assault, red horizon 41, games, board game, easy to learn, tactical wargame About Assault – Assault Games

Assault Games

Tactics, Board Game, Wargames, Consim, Simulation, Fun

About Assault

Assault – Red Horizon 41

Game Description


Assault – Red Horizon 41 is the first volume in a planned series of tactical level wargames in which players lead historical units into battle during Operation Barbarossa (June through October 1941). Two factions – the German Army and the Soviet army – fight one another by use of infantry, artillery and armored units.

Assault – Red Horizon 41 is intentionally not intended to be an accurate simulation, but rather it abstracts certain aspects in favor of playability and manageable game length to convey the feeling of comprehensive tactical combat situations.


Game Mechanics and rules:


Assault – Red Horizon 41 is a turn-based, semi-historical system with a modular ruleset. A Turn consists of 5 different Phases:

  • Initiative,
  • Planning,
  • Support,
  • Action,
  • and Organization (Cleanup).

Players use Command points to activate units in order to achieve the goals and victory conditions. Combat is resolved using six-sided customized symbolic dice in conjunction with cards.

Overall, the Assault game system is modular: the rule-set contains basic-, unit-specific-, and optional rules to help beginners delve into the game and in the various maps can be assembled as desired to form new scenarios.

What makes the game different from the competition:


Basically, the Assault game system is completely modular and accommodating to the gamer. There are different scenarios that the players can choose from, and within these scenarios, the Order of Battle can vary through the use of Formation Cards. In each scenario, rather than being given a set Order of Battle, the players choose random Formation Cards (infantry, artillery, or armor/vehicle) based on their faction. The Formation Cards give the player a certain number and type units available for the scenario. This ensures variation and regular surprises, since the make up of your forces will vary from game to game. It’s as if your high command has assigned you certain units to achieve a goal, so you will have to adjust your individual tactics based on the available units and objectives.

Units in the Assault system are activated by Command points. Players receive a certain number of Command points, which are listed on the Formation cards. Before Command Phase, players secretly decide (behind a small screen or divider) which units to activate in the current turn. The Command point allowance lets the player to activate approximately 75% of all available units. Thus, players must set priorities for the turn. Not only does this speed up the game play, since all units are not used in each turn, but it also makes for some exciting moments in the fight.

In the Assault game system, we have tried to minimize the counter stacking issue. With many game systems in the hobby, you can find towers of counters and markers on certain hexes of the game board. The overview is then quickly lost. In Assault, there is a clear limit of one unit counter per hex, with the exception being units in Transport. In addition, there is usually only one command and/or status marker. Regarding Command and Unit State Markers, we have devised a simple double-marker system: each marker is double-sided and after the end of the round, in the Organization Phase, the markers are flipped or removed according to their color. This goes pretty quickly.

In general, Assault has attempted to emphasize game flow. The fact that Command Points are assigned to activate units in the Planning Phase accelerates the game. Since the units to be activated are already established before the Action Phase, there is less for the player to think about and fewer opportunities for AP to set in.

Another aspect that sets Assault apart from the competition is our Tactical Campaign System (still in development) which, thus far, will be an optional rule. We have designed a system whereby multiple scenarios can be linked with a variable starting set up for each subsequent scenario dependent upon how many of the victory conditions each side achieves. For example, if the Germans can achieve a Decisive Victory in the first scenario, they will have an advantage of position in the second scenario. Then, if the Soviets can achieve a Minor Victory in the second scenario, the Germans will find themselves slowed down in the third. Units will also be able to earn XP of sorts, to improve their damage capability and earn special abilities that can be used later. Of course it will still be possible to play through scenarios one by one, but the Tactical Campaign System will allow players to inject an element of unpredictability and a new level of challenge into the historical flow of Operation Barbarossa.


Overall, the Assault system is modular and can be expanded as desired. A game can be finished on a single map scenario in as little as 1 to 2 hours. If you have more time available, you can also take an entire day for a battle using larger maps with multiple tiles. Players should be able to learn the game rather quickly. The basic rules are fixed and future expansions will not lead to new rule flooding and make the game confusing.

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