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TRANSCRIPT
TWO-PLAYER STANDARD GAME SETUP
Each player selects an assortment of Units (their Reserves deck) prior to play that totals 100 points cost or less (minimum 80 points) per deck. Players may include multiples of the same Unit to reach the required point total. Each player chooses a starting hand of 4 Units from their Reserves deck, and then shuffl es the deck and places it face down.
Each type of Unit is identifi ed in the upper left corner of the card by a Unit Type Icon as illustrated below. If a Unit requires a Crew, the required Crew is identifi ed by a second icon di-rectly under the Unit Type Icon. For the Unit to function, pair the Unit with the required Crew. “N/C” means no Crew is required.
Shuffl e the 50-card Command card deck and deal each player 3 Command cards. Place the deck between players face down. Shuffl e the 25-card Damage card deck and place the deck be-tween players face down.
TWO-PLAYER SITUATION GAME SETUP
Situations provide Objectives, alternative Win Conditions, and modifi ed Rules. In a Situation game, each player follows the appropriate General’s Orders, taking into account any modifi ed setup or gameplay rules. Download 8+ free Situations from http://www.frontlinegeneral.com.
GAMEPLAY
One Turn consists of three Phases (Commitment, Combat, and Draw) accomplished simultaneously. Turns continue until one player achieves a Win Condition.
All Units in each player’s hand represent Units that are ready for battle but are not yet Committed. Units in a player’s hand may be committed onto the game table (i.e. the Battle Area) in the Commitment Phase to one of two lines (front or rear) or no line based on Unit type. Combat occurs among opposing
GENERALFRONTLINE TM
committed Units that have Legal Targets in the Combat Phase. Players replenish Unit cards and Command cards by drawing them into their hands in the Draw Phase.
Players may play Command cards as appropriate. Unit Type Icons on each Command card indicate the allowable focus of each card. Reveal and read the Command card aloud, follow any instructions, and place the used card face up in a discard pile next to the Command card deck or as appropriate in the Battle Area. � e eff ects of identical Command cards are not cumulative. If duration is not noted, the card remains in ef-fect until the end of the game or until the Unit it aff ects is destroyed or withdrawn (ex. Field Camoufl age, Hull Down). Players may discard one Command card before any die roll to improve that roll by +1 instead of applying the eff ect of the card.
COMMITMENT PHASE
� e terms “Frontline” or “Rear Line” on each Unit card under the title indicate where each Unit is committed and operates. Frontline Units are tanks, anti-tank guns, infantry, and vehi-cles. � ey protect the Rear Line which consists of long range artillery and some self-propelled guns. Aircraft are not com-mitted to a particular line. In the Battle Area, the Rear Line consists of Units along a line closest to the controlling player. � e frontline consists of Units along a line closest to the op-posing player. See Committed Units Example.
Commitment is simultaneous. Each player sets aside or hides the Unit(s) they wish to commit (up to their maximum hand size). Reveal those Units simultaneously and place them in the Battle Area along the front or rear line (or no line for Air-craft) as specifi ed under the Unit’s title.
If a player loses all frontline Units, that player’s rear line be-comes the frontline. Any newly committed rear line Units form a new rear line.
Players may move Crews of ground Units from one Unit to another if desired in this phase.
Players may not commit a Crew without also committing the Unit they crew and vice versa. One exception is committing a Crew to replace a destroyed/captured Crew of a Unit already in the Battle Area.
Committed aircraft remain in the Battle Area based on fuel for a number of Turns defi ned by Turns of Flight (X), as listed under the aircraft’s title. When no Turns Of Flight remain, place the aircraft and pilot under the Reserves Deck at the end of that Combat Phase.
Players may commit mobile artillery Units (ex. US M7 Priest) to either the Front or Rear Line. � is type of Unit may also move between these lines during any Commitment Phase.
COMBAT PHASE
A Combat Phase consists of resolving all declared attacks. Combat is broken up into Target Declaration, Initiative, At-tack, and Damage Resolution. For each Committed Unit, play-ers may declare to Attack a single Legal Target with any two weapons.
TARGET DECLARATION
Players verbally declare a single Legal Target for each attacking Unit. Physically turn each attacking Unit card so that the card points toward the Target. See Targeting Example.
A target is Legal if vulnerable to at least one weapon of the attacking Unit, and if line restrictions and special rules are followed.
If a weapon has no Attack Value under the Attack Icon for the Unit Type targeted, the weapon cannot aff ect that Unit Type. For example, the main gun on the M4A1 Sherman has no Attack Value vs. aircraft. � erefore, aircraft cannot be targeted with the main gun. However, aircraft are vulnerable to the .50cal MG.
Frontline Units may target other frontline Units and aircraft. Rear line Units may target frontline or opposing rear line Units and aircraft. Aircraft may target any Unit regardless of line.
Weapons that fi re bullets (MGs, Rifl es, etc.) cannot aff ect Units that have a Defense of 2 or greater (base Defense before applying modifi ers). � ese weapons are identifi ed on Unit cards with an underscored Attack Value vs. Tanks/Vehicles/Artillery.
� ree or more Infantry may group together and Close Assaultan armored Unit using improvised means (sticky-bombs, gre-nades, etc.). To Close Assault, declare the target as normal. Roll attack once using the best attack value vs. vehicles/tanks of any Unit in the attacking group. If the target is hit, roll 1D10for each attacking Infantry Unit of the group, sum the dam-age, and then apply it against the target’s Defense.
Bombs may only be used to attack once during an aircraft’s total Turns of Flight.
Mobile artillery Units, if occupying the rear line, may only fi re the 1st listed weapon (the long range weapon) against enemy land-based targets.
INITIATIVE
After Target Declaration, each player rolls Initiative using 1D10 and applies any modifi ers, re-rolling ties. � e high-est result determines who resolves the fi rst attack. Players then alternate resolving attacks in the order of their choice until all attacks this phase are complete.
VEHICLE/T
ANK
ARTILLERY
AIRCRAFT
TANK CREW
ARTILLERY C
REWPIL
OT
INFANTRY
US National Archives
US soldier preparing to fire an M1 “Bazooka”.
Frontline
3M1 Bazooka Team
ArmamentRocket Launcher M196
003
12
N/C
© 2010 Collins Epic Wargames
42 0
US National Archives
US tankers take a break to eat C-rations.
Frontline
2Tank Crew
ArmamentM1911A1 Colts0
006
14
N/C
© 2010 Collins Epic Wargames
95 0
US US NaNatiti
NatiNaNatiNa
onal al ArchivesArchives
US tankers take a break to eat C-rat t C-rat t C-rions.
2
ArmamentM1911A1 Colts0
006
14
N/C
© 2010 Collins Epic Wargames
99999555 0
US National Archives
An M4A1 fording the Arno river near Cascina, Italy, September ‘43.
Frontline
14M4A1 Sherman
Armament75mm M3 Gun.50cal M2HB MG.30cal MGs
101213
13721
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© 2010 Collins Epic Wargames
147 5
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Fallschirmjäger defend the ruins of Monte Cassino.
Frontline 4MG-42 Team
ArmamentMG-42 11 2
022
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N/C
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The Panther was a direct response to Soviet T-34 and KV-1 tanks.
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Armament
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71
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LugersMP40 0
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US N
atio
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A heavy anti-aircraft gun that was also commonly used against tanks.
8.8cm FlaK 36Rear Line 6
Armament8.8cm FlaK 36 13 8
028
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4 20
11
US National Archives
Frontline / Rear Line2
Artillery Crew
C84 0
US US NaNatiti
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onal al ArchivesArchives
Frontline / Rear Lineontline / Rear Lineontline / Rear Line
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US National Archives
This devastating gun could fire a 200-lb shell over 10 miles.
Rear Line9
8in Howitzer M1
Armament
8in Howitzer M11418
011
15
© 2010 Collins Epic Wargames
84 0
A fighter pilot inspects his a
Frontline
2Army Air Corps Pilot
ArmamentM1911A1 Colt
004
N/C
© 2010 Collins Epic Wargames
21 0
A fighter pilot inspects his a
2
ArmamentM1911A1 Colt
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N/C
© 2010 Collins Epic Wargames
222222222111 0
US National Archives
Introduced in August 1943, the P-38J incorporated a number of improvements.
Turns of Flight (3)
13P-38J Lightning
Armament20mm Hispano M2(C) .50cal M2 MGs1600lb Bombs
121213
1010
21
16016
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© 2010 Collins Epic Wargames
95 1
3x
US REAR LINE
US FRONTLINE
AIRCRAFT (NO LINE)
GERMAN FRONTLINE
GERMAN REAR LINE
US National Archives
US soldier preparing to fire an M1 “Bazooka”.
Frontline
3M1 Bazooka Team
Armament
Rocket Launcher M1
96
003 12
N/C
© 2010 Collins Epic Wargames
42
0
US National Archives
US tankers take a break to eat C-rations.
Frontline
2Tank Crew
ArmamentM1911A1 Colts0
006
14
N/C
© 2010 Collins Epic Wargames
95 0
US US NaNatiti
NatiNaNatiNa
onal al ArchivesArchives
US tankers take a break to eat C-rat t C-rat t C-rions.
2
ArmamentM1911A1 Colts0
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14
N/C
© 2010 Collins Epic Wargames
99999555 0
US National Archives
An M4A1 fording the Arno river near Cascina, Italy, September ‘43.
Frontline
14M4A1 Sherman
Armament75mm M3 Gun.50cal M2HB MG.30cal MGs
101213
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© 2010 Collins Epic Wargames
147 5
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Fallschirmjäger defend the ruins of Monte Cassino.
Frontline 4MG-42 Team
ArmamentMG-42 11 2
022
124x
N/C
© 2010 Collins Epic Wargames
4 20
Tank CrewFrontline 2
Luger 0
023
14
N/C
© 2010 Collins Epic Wargames
9 50
Luger 0
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Deut
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The Panther was a direct response to Soviet T-34 and KV-1 tanks.
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71
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An 8.8cm FlaK 36 crew rests in France.
Artillery Crewontline / Rear Line 2
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atio
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A heavy anti-aircraft gun that was also commonly used against tanks.
8.8cm FlaK 36Rear Line 6
Armament8.8cm FlaK 36 13 8
028
13
© 2010 Collins Epic Wargames
4 20
11
US National Archives
An Artillery Crew loads and fires a 105mm Howitzer.
2
ArmamentM1911A1 Colts0
005
14
© 2010 Collins Epic Wargames
84 0
US US Na Natiti
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onal al ArchivesArchives
An Artillery C ry C ryrew loads and fires a 105mm Howitzer. tzer. tzer
2
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88888888444 0
US National Archives
This devastating gun could fire a 200-lb shell over 10 miles.
Rear Line
98in Howitzer M1
Armament8in Howitzer M11418
011
15
© 2010 Collins Epic Wargames
84 0
US National Archives
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TARGETING EXAMPLE
COMMITTED UNITS EXAMPLEATTACK ICONS
SPEARPOINT 1943
VEHICLE/T
ANK/
ARTILLERY
AIRCRAFT
INFANTRY
C O L L I N S
SE
MAGRAW
CIP
E
GAME DESIGN
BYRON COLLINS
V1.0
DRAW PHASE
� e Draw Phase presents players with choices for re-plenishment of Unit cards and Command cards up to the maximum hand size of each.
Each player draws one Command card and then any two additional cards (two Command, two Unit, or one of each).
Players may retain up to 7 Unit cards and 5 Com-mand cards in their hand at the end of the Draw Phase. If a player must discard a Unit card, place it under the Reserves Deck (do not remove it from the game).
A new Turn begins upon completion of the Draw Phase.
VICTORY POINTS
Destroyed Units are worth their cost in Victory Points for the de-stroyer.
Captured Units are worth double their cost in Victory Points for the captor.
WINNING THE GAME
In a Standard Game, the fi rst player to score 51 Victory Points or Overrun their opponent by maintaining at least one unopposed committed land Unit for three consecutive Turns is the victor.
In a Situation Game, the fi rst player to achieve a Win Condition of the Situation is the victor.
CREDITS
Design: Byron Collins
Playtesters: Andrea Anceschi, Elizabeth Adams, Byron Collins, Gary Cope, John DiPonio, Nick DiPonio, Eric Dziobak, Davide Galloni, Brandon Hight, Keith Mageau, Marco Pasquini, Ken Toida, Chuck Turnitsa
Special � anks: Uwe Eickert and Mark H. Walker
Photos from Deutsches Bundesarchiv used under the Creative Com-mons ShareAlike 3.0 Germany License (CC-BY-SA). Other photos public domain and/or used with permission from their owners.
ISBN 978-0-9845661-0-5 / CEW00004Proudly manufactured in the USA.© 2010 Collins Epic Wargames, LLC
CARD TYPES DETAILEDATTACK
To resolve any Attack, roll 2D10 and sum the result. A hit occurs if the sum equals or exceeds the weapon’s Attack Value for the appropriate Unit Type. A miss occurs if the sum is less than the weapon’s Attack Value for the appropriate Unit Type. Each hit requires Damage Resolution as it occurs.
2X, 3X, or 4X indicators next to a weapon represent that weapon’s high rate of fi re. For such a weapon, roll Attack two, three, or four times respectively, resolving Damage for each hit.
Several Special Attack Rolls result in more damage, automati-cally destroy the target, or cause Friendly Fire. Special Attack Rolls are as follows:
On an Attack sum of 2-3, Friendly Fire occurs. � e oppo-nent chooses a single Legal Target friendly to the attacker that is automatically hit. Apply Damage and score no points if destroyed.
On an Attack sum of 18, double Intensity before adding Damage Index.
On an Attack sum of 19-20, the hit immediately destroys the Target (and crew, if applicable).
Artillery Units / Guns are attacked as Vehicles with Bonus 2 to Attack due to immobility.
DAMAGE RESOLUTION
If an Attack hits, the attacking player determines Raw Dam-age as the hit occurs. For each hit, roll Intensity using 1D10and add the Damage Index of the weapon to determine Raw Damage. Higher Intensity rolls represent well-placed, more damaging hits.
Subtract the target’s Defense from Raw Damage to determine Net Damage. � en subtract Net Damage from the target’s Full Endurance (Or the target’s current Endurance if previ-ously damaged).
Damage is instantaneous but is only cumulative in the current Combat Phase. If the result of one or more hits cause enough damage that the target reaches its Half Endurance Breakpointor less, draw a Damage card and apply the appropriate Dam-age Eff ect based on the Unit Type Icon. If a Unit reaches zero or less Endurance at any time, it is destroyed and removed from the game. Score points as appropriate.
One Damage card maximum tracks Unit damage and indicates one of many Damage Eff ects based on Unit Type. Simply place the Dam-age card under the damaged Unit and reveal the appropriate edge based on Unit Type Icon.
If a Damage Eff ect lasts only a few turns, a built-in Turn counter next to the eff ect tracks the eff ect. See Damage Application Ex-ample. � e drawn Damage card is placed under the Unit with only the appropriate portion showing based on Unit type. Since the Unit is a tank, the Tank/Vehicle Damage Eff ect applies. � e eff ect is tracked by using the built in counter if applicable.
Even if a temporary eff ect no longer applies, the Damage card remains under the Unit to remind players of a reduced Endur-ance. If a damaged Unit is not destroyed by subsequent hits in a single Combat Phase, that Unit “recovers” to the Half-En-durance Breakpoint at the end of the Combat Phase.
Net Damage against a single target from one or more sources is cumulative in a single Combat Phase only.
Units not destroyed remain committed in the Battle Area.
Crews of Units are protected from Damage as long as a hit does not destroy the crewed Unit. If a hit destroys a crewed Unit, base Intensity Roll also determines crew survival:
Base Intensity 1-3, crew survives. Place crew under the control-ling player’s Reserves Deck. Score no points for the opponent.
Base Intensity 4-6, enemy captures crew as long as the enemy has at least one ground Unit in the Battle Area.
Base Intensity 7+, crew perishes with crewed Unit.
If an enemy captures a Crewed Unit, the enemy also captures the crew. Remove the crew from the game and score as ap-propriate. � e captor may choose to keep any crewed Unit he captures in the Battle Area on the appropriate controlled line. � e crewed Unit remains idle until the captor commits an appropriate crew.
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German ‘Panzerbesatzung’ rest alongside their Tiger I tank.
Tank CrewFrontline 2
ArmamentLuger 0
023
14
N/C
© 2010 Collins Epic Wargames
9 50Unit damage and indicates one of many
If a Damage Eff ect lasts only a few turns, a built-in Turn counter next to the eff ect tracks the eff ect.
� e drawn Damage card
N/C 99999 550Casualty - Wounded
© 2010 Collins Epic Wargames
Attack Penalty 2 (all).
Fuel Line Rupture
Minus 1 Turn of Flight. If on last turn,
place pilot and unit under Reserves Deck.
069
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The Panther was a direct response to Soviet T-34 and KV-1 tanks.
Frontline 18Pz. V Ausf. A Panther
Armament
7.5cm KwK 42 L/70MG-34s
71
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© 2010 Collins Epic Wargames
20 107
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DAMAGE APPLICATION EXAMPLE UN
IT
BUILT IN COUNTER
UNIT TYPE ICON
DAMAGE EFFECT
TITLE
REMINDER TEXT
DAMAGE EFFECT
CARD NUMBER
Casualty
© 2010 Collins Epic Wargames
No attack with 2nd listed weapon.
Evasive Maneuver
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An M4A1 fording the Arno river near Cascina, Italy, September ‘43.
Frontline 14M4A1 Sherman
Armament75mm M3 Gun.50cal M2HB MG.30cal MGs
101213
13721
013
111313
2x
2x
© 2010 Collins Epic Wargames
14 7Frontline
5
CARD NUMBER
ATTACK VALUES
DAMAGE INDEX
ATTACK ICONS
PHOTO W/SOURCE,CAPTION
FULL ENDURANCE
HALF ENDURANCE
COST / POINT
VALUE
UNIT TITLE
COMMITMENT LINE OR TURNS OF FLIGHT
UNIT TYPE ICON
REQUIRED CREW
DEFENSE
WEAPON LIST
RATE OF FIRE
MULTIPLIER
Hull Down
049© 2010 Collins Epic Wargames
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�is early Tiger is positioned defensively behind an embankment.
Place this card under a tank or tank destroyer of your choice in the Commitment Phase. Bonus 1 Defense.
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CARD NUMBER
APPLICABLE TO
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