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ATTACK ON ALL FRONTS

Stickfish Productions Presents...

A GAME OF WORLD WAR 2


2 ATTACK ON ALL FRONTS

Author’s Note

Table of Contents
Introduction & Scales………………..3
Deployment & Army Building………………..4
Unit Types & Definitions………………..5
Sequence of Play & Player Initiative………………..6
Movement & Firefights………………..7
Assaults………………..8
Victory Conditions & Scenarios………………..9

The little known Entemitfahrer from the Kriegsmarine


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Introduction Scale, Basing and Measure

Attack on All Fronts is an attempt to modify the rules Scale-


of DBA and HoTT into a set of rules suitable to fast The units within the game are representative of any
play World War II war gaming. Ultimately it turned size of military unit from a single squad to a full com-
out to be heavily influenced, and in some places an pany as players need to fit the scenario. One game
outright copy, of WRG’s rules sets. My strongest moti- turn is roughly equivalent to 15 minutes of battle field
vation for developing these rules are the vast array of activity so the play of a twelve turn game is represen-
1/72nd miniatures available for this setting. I am, by tative of three hours of combat. Any sized miniatures
nature, a fantasy war gamer and am greatly addicted may be used but the base size with figures per base
to the 25/28mm scale but had such a strong pull to- referenced in the rules on unit definitions is designed
wards the smaller 20mm scale that as I write this with 20mm in mind.
there is a pile of boxes and sprues of figures in my
basement waiting to find a use. They range from an- Basing-
cients to AWI to WWII and each is fabulous to me. I All units consist of a single base with from 1 to 6 fig-
have also completed and ancients rules set named ures according to unit type. All units have the same
Savage Contest and are working on its accompanying width (60mm) but have different depths of base
fantasy version (Savage Fantasy) but those are not (either 40mm or 80mm) although any basing system
influenced by WRG, but instead by Neil Thomas and is acceptable so long as all units utilize the same sys-
his collection of fine war gaming works. It is important tem.
that players of AOAF keep in mind the game is de-
signed with a certain level of abstract and a combat Measure-
unit can be something as small as a single squad to as The standard of measurement for movement and
big as a battalion. I hope that the reader finds them range is the ‘click’ or ‘klik’ representative of the mili-
digestible and when played the generals find them tary slang term for kilometer. For the purposes of this
serviceable to their needs. game a click of measure is 40mm if using 20mm or
larger figures or on click equal to 25mm if using
smaller. It is best to create a range ruler with six to
twelve clicks of measure for use during play. A click in
these rules is representative of approximately 100
yards of distance and the movement of models and
the range of weaponry is roughly in ration with this
taking into account terrain effects, the fog of war, and
effective range of weaponry or penetration range.

An American Heavy Machine Gun team


(Weapons Team)
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Battlefield and Deployment in contact with the point of the objective. If a unit is in
control of an objective at the end of a round then the
player accumulates an extra PIP in the initiative phase
The Board- of his turn. An objective with units from both sides in
The game board should measure two to three feet to contact with it is under no player’s control.
a side or any dimension that is suitable to the players.
There should be terrain on the table within at least Deployment
three of the four quarters and each quarter should Both players roll one dice and the highest roller se-
have one to three pieces. Terrain is broken into three lects which edge of the board his army will enter bat-
categories while the rest of the board is considered tle through with the opposite edge being his oppo-
“off road”. nent’s deployment. Beginning with the player that
Dense terrain consists of woods, forests, craggy lost the roll two units are moved onto the table one
or structured areas and is considered bad ground or two moves, the player’s choice, as desired from
for movement purposes and dense for firefight anywhere along the deployment edge. Player’s alter-
purposes. Dense terrain can be sighted into our nate entering units until all have entered the board
out of but not through effectively blocking line of indicating the end of the deployment phase.
sight.
Rough terrain consists of dragon’s teeth, A player does not deploy artillery or air strikes.
swamps, and similar terrain that would make
movement through it difficult for infantry and A player may with hold up to 6 ap of units to bring in
vehicles alike. Rough terrain is considered bad as reserve units later in the game.
going and impacts the movement of all units.
Rough terrain has no affect on line of sight. Any units of Commandos may be deployed on the
Linear terrain consists of either waterways or table in any terrain element to represent their pene-
road ways. Road ways improve movement having tration of enemy lines.
been built to facilitate movement while a water-
way completely restricts movement except at Building an Army
indicated crossing points. Both of these should
enter from one board edge and exit at a different
board edge. It is acceptable for a water way to be Each player builds an army according to the number
presented as a pond/lake like terrain piece but a of army points (ap) being used for play. It is best if
linear waterway may not be presented along with both players build using the same number unless a
a ‘pooled’ water way. It is also acceptable for one scenario is being used in which the historical units are
of the board edges to represent a coast line of being fielded or one of the scenarios later in this rules
which no further than three inches of board may set dictates otherwise.
be waterway.
The standard build is 24 ap of units with the following
Objectives restrictions
After the board has been built it is important that 1. No army may have more than half of its total ap
three objectives be placed on the field; alpha, bravo, spent in 3 and 4 ap units.
and charley. Each must be placed within the middle 2. No army may spend more than 6 ap in air strike
field of the board, consisting of an area of one-third and/or artillery units.
the width of the board and no closer than six clicks to One unit must be selected as the command unit (with
another objective. This disposition of objectives re- exception of artillery and air strike) and must be
lates to a game without scenario and outside of the clearly indicated as the command unit.
scenarios presented later in these rules. Objects
should be clearly marked and tokens or larger identifi- An example build would be;
2 Sherman tanks (armor)...8ap
ers such as chess pieces can be used to accomplish 1 Mortar team (weapons team)...2ap
this end. 1 Bazooka team (weapons team)...2ap
2 Air strikes...2ap
Control of an objective is established by a unit occu- 1 Artillery...2ap
4 Rifle teams (combat squads)...8ap
pying the terrain element or being positioned upon or
5 ATTACK ON ALL FRONTS

Units (Types and Definitions) moving through enemy units to attack sensitive units
or command structure, weak in both fire fights and
assault except against specific units.
Each unit is classified by its intended battle field roll
and the common mobility of the unit. Infantry are Cavalry (infantry): unconventional horse mounted
always all foot forces, or at best horse mounted while infantry fielded by few nations during the era but still
mechanized units are armor or armored transports. seen occasionally, very effective in assault against
Two units; artillery and air strike, are not depicted on infantry but weak otherwise.
the table representing forces that are temporary or
with such a long range that they will not be within the
Mobile Infantry (mechanized): Infantry squads trans-
normal theatre of the battle although players are en-
ported by armored cars, APCs, jeeps and motor cy-
couraged to create suitably dramatic token represen-
cles, less in number than a combat squad unit but
tation for their use.
with some armor support and greater mobility.

Artillery (special): off board artillery battery shelling


Paratroopers (infantry): infantry squads that are
the enemy when given radio communicated coordi-
dropped into the battle zone by parachutes from low
nates.
flying air craft. Historically paratroopers were used
only rarely but were very effective in all instances of
Air Strike (special): air support in the form of bombers use.
and attack planes called in to harass the enemy, lim-
ited use due fuel constraints.
Reconnaissance (mechanized): lightly armed recon
units in the form of armored cars, jeeps and motorcy-
Armor (mechanized): the various heavy armor such as cles designated to locate the enemy and return infor-
the T-34, Panzer, and Sherman. Armor is the king of mation. Weak in assault or fire fight but capable of
the battle field but they lack the speed of infantry off providing needed support at a moment’s notice or
road and lack effective counter measures to a concen- holding up enemy units to tactical advantage. Most
trated infantry assault. effective in coordinating artillery strikes.

Combat Squad (infantry): the standard combat unit Weapons Team (infantry): heavy weapons or special
consisting of soldiers armed with small arms and hand
weapons teams such as mortars, flame throwers,
grenades, fairs evenly against all other units.
heavy machine guns and so forth, very effective at fire
Commandos (infantry): infiltration units with small fight combat but susceptible to assault.
arms and specialized equipment that is capable of

Base width of 60mm


Unit Base Depth Number of Models Firefight Range Army Points Cost
Armor 80mm 1-2 4 clicks 4
Artillery n/a n/a n/a 2
Air strike n/a n/a n/a 1
Cavalry 40mm 1-3 2 clicks 2
Combat squads 40mm 3-5 3 clicks 2
Commandos 40mm 2-4 2 clicks 3
Mobile infantry 80 mm 1 -4 3 clicks 3
Paratroopers 40mm 3-5 3 clicks 3
Reconnaissance 80mm 1-3 2 clicks 2
Weapons teams 40mm 1-3 3 clicks 2
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Sequence of Play but the formation must move at the speed of


the slowest unit, formations may not be
moved a second time in the same turn. A
The players follow these steps each turn, alternating formation of units indicates that all units are
turns until one of the victory conditions are met; in contact with one another and share the
1. The player who’s turn it is rolls for PIPs same facing.
2. Movement is performed, tracking all ex- Cavalry units may be moved for 1 PIP and
pended PIPs may be moved multiple times although they
3. All units of both players within fire fight may not engage multiple enemies. Any num-
range of an enemy must engage in a fire fight ber of PIPs may be spent this way on cavalry.
(a unit will only be able to engage in a single A formation of all cavalry moves as if a single
firefight per turn) cavalry unit and benefits from unrestricted
4. Any air strikes or artillery barrages are per- PIP expenditure.
formed An artillery barrage can be called down on an
5. Any assaults are resolved enemy unit that is within line of sight of a
6. The turn comes to an end and players check friendly unit by expending 3 PIPs. Unlike air
for victory conditions, if neither force has strikes, artillery is not expended and it is ac-
obtained victory the turn switches to the ceptable to use two artillery barrages in the
next player same turn.
A unit being held in reserve may be brought
Player Initiative into play for a cost of 2 PIPs if brought into
play from the player’s deployment zone or 4
PIPs if entering from a flanking position. The
At the beginning of each player’s turn he dices for
unit may not be moved a second move.
PIPs (by rolling 2d6) and may use them in the follow-
Paratrooper units held in reserve may air
ing manner.
drop onto the board for an expenditure of 3
PIPs. The unit may be placed anywhere on
A roll of ‘6’ on either dice enables the player
the table at least 4 clicks from the enemy.
to deploy one of their army’s air strikes to
target one enemy unit, this must be declared
before movement and the target must be
marked with an appropriate counter. Once
an air strike is used it cannot be used a sec-
ond time (it is expended). Note that this may
only be used if a ‘6’ is rolled, not if a 6 is ob-
tained from bonus PIPs from objectives. The
actual PIP cost of the air strike is 2 PIPs. It is
possible in this way to call in three airstrikes
in the same turn, but if the same target is
subjected to more than one air strike then
the rules for multiple units in a firefight are
used (i.e. any air strike beyond the first pro-
vides support).
Any infantry unit may be moved by expend-
ing 1 PIP and may be moved a second time
by expending a further 2 PIPs (for a total of
3).
Any mechanized unit may be moved by ex-
pending 2 PIPs and may be moved a second
time by expending a further 2 PIPs (for a to-
tal of 4).
A formation of units may be moved for 2 PIPs
7 ATTACK ON ALL FRONTS

Movement receives a +1 (so two supporting units would be


+2).

Infantry may move 4 clicks on road, 3 clicks off road If the unit is in dense terrain or other cover it
and are unaffected by rough ground although they receives a +1 to its dice roll.
may not cross bodies of water except at fords,
bridges, or other appropriate locations. Cavalry units If the unit is mechanized and mired in a ford of
move 4 clicks off road but only 3 clicks in rough other restrictive area the attacker benefits from a
ground but otherwise move as infantry. +1 bonus.

Mechanized units (except tanks) may move 6 clicks by Results


road, 2 clicks off road, and must end move in rough If the combat rolls are tied then both units will fall
ground. If they begin their turn in rough ground they back one-half move from each other.
may move as off road until out of rough ground. They
may only cross bodies of water at bridges or other If the losing roll is greater than half of the winners
sufficiently supportive structures, fords will only mire roll…
down the mechanized unit ending its move on the Heavy armor will fall back one-half move
ford for the remainder of the game. from infantry
All other mechanized units will fall back one
Commandos are able to move through enemy units as from infantry
if they are not present instead of initiating an assault Infantry will fall back one move from other
as all other units must do. infantry or fall back two moves from mecha-
nized units
Mechanized units will fall back one move
Fire Fights from other mechanized units
If a unit’s fall back move carries them into
After movement each unit with range to an enemy dense terrain, rough terrain, or an enemy
unit may engage in a fire fight with that unit. Each unit it is eliminated instead. (This does not
apply if the unit began the move in the same
unit may only engage in a single firefight each turn. If
element of dense or rough terrain)
the targeted unit is within its own fire fight range it If a unit’s fall back move carries it into a
may fire back. Multiple units firing on the same target friendly unit the friendly unit will be pushed
unit provide supporting fire to the primary firing unit, back as far as necessary to accommodate the
which must be the closest firing unit. Counter fire is fall back move and will turn to face the same
performed on the primary firing unit only. To resolve direction as the unit falling back.
a fire fight roll two
Unit Firefight Value
dice for each unit
and apply the follow- Armor +5 vs all
ing firefight value; Artillery +4 vs all
Air strike +6 vs all
Some situational
+4 vs weapons teams, other commandos and command; +2 vs
modifiers apply to Commandos
all other
the dice roll as well;
all of these modifiers Cavalry +3 vs infantry; +2 vs all other
are applied as bo- Combat squad +3 vs all
nuses to one of the
two units. Mobile infantry +2 vs armor; +4 vs all other
Paratroopers +3 vs all
For each sup-
porting unit the Reconnaissance +3 vs infantry; +2 vs mechanized units
primary attacker Weapons team +4 vs mechanized; +2 vs infantry
8 ATTACK ON ALL FRONTS

If the loosing roll is half or less of the winner’s roll… back one move from infantry or two moves
Infantry are destroyed from other mechanized
Mechanized are destroyed by other mecha-
nized, weapons teams, air strike, or barrage If the loser’s roll is half or less than that of the win-
or will fall back two moves from anything ner’s roll…
else Infantry will be destroyed by all of units
Mechanized will be destroyed by infantry or
Assaults fall back three moves from other mechanized
units.

When two units are in contact they are considered to


be engaging in hand-to-hand and small arms combat.
If more than a single unit is in contact with the same
enemy unit only one is considered to be attacking
with the others providing support. All units in contact
must perform an assault every turn.

To perform an assault roll 2d6 and add a modifier


according to the kind of unit that is involved in the
assault.
AN EXAMPLE OF MODELED TERRAIN
Some situational modifiers apply as appropriate with
the modifier applied as a bonus to one of the two
units involved in the assault;
+1 for each supporting unit, maximum of +3
(indicating the target unit is completely sur-
rounded)
+1 if the unit is within a structure or other
defensive works
+1 if the unit is within dense terrain

Results
If both combat rolls are tied then both units fall back
one move from each other unless one is outnum-
bered in which instance only the outnumbered unit
falls back.

If the loser’s roll is better than half the winner’s roll…


Infantry will
fall back Unit Assault Value
from all Armor +2 vs all
other infan-
try and mo- Cavalry +4 vs infantry; +2 vs all other
bile infantry Combat squad +3 vs all
or is de- +5 vs infantry, mobile infantry, and reconnaissance; +4 vs all
stroyed by Commandos
other
other
Mobile infantry +4 vs infantry and mobile infantry; 2 vs all other
mechanized
units Paratroopers +4 vs infantry; +2 vs all other
Mechanized
Reconnaissance +3 vs infantry; +2 vs mechanized
units will fall
Weapons team +2 vs all
9 ATTACK ON ALL FRONTS

Victory Conditions Victory is obtained if the attacking player is able to


eliminate the forces in each bunker AND occupy each
bunker with an infantry unit before the defender is
There are three conditions that can lead to victory; able to eliminate 50% of their units (not counting ar-
Commanding unit is defeated in assault tillery or air strikes).
Half or more of the enemy’s forces one the
board are eliminated Break Through recreates a defensive line that is pro-
All three objectives are controlled for two tecting a valuable resource. The attacking player is
consecutive turn attempting to move units through the enemy and off
If any of these three objectives are met then the the table while the defending player is attempting to
player meeting the objective is victorious and the hold the line and prevent this.
game comes to an end.
Both players receive the same number of ap (24 is
Scenarios suggested). The defending player places his units any-
where on the table at least three moves (by unit)
The writing of the rules detail a standard pitched bat- from the attacking player’s table edge. The attacking
tles between equally built armies. The following two player moves all of his forces on to the table (no re-
scenarios; Bunker Defense and Break Through modify serves allowed) a single move as deployment.
the rules only slightly. Where the written rules are
challenged by the scenario rules the scenario should Play of the game is as normal except when the attack-
be obeyed. ing player is able to move a unit off the table through
the defending player’s edge the defender must re-
Bunker Defense places one player with a smaller force move two of his units from the table (defender’s
in command of two bunkers and the other player with choice). This will continue until one army is reduced
a larger force has the objective of defeating the forces to 25% of it’s original forces determining a victor.
in both bunkers. For the purposes of this scenario the
regular objectives are ignored. The defending player While the scenario seems straight forward it should
receives only 18 ap of forces with the following re- be obvious that terrain is a great factor and both play-
strictions on their expenditure; ers should work together to build a battlefield that is
1. The player may not purchase more than a single both fair and exciting.
armor unit.
2. The player may purchase no artillery.

The attacking player has no restrictions on purchase


and receives 30 ap for building their army.

The battlefield should be split into two deployment


areas each equal to one half the board. The defending
player places two bunkers, no closer than 8 clicks to
one another or 4 clicks of an edge, anywhere within
their half of the board. Then all of his forces are de-
ployed as he desires with at least one unit deployed in
each bunker. Bunkers can hold only infantry units.

The attacker does not deploy but instead moves his


forces onto the table edge from his deployment zone
as if they are just off the board at the edge. If the
player has reserves they may be deployed as normal
from the flanking edge of HIS deployment zone only.
Paratroopers and Commandos are deployed as nor-
mal.
10 ATTACK ON ALL FRONTS

Reference Table 1: Use of PIPs


Air Strikes: cost 2 PIPs and may only be called in on a PIP roll of 6 not counting objective PIPs
Movement (infantry): 1 PIP to move and a further 2 PIPs for a second move
Movement (cavalry): 1 PIP to move and further moves for 1 PIP without limit
Movement (mechanized): 1 PIP to move and a further 3 PIPs for a second move
Movement (formation): 2 PIPs to move and entire formation at the slowest move in the formation; not second
move permitted
Artillery Barrage: 3 PIPs declared in the tactical movement phase allows an artillery attack in the fire combat
phase
Reserves: any unit in reserve may be called onto the table through the deployment edge by expending 2 PIPs or a
flanking edge by expending 3 PIPs
Reserves (paratroops): may be called into play from any table edge for an expenditure of 2 PIPs

Reference Table 2: Firefight Value Table


Unit Firefight Value
Armor +5 vs all
Artillery +4 vs all
Air strike +6 vs all
+4 vs weapons teams, other commandos and command; +2 vs
Commandos
all other
Cavalry +3 vs infantry; +2 vs all other
Combat squad +3 vs all
Mobile infantry +2 vs armor; +4 vs all other
Paratroopers +3 vs all
Reconnaissance +3 vs infantry; +2 vs mechanized units
Weapons team +4 vs mechanized; +2 vs infantry

Reference Table 3: Assault Value Table


Unit Assault Value
Armor +2 vs all
Cavalry +4 vs infantry; +2 vs all other
Combat squad +3 vs all
+5 vs infantry, mobile infantry, and reconnaissance; +4 vs all
Commandos
other
Mobile infantry +4 vs infantry and mobile infantry; 2 vs all other
Paratroopers +4 vs infantry; +2 vs all other
Reconnaissance +3 vs infantry; +2 vs mechanized
Weapons team +2 vs all

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