as this side is the one that will be face up most
often, and that way if there is any misalignment, it will only be visible
during the single turn the smoke is face up.

GAME MARKER PAGES:

Note that the numbers given for printing are the exact numbers to print from
this PDF, not the page numbers at the bottom of this document.

51 / 52 – Double Sided - Large and Small Crater / Smoke


53 / 54 – Double Sided – Crater / Smoke
55 / 56 – Double Sided – Gas Mask markers, and some more Crater / Smoke
57 – Single Sided – Poison Gas Clouds and various markers
58 – Single Sided – Wire Cutters, Cavalry and some extra crater markers

49

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