Ostfront Quickfire PDF
Ostfront Quickfire PDF
Ostfront Quickfire PDF
Jensen
Table of Contents
INTRODUCTION........................................................................2
CREATING A BATTLE.................................................................2
DEPLOYMENT AND SCENARIO.................................................2
THE TURN ................................................................................3
VEHICLES..................................................................................3
ARMOR.....................................................................................5
INFANTRY.................................................................................7
COVER......................................................................................8
WEAPONS.................................................................................9
ARMY LISTS..............................................................................9
WEHRMACHT (GERMAN) ARMY LIST.....................................10
SOVIET (RUSSIAN) ARMY LIST................................................11
UNITED STATES ARMY LIST....................................................12
BRITISH ARMY LIST.................................................................13
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INTRODUCTION
WHAT YOU WILL NEED
Firstly you will need two opposing forces of the same scale, and a suitable 6'x4' table with terrain.
You will also need: Tape measure (in inches), 6 sided dice (referred to as "D6")
A protractor is also good to have for working out firing arcs and angles.
This may seem like a lot, but these are the basics of most tabletop games.
You'll also need markers; green, red, blue and yellow. These can be made from anything, and improvised.
We use small plastic counters, available at any toy store.
Flame markers for destroyed tanks are also useful. We use cotton balls painted to look like flames for our flame markers. Nothing
says “WW2” like a tabletop full of burning tanks!
Opposing forces are built from the army lists at the end of these rules. Both players agree to a points limit, and write lists in
secrecy. This can be done just before the game, as writing a list only takes a few minutes.
The full rules and complete army lists can be found on our page, along with battle reports, photos and updates:
https://www.facebook.com/ostfrontgame/
CREATING A BATTLE
For random battles, we usually agree on a period and points limit, write up our lists, and then roll to randomize the different
elements of the battle. 100 points is a good limit for a small battle, 200 for a medium sized battle, and 300 points for a large
battle.
DEPLOYMENT AND SCENARIO
Terrain (D6)
1 Dense City - 50% of table covered
2 Sparse City - 25% of table covered. River on a 5+ (with D3 bridges)
3 Countryside - D3 farmhouses, D3 forests
4 Desert - D3 Ruins
5 Destroyed City - Ruins cover 75% of map. D3 hardened fire positions (+2 cover)
6 Large Building – A single Central Factory or Refinery. Also D3 smaller buildings
Deployment (D6)
1-3 Short Edges - Each player deploys up to 18" from a short table edge
4-6 Pitched Battle - Each player deploys up to 10" from either long side
SCENARIO (D6)
1-3 GAIN GROUND
Three objectives are placed in the middle of the table, equidistant to both players. One in the centre, then one 18" away on
each side. The player at the end who has the most scoring units within 3" of an objective claims it. The player with the most
objectives wins. In a tie, compare the points of units left alive.
4-6 CENTRAL OBJECTIVE
One objective is placed in the centre of the table, players deploy as usual. The player with the most scoring units within 6" of the
objective at the end of the game is the winner. In a tie, compare the points of units left alive.
Once the Terrain, Deployment and Scenario have been established, and the table set up, and once both players have written
their army lists, then the game can begin. Firstly both player roll a D6: The winner can choose to deploy first and take first turn,
or give the same opportunity to the other player – forcing them to deploy first, but giving them the first turn. The player who
deploys first can choose which side of the table he wishes to deploy on, and places all his units on the table inside his
deployment zone (as determined above by the Deployment roll). The second player then deploys his forces in the opposing
deployment zone, and the game is ready to start.
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SEIZING THE INITIATIVE
The player who deployed first usually takes the first turn, unless his opponent is able to “seize the initiative” this may represent
having some kind of insider information or pre-warning about the battle, and allows the player who deployed second to take the
first turn. To seize the initiative, the second player to deploy must roll a 5 or higher (5+) on a D6. If he succeeds, he takes the
first turn, and has the advantage of seeing his enemies deployment, potentially out-deploying him, and making the first move.
GAME LENGTH
The game lasts for 7 Turns, at the end of the 7th turn roll a D6: on a 3+ the game continues.
8th turn: 4+ 9th turn: 5+ 10th turn, and all turns after: 6+ (game can continue indefinitely)
THE TURN
Players take turns consisting of the following actions, in this order:
Outflanking - Roll for any outflanking units to arrive. Units turn up on a 4+, regardless of turn.
Movement - Move all units and note any infantry who have gone to ground
Attack- All normal shooting and grenades. Morale checks are made as soon as damage is inflicted on infantry.
Morale – Remove the “pinned” marker from units pinned in the last enemy turn, and note that they have Gone to Ground
After both players have completed a turn, a single game turn has passed. Mark it on a dice.
The game will start to end after turn 7. (see game length above)
OUTFLANKING
Assault Infantry can be deployed "outflanking". They are not placed on the table at the start of the game.
At the start of each turn, including the first, roll one D6 for each outflanking unit.
On a 4+ that unit shows up, and may move on to the table from any edge
Out flankers may not move on from an edge in the enemy’s deployment zone.
MOVEMENT
During the movement phase, all units may move. Infantry who remain still can “go to ground” and count as having cover next
turn. Vehicles can move their listed movement and fire, or move 'flat out'. Moving flat out allows a vehicles to move double their
listed movement, but it may not fire any weapons that turn. Assault guns cannot move and fire.
ATTACK
In the attack phase all regular shooting and grenade attacks are made, as well as tanks and anti tank guns. Howitzers firing
directly can be fired in this phase instead of the support phase. Mortars are also fired in this phase, since they do not scatter. Any
infantry units that take 50% casualties are required to immediately take a morale check. If they fail, they count as 'pinned' next
turn only, and may not move or shoot.
MORALE
Any units pinned from the turn before rally, and their pinning markers are removed.
VEHICLES
MOVEMENT
All vehicles can move and fire, or move double and not fire. Pivoting on the spot reduces half an inch from a vehicles movement,
and they count as moving for the purposes of shooting (+1 to Hit). Unarmored and light vehicles can pivot for free as many times
as they like during their movement. Moving double as known as moving Flat out.
Assault guns may move or shoot. They may pivot on the spot and still shoot, but count as moving for the purposes of shooting.
Vehicles may move through friendly infantry, but cannot end a move on top of them.
Vehicles with damaged tracks can only pivot 90 degrees per turn.
WEAPONS
When one unit fires at another, you roll a single D6.
Moving during your turn decreases your accuracy.
Each unit has a “Hit" score, Indicating the score it needs on roll equal to or above on a D6 to cause damage on a target. If the
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shot inflicts damage, roll a single D6 on the damage table below, and apply the necessary modifiers. Note this table is for
vehicles only. Infantry are covered later.
For Example, a T-34 medium tank has a 4+ Hit score. If the T-34 fires at another medium tank, and it hasn't moved this turn, the
T-34 will need to roll 4 or above on a D6 to inflict damage. If this is successful, it can roll on the damage table. Some weapons fire
slower than usual, these must succeed a “loading check”, before firing. This is noted in the army lists.
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ARMOR
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HMGs are not hampered by movement when firing at vehicles, and can only damage Unarmored and Light 2 facings. Anything
thicker is invulnerable to them. Rifles can only damage Unarmored facings
HMGs count as having a 'Hit' score of 4+ when attacking unarmored facings, inflicting +1 damage if they succeed. This can only
be modified if the target is in cover. HMGs have a 5+ Hit score against Light 2 facings, inflicting unmodified damage if they
succeed. This also can only be modified by cover.
Light Vehicles for simplicity sake have a 360 degree line of sight for all of their weapons.
DESTROYED TANKS
Medium Tank Wrecks are difficult terrain Heavy vehicles are impassable terrain, unless they exploded. Light vehicles are always
removed when destroyed.
OPEN TOPPED
Vehicles that are Open Topped take +1 damage from grenades.
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INFANTRY
Infantry should be mounted on 3" X 1.5" bases, using 4-5 miniatures for each base. Smaller bases are fine, as long as both sides
have the same size bases.
For regular infantry, each base represents about 25 men. For assault infantry, each base represents about 12 men.
Measure all ranges from the edge of the infantry's base.
If an Infantry unit has moved 3" or less, it may fire rifles and use grenades. If moving more than 3", Infantry are said to be
moving flat-out, and cannot fire any weapons.
Infantry have a 45 degree degree line of sight either side of the front of their base, except when throwing grenades, when they
count as having 360 line of sight. 'Grenades' is more of a cover-all term for close assault weapons like flame throwers, shotguns,
SMGs, and grenades, even hand to hand combat.
Infantry must stay still to fire HMGs, AT rifles or Rocket launchers, this means they can't shoot if they pivot on the spot
Infantry never count as being in close or long range of a target. Roll 1 dice for each group of weapons a base of infantry is firing.
So if a Base of infantry is firing rocket launchers at a vehicle, roll 1 dice to hit. If a base of infantry is targeting another base with
rifles, roll 1 dice and consult the Infantry Damage table below, noting any modifiers for cover etc.
A platoon of Regular Infantry consists of 2 bases, each with a HMG, an AT rifle, standard rifles, rocket launchers and grenades.
A Platoon must be deployed within 1” coherency, after which each base can act as a separate unit. They may break coherency
and reform at will.
Assault Infantry are a single base, equipped the same as a standard base of infantry from the selected period.
Assault Infantry get a -1 to all hit scores when firing at vehicles (including with HMGs and grenades), and add +1 to all damage
rolls against infantry. This makes them far more effective both against enemy vehicles, and infantry.
Assault infantry can be deployed as “outflanking” and kept in reserve:
At the start of each turn roll a D6 for each Assault Infantry unit outflanking: On a 4+ they can move on from any table edge
except within enemies deployment zone.
Assault infantry moving on from a board edge count as moving at least 3” on the turn they arrive.
If assault infantry are deployed normally, they may make a free 6" move before the game starts. This may be done if the unit is
embarked in a transport vehicle, or if they are deployed on foot.
Conscripts only have standard rifles. They are only effective against infantry targets, field guns, or unarmored vehicles.
GETTING PINNED
If you lose 50 percent of a unit , roll a D6: regular infantry platoons are pinned on the roll of a 1 or 2. Assault Infantry are pinned
on a roll of a 1 and conscripts are pinned on a 1, 2 or 3.
Pinned units cannot move or fire in their next turn, and count as "gone to ground". Place a yellow marker.
GOING TO GROUND
Infantry that stay still in their turn count as "Gone to Ground" and are at -1 damage when fired upon. This stacks with any cover
the infantry unit has. Place a “Ground” marker (we also sometimes use “Hidden”)
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INFANTRY DAMAGE Roll 1 dice for each weapon shooting at the infantry unit
D6|Result
1|No Casualties
2|No Casualties
3|No Casualties
4|50% Casualties. Second time: unit is removed.
5|50% Casualties. Second time: unit is removed.
6|50% Casualties. Second time: unit is removed.
7+|Wiped out – Unit is removed
HIGH EXPLOSIVE:
High explosive is a chemical explosive, usually consisting of Ammonium Picrate, TNT, PETN, RDX or Powdered Aluminium. These
shells weren't effective against armor, but did a lot of damage to infantry and “soft” targets like light vehicles and aircraft.
High explosive gives weapons with a caliber of 75mm or more +1 damage vs infantry, within the weapons normal range. At long
range, this bonus is negated.
Tank main cannons without HE cannot damage infantry. For example the British 6-Pdr carried no high explosive rounds, only anti
tank rounds. While an anti tank round could still kill a man, it would never inflict 50% casualties to an infantry base of 10 - 25
men. Weapons without HE will be listed in the army lists, otherwise, if the weapon is at least 75mm, assume it uses HE rounds
whenever firing at infantry. Players can change ammo type at will with regards to HE or AP (Armor Piercing) rounds. Most guns
carried both and could switch types as fast as loading a new round.
Note that infantry take normal damage if hit by explosions from exploding vehicles – this doesn't count as HE.
COVER
Infantry are always given the benefit of the doubt with regards to cover: if you think they might be in cover, they count as in light
cover.
BUNKERS
Infantry can only ever get 2 cover from bunkers and heavily fortified positions. Most terrain like forests or buildings will give
infantry only 1 cover. Cover does stack with going to ground, so a unit who has gone to ground inside your average building
would count as having -2 to all damage rolls against them.
A unit that has gone to ground in a fortified bunker would be -3 to all damage rolls against them, needing some serious
ordinance to dislodge them. Note that fortified bunkers give 1 cover against indirect weapons that would normally ignore cover.
AREA TERRAIN
Any terrain like a hill, forest or building that a unit can move through counts as area terrain. Units inside receive Light cover (-1
to all damage rolls against them), and if they are within 6” of the edge of the terrain, or otherwise have a clear line of sight to a
target, their target gains no cover.
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Infantry move half speed going through area terrain.
Tanks may move through area terrain at normal speed, but each turn they do roll a D6: on a 1 they are immobilised. Place the
vehicle at the end of its movement or at the end of the terrain, whichever comes first.
BUILDINGS
Buildings count as cover for infantry inside. Infantry can enter a building from 3" away, and that turn can only shoot at other
infantry in the same building (provided they have line of sight). Grenades can be thrown if within 6" of a building, and one
targeted unit inside is hit. Grenades can be thrown between buildings up to 6". You must have line of sight to the room your
target occupies to fire at it. Each room has line of sight to each adjacent room, and any room with exterior windows has a line of
sight up to 45 degrees either side of its windowed frontage.
Tanks cannot drive through buildings.
WEAPONS
ARMY LISTS
Note that these army lists are only a small fraction of the total forces available, and only represent the Mid War period. To utilize
the complete forces of each army, purchase the full army lists through our publisher on Wargame Vault. We have discounts and
starter sets available:
http://www.wargamevault.com/product/191978/Ostfront--Main-Rules
The full rules contain field guns, transports, air support and defense, fortifications and bunkers, and a full map campaign.
The full army lists contain most of the units of WW2, and their evolution over the war, from early variants to late ones.
Army lists start on the next page, and are kept to 1 page each for easy printing.
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WEHRMACHT (GERMAN) ARMY LIST
Werhmacht Weapons:
Weapon Name Range Hit Type Notes
Rifles 12” - -
HMG 16” - -
AT rifle 16” 5+ -1 Cannot damage infantry.
Rocket Launcher 12” 4+ - Cannot damage infantry
Grenades 6” 4+ -
20mm 24” 5+ -1 Autocannon: +1 damage vs infantry
50mm 24” 3+ -
75mm 36” 3+ -
Long barrel 75mm 48” 3+ +1
88mm 48” 3+ +1
Note that all tanks have a hull-mounted HMG and a co-axial HMG, unless otherwise listed.
Assault guns have a hull-mounted HMG, unless otherwise listed
* Not a scoring unit: These units do not count towards the result of the battle when determining who has the most scoring units
within range of the objective.
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SOVIET (RUSSIAN) ARMY LIST
Soviet Weapons:
Weapon Name Range Hit Type Notes
Rifles 12” - -
HMG 16” - -
AT rifle 16” 5+ -1 Cannot damage infantry
Rocket Launcher 12” 4+ - Cannot damage infantry
Grenades 6” 4+ -
45mm 24” 4+ -
76mm 36” 4+ -
85mm 36” 3+ +1
Note that all tanks have a hull-mounted HMG and a co-axial HMG, unless otherwise listed.
Assault guns have a hull-mounted HMG, unless otherwise listed
* Not a scoring unit: These units do not count towards the result of the battle when determining who has the most scoring units
within range of the objective.
Note that the KV-1 does not count as having a heavy turret to the rear.
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UNITED STATES ARMY LIST
U.S. Weapons:
Weapon Name Range Hit Type Notes
Rifles 12” - -
HMG 16” - -
AT rifle 16” 5+ -1 Cannot damage infantry
Rocket Launcher 12” 4+ - Cannot damage infantry
Grenades 6” 4+ -
37mm 24” 4+ -
75mm 36” 4+ -
Note that all tanks have a hull-mounted HMG and a co-axial HMG, unless otherwise listed.
Assault guns have a hull-mounted HMG, unless otherwise listed
* Not a scoring unit: These units do not count towards the result of the battle when determining who has the most scoring units
within range of the objective.
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BRITISH ARMY LIST
British Weapons:
Weapon Name Range Hit Type Notes
Rifles 12” - -
HMG 16” - -
AT rifle 16” 5+ -1 Cannot damage infantry
Rocket Launcher 12” 4+ - Cannot damage infantry
Grenades 6” 4+ -
2-Pdr 24” 4+ - No HE (Cannot damage infantry)
6-Pdr 36” 4+ - No HE (Cannot damage infantry)
Note that all tanks have a hull-mounted HMG and a co-axial HMG, unless otherwise listed.
Assault guns have a hull-mounted HMG, unless otherwise listed
* Not a scoring unit: These units do not count towards the result of the battle when determining who has the most scoring units
within range of the objective.
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