Hind & Seek is a ruleset from Ostfront all about asymmetrical warfare set in the Soviet-Afghan War and is aimed at company to battalion sized games, in 6mm or 3mm scale. Larger scales can be used just as easily, from 10mm and 15mm, up to 1/72 scale.
The goal has been to provide a game where a small, poorly armed force can stand on even terms with a larger, better armed one. Hind & Seek tackles this in two ways: firstly, with a ‘strength’ system. Each faction has a strength value, which can be used to purchase forces on the table, or assets. Assets include recon, weapons caches, roadside mines, pre-prepared firing positions, escape routes, air-drops of anti-personnel mines, air blocking elements, night-time insertions and various other options, tailored to each faction. For example, only the Mujahideen (Afghan resistance fighters) have roadside mines and weapons caches, while only the Soviets have air blocking elements and aerial insertions or mine drops.
In this manner, a small force could have a large number of assets allowing it to stand against a larger force. A small Mujahideen force might have prepared firing positions, weapons caches and escape routes, allowing it to strike and run against a larger Soviet force. Likewise an elite Soviet force might have all the bells and whistles of an extremely detailed and well-planned operation – extensive training, night-time insertions, blocking escape routes with helicopters and so on, to allow a small group of airborne elites to cut off and destroy a larger Mujahideen force. Assets also have a dual purpose where they can counter enemy assets. The Mujahideen keep ambushing from that village? Bulldoze it. The Soviets are using helicopters to block off your escape routes? hit them with anti-air fire to drive them off!
Two Fat Lardies have used veteran war gamer and greatly respected designer Henry Hyde to produce a set of rules which is easy on the eye and laid out in a manner which allows the gamer to get the information needed simply and with plenty of illustrations and examples of play. This makes for a very good looking and highly functional book; always important in the heat of battle!
In addition to the 108 page rule book, General d’Armee, available for preorder now, also comes with two A4 size playsheets, both laid out in colour coded sections and laminated for longevity.
Since we published Pickett’s Charge, Dave’s ACW rules (which you can view here: Pickett’s Charge) we have had lots of you asking if we could produce a set of game Tokens and Status Markers. Well, we thought we kick off by producing a set for General d’Armee so you can really hit the ground running. These are in MDF and produced by our partners at Warbases. You can paint them up or use them as they are if you’re impatient to get started!
To make life easy. we have put together two Advanced order options. Firstly you can get the full set which includes the rules, the two laminated playsheets, two sets of tokens (one per side) and a free PDF of the rules. PLEASE NOTE: The PDF will be sent to you as soon as we release the rules on the 21st of May. In fact we are at Partizan that day, so we will be sending out the PDFs on the next day.
Ostfront publishing is excited to announce the release of Lacquered Coffins, their fast-play WWII air combat game.
The game focuses on the interaction of fighter, bomber, ground attack and utility aircraft, and provides rules for ground targets, reconnaissance, torpedoes and naval vessels, as well as a smooth air combat system that can easily handle up to 50 aircraft per side.
Aimed at 1/600 scale, Lacquered coffins would work fine at 1/300 or or 1/144 scale as well.
The game does not require hexes, or fancy flying stands, and has a unique speed and altitude tracking system, allowing for dynamic and simple handling of real flight characteristics.
Victory Decision: Raid! is a new Ultraskirmish game that allows you to command a squad sized force in the momentous conflict of World War II.
Each unit in “Victory Decision: Raid!” represents one individual infantry model. Games are focused on infantry squad vs infantry squad, and a typically have 6-10 figures per side.
The rules cover almost all aspects of World War II wargaming, from Troop Quality and Leadership to Bunker Assaults, Combat in Buildings and Vehicle combat.
Victory Decision: Raid! features a unique Leadership-modified alternate unit activation system. The result is a fun and fast paced war game that involves both players constantly.
The rules are designed with 20-28mm miniatures in mind, but the Victory Decision: Raid! game system is flexible enough to handle any miniatures from 15mm to 32mm. So whatever your existing miniature collection consists of, you can start playing right away.
I have been throwing around a new concept to add to #IntoTheBlack that is tentatively being titled “All is Lost!”
The premise of this rule is that when you reach 15 (actual number pending a bit more testing) on the Apprehension Track (which, as we all know by now, if it reaches 25 you lose the game), “All is Lost!” is triggered (and a handy reminder will be placed on the Apprehension Track so you don’t forget, of course). At this point, players may vote to replace their current primary mission with a new (randomly drawn) mission and choose one of them to complete. Any vote to replace the mission must be unanimous. If the players vote to replace the mission, immediately reduce morale by 2 and everyone loses one reputation, then draw a new mission.
Perhaps replace is not the best wording though? Supplemental mission. Additional mission? In any case, you now have two missions and two paths to win the game, but your time is cut drastically!
The goal of this tweak is to give players hope of completing their primary mission in the chance that their current one becomes impossible through any acts of extreme misfortune, or to perhaps draw a simpler mission (or even one that everyone has already completed – luck of the draw can win the day).
We’re going to have to test this out and see how it works!
As always, any comments and suggestions are welcome!
Gorechosen is a game of brutal, fast-paced arena combat for 2-4 players. In this game, four champions of Khorne are thrown into the pit, fighting bitterly against each other to prove who is the most worthy of the Blood God’s gifts!
Fight every man for himself, or team up against the strongest player to decide who is the most favoured of Khorne – lots of variations and tweaks to the bloodthirsty core game rules are included.
– 4 Gorechosen Champion miniatures, each with their own ultraviolent playing styles and signature moves:
– Redarg Bloodfane, Exalted Deathbringer;
– Kore Hammerskull, Skullgrinder;
– Heldrax Goretouched, Slaughterpriest;
– Vexnar the Reaper, Aspiring Deathbringer;
– a double-sided arena board with hex grid;
– 4 Fighter Reference cards, with rules and health trackers;
– 52 Action, Initiative and Critical Injury cards;
– 16 page rulebook, which includes rules for an additional four Gorechosen characters;
– assorted tokens and dice necessary to play.
Setting up and playing a game of Gorechosen should take around an hour – quick enough to please the Blood God.
The Imperial Skies rule book is now available from Brigade Models for those who missed out on the Kickstarter. They also have accessories such as the turn rulers and logo dice.
Imperial Skies is a set of fast-paced rules for aerial combat between huge flying airships in the late 19th and early 20th centuries. The game is designed with Brigade Models’ range of Aeronef miniatures in mind and includes stats for almost all them. It can also be played using models from other manufacturers, and a design system is included to allow you create your own ships.
Ostfront is the result of 5 years of research and play-testing. Its a comprehensive World War 2 system aimed at historical accuracy, balance and fun. The rules have been streamlined over the years. Its quick, brutal and rewards bold commanders with sound tactics.
Ostfront covers Infantry, Light Vehicles, all varieties of Tanks and Self-Propelled guns, Artillery in the form of Field Guns and Howitzers, Air Support and Air defense, as well various other forms of support and fortifications. It can be played in any theater of WW2, from North Africa to the Pacific. Aimed at 1/72, 1/100 or smaller scale miniatures. It would also work fine for 28mm.
The Ostfront system is all about combined arms – it plays at a Company to Battalion level, with the smallest unit being the Infantry Platoon. Infantry are deployed in bases, each one representing about 25 men for regulars, and about 10 men for the veteran Assault Infantry units. At 1/72 scale we usually use 3-4 miniatures per base, meaning you can make a large amount of bases from any cheap infantry box – one airfix box of 48 miniatures would give you 10 bases.
Tanks are of course a large part of Ostfront battles, with the average game fielding anywhere from 1 to 20 of them per side, sometimes more in larger games. Light vehicles play an important role, and reconnaissance has a tangible effect in-game – he who scouts out the area first can gain a tactical advantage.