Western Front is a solitaire hex-and-counter tactical wargame covering twenty historical situations from the Normandy landings to the Remagen bridge, played across the four geomorphic mapboards of Panzer Leader. You command one side; the computer plays the other.
| Action | How |
|---|---|
| Select one of your units | Click it. Its move range shades white; enemies you can fire on ring red. |
| Move | Click a shaded hex. The unit paths there, halting if opportunity fire disperses it. |
| Fire | Click a red-ringed enemy. Hover first to preview the odds. |
| Cycle units | Next Unit steps through your units that can still act. |
| End your turn | End Turn passes play to the computer. |
| Air / naval strike | In invasion scenarios, Strike then click an enemy to bombard (limited per turn). |
| Zoom | The + and − buttons; the map scrolls within its frame. |
Each counter shows four numbers in its corners and a class letter in the centre:
| Top-left | Top-right | Bottom-left | Bottom-right | Centre |
|---|---|---|---|---|
| Attack | Range | Defense | Movement | Weapon class |
Weapon classes: A high-velocity AP, I infantry, H howitzer, M mortar. Blue-grey counters are German, green are American, tan are British.
A game turn consists of each side taking one player-turn, in the order set by the scenario. During your player-turn every unit may either move or fire once — not both. Dispersed units (marked with an ✕ wash) may do nothing until the end of their next turn.
Movement points equal twice the printed movement factor. Roads are fast; clear terrain costs a little more; woods and wooded hills are slow; climbing a hill costs extra. Streams stop vehicles except at bridges and fords, and the sea is impassable. Units may not stack or move through one another.
Attacks are resolved on the Combat Results Table at the ratio of modified attack to modified defense:
Results: NE no effect · D disperse · DD disperse (or eliminate an already-dispersed unit) · X eliminate.
Each situation's briefing states its victory conditions — controlling town hexes, exiting units off a map edge, holding an objective while keeping losses low, or winning the loss ratio. The result (marginal, tactical, or decisive, for one side or a draw) is announced when the conditions are met or the final turn ends.
This release does not save between sessions; a battle is played in one sitting. To restart or switch battles, press Situations at any time and pick again.
Tick Hidden minefields before a battle for a tougher solo game: each attacking unit entering a hex near an objective risks a concealed minefield on a die roll of 6, pinning it and attacking it at 2:1 each turn until it survives and moves on.