NUTS Eastern Front FINAL v2-5-23
NUTS Eastern Front FINAL v2-5-23
crossing beat them in terms of savagery…we had got to the middle of the river when
the German guns opened up...the water began to churn. I realized what a fish feels
like when it’s dynamited...”
Hamid Saratov, Dnieper River, 1943
The NUTS – Eastern Front Campaign Book contains enhanced Campaign rules and a
selection of historical campaigns that allow you to pick and play any campaign year
of World War 2 on the Eastern Front in the European Theatre of Operations (ETO).
Inside you’ll find:
• A detailed timeline of the key events of the War in Eastern Europe, from 1939-1945
• A Campaign map of the entire Eastern Front so your Star can fight from area to
area to meet their objectives and win the War.
• Seven Campaigns and eight sample scenarios across the War (Poland, Invasion of
Finland, Operation Barbarossa, Stalingrad, Kursk, Bagration, Fall of Berlin).
• Winter warfare rules.
• Detailed Army and Vehicle lists for all the combatants of the Eastern Front.
• You can play these Campaigns individually, or link them together in a grand
campaign called “NUTS – Your War” in which you try and guide your Star through
the War.
Written by Ed Teixeira & John Cunningham
Cover Art by Marco Primo
NUTS! – EASTERN FRONT CAMPAIGN BOOK
PROLOGUE 1 NUTS Europe Campaign Map 15
INTRODUCTION 1 Stalingrad Area Specific Map 15
TABLE OF CONTENTS
NUTS! – EASTERN FRONT CAMPAIGN BOOK
Campaign – Battle of Berlin (1945) 41 Romanian Guns 70
Scenario - Berlin 1945 42 AIRCRAFT TABLES 71
EASTERN FRONT ARMY LISTS 45 Soviet Aircraft 71
Army Lists 45 Polish Aircraft 71
Unit Organization - Platoon 45 Finnish Aircraft 72
Weapons Lists 45 German Aircraft 72
Soviet Infantry List 46 Hungarian Aircraft 73
Soviet Tanker Reps 47 Italian Aircraft 73
Soviet Weapons Tables 47 Romanian Aircraft 73
Polish Forces (1939) 48 Sample Boats Table 74
Axis Infantry (German Army) 49
German Weapons List 50
Italian Forces 51
Hungarian Royal Army 52
Romanian Military 53
Finnish Military 54
Note On Equipping Other Axis Allies 55
SPECIAL INFANTRY UNITS 56
Partisans 56
Partisans 56
Kommisars and Ruthless Leaders 56
VEHICLE LISTS 57
Vehicle Info 57
Soviet Vehicles 58
Russian Guns 60
Poland (Vehicles) 61
Polish Guns 61
Finnish Vehicles 62
Finnish Guns 62
German Vehicles 63
German Guns 66
Hungarian Vehicles 67
Hungarian Guns 67
Italian Vehicles 68
Italian Guns 69
Romanian Vehicles 70
TABLE OF CONTENTS
NUTS! – EASTERN FRONT CAMPAIGN BOOK
1
NUTS! – EASTERN FRONT CAMPAIGN BOOK
WHERE THE BATTLE TAKES PLACE SHIFTING MORALE
Your Campaigns are organized by Theatre and Front, and this After each Mission you will have been a success or a failure
will determine the forces involved. There are three main and this can affect the Campaign Morale of you and your
theaters of war: enemy. Here's how we do it:
• Take this test only if you were on an Attack or Defend
EUROPEAN THEATRE OF OPERATIONS (ETO) Mission; skip this if you were on a Patrol.
NUTS Eastern Front covers all the campaigns that took place • Consult the Campaign Morale Table.
in Europe between Russian and Germans forces from 1941- • Determine the current Campaign Morale for you and
1945. your enemy.
• Each side starts with 2d6.
• If successful, they will add 1d6.
NUTS Western Front covers the battles between the Western • Each side rolls their modified number of d6 versus
Allies (US and British forces) from 1940 and the German their current Campaign Morale.
Blitzkrieg into France and the Lowlands, through the end of • Determine how many d6 each side passed.
the war in 1945. For simplicity this is called the Western • Go down the left-hand column to the appropriate row
Front. for the number of passed d6 you scored and across to
see the results.
• Immediately adjust the Campaign Morale and
NORTH AFRICA (NUTS - THE DESERT WAR) Investment Levels (NUTS pages 61, 62 ) if needed.
NUTS Desert War covers the campaigns that took place in
North Africa from 1940 to 1943, including the great sweeping 2 CAMPAIGN MORALE
actions across the Western Desert, the American landings at
Morocco, and the push into Tunisia and the end of the Axis (Taken versus Campaign Morale)
presence in Africa. A result of "6" is always a failure.
CIRCUMSTANCE MODIFIER
PACIFIC THEATRE OF OPERATIONS (PTO – NUTS
Last Mission was a success. +1d6
WAR AGAINST JAPAN)
NUTS War Against Japan covers the primary Allied # D6 RESULT
campaigns against the Empire of Japan from 1941 to 1945. PASSED
For simplicity it includes not only the US “Island Hopping”
campaigns, but also the British and Commonwealth actions in 2+ more Your Campaign Morale increased by one.
Southeast Asia, New Guinea and so on. Enemy Campaign Morale reduced by one.
Enemy Investment Level reduced by one.
1 more Enemy Campaign Morale reduced by one.
WHAT ARMY LISTS DO I USE? Same No changes to you or the enemy.
1 less Your Campaign Morale reduced by one.
Each Campaign will also include which army and equipment 2+ less Enemy Campaign Morale increased by one.
lists you should use. These lists may be expanded on by other Your Campaign Morale reduced by one.
more detailed battle-specific NUTS! campaign books – and of Your Investment Level reduced by one.
course, feel free to use your own.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
• If this is your starting Map Area, you have lost the USING A SCENARIO BOOK OR
Campaign completely.
• You have questions to answer and are regarded SCENARIO IN YOUR CAMPAIGN
lightly by your superiors. In your next Campaign
If you choose to, you can use a Scenario Book (like Stalingrad
your Campaign Morale is 3.
– Heroes All) instead of a Campaign in this book. You can
also use a Scenario listed here, or Scenarios of your own
design, to instead of generating a random Mission.
FIGHT ON
After your Mission, if you are still fighting after the Campaign
Morale has been checked you have to determine your next ENDING THE CAMPAIGN
Mission. This is based on the success or failure of your last
If the enemy's Campaign Morale in the objective Map Area is
Mission. Here's how we do it:
reduced to zero, you have won the Campaign.
• Consult the Next Mission Table. Congratulations!
• Go down the Last Mission column to the type of • Check to see what your next Campaign will be (listed
Mission you have just completed. at the end of the Campaign you just finished)
• Go across to either the Success or Failure column • You can also use the NUTS - Your War rules section
based on your last Mission. (page 3) to see what happens next, including
• This is your next Mission. changing theatre of the war, random campaign
events, and so on.
X NEXT MISSION
Campaign Example:
(Based on your last Mission) Jean has decided to play an Early War campaign, unleashing
LAST MISSION SUCCESS FAILURE the Red Army in a drive to capture the Polish capital of
Warsaw. Starting from Kiev on the Campaign Map, she strikes
Patrol Attack: Defend: out into Lvov.
The enemy will be The enemy will be
on a Defend on an Attack She plays her first mission - a Patrol (NUTS 4th Edition, p. 62)
Mission. Mission. - and succeeds. After rolling on the Campaign Morale (CM)
Attack Attack: Patrol: table (NUTS 4th Edition, p. 61), her CM increases from 4 to 5,
The enemy will be The enemy will be while the Poles drop to CM 3.
on a Defend on a Patrol
Mission. Mission. She checks for her Next Mission (page 3) and plays an Attack,
Defend Patrol: Defend: which she narrowly loses, but, luckily, she rolls well on the
The enemy will be The enemy will be CM table (clearly only a minor setback!): her Soviets remain
on a Patrol on an Attack at 5, but the Poles decrease again, now to 2.
Mission. Mission.
After this defeat, Jean's Next Mission would be normally be
st
Example – 1 Squad had a successful Patrol for its last another Patrol, but she likes the look of the "Counterstrike at
Mission. Looking on the Next Mission Table I see their next Szack" scenario in the Eastern Front Campaign Book, and
Mission is an Attack with the enemy on a Defend Mission. decides instead to give this a try.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
MEDALS
EXPANDED CAMPAIGN In NUTS, your characters will sometimes perform actions
The following section revises and adds to Campaigns “above and beyond” the call of duty. When this occurs, here’s
(NUTS) with a new sequence of After the Battle actions a simple system to see if they are rewarded or not. Each
and checks, and a way to link your Start’s Campaigns into country had a Medal of Honor or comparable, so for ease of
“Your War.” play we call it a Medal of Valor.
• After the Battle. What qualifies as medal worthy? That should be up to the
• Medals. players involved. In any case, just have fun with it! Normally
• Pay the Piper. these things take time in the military, but not in THW.
• Promotion. From the Mission just played, the figures’ CO (the player)
• Hospitalization Returns. submits to Battalion HQ his list of any outstanding
• Random Events performances & actions “above and beyond” the call of duty.
• Check Exhaustion (NUTS Compendium page 72).
• Consider this as happening just before the next
• Check Shell Shock (NUTS Compendium page 73).
Mission.
• If a character goes to the hospital from receiving a
combat injury, he will automatically be awarded a
AFTER THE BATTLE “Purple Heart” or the national equivalent.
We’ve replaced the After the Battle Recovery Table from
NUTS with one that includes some additional rules. Use the
normal procedure when rolling on the new table. 2 MEDAL OF VALOR
(Taken versus Rep)
2 AFTER THE BATTLE RECOVERY A score of “6” is always a failure.
(Taken versus Rep)
# D6 RESULT
# D6 RESULT PASSED
PASSED
2 Congratulations! Figure has been awarded a
2 Figure recovers and stays with the Squad and Major Medal of Valor and is immeidately
Left the Battlefield returns to squad. promoted in rank.
1 Figure recovers in Hospital and returns as 1 Good Job! Figure has been awarded a Medal of
Replacements to the Squad after 1/2d6 Missions Valor. There is a chance (1 – 2) of being
have been played. immediately promoted in rank.
Those that Left the Battlefield are MIA and do 0 Figure performed admirably! But no one was
not return. watching.
0 Out of Fight dies from wounds or is sent home.
Figure does not return.
Those that Left the Battlefield are MIA and do
not return. PAY THE PIPER
There are two new ways to Pay the Piper – being caught doing
Captured Out of the Fight or Hunker Downed figures left something bad. Here’s how we do it:
behind will roll on this table, but instead of returning to their
Squad, they become Prisoners of War (POWs). • When a character Leaves the Battlefield, but comes
back (page 19), or kills Civilians (page 17), the test is
Stars always recover After the Battle. taken.
• Consult the Pay the Piper Table (page 27).
• Roll 2d6 versus the Rep of the character.
• Determine how many d6 are passed; go down the
left-hand column, then across to see the results.
• Immediately carry out the results.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
2 PAY THE PIPER 2 NON-COM TO OFFICER
(Taken versus Rep) (Taken versus Rep)
A score of “6” is always a failure. A score of “6” is always a failure.
# D6 RESULT # D6 RESULT
PASSED PASSED
2 Character was able to save his skin. No one 2 Congratulations! You are now a Lieutenant and
noticed or he fast-talked his way out of it. you specialize in something leaderlike. Select
1 Character’s lackluster actions were observed. any Attribute (NUTS).
The subsequent Company punishment and 1 Congratulations! You are now a Lieutenant.
ridicule reduces his Rep by one. 0 Not today. Stay as a Sergeant.
Also lose any Character Points (page 95) the
character currently has. • The second way is by unforeseen circumstances.
0 Character’s cowardice or unbecoming conduct
was noted.
• American and British characters are reduced UNFORESEEN CIRCUMSTANCES
in rank (1); reduced in rank and sent to a Openings may appear due to unforeseen circumstances. When
Squad in another unit (2); sentenced to this occurs, there is a chance for Promotion. Here’s how we do
prison (3 – 5); found not guilty (6), and it:
returned to duty ASAP.
• German and Russian characters are • If you are a Corporal or higher you could move up.
executed on the spot for a lack of courage or • Whenever a NCO or Officer of a higher rank is killed
the German is sent to the Russian Front (1). during a Mission, there is an opening.
• Any character that scored a result of Leaves • If an NCO or Officer of a higher rank is not killed
the Battlefield gains the Coward Attribute. during a Mission, roll 1d6.
• Any character that killed a Civilian gains • If the score is equal or less than the number of
the Slow to React Attribute. successful Missions, you have had at your
current rank, there’s still an opening.
• If you can move up use the Unforeseen Benefits
Table.
PROMOTION
As mentioned previously, Major Medal of Valor winners
could automatically gain a promotion. You will move up in
2 UNFORESEEN BENEFITS
order from Private to Corporal to Sergeant. We have (Taken versus Rep)
streamlined the ranking system for NUTS. A score of “6” is always a failure.
• Private. # D6 RESULT
• Corporal – 2nd in command of a Squad. PASSED
• Sergeant – Commanding a Squad.
• Lieutenant – Commanding a Platoon. 2 Congratulations! You have been promoted.
• Captain – Commanding a Company. 1 Great job, but not today. They’ve passed you
over.
0 They’ve passed you over.
NCO TO OFFICER
When you reach Sergeant, the next step is Lieutenant. There’s WHERE POSTED?
more than one way to be promoted. After Promotion, we must determine where you are posted.
• You win any Medal of Valor. Promotion is not • Private to Corporal – Stay in the same Squad.
automatic, but you can roll on the Non-Com to • Corporal to Sergeant – Take over 3rd Squad.
Officer Table. Generate new soldiers.
• Sergeant to Lieutenant – Command a Platoon of 3
squads, including your old 1st and 3rd Squads.
• Lieutenant to Captain – Command 3 Platoons,
including your old Platoon. If you reach a rank of
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 2/5/2023
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
Captain, we suggest playing NUTS – Big Battles
instead for Company actions. 2 RANDOM CAMPAIGN EVENT
# Event
HOSPITALIZATION RETURNS 2 Disaster! Random shell fire or another deadly
accident befalls your squad. Make a Shooting
On the new After the Battle Recovery Table a character can
Damage test against every figure in your squad
end up in the hospital. What happens after he’s fit to return to
(plus your Star).
duty?
3 Bad news from home. You fight your next
• The character has been gone for the 1/2d6 Missions
Mission at -1REP.
in the hospital. Being in the hospital means the
character will not be available for one or more 4 Surprise Enemy Attack! Your next Mission will
Missions. You can choose to play them or not. be Defense.
• He returns to his Squad as a Replacement (NUTS).
5 Get a Prisoner (NUTS 4th, Raid page 80) for the
• If the Squad is at full paper strength, the returnee
Brass to interrogate. Can be played C&C or not
bumps the lowest Rep Grunt.
6 No Event
After each Mission, when you make your Campaign Morale 8 No Event
test, there’s a chance you could have a Random Campaign 9 The Brass needs intel - your next Mission will be
Event. This can result in a change of orders, a new Mission or a Patrol.
an extra Encounter. Here’s how we do it:
10 Hit ‘em hard! Your next Mission will be Attack.
• At the end of each Mission, make your Campaign
Morale test. 11 Fall back! Your unit is rotated to the rear for
• If you roll doubles on that test, you may have a R&R, your next Mission is a Carousing Mission.
Random Event. 12 Transfer!* Your unit is needed elsewhere and is
• Roll 2d6 on the Random Event Table and apply the transferred to another front or theater. Spend next
result 1d3+1 weeks in transit, then continue your
campaign.
*US & UK units may transfer between Western Europe (including
Italy), North Africa and the Pacific. German unit may transfer to
Eastern Front, Italy or North Africa.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
▪ 1-3 - Europe: 1940 (France), 1941
NUTS – YOUR WAR (Greece) or 1944 (Normandy).
▪ 4-5 - Desert War: 1940 (North
You can play any of the campaigns in this book as stand-alone Africa Campaign Book)
campaigns, or you can link them together in a grand campaign ▪ 6 - Pacific War: 1941 (Pacific
in which you try to lead your Star to victory and survival Campaign Book)
across the entire War. This can be set in a single Theatre of ▪ Note: As a British Player you could
the War, or it could involve multiple Theatres in some cases. play the France 1940 Campaign,
and if you survive can be
It can be your war. reassigned to another Theatre for a
Here’s how we do it: new Campaign
• 1-3: North Africa
• Choose what Country you want to play. • 4-5: Pacific
• Choose what Year you want to start. • 6: Assigned to Home
• Choose what Campaign you want to play. This could defense and training cadre
be a general starting point or a specific campaign. until 1944 (or other
• Create your Star. campaign or missions)
o American
▪ 1-3 - Europe: 1943 (Sicily) or 1944
CREATING A RECRUIT – WHEN YOUR (Normandy)
STAR IS IN IT FROM THE BEGINNING ▪ 4-5 - Pacific: 1941 or 1942 (Pacific
War Campaign Book)
You can always choose any REP for your Star that you want. ▪ 6 - North Africa: 1942 (North
But if you want your Star to start the war as a raw recruit, just Africa Campaign Book)
do the following: o Other minor Allies
▪ You can play the Starting campaign
• Starting REP: REP 3 – just out of basic training, (1940) and if you survive may
• What’s my background? consider that you end up under
o City Kid – get +1 PEP or +1 SAV British Command with a “Free
o Country Kid – get +1 FIT or +1 SAV Nations” unit assigned as a British
• What do I do? You can choose to be Infantry or player.
Armor. o Soviet
• What’s my rank? You have two choices: ▪ Europe: 1939 or 1941 and later
o Private: Yep, you’re a Private. No o Germany
responsibilities. You can play normally, or ▪ 1-5 - Europe: 1939 and later
use the Non-Player Friendly Forces rules ▪ 6 - North Africa: 1941 (North
that run all the other figures, leaving you Africa Campaign Book)
just controlling your Star (NUTS!
Compendium page 79). As you advance
rank, you can run more figures. If you’re a GOING HOME AND CHANGING
Tanker, you start off as one of the crew
positions and must advance in rank to
THEATRES OF WAR
Sergeant to be in charge of a tank crew. Most soldiers in WW2 were in for the duration. Once your
o Second Lieutenant: Yep, you’re an officer Star is assigned to a Theatre they will stay there unless
and a gentleman (so to speak). In this mode something big happens. What’s that mean?
we assume your Star has to manage the
assets of a Platoon across the Campaign.
You start with PEP skill as your primary HOW COULD MY STAR CHANGE THEATRES OF WAR?
Skill at level 3 (see NUTS page 73).
• What Theatre of the War? You can choose, or you
can check randomly and this will tell you where and • A Campaign result may lead to a Change of Theatres
when you can start. You may have to use a different of War
campaign book than this one. • A Random Campaign Event may lead to a Change of
o Britain: Theatres of War
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
• If your Star suffers an Out of the Fight result, or fails ADDING NUTS SCENARIO BOOKS TO YOUR
an Insanity Test and passes 1d6 on their Recovery CAMPAIGN
Test, they may have suffered a “Million dollar
wound” that gets them sent Home. Roll 1d6 vs REP, You can also choose to have your Star play through a pre-
if you fail you are sent Home. generated NUTS scenario book, instead of doing a free-form
campaign. Just play the scenario book in the timeline and
• If you advance from NCO to Officer, you may also
correct Area of the map. For example:
be sent Home for training. Roll 1d6 vs REP, if you
pass you are Sent Home. • NUTS Stalingrad takes place in the Stalingrad
Campaign (June 1942, Don Area).
How Long Does it Take to Change Theatres of War? • NUTS Blood on the Risers takes place in the
• Transfer: You or/or your unit is needed elsewhere Normandy Campaign (June 1944, Normandy Area).
and is transferred to another front or theater. Spend • NUTS The Big Hurt takes place in the Normandy
next 1d3+1 weeks in transit, then continue your Campaign (September 1944, Ardennes Area).
campaign in the new Theatre of War. • NUTS Pieper at the Gates takes place in the
• Sent Home: Being Sent Home means you spend Ardennes Campaign (December 1944, Ardennes
2d6+2 Campaign Weeks travelling, resting and Area).
training. After that time has passed your Star is • NUTS Italy After Normandy takes place in the Italy
considered to back in the War. You can choose the Campaign (June 1944, Northern Italy Area).
appropriate Theatre of War or roll randomly.
o Note that “Home” means different places
depending on the country and theatre of the
war. For instance, for many Americans and
British in the Pacific, they would be sent to
WHAT UNIT SHOULD MY STAR BE WITH?
Australia for recovery or training. While a You can just play the Campaigns and Missions as they are, or
German player would usually go back to for extra flavor you can assign your Star to a particular unit for
Germany for recovery or training. the duration of the War. Here are some examples of a few
units that allow a Star to stay in the same Division from
Campaign to Campaign. There’s a lot of information you can
LINKING YOUR CAMPAIGNS find on the internet to help you find other units you want your
You can also play any of the given Campaign in this book, and Star to be assigned to during the War.
then spend time doing Missions or in Garrison before
advancing to the next Campaign. Just make sure the timeline
matches up.
GERMAN
o The 3rd Infantry Division allows your Star to play:
o Poland 1939
WINNING OR LOSING YOUR LAST CAMPAIGN o Blitzkrieg 1940 campaign.
• If you won your last Campaign you start with o Barbarossa 1941 campaign (as 3rd
Investment Level 4. Motorized)
• If you lost your last Campaign your enemy starts o Stalingrad 1942 campaign.
with Investment Level 4. o Italy 1943 campaign (as 3rd Panzer
• Make sure to follow the Extended Campaign check Grenadier)
list. o Normandy 1944 campaign and through the
end of the war on the Western Front
BETWEEN CAMPAIGNS
• If you’re doing Missions, assume you’re doing a
SOVIET
basic NUTS campaign that starts with a Patrol in the o The 45th Rifle Division allows your Star to play:
area of your last Campaign. o Poland 1939
• If you’re in Garrison, figure you’re doing C&C o Barbarossa 1941 campaign.
Missions until the next Campaign. o Stalingrad 1942 campaign.
• Continue with Missions until the start of your new o Rest of WW2 through Berlin (renamed as 74th
Campaign. Guard Rifle Division).
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
MIXED TERRAIN
CAMPAIGN MAP Campaign area may have mixed terrain. For example, the
Stalingrad Area Specific Map includes some areas with both
The Campaign Map is split into Areas. Each Area is the focus “Steppes” and “Normal” noted. When doing Missions in a
of a Campaign, When you have taken an Area, you can then mixed Campaign Area, unless you’re doing a specific
choose to advance into an adjacent Area as marked on the Scenario and know what the terrain is, roll 1d6 to see in which
map. Typically the overall Campaign is won by capturing a type of terrain your Mission occurs:
key Area on the Campaign map, like a capitol city or strategic
objective. • 1-3 = Terrain 1 (Normal, etc.)
• 4-6 = Terrain 1 (Steppes, etc.)
The Campaign Area will also indicate what type of Terrain
defines a Map Area. Use the standard Terrain generation rules
in NUTS (NUTS page 5, and 57) to generate the basic terrain HOW DO I MAKE AN AREA SPECIFIC MAP?
sections of the game table. Then use the Campaign Map
specific terrain table in each section to see what type is placed The Stalingrad Area Specific Map is included as an example,
in each section of the game table (see NUTS Compendium please feel free to develop your own. When doing so, keep in
page 60). mind that the typical Campaign takes 3-4 victories to win,
before you reduce the opponent's Morale to "0." So you should
These Campaign Map terrain areas include: have at least that many areas called out on the map, with the
• Normal. connections to the overall Campaign Map picked out as well.
• Marshes.
• Steppes. Use your research on key battles and objectives to guide your
map creation. For example the Stalingrad Map has Kalach na
• Mountain.
Don as its entry point from the Don Campaign Area, and was
Note that three terrain types are basically “overlaid” on top of the final river obstacle that could be defended before the
other terrain. In these cases use the “normal” terrain as the Germans reached Stalingrad. Exit points need to include the
base tabletop, and then modify as required. other Campaign Map Areas that connect to Stalingrad, so
these are also marked and associated with other key areas of
• Heavily Wooded (noted with a † symbol) the Stalingrad campaign that saw heavy fighting.
• Urban (Home to large cities, noted with a * symbol)
• Hilly (at least one table segment will be a Hill, noted Terrain associated with each Specific Map Area, like Steppes,
with a‡ symbol) etc., should also be noted.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
• If the Morale of the Defender is less than the
Attacker, the rest of the Campaign wmighttake place
in a City.
o Attacker has +1 Morale: Roll 1d6.
▪ 1 = The Campaign converts to a
“Forlorn Hope” campaign (see
NUTS Compendium page 84).
▪ 2-4 = The Campaign converts to a
2 – Determine the overall terrain type of the battlefield. You “Ratten Krieg” campaign (see
can base this on the actual terrain that the forces historically NUTS Compendium page 84).
fought over or simply roll 2d6, adding them together. ▪ 5-6 = Carry on with normal
Campaign.
• 2 – 4 = Urban. o Attacker has +2 Morale or more, roll 1d6:
• 5 – 8 = Clear. ▪ 1 = The Campaign converts to a
• 9 to 10 = Wooded. “Forlorn Hope” campaign (see
• 11 or 12 = Mountainous. NUTS Compendium page 84).
▪ 2-4 =Defender is surrounded and
Example – I have divided the table into nine sections, but do the Campaign coverts to a “Kessel”
not know what type of terrain it will have. I roll 2d6 and score Campaign (see NUTS Compendium
a 4. I will use the urban area column to determine the actual page 84).
terrain in each section. ▪ 5 = The Campaign converts to a
Then roll on the Campaign Map specific terrain table in each “Rattenkrieg” campaign (see NUTS
section to see what type is placed in each section of the game Compendium page 84).
table (see NUTS Compendium page 60). ▪ 6 = Carry on with normal
Campaign.
GENERATING AN URBAN CAMPAIGN • If the Morale of both sides is the same the next
Mission will take place in an Urban Environment.
Urban environments are noted on the Area map with an “*” After this single Mission, check again to see if you
symbol. This means that there are one or more big cities that end up in an Urban setting again.
could end up being the focus of your Campaign. An Urban
environment is different from a village that can be rolled up Example – A Russian player is fighting in Poland and has won
randomly for your table top game, and has its own set of rules. an Area of a Campaign, and moves on to the Warsaw Area of
the Campaign map. This is marked as an Urban area with an
Here’s how we do it: asterisk (*). The Russian player has a Campaign Morale of 4,
• Check the Morale Level of each side whenever a the German side has a Campaign Moral of 3 after the last
Mission is rolled up an Area with an Urban missions. Since the Russian player’s Morale is +1 over the
environment (*). German side, they roll 1d6, and roll a 4. This means the
Campaign will convert to a “Rattenkrieg” Urban campaign.
The rest of the Missions will be played accordingly.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
HOW TO USE THE CAMPAIGN AND AREA SPECIFIC MAPS
• Campaign Map: The master Campaign Map has Areas representing Campaign objectives. As you capture an Area you keep
moving to the next Area until your Campaign has been completed.
• Area Specific Map: Each Area can be broken down into Area Specific Maps which provide more detail and flavor for your
games. You will play your Missions within this area. As you win Missions and capture from an Area you move to the next
and so on until your Campaign has been completed.
• Mission Map: Your Missions will take place within an Area Specific Map. Obviously your Mission Map just represents the
area within the larger Area Specific Map that your Star is fighting over, not the whole of the geography of such a large area.
When you win a Mission you would move to the next area on the Area Specific Map and use a pre-generated scenario or roll
normally for your Mission, Terrain, and so on until your Campaign has been completed.
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HOW TO MOVE FROM MISSION TO MISSION ON THE AREA SPECIFIC MAP
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NUTS EASTERN EUROPE CAMPAIGN MAP
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NUTS EUROPE CAMPAIGN MAP
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
SNOWSTORMS
WINTER WEATHER & Snowstorms can impede movement and sight, and create
TERRAIN Snow conditions during the game. Roll 1d6 on the
Snowstorm table to determine the effects. Snowstorms
may be encountered in Winter Terrain (NUTS
Compendium page 68) and Mountainous Terrain (NUTS
COLD WEATHER Compendium page 67).
Cold weather can cause Privation, freeze engines and
result in Impeded movement from Snow. Cold Weather is
mostly encountered in Winter Terrain (NUTS
Compendium page 68) and Mountainous Terrain (NUTS 1 SNOWSTORMS
Compendium page 67).
(Reading the result as it appears)
#D6 RESULT
Winter terrain is different from other terrain types in that
PASSED it’s basically an overlay on top of an existing set of
terrain. When creating or fighting a scenario set
2 The vehicle may move normally. someplace where there could be Winter terrain (either
The vehicle is frozen to the ground. Take the Europe in Winter or an Arctic or high Mountain location)
1 test again the next time Activation dice are weather and other results can mean there is overlay of
rolled. Snow on the battlefield. Here’s how we do it:
0 The vehicle has bogged down or broken down
and may not move the rest of the game. • First generate the “normal” terrain normally
based on the Theatre and using NUTS rules.
Example – Activation dice are rolled and all vehicles that • Roll 1d6 when rolling on the Winter Terrain
did not move on their previous activation must take the table to see if you need to add Snow and other
Engine Freeze Test. Hans is the Driver of a Pz III and has effects to the “normal” terrain generated.
a Rep of 4. It is snowing so his Rep is reduced to 3. He • Note that any Water terrain generated may be
rolls 2d6 and scores a result of 3 and 6. His tank is frozen frozen.
in place and he must take the test again when the
activation dice are next rolled. The next turn he takes the
test and scores a result of 3 and 2. The tank moves off
normally.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
1 WINTER TERRAIN GENERATOR FROZEN RIVERS & STREAMS
(Read the result as rolled) During Winter Conditions, streams, rivers and ponds may
Add this result to previously generated terrain. be frozen.
DEEP SNOW
Moving over deep snow reduces movement even more.
Here’s how we do it:
• All vehicles and Infantry figures reduce
movement to a maximum of 1/2 of their
movement distance, regardless of whether Fast
Moving or moving normally.
• For vehicles deep snow causes a Run Over Test
(NUTS Compendium page 29) as if the deep
snow was DV 0. Any results that indicate the
vehicle did not make it through results in the
vehicle bogging down and not being able to
move the rest of the game.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
3/28/1939 - Spanish Civil war ends. STARTING LOCATION & CAMPAIGN AREA
8/23/1939 – Germany and the USSR sign a pact to attack • Areas: This campaign involves the Map Areas
and divide Poland of Poznan, Lvov and Warsaw.
• Attacker
9/1/1939 – Germany invades Poland o German: Attacking from Berlin or East
Prussia into Poznan
9/3/1939 - Britain, France, Australia and New Zealand o Soviet: Attacking from Kiev into Lvov
declare war on Germany. • Defender will be located in Poznan or Lvov
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
NEXT CAMPAIGN position until your comrades can initiate their
counter attack. This will be accomplished by turn
You can continue fighting from area to area, but most 10.
Campaigns have an end point. In this case, after the 1939 • The Soviet player: Attack Mission. You must
Campaign you would roll 1d6 to check to see where your defeat the Polish defenders and occupy two
next Campaign will be: zones (1, 4, or 7). You have 10 turns to
accomplish this.
Soviet
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
a withdrawal, escaping a Soviet encirclement attempt by
Soviet General Vasily Chuikov, who would later become
1940
famous for his defense of Stalingrad. During 1940 the Soviet Union’s STAVKA, or high
command, tried to learn from the Winter War failures. It
restructured its military forces and embarked on a
modernization spree. The Soviets also used the
distraction of the Western Allies to annex the Baltic
States (Estonia, Latvia and Lithuania) and parts of
Romania.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
Soviet: Use units from the Soviet
CAMPAIGN – THE INVASION OF o
Infantry list (page 46) and Soviet
FINLAND (1939-1940) vehicles on page 58.
o Defender: Finland - Use units from the
Flush with success after the invasion of Poland, the Finnish Infantry list on page 54 and
Soviets felt they could easily and quickly capture Finland, vehicles from the Finnish Vehicles list
or at the very least overwhelm them and force them to on page 62.
cede territory that the Soviet’s wanted. The invasion was
launched on November 30, 1939 and events quickly
proved that Soviet war planners were unprepared for SPECIAL INSTRUCTIONS
combat in Finland. Soviet attacks quickly stalled in the
• The Finnish player, being heavily outnumbered,
rugged terrain, swamps and forests of Finland against
will suffer a -1 Investment Level.
determined, stubborn defenders. With a divided High
• If Finland loses, consider the peace agreement
Command leading to disjointed attacks, and little
has been put into effect. If the Soviets lose this
preparation for winter combat, the Soviets suffered
still happens, but should you continue as the
significant losses. Finnish defenders were often
Finnish player you will have +1 morale in your
outnumbered 5:1, but held for several months until in late
next Campaign.
February 1940 he Soviets regrouped and launched a new
offensive that forced the Finns to the peace table in March • Some suggested Units to have your Star be in:
1940. The Soviets would attack Finland again in 1941, You can do your research and choose to identify
starting the “Continuation War” that would rage until your Star with a particular unit in the Winter
September 1944. War campaign. Here are some ideas: The 9th
Division which fought at Suomussalmi, or the
12th Division which fought in the battles of
CAMPAIGN START DATE: DECEMBER 1, 1939 Ladoga Karelia.
• Areas: This campaign involves the Map Area of • 1 = Garrison in Pacific. Roll again in 1941.
Finland. • 2-6 = Eastern Front, Operation Barbarossa
• Attacker - Soviet: Attacking from Leningrad (1941).
into Finland.
• Defender – Finland: Will be located in Finland. German:
ARMY LISTS
• Attacker: Soviet
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
SCENARIO – KOLLA HOLDS • Campfire illuminates any figure within 3”
making it visible as if in Daylight the campfire.
(FINLAND 1940) • Snow – half movement to any figure not on Skis
(or use Ski rules, NUTS Compendium page 12).
• Soviet units start in Fighting Positions
CAMPAIGN AREA: FINLAND
OBJECTIVES
• The Finnish player: Raid Mission. You must
destroy at least one vehicle and one supply tent.
This must be accomplished by turn 10.
• The Soviet player: Defense Mission. You must
defeat the Finnish attackers and keep at least two
vehicles or tents from being destroyed. You have
10 turns to accomplish this.
FORCES
TERRAIN
Set up terrain as shown on the map
SPECIAL RULES
• Soviet Investment Level: 2
• Finnish Investment Level: 2
• Night – LOS is only 12”
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 2/5/2023
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10/2/1941 - Operation Typhoon begins (German advance
1941 on Moscow).
Having swallowed Western Europe and been foiled from
launching Operation Sea Lion by the loss of the Battle of 10/16/1941 - Germans take Odessa.
Britain, Hitler, in 1940, turned his attention to the Soviet
Union. Hitler staged a massive build-up of forces along 10/24/1941 - Germans take Kharkov.
the Soviet border, from Poland to Romania. Stalin, sure
that war would not start until possibly 1942 and wary that 10/30/1941 - Germans reach Sevastopol.
British war warnings may be a trick to pull the USSR into
11/20/1941 - Germans take Rostov, recaptured by the
the war, ignored the warning signs of this build up. Stalin
Soviets in a counteroffensive on 11/27/1941.
was taken by surprise when Hitler launched Operation
Barbarossa in June of 1941 – the invasion of the Soviet 12/5/1941 - German attack on Moscow is abandoned with
Union, and the start of the titanic struggle of the Eastern the spires of the Kremlin in sight.
Front.
12/6/1941 - Soviet Army launches a major counter-
In a pattern dictated by the Russian Winter, the Campaign offensive around Moscow with forces taken from
Seasons typically ran Summer-Winter of each year. garrisons in Siberia and Pacific-USSR. The counter
Operations were brought to a near halt or made more attacks are conducted during an unusually cold winter,
difficult by the “Raputitsa,” or “Quagmire Seasons” of and almost encircle three German armies before the lines
Spring and Fall. Heaviest in Spring due to the thawing stabilize.
snow and heavy rains, during the Raputitsa the steppes
and unpaved roads turn into a sea of mud. 12/7/1941 - Japanese bomb Pearl Harbor, and on
12/8/1941 the United States and Britain declare war on
3/7/1941 – British forces arrive in Greece. Japan.
3/11/1941 - President Roosevelt signs the Lend-Lease 12/11/1941 - Hitler declares war on the United States.
Act.
12/19/1941 - Hitler takes complete control of the German
3/271941 - A coup in Yugoslavia overthrows the pro-Axis Army.
government.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
Europe across small nations wondered if there was any • This is a multi-area campaign. The attacker must
end to Russia. win each area before going to the next. If the
attacker loses, they must try again with a
starting morale of “3.” If they may try again
until the end of the campaign.
CAMPAIGN START DATE: JUNE 22, 1941 • If the Soviets lose they do not sue for peace. The
loss of Moscow would have been a serious blow
to the Soviets, but it wouldn’t have been a
CAMPAIGN OBJECTIVE knock-out punch. Prior to the Battle of Moscow
• Attacker - German Player: Capture Map Area - most Soviet government agencies had already
Moscow been moved east into Tatarstan and Khazakstan
• Defender - Soviet Player: Prevent the Capture of to the city of Kuybyshev (modern day Samara).
Moscow. Also, much of the Soviet manufacturing centers
had already been moved far to the east, in the
Ural Mountains, and the fall of Moscow
STARTING LOCATION & CAMPAIGN AREA wouldn’t have affected them. It would have
• Areas: This campaign involves the bulk of made receiving Lend-Lease aid more difficult
Eastern Europe and the USSR. and the Soviets would have been a weakened
• Attacker - German: The German player has four condition but could still stay in the fight.
attack choices, but the final target are is o See the special “To the Ends of the
Moscow: Earth” campaign on page ##.
o Attacking from East Prussia into the o The Soviet player must try and retake
Baltics. its lost territory before playing any
o Attacking from Warsaw into Byelorus. other historical campaigns.
o Attacking from Hungary into Lvov.
o Attacking from Romania into Kiev. NEXT CAMPAIGN
• Defender – Soviet: Will be located in the
targeted Area. If playing Soviet may choose You can continue fighting from area to area, but most
which area – Baltics, Byelorus, Lvov or Kiev. Campaigns have an end point. In this case, after the 1941
Campaign you would roll 1d6 to check to see where your
next Campaign will be:
STARTING CAMPAIGN MORALE
• Attacker: 4 Soviet
• Defender: 3
• 1 = Garrison in Pacific. Roll again in 1942.
• 2-6 = Eastern Front, Stalingrad (1942).
CAMPAIGN AIR SUPPORT & INTEL
• Air Superiority: German German:
• Intel: German+1, Soviet +0
• 1 = North Africa (1942).
• 2-6 = Eastern Front, Stalingrad (1942).
ARMY LISTS
• Attacker: German
o Germany: Use units from the German
section of the Axis Infantry list (page
49) and the German vehicles (page
63).Defender: Soviet
o Soviet: Use units from the Soviet
Infantry list (page 46) and Soviet
vehicles on page 58.
SPECIAL INSTRUCTIONS
• The campaign ends on January 7, 1942.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 2/5/2023
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SCENARIO – BERLIN 1941 SPECIAL RULES
• German Investment Level: 4
(OPERATION BARBAROSSA 1941) • Soviet Investment Level: 2
• Germans hold Air Superiority
CAMPAIGN AREA: LVOV • All Soviet infantry may start in light prepared
positions or foxholes.
• The drainage ditch along the road counts as a
SITUATION: Gully. Gullies provide cover and concealment.
Late afternoon, June 25rd by the village of Berlin, Ukraine Gullies force vehicles to take a Run Over check.
near the strategic Lvov-Kiev railway line. Reconnaissance • Structures on the map are all DV1
Elements of the 231.Aufklärungs-Abteilung, 11h Panzer • Brush offers concealment to units inside, but do not
Division are rapidly advancing East after storming across provide cover.
the Russian frontier in the opening moves of Operation • The Wheat Fields are filled with stalks of wheat
Barbarossa. Still reeling from the German onslaught, growing 3-4 feet high. All infantry moves ½ normal
Soviet units are flung into the line in a hasty delaying move. Vehicles suffer no movement penalty but do
action to stave off the Germans and buy time for a counter get the Concealed modified when being fired on.
attack. Visibility between infantry figures inside this terrain
features is limited to 12”. Explosions will set a patch
of wheat field on fire on a 1d6 roll of a 5-6.
OBJECTIVES
Flamethrowers will always cause a fire if used in a
• The German player: Attack Mission. The wheat field.
German player must push through Soviet
defenses and exit as many units as possible off
the table via the German exit points on the map
in sectors 8 or 9. This must be accomplished by
turn 10.
• The Soviet player: Defense Mission. The Soviet
task is to destroy or delay as many units as
possible, giving their Comrades time to assemble
a counter attack from the city of Brody. You
have 10 turns to accomplish this.
FORCES
TERRAIN
Set up terrain as shown on the map
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10/14/1942 – German units push through Stalingrad to the
MID-WAR CAMPAIGNS banks of the Volga River, but are unable to break the
Soviet defender. The fierce fighting in the rubble of the
(1942-1943) city begins to be called the “Rattenkrieg” by German
soldiers – “War of the Rats.”
This campaign typically starts in January of 1942 but feel 10/18/ 1942 - Hitler orders the execution of all captured
free to choose your own starting point. British commandos.
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CAMPAIGN - STALINGRAD (1942) STARTING CAMPAIGN MORALE
• Attacker: 4
Fall Blau was the German plan to drive through Ukraine
and across southern Russia into the Caucasus to seize • Defender: 3
Russia’s oil fields and blockade the Volga River – a major
transportation artery for the Soviet Union. After refitting CAMPAIGN AIR SUPPORT & INTEL
and resupplying from the Battle of Karkov, Germany’s
Army Group South (with 6th Army at its core) launched • Air Superiority: German
itself through Soviet defenses at the Volchansk line and • Intel: German+1, Soviet +0
into the Don Basin.
ARMY LISTS
On a clear, crisp dawn on 28 June, 1942 (a month behind
schedule), Army Group South slammed into the Soviet • Attacker: German
lines, breaking through with 270,000 men and 500 tanks o Germany: Use units from the German
to begin their rapid push across the steppes. Soviet section of the Axis Infantry list (page
General Timoshenko fell back as fast as he could to avoid 49) and the German vehicles (page 63).
being encircled and destroyed. Since the immediate o Italy: Use units from the Italian section
objective of the northern arm of the German assault was of the Axis Infantry list (page 51) and
Voronezh, the Red Army decided to fight a delaying the Italian vehicles (page 68).
action there. The Red Army decided to buy time for • Defender: Soviet
forces to concentrate at Stalingrad, which would be turned o Soviet: Use units from the Soviet
into a fortress on which the Germans might hopefully Infantry list (page 46) and Soviet
smash themselves to pieces. Ironically, during the vehicles on page 58.
planning session for Fall Blau, Stalingrad was barely
mentioned. While it was an important city due to its
position on the Volga and its arms factories, it was SPECIAL INSTRUCTIONS
considered more of a check-list item rather than the focus • The campaign ends on November 19, 1942
of the campaign – the Soviet oil fields in the Caucasus.
• You may also play this campaign using the
NUTS Stalingrad: Heroes All scenario book.
Stalin initially expected the Germans to bypass
• This is a multi-area campaign. The attacker must
Stalingrad. But as the German armies began their drive
win each area before going to the next. If the
eastward, he saw in Hitler’s drive to take the city the
attacker loses, they must try again with a
opportunity to stall and fix the Germans in place for a
starting morale of “3.” If they may try again
counterattack. He became obsessed with defending “his”
until the end of the campaign.
city. Both leaders became embroiled in a personal battle
for the symbolic heart of Stalin’s Russia – Stalingrad.
NEXT CAMPAIGN
CAMPAIGN START DATE: JUNE 28, 1942 You can continue fighting from area to area, but most
Campaigns have an end point. In this case, after the 1942
CAMPAIGN OBJECTIVE Campaign you would roll 1d6 to check to see where your
next Campaign will be:
• Attacker - German Player: Capture Map Area -
Caucasus Soviet
• Defender - Soviet Player: Prevent the Capture of
Caucasus. • 1 = Garrison in Pacific. Roll again in 1943.
• 2-6 = Eastern Front, Kursk (1943).
STARTING LOCATION & CAMPAIGN AREA German:
• Areas: This campaign involves southern Areas
of the USSR. • 1 = Western Front, Invasion of Italy (1943).
• Attacker - German: The German player will • 2-5 = Eastern Front, Kursk (1943).
attack from Map Area - Kiev into map Area - • 6 = North Africa (1943)
Don.
• Defender – Soviet: Will be located in the Don
area.
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 2/5/2023
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SCENARIO - THE LAST HURRAH! • 1x T-20 Tractor + crew, limbered 45mm ATG
(STALINGRAD 1942)
TERRAIN
CAMPAIGN AREA: DON
Set up terrain as shown on the map
SITUATION:
Dawn, August 23, 1942. A Soviet counterattack has SPECIAL RULES
wedged open a gap between the Italian Army and the • Italian Investment Level: 3
German 6th Army on the Don River Bend at Izbushensky. • Soviet Investment Level: 2
The Italian 3rd Dragoons of the Savoia Cavalleggeri • Axis (Germans) have Air Superiority.
(Cavalry Regiment) is thrown into the gap – a charge • The Italians held the element of surprise at the start
against positions held by the Soviet 812th Infantry of the engagement. To reflect this, the Soviet player
Regiment is ordered by Colonel Bettoni. With regimental suffers a -1 REP on all Initiative rolls for 1d3 turns.
flags flying, bugles blaring and drawn sabers the Italian • The Italians charged at Dawn with the rising sun at
cavalry charges into action crying “Savoia!, Savoia! their backs. To reflect this, all ranged attacks made
Caricat!!” This would be the last successful mass cavalry towards the zones 1, 2, 3 are made with a -1 Penalty
action in military history. to the REP of the shooter.
• Optional: Use Cavalry rules (NUTS Compendium
OBJECTIVES page 11), or Italians may move 12” and get a +1d6
on Melee rolls.
Under the cover of darkness and using the folds in the
terrain, the Italians have flanked the Soviet positions and
launch their charge at a sleepy artillery unit. The Italian
player has 8 turns to accomplish this. As part of the 4 th
Cavalry Squadron the Italian player must break through
the Soviet positions and exit the table on the opposite
side, killing as many Soviets as possible. The Soviet
player must prevent the Italians from breaking through.
PEFs are given for a Soviet player only game.
• The Italian player: Attack Mission. The Italian
player must break through the Soviet positions
and exit the table on the opposite side, killing as
many Soviets as possible. This must be
accomplished by turn 10.
• The Soviet player: Defense Mission. The Soviet
task is to prevent the Italians from breaking
through.
FORCES
Italian forces enter the table in zones 1, 2. Italian forces
consist of:
• Player’s Squadron (Cavalry)
• 1x Cavalry Squadrons
• 1x MMG team (x3 Cavalry)
Soviet forces set up zones 5 and 8. Soviet forces may start
dug in and consist of:
• Player’s squad (Infantry)
• 1x Communications team (half-squad, BA)
• 1x MMG team
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 2/5/2023
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SCENARIO - KING OF THE SLAG TERRAIN
Set up terrain as shown on the map
HEAP (STALINGRAD 1942)
SPECIAL RULES
CAMPAIGN AREA: STALINGRAD
• German Investment Level: 2
• Soviet Investment Level: 2
SITUATION: • Air Superiority is Contested.
Morning, October 14 1942. The High Water mark of the • All rubble areas are marked ((NUTS Compendium
Stalingrad campaign. PanzerGrenadiers of the 14th Panzer page 58)
Division struggle desperately to finally seize the • The Slag Heap is considered a Hill terrain. All
Dzershinzky” Tractor Factory and push the Soviet movement on the Heap must be made on a 2d6 REP
defenders into the Volga river. The Red Army, dug into test. Pass 2d6= half move, Pass 1d6=no movement,
the rubble of Stalingrad fought with equal desperation to Pass 0d6= Slide down hill 1d3”. All explosions on
stave off the German assault while reinforcements were the Heap add 1” to their template size from flying
brought up. shards of Slag and create a 2” smoke cloud.
• Optional: Random Urban Event rules are in effect
((NUTS Compendium page 87).
OBJECTIVES • Optional: Both sides suffer from Out of Supply rules
Objectives in the ruins of Stalingrad were measured in (NUTS Compendium page 72).
yards, not miles. Rooms, corridors and basements were
brutally contested.
• The German player: Attack Mission. The
German player must seize a slag heap that offers
high ground and cover to support continued
attacks into the factory complex. This must be
accomplished by turn 10.
• The Soviet player: Defense Mission. The Soviet
task is to prevent the Germans from taking the
slag heap and seize it for their own uses. You
have 10 turns to accomplish this.
FORCES
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
7/27/1943 - Allied air raid causes a firestorm in Hamburg.
1943
8/17/1943 - Germans evacuate Sicily.
7/22/1943 - Americans capture Palermo, Sicily. Dubbed Operation Citadel, the German plan call for a
demonstration attack at the center of the salient to pin
7/25/1943 - Mussolini arrested and the Italian Fascist Soviet defenders, while strong assaults against the
government falls; Marshal Pietro Badoglio takes over and shoulders of the salient would pinch it off and encircle
negotiates with Allies. entire Soviet armies. This attack, they felt, would restore
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 2/5/2023
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
their strategic momentum on the Eastern Front and give SPECIAL INSTRUCTIONS
them breathing room to deal with the emerging Allied
threat to Italy. • The Soviet player will start in prepared fighting
positions.
The Soviets had failed to anticipate the German blows of • Both Soviet and German player will start with
1941 and 1942, but Marshal Zhukov correctly picked IL4.
Kursk as the likely target of the next German offensive. • If a Soviet PEF is determined to be in a
Combined with intelligence gathered by spies placed Defensive position roll 1d6, on a roll of (5-6) =
within the German military, the Soviets decided to defend place one unit in a bunker, or roll again on the
Kursk-let the German attack bleed out and then hammer Beach Defense table (NUTS Compendium page
them with a counteroffensive. 40).
• This is a multi-area campaign. The attacker must
win each area before going to the next. If the
CAMPAIGN START DATE: JULY 5, 1943 attacker loses, they must try again with a
starting morale of “3.” If they may try again
CAMPAIGN OBJECTIVE until the end of the campaign.
• Attacker - German Player: Capture Map Area -
Moscow by attacking through Map Area - Kursk
• Defender - Soviet Player: Prevent the Capture of NEXT CAMPAIGN
Moscow.
You can continue fighting from area to area, but most
Campaigns have an end point. In this case, after the 1943
STARTING LOCATION & CAMPAIGN AREA Campaign you would roll 1d6 to check to see where your
• Areas: This involves the areas of Kursk and next Campaign will be:
Moscow.
• Attacker - German: The German player will Soviet
attack from Kiev into Kursk.
• 1 = Garrison in Pacific. Roll again in 1944.
• Defender – Soviet: Will be located in the Kursk
area. • 2-6 = Eastern Front, Bagration (1944).
German:
STARTING CAMPAIGN MORALE
• 1-2 = Western Front, D-Day (1944).
• Attacker: 4 • 3-6 = Eastern Front, Bagration (1944).
• Defender: 4
ARMY LISTS
• Attacker: German
o Germany: Use units from the German
section of the Axis Infantry list (page
49) and the German vehicles (page 63).
• Defender: Soviet
o Soviet: Use units from the Soviet
Infantry list (page 46) and Soviet
vehicles on page 58.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
SCENARIO - CLASH OF ARMOR TERRAIN
Set up terrain as shown on the map
(KURSK 1943)
SPECIAL RULES
CAMPAIGN AREA: KURSK
• German Investment Level: 3
• Soviet Investment Level: 4
SITUATION: • Air Superiority is Contested
Afternoon, July 12, 1943. After a disastrous Soviet • The Anti-tank Ditch is counted as a type of Gully
counterattack in the morning, the Russians launched a o Vehicles must make a -1 REP Lose Control Test
follow-on attack to stop the drive by the 1st SS Panzer (NUTS page 47) to enter and leave the Anti-Tank
Division (Leibstandarte) through the defenses ringing ditch.
Kursk. Elements of the 5th Guards Tank Army slam into o All vehicle and infantry movement is at ½ while in
the Germans tank formations near Prokhorovka Station in the Anti-Tank Ditch.
one of the largest tank battles in history. While the 1 st o A vehicle inside the Anti-Tank Ditch will be hit in
Panzer Regiment stalled the Soviet attack at Hill 252.2, the Top Armor whenever a Hull hit is made.
the Soviet 18th Tank Corps pushed through a gap on the • The Wheat Fields are filled with stalks of wheat growing
left flank German lines along the approach from the Psel 3-4 feet high. Vehicles suffer no movement penalty but
river. The Germans were forced to scramble units into do get the Concealed modified when being fired on.
action in what devolved into a chaotic tank melee. o Infantry and Infantry Guns/AT Gun/Crewed
weapons movement reduced by ¼ speed
• The German player: Defend Mission. The
through these areas.
German player must prevent the Soviet player
o Visibility between infantry figures inside
from exiting units off the table in zones 8 or 9.
this terrain features is limited to 12” in the
This must be accomplished by turn 10.
daytime and 6” at night. They also count as
• The Soviet player: Attack Mission. The Soviet
concealed.
task is to destroy as many German units as
o Explosions will set a patch of wheat field on
possible and exit at least one unit off the table in
fire on a 1d6 roll of a 5-6. Flamethrowers
zones 8 or 9. This must be accomplished by turn
will always cause a fire if used in a wheat
10.
field.
• The Sun Flower field consists of plant stalks 6-8 feet high
FORCES and block all line of sight. Vehicles driving in a Sun Flower
field have no line of sight and must make a Lose Control
German forces enter the table in zones 7, 8 and 9. The
test each turn they move in the Sun Flower field. Otherwise
Germans may start the game with the Infantry and ATG
treat as a Wheat Field with ½ visibility and no chance of
deployed in zones 8 or 9. German forces are all “SS” units
fire.
and consist of:
• Player’s tank (Panzer IVG)
• 4x Panzer IVG tanks
• 1x Squads Panzer Grenadier
• 1x SdKfz 251 halftracks
• 1x PAK 38 ATG + crew
• 1x SdKfz 7 Prime mover
Soviet forces enter the table in zones 1, 2 or 3. Soviets
may also set up one infantry unit and the 76mm ATG on
the table in zones 6. Soviet forces consist of:
• Player’s tank (T34/76)
• 5 x T34/76
• 3x Churchill
• 6x Squads Tank Riders
• 1x ZIS-3 76mm ATG + crew
• 1x T-20 tractor
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attacks with four Army Groups consisting of over 120
LATE WAR CAMPAIGNS divisions. The Soviets hurled more than 1.7 million men
at the Wehrmacht’s 800,000 defenders and achieved
(1944-1945) staggering local superiority at the main points of attack –
outnumbering German armor and aircraft by 10:1 in some
cases.
This campaign typically starts in January of 1944, but feel
free to choose your starting point.
A massive artillery barrage by tens of thousands of guns
preceded the attack, hammering German defenses, and in
some cases entire defensive positions were literally erased
1944 by the ferocity of the bombardment.
SPRING AND SUMMER 1944 - OPERATION The Soviet attack unfolded in three phases that were
intended to break through the German defenses, exploit
BAGRATION & THE NARVA OFFENSIVE
the holes in the German lines to push deep into the
Defying the tradition of the prior two years, the Red German rear, and then encircle and capture entire German
Army continued to press its attacks into the Raputitsa, the units. The Soviet “Deep Battle” doctrine was their own
“Roadless Season” of the Spring thaw. The Ukrainian version of the Blitzkrieg. Supplied by hundreds of
Front in South went back on the offensive and pushed thousands of American made trucks and radios, the Red
forward into Romania, encircling and nearly destroying Army was more mobile and more capable of coordinated
the 1st Panzer Army at the Kamenets-Podolskiy Pocket. action than their German counterparts who were still
The 4th Ukranian Front pushed into the Crimea, fighting largely reliant upon horse drawn transportation.
its way down the neck of the Perekop Isthmus to liberate
Sevastopol on May 10. The Front was supported by naval In the first phase of Bagration the Soviets punched into
infantry units of the 18th Landing Army which had the German defenses in a “broad front” strategy – hitting
previously crossed the Straights of Kerch from the Taman the northern shoulders of Army Group Center’s “bulge”
Peninsula to assault the Kerch Peninsula. as well as the middle in order to pin the bulk of the
defenders.
As the Roadless Season finally shut down most
operations, the German High Command moved to prepare While a determined Soviet attack in the center kept the
for the coming Soviet Summer offensive. They became bulk of the German 4th Army pinned, in the north the
convinced that the Soviets would continue their push from Soviets unleashed two Fronts – the 1st Baltic and 3rd
the South through the Ukrainian Front near Lvov where Byelorussian Fronts -- against the 3rd Panzer Army and
the Soviets had forced bulge into the German lines. A flank units of 4th Army. The 5th Guards Army and 39th
renewed assault there, they reasoned, offered a direct path Army overwhelmed the five divisions of the German VI
to Berlin. The High Command moved units out of Army Corps of 4th Army and pushed into the German rear.
Group Center to Army Group South to counter the Entire divisions were trapped in defensive pockets as the
anticipated attack…though Army Group Center held a Soviets pushed ahead.
dangerous bulge deep into the Soviet front. Hitler was In the south the 1st Byelorussian Front attacked across the
also forced to send units to France to counter the pending Dniepr River into the flanks of the German 9th Army. It
invasion by the Allies, while other sorely needed units met stubborn German resistance, but was able to fight its
were tasked to support the defense of Italy, where the way forward and encircle two German corps at Brobyusk.
Allies were battering their way into Rome. While some units escaped, the Germans lost nearly
70,000 men in the Brobyusk Pocket.
Hitler and the Werhmacht’s High Command were wrong.
The Soviets had planned for a massive Summer offensive Over the course of several weeks the Red Army launched
straight into Army Group Center, and their highly a series of hammer blows at Army Group Center. The
successful “maskirovka” campaign of strategic deception second phase of Operation Bagration exploited the gaps
– false radio signals, diversionary attacks in the South and battered in the German lines and elements of the 3rd
bogus troop movements had help fool the Germans into Byelorussian Front pushed south to link up with the 1 st
believing that the center would not be attacked. Byelorussian in a massive encirclement that trapped the
entire German 4th Army and much of the 9th Army in the
The Soviets launched Operation Bagration into the Minsk Pocket. Some elements of 9th Army managed to
weakened defenses held by Army Group Center on June break out, but Army Group Center was completely
22. This happened some two weeks after the Normandy destroyed and Minsk liberated. The Red Army continued
Landings, slamming into the Germans in a series of
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 2/5/2023
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
its drive west, crossing into Poland. It reached the gates of refused requests to break out, believing that Army Group
Warsaw in late July. North could be resupplied by air and by sea and used to
launch a Spring offensive in 1945.
Here the Soviets encouraged the Poles to rise up against
the Germans, and they did. Believing Soviet promises of Renamed Army Group Courland the trapped German
aid, The “Polish Home Army” rose up in Warsaw and units were ordered to hold at all costs. The Soviets
attempted to throw the Germans out of the city. The Red launched wave after wave of assaults on German
Army did not move to support the Poles. The Warsaw positions, forcing them back into a narrow corridor along
Uprising was an heroic but bloody failure as the Germans the Lithuanian coast. Soviet forces conducted six major
savagely crushed the Poles in eight weeks of fighting – offensives against the Axis forces (which included
wiping out any future threat to Soviet rule. The German Latvian units) entrenched in the Courland Pocket from
actions were so horrific that several officers were October 1944 to early April 1945. While Army Group
executed for coming atrocities. Given that the conflict on Courland suffered heavy losses during the long siege it
the Eastern Front saw unimaginable atrocities and was able to hold until the end of the war, but it’s some
brutality by both sides, the German officers’ actions must 250,000 troops were effectively out of the fight.
have been particularly brutal.
In the south the 2 nd, 3 rd, and 4 th Ukrainian Fronts
In the south the Soviets liberated the rest of the Ukraine advanced into Hungary, and by December had reached
and attacked into Romania, seizing Bucharest and Budapest and threatened the Axis oil fields in the Lake
toppling the pro-Nazi government. Balaton area. Hitler ordered units from the Western Front
(primarily from the failed Ardennes Offensive) to
The Soviets killed or captured some 25 divisions, over Hungary, and launched the 6th SS Panzer Amy in a
400,000 men, and won an even more stunning victory counteroffensive aimed at retaking Budapest. The
than that at Stalingrad. The German Army lost over a German attempt failed. Budapest fell after a brutal two
quarter of its power on the Eastern Front during Operation month siege. Soviet forces continued their advance into
Bagration and never recovered the defeat. In addition to Yugoslavia and liberated Belgrade, while other units
the loss of soldiers, the Germans lost thousands of tanks swept westwards to the border of Czechoslovakia.
and aircraft, and tens of thousands of other vehicles and
artillery pieces. On the Western Front, the disaster at In January and February 1945 the Soviets launched a
Falaise further attrited the German Army. series of attacks aimed at paving the way for the final
assault on Berlin. The Red Army launched a new series of
To the north of the Bagration Offensive the Soviets offensives, primarily what is called the Vistula-Oder
launched another assault on German units defending offensive, and two Army Fronts (comprised of 20
Narva and against the Finns on the Karelian Isthmus. The Armies) crashed into the German lines held by 9th Army,
Germans were forced back into East Prussia, but stymied 4th Panzer Army and 17th Army. The Soviets, with 2.2
Soviet efforts to take Tallinn and the rest of Estonia, million soldiers, outnumbered the German defenders and
while the Finns were forced out of the Karelian. broke through after four days of fighting and seized
Warsaw. The German 4th Panzer Army was shattered by
the attack of the 1st Ukrainian Front and surviving units
FALL AND WINTER 1944/1945 – PAVING THE were forced to withdraw. North of Warsaw, the 1st
ROAD TO BERLIN Byelorussian Front hit 9th Army hard and Soviet units
The Fall saw a renewed attempt by the Red Army to quickly broke through defending German units and
capture the Baltic States and raise the siege of Leningrad. pushed West, pushing aside German attempts to stem the
The 1.5 million soldiers of the 1st, 2nd and 3rd Baltic advance. By January 17, four Soviet armies are
Fronts, plus units from the Leningrad Front broke the threatening to encircle the German 17th Army at Lodz,
German units at Leningrad and Novgorod. The 900 day which manages to withdraw. The Soviets seem
Siege of Leningrad had been lifted. The people of unstoppable, pushing across Poland, sweeping up to
Leningrad had suffered some one million casualties, but encircle Konigsberg, liberating Krakow and Lodz and
their nightmare was over driving all the way into Germany itself. By the end of the
offensive on February 2, the Soviets had reached the Oder
The Soviet attack forced German Army Group North out River, taken Breslau, occupied parts of Silesia and
of Estonia and battered it back into Lithuania. Pursuing Pomerania and were only 40 miles from Berlin. Soviet
units over ran 3rd Panzer and reached the shores of the units also liberated the Auschwitz death camp, providing
Baltic at Memel on October 9, 1944, trapping 33 divisions the world full knowledge of the horrors of the Holocaust.
in what became known as the Courland Pocket. Hitler
© 2017 JOHN CUNNINGHAM AND ED TEIXEIRA – TWO HOUR WARGAMES 2/5/2023
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
An additional series of attacks by the Soviet Fronts seized 8/15/1944 – Allies invade Southern France.
the Baltic coastal region of Poland (East Prussia) and
8/19-20/1944 – Soviet forces invade Romania. Romania
encircled Konigsberg (aka Danzig), isolating the German
capitulates three days later.
Army Group North. Some half-million German soldiers
are trapped in the Konigsberg Pocket. Widespread 8/25/1944 – Allies liberate Paris.
atrocities against ethnic German civilians by vengeful
8/31/1944 – Red Army takes Bucharest.
Soviet troops send millions of refugees fleeing into
Germany proper, a thin wave of humanity riding the crest 9/3/1944 – Allies liberate Brussels.
of the Soviet assault. For the first time during the war,
what German troops had done to others is now visited 9/4/1944 – Allies liberate Antwerp.
upon their own people. Konigsberg will remain under 9/13/1944 – American troops reach the Siegfried Line in
siege until April when Soviet units stormed the city and western Germany.
captured it after three days of intense urban fighting.
Some German units held out in pockets of resistance 9/26/1944 – Red Army occupies Estonia.
along the Baltic coast until the end of the war. 10/2/1944 – Allies advance into Germany.
In March the Soviets attacked towards Vienna with two 10/14/1944 – British liberate Athens.
Fronts after breaking a German counterattack. Soviet 10/20/1944 – Belgrade, Yugoslavia falls to Red Army.
forces advanced rapidly across Austria and reached the
city of Vienna by April 5th . Vienna was defended by the 12/16/1944 – German Army launches "Battle of the
II SS Panzer Corps and garrison troops. The Soviets Bulge" offensive on the Western Front.
pushed into the city in a series of attacks, which included
troop landings into the city by the Danube Flotilla. The
city fell on April 13, though much of the SS Panzer Corps
managed to escape. CAMPAIGN - OPERATION
BAGRATION (1944)
1/6/1944 – The Red Army advances into Poland. After a and their highly successful “maskirovka”
1/22/1944 – Allied forces land in southern Europe at campaign of strategic deception that completely fooled
Anzio, Italy. the Germans, the Soviets launched a massive Summer
offensive straight into the German Army Group Center.
1/27/1944 – Red Army breaks 900-day siege of This happened some two weeks after the Normandy
Leningrad. Landings, slamming into the Germans in a series of
2/16/1944 – German 14th Army counter-attacks at Anzio. attacks with four Army Groups consisting of over 120
divisions. The Soviets hurled more than 1.7 million men
4/8/1944 – Red Army begins offensive in the Crimea. at the Wehrmacht’s 800,000 defenders and achieved
5/9/1944 – Soviet troops recapture Sevastopol, leading staggering local superiority at the main points of attack –
city in the Crimea. German forces in the Crimea surrender outnumbering German armor and aircraft by 10:1 in some
three days later. cases.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
STARTING LOCATION & CAMPAIGN AREA German:
• Areas: This involves the Map Areas of Byelorus • 1-2 = Western Front, Crossing the Rhine (1945).
and Warsaw.
• 3-6 = Eastern Front, Battle of Berlin (1945).
• Attacker - Soviet: The German player will
attack from Smolensk into Byelorus.
• Defender – German: Will be located in the
Byelorus area.
SCENARIO - BLOOD IN THE
STARTING CAMPAIGN MORALE BALKANS (1944)
• Attacker: 4
• Defender: 4
CAMPAIGN AREA: BALKANS
CAMPAIGN AIR SUPPORT & INTEL SITUATION:
• Air Superiority: Contested Afternoon, March 15 1944. Titoist partisans have been
• Intel: German+0, Soviet +0 making life miserable for Germany and its allies in
Bosnia. Kampfeinsatz Sava, an anti-partisan campaign,
ARMY LISTS sweeps through eastern Bosnia with aim of rooting out the
partisans and their supporters. The 27th Regiment of the
• Attacker: Soviet “Handschar” SS division are conducting an offensive
o Soviet: Use units from the Soviet sweep of a village near Majevica mountain as part of an
Infantry list (page 46) and Soviet attempt to encircle and destroy partisan forces in the area.
vehicles on page 58.
• Defender: German
o Germany: Use units from the German OBJECTIVES
section of the Axis Infantry list (page • The Partisan player: Defend Mission. The
49) and the German vehicles (page 63). Partisan player must delay and slow down the
advance of German forces and allow their
Comrades time to fall back to better positions.
SPECIAL INSTRUCTIONS
They must delay the German forces from
• The Soviet player may also choose to play the finishing their Patrol by turn 10.
southern envelopment of Bagration and attack • The German player: Patrol Mission. The German
from Kursk through Pripet and into Lvov. player must patrol to sectors 3, 6, and 9 and kill
• This is a multi-area campaign. The attacker must or capture as many Partisans as possible.
win each area before going to the next. If the • PEFs are given for a German player only game.
attacker loses, they must try again with a
starting morale of “3.” If they may try again
until the end of the campaign. FORCES
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
• Player’s squad (Partisans) 1945
• 1 x Partisan squad
• 1x ATR team
• 1d6 Booby Traps 1/12/1945 – Soviet offensive in Poland starts. It ends
with the Soviets on Oder River.
TERRAIN 1/16/1945 – Battle of the Bulge ends in German defeat.
Set up terrain as shown on the map 2/1/19 45 – Battles to the Rhine start with the Allies
attacking along the Western Front. Remagen Bridge is
taken and the Allies close in, up to the Rhine River.
SPECIAL RULES
• German Investment Level: 3 3/24/1945 – The Allies cross the Rhine.
• Partisan Investment Level: 2 4/16/1945 – Soviet offensive to take Berlin begins.
• Axis hold Air Superiority
• Structures on the map are all DV1 5/8/1945 – VE Day.
• The Muddy Fields will force a Getting Stuck test to
any vehicle moving through it.
• Rocks provide Cover.
• Partisan forces may emplace 1d6 Booby Traps. Treat CAMPAIGN – BATTLE OF BERLIN
as Grenades, or roll 1d6 for type of device: 1-
3=Booby Trap, 4-5=Landmine, 6=Improvised
(1945)
Explosive (see NUTS Compendium page 52). By early April 1945 the Soviets had secured the northern
• Optional: The Partisans and Handschar SS are and southern approaches to Berlin and solidified their
Fanatic Foes (see NUTS Compendium page 6). bridgehead across the Oder River. Stalin began the troop
Partisans and Polizei are not Fanatic Foes. build-up for the final push on the 3rd Reich’s capitol city,
while the Germans began to prepare defensive works
along the approaches to Berlin and in the city proper.
Though urged by some advisors to leave Berlin, Hitler
refused. In poor health and heavily medicated he had
become convinced that he could draw Stalin’s forces into
Berlin and destroy them, as had been done to German
forces at Stalingrad years before. But by now, even the
most committed General knew the end was approaching.
On April 16th one of the most massive artillery barrages
ever unleashed in history pounded German defensive
lines. The Soviets attacked Berlin in a giant “Deep Battle”
encirclement maneuver. While the 1st Byelorussian Front
attacked straight towards Berlin across the Oder into the
stiff defenses of the Seelow Heights, the 2nd Byelorrusian
Front attacked in the north, and quickly battered through
German defensive positions held by 3rd Panzer Army. It
dashed for the Elbe River (the agreed upon “meeting line”
for the Western Allies and Soviet forces) across northern
Central Germany, taking Rostock and the missile center at
Peenemunde. The 1st Ukrainian Front attacked in the
south, breaking through the 4th Panzer Army into southern
central Germany. It pushed west through Dresden and
linked up with a US unit at the Elbe River near Torgau on
April 25th.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
CAMPAIGN START DATE: APRIL 16, 1945 NEXT CAMPAIGN
This is the last campaign of the war.
CAMPAIGN OBJECTIVE
• Attacker - Soviet Player: Capture Map Area -
Berlin
• Defender - German Player: Prevent the Capture
of Berlin. SCENARIO - BERLIN 1945
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
TERRAIN
Set up terrain as shown on the map
SPECIAL RULES
• German Investment Level: 2
• Soviet Investment Level: 4
• The Soviets have Air Superiority.
• All rubble areas are marked ((NUTS Compendium
page 58)
• Primary objective building are marked.
• Sewer entry/exit areas are marked on the map. One
squad from a side may enter the sewers per sewer
movement rules (NUTS Compendium page 58).
• Optional: Random Urban Event rules are in effect
((NUTS Compendium page 87).
• Optional: The German side suffers from Out of
Supply rules (NUTS Compendium page 72).
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
• The first soldiers in the squad are always the
EASTERN FRONT ARMY •
NCO, the Jr. NCO, and the LMG gunner.
The next soldier would be the LMG assistant.
LISTS • The next soldier in the squad will carry a Rifle
Grenade Launcher if available.
• When all of the specialists listed above are
accounted for the remaining soldiers will be
ARMY LISTS ordinary rifle soldiers.
This section will provide you with Axis and Soviet army
lists for War. These lists are representative of general Example - A squad of eight soldiers would consist of the
vehicles, unit organizations, equipment and REP levels five specialists outlined above and three rifle soldiers.
that you can use in your NUTS! games.
Individual Rep
USING THE LISTS This gives a range of Reps for your soldiers. Rolling 1d6
per soldier will determine the Rep.
Here’s how to use the lists.
NCO
• Decide which side you want to use
• Then look at the period of the war you want to This tells you what weapons the NCO or non-
play commissioned officer carries.
• Then go to the appropriate column and go down Jr. NCO
the list. This will tell you all you need to know
about your unit. This tells you what weapons the Jr. NCO carries.
LMG
UNIT ORGANIZATION - PLATOON This tells you how many LMG and gunners there are in
Here's the information about your platoon or the parent the squad.
unit that your squad belongs to. # Men w/G-Launcher
# Of Squads or Sections (not HQ) This tells you how many grenade launcher attachments
This tells you the number of squads, or sections as they there are in the squad or in some cases other special
are called by some countries, in your platoon. This weapons.
number does not include the Headquarters squad/section Riflemen
that is attached. HQ squads typically number 4-6 figures
and include an Officer, NCO, 2 Infantry and possibly a This tells you the type of weapon the riflemen will carry.
special figure like a Medic, Sniper or Communications
specialist.
# Men per Squad
WEAPONS LISTS
Weapons are rated by:
This is the number of soldiers in the squad when it is at
full strength. This is often referred to as paper strength. TYPE – What they are
This is also the maximum size of the squad regardless of
RANGE – The range listed is its effective range or the
the result of dice generation.
range that the firer feels he has a reasonable chance of
Dice Generation hitting the target. This range is considerably shorter than
most of the weapon’s maximum ranges.
This tells you how to generate the actual number of
soldiers that are in the squad as opposed to its paper TARGET – The maximum number of d6 rolled when the
strength. The number found is the minimum number of weapon is fired by the character. Each d6 has the potential
soldiers in the squad. To this add the result of rolling 1d6 to do damage to a target and any or all dice may be
and this tells you the number of soldiers in the squad. applied to one or more figures. Also defines the arc of fire
Note that all nations would always keep their LMG and (spread) of the weapon.
other special weapons intact in the squad as long as there
DAMAGE – This is a modifier to the d6 roll on the
are soldiers to handle them. This is reflected as follows:
Shooting Damage table by a figure hit by this weapon.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
Example, a REP 4 figure is hit by a US Combat Shotgun
that has a +1 Damage modifier. The figure rolls 1d6 and
scores a 3 (Duck Back), but adds +1 to this Shooting
Damage test. The final result is a 4, the same as the
figure’s REP. The figure is sent Out of the Fight.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
4-6=1 4-6=1
# Men w/G-Launcher 0 0 0 0 0
Riflemen BA SMG BA BA, SA or SMG BA or SMG
(1) Also armed with sabres
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
POLISH FORCES (1939)
The Polish government saw the growing threat of Germany and initially anticipated conflict would break out around 1942 –
but they badly misjudged how rapidly Germany’s ambitions evolved. With tensions rising the Poles began much delayed
modernizations of their military and was in a state of transition when it was invaded by Germany on September 1, 1939.
Cavalry units were in the process of being mechanized with imported tanks and armored cars, and infantry units re-quipped
with American Browning machineguns, BARs and the like. By the outbreak of war, the Polish military was actually better
equipped than the US military at that time. But these efforts were too little, too late. There are two major arms of the Army
visible in the field: Infantry and Uhlans (cavalry). Uhlans can fight mounted (NUTS Compendium page 11), but usually
prefer to use horses for movement and fight on foot. Uhlans were generally used as fast troops and recon. There was also
Obrona Narodowa (“National Defense”), a formation made of reservists. It was meant to perform secondary duties, like
guard and defend rear-area facilities, but many battalions were used as line infantry in 1939. While considered inferior by
regular officers, ON battalions fought with courage, and their officer cadre (recruited from reserve officers) proved to be
well-trained and effective.
UNIT INFANTRY ENGINEERS CAVALRY (1) BICYCLE RECON ON (NATIONAL
ORGANIZATION (PIONIERZY) DEFENSE)
– PLATOON
# of Squads or 3 3 3 3 3
Sections (not HQ)
# Soldiers per 19 7 6 10 11
Squad
Dice Generation 14+1d6 2+1d6 2+1d6 6+1d6 6+1d6
Individual Rep 1- 2 = Rep 3 1 = Rep 3 1 = Rep 4 1- 2 = Rep 3 1 - 3 = Rep 2
3- 5 = Rep 4 2 - 4 = Rep 4 2 - 5 = Rep 5 3- 5 = Rep 4 4 - 5 = Rep 3
6 = Rep 5 5 - 6 = Rep 5 6 = Rep 6 6 = Rep 5 6 = Rep 4
SMALL ARMS RANGE TARGETS DAMAGE GRENADES AND RANGE TARGETS IMPACT
Medium Caliber 12 2 0 OTHER
Pistol (Vz.35) WEAPONS
BA Rifle or 48/60(1) 1 0 Grenade 6 5” Blast 0
Carbine Circle
(Wz.29) Wz.36 46mm 20 5” Blast +1/APR2
(1)Range is 60” when used with a sniper scope. grenade launcher Circle
81mm mortar 10-120 5” Blast +1/APR3
MACHINE RANGE TARGETS DAMAGE Circle
GUNS
BAR 48 3 +1 ANTI-TANK RANGE TARGETS DAMAGE
LMG 48 4 +1 WEAPONS
(Other) Ur ATR 48 1/2 +2/APR 4
MMG 48 5 +1 (1)
(Wz.30, aka Anti-tank grenade 2 1” Dia +1/APR 5
M1917) Circle
(1) APW 2 if over 24”.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
AXIS INFANTRY (GERMAN ARMY)
The Treaty of Versailles that ended WW1 placed harsh restrictions on Germany's military. Germany almost immediately
began covertly working around the Treaty constraints, using front groups such sporting clubs and dummy corporations that
placed "foreign" weapons orders to mask their actions. After the rise of Hitler to power in 1933, Germany began more or less
openly rearming its military (raising ineffective protests from France and Britain) and stepped up training programs to
increase the its officer and non-com corps to lead its expanding Army. Germany not only massively expanded its Army and
Airforce, it also began investing in R&D and produced a range of quality tanks and aircraft. By 1939 Germany possessed the
most potent, professional military in Europe and was poised to try and create a new empire - the Third Reich.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
GERMAN WEAPONS LIST
SMALL ARMS RANGE TARGETS DAMAGE ANTI-TANK RANGE TARGETS DAMAGE
(1) WEAPONS
Medium Caliber 12/24 2 0
Pistol Sturmpistole (anti- 12 1 +1/APW4
Medium Caliber 24 3 0 armor pistol)(3)
SMG Large Bore ATR 60 2/3 +2/APR 4
BA Rifle or Carbine 48/60(2) 1 0 (Pak 28/20) (2)
SA Rifle 48/60(2) 2 0 Anti-tank grenade 2 1” Dia +1/APR 5
Assault Rifle 48/10(3) 2/3* +1 Circle
(FG42) Panzerschreck 15/30(1) 1 +1/APR 9
Assault Rifle 48/24(4) 2/3* 0 Panzerfaust 30 3 1 +1/APR 7
(SG44) Panzerfaust 60 6 1 +1/APR 9
(1) Mauser – Range of 24” when used with a detachable stock Panzerfaust 100 10 1 +2/APR 9
(2) Range is 60” when used with a sniper scope. (1) 15” versus vehicle and 30” versus large buildings.
(3) Range 10” full auto. May have a sniper scope and when (2) Up to 30" otherwise APR 1.
used as a sniper rifle have 48” range. (3) -1Rep to fire due to cumbersome design.
(4) Range 24” full auto. May have a sniper scope and when
used as a sniper rifle have 48” range.
* Target 3 applies only when weapon used on full auto.
MACHINE GUNS RANGE TARGETS DAMAGE
LMG 48 5/6 +1
(MG-34/42)*
MMG 48 5 +1
(water cooled)
MMG 60 5/6 +1
(MG-34/42 Hvy
Barrel)
* MG-34’s and 42’s served as light, medium, and vehicle
mounted MG’s. MG-34 is Target 5. MG-42 is Target 6.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
ITALIAN FORCES
Mussolini sent some 62,000 troops to aid the Germans against the Soviets in 1941. This grew to some 200,000 troops
comprising the Italian 8th Army, or Armata Italiana in Russia. The 8 th Army was primarily comprised of infantry and
mountain troops, or Alpini, but also included some tank and cavalry units. Italian troops often fought bravely, but their tanks
were no match for the T34 and like many German allies suffered from a lack of effective antitank guns. Italy took heavy
losses during the Stalingrad campaign. Nearly half of the Italians who served on the Eastern Front would be killed or
captured during the war. Italy was knocked out of the war as regards the Eastern Front in 1943.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
HUNGARIAN ROYAL ARMY
Hungary’s alliance with Germany during World War II was a matter of expediency and opportunism, rather than ideology.
During the 1930s Germany emerged as a key trading partner which helped pull Hungary out of the Great Depression. Internal
politics trended towards most people supporting pro-Fascism and pro-German factions. Hungary gained territory and safety
as a German ally early in the War, expanding its borders and consuming parts of Czechoslovakia and Romania. Hungary
supported the German invasion of the Soviet Union as well as operations in the Balkans against Romania, Bulgaria and
Yugoslavia. Some 40,000 Hungarian troops of the Carpathian Group participated in the Barbarossa campaign and scored
numerous successes against the Red Army. However, as the war ground on and the Soviets modernized their military
Hungarian troops found themselves increasingly out matched and outnumbered. They suffered heavy losses during the
Stalingrad campaign. Later in the war the Hungarian government attempted to negotiate a separate peace with the Allies,
angering Hitler who toppled the Hungarian government in 1944 to force it to remain in the war. Hungary lost some 300,000
troops during the war. Hungarian units were equipped with a combination of Hungarian and German weapons and gear.
52
NUTS! – EASTERN FRONT CAMPAIGN BOOK
ROMANIAN MILITARY
The Kingdom of Romania attempted to chart a neutral course after the outbreak of war in 1939. However, when its traditional
patrons, Britain and France, suffered major defeats in 1940 it attempted to appease Germany and Hungary, ceding territory
and trade rights that undermined public confidence in its government. Pro-fascist forces used this public dissatisfaction, and
fear of war with Germany, to successfully convince the public that it was in Romania’s interest to ally with Germany. It
joined the Axis powers in late 1940 and entered the war and was a key source of oil for the Axis powers. Romanian forces
participated in the invasion of the USSR in 1941 and remained in combat on the Eastern Front until 1944 when King Michael
led a coup that toppled the fascist government as the country was being invaded by Soviet forces. Romania finished the war
on the side of the Allies. Nearly 400,000 Romanian soldiers were killed during the war.
53
NUTS! – EASTERN FRONT CAMPAIGN BOOK
FINNISH MILITARY
Finland fought the Soviets alone, during the 1939 Winter War, and during the World War II as a nominal ally of Germany
against the Soviets. In late November 1939 the Soviets invaded Finland with the goal of conquering and occupying it as it
had done with Eastern Poland. Finland received no aid from the Western Allies. During the Winter War the Finns put up a
brilliant, stubborn resistance that ground the Red Army to a halt on the Karelian Isthmus and prevented the Soviets from
occupying Finland. While they seized some Finnish territory, the Soviets suffered a humiliating defeat and signed a peace
treaty with Finland in 1940. Germany then moved to strengthen ties with Finland. Finland allied with Germany after German
promises of financial and military aid, and support in retaking its lost territory. While it was a co-belligerent against the
USSR, Finland did not officially join the Axis powers. Finland attacked the Soviets in 1941 after the German invasion and
fought a war of territorial gain until forced to sign a separate peace agreement with Russia in 1944. Quite remarkably, though
it was a German ally during the war the Finns did not succumb to Fascism. The Finns kept their democratic government
intact, did not support the Nazi ethnic programs, allowed refugees safe haven, and refused to place their military under the
German command structure.
FINNISH WEAPONS: Note that the Finns used a Ukko-Pekka M.39 rifle. These lists only present the
combination of Finnish, Soviet and German small arms weapons produced or modified by Finland. See page, 55
and equipment during the war. A Finnish soldier, for info on the equipment that is available to Finnish
depending on the phase of the war, was as likely to be forces.
fielding a Soviet Moisin-Nagant rifle as they would an
Small Arms Range Targets Damage Machine Guns Range Targets Damage
Medium Caliber 12 2 0 LMG 48 4 +1
Pistol (Lahti L.35) (Lahti-Saloranta
Medium Caliber 24 3 0 M.26)
SMG (Bergmann MMG (M.09 48 5 +1
M.20) Maxim)
BA Rifle (Ukko- 48/60(1) 1 0 HMG ( Lahti 60 4 +2/APR2
Pekka M.39) PstKK/35-36
Combat Shotgun 12 2 +1 13.2mm)
(Kiv M.95)
(1) Range is 60” when used with a sniper scope.
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
GRENADES RANGE TARGETS DAMAGE NOTE ON EQUIPPING OTHER AXIS
AND OTHER
WEAPONS ALLIES
Grenade 6 5” Blast 0 Note that non-Italian Axis allied units were often
Circle equipped with German equipment when national
Rifle Launched 20 5” Blast 0APR 2 equipment was insufficient. For example, Axis allies were
Grenade Circle chronically poorly equipped with anti-tank weapons and
47mm mortar 10-120 5” Blast +1/APR2 eagerly adopted what German weapons were available, in
Circle addition to tanks and other equipment made available by
81mm mortar 10-120 5” Blast +1/APR3 the Germans. Players may opt to see if German equipment
Circle is available when creating a non-German Axis unit by
rolling on the German Equipment Availability Table.
Finnish units may roll on a related table to see what
ANTI-TANK RANGE TARGETS DAMAGE German or Soviet equipment may be available.
WEAPONS *
The player rolls 1d6 under each category, Small Arms,
Large Bore 60 2/3 +2/APR 4 (2) Machine Guns, etc. and reads the result.
ATR (Lahti
L.39) • If the result is National then he must use the
Anti-tank 2 1” Blast +1/APR 5 weapons found in that nations List.
grenade Circle
Panzerschreck 15/30(1) 1 +1/APR 9 • If the result is substitute then the player may use
Panzerfaust 3 1 +1/APR 7 the weapons found in the German List or in the
30 case of Finland, the German or Soviet Lists.
Panzerfaust 6 1 +1/APR 9
60
Panzerfaust 10 1 +2/APR 9 1 EQUIPMENT AVAILABILITY
100 (Reading the result as it appears)
*Finland produced German AT weapons under contract and
accepted large numbers of them starting in April 1944
(1) APR 3 over 12” range.
TYPE AXIS ALLIES FINLAND
(2) Up to 30" otherwise APR 1.
Small Arms 1 - 4 = National 1 - 3 = National
5 - 6 = German 4 - 5 = Soviet
6 = German
Machine 1 - 4 = National 1 - 4 = National
Guns 5 - 6 = German 5 = Soviet
6 = German
Grenades 1 - 4 = National 1 - 3 = National
5 - 6 = German 4 - 5 = Soviet
6 = German
Antitank 1 - 4 = National 1 - 4 = National
5 - 6 = German 5 - 6 = German
55
NUTS! – EASTERN FRONT CAMPAIGN BOOK
KOMMISARS AND RUTHLESS
SPECIAL INFANTRY LEADERS
UNITS The Kommisar or Ruthless figure will not balk at taking
extreme measures to achieve his ends. Here’s how we do
it:
PARTISANS • The Ruthless figure may make only one
Inspiration Test per turn, but as many as desired
Occasionally, Civilians will arm themselves and rebel during the game. All effects wear off after the
against their invaders, forming Partisan units. Though battle.
they probably have no military experience, they are still • If one or more of his squad (or group) members
capable of killing the enemy. Their weapons, unless have their status becomes Leave the Battlefield,
supplied secretly by friendly forces, are likely to be Hunker Down or Surrender, the Ruthless figure
Civilian guns or looted enemy weapons. They usually within 4” can declare he wants to “inspire the
have no uniforms and probably live in the woods or troops.”
mountains as bandit types. They may try to sabotage • The test is taken before the figures carry out their
enemy patrols and installations or they may just be negative Reaction Result.
fighting their own people (collaborators) or even • Consult the Inspiration Table. Roll 2d6 versus
ideological enemies (communists). Rep of the figure to determine the results.
Friendly Partisans are met through the scenario or via the • The Inspiration Table can also be used to
PEF Resolution Table – if encountering Civilians you intimidate during Ruthless interrogations.
can choose to assume they are friendly or you can roll to • Victims will always remember ruthless deeds.
see if they are friendly (1 – 4) or German collaborators (5 • Ruthless deeds may result in Pay the Piper
– 6). charges (NUTS page 26).
PARTISANS 2 INSPIRATION
PLATOON PARTISANS (Taken versus Rep)
Star may choose his reaction
# of Squads 3
# Men per Squad 14 # D6 RESULT
Dice Generation 9+1d6 PASSE
Individual Rep 1 – 3 = Rep 3 D
4 – 5 = Rep 4
6 = Rep 5 2 Tough talk. The unit is cowed into action by the
NCO SMG threats of the Ruthless leader. Figures will
Jr. NCO BA or SMG immediately re-take the Reaction Test counting
LMG No LMG (1 – 4) the new result.
# Soldiers w/G-launcher 0 1 Beyond words. The Ruthless Leader shoots at
the closest figure with a Leave the Battlefield
Riflemen BA
or Hunkered Down status. If none nearby, the
Ruthless Leader shoots at the closest friendly,
WEAPON RANGE TARGETS IMPACT
terrifying the rest into action. Figures will
Medium Caliber SMG 24 3 1 immediately re-take the Reaction Test with 3d6
BA Rifle 48 1 3 instead of 2d6 counting the new result. All
LMG (Breda Mod 30) 48 4 3 future tests taken at +1d6. Oh yeah, don’t forget
Grenade 6 5” 2 to shoot at one of your figures!
0 Ranting. The Ruthless Leader’s threats fail and
they carry out their negative morale result.
56
NUTS! – EASTERN FRONT CAMPAIGN BOOK
VEHICLE INFO
VEHICLE LISTS Here's information about your vehicles.
This section will provide you with the Vehicle Lists that Vehicle - The name of the vehicle.
are used in NUTS Eastern Front and replace those found
in NUTS. This covers the time frame from September Year – The approximate Month and Year this vehicle was
1939 to April 1945. operational and could appear in a Mission.
The following Vehicle Lists are provided: Front Armor - The AR of the front armor
• Soviet (and Lend Lease) Side Armor - The AR of the side armor. The rear armor
• Polish is 1/2 the AR of the side armor rounded down.
• German Top Armor - The AR of the top armor. This also applies
• Italian to the bottom armor as well.
• Hungarian
• Romanian Main Gun APR - The Armor Piercing Rating of the main
gun. Multiple entries connote a multi-turret tank and the
• Finnish
APR for each turret.
Main Gun HE - The first number is the blast circle of the
These vehicle lists only covers the primary vehicles and
weapon while the second is it's APR/Impact.
the weapons they manufactured or used. If non-native
vehicles are used this will be noted under the main list. AA MG - Denotes anti-aircraft machine gun. A "Y"
Infantry is covered by their own Army Lists.. signifies that it has one while an "N" means it does not.
Hull MG - Denotes hull mounted machine gun. A "Y"
USING THE LIST signifies that it has one while an "N" means it does not.
Here’s how to use the lists. Co-Ax MG - Denotes a co-axial machine gun. A "Y"
signifies that it has one while an "N" means it does not. A
DF indicates the vehicle has a Defensive MG. A Y-DF
• Decide which army you want to use and go to
indicates it has both. Multiple entries connote a multi-
that list.
turret tank.
• Choose which type of vehicle you want to play.
• Then go to that vehicles row and go across one Speed - The first number is the speed in inches the vehicle
column at a time. This will tell you all you need may travel while on a road while the second is the cross-
to know about your vehicle. country speed.
Crew - The number of crew members in the vehicle. #/#
indicates hull/turret crew in a tank or hull/gun
compartment crew (on SP Guns). # indicates crew is in
the same compartment (and there is no turret).
Notes- Indicates special attributes. In most cases this will
refer to the vehicle armor or crew.
57
NUTS! – EASTERN FRONT CAMPAIGN BOOK
SOVIET VEHICLES
VEHICLE YEAR FRONT SIDE TOP MAIN MAIN AAMG HULL CO- SPEED CREW
ARMOR ARMOR ARMOR GUN GUN MG AX
APR HE MG
Tanks
T-26 M1933 6/1933 3 2 1 5 5/2 N N Y 18/12 1/2
OT-26 10/1933 3 2 1 Flame - N N Y 18/12 1/2
T-37a 6/1933 1 1 1 (MMG) - N N N 18/12/6(4) 1/1
T-60 7/1941 3 2 1 4 - N N Y 24/16 1/1
(ROF2)
T-70 3/1942 4 3 2 5 5/2 N N Y 24/16 1/1
BT-7 3/1935 4 3 2 5 5/2 N N Y 24/16 2/1
BT-7A 6/1936 3 2 1 6* 6/3 N Y Y 24/16 2/1
T-28 8/1933 4 2 1 6(Main)* 6/3 N - Y 18/12 3/1
MG(Trt2)
MG(Trt3)
T-34/76 9/1940 7 4 2 9 6/3 - MMG MMG 22/16 4D
T-34/M1943 5/1942 8 4 2 9 6/3 - MMG MMG 24/16 4D
T34/85 1/1944 9 4 2 12 8” - MMG MMG 24/16 4
OT-34 3/1941 6 3 1 Flame/6 6/3 N N Y 24/16 2/3
KV-1 3/1940 9 6 2 9 6/3 N Y Y 18/12 2/3
KV-1S 8/1942 8 5 2 9 6/3 - MMG MMG 22/14 4D
KV-2(Trt) 4/1940 9 6 2 12*(2) 12/4 N Y Y** 12/12 4/2(1)
KV-8 6/1941 7 5 2 Flame/4 5/2 N N Y 18/12 2/3
KV-85 9/1943 9 6 2 12 8” - MMG MMG 16/10 5
IS/JS-2 9/1943 10 5 2 13 10” - - MMG 18/12 4
IS/JS-2m 2/1944 11 5 2 14 10” MMG - MMG 18/12 4
T-35 Super 11/1933 4 3 1 6 (Main)* 6/3 N N Y(Main) 12/8 3/4
Heavy 5 (Trt2) 5/2 Y(Trt2) 1
Tank(3) 5 (Trt3) 5/2 Y(Trt3) 1
MG(Trt4) 1
MG(Trt5) 1
Tank Destroyers & Assault Guns
SU-12 6/1927 - - - 6* 6/2 N N N 26/14 4
(GAZ)
ZiS 30 Tank 7/1941 0 0 - 5 5/2 N Y N 26/14 2/2
Destroyer
SU-76M 12/1942 4 2 1/ OT 9 6” MMG - - 18/12 4
SU-85 (LS) 5/1943 7 4 2 12 8” - - - 24/16 4
SU-100 (LS) 9/1944 8 4 2 14 8” - - - 18/12 4
SU-122 (LS) 12/1942 7 4 2 9* 10” - - - 18/12 4
SU-152 2/1943 7 5 2 12* 12” - - - 12/12 5(1)
ISU-122 4/1944 8 6 2 13 10” ? - - 12/12 5(1)
ISU-152 12/1943 8 6 2 12 12” ? - - 12/10 5(1)
58
NUTS! – EASTERN FRONT CAMPAIGN BOOK
VEHICLE YEAR FRONT SIDE TOP MAIN MAIN AAMG HULL CO- SPEED CREW
ARMOR ARMOR ARMOR GUN GUN MG AX
APR HE MG
Armored Cars & Other Vehicles
YaG-10 AA 6/1931 - - - 8 6/3 - - - 24/12 2+4
Gun Truck
ZiS-5 Gun 6/1933 1 1 - 5 5/2 N Y N 24/12 2+3
Truck
BA-64 Scout 4/1942 - - -
Car 1 1 1/ OT LMG - 32/12 2
BA-6 3/1936 1 1 1 5 5/2 N Y Y 24/12 2/2
BA-10 41937 2 1 1 5 5.2 N Y Y 24/12 2/2
NKL-26 12/1942 1 0 - - - - Y - 28** 2
Aerosan
T-20 tractor 12/1937 1 0 0 - - - Y - 28/16 2+6
GAZ AA 6/1933 - - - - - Yx4 - - 28/14 2
truck
GAZ truck 3/1933 - - - - - - - - 28/14 2
GAZ jeep 3/1941 - - - - - Y N N 30/14 4
PMZ 8/1934 - - - - - N N N 28/18 1 or 2
Motorcycle
Additional Lend Lease
M3 Scout Car 3/1942 2 2 1/ OT HMG MMG - - 28/8 6
M3A1 Stuart 3/1942 5 3 2 6 5/2 MMG MMG MMG 24/16 4
Light Tank 11/1941
Mk VII 2 1 1 5 5/2 - - MMG 24/16 2/1
(Tetrarch)
Valentine III 9/1941 6 3 1 5 5/2 - - MMG 12/8 4
Valentine IX 11/1941 6 3 1 9 5/2 - - MMG 12/8 3
M3 Grant/Lee 6” MMG MMG MMG
(75/37) 9/1941 6 3 2 10/6 18/12 7
Sherman 3/1942 MMG MMG
M4A2 7 3 2 10 6/3 HMG 18/12 5
Sherman 8/1944 7 3 2 12 6/2 HMG MMG MMG 18/12 5
M4A2 76mm
Matilda II 10/1941 8 3 2 5 5/2 N N Y 12/8 3/1
Churchill III 10/1942 9 6 2 11 5” - MMG MMG 12/8 5
SU-57 TD 8/1943 5” - -
(M3) 2 2 1/ OT 9 - 18/12 5
Ford GPA 9/1943 - - - - - - - - 26/16/ 4
Amphib Jeep 6(4)
“Willy’s” - -
Jeep 3/1942 - - - None - - 32/16 4
Universal 9/1941 -
Carrier 2 2 OT None - MMG - 24/16 6
Harley- 3/1942 - - - - - N ? N 36/24 1 or 2
Davidson
Motorcycle
• Trt – KV-2 tanks have a rear turret MG
• *Denotes howitzer with short barrel. Direct Fire only at SHORT RANGE (up to 48").
• ** Only travel on snow and ice
• The vehicle has two loaders
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NUTS! – EASTERN FRONT CAMPAIGN BOOK
• The turret is so heavy that KV-2 cannot rotate the turret on any slope more than 15 degrees. Due to the difficulty of traversing
the turret and aiming, the gunner uses normal rep if the vehicle neither moved nor rotated turret in previous activation, but fires
at -1 Rep if the vehicle moved or traversed its turret in the prior action.
• Super heavy tank with 5 turrets; 1x main turret with 75mm gun, 2x secondary turrets with 45mm guns and 2x secondary turrets
with MMG. Prone to breakdowns and bog checks. It must make a Getting Stuck test (NUTS page, 58) every turn it moves off road
on soft surfaces like plowed fields, mud, sand, etc.
• Amphibious
• Vehicle has main gun mounted on Right Front Sponson with limited arc of fire of 30 o front to 90o right. 37mm turret has co-ax &
rotatable enclosed cupola mount LMG.
o Vehicle is open topped
o No BOG
• (E) TC is Loader
• LS=Vehicles are low silhouette compared to the larger SP guns (Jagdpanther, ISU-152 for example) making them harder to hit.
These vehicles cannot go Hull Down and fire at a target on a lower level but can go hull down and fire at a target on the same
level. In this case (hull down) turret hits are hits on the front hull. Turret Hits on a LS vehicle are always misses.
• ? Some vehicles may or may not have this depending on configuration. E.g., in case of a motorcycle only there’s a sidecar.
• Soviets may also use the following from the US and British lists: M3 and M5A1 Stuart, Sherman M4A2, Sherman M4A2 (Wet)
w/76mm gun, Churchill IV, Valentine VIII (as a light tank), M2 and M3 and M12 and M16 half-tracks, SU-57 (U.S. Half-track
with a U.S. 57mm ATG), M3 Scout Car.
RUSSIAN GUNS
ANTI-TANK GUNS & AUTO-CANNONS APR HE CREW AR NOTES
12.7mm AA 4 - 2 2 AA HMG Rate of Fire 4.
37mm M1930(1-K) 5 5” 4 2 Light Gun.
37mm Auto-Cannon 5 5” 5 2 Immobile.
AA Gun, Rate of Fire 3
76.2mm Regt Howitzer 5* 6” 4 4 Light Gun.
45mm M1937/1942 6 5” 4 3 Light Gun.
ZIS-2 Mdl 43 57mm 9 5” 4 3 Medium Gun.
ZIS-3 Mdl 42 76.2mm 8 6” 4 4 Medium Gun.
85mm AA Gun 9 8” 6 5 Immobile.
122mm Field Howitzer 11* 10” 6 5 Heavy Gun.
122mm Field Gun 12 10” 6 5 Heavy Gun.
152mm Field Howitzer 12* 12/” 6 5 Heavy Gun.
• *Denotes a howitzer with a short barrel. Direct Fire only at ranges up to 48”. Gunner Rep is -1 if firing from 25” to 36”, -2
from 37” to 48”.
• Light guns can be moved by crew up to 6”.
• Medium guns can be moved by crew up to 4".
• Heavy guns can be moved by crew up to 2".
• Immobile guns cannot be moved without using a vehicle or horse tow. It will take one turn of activation to hook the gun up to
move and one to unhitch. May not fire when hitched or on turn of unhitching.
60
NUTS! – EASTERN FRONT CAMPAIGN BOOK
POLAND (VEHICLES)
VEHICLE YEAR FRONT SIDE TOP APR HE AA HULL COAXIAL SPEED CREW
Tanks
TKS Tankette 1931 2 2 2 - - - MMG - 24/16 2
TK Tankette 1931 2 2 2 5(ROF2) - - N - 24/16 2
FT-17 1917 1 1 1 4* 5/2 N N Y 10/6 1/1E
Renault R35 1939 5 3 1 4 5/2 N N Y 18/12 1/1E
Vickers Type B 6ton Tank 1932 3 2 1 5 5/2 N N Y 24/16 1/2
Vickers Type A 6ton Tank 1932 3 2 1 2x MMG - N N N 24/16 1/2
7TP 1935 3 2 1 5 5/2 N N Y 20/14 1/2
7TP JW 1935 3 2 1 2x MMG - N N N 20/14 1/2
Armored Cars
Wz.29 Armored Car 1929 1 1 1 4 5/2 N N 2x(6) 24/16 4
Wz.34 Armored Car 1934 1 1 1 MMG - N N N 32/18 2
Wz.34 Type 2 Armored Car 1934 1 1 1 4 5/2 N N N 32/18 2
Trucks & Vehicles
Motorcycle 1931 - - - - - - - - 32/8 1+1
Motorcycle w/Sidecar 1931 - - - - - - LMG - 32/8 1+2
Staff Car 1934 - - - None - - - - 32/16 4
Truck 1924 - - - - - - - - 28/14 2
C7P Artillery Tractor 1931 2 2 2 - - - - - 24/16 2
Polski Fiat 508 Truck 1937 - - - - - Y - - 28/16 2
• (6) Rear facing MG in turret
• (E) TC is Loader
POLISH GUNS
Anti-tank Guns & APR HE Crew AR Notes
Autocannons
Nkm Wz.38 FK 20mm 5 2/2 3 - Light Gun.
AC ROF2
Wz.36 Bofors 37mm 5 5/2 4 3 Light Gun.
ATG
Wz.36 Bofors 40mm 4 Immobile.
AA 6 - 5 ROF2
M-97 75mm Field Gun 7* 6” 4 4 Medium Gun.
M-29 105mm 9* 10” 4 5 Medium Gun.
M-17 152mm 10* 12/4 6 - Heavy Gun
• Light guns can be moved by crew up to 1/2 move.
• Medium guns can be moved by crew up to 4".
• Heavy guns can be moved by crew up to 2".
• Immobile guns cannot be moved without using a vehicle or horse tow and then only 4".
• * Denotes howitzer with short barrel. Direct Fire only
at short range (up to 48"). Reduce Gunner REP by 1
for every 12" range over 2 feet.
61
NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
FINNISH VEHICLES
YEAR FRONT SIDE TOP MAIN MAIN AAMG HULL CO- SPEED CREW
VEHICLE ARMOR ARMOR ARMOR GUN APR GUN MG AX
HE MG
Tanks
Vickers Type B 1932 3 2 1 5 5/2 N N Y 24/16 1/2
6ton Tank
Tank Destroyers & Assault Guns
BT-42 1943 4 3 2 10* 10/4 N N Y 24/16 1/2
40 ItK/38 AA 1939 3 2 1 6(ROF2) - FLAK N N 22/14 2/4A
vehicle
Armored Cars and Other Vehicles
GAZ-type truck 1933 - - - - - - - - 28/14 2
Harley-Davidson 1932 - - - - - N ? N 36/24 1 or 2
Motorcycle
• *Denotes howitzer with short barrel. Direct Fire only at short range up to 48".
• ? Some vehicles may or may not have this depending on configuration. Example - In case of a motorcycle only there's a side car.
• Vehicle is open topped
• The Finns captured a large number of Soviet T-26 tanks during the Winter War, as well as T-28 tanks, BT-7s, BA-10 armored cars, and T-
20 tractors. They also captured a number of T-34 and KV-1 tanks as the war went on, as well as 45mm and 76mm ATG. Starting in 1941
Finns may also use certain German vehicles sold or transferred to Finland, including the StuG IIIG and the Pz. IVJ tank.
FINNISH GUNS
Anti-tank Guns & APR HE Crew APR Notes
Autocannons
AT-MG L-35/36 13mm 3(ROF4) - 4 - Light gun
20 PstK/40 20mm 4(ROF2) - 4 - Light gun
25 PstK/37 25mm 4 5/1 4 2 Light gun
37 PstK/36 37mm 5 5/2 4 2 Light gun
75K/01, 02 & 40 75mm 7 6/3 4 - Medium Gun
76LK infantry howitzer 5* 6/3 4 4 Medium gun
114H/13 114mm 10* 10/4 8 4 Heavy gun
20 ItK 40/VKT 4(ROF4) - 4 - Light gun, AA
• Light guns can be moved by crew up to 1/2 move.
• Medium guns can be moved by crew up to 4".
• Heavy guns can be moved by crew up to 2".
• Immobile guns cannot be moved without using a vehicle or horse tow and then only 4".
• *Denotes howitzer with short barrel. Direct Fire only at short range (up to 48"). Reduce Gunner REP by 1 for every 12" range over 2 feet.
62
NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
GERMAN VEHICLES
VEHICLE YEAR FRONT SIDE TOP MAIN GUN MAIN AAMG HULL CO- SPEED CREW
ARMOR ARMOR ARMOR APR GUN MG AX
HE MG
Tanks
Panzer I 6/1934 2 1 1 MG - N N Y 24/16 1/1
Panzer II 7/1937 2 2 1 2 (ROF2) - N N Y 24/16 1/2E
Panzer II L Lynx 10/1943 5 3 1 5 (ROF2) - - - MMG 24/16 3
Panzer II Flamm 1/1940 2 2 1 MG(Main) - - - - 24/16 1/2E
Flame(Trt2)
Flame(Trt3)
Pz. 35R Renault 10/1941 5 3 1 4 5/2 N N Y 18/12 1/1E
Pz. 35H(f) 10/1940 4 2 1 4* 5/2 N N Y 20/14 1/1E
Hotchkiss
PZ. 35S Somua 10/1940 8 4 2 7 5/2 N Y Y 24/16 1/2E
Pz.35t 3/1939 3 2 1 5 5/2 N Y Y 18/12 2/2
Pz.38t 1/1940 4 2 1 5 5/2 N Y Y 24/12 2/2
Pz III A-E 6/1937 3 2 1 5 5/2 N Y Y 18/12 2/3
Pz III F 9/1939 4 2 1 5 5/2 N Y Y 18/12 2/3
Pz III G 6/1940 4 2 1 9 5/2 N Y Y 18/12 2/3
Pz III H-K 3/1941 7 3 2 9 5/2 N Y Y 18/12 2/3
Pz III L-M 6/1942 7 3 2 9 5” - MMG MMG 18/12 5
Pz III N 6/1942 7 3 2 7* (HEAT) 5/2 N Y Y 18/12 2/3
Pz IIIM Flamm 2/1943 5 2 1 FLAME - N Y Y 18/12 2/3
Pz IV A-B 6/1937 6 3 2 7 6/3 N Y Y 18/12 2/3
Pz IV C-D 9/1939 7 3 2 7 6/3 N Y Y 18/12 2/3
Pz IV E-F 4/1941 7 3 2 7 or 9 6” - MMG MMG 18/12 5
Pz IV G-H 3/1943 8 3 2 12 5” MMG MMG MMG 20/14 5
Pz IV J 6/1944 7 3 2 12(M) 5” MMG MMG MMG 18/12 5
Neubaufahrzeug 1936 7 (turret) 6/3 MMGx2 MMG
Heavy Tank 4 2 1 4 (coax) 5/2 (Trt) 16/10 6
Pz V Panther D 1/1943 10 5 2 12 5” - MMG MMG 24/16 5
Pz V Panther A 8/1943 11 5 2 12 5” MMG MMG MMG 24/16 5
Pz V Panther G 4/1944 12 6 3 12 5” MMG MMG MMG 24/16 5
Pz VIH Tiger I 8/1942 10 7 3 13 8” - MMG MMG 18/8 5
Pz VIE Tiger I 3/1943 10 7 3 14 8” - MMG MMG 18/8 5
Tiger II 5/1944 - MMG MMG
( King Tiger) 14 7 3 16 8” 12/8 5
Tank Destroyers
Panzerjager I 3/1940 2 1 - 5 5/2 N N N 24/16 1/2A
Panzerjager 35R 10/1941 4 2 - 5 5/2 N N N 18/12 4
Hetzer (LS) 7/1944 9 2 1 12 5” - MMG - 12/8 4
Marder I(X) 5/1942 1 1 - 11 6/3 N N N 16/10 1/2A
Marder II 7/1942 2 1 - 11 6/3 N N N 16/10 1/2A
Marder III 4/1942 3 1 1/ OT 11 6” MMG MMG - 16/10 4
Jagdpanzer IV(LS) 12/1943 8 4 2 14 6/3 Y Y N 18/12 2/3
JagdPanther 1/1944 12 5 2 16 8” - MMG - 24/16 5
Nashorn 2/1943 4 3 1/ OT 16 8” MMG - - 18/12 5(1)
JagdTiger 2/1944 15 7 3 20 10” - MMG - 12/8 6
Ferdinand/Elefant 3/1943 14 6 3 16 8/3 N N N 12/8 6
63
NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
VEHICLE YEAR FRONT SIDE TOP MAIN GUN MAIN AAMG HULL CO- SPEED CREW
ARMOR ARMOR ARMOR APR GUN MG AX
HE MG
Assault Guns & SP Artillery
StuG III A-E(LS) 1/1940 7 3 2 7 5/3 N Y N 18/12 4
StuG III F(LS) 3/1942 8 3 2 9 6/3 - MMG - 18/12 4
StuG III G(LS) 12/1942 8 4 2 9 6/3 - MMG - 18/12 4
StuG IV(LS) 10/1943 8 4 2 12 6/3 N Y N 18/12 4
StuH 42(LS) 3/1943 8 3 2 12* 8/4 N Y N 18/12 4
Sturmpanzer IV 4/1943 - MMG -
“Brumbar” 10 3 2 12* 12” 18/12 5(1)
Sturmtiger 8/1944 12 8 3 16R 20/4 N Y N 18/8 5
15cm sIG33 Pz 3/1940 - -
Ia 4 2 1/ OT 12* 12” MMG 12/8 4
15cm sIG33 Pz II 8/1941 4 2 1/ OT 12* 12” MMG - - 12/8 5
15cm StuiG 33B 11/1942 8 4 1/ OT 12* 12” MMG - - 12/8 5
SdKfz 124 Wespe 2/1943 3 1 - 12* 8/4 N Y N 18/12 3/2 A
Sd.Kfz. 165 2/1943 3 1 - 12* 12/4 N Y N 18/12 5/1 A
Hummel
Grille (aka 6/1943 2 1 - 12* 12/4 Y N N 12/8 1/4(1)
Bison)
SdKfz 4/1 3/1943 1 0 - - 12/4 Y N N 18/12 2
Nebelwerfer
Armored Cars
SdKfz 221/223 1936 1 1 1/OT MMG - N N Y 32/18 1/2 A
SdKfz 222 1937 3 2 1/ OT 4(ROF2) - - - MMG 32/8 3
SdKfz 231 “8 1941 4 2 1 5(ROF2) - - - MMG 32/12 4
Rad”
SdKfz 232 “8 1938 4 2 1 5(ROF2) - - - MMG 32/12 4
Rad”
SdKfz 233 12/1942 4 2 1/ OT 9* 6” - - - 32/12 4
64
NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
VEHICLE YEAR FRONT SIDE TOP MAIN MAIN AAM HULL CO- SPEED CREW
ARMOR ARMOR ARMOR GUN APR GUN G MG AX
HE MG
Halftracks & Other Vehicles
Lorraine 37L 3/1941 2 1 1 - - N N N 28/16 2+6/8
“Schlepper”
Flakpanzer I 6/1941 1 1 OT 5 (ROF2) - - - - 24/12 2/2
Pz.38t 11/1943 2 1 OT 5 (ROF2) - - - - 24/12 2/2
Flakpanzer
Mobelwagen 3/1944 4 3 OT 6(ROF6) - FLAK Y N 18/14 3/2A
Wirbelwind 7/1944 4 3 OT 5(ROF6) - FLAK Y N 18//14 3/2A
Ostwind 8/1944 4 3 OT 6(ROF3) 5/2 FLAK Y N 20/14 3/2A
SdKfz 2 2/1941 - - OT - - N N N 32/12 1+2A
“Kettenrad”
SdKfz 4 6/1942 1 0 - - - Y N N 18/12 2
“Maultier”
SdKfz 6 6/1939 - - - - - N N N 18/12 2
SdKfz 7 7/1938 1 0 OT - - N N N 18/12 2
SdKfz 7/1 2/1940 - -
(AA) 1 0 OT 5(ROF6) - FLAK 18/12 7
SdKfz 7/2 3/1943 - -
(AA) 1 0 OT 6(ROF3) 5” FLAK 18/12 7
SdKfz 10 10/1938 - - - - - N N N 18/12 2
SdKfz 10/4 7/1940 - - - 5 (ROF2) - - - - 18/12 6
SdKfz 10/5 7/1943 - - - 6(ROF3) - FLAK - - 18/12 6
SdKfz 11 7/1938 - - - - - N N N 18/12 2
SdKfz 250/1 6/1941 2 1 1/ OT LMG - - - - 32/12 2+4
SdKfz 250/7 6/1941 2 1 1/ OT 81mm Y N N 32/12 2/3A
mortar
SdKfz 250/8 4/1943 MMG - MM
2 1 1/ OT 9* 6” G 32/12 5
65
NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
BMW 6/1937 - - - - - N (Side N 36/24 1 or 2
Motorcycle car)
• *Denotes howitzer with short barrel. Direct Fire only at short range (up to 48").
• The vehicle has two loaders
• Denotes two drivers
• Amphibious
o Vehicle is open topped
• (E) TC is Loader
• LS=Vehicles are low silhouette compared to the larger SP guns (Jagdpanther, ISU-152 for example) making them harder to hit. These
vehicles cannot go Hull Down and fire at a target on a lower level but can go hull down and fire at a target on the same level. In this case
(hull down) turret hits are hits on the front hull. Turret Hits on a LS vehicle are always misses.
• ? Some vehicles may or may not have this
• (R) Rocket launcher, slow loading. Crew must stop vehicle, dismount and spend two full action turns stationary to reload.
• (X) Represents wide range of converted and captured equipment, from Panzer Is to French FCM36 or Lorraine tractors.
• (M) Manual crank turret results in -1REP on In Sight tests
• Germans may also be able to use nearly any Russian vehicle or Lend Lease Allied vehicle since it captured and used many foreign-made
tanks during the war. After late 1943 a German player may also use Italian vehicles held over into service after the surrender of Italy.
GERMAN GUNS
Anti-tank Guns & APR HE Crew AR Notes
Autocannons
Pak 28/20 8 - 2 2 Light Gun.
Pak 35/26 3.7cm 5 5” 4 2 Light Gun.
PaK 37(t) 3.7cm 5 5” 4 2 Light Gun.
PaK 36(t) 4.7cm 7 5/2 4 3 Medium
PaK 38 5.0cm 9 5” 4 3 Medium Gun.
PaK 40 7.5cm 12 6” 4 4 Heavy Gun.
Flak 18/36 8.8cm 13 8” 8 5 Immobile.
Pak43/41 & 43 5
8.8cm/L71 16 8” 8 Immobile.
7.5 cm IG 37/42 7* 6” 4 4 Medium Gun.
10.5 cm leFH 18 12* 8/4 8 Heavy
15 cm sFH 18 12* 12/4 8 Heavy
Flak 28 &30 2cm 5(ROF2) - 4 3 Immobile.
Flakvierling 38 (Quad) 4
2.0cm 5(ROF6) - 6 Immobile.
Flak 37 3.7cm 6(ROF3) 5” 4 3 Immobile.
• Light guns can be moved by crew up to 1/2 move.
• Medium guns can be moved by crew up to 4".
• Heavy guns can be moved by crew up to 2".
• Immobile guns cannot be moved without using a vehicle or horse tow and then only 4".
• *Denotes howitzer with short barrel. Direct Fire only at short range (up to 48"). Reduce Gunner REP by 1 for every 12" range over 2 feet.
66
NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
HUNGARIAN VEHICLES
VEHICLE YEAR FRONT SIDE TOP MAIN GUN MAIN AAMG HULL CO- SPEED CREW
ARMOR ARMOR ARMOR APR GUN MG AX
HE MG
Tanks
Toldi I/II 1939 3 2 1 2 (ROF2) - N N Y 24/16 1/2E
Toldi IIA/III 1942 4 2 1 5 5/2 N N Y 24/16 1/2E
40M Turán I 1941 5 3 1 5 5/2 N N Y 22/14 2/3
40M Turán II 1943 5 3 1 7* 7/3 N N Y 22/14 2/3
Tank Destroyers & Assault Guns
43M Zrínyi 1943 6 3 1 9* 8/4 N Y N 18/12 4
II(LS)
Armored Cars & Other Vehicles
40M Nimrod 1941 2 1 OT 6(ROF2) - FLAK N N 22/14 2/4A
AA
43.M Lehel A 1943 1 1 0 - - Y N N 22/14 2+8A
troop carrier
39M Csaba 1939 1 0 0 2(ROF2) - N N Y 32/18 1/2
Raba Botund 1939 - - - - - N N N 32/12 2+Varies
Truck(↨)
Motorcycle 1937 - - - - - N ? N 36/24 1 or 2
Staff car 1934 - - - - - N N N 32/16 2/2
• *Denotes howitzer with short barrel. Direct Fire only at short range (up to 48"). Reduce Gunner REP by 1 for every 12" range over 2 feet.
• Vehicle is open topped
• (E) TC is Loader
• LS=Vehicles are low silhouette compared to the larger SP guns (Jagdpanther, ISU-152 for example) making them harder to hit. These
vehicles cannot go Hull Down and fire at a target on a lower level but can go hull down and fire at a target on the same level. In this case
(hull down) turret hits are hits on the front hull. Turret Hits on a LS vehicle are always misses.
• ? Some vehicles may or may not have this depending on configuration. E.g., in case of a motorcycle only there’s a sidecar.
• ↨ Off-road capable vehicle adds +1REP to all driver/crew tests for Bogging and Unbogging
• Note: Hungarians may also use some German and Italian vehicles and equipment. The rule of thumb on German vehicles is that they will
always be one or more “models” earlier than the Hungarians would use at that time. So, for example, if the German army would be using
the Panzer IVH, the Hungarians at best would have a Panzer IVF. Hungarian Tanker Reps
HUNGARIAN GUNS
Anti-tank Guns & APR HE Crew Notes
Autocannons
37mm PÚV vz. 34 4 5/2 4 Light gun
40mm Škoda A17 5 5/2 3 Light gun
75mm Škoda vz. 15 7* 7/3 4 Medium gun
100mm Skoda M.16/19 9* 8/4 8* Heavy gun
Oerlikon 20mm AA 2(ROF2) - 2 Light gun
Bofors 40mm AA 6(ROF2) - 3 Immobile
Bofors M29 80mm AA 10 8/3 6 Immobile
• Light guns can be moved by crew up to 1/2 move. Medium guns can be moved by crew up to 4".
• Heavy guns can be moved by crew up to 2". Immobile guns cannot be moved without using a vehicle or horse tow and then only 4".
• *Denotes howitzer with short barrel.
67
NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
ITALIAN VEHICLES
VEHICLE YEAR FRONT SIDE TOP MAIN MAIN AAMG HULL CO-AX SPEED CREW
ARMOR ARMOR ARMOR GUN GUN MG MG
APR HE
Tanks
L3/35 1933 1 1 0 2x MG - - Y - 18/12 2
L3/33 FLAME 1935 1 1 0 FLAME - - Y - 18/12 2
L6/40 1/1940 3 2 1 3(ROF2) - - - Y 18/12 1/1(E)
M11/39 7/1939 3 2 1 5(5) 5/2 - - Yx2(trt) 18/12 2/1
M13/40 7/1940 4 2 1 5 5/2 Y Yx2 Y 18/12 2/2
M14/41 7/1941 4 2 1 6 5/2 Y Yx2 Y 20/14 2/2
M15/42 1/1943 5 3 2 6 5/2 Y Yx2 Y 18/12 2/2
Tank Destroyers & Assault Guns
Lancia 90/53 1/1941 - - - 12 8/3 - - - 28/12 2+4
Semovente 1/1942 3 1 OT 6 5/2 Y N N 18/12 3
47/32(LS)
Semovente 1/1942 5 3 1 8* 6/3 Y N N 14/10 3
75/18(LS)
Semovente 4/1943 5 3 1 8 6/3 Y N N 14/10 3
75/34(LS)
Semovente 4/1942 3 2 OT 12 8/3 N N N 18/12 5(1)
90/53(LS)
Armored Cars & Other Vehicles
Lince 3/1943 1 1 1 - - Y N N 28/14 1/1
Autoblinda AB40 6/1940 2 1 1 2xMG(6) - N N N 32/18 4
Autoblinda AB41 3/1941 2 1 1 3(ROF2) - N N Y 32/18 4
Fiat 38R truck 1938 - - - - - - - - 28/12 2
Lancia 3RON truck 1938 - - - - - - - - 24/10 2
Staff Car 1934 - - - - - N N N 32/16 2/2
Moto Guzzi Alce 4/1940 - - - - N N ? N 36/22 1 or 2
• *Denotes howitzer with short barrel. Direct Fire only at short range (up to 48").
• The vehicle has two loaders
• (5) Vehicle has main gun mounted on Right Front Sponson with limited arc of fire of 30 o front to 30o right. 37mm turret has co-ax &
rotatable enclosed cupola mount LMG.
• (6) Rear facing MG in turret
o Vehicle is open topped
• (E) TC is Loader
• LS=Vehicles are low silhouette compared to the larger SP guns (Jagdpanther, ISU-152 for example) making them harder to hit. These
vehicles cannot go Hull Down and fire at a target on a lower level but can go hull down and fire at a target on the same level. In this case
(hull down) turret hits are hits on the front hull. Turret Hits on a LS vehicle are always misses.
• ? Some vehicles may or may not have this depending on configuration. E.g., in case of a motorcycle only there’s a sidecar with an LMG.
• Trt = Rear turret
Italian 3 4 5
68
NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
ITALIAN GUNS
Anti-tank Guns & APR HE Crew AR Notes
Autocannons
Breda 20/65 M35 AA gun 3(ROF2) - 3 - Light gun
Cannone da 37/45 5 5” 4 2 Light Gun.
Cannone da 47/32 M35 6 5/2 4 2 Medium gun
65/17 M13 mountain gun 6* 5/3 4 4 Medium gun
75mm 75/18 M34 8* 6/3 4 4 Medium gun
90mm Cannone da 90/53 12 8/3 4 - Immobile
Cannone Da 105/28 8* 8/4 6 4 Heavy gun
Obice da 210/25 Howitzer 10 12/4 6 4 Heavy gun
Breda 37/54 AA gun 5 (ROF2) - 5 - Immobile
• Light guns can be moved by crew up to 1/2 move.
• Medium guns can be moved by crew up to 4".
• Heavy guns can be moved by crew up to 2".
• Immobile guns cannot be moved without using a vehicle or horse tow and then only 4".
• Denotes howitzer with short barrel. Direct Fire only at short range (up to 48"). Reduce Gunner REP by 1 for every 12" range over 2 feet.
69
NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
ROMANIAN VEHICLES
VEHICLE YEAR FRONT SIDE TOP MAIN MAIN AAM HUL CO- SPEE CREW
ARMOR ARMO ARMO GUN GUN G L AX D
R R APR HE MG MG
Tanks
FT-17 1917 1 1 1 4* 5/2 N N Y 10/6 1/1E
Renault R35 1937 5 3 1 4 5/2 N N Y 18/12 1/1E
R-2 (Skoda LT VZ 1937 3 2 1 5 5/2 N Y Y 18/12 2/2
35)
Assault Guns and SP Artillery
TACAM T-60 1/1943 3 2 OT 6 6/3 N N N 24/16 4A
TACAM R2 2/1944 3 2 - 8 6/3 N N N 18/12 4A
Armored Cars & Other Vehicles
Skoda OA vz. 30 1934 1 0 0 2xMG - N N N 32/18 3
armored car
Praga Truck 1934 - - - - - - - - 28/14 2
Motorcycle 1937 - - - - - N ? N 36/24 1 or 2
• *Denotes howitzer with short barrel. Direct Fire only at short range (up to 48").
• Vehicle is open topped
• (E) TC is Loader
• ? Some vehicles may or may not have this depending on configuration. E.g., in case of a motorcycle only there’s a sidecar.
• Romania had very little in the way of native tank or armored vehicle industry and started the war with obsolete equipment. It relied heavily
on German vehicles and captured Soviet equipment during the war. Most German equipment would be one or two “models” behind that
deployed by the German Army. German equipment (starting primarily in 1942) included the Pz.38(t), Panzer III and Panzer IV tanks; the
StuG III, the SdKfz 221 & SdKfz 222 armored cars, the SdKfz 251 halftrack and the PaK38 & PaK40 ATGs. Captured Soviet equipment
includes the T-60 tank, GAZ trucks and the ZIS-3 M.1942 76mm ATG.
ROMANIAN GUNS
Anti-tank Guns & APR HE Crew Notes
Autocannons
12.7 mm AA 2(ROF4) - 2 AA HMG
Skoda 37mm PÚV 3 5/2 4 Light gun
47mm M1936 6 5/2 4 Light Gun
75mm Škoda vz. 15 7* 6/3 4 Medium gun
100mm Skoda M.16/19 9* 8/4 8* Heavy gun
Gustloff 20mm AA 2(ROF2) - 2 Light gun
Rheinmetall M1939 6(ROF2) - 3 Immobile
37mm AA
• Light guns can be moved by crew up to 1/2 move.
• Medium guns can be moved by crew up to 4".
• Heavy guns can be moved by crew up to 2".
• Immobile guns cannot be moved without using a vehicle or horse tow and then only 4".
• = Denotes howitzer with short barrel. Direct Fire only at short range (up to 48"). Reduce Gunner REP by 1 for every 12" range over 2
feet.
70
NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
AIRCRAFT TABLES
SOVIET AIRCRAFT
TYPE ENTERED WEAPONS
SERVICE
I-153 Fighter 8/1938 4xMMG. X1 salvo Rockets.
IL-16 Fighter 5/1934 2xMMG x2 20mm AC. Roll 1d6, 1-3= 0, 4-5 = x1 salvo Rockets, 6= x2 250lb bombs AND x1 salvo
Rockets.
Mig-1 Fighter 3/1940 1X MMG and 1xHMG.
Roll 1d6. On a roll of "6" has 1x salvo Rockets.
Mig-3 Fighter 8/1940 2x MMG and 1xHMG.
Roll 1d6. On a roll of "6" has 1x salvo Rockets.
LaGG-3 2/1941 2x HMG and 1x 20mm AC.
Fighter On a roll of "6" has 1x salvo Rockets.
Yak-9D 12/1942 1x HMG and 1x20mm AC.
Fighter Roll 1d6. On roll of "6" has 1x 250lb Bomb (1-4) or 1x salvo Rockets (5-6).
La-5 Fighter 7/1942 2x 20mm AC. Roll 1d6, on (5-6) = 2x 250lb bomb.
La-7 Fighter 6/1944 2x 20mm AC. Roll 1d6, on (1-3) = 1x 500lb Bomb or (4-6) 2x 250lb bomb.
Po-2 Attack 6/1927 1x MMG. 6x 100lb bombs. Slow, +1 REP to hit with AA.
Pe-2 Attack 5/1940 2x MMG. Roll 1d6, on (1-3) has x6 500lb bombs or (4-6) x12 250lb bombs.
Tupolev SB 6/1936 2xMMG. Roll 1d6, on (1-3) has x6 250lb bombs or (4-6) x6 100lb and 2x 500b bombs.
Attack
Su-2 Attack 12/1939 4x MMG. Roll 1d6. On roll of "1 to 3" has 1x 500lb Bomb (1-3) or 2x 250lb bomb AND 2x salvo
Rockets (4-6).
Il-2M Attack 9/1942 2x MMG and 2x 20mm AC. Roll 1d6. On roll of "1 to 3" has 1x 500lb Bomb (1-3) or 2x 250lb
bomb AND 2x salvo Rockets (4-6).
Il-2M3 Attack 4/1943 2x MMG and 2x 23mm AC. On roll of "1 to 3" has 1x 500lb Bomb (1-3) or 2x 250lb bomb AND 2x
salvo Rockets (4-6).
Il-10 Attack 1/1945 4x 23mm AC. Roll 1d6, on (1-3) has x2 500lb bomb, or (4-6) or 4x 250lb bomb AND 2x salvo
Rockets (4-6).
Lend Lease aircraft
P-39N Fighter 6/1942 2x HMG and 1x 37mm Cannon.
Roll 1d6. On roll of "6" has 1x 500lb Bomb (1-3) or 2x 250lb bombs (4-6).
P-40 Fighter 10/1939 6x HMG. Roll 1d6, 1-2=0, 3-5= x2 500lb bomb, 6= x3 500lb bomb
A-20 Attack 1/1941 6x HMG, 4x 500lb bombs
Hawker 12/1937 4x 20mm AC. Roll 1d6, 1-4=0, 5-6 = x2 500lb bombs
Hurricane
Fighter
POLISH AIRCRAFT
TYPE ENTERED WEAPONS
SERVICE
PZL P.7a Fighter 4/1933 2xMMG.
PZL P.11 Fighter 6/1934 4x MMG.
PZL.23 Attack 6/1936 1x MMG. Roll 1d6, 1-4= x6 250lb bombs, 5-6 = x8 100lb bombs
PZL.43 Attack 3/1937 1x MMG. Roll 1d6, 1-4= x6 250lb bombs, 5-6 = x3 500lb bombs
PZL.30 Attack 6/1938 x6 250lb bombs
PZL.37 Attack 6/1938 20x 250lb bombs
71
NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
FINNISH AIRCRAFT
TYPE ENTERED WEAPONS
SERVICE
Fokker D.XXI Fighter 3/1936 4x MMG.
Gloster Gladiator 2/1937 4x MMG.
F2A Fighter 4/1939 4x HMG. Roll 1d6, 1-2= x2 100lb bombs
Curtiss P-36 Hawk 12/1938 4x MMG.
Fighter
Morane-Saulnier 1/1939 1x 20mm AC, x2 MMG.
M.S.406 Fighter
I-153 Fighter 3/1940 4xMMG. X1 salvo Rockets.
Me-109F Fighter 1/1943 2x MMG and 1x 20mm AC. On roll of "1" has 1x 500lb bomb (1-3) or 2x 250lb bomb (4-6).
Me-109G Fighter 1/1944 2x HMG and 1x 20mm AC. On roll of "1" has 1x salvo Rockets.
Bristol Blenheim 6/1936 Roll 1d6, 1-4= 2x 500lb bombs, 5-6 = 4x 250lb bomb
Attack
Tupolev SB Attack 6/1936 2xMMG. Roll 1d6, on (1-3) has x6 250lb bombs or (4-6) x6 100lb and 2x 500b bombs.
GERMAN AIRCRAFT
TYPE ENTERED WEAPONS
SERVICE
Fokker D.XXI Fighter 3/1936 4x MMG.
He 112 10/1936 2x MMG and 2x 20mm AC
Me-110C 4/1939 4x MMG and 2x 20mm AC. On roll of "1 to 2" has 2x 500lb (1-3) bomb or 4x 250lb bomb (4-
Fighter/Bomber 6).
Me-210 4/1942 2x MMG and 2x 20mm AC. On roll of "1 to 2" has 2x 500lb (1-3) bomb or 4x 250lb bomb (4-
Fighter/Bomber 6).
Me-109F Fighter 12/1940 2x MMG and 1x 20mm AC. On roll of "1" has 1x 500lb bomb (1-3) or 2x 250lb bomb (4-6).
Me-109G Fighter 5/1942 2x HMG and 1x 20mm AC. On roll of "1" has 1x salvo Rockets.
Fw-190F Fighter 6/1943 2x HMG and 4x 20mm AC. On roll of "1" has 1x 500lb Bomb (1-3) or 2x 250lb bomb (4-6).
Fokker G.1 Attack 9/1939 2x 23mm AC, x2 MMG. Roll 1d6, 1-4 = x4 100lb bombs, 5-6 = x2 250lb bombs
Ju-87B Attack 6/1936 2x MMG. Roll 1d6, (1-3) 1x 500lb Bomb or (4-6) 1x 500lb Bomb and 4x 100lb bomb.
Ju-87D Attack 2/1941 2x MMG. Roll 1d6, (1-3) 1x 500lb Bomb or (4-6) or 2x 250lb bomb.
Ju-87G Attack 3/1943 2x MMG and 2x 37mm AC.
Ju-88 Attack 9/1939 1x MMG. Roll 1d6, on (1-3) x6 500lb bombs or (4-6) x12 250b bombs.
Do-17 Attack 2/1937 Roll 1d6, on (1-3) x4 500lb bombs or (4-6) x20 100b bombs.
He-111 Attack 7/1937 1x MMG. Roll 1d6, on (1-3) x8 500lb bombs or (4-6) x16 250b bombs.
Hs 129 B-3 Attack 6/1944 1x Bordkanone 7,5 (Pak 40 ATG)
72
NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
HUNGARIAN AIRCRAFT
TYPE ENTERED WEAPONS
SERVICE
CR.32 Fighter 6/1933 2x MMG. Roll 1d6, 1-2= No Bombs, 5-6 = x2 100lb bombs
CR.42 Falco Fighter 2/1939 2x HMG. Roll 1d6, (1-4) No bombs, (5-6) x2 100b bombs
MÁVAG Héja-II 3/1940 2xHMG.
Fighter
Me-109F Fighter 10/1942 2x MMG and 1x 20mm AC. On roll of "1" has 1x 500lb bomb (1-3) or 2x 250lb bomb (4-6).
Me-210 10/1942 2x MMG and 2x 20mm AC. On roll of "1 to 2" has 2x 500lb (1-3) bomb or 4x 250lb bomb (4-
Fighter/Bomber 6).
Me-109G Fighter 5/1943 2x HMG and 1x 20mm AC. On roll of "1" has 1x salvo Rockets.
He170-A Attack 2/1941 6x 100lb bombs
Ju-86 Attack 6/1936 8x 250lb bombs
Ju-87D Attack 10/1942 2x MMG. Roll 1d6, (1-3) 1x 500lb Bomb or (4-6) or 2x 250lb bomb.
ITALIAN AIRCRAFT
TYPE ENTERED WEAPONS
SERVICE
CR.32 Fighter 6/1933 2x MMG. Roll 1d6, 1-2= No Bombs, 5-6 = x2 100lb bombs
CR.42 Falco Fighter 2/1939 2x HMG. Roll 1d6, (1-4) No bombs, (5-6) x2 100b bombs
Macchi C.200 Fighter 6/1939 2x HMG. Roll 1d6, 1-5= No Bombs, 6= x2 250lb bombs
Macchi C.202 Fighter 7/1941 2x HMG, 2x MMG. Roll 1d6, 1-5= No Bombs, 6= x2 250lb bombs
Fiat G.55 Fighter 3/1943 3x 20mm AC, 2x HMG. Roll 1d6, 1-5= No Bombs, 6= x2 250lb bombs
Breda Ba.65 Attack 6/1936 2x HMG, 2x MMG. Roll 1d6, 1-3= No Bombs, 4-6= x2 250lb bombs
SM.79 Attack 6/1936 1x 20mm AC, 2x HMG. Roll 1d6, 1-4= x8 250lb bombs, 5-6 = x4 500lb bombs
Fiat BR.20 Attack 10/1936 Roll 1d6, 1-4= x8 250lb bombs, 5-6 = x4 500lb bombs
ROMANIAN AIRCRAFT
TYPE ENTERED WEAPONS
SERVICE
PZL P.11 Fighter 6/1934 4x MMG.
Hawker Hurricane 12/1937 4x 20mm AC. Roll 1d6, 1-4=0, 5-6 = x2 500lb bombs
Fighter
Me-109F Fighter 7/1942 2x MMG and 1x 20mm AC. On roll of "1" has 1x 500lb bomb (1-3) or 2x 250lb bomb (4-6).
PZL.37 Attack 10/1939 20x 250lb bombs
Bristol Blenheim 6/1936 Roll 1d6, 1-4= 2x 500lb bombs, 5-6 = 4x 250lb bomb
SM.79 Attack 6/1936 1x 20mm AC, 2x HMG. Roll 1d6, 1-4= x8 250lb bombs, 5-6 = x4 500lb bombs
He-111 Attack 7/1942 1x MMG. Roll 1d6, on (1-3) x8 500lb bombs or (4-6) x16 250b bombs.
Ju-87D Attack 7/1942 2x MMG. Roll 1d6, (1-3) 1x 500lb Bomb or (4-6) or 2x 250lb bomb.
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NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
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NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
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NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
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NUTS EASTERN FRONT: CLASH OF TITANS (1941-1945)
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