UP FRONT THIRD EDITION RULES CHANGES

                             by

                      Alan R. Arvold

 

   Towards the end of May 2002, the working copy of the Third

Edition rules to UP FRONT was posted on the UP FRONT main website

by Andrew Maly, on Grognard.com. This was in response to a lot of

UP FRONT players requesting to see just what progress was being

done on the game. Mr. Maly described in separate articles both

the current status on the Third Edition as far as Multi-Man

Publishing is concerned and also his estimate on what the

possible cost would be and ways to reduce it. These articles

certainly helped the players to understand the situation better.

 

   The Third Edition rules, when down loaded and printed out,

comprise 70 pages. These rules have all of the old Official

Errata skillfully woven into them. Within these rules one will

find references such as "insert picture here" on various pages.

These are places where the publisher is to place diagrams and

illustrations within the framework of the rules. These can be

ignored when reading the rules. On a whole these rules are far

better organized than the old First and Second Edition rules.

However one must remember that the old rules were organized using

the Programed Instruction Module system, a type of rules format

that was popular in the late Seventies and early Eighties. When

seen in that light, the old rules organization makes sense.

However this system is not used anymore. It was probably time to

use a more modern rules organization.

 

 

RULES CHANGES:

 

   After carefully reading the Third Edition rules and comparing

them to the Second Edition rules, along with all pertinent

errata, I have come up with this list of rule changes. Some

changes are quite obvious at first glance, while others are

rather subtle and require intense study to ferret them out. These

changes are listed by page number, rules section, and subsection,

in the printed out format. Some of the these are out right rules

changes, others are clarifications which were never in the rules

(or errata) before now. Still others are rules which as written

in their present form, can cause contradictions with later rules

in the Third Edition. Players will note that two rules sections,

the Campaign Game and the DYO section, are missing from the Third

Edition rules. As I understand it, these are not finished yet and

will included at a later date when they are done.

 

Page 5, Chapter C, Scenarios; Action Deck Composition: In the

last sentence it says that a card that has to be removed from the

deck can not be used by the player. This refers to Action Cards

removed either by resolution of a game action or by discard. In a

later rule (Page 7, Rule D.2; Alterations) it says that such

cards can be used as Open Ground Cards by a player. A small

contradiction that can be easily corrected.

 

Page 6, Chapter C, Scenarios; Victory Points: In the first

paragraph it says that if a meeting engagement scenario ends due

to the Time Limit and both players are tied in number of Victory

Points that they each have, then it is the player who played

second (or Second Player) who is the winner. A major change which

eliminates the problems that tie games have caused in tournaments

and in improving one's ranking in the various rating systems.

 

Page 8, Chapter D, Rule D.3; The Battlefield: This section was

completely rewritten to reflect the new set up based on the use

of cards instead of chits in the game. There is even a table

showing how things are set up. It looks very interesting and I

look forward to trying it out when the Third Edition come out.

 

Pages 8 and 9, Chapter D, Rule D.4; Distance: This section was

also completely rewritten. Instead of measuring the separation of

groups in Relative Ranges as in the old game, they are now

measured in Distances. There is a table showing the Distances

from a group in a particular location on the new Battlefield set

up. A well done conversion from the old system to the new.

 

Page 11, Chapter D, Rule D.7; Basic Nationality Capabilities:

In the Nationality Capability Table there are some minor changes

that should be noted.

 

British - Radio Use: It says that British may only use those

Radio Cards which have both White Stars and Black Crosses on

them. In other words, they may use a Radio Card that is usable by

both the Germans and Americans. This is a carry over from the old

rules. Yet in the article 501 City-Fight-in-Four, the author

Marcus Watney clearly states there are no German Radio Cards that

are not usable by the Americans, so why mention the Americans at

all? It would be easier to just say that the British may only use

German Radio Cards (or as the table would say, with Black

Crosses). However, if they plan on altering the Nationality make

up on the Radio Cards in the Action Deck, then that is another

situation all together.

 

Italians - Broken Squad: It says that the Italians are broken

when casualties = 40% (except vs the Russians). This is a change

from the old rules where they were broken when casualties were >

40%. A minor change.

 

Japanese - Broken Squad: It says that the Japanese are broken

when casualties are > 75%. This is a change from the old rules

where they were broken when casualties = 75%. Another minor

change.

 

Pages 12 and 13, Chpater D, Rule D.8; Special Nationality

Capabilities:

 

British - It says that the Airborne (Elite) troops can discard up

to 2 cards per turn if no Actions are taken. This is a written

clarification of an already commonly held assumption that the

British can use their basic discard capability for their Elite

troops if they choose not to use their special discard capability

during a turn.

 

German - For their Elite troops, the name was changed from SS in

the old rules to Panzer Grenadier in these rules. A wise choice

given the evil connotations associated with the SS during the

war. Also it says that Panzer Grenadier troops can discard up to

one card if they take two or more Actions in a turn. Another

written clarification of an already commonly held assumption that

the Germans can use their basic discard capability for their

Elite troops if they choose not to use the special discard

capability during a turn.

 

Italian - The infamous Surrender Rule has been removed from the

Italians. This will certainly make them a more viable Nationality

to play in the Third Edition. But I do not think that the

Surrender Rule should be eliminated from the game all together.

Instead it should be a Scenario Special Rule to use in historical

scenarios to reflect the characteristics of a certain side in a

particular battle. This rule can be applied to all of the

Nationalities (except the Japanese) at some point or other during

the war.

 

Japanese - The Special Arms rule is extended to all Samurai

(Elite) troops, not just Paratroopers and Sergeants. It's hard to

form an opinion on this one. The Japanese were great scroungers

when it came to using captured weapons and I suppose that the

Elite troops had first call on captured weapons and equipment,

which of course would include pistols.

 

Partisans - The Partisans in the Third Edition use the same hand

capacities, discard conditions and capabilities, and squad broken

percentages of their "parent" Nationality. This is a major change

from the old rules where all Partisans, regardless of their

Nationality, were played with a Russian hand. The old rules

followed the lead of the Squad Leader/Advanced Squad Leader game,

from which UP FRONT was derived from, where all Partisans were

depicted as a variation of the Russians and used their counters

and colors. Russian Partisans are not hurt by this change and the

Italians are only a little. But the French are really hurt,

especially if they make one entrenchment attempt, as they will

loose their entire discard capability for the turn. On the other

hand, a French Partisan with a six card hand is quite intriguing

as he can hold on to those special Action Cards which are of

great value to Partisans for a long period of time until he can

use them to their maximum potential. An Axis player going up

against French Partisans will have to think twice before doing

so.

 

Pages 15 and 16, Chapter E, Sequence of Play: A completely

rewritten and expanded Sequence of Play. Finally a detailed

breakdown of the sequence of event in a turn, not only of what

happens, but also the order in which events occur. This will

certainly eliminate a lot of the confusion from the old rules

where the sequence of events was a haphazard affair. Well done.

 

Page 18, Chapter F, Rule F.2; Terrain Play; General: In the first

paragraph, last sentence it says that a Terrain Card may not be

played on a Movement Card if a Wire Card covers the last Movement

Card played. This contradicts Rule G.15 (Wire) where it says that

an Open Ground Card may be played under a Wire card in order to

eliminate a group's moving status. Simple enough to correct.

 

Page 21, Chpater F, Rule F.4; Attack Results; Panic: In the

second sentence it states that if a Man has an exposed Panic

Value < the Final Combat Resolution Number, the Man first checks

for Wound status. This is a change from the old rules where if a

Man suffered a Panic Kill, he would have to first check the RPN under the "10r" column of the just drawn RNC to see if he Routed

or was Killed. If he Routed then he checked for Wound, if he was

Killed then no Wound check was necessary. A minor change.

 

Page 25, Chapter F, Rule F.11; Snipers: In the second paragraph

it states that if the Target Group has more than one Man, the Man

to be attacked is determined first by a RPC draw. In the next

paragraph it states that after the Man to be attacked is

determined, then the Sniper attack is resolved. Well, after 19

years, one of the oldest rules loopholes in the UP FRONT game

system is finally Officially plugged. I'll bet you that the

Elitists are real angry over this change.

 

Page 32, Chapter G, Rule G.17; Desert: In the eighth paragraph,

last sentence it states that you can discard a Wire Card on the

Soft Sand (Marsh) Card. You could not do that in the old rules. A

minor change.

 

Page 33, Chapter G, Rule G.17; Desert: In the last paragraph it

states that a Man in a Wadi must play a Movement Card to the

discard pile in order to infiltrate, he can not opt to pass a

Morale Check. However the play of the Movement Card does negate

the need to take a Morale Check. This is not a change but merely

a written clarification of an assumed fact alluded to but not

exactly spelled out in the old rules, even though the Official

Errata made note of this.

 

Page 34, Chapter H, Rule H.2; Group Exchange: In the Conditions

and Restrictions section, in the first bullet, it states that a

Group with an IG may not participate in a Group Exchange. This is

a change from the old rules where they could. Given the

historical difficulty that crews had in manhandling small

infantry guns, this rule makes sense.

 

Page 37, Chapter H, Rule H.7; Individual Transfer: In the

Receiving paragraph, third sentence, it states that for each Man

received, the player assigns him a position in the receiving

group, but not crewman-weapon relationship can be broken by the

placement. Well, we all knew who was going to win the argument

over where the men go in the receiving group. But then if crew-

served weapons crews are not altered by placement of the new men,

then I can live with that.

 

Page 41, Chapter I, Rule I.2; Close Combat: In the Other CCV

Modifiers section, the fifth bullet, it says that Wire played on

an Infiltrator's Group, a Japanese Banzai Group, or a Group

counterattacking against a Banzai reduces the CCV of the attacker

by one for each Wire Card in play on the Group. In the old rules,

this was only stated in the BANZAI expansion, pertaining only to

the rules on Banzai charges. It has now been expanded to include

normal Close Combat as a result of infiltration as well. Actually

this is quite sensible when you stop and think about it.

 

Page 43, Chapter I, Rule I.4; Berserk: In the first paragraph,

first sentence, it says that any pinned Russian Man (but not

Partisan) can go berserk. In the old rules, Partisans were

allowed to go berserk by virtue of them being played as Russians.

This change is correct as Partisans, even Russian ones, conducted

hit-and-run type operations. They did not stay and fight to the

death, at least not by choice. A good rules change.

 

Page 50, Chapter K, Rule D.1; Ordnance: In the Restrictions

section, in the third sentence, it says that two or more ordnance

weapons in the same Group may each fire as part of the same

Action, but that each such ordnance weapon must fire at a

separate enemy Group, and each ordnance weapon that fires must

play a separate Fire Card. This is a change from the old rules

where two or more ordnance weapons in the same Group may fire at

the same enemy Group during a turn as part of the same Action,

provided they each play a separate Fire Card. Granted, ordnance

weapons in close proximity to each other, frequently had trouble

adjusting their fires as sometimes they could not tell which

impacts came from which rounds fired from which guns. But this

was a problem at longer ranges, not the relatively short ranges

portrayed in UP FRONT. But I don't see why this causes this new

prohibition. I think a negative fire modifier would be more

applicable to this situation.

 

Page 51, Chapter K, Rule D.2; Target Acquisition: In the list of

conditions under which Target Acquisition would be lost, there is

one condition that is conspicuously absent. This is the condition

where the ordnance weapon fires at another Target. This condition

was listed in the old rules. While it does say earlier in the new

rule that a weapon can only acquire one target Group at a time, I

can not help but wonder if some players will have a weapon

acquire one target Group, then take occasional pot shots at

another target Group, while still claiming acquisition on the

first target Group. Certainly a clarification is needed here.

Also another condition says that a Buttoned Up AFV can not gain

acquisition. This is a change from the old rules where they

could. This change makes sense, it was indeed more difficult keep

target acquisition when looking through a periscope or a gunner's

telescope.

 

Page 51, Chapter K, Rule D.3; Mortars and Grenade Launchers:

There is not any real change here, just a clarification that

Grenade Launchers are equivalent to Mortars and that all

appropriate rules apply to both equally. It should be noted that

the Grenade Launchers meant in this rule are the Japanese Model

89 "Knee Mortar" or any other similar weapon. This rule does not

apply to "Rifle Grenades", which have been the subject of several

variant articles.

 

Page 51, Chapter K, Rule D.3; Mortars and Grenade Launchers: In

the first paragraph at the top of the page, it states that the

small arms firepower of a Mortar is retained, even if the Mortar

itself Malfunctions. It further states that the small arms

firepower is itself subject to Malfunction, but the effects are

only temperary for the current attack only. This is a change from

the old rules where if either the Mortar or small arms firepower

Malfunctioned, then both suffered the effects of Malfunction.

This change is certainly more sensible as the Mortar and the

Man's small arms are separate and independent of each other.

 

Page 52, Chapter K, Rule D.4; Light Anti-Tank Weapons (LATW's):

In the second paragraph, last sentence, it states that Bazookas

and Panzerschrecks may not occupy a Pillbox, but there is no such

restriction on a PIAT. In the old rules the PIAT was not allowed

in a Pillbox either. However the change makes sense. The Bazooka

and the Panzerschreck were not allowed into closed areas because

the back-blast would injure the occupants. The PIAT had no

back-blast due to the round being launched by a compressed

spring, not by a rocket.

 

Page 52, Chapter K, Rule D.6; Infantry Guns: In the General

section, in the second paragraph, it states that the IG must form

its own Group. This is a change from the old rules where the IG

could form its own Group or be part of another. This change is

certainly welcome as IGs within the scope of the game, are more

like AFVs than they are like individual Men.

 

Page 53, Chapter K, Rule D.6; Infantry Guns: In the Attacks

Versus an IG section, the attack procedure has been revamped and

easier to understand. The gun-shield which caused problems in the

old rules is now accounted for as a +2 Fire modification against

certain types of attacks. There is an apparent error though. In

the second paragraph, third sentence, it says that the +2 Fire

modification does not apply to the same attack against other Men

in the same Group. How can there be other Men in the same Group

if an IG is now its own Group? Surely this is a carry over from

the old rules where an IG could be in a Group with other Men.

Some clarification is needed here.

 

Page 53, Chapter K, Rule D.6; Infantry Guns: In the Concealment

Cards section it states that an IG may always play a Concealment

Card against an Artillery attack. This is a change from the old

rules where an IG could not play a Concealment Card at all for

anything once it had moved or fired. A good change as Concealment

Cards represent more than just hiding from the enemy forward

observers, they also represent in an abstract way the errors that

the observers made when adjusting artillery fire.

 

Page 54, Chapter K, Rule K.7; Artillery: In the Fire Strength

section, it states that the Fire Strength of a successful

Artillery attack is equal to the Fire Strength on the Radio Card.

What Radio Card? I do not think that they mean the Radio/Rally

card in the Action Deck. I think they mean the Secondary Weapons

Cards which have replaced the Chits in the old game. A little

clarification is needed here.

 

Page 55, Chapter L, Rule L.1; AFV Types: In the second paragraph

it lists an Open Topped AFV with a Panic Value on its reverse

side. This rule came from the British section in the old rules,

from the sub section that dealt with the Bren Carrier. Apparently

they plan to have more vehicles of this type, so they made them

into a separate AFV sub-category.

 

Page 56, Chapter L, Rule L.3; Bog: In the second paragraph, first

bullet, it states that in a Jungle scenario, the Movement Card

just played on the AFV is discarded and treated as a lost Action

in the event of Bog. This is a change from the old rules where if

the vehicle got bogged in the Jungle scenario, it would just flip

the Movement Card over to Open Ground. A minor change, but

necessary to reflect the more restrictive nature of Jungle

terrain.

 

Page 57, Chapter L, Rule L.5; Combat Versus AFVs: In the

Resolving Attacks Versus AFV Morale and CE Values section, in the

third bullet, it states that if the AFV's Panic Value is face up

and is < the final attack result number, the AFV is eliminated.

Another reference to the new AFV Category listed above.

 

Page 57, Chapter L, Rule L.5; Combat Versus AFVs: In the

paragraph that describes the effects of being buttoned up, it

states that the AFV can not gain Target Acquisition. This is a

reiteration of the acquisition rules on Page 51.

 

Page 58, Chapter L, Rule L.5; Combat Versus AFVs: In the top

paragraph it describes the effects of having a 2 Crew Eliminated

Card on an AFV. One of the effects is its Overrun strength is

reduced by two. In the old rules this was not mentioned in the

effects for the old 2 Commanders Killed chit. Certainly an

oversight that has been corrected in the new rules.

 

Page 59, Chapter L, Rule L.5; Combat Versus AFVs: In the rally of

Stunned AFV section the conditions of the rally of an AFV are

divided into two sections, one dealing with AFVs in general, the

other dealing with Open Topped AFV in particular. The old rules

dealt with AFVs in general. A good improvement.

 

Page 59, Chapter L, Rule L.6; Boxed Firepower by Men Versus AFVs:

In the first paragraph it states that some Men have a Boxed

Firepower factor of 1 on their card in addition to their normal

firepower. It further states that designated assistant crewmen do

not have this Boxed Firepower. In the old rules all Men had this

Boxed Firepower of 1. There were no exceptions. A minor change.

 

Page 59, Chapter L, Rule L.7; Close Combat Versus AFVs: In the

General rule section it lists a Rule B.11. Where is this Rule

B.11? I could not find it anywhere in the Third Edition Rules.

 

Page 61, Chapter L, Rule L.8; Snipers Versus AFVs: In the results

section, in the first Bullet, it states that a Sniper that scores

either a "Pin" result or a "KIA" result in an AFV with a Panic

Value and that currently has its reverse side face up is

eliminated. If I read this right it says that the Sniper is

eliminated. What I think it means is that the AFV, the special

ones like the Bren Carrier, is eliminated. Needs some major

clarification on this one.

 

Page 61, Chapter L, Rule L.9; AFV Smoke Placement: This section

has been completely revamped from the old rules. It seems that

AFV cards will now have Smoke symbols on them, indicating whether

or not they can play smoke on themselves and whether or not they

can project smoke on other Groups. Not only that, AFVs will be

individually rated as to which individual Smoke Cards they may

use. These rules stem from the "Burning the Midnight Oil" article

in the magazine Relative Range #10. These rules are definitely

more historically accurate than the old rules. The old rules were

more generic in nature. It certainly eliminates a-historical

situations like the French Char B-1 Tank firing smoke in the

game, something it could not do in real life. A well deserved

change.

 

Page 62, Chapter L, Rule L.10; Overrun: In the General section,

in the second sentence, it says that an Overrun can be made

against a non-AFV enemy Group at Distance 0. This means that it

can be made groups that are directly to the left or right of the

overrunning group according to the new Battlefield Diagram on page 9. This a change from the old rules where Overruns could be

made against enemy groups directly in front of or adjacent to the

overrunning group. This change is caused more by the new

mechanics of the Third Edition than by an historical reason.

 

Page 64, Chapter M, Rule M.1; Reinforcements: In the Entry

Conditions section, in the first paragraph, it says that

Reinforcements may come in a one Group or several Groups. This is

a change from the old rules where they could only come in as one

Group. Also in the second paragraph, it says that Reinforcements

may come into the game either as Group E or Group Z. This is

change from the old rules where they could only come in as Group

E. This new rule was taken from old rules for Random

Reinforcements where they could enter from either side. Good

changes reflecting the fact that they could indeed come in from

any direction and in one or several groups.

 

Page 65, Chapter M, Rule M.2; Random Reinforcements: In the

Designated Unit Not Available section, it says that if none of

the conditions for replacing an unavailable Man can be met, the

Man is forfiet. This is an addition to what the old rules say. A

good change as it eliminates the tactic of bringing in a Man

armed with a more powerful weapon than would normally be allowed

to, as in the old rules.

 

Page 65, Chapter M, Rule M.2; Random Reinforcements: In the

Sniper Random Reinforcements section, it states that if a player

has Multiple Sniper capability, a successful Sniper Check wipes

out the whole bunch, not just one Sniper as in the old rules.

The old rules caused problems, especially if player also had

Double Sniper capability too. While the Unofficial Errata solved

this problem in the Second Edition, I see that in the Third

Edition they are avoiding the problem altogether by changing the

result of a successful Sniper Check on Multiple Sniper

capability. It still leaves the question unanswered as to what

happens when a player has both Double and Multiple Sniper

capability, but since the subject of Double Sniper capability is

covered in the DYO section of the rules, a section that has not

been posted in the Third Edition rules, I guess we will just have

to wait until it comes out for the answer.

 

Page 66, Chapter M, Rule M.3; Night: In the Observation

Resolution section there is a missing circumstance in the Third

Edition that was there in the Second Edition. This is the

reference about AFVs. In the old rules AFVs are easier to observe

at night than in the new rules. I guess the original designers

assumed that the noise that AFVs normally make made them easier

to spot at night, but in the redesign AFVs are assumed to have

their engines off unless they are moving and thus are harder to

spot.

 

Page 66, Chapter M, Rule M.3; Night: In the Star-shell section it

says that a Commissar can not place a Star-shell, even if serving

as a Squad Leader. In the old rules it could if serving as an SL.

Uncertain as to why this change came about.

 

Page 67, Chapter M, Rule M.3; Night: In the Night Effects on

Attacks section, it says that the presence of a Flamethrower does

not negate the halving of total Fire Strength of all Fire Cards

played at night. This reference is new and was not found in the

old rules. This is a good point as flame attacks from a

flamethrower only light up the immediate area where they hit, not

a wide area that a Star-shell would illuminate. Also the fire

from a flame attack is short-lived and would not last as long as

a Star-shell, unless it set whatever it hit on fire. Also in the

same section, it states that Effective Artillery RNCs are reduced

by 1. The old rules do not make any reference to Artillery RNCs,

just Ordnance To-Hit Numbers which would be reduced by one at

night. Most players logically figured that Artillery would follow

this rule too as it says in Rule 40.21 that Artillery Fire

Missions are resolved in the same way as Ordnance attacks. Both

of these are just clarifications that were made into full fledged

rules.

 

Page 68, Chapter N, Rule N.4; Transfers: In this section of the

Team Play rules, in the General sub-section, the last bullet

reads that Groups must be adjacent to the LOS Divider when

starting the transfer between games. Merely a clarification of an

assumed fact from the old rules.

 

Page 69, Chapter N, Rule N.4; Transfers: In this section of the

Team Play rules, in the Conditions and Restrictions While

Transferring section, in the second sentence, it states that the

Movement Card used to transfer the Group to the LOS Divider does

count as a +1 modifier to attacks against the transfer Group, but

also qualifies the transfer Group as a moving target against

Ordnance attacks. This is not found in the old rules because in

the old rules is states that Movement Card used to transfer the

Group does not count as a +1 modifier. An important change.

 

Page 69, Chapter N, Rule N.4; Transfers: Further down in the

Conditions and Restrictions While Transferring section, in the

fifth sentence, it states the Group on the LOS Divider is subject

to attacks from any Group in either adjacent game, and may make

attacks against any Group in either adjacent game, but all

attacks are conducted at Distance 0. This is a mistake. I think

what rule means is Distance 5+. In the old rules all attacks were

made at Relative Range 0, which in the new rules is Distance 5+.

Certainly a correction is in order.

 

 

CONCLUSION:

 

   These were all of the changes that I could find. I may have

missed a few, but as one can see, there are a great deal many

more than we were led to believe. Still I look forward to the

coming of the Third Edition of UP FRONT, if and when it ever gets

published.