PROTOTYPE – WW2 Eastern Front Campaign – “Opposing Fronts”
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“At the end of the day both sides had fought each other to a standstill, but regardless of the standstill in the north Manstein intended to continue the attack with the 4th Panzer Army. But the Soviets could absorb the fearful losses of men and equipment, and German strategic advance in Operation Citadel had been halted. Under the impression of the successful counter-attack operations in the south the Red Army started the strong offensive operation in the northern Orel salient and achieved a breakthrough on the flank of the German 9th Army. Also worried by the Allies' landing in Sicily on 10 July, Hitler made the decision to halve the offensive even as the German 9th Army was rapidly giving ground in the north. The Germans' final strategic offensive in the Soviet Union ended with their defense against a major Soviet counteroffensive that lasted into August. A detailed analysis of this campaign is available in the Battle of Kursk article. The Kursk offensive was the last on the scale of 1940 and 1941 the Wehrmacht was able to launch, and subsequent offensives would represent only a shadow of previous German offensive might. Following the defeat, Hitler would not trust his generals to the same extent again, and the quality of German strategic decision fell correspondingly. The Battle of Kursk cost Hitler over 500,000 troops and 1,000 tanks, forever hampering future war efforts on the Eastern Front”
Background InformationThis WW2 storyline campaign is set between 1942 and 1943 in Ukraine. The fearsome German advance in eastern Europe has been slowed to a halt and the Russians are in the process of building the armies necessary to begin forcing the Germans to retreat. Units from both sides constantly fight back and forth, and battle lines shift easily as successes and failures change the hands of territories. Participants in the campaign can play Germans attempting to rebuild the momentum of the previous eastward advance, Russians attempting to build the momentum of their new westward advance, and Partisans and/or volunteers attempting to survive and assist whatever side they are currently loyal to.
Players and Forces
When a player joins the campaign, they may do so in one of two ways. All players are encouraged to have a backup Hiwi/Partisan volunteer outfit on hand so that they can help participate in exploration battles that the other force may be involved in.
Partisan/Hiwi/Volunteer Militia Army
This player has the most basic gear to play in the campaign. They have civilian style clothing and equipment that is non-modern. Although WW2 style weapons are encouraged and preferred, they are not required to participate in the campaign. Weapons are required to have modern add-ons such as red dots, scopes, tac lights, and grips removed from them. They should not have any tactical gear other than maybe a belt with a couple canvas pouches. All instances of modern equipment (Camelbak holders, backpacks, etc) should not be worn, but players can be creative with their equipment to cover up modern items.
The only class this player is eligible to play is Rifleman or SMG.
This player cannot gain experience points.
This player cannot be assigned to any units on the field.
If a Hiwi/Partisan volunteer player has period clothing but a modern gun, they contribute only one third (50 points) of the standard resource points during battles.
If a Hiwi/Partisan volunteer player has period clothing and a WW2 era weapon, they contribute 2/3 (100 points) of the standard resource points during battles.
Axis or Allied Soldier
When a player decides to fully commit to the campaign, they must choose a German or Russian impression. NOTE: Other impressions applicable to the eastern front could be chosen, but permission must be given first by the campaign coordinators. Ask first, please don’t assume.
This player must have a WW2 era gun and equipment set.
This player must have a uniform/outfit that resembles that of the force they choose.
This player is then allowed to participate fully in the campaign and is eligible for all classes.
This player can be assigned to a unit and is added to that unit’s roster.
This player contributes the standard amount of resource points (150) to their team when they are involved in battles and events.
When a player is assigned to a specific unit on the map, they contribute extra resource points (50 additional, bringing their total contribution to 200) to their team when that specific unit is involved in battles and events, but they contribute the standard number of resources (150) when involved in other battles.
To help understand this concept better, please read the following examples.
-Player A has a modern military uniform and an M4 and wants to participate in this campaign. He would not be able to participate.
-Player B purchased some brown slacks and a wool sweater from a local secondhand store and has an M16 airsoft rifle, but removed the red dot site from it. He would be able to participate as a Volunteer Hiwi or Partisian.
-Player C has a basic Russian or German impression and bought an MP40 from a local airsoft store. He would be able to participate and could play as a full campaign player.
-Player D has a nice German impression and decides to join the roster for a specific unit, for example, the 1st Panzer Division. If the 1st Panzers are involved in a battle or event and he participates, he will generate even more resource points than a normal campaign player, but generates the standard amount of resource points when he participates in other German unit battles.
Airsoft Skirmish / Player Ruleset
Game Rules
This campaign follows the rule set used by the Midwest Ostfront Association (the MOA). All members and players of this campaign are expected to follow current rules used by this association. The only alteration has been the more lenient uniform and equipment rules, but everything else remains the same.
Player Respawns
Most of the games related to the campaign will feature a limited number of respawns per battle. This is to make sure that each battle has a definite winner, and that each battle doesn’t turn into BB flinging matches. Individual events may have different respawn rules that are used, but this will be explained ahead of time if a respawn system other than the band rules are used.
Players are required to use a bright red kill rag to show that they have been hit and must also wait at least one minute before moving to go back to respawn, but may choose to stay in the area for longer. A player may only remain “wounded” at a location for a maximum of five minutes; after this the player “bleeds out” and must go back and respawns.
During the campaign, respawns by different classes are handled by the use of rubber bands wrapped around a player’s wrist. As they go back to their field post to respawn, the player removes a rubber band and then can reenter the game. Once a player is out of rubber bands, he is no longer able to respawn and is removed from the battle. Players should be courteous and let the other team know they are respawning, instead of trying to do the quick draw kills as soon as they put their kill rags away.
If at any time the enemy field post is overrun and held by enemy forces, defenders are not able to respawn unless extra respawn rubber bands are used. A total of three bands must be spent, in any combination from all the defending players, in order to begin respawns again. This cost is to represent the strain on manpower and resources when enemy forces contest your base or HQ. Opposing players holding the field post must be notified and shown that the respawn cost has been paid and must be given at least 30 seconds to move away from the field post outside of shooting range.
Skirmishes and Battles
Whenever a unit is involved in combat and both sides have chosen their forces, perks, and classes, the skirmish will begin. Each skirmish is timed and will end after one full hour has passed. Whichever team has fared better than the other will be awarded victory of the skirmish.
The unit that is attacking during a skirmish must either eliminate all players by reducing their respawns, or they must be in control of the enemy’s field post at the end of the one-hour time limit. If the time limit is up and the defending team still has control of their field post, then victory will go to the team with the most respawns remaining.
If certain props are available to use during skirmishes, a campaign coordinator can include them in. They can vary depending on terrain, props, what kind of mission it is, what location it is on the map, etc. The coordinator will explain objectives and successfully completing them can add resources back to your unit, usually maxed out at +10% of the overall resource total being involved in the current battle.
Explosives
All explosives used in the campaign have a 10-foot explosive radius. Grenades, landmines, booby traps, mortar launched tennis balls, and NERF rockets/balls are all considered explosive. Only grenades are allowed to be thrown (all the others must be fired).
Direct fire weapons such as an RPG or PAK cannon may fire NERF rockets at hard targets such vehicles. These rockets cannot be fired directly at players, but may be lobbed as an area of effect weapon.
Indirect fire weapons, such as an artillery platform or mortar tube, may fire tennis balls using springs or compressed air. These must be fired at an arc through the air, and may never be fired directly at targets.
Landmines may be actual airsoft landmines (like the Mad bull ones) or they can be simulated mines, such as small sticks with sound devices attached to them.
Character Classes
This campaign utilizes character classes that may be chosen when a player joins the campaign. Classes can be changed regularly; you are not locked into a class if you don’t want to be, but you cannot change a class in the middle of a battle or skirmish.
Rifleman
Special Rules: None.
Weapons / Equipment: This class is limited to a bolt action or pump weapon and cannot have any weapon that fires semi-only or full-auto.This bolt action rifle may not exceed 400 fps with 0.2g ammo.
Weapon Reload (refilling magazines): On field
Pistol: No
Grenades: Yes
Respawns: 3
SMG (Submachine Gun) Gunner
Special Rules: None.
Weapons / Equipment: This class may use an automatic weapon and carry as many non-winding magazines as they have available, or only one single hi-capacity magazine filled with a maximum of 200 rounds.
Weapon Reload (refilling magazines): On field
Pistol: No
Grenades: Yes
Respawns: 2
Paratrooper
Special Rules: Three minutes before the game begins, all paratroopers may enter the field before all non-paratroopers. This class may not shoot, move objectives, load up their guns, or take their barrel blockers off (the game technically hasn’t started yet) and as soon as the game-on whistle or horn blows, they may ready their weapons and begin.
Weapons / Equipment: Same as Rifleman or SMG Gunner
Weapon Reload (refilling magazines): At field post only
Pistol: No
Grenades: Yes
Respawns: 2
Support Gunner
Special Rules: None.
Weapons / Equipment: This class must have a weapon that represents an LMG or support weapon. This class is allowed to use hi-capacity magazines, box mags, or drum mags. Can only refill magazines on the field if a metal ammo can is carried with the support gunner.
Weapon Reload (refilling magazines): On field (with ammo can) or at field post only (without ammo can)
Pistol: Yes
Grenades: No
Respawns: 1
Sniper / Marksman
Special Rules: This class is the only one allowed to use a scope on their rifle.
Weapons / Equipment: Pistols and Sniper Rifle. This class is allowed to use a bolt-action rifle that may go up to 500 fps with 0.2g ammo. They cannot use hi-cap magazines or shoot fully automatic.
Weapon Reload (refilling magazines): On field
Pistol: Yes
Grenades: No
Respawns: 1
Medic
Special Rules: This class must display a red medic cross somewhere on them, either on a helmet, shoulder bag, or armband. To heal a wounded player, the medics must roleplay giving first aid for one minute and then wrap the area that was wounded (arm, leg, chest, head, etc) with an ace bandage. This can be done once per life; dead players should be instructed to remove the bandages and place them near the field post as they respawn. Weapon / Equipment: May use Pistols, Rifles, and/or SMGs. This player may bring an unlimited amount of ace wrap bandages with them to events and battles that can be used to heal wounded teammates. Only medics are allowed to carry ace bandages on them.
Weapon Reload (refilling magazines): On field (if only using a pistol) or field post only (if using a rifle or SMG)
Pistol: Yes
Grenades: No
Respawns: 1
Commander
Special Rules: This class may carry 2 colored respawn bands. They can be added to any player’s current stock of respawn bands, giving them additional chances to respawn. If the commander only carries a pistol for the entire battle, they may carry 3 respawn bands instead of 2. A commander may not use his own respawn bands or be given a respawn band from another commander. There may only be 1 commander for every 15 players on your force’s side.
Weapons / Equipment: Pistol, Rifle, or SMG. Extra respawn bands.
Weapon Reload (refilling magazines): On field (if only a pistol) or field post only (if using an SMG or rifle)
Pistol: Yes
Grenades: Yes
Respawns: 1
Radioman
Special Rules: This class is the only one available that may use a radio on the field (other than to contact an OC or for safety reasons).
Weapons / Equipment: Rifle or SMG. The comms operator must carry a box, device, or communications backpack that resembles a radio system in shape and look. The comms operator cannot use a boom mike, ear buds, or any modern communication accessories. A second box or device can be used on the field as well (such as leaving a communication box in a base or back at the field post) to communicate through.
Weapon Reload (refilling magazines): At field post only
Pistol: No
Grenades: No
Respawns: 2
Engineer
Special Rules: This class may use satchel charges, create on-field defenses such as simulated barbed wire or land mines.
Weapons / Equipment: An engineer may bring to the game a segment of simulated barbed wire (must be a thick double-coil of horse wire of at least 14 gauge, no barbs or blades allowed) and set it up on fence posts anywhere of their choosing. The maximum length of this wire is 20 feet. Players may not pass through the wire and must go around.
An engineer may also bring up to 10 simulated landmines with them, which may be a 1-foot long stick with a string and a bell or sound maker attached to it. These may be sunk into the ground in any location of the engineer’s choosing. Simply disturbing the bell or sound maker in any way, after it is set, results in the landmine exploding. Landmines must remain in place once set, and are not used up if they “go off” and explode.
Weapon Reload (refilling magazines): On field (if only a pistol) or field post only (if using an SMG or rifle)
Pistol: Yes
Grenades: Yes
Respawns: 1
Heavy Weapons Crew
Special Rules: This class may drive and operate an armored vehicle on the field and/or operate a support weapon platform, such as a PAK-38 or mortar tubes.
Weapons / Equipment: Pistol, Rifle, or SMG. May also bring a vehicle or crew mounted weapon.
Weapon Reload (refilling magazines): On field (if only a pistol, and may reload heavy weapon on field) or field post only (if using an SMG or rifle)
Pistol: Yes
Grenades: No
Respawns: 1
Tactical Strategy Rules
Map Turns
Both German and Russian armies move across the map during map turns. A map turn is usually once a month, with battles taking place during smaller WW2 events, but larger WW2 themed events may involve numerous map turns in one weekend.
Units
Each team (Axis and Allies) will have 2 starting units (with resource pools starting at 10,000 each) that they may move across the tactical map. Each side will choose their own commanders who will submit what each unit’s actions are. Each unit may be given 2 actions per map turn.If a unit commander is not available and posts no actions, then the campaign coordinators will either choose its actions for that unit or another player within that unit may choose the units actions.
A unit’s life and operational strength is equal to that of how many resource points that unit has been given in its own resource pool. A unit’s resource pool cannot go above 20,000. When a unit reaches 0 resource points, it has been destroyed and is removed from the map.