Westfront 2nd Ed.
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CONTENTS
130 wooden blocks (20mm)
Labels
2 Mapboards (each 22.5 x 34 inches)
60 Die-Cut Markers
2nd Ed. Rules 1.0 (PDF 4.6 megs)
OB Cards
4 Dice

3406 Westfront 2nd Ed. $99.98

Recreate WWII in the west from the 1943 Allied invasion of Italy, through the Normandy landings of 1944, to the conquest of Germany in 1945.

Both sides face unique strategic challenges. The Axis must garrison the coastline from Denmark to the Balkans (including Spain) and react to enemy landings wherever they strike. Successful Allied invasions require planning and skill to adapt to the German defense.

WestFront is part of a three game series: EastFront, WestFront, and EuroFront. The second editions include larger maps, more units, and seamless integration into EuroFront.

See also:
EastFront 2nd Ed.
EuroFront 2nd Ed.

INTRODUCTION

WestFront simulates the "Western Front" campaign in World War II,1943-45, beginning with the invasion of Sicily. One player commands the Axis forces, the other commands the Allies.

THE MAPBOARD

The mapboard depicts the western half of the European theater in WW2. The mapboard is divided into hexagons, called "hexes", to determine location and movement. Terrain features affecting play include: rivers,forests, mountains, marshes, cities, ports, and railways.

Norway, Sweden, Switzerland and Eire are out of play. These areas come into play in EuroFront, which covers the entire war in Europe 1939-45. Axis unit cannot enter Britain or North Africa.

THE UNITS

Wooden blocks, called units, represent German corps and Axis minor armies (black blocks) and Allied corps or minor armies (blue blocks). A die-cut, adhesive label identifying a unit's type and strength must be attached to each block. Put Allied labels on the blue blocks, and Axis labels on black blocks.

Units in play normally stand upright, with their labels facing the owning player. This provides simple yet elegant Fog of War in that players cannot see the type or strength of opposing units.

The seven basic unit types are: Armor, Mechanized Infantry ("Mech"),Infantry, Cavalry, Static, Forts, and Headquarters. As each unit-type has a fixed movement rate and firepower rating, these numbers are not shown on the label.

The large numbers surrounding the unit symbol show the unit's strength, called Combat Value ("CV"). Units gain and lose strength insteps of 1cv. A unit's current strength is the number along its top edge when standing upright.

GAME SCENARIOS

For game purposes, the Western Front campaign is divided into scenarios, each covering a 6-month period of the war. A scenario can be played in a sitting (4-6 hours), and two or more scenarios can be joined for longer games. The winner of a scenario is determined by Victory Points (VPs), which are awarded for current Production Levels and HQ steps remaining in play, and subtracted for eliminated friendly units.

Each scenario has a VP handicap which is added to / subtracted from Allied VPs, relating VP totals to historical results.

GAME TURNS

A month consists of a Production segment followed by two Fortnights of play. Production involves adding replacement steps to units in play,and rebuilding destroyed units into 1 cv units, or cadres. Control of economic objectives on the map yields Production Points, which are used to "pay" for these builds. Both players perform production simultaneously.

A Fortnight consists of two alternate Player-Turns. The Allies always take the first Player-Turn.

The player taking the current Player-Turn is called the Active Player(the other player is Passive). A Player-Turn usually begins by activating one or more HQ units. Each activated HQ, depending on its current strength, exerts command over all units within a Command Range of 0-3 hexes, enabling these units to move.

COMBAT

Battles occur when both players have units in the same hex. During combat, units are revealed to the opponent. Battles are not necessarily settled immediately. They sometimes continue for several months until one side retreats or is destroyed. Combat may occur in any ongoingBattle at the option of the Active player, and must occur on the first turn of a Battle. Any combat occurring outside Command Range is fought by the active player at a disadvantage.

A round of combat consists of an exchange of fire: airpower first,then defensive fire, and finally offensive fire. Enemy fire results in unit attrition. Forced retreats (repulses) may occur in cases of River,Air, or Sea Assaults.

WEATHER

Weather exerts an influence in the game. During most of the year the weather is Dry, however, during midwinter it is Mud, which reduces the command, movement, and combat abilities of both sides. November and February weather can be either Dry or Mud, determined by die roll.


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Tom Dalgliesh <tom@columbiagames.com>
(President, Wargame Designer, General Manager and Morale Officer and submissions contact)