AF Manual No Bleed
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Transcript of AF Manual No Bleed
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I N T R O D U C T I O NWelcome to ACTION FRONT!, an exciting series ofwargames detailing tactical combat during theSecond World War! ACTION FRONT! games are designed
to be fast and fun. The average scenario typicallylasts less than an hour and still provides theplayers with the feel of command on the front linesof WWII.
Whats In The Bag?
The exact contents of your ACTION FRONT! gamediffer depending on which version of the gameyouve purchased. In general, your package should
include:
Youll also need a standard, 52-card deck of
playing cards to play this game. Remove any jokersfrom the deck before playing. The deck is usedin lieu of the dice that are used in most games.Shuffle the deck at the end of each turn.
Maps
ScenarioCards
ACombatResultsTablesCard
APlayerAidCard
AndthisRulebook
ASpecialRulesSheet
Markers(non-unitcounters)
40UnitCounters(20foreachside)
TIPEither player may shuffle the deck at ANY TIMEduring play.
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The Scenario Cards
ACTION FRONT! takes advantage of a scenario systemwhich streamlines the set-up and gameplay. Theseare battles in which you and your opponent havespecific sets of forces with which you both must
attempt to achieve certain objectives. Theresalso a set amount of time for each scenario. Theconditions for each scenario are listed on theScenario Card.
Special Rules: Any spe-cial rules that apply to thescenario.
Victory Conditions:Requirements for winningthe scenario.
Duration: How long thescenario lasts. (This isalso referred to as the TurnRecord Track.)
Name: The scenario name.
1
Flavor: A brief, historicaldescription of the circum-stances leading up to the
battle.
2
7 8
Map: The map(s) onwhich the game is playedand its/their orientation.This section also deneswhere the players shouldsit in relation to the mapand the order in whichthey set up and move.
3
Units: The unit counterseach player gets in thegame. Some units maystart on the map while oth-ers may have an assignedentry turn.
4
Support: The off-map resupport available to each
side. This support mayinclude ships, aircraft, or ar-tillery located off the map.
5
6
1
8
7
6
5
4
3
2
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The Maps
The maps depict the area in which the scenariotakes place. Theyre designed to reflect thesimilarities to the terrain on which the actual
battle was fought.
The maps are divided into hexagons, or hexes.The hexes regulate the way units move and fight onthe map. Each hex has a small mark at its center;theyre used when the rules call for something tobe measured from the hex center.
Each hex has six hexsides, and each hexside isshared between two hexes. Any time a hexside iscrossed, a new hex is entered. (This becomesimportant when measuring ranges and determiningLines of Sight later.) Note that the partial hexesaround the sides of the map count as hexes; you MAYplay in them as if they were complete hexes. Somescenarios use more than one map. When this happens,the hexes where the maps meet count as part of themap on which the hex number is located.
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The Combat ResultsTables Card
The Combat Results Tables Cardincludes several tables that define
the effects of cards drawn during the
players combat action.
The Player Aid Card
The Player Aid Card contains tablesdescribing the various movementclasses of units and the effects ofthe terrains on each map.
Photo Courtesy of U.S. Army
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The Unit Counters
Unit counters represent groups of troops, vehicles,or guns that you command during the game. Somecounters represent individual leaders. Each unitcounter contains vital information about the
respective unit.
12
3
4 5 6
7
8
9
Rate of Fire: This indicates that the unit draws X extra cards when ring. If theres
no number, you draw no extra cards.
1
Steps: This is the strength of the unit as a percentage of its original strength; itindicates how many cards the unit draws when ring. As the unit suffers step losses,rotate the counter so that the appropriate number of dots is on the side facing youropponent. (Fewer dots represent a smaller force that has taken casualties.) Unitswith one step that suffer a step loss are eliminated and removed from play.
2
Silhouette: A representative picture of the unit. The color of the silhouette indicatesthe units movement class. See thePlayer Aid Card.3
Hard Attack/Soft Attack: The effectiveness of the units weapons against armoredand unarmored targets, respectively. Armored targets have an armor value printedinside their silhouettes; all other units are considered unarmored. Units which havethese values printed in red may re during either the Indirect Fire Phase OR theAction Phase.
4
Range: The maximum range at which this unit can attack enemy units.5
Training: Many things can affect how well a unit performs in combat: combatexperience, training, special skills and morale. Each units Training value takes allthese human factors into consideration. The Training value determines how easily
the unit can be suppressed by enemy re, as well as how it performs in Assaults(hand-to-hand combat).
6
Unit Name: The main type of equipment or troops of which the unit is made up.7
Transport: A T in this space indicates that the unit may carry one other unit.Only Leg and Towed class units may be carried.8
Armor: Indicates the thickness of the units armor protection. Only Armored Unitshave this number.9
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LEADERS
Leaders are a special type of unit whichconfers bonuses on other units. Leadercounters show the leader silhouette, the name of
the leader, the step strength, and the leaderstraining bonus.
The Markers
There are two kinds of markers used in ACTION FRONT!:
Sas Marers
These have white, black, or brown backgrounds and
indicate units that have modified statistics orcombat results.
A Note on Scale
Many wargames are built to a specic scale (eachcounter represents a certain unit size and each hexis a specic distance).ACTION FRONT! is not built to
any particular scale.
Rather, each scenario is designed to recreate asmall-unit action and present the players with thechoices and consequences faced by the actualground commanders. In general, each counter
represents anywhere from a platoon to a company oftroops or vehicles, or a section or battery of guns.
Hard & Soft Attacks
Hard Attack ratings are applied against Armored Units,while Soft Attack ratings are for Unarmored Units.
If theres a number inside the units silhouette, itsan Armored Unit; otherwise, its unarmored.
Fre Sppr Marers
These indicate hexes that are under attack byindirect fire or air support. They have backgroundsmatching the colors of the owning nation.
TIPSome status markers may apply only to onenations units and have backgrounds matchingthose units.
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SETTING UPTHE GAME
Select a scenario & choose sides
The first step in playing ACTION FRONT! is toselect a scenario to play. (You can also chooseto play a scenario you design. See Creating YourOwn Scenario). The most common methods are to haveone player select a scenario and the other playerchoose the side, or to have the players cut thedeck for the privilege of choosing the scenario and
again to choose the sides. Any method may be usedto pick a scenario, as long as its acceptable toboth players.
Place the map
Place the map(s) - specified on the Scenario Card -on the playing surface between the players. Playersshould sit in the locations indicated on theScenario Card.
Select and place your forces
Place the counters specified on the Scenario Cardin the appropriate spaces that match the counters.Once all the spaces on the Scenario Card arefilled, each player (in the order specified onthe Scenario Card) places his units on the map inthe locations indicated. DO NOT place units which
appear in a later turn onto the map during theSetup Phase.
Units placed during the setup phase may beginthe game with a Dug In counter at theoption of the owning player (unless otherwise
indicated in the scenarios special rules). Unitsmay set up in the partial hexes at the map edges.
Set up fire supportPlace one Artillery Marker of the appropriate colorin each Fire Support box on the Scenario Card markedArtillery or Naval. Place one Air Support Markerin each Fire Support box marked Air.
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PLAYINGTHE GAME
ACTION FRONT! is played in a series of game turns,
each of which is divided into two player turns.The player whom the Scenario Card indicates MovesFirst is the First Player for the entire game.
The Sequence Of Play
FiRSt PLAyER tuRn
1.IndirectFirePhase
2.ActionPhase3.AssaultPhase
4.MarkerPhase
SEconD PLAyER tuRn
1.IndirectFirePhase
2.ActionPhase
3.AssaultPhase4.MarkerPhase
EnD oF GAME tuRn PhASE
The Phases of the Player Turns
thE inDiREct FiRE PhASE
During your indirect fire phase, you maydo thefollowing:
1.Fireanyofyourunitsonthemapthatarecapableofindirect re. (Their Hard and Soft Attack ratings areprinted in RED.) Units may re in any order that theplayerdesires.
2.FireONEoff-mapArtilleryorNavalFireSupportmission.(PlaceoneARTILLERYmarker--ifyouhaveany.)
3.UseONEAirSupportmission.(PlaceoneAIRSUPPORTmarker--ifyouhaveany.)
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0
Reslvg Arller ad naval Fre
1. Take an Artillery Marker from your Fire Supportsection on the Scenario Card. If you dont have any
Artillery Markers left on the Scenario Card, youcant use off-map artillery support.
On-Map Artillery
If youre ring a unit located on the map, you can usean Artillery Marker thats not in play. On-map unitscan always re as long as theyre not suppressed.Note that the procedure for resolving indirect re foron-map units is identical to that for resolving off-map artillery attacks.
2. Place the marker in the hex you wish to attack.One of your units MUST have a line of sight tothis hex. (See Line of Sight on page 19.) Notethat indirect fire is used to attack a hex, NOTan individual unit. Any units within the hex inwhich the artillery lands will be attacked equally.
You may even choose to attack an empty hex withartillery.
3. Draw ONE card and compare it to the IndirectFire Table on the Combat Results Tables Card. Thistells you whether the artillery attack hits the hexyou designated, or misses that hex entirely andlands in another hex.
4. If the card draw results in a Short or Overresult, move the Artillery Marker to the new hexindicated.
Short Result: Place the Artillery Marker in ahex closer to YOUR edge of the map. The numberbehind the result indicates how many hexes tomove the marker.
Over Result: Place the Artillery Marker in a
hex closer to YOUR OPPONENTS edge of the map.The number behind the result indicates how manyhexes to move the marker.
If you could move the marker equally well into twodifferent hexes, draw a card. If the card is a clubor a spade, move the marker into the hex more toyour LEFT. If the card is a heart or a diamond,move the marker into the hex more to your RIGHT.
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EXAMPLEBill chooses to re during the Indirect Fire Phase and elects to use a marker from his Scenario
Card representing a 5-inch naval gun. He places the Artillery Marker from the Scenario Card in
a hex to which one of his units has a line of sight and draws the Queen of Diamonds. He looks
on the Indirect Fire Table and sees that a diamond face card gives a result of Over 2. He moves
the Artillery Marker two hexes closer to his opponents side of the map.
Note that while a line of sight must exist to the original hex, NO line of sight is needed to the
hex in which the artillery counter is nally placed.
Photo Courtesy of U.S. Navy
5. Once youve determined the hex inwhich the artillery attack occurs,determine the effects of the attackon each of the units in that hex.Draw three cards for EACH unit in
the hex. Note that the result isdetermined separately for each card;cards drawn may not be added togetheror divided. (If youre attacking witha unit located on the map, draw anumber of cards equal to the unitscurrent step strength.)
The Scenario Card shows each attacksHard Attack/Soft Attack ratings
just as theyre listed on unitcounters. (If youre attacking witha unit on the map, use the Hard/SoftAttack values shown on the counter.)
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Photo Courtesy of U.S. Army
For each armored unit inthe hex: Add the Hard
Attack value of theartillery unit to thevalue of the card (facecards are automaticmisses). If the result is
HIGHER THAN OR EQUAL TOthe armor value of theunit attacked, the unitsuffers one step loss.Rotate the counter so thenext lower step value isoriented toward that unitowners opponent. If thetotal is lower, its amiss.
For each unarmored unit inthe hex: Compare the cardvalue to the Soft Attackvalue of the attackingunit. If the card is aface card, or if thecards value is higherthan the Soft Attack
value, the attack misses(has no effect). If thecards value is EQUAL TOOR LOWER THAN the Soft
Attack value, the unitattacked suffers one steploss. Rotate that counterso that the next lowerstep value is facing theunit owners opponent.
Suppression: Each attackthat inflicts a step lossmay also suppress thetarget unit. Compare thesuit (heart, diamond,club, or spade) of eachcard that inflicts a hiton the target unitstraining value, using the
Suppression Table on theCombat Results TablesCard. If the suit isshown, place a suppressedmarker on the unit.
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Reslvg Ar Sppr Fre
1. Select a hex within the line of sight of anyof your units and place one of your Air Supportmarkers from the Scenario Card into that hex. Ifyou dont have any Air Support markers left, youcant use Air Support.
2. Select any hex that is: a) along the map edge,and b) in a straight line of hexes from the hexcontaining your Air Support marker. This is theEntry Hex for the air strike.
3. Draw one card and compare it to the Air Supportcolumn on the Indirect Fire Table. This tells youwhether the air strike hit the target hex. If not,it indicates where the air strike actually lands.
4. If the card draw results in a Short or Overresult, move the Air Support marker to the new hexindicated.
Short Result: Place the Air Support Marker ina hex CLOSER TO the Entry Hex, in the line ofhexes between the marker and the entry hex. Thenumber behind the result tells you how many
hexes to move the marker.
Over Result: Place the Air marker in a hexFARTHER FROM the Entry Hex. The number behindthe result tells you how many hexes to move themarker. Again, move it in a direct line from theEntry Hex.
5. Resolve the results of the attack against anyunits in the hex. The same procedure is followedas for artillery attacks with the exception thatonly two cards are drawn for combat resolution inair strikes. (See Step 5 in Resolving Artillery andNaval Fire on page 10.)
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EXAMPLE OF AN INDIRECT FIRE PHASEArtillery Support
Its the American players Indirect Fire Phase. He decides to perform Indirect Fire with the
M2A2 105mm Howitzer located in hex 0403. The USMC Engineer unit has a clear line of
sight to the IJA infantry unit in hex 0602, so the US player takes an Artillery marker fromthe unused markers and places it in the hex. He draws one card to determine the accuracy
of the shot; its the 8 of clubs. This gives a result of Over 1 on the Indirect Fire Table. The
marker must be moved 1 hex toward the Japanese players side of the map, which could
place it in either hex 0902 or 0903. The US player draws a card to determine which hex: the
King of Diamonds (Red suit = Right). The marker is moved into hex 0903. The artillery unit
attacks the USMC Raider unit in the hex. The artillery unit has two steps, so the US player
draws two cards to resolve the attack. The Jack of Spades is an automatic miss, but the Five
of Hearts inicts one step loss. Since it had only one step remaining, the USMC Raider is
eliminated.
Air Support
Next, the US player takes one Air Support marker from the Scenario Card and places it in
hex 0803. He designates hex 0805 as the entry hex. One card is drawn to determine the
accuracy of the attack: the Jack of Diamonds. This indicates a hit according to the Air
column of the Indirect Fire Table. The Attack values of the air strike are -2/6 (Hard Attack =
-2, Soft Attack = 6). The US player draws two cards to resolve the attack. The 10 of Hearts
is a miss, but the 3 of Diamonds is a hit! The IJA Infantry is rotated to indicate a single
step loss. According to the Suppression Table, a Diamond also suppresses the target, so a
Suppressed Marker is placed on that unit as well.
thE Action PhASE
During your Action Phase, each of your units andleaders may perform ONE action, unless one of thefollowing conditions applies:
A unit which red in the Indirect Fire Phase maynot act during the Action Phase.
A unit which is suppressed may not act during theActionPhase.
AunitwhichSTARTStheActionPhaseinthesamehexas,oradjacentto,oneofyourLeadersmayperform TWO actions. However, it may not performthe same action twice.Thatis,suchaunitmay
move and re in the same Action Phase, but couldnot move twice or re twice.
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trp u As
MOVE: Each troop unit may move from one hex toanother hex. Units use Movement Points (MPs)to measure the distance they may move. The MPsavailable to each type of unit are determined byits movement class and may be found on the Player
Aid Card. Units may be moved in any order thecontrolling player desires and may move THROUGHother hexes containing friendly units as long asthey dont end in a hex with a friendly unit.
A unit must have sufficient MPs remaining toenter any hex. For example, a Tracked class unitwith only 1 MP remaining may not enter a hex thatrequires it to cross a river hexside.
Units which are Dug In immediately lose that statusif they move. Simply remove the marker.
In general, a unit may not enter a hex containinganother unit, nor may a hex contain more than oneunit. However, there are exceptions to this rule.
Leaders: Leaders may freely enter hexescontaining friendly units. A leader in the same
hex as an enemy unit is eliminated unless thereis also a friendly unit in that hex.
Transport: A transport-capable unit may entera hex containing a friendly Leg or Towed classunit. If a transport-capable unit and a Legor Towed class unit begin the Action Phasetogether in the same hex, the transport unit maycarry the transported unit (move the two unitstogether) while it performs its normal move. A
Leg or Towed class unit that has been carriedmay not act in the Action Phase. A leader mayact, however.
Assault: Infantry units (See the Player Aid Cardfor units with the infantry symbol) may enter
hexes containing enemy units. However, no morethan one troop unit from each side may occupythe hex at any time.
Tracked Class Units: Only Tracked class unitsmay enter hexes containing Artillery markers(friendly or enemy).
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FIRE: A unit may fire on one enemy unit in range
to which it has a line of sight. If a unit attacksanother unit at any range greater than three hexesduring the Action Phase, subtract 1 from theappropriate attack strength. Indirect fire units onthe map may fire during the Action Phase, if theydid not fire during the Indirect Fire Phase; theyare treated like any other unit when firing in the
Action Phase. Again, they may fire in any order theplayer chooses, so long as none fire twice duringthe same phase.
To resolve fire, draw a number of cards equal tothe firing units step strength.
For each armored unit in the hex: Add the Hard
Attack value of the attacking unit to the valueof the card (face cards are automatic misses). Ifthe result is HIGHER THAN OR EQUAL TO the armorvalue of the unit attacked, the unit suffers onestep loss. Rotate the counter so the next lowerstep value is oriented toward that unit ownersopponent. If the total is lower, its a miss.
For each unarmored unit in the hex: Comparethe card value to the soft attack value of theattacking unit. If the card is a face card, or ifthe cards value is higher than the soft attackvalue, the attack misses (has no effect). If thecards value is EQUAL TO OR LOWER THAN the softattack value, the unit attacked suffers one steploss.
Suppression: Each attack that inflicts a step lossmay also suppress the target unit. Compare the
suit (heart, diamond, club, or spade) of each cardthat inflicts a hit on the target units trainingvalue, using the Suppression Table on the CombatResults Tables Card. If the suit is shown, place asuppressed marker on the unit.
Leg and Towed class units in the same hex as atransport unit may not fire; however, the transportunit itself may fire.
FIRE EXAMPLE
An M2 HMG attacking at a range of four hexes would have effective attack strengths of -6/4.
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TIPNote that the terrain in which a target unitis located can affect the combat results;consult the Terrain Effects Chart on thePlayer Aid Card.
Leader AsLike other units, Leaders may perform Actionsduring the Action Phase. Leaders may move, but theymay not fire. In addition to moving, a leader mayperform one of the following actions.
RALLY: A leader may attempt to rally one suppressedunit in the same, or an adjacent, hex. To determinethe result of the rally attempt, draw one card andcompare its suit to the units training value usingthe Rally table on the Combat Results Tables Card.If the rally attempt is successful, remove theSuppressed Marker from the unit. It may now act inthe current Action Phase.
DIG IN:A leader may direct a Leg class unit inthe same, or an adjacent, hex to attempt to digin. draw one card to determine the success ofthe attempt; compare it to the units Training
Value (including the leaders training bonus ifapplicable). If the cards value is equal to orlower than the units modified training value, theattempt succeeds. Place a Dug In Marker on theunit. Units which dig in may not perform otheractions in the same Action Phase.
EXAMPLE OF ACTION PHASE
Its the US players Action Phase. He elects to re the M2 HMG. The line of sight to the
best target, the IJA Infantry in hex 0703, is blocked by the Artillery Marker and the lineof sight to the unit in hex 0601 is blocked by the jungle hex. He elects to re at the IJA
Infantry in hex 0604.
The M2 HMG has a Soft Attack of 5, which is reduced to 4 because its ring across a Hill
hexside from a non-hill hex. The US player draws four cards (two for the M2s two steps, two
for the Rate of Fire rating of +2) and picks the Jack of Clubs, Ace of Hearts, 5 of Spades, &
the 8 of Clubs. Only the Ace hits, causing one step loss to the IJA infantry. The IJA infantry is
not suppressed. According to the Suppression Table, a Heart does not cause suppression to
a unit with a training value of 2.
None of the US players other units are in range to re; he moves the Edson unit from hex
0402 to hex 0403 and ends his Action Phase.
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thE ASSAuLt PhASE
During your Assault Phase, any of your unitslocated in a hex with an enemy unit must eachperform an Assault.
Reslvg Assals1.Eachplayerdrawsanumberofcardsequaltohisorherunits training rating plus its step strength. Infantryunitsdrawoneadditionalcard.Theplayerwhodrewmoretotalredcardswinstheassaultandeliminatesthelosersunit.IfbothplayersdrawtheSAMEnumberofredcards,theplayerwhoseturnitiswins.
2. If a transport unit carrying another unit is involved
intheassault,drawcardsasifthecarriedunitwasnot in the hex. However, if the transport unit losestheassault,boththetransportandcarriedunitsareeliminated.
thE MARkER PhASE
RemovealltheSuppressedMarkersfromyourunits.
RemoveallofyouropponentsArtilleryandAirSupportMarkersfromthemap.
thE EnD oF GAME tuRn PhASE
CHECK VICTORY CONDITIONS: Check the VictoryConditions on the Scenario Card; if either playerhas fulfilled their Victory Conditions, they winthe game.
ADVANCE THE TURN MARKER: If either player hasreinforcements available for the new turn, placethem in the hexes indicated on the Scenario Card.
RESHUFFLE: Return all the used cards to the deckand shuffle it.
Photo Courtesy of U.S. Navy
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GAME CONCEPTSLine Of Sight
Many of the operations in ACTION FRONT! require
that a line of sight be established between a unitand a distant hex. In general, the existence ofa line of sight means that the unit can see thetarget hex (and any enemy unit in that hex).
Lines of sight are measured in a straight linefrom the center of the units hex to the center ofthe target hex. (As previously mentioned, the dotat the center of the hex should be used for thismeasuring stage.)
A line of sight is blocked if:
It passes through two hexsides of the same hill.
It passes through any portion of a hex containing abuilding or an Artillery Marker. Hexes containingan Air Support Marker do not block lines of sightunless they contain other blocking terrain.
It passes through any portion of a forest or jungle hex.
Note that lines of sight extend INTO building,forest, and jungle hexes, but they do not extendBEYOND them. Hex edges do NOT block lines of sightthat pass exactly along them.
Leaders
Leaders in ACTION FRONT! represent singleindividuals who have an impact on the performanceof other units. They have modifier effects inACTION FRONT! and can be utilized to boost nearbyunits.
AunitwhichSTARTStheActionPhaseinthesamehexas,oradjacentto,oneofyourLeadersmayperform TWO actions. However, that unit may notperformthesameactiontwice.Thatunitmaymoveand re in the same Action Phase, but may nevermove twice or re twice in the same phase.
AunitinthesamehexasaLeader,oranadjacenthex, adds the Leaders training bonus to itstraining rating for all purposes.
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To replicate the effects of pre-registeredartillery fire, add the following rule:
Each player that has off-map artillery availablemay write down two hexes (before either sideplaces any units on the map) for which his or herartillery is registered. If that player places anArtillery Marker (from either an off-map artilleryattack OR an on-map artillery unit) in that hexduring his or her Indirect Fire Phase, no accuracycard is drawn. Rather, the artillery attackautomatically lands in the desired hex. Note thatthis applies to artillery attacks ONLY, not navalor air support attacks.
Friendly Fire
Commanders in WWII went to great lengths to avoidexposing their own troops to friendly fire.Nevertheless, thousands of soldiers were killed orinjured by their own side. Use the following ruleto show the effects of friendly fire in ACTIONFRONT!
Draw a card whenever a unit is located in a hexalong the line of sight from which a friendly unitis attacking during the Action Phase. If the cardis a Spade, the unit suffers one step loss.
CREATING YOUR OWN SCENARIOS
One of the primary objectives of the ACTIONFRONT! system is to allow you to fight battlesfrom WWII that YOU choose and to design your ownscenarios. In general, scenario design is pretty
much up to you. The numbers of units you use,victory conditions, and so forth, often depend onthe battle you want to recreate. Here are someguidelines to assist in their creation.
Pick A ScEnARio tyPE
In general, most scenarios fall into one of twocategories: Point Defense or Meeting Engagement.
A Point Defense scenario places one side on theattack, attempting to get to an objective. Theother side must defend that objective. In a MeetingEngagement, neither side has a specific objective,other than inflicting the maximum damage on theother.
For a Point Defense scenario, determine whichplayer will be the defender and which the attacker.
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SEt VictoRy conDitionS
POINT DEFENSE: The attacking player must exit atleast one unit from the defending players side ofthe map before the 15th game turn.
MEETING ENGAGEMENT: The side which has eliminatedthe largest number of enemy steps at the end of the15th game turn wins.
Pick A MAP
Select one or more ACTION FRONT! maps on which toplay the scenario. At this time, you should alsodetermine the orientation of the map and assigna side to each player. One way to do this is tohave one player decide on the scenario type andplayer roles while the other selects the map andorientation.
Pick youR FoRcES
On the Special Rules sheet for each ACTION FRONT!game, there is a Unit Value Table that lists thepoint value of each unit included in that game. Each
player should secretly select his force from thesetables, using the following total force values.
POINT DEFENSE (Points per Map):Defender: 80, Attacker: 160
MEETING ENGAGEMENT
Each Side: 120 pts per map
SEt uP
POINT DEFENSE: The defender sets up his or herforces first and can use any hex farther than fourhexes from the attackers map edge. The attacker maythen place up to five of his units. The remainingunits arrive as reinforcements in the order desiredby the attacker. No more than five units shouldenter per turn. The attacker moves first.
MEETING ENGAGEMENT: Select one player to movefirst. The other player then sets up five of theirunits within three hexes of his or her map edge.
The player who moves first then sets up five of hisor her units within three hexes of their map edge.Each player then selects up to five units to enteras reinforcements in each game turn until no unitsare left.
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The two-dimensional works of art depicted in the images within this manual are in the public domain in
the United States and in those countries with a copyright term of life of the author plus 00 years. The
photographs of the works are also in the public domain in the United States (see Bridgeman Art Library v.
Corel Corp.).
CREDITSDesign & Development
Geoff Bohrer
Editor
Christian Sumner
Graphic Design
Geoff Bohrer, Christina Bohrer, &
Christian Sumner
Page Layout
Christian Sumner
Fact Checker
Greg Moore
Playtesters
Shawn Low, Alpha Mastrano, Mark Ballinger,
Greg Moore, Heidi Custer, William Ballinger,
Dan Anstaett, Gary Custer, Mike Leonardi, Dave
Pasquantonio, Richard Soper, & David W. Bauer
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SEQUENCE OF PLAY
First Player Turn
1. Indirect Fire Phase
2. Action Phase
3. Assault Phase
4. Marker Phase
Second Player Turn
1. Indirect Fire Phase
2. Action Phase
3. Assault Phase
4. Marker Phase
End of Game Turn
Phase
UNIT COUNTERS
12
3
4 5 6
7
8
9
Rate of Fire: This indicates that the unit draws X extra cards when ring. If theres no number, you draw no
extra cards.1
Steps: This is the strength of the unit as a percentage of its original strength; it indicates how many cards the unit
draws when ring. As the unit suffers step losses, rotate the counter so that the appropriate number of dots is on
the side facing your opponent. (Fewer dots represent a smaller force that has taken casualties.) Units with one
step that suffer a step loss are eliminated and removed from play.
2
Silhouette: A representative picture of the unit. The color of the silhouette indicates the units movement class.
See thePlayer Aid Card.
3
Hard Attack/Soft Attack: The effectiveness of the units weapons against armored and unarmored targets,
respectively. Armored targets have an armor value printed inside their silhouettes; all other units are considered
unarmored. Units which have these values printed in red may re during either the Indirect Fire Phase OR the
Action Phase.
4
Range: The maximum range at which this unit can attack enemy units.5
Training: Many things can affect how well a unit performs in combat: combat experience, training, special skills
and morale. Each units Training value takes all these human factors into consideration. The Training value
determines how easily the unit can be suppressed by enemy re, as well as how it performs in Assaults (hand-to-hand combat).
6
Unit Name: The main type of equipment or troops of which the unit is made up.7
Transport: A T in this space indicates that the unit may carry one other unit. Only Leg and Towed class units
may be carried.8
Armor: Indicates the thickness of the units armor protection Only Armored Units have this number9