Eastfront the War in Russia 1941-45

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Eastfront the War in Russia 1941-45 EastFrontTM The War in Russia 1941-45 ������� ������� ������������� �������������� � ������������� � � � � EastFront The War in Russia, 1941-45 Game Design Craig Besinque Tom Dalgliesh Map & Graphics Craig Besinque Tom Dalgliesh Cover Art David Pentland/Cranston Fine Arts Developers & Playtesters Ron Hodwitz Grant Dalgliesh Steve Goodman Robert Holzer Mike Hoyt David Robert Cal Stengel Tim Taylor © 1991, 1994, 2000, 2006 Craig Besinque & Tom Dalgliesh EastFront is a trademark of Columbia Games Inc. COLUMBIA GAMES INC POB 3457, Blaine, WA 98231, U.S.A. www.columbiagames.com OVERVIEW EASTFRONT INTRODUCTION Each scenario has a VP handicap COMMENTARY which is added to or subtracted from Axis Although it is largely unrecognized in the West, EastFront simulates the largest military VPs, relating VP totals to historical results. World War II in Europe was won and lost on the campaign in history: the "Eastern Front" Russian Front. in World War II, 1941-45. One player GAME TURNS In November 1942 the Axis tide of expansion commands the Axis forces, the other A month consists of a Production was reversed at El Alamein in North Africa commands the Soviets. segment followed by two Fortnights and at Stalingrad in Russia. However, while of play. Production involves adding Montgomery chased Rommel’s forces of about replacement steps to units in play, and 3 corps westward in North Africa, the Red THE MAPBOARD Army began driving 45-50 German corps back The mapboard depicts the eastern rebuilding destroyed units into 1CV towards Berlin. units, or cadres. Control of economic half of the European theater in WW2. In July, 1943, the Red Army crushed Germany’s objectives on the map yields Production The mapboard is divided into hexagons, last eastern offensive at Kursk, a titanic battle called "hexes", to determine location and Points, which are used to "pay" for these involving thousands of tanks and millions of movement. Terrain features affecting play builds. Both players perform production men. In the same month the Allies invaded include: rivers, forests, mountains, marshes, simultaneously. Sicily and defeated 3 German units on this cities, ports, and railways. A Fortnight consists of two alternate scale. Scandinavia (Finland and points Player-Turns. The Axis take the first By the time the Allies landed (with five Corps) north), the MidEast (Turkey/Persia and Player-Turn in Dry and Mud weather. The in France on D-Day, Germany had been Soviets take the first Player-Turn in Snow retreating in the east for 18 months. By then, points south) and the MedFront (North she was fighting to survive, not to win. Africa) are out of play. These areas come weather. The Allies lost around a third of a million men into play in EuroFront, which portrays the The player taking the current Player- fighting Hitler. Russia lost over 13 million, forty entire war in Europe 1939-45. Turn is called the Active Player (the other times as many. player is Passive). A Player-Turn usually THE UNITS begins by activating one or more HQ Wooden blocks, called units, represent units. Each activated HQ, depending on SCENARIOS German corps and Axis minor armies its current strength, exerts command over EastFront scenarios are fine stand-alone games, (gray) and Soviet armies (red). A die-cut, all units within a Command Range of 0-3 each with its own personality. The scenarios adhesive label identifying a unit’s type and are designed to be linkable, so that the entire hexes, enabling these units to move. strength must be attached to each block. war, or any segment of it may be played. When Put tan labels on the red blocks, and gray COMBAT desired, a game may always be continued into the following scenario. or black labels on gray blocks. Battles occur when both players have Units in play normally stand upright, units in the same hex. During combat, with their labels facing the owning player. units are revealed to the opponent. Battles WEATHER This provides simple yet elegant Fog of are not necessarily settled immediately. In general, Dry weather provides ideal War in that players cannot see the type or They sometimes continue for several conditions for movement and combat, Mud strength of opposing units. months until one side retreats or is hinders both sides, and Snow hinders the destroyed. Combat may occur in any Germans. The six basic unit-types are: Armor, ongoing Battle at the option of the Active Mechanized Infantry ("Mech"), Infantry, player, and must occur on the first turn of Shock, Cavalry, and Headquarters. As each MAP CLARIFICATIONS/ERRATA a Battle. Any combat occurring outside unit-type has a fixed movement rate and Grozny is a Forest Hex. Command Range is fought by the active firepower rating, these numbers are not Transylvania is part of Hungary (as of June 41). player at a disadvantage. shown on the label. The Odessa-Kiev Military district boundary A round of combat consists of an The large numbers surrounding the for S'41 is in the wrong location (near Lvov). It exchange of fire: airpower first, then unit symbol show the unit’s strength, called should be between Jassy and Cernauti on the defensive fire, and finally offensive fire. Prut River (i.e., Cernauti is the southernmost Combat Value ("CV"). Units gain and lose Enemy fire results in unit attrition. Forced hex of the Kiev Military District). strength in steps of 1CV. A unit’s current retreats (repulses) may occur in cases of strength is the number along its top edge River, Air, or Sea Assaults. when standing upright. GAME SCENARIOS WEATHER Weather exerts a considerable For game purposes, the Eastern Front influence in the game, affecting unit campaign is divided into scenarios, each speeds and turn sequence. Mud and covering a 6-month period of the war. A Snow weather also alter some terrain, scenario can be played in a sitting (4-6 further affecting movement and combat, hours), and two or more scenarios can be and can reduce the command range of joined for longer games. The winner of a HQs. During most months the weather scenario is determined by Victory Points is known, but during Spring and Fall it is (VPs), which are awarded for current unpredictable and determined by die roll. Production Levels and HQ steps remaining in play, and subtracted for eliminated friendly units. © 2006 Columbia Games Inc. 1 VERSION 1.02 EASTFRONT 1.0 THE MAP 1.1 ORIENTATION 1.35 MOUNTAIN The Axis player sits at the western Mountains halt movement (except edge of the board, and the Soviet player cavalry), and provide double defense. opposite. The west mapedge is the Axis Engagement limit is one (1) unit per home mapedge, and the east mapedge is hexside, and stacking is 2 units per the home mapedge for the Soviets. hex. Sea invasions and paradrops are Scandinavia (Finland and points prohibited into mountains. north) and the MidEast (Turkey/Persia Alpine (High Mountain) hexsides and points south) are out of play (these (white) are impassable. areas come into play in EuroFront). 1.36 RIVERS 1.2 HEXES Rivers follow hexsides. They do not Clear Hex The mapboard is divided into "hexes" impede movement, except Engagement which determine the location and limit is one (1). Attempts to initiate battles movement of units. Partial hexes on the across rivers, called River Assaults, are map edges and part-land/part-water hexes subject to Repulse (see 7.5). Rivers freeze are playable. Hexes can be identified by in Snow, negating Repulses. the cities or towns they contain, or by a 1.37 SEAS direction (see compass rose) and distance Seas are impassable except across from a city or town. Straits or by Sea Movement (see 15.2). 1.3 TERRAIN Dotted sea areas show shoals, into which sea invasions are prohibited. Terrain features that affect play are listed below and summarized on the 1.38 LAKES Forest Hex Terrain Effects Chart (back cover). A Lakes hexes and hexsides are always hex or hexside is considered to be of the impassable; they do not freeze. Sea terrain type constituting the majority of Movement is prohibited on Lakes. that hex or hexside (in land/sea hexes, 1.39 STRAITS only the land area is considered). The Straits (shown by crossing arrows) terrain of a hex affects movement, are treated as rivers, except that units combat, and "stacking" (maximum number crossing must start on one side, and of units allowed in a hex). Hexside terrain stop on the other. limits movement into (and out) of battles, referred to as the Engagement Limit (6.33). Normal (2-hex) Supply lines (10.3) are traceable across Straits just as across 1.31 CLEAR rivers, regardless of sea control. Clear terrain allows unimpeded Mountain Hex Sea Movement, Sea Invasions, and movement. Engagement limit is two (2) Sea Supply are prohibited through straits units per hexside, and stacking is four (4) if either adjacent land hex is enemy units per hex. controlled. 1.32 FOREST EXAMPLE: Sea Supply through the Forest terrain does not impede Kerch straits from Rostov to Batumi is movement. Passive units have double impossible if Kerch is enemy controlled. defense: they only lose one step for every two hits in combat. Engagement limit is one (1) unit per hexside, and stacking is four (4) units per hex. 1.33 HILL Marsh Hex Hill terrain is the same as Forest. 1.34 MARSH All units (except cavalry) must stop upon entering a Marsh hex. Passive units have double defense in combat. Engagement limit is one (1) unit per hexside, and stacking is three (3) units per hex. All units in marshes fire offensively at SF. Sea invasions into marsh hexes are prohibited.
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