Battlefront World War II

An In-depth Look at New Rules

by John Lawitzke


Battlefront WWII is a new set of rules for World War II miniatures gaming from Fire and Fury Games. As you can guess from the company's name, these are the same people who produced the popular Fire and Fury rule set for the American Civil War.

Battlefront WWII contains unit data and tables of organization which cover the late-war period for American, Russian, and German forces. The period covered for the Eastern Front starts at the Kursk offensive in July, 1943, and for the Western Front starts at the Normandy invasion in June, 1944. Fire and Fury Games is planning future supplements which will include unit data, tables of organization, and scenarios for other forces and periods of the war. The first supplement is expected to be available in 2001 and will add the British army.

The rules as written are intended for 15mm or 10mm miniatures. 5mm. miniatures can be handled by converting inches to centimeters. 20mm. miniatures can be used by multiplying all measurements by 1.5. Constructing specially-marked measuring sticks for 20mm miniatures can save having to multiply on the fly during the game. Artillery templates are provided for all of these scales.

One turn represents approximately 10 minutes of time. The ground scale is 1 inch of playing surface equals 40 yards. All die rolls are made with a 10-sided die. A troop stand represents a squad of 6 to 15 soldiers. A gun or vehicle stand represents a section of 2 or 3 guns or vehicles. An aircraft model represents 2 or 3 aircraft. An initial complaint that I've heard about these rules is that the vehicles are not one-to-one. I initially had this same concern. However, after playing the game, I found that this presents no problem and a good game with realistic results occurs.

Units are organized into maneuver elements that are essentially company sized. The rules suggest that an experienced player can comfortably handle a battalion-sized battle group consisting of from two to four maneuver elements during a game.

When you purchase Battlefront WWII, you receive the rulebook and one set of components. The 86-page rule book provides the rules for playing the game, tables of organization for late war U.S., Russian, and German forces, two scenarios, and scenario design guidelines.

The rules are very clearly written and include extensive, illustrated examples of play. I found that I was able to play the game after only one reading of the rules, with two exceptions noted later in this review. During my initial solo play of the rules, I had to do some referring back to the rule book during the first couple of turns, then, after that, I was easily playing from just the quick reference charts.

After my initial reading the rules, the artillery support and indirect fire rules seemed slightly confusing. Most of this is because of the rich variety of fire missions possible. These include shelling & smoke, mixed shelling and smoke, concentration, time on target, and barrages (standing, rolling, and lifting). However, after reading further examples of play posted on the company's web site and trying them out during play, I found all my confusion was cleared up and the artillery and indirect fire mechanics are actually quite simple and easy to use.

The only other place in the rules where I needed a second read in order to properly understand the concepts and mechanics was with built-up sectors. Building models represent a built-up area and these are split up into a number of built-up sectors. Each sector can hold one infantry unit. The mechanics of line of sight, spotting, fire combat, and close combat in built-up sectors are each treated in the appropriate sections of the rules. After my initial read, I went back and reviewed the various illustrated examples of play involving built-up sectors and was able to understand the concepts and mechanics involved.

The rules also include mechanics for close air support and antiaircraft fire. A variety of close air support missions are possible. These include dive-bombing, horizontal bombing, tank busting, and strafing.

The game components include the quick reference charts, artillery templates, unit status markers, and unit data cards. They are printed on durable, glossy card stock. The quick reference charts are on one double-sided sheet. Two copies are provided with the game components. The only useful chart that is not included on the quick reference charts sheet is the terrain effects chart that is printed on the last page of the rulebook. A quick photocopy or download and print of an Acrobat PDF file provided on the Fire and Fury Games web site solves this problem. Three duplicate sheets of artillery templates are provided. One sheet of unit status markers is provided.

The unit data cards are at the heart of the system. A total of 108 unit data cards are included with the game components. These are printed nine on a sheet and need to be cut apart. Each card presents all the game information needed for a particular unit type. I've found that the use of the cards makes it very easy to set up a game and find a unit's statistics during play. A handy tip that I've come across is to use the nine section card protector sheets used by sports card collectors or collectable card game players to organize and protect the cards during play.

As noted earlier, the mechanics of Battlefront WWII are very easy to learn. I think this rule set would be perfect to use for convention games. I'd expect that players new to these rules could be quickly taught to use the charts, and within a couple of turns, be running their own game with only minor assistance from the game master.

The game turn consists of four phases: (1) Offensive Fire Combat Phase (2) Maneuver Phase (3) Defensive Fire Combat Phase (4) Close Combat Phase. Spotting occurs throughout the turn.

You may have noticed that there is no Morale Phase. The Morale Phase in unnecessary because the authors have managed to effectively work morale into the rules for the other phases. Each maneuver element is given a discipline rating by the scenario. Discipline rating can be elite, veteran, experienced, trained, or raw. As a result of combat, individual stands have a status of good order, suppressed, or disordered. From a simple chart, the combination of discipline rating and status results in a modifier that affects just about every die roll that the unit makes.

Spotting involves using a simple chart that determines the distance at which a spotter can see a target. Variables involved in this chart include spotter status, target cover, and target type. Target spotting status can be hidden, suspected, or spotted. If a target is outside of the spotting distance, but fires while within line of sight, it will become suspected. A target can also become suspected by being spotted by another unit in the same maneuver element. Suspected targets can be fired at with a negative modifier.

All fire combat occurs on one chart. Modifiers include target discipline rating, firing unit discipline rating and status, firing unit weapon, target armor, cover, etc. Different modifiers apply depending upon whether the fire is direct fire, indirect fire, or air to ground fire. Results of fire combat can be no effect, suppressed, disordered, or knocked out.

During the Maneuver Phase, each maneuver element makes a die roll in order to determine how many and what actions are available to a unit. This die roll applies to the entire maneuver element but is individually modified and applied to each unit. Modifiers include current unit discipline rating and status, maneuver element casualties, and enemy proximity. Results include panic for two actions and become disordered, fall back for one action and become disordered, hold position, regroup and hold position, maneuver for one action, regroup and maneuver for one action, and maneuver for two actions. The regroup action is how a unit recovers from being suppressed or disordered.

Close combat consists of rolling a die for the defending unit and rolling a die for each attacking unit. Die rolls are modified by a variety of modifiers including current unit discipline rating and status. The attacker then uses the highest single result from all attacking units. The difference between the attacking and defending die rolls is then looked up on a chart and the result applied. As expected, close combat can result in a lot of casualties.

From playing some games, I have found realistic, believable results to occur. In one instance, an American infantry company frontally assaulted a German-held village with no softening up of the village by fire or obscuring by smoke. The result was extreme losses for the Americans and a failed attack. In another instance, an advancing PzKpfw IVh was suppressed by fire from a couple Shermans. A bad die roll in the subsequent Maneuver Phase resulted in the German tank falling back. As one more example of play results, a Hetzer was in the edge of some woods supported by a couple squads of Volksgrenadier infantry. Two Shermans and two M10 Wolverines were advancing on the position. During the advance one of the M10s was knocked out and the Shermans were getting suppressed. Return fire at the Hetzer was not achieving any result because the Hetzer could see the suppressed American armor in the open but the suppressed Americans were firing at a suspected target in the woods. Once the American tanks advanced far enough to spot the Hetzer in order to return effective fire, they were close enough to cause the Volksgrenadier infantry to have a negative modifier on their maneuver check.

In the next German Maneuver Phase, the German infantry rolled a 1. With modifiers, this caused the previously good order Volksgrenadier squads to panic and retreat away from the American armor.

Fire and Fury Games has put up an extensive web site (http:// www.fireandfury.com) in order to support Battlefront WWII. Highlights include product information, FAQ errata, play test unit data cards, play test rules, discussion forum, further examples of play, product ordering, bibliography, and related links. Additionally, there is a mailing list available on eGroups (http: www.egroups.com). Look for the "Battlefront" mailing list there.

From a statistical sample of one data point, I found their e-mail support to be very responsive. I had a minor question that I e-mailed to the address on Fire and Fury Games' web site. I sent my question during lunchtime and received a response that evening.

Battlefront WWII is available in three forms: Rulebook and one set of game components for $33; Rule book and two sets of game components for $45; One extra set of game components for $18. Battlefront WWII is currently easily available. The game seems to be available through general distribution channels and is on the shelves at all the better gaming shops. I've seen it at The Soldiery in Dayton and Rider's Hobby Shop in Lansing. I've only seen it carried in the form of rulebook plus one set of game components, though. It's also available (in all three forms) directly from Fire and Fury Games, PO Box 360, Burtonsville, NM 20866. Get it online at http://www.fireandfurycom or from Grandiosity at http://www.warweb.com. I'm sure it's available from other places, but these are where I've seen it.

Overall, I'm quite impressed by Battlefront WWII and am looking forward to playing many enjovable games with it.


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