Ostfront 1944 ... campaign teaser

Had some spare time this weekend and cobbled together a campaign concept encompassing the whole Russian Front ... using the map from the No Retreat board game -- strategic warfare from the Baltic to the Black Sea, can the Axis keep the Red Hordes from reaching the gates of Berlin.
Battles to be executed as QB's using the system that @Schorker and I have been testing in the Rico-Shorker War mini-campaign. Of course details will emerge once we see in detail what Red Thunder has to offer.



Looking at simple campaign mechanics, minimum admin for the CO's and campaign manager... but still in development.

Counters were made from graphics lifted from the PanzerCorps games... left numbers on counters represent Army strength levels, right number movement allowance.
Germans get Armies, Panzer Armies and select SS Pz Corps plus Tiger Abt and ability to form ad-hoc kampfgruppen.
Russians have Fronts, Tank and Guards Tank Armies and a select number of "Shock" counters which represent all-out Russian steamroller offensive efforts.

 
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@Rico
Excellent work - looking good - and not wishing to sound too childlike - are we there yet - c'mon Battlefront - games to be played, steppes to be crossed etc etc... the words wildly and anticipated spring to mind...
 
Word is it'll be released some time between March 16 - March 26, if memory serves me correct.
 
I'm in!

And fellas, seriously, you will not be disappointed with RT!
 
Sounds great Rico! I'm using units counters from Panzer Corps also :)
 
Here's a sample of the range of units that will be available for the upcoming RED THUNDER strategic campaign.

I am designing this keeping in mind the possibility of expanding it into 1945 and backwards into 1943 towards Kursk period (which I am sure will a soon-to-be-released add-on ... the kit is mostly already all there ... we just need a few additions and winter/severe mud terrain) I am using the No Retreat! board game map and rules as a basis -- obviously simplifying it a lot.

The Red Thunder Campaign covers the summer 1944 period of strong Russian steamroller attacks and desperate German defensive battles, parries and counter-strokes to slow the Russians and keep them out of the Fatherland.

Each turn will probably cover two weeks of action.

Battle will be executed as QB's ... with a series of guidelines and limitations.

All battles envisaged to be approx 30 minute medium battles on medium maps.

Type of battle is determined by the difference between attacker and defender strength points. (more will be explained later)

To keep things simple, multi-hex assaults won't be possible.
But panzer/tank units will have the capacity to advance after combat in a second movement phase and defending tank formations can launch counter-attacks in the enemy's phase.

Germans will also have a limited ability to detach strength points from armies to build ad-hoc Kampfgruppen.

OOB's for QB's will have restrictions, especially on heavy artillery ... but during Russian SHOCK attacks all gloves are off ... BUT Russians have to fight like Russians and use all their heavy arty in Turn 1 pre-planned missions.
(these kind of attacks will however be only for the Russians ... for the Germans the time for all-out offensives with howling Stukas etc are pretty much over)

Germans and Russians will also have separate Combat Results Tables -- ie: what effects the outcome of the CM battle will have on the strategic map.

Here a sampler of the available units -- Axis Allies and the fight for Germany and Berlin will have to follow later.



I am hoping to make the rules quite simple, with LOTS of options for the players and supreme commanders -- but LOTS os work to get them that way.
 
Wow, this is very ambitious, Rico. It looks like it will be a gas!
 
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