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: . r : i : r g v o u r h i s . r h e r h i r d i n s t a l i m e n r \ , V h a t i s F l a m e sO f \ V ' a r ? . . . . . . 2
'lhis
i . . r : i i i r l i r r u r c s g r m e.
i s r h a n k s W h a t Y o uN e e d. , . . , . . . . . . . . 4
(
r
t
\
...:r.i!i
ourleli and the thousands H o w D o e s i t W o r k ? . . . . . . . . . . 6
- . : : . i : : r r g l o b . ' . i h i s e d i r i o n r e t a i n sa l i
TankTams.
.......8
. . : : : . i r \ h o u r so i e n j o l a b l eh i s t o r i c a l
Motorcycle Reconnaissance. . . 11
':...1
:r:-.
,rt-pl.rr .rnclhou the rules are
TiansportTams........... 11

iti r,, .:
OI ( ' i . : :
thc::.t:
r.t!::. ,

P . . ' -: :: -

GunTams...

...12

Infantry Tems

. . .

tJ

Command and'Warrior Tams 13

Ph;!.ltty3:,
Cd-t(tt
Dnuies
- ,,.,..r..
. I

14

P i c k i n g a F o r c. e. . . . . . . . . . .

15

Platoons.

.........

16

skilt....

.........18

...... .. .. 19
P l a y i n g F l a mO
e sf W ' a r. . . . . . 2 0
R e a d i n g t hReu l e s. . . . . . . . . . 2 l
SportingPlay......
21
Motivation

rrr

Peter Sinttutouic/t

I Jiror

Jolttt-Paul Bris iqotti

t,1',,,.

):.lg;l

IntelligencB
e riefings.......

Terrain..

\iJit):

.........22

G r o u n dC o n d i t i o n s . . . . . . . . .
( , L , o Ji s on .
.I!): l)cs.h.

24

Eastern FrontBattle6elds .. . . 26
CityTrrain.

......28

T r r a i n S u m m a r y . . . . . . . . . . .3 0
.i ll:illrrronr

GAME
T U R N S .. . . . . 3 1
STARTINGSTEP......32

. ) - : ; : i . r : :. l ) o g
:-: ij,'r:r (,air.-rs
.:::r. ,li \\ fr
r...:.r .lr \1rdrid
. ",'r \1;Berh)

M O V E M E N.T. . . . . . . 3 3
S e l e c t aP l a t o o n t o M o v e . . . . . 3 5
Moye Teams in the Platoon. . . 36
Wheeled Vehicles on Roads . . . 40
Through Rough Trrain.....

. 47

MakingBogging Checks... . . 43
.

\':lirrrr
':::
i)i.t:lr.

BoggedDown Tams... ... . . 44


R e c o v e r y V e h i c l e ' .- .- .-. - . . . 4 5
Tiansports and Passengers. . . , 46
Towing Guns and Portees . . . . 49

' :-::\ :.:.

I5B!{978+9E6/r661-7-5

MovingAtthe Double... . ... 50


Diggingln.

.......51

M o v i n g i n B u i l d i n g s. . . . . . . .

52

C r o s s i n g f u v e. r. s. . . . . . . . . .

56

Normandy Bocage Hedgerows

58

Leaving the Battleeld. . . . . . . 60


Morrement Special Rules . . . . . 61

r:! sr+

M o r r e m e n tS u m m a r y , . . . . . , .

62

c o M M N D . ' . . . . ...6. .3
CommandDistance........

65

s;"";.'.
. ."i''.'.'.'::':::'..'.
Smoke Bombardments.

... ..

Command and Movement. . . . 66


'WarriorTams...........,.
68

R o c k e t l a u n c h e r s. . . . . . . . .

I n d e p e n d e nT
t e a m s .. . . . . . . . 7 0

Artillery Summary

A l l i e d P l a t o o n. s. . . . . . . . . . .

ASSAULTS

70

s H o o T I N.G
.........71

'Who

Air Obsenation

ranK !scorts

C a v a l r.y

..... ...202
A r m o u r etda i n s . . , . . . . . . . 2 0 5

Posts . . . . . .

FORTIFICATIONS
...213
,,,2I4

Fortications.......

. . .147

)15

Entrenchments.....

Select the Assaulting Platoon. 143

Bunkers.

.,.. .... 217


........223

Assaulting & Non-assaulting.

144

Select the Shooting Platoon. . . 73

C h a r g ei n t o C o n t a c t . . . . . . .

145

Select the Target Platoon. . . . . 74

Charging into Terrain, . ., .. 148

Obstacles
Gapping
O b s t a c l e s . . . . .... . 2 2 5
BarbedTTireEntanglements. 227

Check that te Target is Valid . 75

Assault Abmdoned

Steet Buricades

CheckYour Line ofSight. . . . . 75

Which Platoons re Defending. 111

Shooting Near Friendly Tams 80

Conduct Defensirre Fire. . . . . 152

BoobyTiaps

A s s a u l tF a l l s B a c k . . . . . . . . .

Aati-tmkObstacles.

..73

C Shoot. .

..81

Check the Rmge

CheckYour Field of Fire . . . . . 82

RolltoHit.

Rotate to Face the Trget. . . . . 84

AllocateHits

Positions . 1 5 0

154

......155
.....156

Check if Target is Concealed . . 85

RollArmoured Sales. . . .. .. 1i7

G o n e t oG r o u n d. . . . . . . . . . .

Others do not Roll Sares. . . . ti9

RolltoHit.
ScoretoHit.

90

.......91

Push Into Enemr-Positions . . 160

......92

Has Assaulting Platoon \\bn . 16 I

Minefields....,
.....23A
. . . . . . . 231.

D e m o l i t i o nC u r i e r s . . . . . . .
Summary

. .....

Opponent Tests Motivation

162

MfsstoNs

R o l lS a v e s .

C o u n t e r a t t a c k i n g ...... . . . .

161

P l a y i n g M i s s i o. .n. s. . . . . . .

.....16i
.. ... \67

B a i l e dO u t V e h i c l e s . . . . . . . . 1 0 2

BreakingOff.....

D e s t r o y e d T e a m s . . . . . . . . . ,1 0 3

Victor Consolidates

Pinned Down Platoons ... . . lO4

W'arriors & Independents . .. 169

C o m m a n d C a s u a l t i e s .. . . . . . 1 0 5
'WariorCasualties.....
. ... 106

AssaultSpeciaR
l ules. . . ....

SmokeAmmunition ... . ...

MORALE

107

Buildings

........108

Snipers..

........

110

V e h i c l e ' V e a p o n. .s. . . . . . . .

111

I n f a n t r v W e a p o n .s. . . . . . . .

114

M a n - p a c k eC
d uns.......
LargerGuns.

.. 116

.....117

....177

Platoon Morale Checks. . .. . 172


Sole Sun'iving Infantry Tam 176

AIRCRAFT

...177

Ai. (,,^-^-, I -,.-l

178
179

118

ShootingSummary.. .. . ...

120

Select the Target &


P l a c e A i r c r a. f. t. . . . . . . . .

180

Conduct Arti-aircraft Fire. . . 181

........

122

Roll to Rmge in on the Trget 184

123

P o s i t i o nt h e T m p l a t e . . . . . .

Point. . . . . 124

S p o t t i n g T e a m.s. . . . . . . . . .
ObsenerTams........
StaffTems

Roll to Rmge in on rhe Txget

Roll to Hit

185

......... 185

126

Allocate Hits to Teams . ....

186

- L27

Pin DownAll Platoons. ....

187

......128
129

Positionthe Tmplate... . .. 130

RollSaves.

.......187

Aircraft Return to Be . .. . . 189


AirSupportSummary.. ....

190

Bigger and Smaller Batteries . 131

S P E C | A L |.S. .T. .S. . . 1 9 1

Roll to Hit Tams


U n d e r t h e T m p l a t e. . . . . .

132

R e c o n n a i s s a n. c. .e. . . . . . . .

AllocateHitsto Tams .....

133

Motorcycle Reconnaissance. . 196

133

Flme-throwers........,.. 198

-PinDqwe,!

P-latoons.....

DeployingFortications
.... 262
M i s s i o nS p e c i aRl u l e s. . . . . . 2 6 4
N i g hF
t i g h t i n .g. . . . . . . . . . 2 7 2
EndingtheBattle... .,.....

193

27{.:,

..... .

coMBATMISSTONS
.276
Free-for-all.
Encounter

FiringaBombudment .....
Select theAiming

255
Which Missionto Play . . .. .256
Deciding Who Attacks. . . . . . 257
M i s s i oO
n b j e c t i v e. .s. . . . . . 2 5 8
D e p l o y i n g Y o uFr o r c e. . . . . . 2 5 9

Deciding the Winner.

Shooting Special Rules

Artillery.

...253

C o m p a n y V o r a l e C h e c k s. . . l - 5

R o l lf o r A i r S u p p o r t. . . . . . .

A R T f L L E .R. .Y. . . . . . 1 2 1

169

A s s a u l t S u m m a n ' . . . . . . . . . .1 7 0

234

NATIONAL
SPECIAL
RUrES
.
....235

Allocate Hits to Trget Tams. 93


.... . . ..97

232

Bunl<ers md Fortifi cations

Dust Up.
No Retreat.
Hold the Line
Pincer . .
Surrounded
Fighting Withdrawal.
Hasty Attack
Cauldron
Breakthrough.

......276
)^77

278
279
280
281
282
. . .. . . 283
284
285
286

Counterattack

)Lf

No Man's Lmd

288

J
:j

A lone jeep clri.,essloivlr- clolrr a descrted roird as rhc


crew scan the rillaqe ahead lr signs of lif. \/irhour

Ih...rpr.rin i:rcrs a clilemLne.Shoulcl hc call fbrrvard his

rvarning rhc distincriie ripping canvas sound oi .r

r ! \ c r \ ( r i n k l . i f , r o o u. l q r j n s tt h e T i g e r t a n k s ?O r s h o u l c l
h c s e n d i r , r r o u n c l r h c o r h e r l l a n k , s e e k i n ga n e a s i e r

, u l l c t sw h i z z i n q
G e r m a n m a c h i n e - g u nt e a r st h e s i l e n c e b
pasr as rhe drirer rhrows the jeep into rcvcrse. CrLns

nre capt:rin is vorr. \/hat will you do]

st,rrt berking rs the \\'atching arnoured cars open hre


. , , , . r i 1 , r h . ; . . 1 i . . p e e dr c r r e . r r .

roLrtcfnr-ardi

\X4rat you have just read is a description. nol ot ln


actual battlc, but of a miniature warsamc bcing p1alctl.

thc caprrin rvatching the unfolding drama llorr the


'OK
nrrrct oi his tirnk spoke into his thro:rt mike.
John,
thcrrre r]rere. Clear'em out. C)r'er'The rearguard is no
surprisc. His cornpanv ]r:rsdealt wirh a dozen just like

All of thc action takcs placc on a miniaturc battlchcld.

it ln rh. Last*eek rrlonc. Likc a urell-oiled rnachine his


plaroon: sn i ng inro rrcrlcin.Tanks and arnourc<l infantrv

the comrnanders, pirting vour rvits and cunning against


one another to attain victorr and, more importanrlr'. to

a d r r n . i n q o n f l r c r o \ \ i l . r sr h c : r r t i l l e r v ' s r s r s h e l i ss r a r t

have iur.

rvith model tanks and soldiersrhat reprcscnr rhc rcal-life


troops thar f'ought in the decisivebarrlesof rhc Sccond
-World -Jilar.You and your opponent ilsslrmethe roles of

l l l i n q . : r r , n q ' r t F c . : c t . - n J c r s .\ s e c o n c {l r o u p s r v i n g s
J\ l i

\'

-'

THE CHALLENGE oF CoMMND

A n b u s h i T i g . r ' l . r ' i r . : i r . . i . , , i . . i . r r i . r s , r . r rt h c r a c l i o . I'/ruttc: OfWr allows you to re-hght the clecisivc brirtlcs
\/ar. You take charqc oi l'.rrrorrs
princtuarcd
b r J c . p . r ! : . i - : : - . r . : r r !i r . . l , : . : r : r 'r , l , c n c . l of rhe SeconclWorld
'Three
iperrheacl or Nlontr"s Ilesert Rats. (,an rou our ti,r
T i q e r s i n f 1 ' . .l i r , r : i r , , , , , , . : ' . . r - . r i : : r . r . , ' i . .
fire.
I L o n r r r el . t h c D c s er t F o r ? C . r n r l L i u i r h . r . r r r l t h l L k o r ' r
c r c h l e si r t h e h e a d p h o n e s .I . c l , r . r r , . , , t . r : r ^ ' . I r . . . i
'We'll
h r r r n r e r t , l , r . ,s i F i t i n e , O . l \ \ ' a r l e t . r o L rr . c r c . r r ch i s t o r r
back oif and trv to tlank rhcrr. ()icr
to

hnrl

oLif.

1-.'.*

This rulebook is lour guide to fighting historical battles


in miniature. \(ith ir you can take commancl of a
company of solcliers and pit ,vourself against crurning
opponents on the fieki of battle. You rvili sec f'or
vourself r.hat made the Tiger tank so lcarcd b,v orrv

The easjestrvay oflearning the rulei


to visit a store n4rere ahe staif can rn
you rhfough an introductorv game and
introduce vou to other players.If1,ou dont T
have a store near \ou, the Open Fire box and

Allied soldicr. You will {ind out if you har.e the gurs

Boot Cianrp on the Fldmes Of lflzrrvebsite provide

to stop a massecl infantry charge, or the cold-biooded

a quick-start introduction to tbe core rules, allorvingl

rurhlessnessto launch one!

\.ou to strlrr playing inrnediately


of the rulcs later.

Fltmes OfWar conbines the joys oipainting and modelling vour orm miniature army s'ith the challcnee of
fcine of against )rolir oPPonent across2 gaming rable
in a social settinq, ancl vou'll get to recreatchistor_v-or

and learn the details

WHAT.SNEw
Players rvho re tmiliar wirh Flames OJ\Y/ar:vlll

hn

the core of the garne much the same, with a number


of exciting changes. Ihe assault rules are cleaner and

changc itl

Realiw is immenselv conplex and rther me ssl'.This has

sirnpler, making getring 1ou up close:rnd personal


easier than er.er. Massed artillery delivers devastating

the advantage of giving plavers r.irtuallv unlinitccl op-

bonbardmcrts, while anti-tank guns go to ground, safe

portunitics to fight ncn'battlcs and collect new armies.


Unfortulatelt', it also rcquircs a iot of rules ro cover all

until the time comes to strike. Aircraft and their arch l l c l l l \ . J,n-l -l i ^
J l:r -L,".f., -l l+ g; l l l l \ . d r e s d \ l e f l O t l \ e d l l d m O r C

of rhe manv aspecrsol something as big as the Second

deatllr'. Armouled cars and transports are ster and

GEfiING

STARTED

Wbrld W'ar, making rhis book rather long. Thc good

mucil more el}ctive. Nou', Soviet tankers can conduct

news is that you don't need to kno*' all of the rules to

sweeping manoeuvres:rcrossthe Steppes,firing as thev

plav the ganre. You can start rvith thc basics and add

advirncc :rt speeci. lb rop this ofi-, thirteen new ancl.

things like aircraft, fortications, and cvcn armourecl


t r a i n su h e n 1 o u a r e r c a d 1 .

revised missions provide a whole new set of challenges.

WEBSITE
f\e

l:/tanas O/ iTlzr rvebsitc (uuuFlamesOJ\Yar.com)

6as ,r Lor of usclirl n:rreri:rl l'or ne rv ancl crpericnce cl


gamers.It iras informarion on various armies, downloadable plav:ricls,as l'ell as piLesof otheL hobbr.matcrial.
The website also has the FlarnesOJWdr forun rvhcrc pll,ers ciiscussractics. meet ncN qancrs, .qctfccdback on
rhe nerv arnr- they are plannin!!, ask for help rvith rules quesrions,or jusr chat about thc hobbr..

r
'.

',,'-'
-.:'a

AN OPPoNFNT

THIsRULEBooK

F/dmes Of V/dr is :r sociai .eirme plarccl bv m,o or rnore


players,so grab a fiiencl:urd get startecl.

T h i s r u l c b o o k c o n t a i n sa l l t h e r u l c s v o u
nced to pl:rv Flrrur

Of Vlar.

Two ARMIES
(1/100") scale
miniatures is specilicallr,designecllirr thc game and is
avirilablethrough all qoocl hobbi'srorcs.

The Flanes Of War nnge o1' l5mm

#*

f;:r,.

4
'1

*;e*ii

TEMPIATES
, \ r r i l l c r r a n c lr i r c r l l i : r r c n o t p r e c i s i o nn c l p r o n s . I h e i r
s h c l l su r t l b o n b s b l : r n l i c ra l i r l e r r c r r ,p o s s i b l r* i p i n q
o i r r c l o z e n so 1 r h e c n c r r l r t r r i n r c . l l r r p L r r c rsr r k c i t
c a s l r o s o r l i o L r ln l r o i s h i r . . u r r 1s ] r o i s r ' r .

A BATTTEFIELD
\\.hcthcr ir'-. dr.- kiLcher reblc or l cusrorr bLrilr
q e m i n g t r b l c . r ' o r r ' l ln e e c ll l r r g c f l r r s L r r l a c . ' r op l r r
r l i c g n n e . A ( r ' r . i ( 1 8 0 c n rr 1l ( l c r r l s h c c ro 1 c u s r o n r
boarcl corcrcclrvirh a.green slrect or pailrtcl.rnd
Hocl<cc1
nraliesan ideal lrrttlcficlcl.

'&

TERRAIN
Y o d l l n e c < lr s c l ! - c r i o no l t r e r r r i n l i k c h i L 1 s *. o o c l s .
heclqes.builtlinqs, lntl ro,rclsLo cfrrrc l rc,rlistic b:rtrl.-lielclfirr \oLLrrroops to llshr orcr.

-!

1 h e p r e p a i n r e c lr e r r r i n j n r h . - B a t t l e c l d i n a B o r
rilnqc nrrl(esscrtine up,r b,rttleficlcle,rs,..

:'id*

*=rr
,"lj
i.r

*
*t=

",#

::::i...

;::it!

.
+'.
-&

.1:".

*9,"
F*r

egf-'

=
*_ -_ e*i

F:. i

DICE
ltLtncs Af \Yii usesorclinarr six-siclcdclic.-.\bu cln personllise rcrLr forcc lith
: r r m * s p e c i h cr l i c e o r a r L e cq{ i t h r r u r c l i l i s i o n : i n s i g n i a .

TOKENS
l.r.cn rhough ther are fol solclicrs,rour rroops reacr ro hcarl flrc likc rcal
s o l c l i e r sS. o m c t i n e s t h e r g c t p i n o e d d o r r n o r b a i l o u t o f t h c i r r a n k s .T h c r q c r
stucli in rough terrain rncl go ro qround, hidin.g liorn rlrr encmr Tokens hclp
vou heep rr,rck of the srrtc of vour troops.

TAPEMEASURE
Ybu ll nrecl:I t.rpe measureor ruler to measure mo\-cnrcut and sho,.rinq L.rrr1rr.
\bu crn usc metric or lnrperi:rl nrcrsurcmcnts. l,hichever suiLsr ou best.

#
In Flames Of War the two sides take turns ro move and

STARTING
STEP(SEE
PAGE32)

fight rvith troops. Each playcr's turn has four steps: the

At thc start ol each turn a plaver checks to sce il rhel'

Starting, Movement, Shooting arc{ Assault Steps.

have rvon. If thel' haven't, they rally any of their troops

Once one side hasfinished tlreir turn, thc other sicletakes


a turn. The m'o sides keep alternating their turns until

that are pirrned dowr by encrny llre, and drag bogged


-lhar
down tanks out ofthe rnirc.
clone, rhey bring their

one side or the other wins by taking rheir objective.

reservesonto the [rattleficld.

FtReGee?Ace132)
DeFeNsrve
THE ENEMYRESPONDSTA THE CHAP^EWITHAVOLL/ OF FIR, RfING 1A DRIVE

AV1R.T.
THEA33AUL1
B1FAR
ff CANCLO,E.lF THt \UCCEED,
oFF \H A33AUL1
n;a_r,e-r!ii9teT_5:ry:

OFF
AR BREAK
COUNTER.ATTACK
Ge PA6163 AND165)

CONSOLIDAT
tSec rAoc tvl)
TH WINNERoF H FI6HT
THEIRVICTHEN REORANISES
TORIOUSTROAPS,THN THE
A33AULTIN6 PLAYERLAUNCH3
|HEIR NEXT A9gAULT.

THE NMf THEN ROLLS AAINST THER MATIVA.


ION RATING1A 3E F THEYV|ILL CHARGBACK
INTA lHE FRAY, OR BRAK OFF AND RI-IN FROM
lHE FI6HT, TH FI6ffi 6A BACK ANDFARTH
UNTIL ON 1DE CR TH ATHP BREArc AFF.

ffi

ei@r::1Yj.:i:Y::97

(sEEPAGE171)
MoRALECHECKS
\i/hen things look hopeless, they
No natter what the generals n:rlr want, solcliers don't usuallv fighr to thc dcath.
rerrear to iight again anothef dajy Solcliers in Flames OfVhl are the same. If they take he:rw casualties, the player
needs to roll better than their rroops' morivation rating to stop tlrem le:l'ing the battlefielcl.

.l:.,1:,t;;::.:
':

:ri::r'

',

t h e h e r o i c a . t . o f a e wi n d i v i d u a l sa r e a l w a y s
r i f i e d b y r h e m e d i a b a c k h o m e . i n r e a l i r ya s o l d i e r
d o e s a n y r h i n g o n r h e i r o w n . S o l d i e r sa r e r r a i n e d
a r e a m ,a n d i r i s * r i s r e m w o r k r h a r k e e p s
",

op.r,.

them alive. In F/ames Of War your miniature soldiers


also operate in teams. There are four types of teams:
Tank, Transport, Infantry
'ansport

and Gun teams. Tnk and


teams are described collectively as vehicles.

Every team has a set ofcharacteristics describing it in the game. Here is a


rypical arsenal entry for an American
. M4A1 Sherman tank. Vehicles and their weapons are described rogerher in Arsenals. The first line describes
; the vehicle. The second line in italics describes its nain weapon. Tnks with more than one main weapon (or
ne that cm fire as utillery) rvill have additional weapons lines. Standard vehicle machine-guns are shown on
, page I 12. Every Intelligence Briefing has an senal that describes the teams found in it.
Nme
Wedpon
M4A1 Sherman
M3 75mn gan

Mobility
Range
SrandardTnk
32"/80cm

Fronr
ROF

Side
Top
Atuti-tanh Firepower

6
2

4
l0

nk teams are vehicles whose primary purpose is to


the enemy.

1
J-

Equipnent md Notes
Co-u MG, Hull MG, .50 cal{ MG
:mohe,Smbili,e,.

ARMOUR
Tnks, haltracks, and armoured cars are prorecred by
armour plating. The degree of protection is measured
bv an armour rting ranging from values of 0 to 16 or
more, the higher the number the thicker rhe armour.
A vehicle's protecrion is divided into three ares: rhe
Front, Side, and Top armorrr rrings. The fiont armour
ofa tank is usuallv the sffongest parr as that's where the
enemy should be. The side (and rear) armour of tanks
is thinner than the front armour to save weight. The
top armour of a tank protects against infantry assauhs,
artillery, and aircraft bombs.

ARMOUREDVEHICTES
BITITY
o f t h e i m p o r r a n r c h a r a r r e r i s r i ru. I a n 1 r e a m i s h o u
it moves. This is given by its mobiliry rating. The
t Mobiliry ratings are described on page 36

Y-TMCKED VEHICLES
.trackedvehicles have tank tracks giving them good
-country mobility at the cost of road speed. Four
radngs are classed as Fully-tracked: Standard

Light Tnk, SlowTank, and Very SlowTnk


FULIY.TMCKEDVEHIcLESIN OtD ARsENAI.S
In the past,FkmesOf\Y/arshowedthe speedof Fnllytracked vehiclesin the Equipment and Notes rather than
in the Mobiliry column. Aly rrchiclewith Full.vrracked
in is Mobiiiq' column and no speedin che Equipmenr
and Notes has a Mobility rating of StandardTnk.

Armoured vehicles are any vehicles with armour ratings


'-'.
other than
They are further subdivided into Fully,
armoured vehicles and Open-topped vehicles.

FUI.LY-ARMOURED
VEHICLS
Armoured vehicles with Top armour 1 or 2 are described
as Fuih-armoured vehicles. They have complete protec,
tion on the top ofthe vehicle.

OPEN-ToPPED
ARMoURED
VEHIcLEs
Armoured vehicles with 1bp armour 0 are descril:ed as
Open-ropped vehicles. They either have lar6;eopenings
in the top of the vehicle or rubber tyres making rhem
vu.lnerable to grenades at short rnge.

UNIRUoURED VEHIcIES
Unarmoured vehicies have no armour protection, and
are distinguished by having an armour rating of'-'
i n s t e a do f a n u m b e r .

No weapon is perfect and differenr weapons re better


suited to different jobs. For example, a big, high-velocity

Io help de6ne those sengths and wek :


nesses, each weapon has four characterl

anti-tank gun is very ellective against unks, but its low


rare of fire makes it a poor choice for knocking down
large numbers of infantrl'.

istics thar describe how it operates in th


game. These are its Rmge, ROF (Rate Of Fire),
Anti-tmk. and Firepower rarings.

RANGE

FIRINGBoMBARDMENTS

The range of a weapon tells you rhe muimum disrance


over which the weapon n be fired effectively. This is

Many weapons have the ability to {ire artillerv bomba


ments. These weapons will have an extra line ofwea
c h a r a c t eir. t i . r l o r l i r i n g b o m b a r d m e n t r . T h i s w i l l n o r

given in both inches and centimerres.

ROF (RATEOF FIRE)


A weapon's ROF (Rate Of Fire) rellects how quicklv
the weapon can deliver rounds on target. The number
given is the mdimum
number of dice that rhe ream
rolls when shoodng this type of rveapon. This ranges
fiom 1 for a slow-firing heaw artiilery piece, to 6 fbr a
rapid-ring belt-fed heary machnc-gun.

ANTI-TI,NK
A weapont anti-tark rating rells you how good the gun
is at punching holes in armoured vehicles. Effective
weapons usually combine a good heary shell and a long
b a r r e lr o p r o p e l i r a r a h i g h v e l o c i r u .

FIREPowER
A weapon's firepower rtlng is basically a measure ofhow
big the weapon's explosiye charge is, and therefore how
likely it is to destroy a protected rrget. The repower
rating shows the score you need to roll to destroy a protected target like a tank or troops hiding in trenches.

list a ROF raring as artillery bombardments plter


area with shells rather than firirg individual shots ai
s p e ri c r t r g e l \ .

MULTIPLEWEAPONS
Some teams are equipped with a choice of we
(uch as .ubmachine guns and Panzerrtousranri
launchers), or disrinctly different ammunition for
same wepon (like the German 3.7cm PaK36 rvhich:
can fire normal ammunition

or special muzzleloaded
anti-tank bomb.). lems wirh such choiceshave
extra line of weapon characteristics. Players can choose
which they will use each time they shoot, but must {ird
all of their shots with the same wcapon,

SPECIAIATTRIBUTES
Some vehicies and weapons have spec.ial attributes
r e l l e c r r h e i r . p e c i 6 c a d v a n r a g e sa n d d i s a d v a n t a g e s .
These are listed afier their normal characteristics. An
special rules thar a vehicle hs are shown in the notes.ai
the end of the arsenal entry.

FIREPOWER
TESTS
To make a Firepower Tst, roll a die. If dre score is at
least equal to your weapont Firepower rating, ,you hve
passed the Firepower Test. Ifthe score is lower, you have
failed rhe Firepower Te'r.

*"@@
T-U/

ogRIgu,A/ ED\W lANk

Unamored

vehicles have no armour prorection at all, leaving their crew


exposed to enemy fi.e. They ue distinguished by having an armour rating of

"ku'#ffi$'*

ryb,ii,l"6
6 PW TORTEE

BoFoRgs^t r-p?ozELLt ANT|-A|RjRAFT


6uN

YEHICLE BASING
V.ehicles are not normally mounted on bases in Flnmes OfWar, although
,seme vehicles are cast with a base. You can base other vehicles roo if you
,mnt, but baseson.vehicles have no efi-ect on the game.
Sme selpropelled artillery pieces don't have room on the vehicle for the
entire crew. You can either model these on a large base containing both the
yehicle and crew, or model the loading crew on a

WA-13KAIfUS'ia EOCKT
L/.UNCI{R
WITHLAADINCRe/(

/AI?I/^^

GI'ACwtTHcRett

Infanry

mounted on fast-moving vehicles like motor-

In Flames OJ War, these Motorcvcle

rycles and jeeps re the ideal support for armoured cars.


They have the speed to keep up, are usually well-armed

naissmce tems

to Iight mounted, and can dismount when needed to


c l e a r. r u b b o r n e n e m l p o i i r i o n s .

MOTOR,jCLELI6HTfu\OETAR
TEA\A

&
ffi

*-,%jg#

of Tank teaml

/ATARC1CLE
IIAGTEAA|

&

ffi

CO'AIAAND
3/A6 TEA^^

re a tlpe

Motorcycle Recnnaissance teams are unusual iri


rhat thev are always based as shown below.

*
g

LI6HT MORARTEAM

sMALLMOTORCYCLE
RECONNAISSANCE
TE^AMS
Reconnaissance teams wirh a single
tnotorcl.cle and sidecar or jeep have a medium base

Motorcycle Reconnaissance teams with two motorc y c l e .a r r J . i d e c u s o r i e e p sh a r < a l a r g cb a . e a n d f a c e

and face the short edge. These teams dismount as


I n h n r r y r e a m so l t w o o r r h r e em i n i a t u r e s .

teams of four or ve miniatures.

Motorcycle

r l r e ' h o r r e d g , c .T h c s c r e a m s d i s m o u n r a ' I n l a n t r y

Tiansport

teams are vehicles whose main rask is


moving other teams around the banlefield, including
armoured half-taclc, trucks, and jeeps. Supply, pioneer
and demolirion carriers, and recovery vehicles are also
lransport tems.

They have the same characteristics as Tank teams,


although few have much in the way of arnament.
3D KFz 9 ?Eca/Ew vEHIct-E.

OPEL BLITZ TR,uck

::i::,
,

.:

.....:.

ir*,l.,

..

zl3-3 Ptoti'e?euwLYTRuck

Nme

iqurpment

M3 half track

Passerger-red .50 cal AA MG.

mo l\orcs

..'

un.tems re weapons intended to fight the enemy at


q distance, such as healy machine-guns, morrars, antiguns, antiaircraft

guns, rocketE, and artillery.

Each Gun team is mounted on a base to keep the gun


and crew together. The size of the base depends on
rhe size of the weapon and its crew as shown in the
I n r e l l i g e n c eB r i e n g .

BASE
SrzEs
TEAMS THAT DoN.T FIT

There are three srandard base sizes:

Small:lV+"l32mmwideby 1"/25mmdeep

.r
.' Medium:2"/50mm wide by IV<"l32mm eep
2"/50mm lty 2Yz"l65mm eep.
. .. I
"rg.'
:,Nl Flamr OfWar mniaturesare suppliedwith the

l a t e a m c a n n o re a s i l ; f i r o n r h e n o r m a l b a . el s , r 1 * h t
need to rotate the base so they face the short edge or use
a larger base. Some gun teams have particularly large
crews, making it easier to mount some of the crew on
an addirional medium base. Any extra baseslike this are
ignored during play.

VICKE?SHfu\G
/ L 3" /AORAR

MAN-PACKEDGUN TEAMS
Man-paekedGun teamssuchasHMG and Mortar
teamshavea medium baseand facethe long edge.

L\L 4.2" IA,TTAR

HEAYYMoRTARTEAMS
Mortars that are not Man-Packed Guns have a large
base and face the short edse.

SMALLGUN TEAMS
Other Gun teams with four
crew have a medium base
and face the short edge.
5C4\PAK38 ANII-IANK 6UN

tJclv\ 0n
IsC^^
5|633 HEAWINFANTKY
6UN

LARGEGUN TEAMS
All Gun teams with ve or more crew have a large base and face the short edge.

lsci sFHlSHottrzeR

A.AC/^PAK43 ANTI.TANK
6UN

Since Gun teams dont have armour their arsenal entries only have weapons lines vsith an extra column
for their mobility, as shou,n in the lbllowing examples.
Wa1ren
Mobility
Rmge ROF Anri-tmk
Medium 24"/60cm 3
5cm PaK38gun
9
t5cmsFHl8howitzer lmmobile 24"160cm 1
13
Firins bombardmenm
80"/200cm
5

Firepower
4+
1+
2+

Notes
Gun shieid.
BunkerbusrcrSmoke.
Smokebombardmenr.

t.'...,,:::.l:li
. ::r:.i:j*

Inntry

are expected to close wirh rhe enemy, either on

" :.i.

ln a Flames Of\Y/arl:att\e, miniature sold


teams mounted together cin l. ',jS
common base. The size of the base depends on th, 'i

foot or on horseback, and destroy them. The soldiers


fight in small, mutuallv-supporting

i ]i.,'1'

operate in

groups and fire

teams.

n u m b e r a n d r u p e o f t r o o p r a n d w e a p o n si n r h e t e m .

SMALT INFANTRY TEAMS


Infantry teamsof one to three miniatureshave a
small baseand fcethe long edge.

LARCEINFANTRYTEAMS
I n l a n t r yt e a m "o f l o u r o r 6 v em i n i a r u r ehsa v e
a m e d i u mb a : ea n d l a c er h el o n ge d g e .

BAZOOKA
TM

CaMMANDRIFI.ETEAM

SMALL CAVALRY TEAMS


Cavalry teams of one or rwo miniatures
a medium

have
base and face the short edge. These

teans dismount as Infantry teams of two or three


mlnlatures.
LARGE CAVALRY TEAMS
Cavalry teams with three or lour miniatures
have a large base md face the short edge. These
teams dismount as Infantry teams of four or 6ye
miniatures.
LARGE CAVALRT tAM
Arsenals only define the weponry

Tem
Rifle team
SMG team

Rmge
16"ll\cm
4"/10cm

oflnntrv

ROF
1
3

tenns,

as their mobility

Anti-rmk
2
1

CoutvtlNp Traus
In Flames Of lYar,leadership is provided by command
teams made up of an o{cer, their assistant, md a mess e n g e ro r s i g n a l l e r .I n o r d e r o [ r a n k r h e f o u r r l p e s o [
c o m m a n d r e a m sa r e ;
.

flrgher Lommand teams.

Company Command reams,

2iC (Second-in-Command)

P l a t o o nC o m m a n d r e a m s .

Notes
Full ROF when moving.

the odds or inspiring leadership in desperate situat


these warriors can change the outcome of battles
rhelr strengrh of will and personal courage.
'S7arrior"
can be any rype of team. While some wil
are infantrymen, others are tank commanders, nd
are even genera.ls travelling in their transport vehicl,
Each \(/arrior team is unique. There can only be one
e a c h p a r r i c u l a rW a r r i o r i n a n y F o r c e .

Command teams, and

WARRIoRTEAMS
\ W a r r i o r sr r e o u r s r a n d i n gs o l d i c r sw h o p e r F o r m m a z i n g

!!.rqirecliC4t q,.,bg9i

]]::l:4.:i,:t:il

Firepower

is the same regardless ofweaponry.

INDEPENDENT
TEAMS
Senior commanders and artillery observers follow
flow ofthe battle moving where they are needed
These soldier" ue known as Independenr rems and a
to move

at will.

a::.!.

most important

thing you need to play Flames

War is a force to lead into battle. There are a wide


of different forces to choose from as each army
fought in \Wbrld lWar II had their om way of or-

Aswell asgme-based material, each Intelligence Briefing


also contains a wealrh of information

on the organisa-

t i o n . * e a p o n s . a n J b a t l e l i e l d r r c r i c st h e y u . e d , a w e l l

t h e i r t r o o p sa n d g h r i n gb a r r l e r . [ h e s ee v o h e d

as battle histories, fmous warriors, and lots more.


The armies of the Second 'Vorld War were consmntly

rhe war continued in response to combat experience,

developing new weapons and tactics. Jhe heviest tnks

losses, and the arrival of new weapons and

of 1940 would barely have rated as medium tanks by


the end ofthe war, and even the lightest ofbattle tanks

has an ever-increasing range of Intel-

at the end of the war totally outclass an)'thing in service

Briefings covering most of the armies that

even three years eadier. As a result Fmes OfWar divres


\War
the Second \World \7ar into three periods-Early
(1942-1943)
Late
Micl-\7ar
and
War
{1939-1941),

OfWar

in the Second lflorld

$(ar The core of every

lligence Briefing is the organisational diagrams that


the composition

of the different combat forces

(1944-1945).

Every Intelligence Briefing is specific to

r h e a r m i e s d e s , r i b e d . B y l o l l o * i n g r h e s ed i a g r a m t
'll
be able to creare a force that is just like its real-life

one or another ofrhese periods and should only be used

nterpart. Each handbook also contains an arsenal

As well publishing

ing the game characteristics of every team, weapon,


uehiclc ut.d by rhe f-orcescovered

with other Intelligence Briengs from the same period.


Intelligence Briefings in books

like those shown below there are a wide variew of


Intelligence Briefings downloadable from rhe Flames Of
War website (uuu. FlamesOJVar. cont).

-;c#'

OfVaris

a milkary simulation, so it's helpful ro know a little bit about milirary organisarion During

r II, every army used a similar structure to organise irs troops as shorvn in this summary.

PtATooN

BATTATION
IIEUTENANTCOtONEt
Commawling500 to 1,000 Soldiers
or 30 to 9O Tnhs

LIEUTENANT
Coumanding 25 to 50 Soldiers
or .3 to 5 Thns
A lieutenant ('loo-tenant' in the
'left-tenant'
in

l:US Army and

the British Army!) commands a

'fhe

normal lorce you rvill fielcl in

A battalion has three or four

Flames OfWar is a company of two

companies plus a hearry wcapons

to four plaroons. Ri{1ecompanies

company of heaw machine-guns,

often have an additional weapons

m o r L a r . .a r r d l i g h r g u n s . l r i r r h e

scluads,and a few extra weapons

platoon equipped with light

biggest force vou will sce on a

like a light mortar or bazooka.

machine-guns and mortars.

F /am es Of War b attle eld.

platoon oftwo

to lour sections or

...,...:::::::iT

Befre fighting a b:rttle, vou need to choosc votLr force.


lhe most colnmon frrn of lorce selecrion.ancl thc besr
u r r o f e r r r r r r i r r g .' .i irr g l r rr r r J : n i n r e r < . r i r rgqa r n c .i .

Agrce $'irh \.'our oppone[r ol dre nuimum


points valLrcthat vou nav both spcnd on your
armies. 500. 750, or even 1000 points is a good

to select your fbrce bascd on rhe points 11ivenfr e:rch


unir in the Intelliscncc Brielings. The points value is
caiculateclbasetlupon rhc sizeand 6gbting capabilitl of

place to start, while 1500 points is :r good size for a two


to three hour qrme. 1,atcr,as you becone a morc skilled
and experienced commalder you m)r want to build

each unit-thc

your arm]'up to 2000-3000 poinrs or even norel

Jargcrand more powerful a unit is the

iriqher its points v:rluc.

\bur
rnd

hc:rcltlurrrers rcprcscnrs vou leacling rour combat


l'eapons

pl:rroons on

supporr rdds e heaw

rhc battlellelLi. l)ir-isional

punch

fionr

supporriog

tanks,

inientrr', hean- anri,ranl< guns, artillcrr'. anci ri rcralt.

DvrsroN
MAJOR GENERAL
Commanding5,000to 25,000SoLdiers
and up to 100 to 300 1nhs
rceiment groups togethcr ttr-o

A corps of two to fur divisions


is tLsuallytaskedwith a major

to lbur barralions of the samc


tvpc, along rvith supporring arms.

operation bv the armv commander.

A brigade is likc a rcgiment, but

An army of up to four corps is the

usually combines ir numbcr o1'

biggest formalon in most battles.

bartalions of dilTrenrn pes.

:'i;t fi.tr,
;:'li.il

'In

F/arnes Of War your lbrce is rrsually a companv of


; three or more platoons, each of 30 to 60 men, or thrce
. to six tarks or guns, led bv a lieutenant. In battle a
p l a lo o n o p e r a t c rr u g . eh{e r d \ a u n i t . t r a n o c u r t i n g a c r o . .
the battlelield and engaging the same foes

Everl, platoon in Flarnes OJ War has nvo characteristics:


Skill and Motivarion. \X/hile planning ancl luck plav a
larec part-it is rhe skill and bravery of the soldiers that
n'ins battles. These two ratings reflect the training and
clerernination of rour lbrce.

PTATOONS
SPCIAIIST
\{hile

most

plaroons

RECONNAISSANCE
PLATOONS

are straight-lbnvarrl

conbat

troops, some units are specialistsrvirh specihc roies ancl


u'avs oflighting.

platoors (recceplatoons
Reconnaissance
for shorr) are a commander's'eps and
(.r'\ un rhe I'arrlelield. Compr.eJ of
l i q h r l l - r r m o u r e J ' e h i c l eo' r . I e a l r h v i n l a n l r v .

MULTI-PART PLATOONS

rheir task is to push out in front of an advancing

Some platoons, particuiarlv recolnaissalce platoons,

army and ascerrainthe strength and disposirion of the


enerrrr This information allows a comnander to.lirect

operate as nllnerous

cletached patrols rather than as a

single largc entinr This allorvsthem ro spreadout across


r l r . t r o n r p r o l ' i n gf o r q e r k t t e . ' e r .
Muhi-S'art Platoon is made up oJ seueralplatoons, each
uith their oun Platoon Comtnand team. Each o.f'tlte
pldtoots is a septrate platoon for all pwposes, including
dePlolment.
Iu missiotts witb ,Anbushes or Reserues6ee pages 266 to
269), each platoon in d Multi-part Pl,ttaon is caunted as
d separntepln.tIoil when tuorhing out hou) mdn)t ?ldt0011s
mq be he/t/ ir Anbush ar Reserues.

his attacks against poinrs in the enemy line where the


opposition is the u'eakesr.In defnce,recceplatoons act
as a screenJkeeping the enemy from learning a forces
dispositions rvhile gathering information about when
and from uhcre iuv attack rvill conre.
A Reconnaissance Platoon

is dtry p/atoon

such in rbe Intelligence Handbooks. All

noted as

taarns in a

Reconnaissdru'eP/ttoon dre Reccetedtns. Tamsattacbed


to a Reconndi:sdtlce Platoon are not Recce teams unl.ess
they are attached Jron anotber ReconnaissancePlatoon.
Recceteams use he spcia/ ruls on pagr 193 to 195.

ASSAULT
GRoUPS
\ilhen laced with a clifficult rask and siven time to carelullv preparc an assault, :r commander rnay organise a
speci:rlrask-oriented platoon rvirh just the right equipnenr lbr rhc job. Perhaps the simplesr example of rhis
is rhe decision as to q,hether assault engineers should
L , r e " lo, u ' r l r . i r l l . r m e . r h r o t ueeqr r r i p m ne r o r r r o r .
A p/atoon thdt is dn Assau/t Oruup cau change its composition ft'otn g/lme t0 gd//t(. 7he Intelligence BrieJing
wil/ describe the chdnges tbdt tha Plntlan can make irt
ttt equtPmenL

..'

TRA,NsPORT PIATOONS
T}ansport platoors are units of trucks. They have no
combat capabiliw whatsoever and spend most of their
time carrying supplies to and fio in the rear afes.
Sometimes commanders need to move infantrv faster
than ther can march and order transport platoons
lorrvard to get the infantrv where the-v are needed.
.4 Tiansport PLatoon is dn),p/dtooil noted as such in tbe
lntelligence Hanllho ok:.

.oldier gains skill rhrough a combination of basic

CoNScRIPT

and battlefield experience. You need the basic

Conscript platoons have been hustled into battle with

to suwive your rst lew days ofbartle, bui there

little or no training and are ignorant of even the most

mmy important battlefield survival skills that can


y be learnt on the front line. If a soldier survives

basic batdefield techniques. They are only used as a last


resort bufng

their successeswith horrendous casulties.

rst couple of weeks of combat then his chances


survival ger a lot higher. This is because he begins ro
n the unwritren rules ofcombat that only his battlered comrades can teach him
platoon's Skill rating is arguably the most importanr

TRAINED
Trained platoons are those who have at least received
basic training and are ready fbr batde, but that haven't
had rnany opportuniries to rest their skills in combat.

aracteristic they possess.Not only are skilful troops

VETERAN

tter at moving across treacherous terrain, digging in,


combat,

Veteran piatoons are battle-tesred troops, hardened


undcr fire, or highlv trained professionals.Trel'have

also survive ionger because they klow how to take


and avoid being seen and hit by eneniy shooring

learnecl all the tricks they need to keep alive on the barrlefleld and are cxceptionally ef1'ectivesoldiers.

d finishing off the enemy in hand-to-hand

i o o p s a r e . l a s s i f i e da . . o r d i n g r o r h e i r p r i o r r r r i n i r r g
experience into three categories:

Conscript
Tiairred

. :r:: :

::|:'li...

SKrrrTEsrs
The skill and training ofsoldiers can affect horv well they
do all kinds of .jobs-from crossilg a river, to directing
artillerv re, to fighting in an assault.
\(/hen your rroops arrempr a task like this in Flames Of
War you may have to make a Skill Tst.

r-l,i

i..r,::l,li:.

Tb mabe a Sbill Tst, roll a die and comparc it to il)


platooni Skill rnting on the table below. Ifthe scoreequak
or exceedsthe score needed,1ou hdue pdssedthe Ski/l nsL
IJ the score is lower, you haue failed the Skill Te*.

Teamt Skill

Score Needed

Conscript
Tlained

4+

Veterm

)+

SHOoTINcANDSKILL
One of the tlrings that makes Fla m es Of War tnique as a
game is its use ofthe rargett skill raring as the primary
fctor when working out the score needed to hit a targer
(most games use the skill rating of the shooting re:rm).
'1he
rerson for this is simply that it is a better rellection
of nodern corrbat. 'X/hile skilled troops certainly shoot
more accurarely than unskilled rroops, rhis isn't rhe
mosr important factor in hitting the enemy. The most
important fctor is seeing the enemy in the iirst place!
Modern weapons are so accurate and deadly that even
a raw recruit can bring down any krger thev can see.
Given a machine-gun, anyone can morv down hordes of
conscripts charging across an open eld-the casualties
of the First \(/orld War attest ro rhis. However, a unit of
veteran commandos using everv available bit of cover
and re and movemenr tactics will cross the same open
field with few if mv cuakies.

It goes without saying that a batdeeld is a terrif ing

CoNFIDENT

place to be. One thing soldiers alwa,vssay about a bat-

Faith in both yourself and -vour leaders can b


critical for an armv Believing that you cm trusil

rleeld is that it is noisy

incredibly noisy. Lnagine

l o u r s e l f i n a m u d d l r r e n c h a s h i g h e x p l o s i v e. h e l l r
explode dangerously close, spraying mud and deadiy

in the actions of your superiors and your fllows

metal fragments through the air, while machine-gun


bullets whine overhead like angry wasps. The machine-

r r o o p sh a v et h a t l a i t h a p J e n r y .

gun nexr to you begins blasting back at the enemy, the


staccato bark deafening as the weapon showers you with
hot shell casings.You realiseyour Lieutenant is shouting
something above the din, by his gestures you guess that

sustain vou even when all else fails. Most confide

FEARLEsS
In war there are always those who believe that the
i s b i g g e r r h m r h e m s e l v e sW
. hether it . because
are fanatical zealots or just supremeiy condent, t

he is saying that your platoon is about to attack.

rroops are nearly unbreakable. They will fight to r

It is no wonder that in an environment

last man, staying in battle until. rhere is absolutely

like this the

morivarion of your soldiers is a vitally important

part

choice but to withdraw. For fearless troops, incredi

ofthe battle. Sometimes they'Il keep it together and do

heroism is commonplace md eeing from the

heroic things, and sometimes they'll crack under the


pressure,just like real people might do.

unrhinLable.

In Flames OJ WaL the Motivation


courage and determination

rating measures th

of vour ghting soldiers.

Tioops are classified according to their morivation into


three categories:
.

Reluctant

Confident

Fearless

MOTIVATION TESTS
ln Flames Of War the courage and enthusiasm of you
miniarure troop. is checked by making Morivarion
Tsts.
T make a Motiuatian'lest,

roll a die dnd compar it

the platoon's Motiuation ldting on the able bel0zu.If


scoreequak or exceedsthe score needed,you haue
-fest.
the Motiuation
Ifthe score is lower, you haue
tlrc Moriuarion Ii'r.

RELUCTANT
There are mny reasons rhar troops can be reluctant.
T h e r m r y s i m p l yb e u n e n t l r u s i a s tci o
c n r c r i p t .\ e n Li n t o
battle against their will, or they might not care nvo
cents about the cause they're fighting for. Mavbe they're
q,ho have seer too much fighting,
.jusr good soldiers
rvho have had their fill ofbattle and fel that it's about
time someone else started takin$ the risks. Regardless,
reluctant troops are likelv to break under pressurc.

MIXED-R,TINGPITOONS
l n s o m e . a s e ' r p l r r o o n r v i l l h a v e t e a m su i t h d i
skill or motivation ratings. This can occur in ad
battlegroups f'ormed lrom bits and pieces of differen
piatoons. It might also happen when a leader ioins

p l a t r o n* u e l l .
If a platoon hasteamsuith dffirent Skill or
ratings,usethe uorst ualuein tbeplatoon.

{*!

i9' ;r

IE ROTLS

Unlike some games, you are allowed to measure any dis-

AJ\Y/ar ssesthe same srandard six-sided dice thar


l i k e M o n o p o l y a n d Y a h t z e eu s e .
the rule, .av ro roll a die. rhey gire a number
.t you must equal or exced, for example, 3+ (a roll
3, 4, 5, or 6 means success),or 5+ (a roll of 5 or 6

tances on the battlefield any time you want to. You can
measure how far your weapons can shoot, how far rhe
opponent's weapons an shoot, or even whether or not
vou have enough movement to assault at the end ofthe
turn. Alter all, your soldiers have maps, range-finders,
and binoculars to help them work these things out.

success).Any roll lower than the number means


attempt has filed

DEcLARATIVE MEASURING

som cses,such sshootitrgat ptrtlyconcealed rrgets,


nurnber needed for successwill be modied.
+1 to the required score for each ofthe modifiers

You can make your game {low more easill. by letting


your opponent know what your intention is when
moving your forces. If you tell them vou are intend-

at apply at the time. For instance, if you normally


a 3+ to hit the enem)., but the trget was both (a)

ing to stav out of range, or thar you think your troops


are completely out of sight behind a wood, it reduces

long range and (b) concealed in a wood, the required

disputes if a model gets bumped later.

on each die would go up to 5+


the score needed ever goes above 6 then the attempt
automatically fail.
f the rules require you to roll more than one die, trear
roll as a sepuate successor failure

n some situations, where your rst ro11fails, you may


allowed a re-roll. A re-roll is just what the name
sys-you

get to ignore the first attempr and roll the die


T h e s c o r eo n t h e t e c o n d d i e r o l l i s u h a r c o u n r ' .

n e v e rg e r m o r e r h a n o n e r e . r o l l p e r s i r u a r i o n .

EASURING
Of\Yar gives game measurements in both inches
) and centimetres (metric). You should agree
which

system you and vour opponent

the game begins-you

will use
must use one of these rwo

not switch between both. Generall,v, iis a good


to use the system you are most familiar with

lf'o
-l

.,;an:.$

UP TO HALF, AT LESTHAIF
At times Flames Of War allows or requires vou
something with up to halfor at least halfofyour
r4ren dealing with an even number
of teams
straightforward. \[ith an odd number ofteams,

to do
teams.
rhis is

up to
halfmeans that the odd team is excluded, while at least
halfrequires the odd team to be included. Either way,
always use the current strength of the unit.

WYSIWYG
Flames Of War is a rWhat You See Is \What You Get,
o r \ 7 Y S I \ X / Y C . g a m e . O n e m i n i a r u r e r e p r e \ e n r \o n e
soldier or vehicle. In many cases ).ou can resolve dif"
Iiculties by remembering this and taking a look at the
situation from a modelt-eye view, down on the ground
so ro speak, Have a look at what your miniature could
see from where they are or rvhere they coulcl go on the
terrain as modelled.

ir' ,tl
t::

To make the rules easier to read we have distinguishecl

SPECIAIRULES

the explanations of the rules lrom the actual rules


rhemselves. \X/hile the explanarion may be useful in

To keep things.simile,

understanding and interpreaing the rules, only the rxr


printed in italics an in the accompanving tables are
actually rules.

the main part of the


F/ames Of War rules only cover the more commoii
cases.Rules that ue specific to certin weapons, vehicles;i
platoons or armies re gi\n as special ruls.
T h e s es p e c i a lr u l e . e i r h e r a d d a d d i t i o n a l c a p a b i l i r i e so r

You'll nd diagrams and summar,rr boxes throughout

allow the teams and platoons that use rhem to break


the normal rules. S(lhen special rule conflicts rvirh

DIAGRAMS AND SUMMARIES


the rules. These make it easier to understand the rules

normal rules, apply the special rule.

ancl refresh your memory of them at a glance when vou


are looking rhem up in a game.

WHEN THINGS H.appsN

Of necessitl' the diagrams and sumtnary boxes show a


shortened version of rire rules and mv not have all of

Normally turns in Flames Of Var follow a straightfor"


w a r d s e q u e n c eH
. o w e v e r .s o m e r u l e s .p a r r i c u l a r l ys p e c

the details that apply to your situation. Always 96 1o


the rules themselves ifyou have run into a problem and
need to clari$' the situation.

rules, cause things to happen out of turn. Ar exmple of


rhis would be reconnaissance troops disengaging when.
the enemy starts shooting at them.
-When this happens, interrupt
the normal turn
r e s o l u et h e u n u s u a la c r i r i g . r h e n r e r u r n l o n h e r e ; o u
were and continue the turn.

In a hobby

such as wargaming, itt impossible to


over-emphasise the importance of being a good sport.
rX/hether you are crushing your
opponenr or you are on
the receiving end of an almighry pummelling, itt alwavs
good to remember that whatever the outcome of the
battle, playing is all about having fun.
Some good basic rules are to play fair, follow the rules of
the game, and eat your opponents with courtesy and
respect. Oh, that and dont give upl The odds may look
grim with your army ser ro be beaten, but hmg in there.
Some ofthe best stories are about heroic last stands and
a fw brave individuals turning the tide and holding out
against the odds to iinalll' snatch an unlikelv victory.
Remember that whether you e facing a friend or a
new opponent tret rhem just the wav you would like
to be treated, and you will get so much more from
the hobbv.

WoRKINGIT OUT
Lots of things happen in war, so naturally the
OfWar rulebook n)/ not cover everv possible situation
that can occLrr in your batdes. Ifsomething unex
happens, talk with the other players and try to come
with a good interpretation ofwhat would happen.
Ifyou cant come to an agreement quickly just roll a die:
.

Ifyou

A roll of 1, 2, or 3, means that you have to


your opponentt interpretation of the rule for
r e s ro I t h e g a m e.

roll 4, 5, or 6, use your interpretarion of


r u l e F o rr h e r e r r o f r h e g a m e .

After the game, when you have more time for di


sion without holding up the battle, sit dom and
how you ll handle the siruation in the future .
If you still aren't sure, you can always check out
forum at wwu.FlzmesOJVarcom
and ask other pl

Vorld

\(ar II u'as fought over airnost everv type of

terrail. Barrles ranged lron the l'rozen arctic ofnorthern


Finland to rhe scorching heat of North African descrts,
from the grassv steppes of ihe Ukrainc to the dense

clutter:rnd pul somerhjng solid benveen rhen and any


bullers flving around. Other times rhesefatureswill bc
a hindrance, as they iinpede 1,our movement, slowine
vour advance ro a crlrvl.

forests of the German Reichs*'alcl, irnd from the hedeerows of France to the nounrains of ltah,.
\floods, hedges, bogs, bridges, rivers, lakes. rochs,
rubble, and buildings all break up the terrajn irnd complicate the battlefield. Sometimes this rvill bc to vour
advanrage,since;'our troops (whethcr riilemen, tanks,

CRaPFIELDS
VILI-AGZ9APE aqN suPRouNDDBy CRaP
FIELDS.THesE AREAREAT6RR/IN 1AT caNcEALs
IROA% |\AAVINJNOR BEyON, TH9M.V'ELS
SLOWDANN1A AVAD 4IADENABSTACLCS
WHILE
cRasstNi lHE^t,.

llunners, or rrucks) can hicle rhemselves among thc

HED6ANDWALLS
H03SA\D ^tL' aRe Lfiea< OBS-aaes. TaEt atA^
DO||N VEHICLES
CRO3SINTHEM ANI)CANCEAL
TRCPS
SEENACRASSTH.M.H,06.3ANDWALLSAR,EMAST
CAMIANLY
USEDC KEC?ANIMALSOUTOF IA.
6ARDENS
NDf KPANIMALSIN HEIR PASTURES.

BUIIDINGS
]v1an-matle srnlctures
like buildines are diflcrcnt
fi'on natLrraltcrrain. lhel'are solicl,
so troops can't be seen on the other sidc,
but troops can enter them ancl figlrt rh rough their
openings, such as cloorsand rvindou,s.

AREA TERRAIN

BUILDIN6S
BUILDINSAREA uvlcue PE cF 'RRIN.
TROCPSCANCNLYENRANDSHOC
-/PC-3)CO<3 !.0 4rNt04S. B.trr\i5
ARE USUALLY
FAUN?CLUSTERED
IN VILLAGS
AR CUTLYINE
FARMHOUSCS.

Are:r Trrain, such as roads, rir-crs, fbresr.-. rnarshes,


hills, snorv,or mud. occupiesan rrca ofrhe table. Sorre
types of Area Trrain like roacisand hiils can be easilv
modelled in a re;rlisticfshion, C)rhcrslike rvoods need

LINEAROBSTACLES

a more rePresentil\'eaPproach.

and streiltrrs irrc Line:rr Obstacles frming a linc


runninq from one point to illrothcr. In game rerms the

OPENSPACES
Oper

spaces are the areas of underlving table rop


around the other terrain ieatures

S o t n . ' r r r r i r r i . r r L r n .l j k . l r e , l 3 . ' *. . r ' , .

chiefcharacteristic ofrhesc terrain laturesis thcir lLrcl<


ofdepth. A reiur can be on onc side or thc other of
them, but never actuailv in or on them.

TReUNes

(c: -r\c> Ai: tKc A-- =))c-'. dc' -JJ ARg


-:
-r\.4( -D: 4,-l>
kcc -,\:: AR: ,,rrl-LLT
cR03a. i+r caNaat TRccPS0N FAP'tDe,
ilI'ING IIICS' NRI.]R
A/r'AT TR6ESCFT6NLINE
ECAOSIC ?R.OVIDE
ANDCAN
SNADEFCRT?AVELLERS
86 FC|IN' A5 /]IN' 3RSAK5BE1IECNFIELDS.

u|t<
HILLS AP]EARCARRA/N,fu6y ELC'K V]5]BJL]y
ANDSLtt VEH\CLaS
a(CSSINiil,rl trl,/N.

Ifir

iiLi

?oADs

RaADSAREAREAIERRAIN.Iy ALL,/I
tiEaLEDVZACLES.rC ,{40V5lrucft FASTERCN
ilrg,f 1HANt]f ilcuLD cecas-cauNlRf.
:t*11:':::15r:r1i.,illi
# r':s..'-' :'r',r:''r11 1-111'i

l:,

Tn'

;i'

Ba AND
lAArcHes
SaF 'eCuND LlKi- BaGS INC t|AeSS lR
AREARRINTI,AI sLc\is |EAI.LES,]IIN
AND'AN 'AE TIEiT,TC iT 9'CK,

woaDS
VlCCD5AREII!,?RACT]'ALIF Til? APC UCDELLED
RAtlSltCALLltN A w3lv,ry6 /SHICN.li ['CiLt
Be zlFFlaUL lC TAC| vCDZLSJN llEiti C(
,r,cvi ie, 4R0uN, 1Ns19t.
lNaitD, tNtS 7wt. c Aea TPeAlNla
,\ACDELL'D
AS A BA3' T' 5CIi TIE L|N\\TSAF
,-r.14,-ERRAJN
A\, trfl/i lS iNsirf ANt r'/f4T ls
CUl3lDE CF lT, tilTq 1RSPLAaE CN laP iC
tND)aAiaii4e. faa ANc tGtl c !E ,-5RRA]N.
lt: TRE cAu 9E i{cvE r'RciN, or tft6 BAs6
(CF.ZVetrt<c-ittOVeti,loaElrE4 TC AlLtr'i lCrR
eAl'
tC tlCve /,rlItslN,-rl9 AP1ACF aaRRAlN,
tsu Aee ASSU,VC.D
Ta B5 llNlaeL) ,lSlRl1uED
RCfiAt i AP..A.

.ffi"'
**.*llJg#"

?IVERg ANDCRO33IN63

?Lou6HeDFELD9
PLou6HE, Ftat a ARt AREAe /1\.
DCilN, Bvl atta
El SLC'tlV1NICLES
\ic ccvR 1 TRac?s aRasslNa eil,

-a
K,\)\: \:l
c\\4\. K,.=a -<->>,\; A<a:F-a\
31-l :c
BAIII-8. A5,;Nr]K 51REAy5,RIV' s A E SJjNIFJ.ANI
cB.AcLE., TI|I1K
i
t
.
'
E
Ac:-' .2.L2 a .'c\.
r"- ,9\3c-.r'rt?l
L;NE?HAs a FaAaKgR ALRatviAk6N A BRtxeAaA, aaess e atvee
ile \Rl)eaAr? ?i)ae tua
/Nt iils JSA aC)\)RA.ACKC ELLT,INATa
RIV Nt iaaSSJN6a aa1?P|\atr. |l'a A 6CCD lreA iO rAlE At ttsr
TNF.''RC331\3 PClNis I'NLE6SYC! AREPIINN]N5 C tsAVINFAN V
MAKAN ASSA!! .RC551\G,

W H A TY O U S E E1 5W H A TY o U C E T

o?Ns?Aces
otrLf BtilLJ F0u61 tN NuGa
?ARCSISACK TH CPCNSPACCS
1I1A ALLC'il|RA?S S?A'E IC
ANOEI]VREANDTRAVIDETh' BIE
6UN3 ilti A FtL' CF FtRe.

N l o s t t c r r a i t r i c r t u r c s : r r c t c p r e s c n t r d r l r r i r el i t e r r l l r . o n t h e t r b l e t o p . A h r n s e r e p r e s e n t s
e housc. crrctlv as it is shou n. ,\ h il I rcprcsenrs r h ill. exactll' as shotn. A wal I represents
r rvrll, errcrlv es shorvn.
this maLcs it casv ro rvorl< ont the rnsr.er to rlucstions lil<e'Can rrv tllnl< see over tlrat
urlli

bv lookins ar rhe acrurl rcrnjn iietLrc pl,rccclon Lhc t:rblc. ls rhc wall ralicr th:rn

lourt:rlk?ll-so.thcnitrillprob,rbh
tell

harcrqrerrciealofdillcllwseeingoveritlIsrhe

tallcr than thc hejsht of rhc gun b,rrrcl? 11-so. Lhc Lank rvili nor bc ,rb1c to shoot

o v e r i r . i l i r s l o * c r r h a t t r h e t . t h e t r n l i s h o r L l i lh a v e n o ; . r o b l e r n ss e e i r g r n c l s h o o t i n g
or.cr rh.'$-alL.
Onc crceptior

tr rhe \\'\'Sl\\iYC,

principlc is L-asc's
on Ierrain. A lot ofrrca

rcrrin is

bas.-c1iusu,rLh.on a bas.- l,'s',/.lnrrr thicL) lirr rnarrufcturinq reasons. Jhrs rliscs ferr.rin
lilie ro.rds and tiel<1sabove rhe surrounding tcrrain, bur should bc ignortcl drLring plar'.

i;r

Thete are four cirtcgoricsofgrouncl conditions Lhatunits


can encounter: lLoads, Cross-corrntrr'.Rough TLrrain,
and Impass:rble.Rough Terr:rin is further dir.jdecl irto
Slorv going, Difiicult Cloing. irnclVcrv Dilicult

Going.

CRoss-coUNTRY

-lerrain

that is rateclascross-coultry is basicallylevelarrcl

slnootb enough th:rt troops can cross it rvithout much


dilculti.. lr cou1c1
be qrassvor barren {iclcls,expansesof
firrnly packecldescrt, oL frmLancl.

RoADS
\(/heLher concrete,brick. cobble. or dirt, a road pror-ides
a quicli rorLte fi'on one pl:rce to another. Tiuchs ancl
halflrracks travelling on a road nor.e much fsrer rhan
r l - . r , { o . r . \ \ - , , , r ' r . - r I r , r ' . ' l k . I ' c r r c l tr o r n r i , a d ,

wooDS
\lacDs AReDtFFtcuLT
GCIN6. 6UNS lND VEAELE'
il\cvt\6 AFCU6NA ilOAD
RlSK30661N6'Cr{N.

since thev briclge or cur throLrgh rnost obstacles.

AAULT
I- RaotA BuILDtN6s
BtiiLzN6s ,{ioR TNANBou,-

6'/l5cl AcRossscuLDae DtvtDED:,


\ - j P , - C t5 B E - \ E E \ 3 ? . s a v
A\) 6 tscv a9:ar. TQa'ta--

'

;;

IC A REASANABLC
AREA

i-:

WALLS
WALLSAReDIFFI.ULT
3A|NG, AND6tV TRAO?S
IDINGEEHINDTHEM
1ULLel?eAFCAV.R.

RoUGH
TERRAIN
of

re:rsons whl.

CR)T FELDS

-I:tn

STAN'IN6 'ROPS ARESLCII 6CIN6,


VEHICLE3
ft\vINGiRauH iHeM N1EDc
3LOW'Ot,4NC AVCTDHTDDEN
CB9'IACLF-9
ANDPOTNi]ALINFANC/A'\BI]SH6S.

environnrcnL

i , , ' r . . e J 1 . 1 e 1 , . 1 11 p 1 1 ; 1 r1..r r r g i r r gl r o n

grouncl that has becn churnccl to stickv nul


to natural obsrructions srrch as woocls, rocks, or dccp
snorq Jhis terrain l.ill lirrit the specd ar s.hich vehicles
all n10vc.

?LOU6HED
FIELDS
PLU^I]" FIELDSAREDIFFICULT
I
,t\AV ACPCSSAT S?EED,/AKINTIEM
SLOri 6tNc.

Rouqh tcrrain is li]<eiv to causevehiclcs crossing it to


'h,'5,1'uI
g c t t i r t " - , r r . i. r' it t h e n , ' r . l" r f . r f I \ \ (ol r . , n
obstructjon. Rough'Irrain

is rated r

ry

Slorv Going.

Dillicult Goiug, or Ven' L)iffrculL(loine.

D I I F I C U L TG o I N G

stow GorNG

I l i l l i . r l r g , ' r r i . . r i ' r . g Fr . r - . r i r r h . , r1 . r . . e r u .
a signicant hinclr:rncc ro novemenr. \rehicles at

Slox. going is a n.pc of roueh terrain that siorvsvch iclcs


clou-n,n irhour anr. risk olt them bogeinq dorn.

i:'i

r_e- m
- _r r r_' ri ' : ' _1' 1 ' l_n i' p' -1-1' _
- 6_.'1bo' '1r_l1- i . r e r r a i r rD l u ' r J L , \ \ r o . crirr4 irncL risk gettinq sruck if rhe driver isn't carefut.

RAILWAYE/ABANKA4ENIS
RAIL.1/AY
LINSARENCRI4ALIYSLCr'/ GOIN6.WHT.N?!-ACE7AN 1?
OF AN EMBANKNI,H/ BECC\ADIFFICULGCING,AR F iHE
AUBANK,44ENT
E PARICUIARLY
NIG,VEPYDIFFICULT
6AINC. RCO?S
NI'IN6 38I,1]ND
AN ]'I4BANKI4N
RE IN BULLEPRaF
ccvzR.

HEDC!ANDTRC,
LNES
HD6ESANDTPLIN AREDIFFICULT
GAIN, P?AUIRING
aAUIAN FROi\^VH\CL.S
ATTEIr',PIN6
TC 'RAgS TIlEil|

ENTLE HILLS
GNLE HILLSAP' SLA'I 6OING,
BUI DON'I PRSNI/lNy RISK0F
VEHICL.S
tsCG6lN6?AilN.

..Lt.l

CUTTIN^9 ANDCLIFF'
#.

t=..:

.G

:rli
""I

'

\'-*

. Ch'lTlNGSAND:LlFt-s ARE
luza-4eete rc ALLEIzi
.: SpectALLy-iRltN9140UN1/tNaRs.

-""

BUILDIN6s

ButLDtN6sApe vaRy DtFFtcuL 6ctN6, gui tNF4 re/


alN ofll-v EN,TER
ANt E\lT Et1t,THPCUG|ICPENtt\)3s
LlkE tocRs ANt t/iNtors. 3lrtl2N6s StvE lp.oc?s
IN9IDCBULL1
PRCOF'CVC.R.

IAULT
I.3TOREYBUILD
IN63
MUL\-STOP=\ BUlt lrl AVoNg CR ,!{CRERCA!\S C\ aAa, L'VL
ilAKltNGtlEt\, IN aFF.a1,atc SulLrlNSSSIAC<DU?CNeACr OttER

O N E - P I E cSEo L I DB U I t D I N G s
lhe idealmodclbuilclings
for llarrrs Ollr iraveremor-

ffi
#"

)il:H;'':lJ:'
.

ffi

VINYARD9ANDORCHARDS
V]NY/RDS
AN' CRCI+APDS
AREDIFFICULI
6AN. VZHZLESNEE, c .xER.IsE1ARE
1o AvoID G71N6Ba56EDD)'IN,

VERYDIFFIcULT
GoINc
\/crt'difllcult

going is rou{lr rerrain thar is


barclv passable
. While soldierson foot can scramble
afound or over nosr otrstnrctions.mosr i'eh iciessimph'
cannor qer rhrough vcn- difTiculr goine. Onlu ranks
rrnd othcr tracked vchicles irrc abie to frce rheir nav
rr fo ugn

eble r:ooli so rhat rroLlels cen be placed inside. Hou,ever,


sonre builclings are m:rde as a solid piecc-s.ith uo roon
for nroclcls insicle.
Vririr bildinqs like this, r'ou can eirhcr place l.our rroops
aqainst the ourside s-irlls of rhe builcling irdjaccnt ro rhe
opcnin.g thcv irc occupt,ing, atrd inlornt \our oppollcllr
rvhere exacrll ther-are su;rposetl ro be, or drarv:r floor plan
ofthe builcling irnd place the rnodels on rh:rt insread.

IMPASSABtE
Sorne terrain is just so di(iculr that it's inrpossible ro
cross, such as deep rilers, fetid swamps, or sheer clifls_
Inpirssable tcrrain stops ali movement, forcing rrcu ro
look fbr irn alternarive route to the objective unlessyou
have speci:rl..aining or equipment.

::r,-'1

,-..
t.a

r:..

.:. ,.'

ii*s,?g!
:::

Eastern Europe clillirs lr-orr Vcstertt l-uropc in LreirtgI


l o t m o r c o p e n a n c l l e s s c l e n s c l vc u l r i r a t e c l . ' l h c s r e p p c s
o1'rolline hills
o1'ccntral Russia,rrc t-i<1eopetr gr,rssl,rnds

TEA'/ELL)NE
!'CN' lIE 'LCCR CF A
3)LLY IS SLCI| G'IN, T|E 'IDCS ARE
3t\iRALtralae? ANDveRf DlFFlauLT
6atNG Itli+ CCCAS0N'LDlFFlatJLl
GC\N6 aaaEasa) ,Cr'/\l lNit Ii.

hroken br. gullies :rncl rlvincs *hete srLcanrrctrt thfouqh


thc soli soil. llol'ing ro s'idc. slrallotv rir-crs.\\irocls atrtl
scirttere.lpeasant villaqes linkecl lrl clirt roaclsbrcak Lhe
m 0n{tforll.
N,loclcrn Soviet lLussir is ovcrlaicl on tlris tinrclcss
l a r r c l s c , r pnci t h c o n c r c r cc i t i e s o i f i r c t o r i c si r r r l
:rpirrtmcnt bloc*s, dcprrfnrcnt :tores atlcl
s c l u a r c sc, o l i e c r i | c f l i l | s . , r u c L r u i l r l r v s

\
'1

"-**=.-*

-!.

l i n k i n . qL h c n a l l t o s c t h c r .

sTE'? HILLS
sleeP tlLLS AeE 2|tcDtl 61\.
AS CNtf va?f ?CriRFDt-v.1aL83 ..
.'.
lIElR SLCP1S,
.AN
"ALE
e..i.
I

-3,,",,,

=*'

**

RweRs

-:
I 2CC\ .. ft ae
'di,-At. R:.9RS-r
.ac. DF,---- 6--\j 7cacl 2 .a?-<
{
rt
j r \ C" P
2tl:a5- t---),(-,\Fr\_?
.:_
t\ AssAi)Ll BCA19. elvzRs stlcrL, Ave A1
LEASTIiC CR RE <ADCR RAILBRIDSES
-?c:a -:
-t t--!,.
:2:s3.
c-aR

-a

:l,-:t
.t't.
*ri+-'+"-'
+E

-*

._ i;-

'*

..:

.:t

\,,....'.J

,.ra*"tl-..;;.-,.
.------a

'",4r:!!:j:,,;::
_,*'e.

M O R E V A R I E DT E R R A I N
Not all terrair necrl.ro irc rh srrrc
Onc o1'thegrcrt things rrbout l /,rrttt O.fVirt
i5

lhltt

\!tr

cart

ittttcttlttce

Illof!

\llflcr\

:,,
tl;*.:ir,;

lllt()

\1)Lll

:'ltil:::lt,r;:,.
Jr|ftijt:it
:lt:
:l:;lil:ili
I;::;:l
:ili;:,1:;

c l i r Lr s h l l l c , * r i v e r
o n r o r i r t e b l c , r c c o r c l i n g l rl i' o
. r c r r r t r p l e .r ' o t rc o L t l d. r c l i u . l g L
irr.{\rir L',.fo\\
t h : r t r . o u l c ln o r r t r e l l tb c \ t c r r i ) i i l i c u l r C o i n g . l r . t s l r o z e t t o v c r m r l . i n ' 1
a n c ld n s r a t ec La s o n l v L ) i l l : l c u i (t , oj t r q ( r l r v b c i r t st ea c lo i b o g s j n q . l o u n . t e i r i c i es r i s k f l l i n e
r h r o u g h t h e i c c l ) .O l p c r h a p si r i s r h c s p r i n g m e l r . r l a l i n q r h c r i l c r e n I r r r p a s s r r brL. ct g i n gt o r r e n t l
Battles ught in parLicularpl:rcesrnieht hlvc rcrr.rirrthat is sliehth. tliflerent tlr,rtt troLnt,rltoo. s<r
Gerrlan trcsts coLrl.lbc \lcri DiliiculL ('oing. focrrsing rhe :rction rowarclsrlrc Lrlclis rhrouqh thent
o t h c r e n c lo l : r h c s p e c r r u n r r, v o o t l si n S i c i l v r n i g h r b e s o s p a r s ct h a r t h e v a r c o n l l S l o u C l o i n q .
Don'r ger too carrierl rLr.avthouqh, il'rhe tcrrain is roo clilliculL, the g,rurct'ill slou to,r cr:rl.l as tfooPs spettcltlorc
r i n r c q h t i n q t h e L e r r r r i nt h a n r h c o p p o s i t i o r r l

?,OCKY
HILLS
R.KY ILLSAPA MIXTURC
CF V.RY
DIF'ICULT
6CIN' ANDIlAPAssAaLeCLIFFS.TRA.<eD
-.
2o,->,3-vEPtcLtS:A\.t:eAt _ -2
as,ae
cAN',l 6aT U7 TAe aUFs.

wooDS
V'/AC% AR' DIFFICUL
6ctN6. 6NS ANDVE\\CLS
{r',VtNTilRAU6t1A WCD
RISKBO36]N6DCr'/N-.

R,AILWAY
LNCS
RA _/.A Lr\ea asa S-: . 6o,\j,3-ot..\i
VElaLtS DO'/1N,
B!1 f//H NC RiSi( CF
BREAKINE
A RACKAN' BC561N5'C'l/N.

FcRDs AaRss sReA,trs


APESLCNIGCIN5,
A
6CC, te.lVERaAN.aRCSS
"
WITNCITIIAZAR'.FCR'S
ACPA* SALLC\|P\VPS
ARED\FFIaULI6CtNa tit
vlcRt ?15( oF DRCTr'N/NG
In tN6lN

BA AND
AAArcHes

FeNces
Ll5t+-rietGni FENce.sARNtY
SLOrl 601115Aa ,-r.]aY
/QEN' Ll<i!:
IO 'TCP A VE\'L FCR LCN3.

WHAT MAKE5A GooD TABLE?


..\ goocl Lrble fcpr(sr-rrs rhc rcal-lil tcrrain in rhc erca
bcing iouqLr orcr i1r rhc \\..r\.il corrbines opcn space, lircer
obsteclcs. .rrca tcrrxin, Jnd nrn adc llrtures. 1he most
i m p o r t e n r f h i l s r o c o n s i d c r i s r h e w a r r c a l - l i l t c r f i n r e n d s
to .lnrp. I lorrses tbm villages surrorrnrlcd Lry cr,rlrs, tr.,es
fornr u,cxrc1s,
rncl bogqr grouncl is forrnct :lr()Lrnd n\'crs.

STReA/A3

SfPgA,fs t? rc 1l',/lAciv, ,,|DF-aae DFFIaULT


6atN5, hA<tNc H6i4 aRossABlt Br 4Ny
IRAC%, IF IHEY DON' 3E STUCK,

In tht sanre \rar'. opcn spaccs ire usuallr lerqe as people


clc:1r space f-or crops ancl har vcsr mocL. Thesc open spacrs
afenr cnrptv ilDCl:lfe bfoken up br.crop ileicls. or ftncecl oL
hcclqerl grazing. bur rho

clo otlcr exrensivc lines of sighr.

As arr example, most rll( barrlcs in firropc

rook placc er
rangcs ,rf half,r nrile iE00rn) or mofc (round f,l l60cm on
a Fltnts ttJ \11" bnnlelleld). rvhilc rangcs u,ere cvcn grearcr
on the EasLcrn Fronr.

,'il

:i

lhe Bartle of Stalingrad u.as pir.otal ro the outconte of the SeconclWorkl \!hr ancl remains the
stancl:rrdfor urb:rn l.arfirre. Likc all combirt il citics. the lightine l'as brutal. blooclv.
t,7holcbattles rvere fusht over single buildines as
ancl at verv close quarters.
onc side or the other triecl to er.icrrhe cncmr'-otn thcir rvell-prorcctccl
POSruOns.

Onl,v poiverful guns lirin{ et pointblank r:rnqc,or


clesperateassaultsrvi dr h ancl .qrenaclesancl
sharpencd entretrching tools could
clear a buildinq room-brroom, floor-bt'
floor.

IAULT\-ROA\
BU\LD\N^S

:
.

BulL9tN63M)RE TtlAt'l A3aui


'AULD Be DIVIDD
G',/15c1/,ACROSS
JNIO ROO/'IIS
BTNEEN3' /7.5CM
AND6" /I5CA^ ACRAS1.TRA EACH
KOA$ AS A SCPARAi' BUILDIN3WITH
OPENINGS
NA EAC ADJAC'NI
ROt^.Til) ALSOLl/Alrc l\e
FFC| CF lt\ASslVBiINKR-BL]ST'R
NEAPCNSTA A RASANABLEARA.

ctrvSTReers
A CIT/
BC,{IBJN6AN' FI6HINGACKLI P,EDUCEE
': A e.BBLE-S-?'^\ v53,
W<l\6 -'G.-3eEE)
A
iAT
HAS
SIREETS iN CIlf
TRAVLIAIPCSSIBLE.
FCUGHT
AVCP AESLO'N6AN6.
B.,N

It is important
votr Fhnrs

to cliscnss rhe Lcrrain on the tlblc rvirh vour oPPonerll bcforc votl stert
qlne. Br agrceing on hol c,rch piece of terrain rvill l'ork i n thc qulc. r'ou

OfVit

rtcluce the possibilitv o1-confusiotr rncl nristurderstanclirtg cluring plal \4ost tcrrain rvill be lirll
:rrrclcornparinq ir *,itli thc crilmplcs in this sccLion. Some tetrain

obvious frorn looking rt thc nodel

is less obvious rncl will neerl somc rhought. Ifvoq


cendidates ancl roll a die to choosc bem'eerr theor.

cani reach rn rgrecmcnt. sirrpll

pick Ihe most likclv

FACTARES
ANDWAREHOrcES
LAR6 INDUSTRIAL
BUILDINGSLIK FACTCRIESAND\IIAREHAUS.S
AFTN HAVHUGESPACgINSID.RAHER THANREAING 11,]IS
AS A BUILDINC,
IT IilORKSBETTC.R
TC lREAl THEiNIERIORS AN
APENSPACESURROUNDED
BY FOURWALL3.
GIVzN THe t1t\AjtllN<f ANQEN;RAL CLUTT1RNSID.,FACTARES
ARVERYDIFFICUL6OIN6 ANDPROVID
BULLETPRAAF
COV,R
1O
TRAA?SN3IDE,

TABTESIZE
Mo.r gr nrer of F/an et Orf\l t, arepl aved
on 6'x4' (18Ocm x t20crn) tables, as this
gives room for manoeuvre, rvhile stiil being
snall enough f'or conrcnient storage. BattJes
liughr

in close terrair like cities and the Bocage


of Normandv arc usually p1a1'edon a half-size 4'x 3'
(120crn x 90cm) tables. This is useful s troops move
morc slorvlv and can only cover shorter frontages due to
restricted iines of sight.
Larger tables, say 12'x6' (360cm x l8Ocm), suit bigger
qames with larger forces or multiple players.

'.:

:i:,,

\ '-

*;s{r

*
-' - -- .{' -%- *'
* -_
- !*J
-

-E
-.-e

:,t4.

.;.i;,.ir

,,*irji.:
.3:::::,

u" 1'

'

TYPE

GROUND
CoNDITIoN

SPAcES
of srepp

Open Space

Cross-county

sand or thin snow

Open Space

Cross-country

sand. snow or mud

Open Space

SIou,Going

Open Space

Difficult Going

snow or mud

CONCALMENT BULLTPROOF
COVER

ATION
Open Space

Slow Going

eld or open scrub

Area Trrain

Slorv Going

or vineyard

Area Terrain

n:c-..1.
ulrrLuLL

r-^:-uu,ir5

Are a Terrain

Difficult

Going

Area Terrain

Very Diflicult

oughed held

or line of rrees

\ga-tl

x
x
x
x

Going

I inearOb.tacle

:low Coing

Linear Obsracle

Difficult Going

I-inear Obstacle

Difficult

Going

v
v

vv
v

LS

X8

x
x,
v

x
x
x

Cross-country

X*

AreaTerrain

Slow Going

X8

hill
ky hill

Area Trrain

Dificult

Area Grrain

Very Dificult

Going
Going

AND CTIFF
GULLIES,
y floor
ly accesses
ly wall
bank, or low sea rvall
Cliff. cutring, or high 'ea u'all

Area Terrain
Area Trrain
Linear C)bstacle
Linear Obstacle
Linear Obstacle

S I o wG o i n g
Dificult Going
VeryDifficult Going
Very Difficult Going
lmpassable

Xo

v
v

ATERFEATURES
across stfeam
am or ford across a river

AreaTrrain
Area Trrain
Area Terrain

rsh
$wamp or )ake

Slou'Cioing
Dilcult Going
Ver,v Dificulr

Going

AreaTerrain
AreaTrrain

Di{licuh Going
Vcr;. Difficult Going
lmpassable

X
X

Road or airfield

Area Terrain

Road

Track

Area'lerrain

Cross-country

Area Trrain

Slorv Going

Railway Line

Area'Ierrain

Slow Going

'

Linear Obstacle

igh railway embanknent

Linear Obstacle

Very Difficult Going

Building

Ver.'-Diiicult
Very Dificult

Facrory wal1s

AreaTrrain
Linear Obstacle

Difficult

x
x
x
X,

liow railway embankment

ilding

lmpassable

AND RAILWAY LINES

'Rubble, ruin or factorv space

X
X

Area Terrain

Area Trrain

Going

Impsable

x
x
x
x

Area Terrain

tle hill

r$e

x
x
x
x
x
x
x
x
x
x

vv
x
x
x
x
x
x
x
x
x
X

-/

\//
{

vv

V
{

4
4

:,:...:,..:,j:

:li

Like chess, Flames of vl'ar is played wirh each side taking tums to move md fight with thei
troops. In real life soldiers don't move one at a time, so you move md fight with your entire force in
your turn, then your opponent moves md ghts with their entire force.

TURN ORDER

PTAYINGA TURN

A Flames Ofwar

I o k e e p r h i n g ' o r g a n i s e d .e a c h p l a l e r , r u r n i s d i v i d e d
i n r o f o u r r r e p ' : r h e S r a r n g 5 r e p . L h eM o v e m e n r S r e p .
the Shooting Step, and the Assault Step.

nrn consists of one side playing their


turn, then the other. \fhen ir's a playert turn, they will

perform all of the actions available to them, then the


turn rvill switch to rhe other plal'er. The players keep
a l r c r n a r i n rgh c i r r u r r , I i k e r h i , u n t i l r h e g a n r ee n d . .
\n Flames OJ War, hoth plal'ers usually roil a die and
rvhoever rolls the highest has rhe first rurn. Horvevel in
some missions the attacker or defender always has the
6rst turn.

At rhe start of each of a player's turn rhev


their troops anci decide what they are going ro do, t
ther. move all of their platoons. After rhat, thev shoorl
r r r h e c r r e m ; .a r r d 6 n a l l y t h e y l a u n . h a s s a u l ros n r h e
e n e m r .W h e n r h e i rr u r n i r f l n i s h e dr. h eo p p o s i r g p l a y e r
p l a l s r h e i rt u r n i r r r h e s : m e o r d e r .

A. Starting Step
B . Movement Step
C. Shooting Step
D , Assault Step

Rally your forces, bring up reserves md air support,


all of your teams into position

md spring your ambushs

Mmoeuvre

Shoot the enemy from a distance


Charge the enemy defences in fierce hmd-to-hmd

combat

A THE STARTINGSTEP

B THEMoVEMENTSTEP

During tbe Starting Stelt yu:


poge
l.
CheckSoleSunivinglnfantryTems 176
2. CheckCompmyMorale
175
3, CheckVictory Conditions
274
4, RevealAmtrushes
266
5. Roll forAirSupport
178
6. Roll for Reserves
268
7. Rally Pinned Dolm Platoons
lO4
8. Remount Bailed OutVehicles
lO2
9, FreeBoggedDownVehicles
44
10. RemoveFriendly Smoke Markers
lO7

During
1.
2,
J.

the Mouement Stry, lou:


Select a Platoon to Moye
BringFomrdTimsports
Move Tems in rhe Platoon
a, Dismomt

Psengers

b. TkeBoggingChecks
in Rough Terrain

4.
5.

c. Take Skill Tststo Enter Buildings


d, Move Trmsports after Mounting
Send Emptytmsports to the Re,
Retum to 1 md Selectthe Nqt Platoon

C THESHooTINGSTEP

D THE ASSAULTSTEP

During

DuringtheAssauh Stepyou:
?age
1. Selectthe Assaulting Platoon
143
2. Chage into Contact
145
3. Opponent Conducts DefensiveFire
152
4. Roll to Hit with AssaultirgTms
lS5
5. Roll Savesfor Armoued Vehicles
175
6. MarkorRemoveDestroyedTems
f03
7. PushintoBnemyPositions
160
8 . H A s s a u l t i n gP l a r o o nW o n
16l
(ifso, Skip ro l0)
9, Opponent TestsMorivation and either:
. Counterattacks (Return to 2), or
162
. Breaks O{f
165
10. Mctor Consolidates
167
I 1. Retwn to I md Select the Next Platoon

the Shooting Stelt you:

l.

Select the Shooting Platoon

2,

Select theTrget Platoons

3.
4.

DecideWho

will Shoot at each Platoon 74


Fire Smoke Ammuaition
CheckthattheTrgetisValid

5,
6.

Rotateto FacetheTget

7.
8.

Check if the Tget is Concealed


Roll to Hit

AllocateHitstoTilgetTems
9.
10. Roll Saves for Tams that were Hit
11. RollFirepowerTests
12. MakorRemoveDstroyedTems

93
97
97
f03

13. Return to I and Select the Next Platoon


14. Pin Down Platoons if Hit Fiv Times 104

The Stting Step is the administrative

step in Flames Of rVar,lt

is hete that you check md update the

rallying your troops and c*rying out vrious other tks depending upon the course of the batde. Beause each of these tls is just a small put of a bigger topic, for example
Rolling for Air Support is a pt of Air Support, we're left the explmation of them for their relevmt section
of the rule book. As you read on, you'll fiad each tk fully explained in those sections.

status of the units under your commmd,

-#n

#
*
ib

e3

:f,

;#

,i:li.:;i.afi:
'':
. ''
,,::i.

...+:1

+:r.1

,:1i.!::::--+

.."

-.i.:::
ii:l:r:

may seem to be all about shooting, m intelligent


a crucial component

ofvictory.

rirOYement

After all, before you cm shoot your enemy you have to put yourselfinto

position that lets you do so!


may seen a simple matter

movement

have, it is often worthwhile

of getting

in close md hitting

to use fire md movement

tactia,

your opponent

with

werlthing

where one part of your force fires to cover

movement of mothen
to advalrce is mother
rered, your advmce
other hmd,

important

If you pick a place where the terrain

considntion.

cm be slowed to a crawl tr your troops attempt

open ground cm eily becone a shooting gallery for your opponentt

l.

Select a Platoon to Move

2.

Bring Forwrd

3.

Move Tems
a

Trmsports

Dismount

Psengers before moving Timsports

c. Tiake Bogging

before or after Mounting

4.

SendEmptyTransportstotheReu

5.

Return to I md Select the Next Platoon

to Move

in the Platoon

.. . .

Moving aTem
Moving Ner

the Enemy ,

Vehicles on Roads

MovingAttheDouble..
Diggingln.
LeavingDuglnPositions.,

4r
43
43

V e h i c l e. s

ryl

44

,.... 44
.,..,..

to Move

36
38
38
40

Bogging Checks
Vehiclesin Rough Terrain
Guns in Rough brrain . , .
Infmtry md Mm-packed Guns in
RoughTerain,
DownTems

Buildhgs

35

Through Rough Train

.....

Psengers

Checks in Rough Terrain

d. Tke Skill Tsts to Enter Contsted

a Platoon

troops.

in the Platoon

b, Move Timsports

Tems

45

..........50

CrossingRivers.
PaddlingAcrossthe River
SittingDucks.
LmdingontheOtherSide

......... 56
.. .., .. 56
......,.56
...... 56

Dismomtingtmsports.,

...,..

47

TrmspotPlatoons.....
RidingonTn-ks

.......

47

Leavingthe
Battlefield

MountingTransports..,

SendTimsportstotheRer
BringTimsportsFomrd.

.,,..,..,

46

....,...

46

..,,,.47
...,.

48

......

48

bwingGunsmdPortees.,....,,,.

.....5f
...., 5f

MovinginBuildings....
.......... 52
E n t e r i n g B u i l d i n g. s. . . .
....... 52
ExitingBuildings
......53
MovingAcrossAlleyways.
...... 54
MovingUporDown,
...,......54
GmsinBuildings.....,.......
54
DrivingThroughBuildings.
..... 55

NormmdyBocageHedgerows,
BocageHedgerows......
Nrrowl-mes.

imsportsmdPsengers

is too dense md

to cross obstacle after obstacle. On

MovementSpecialRules.
MovementSummary.,.,

.,.., 58
....... 58
........59

... ,.......

, 60

.....,..,,

6f

......,..62

49

' ll::::.

"*

;&"

#:
:-"e,

I)uring t'our LLln) \'ou arc :rble to mor'e cach oir voru
plaroons onc bt onc though vou cion't havc fo mor.c
anl.:lt all. Ifrriu ficl:r pleroon is in r eood position

I)trriug tl,c,)Jorcryrn/

thcre arc adlanr,rgcs to kceping ir srarion:rri. bur i1'


their Iocirtion isn't icleal ther can bc mnnoeur-rcclirrto

bc not,rrl if .youdo nat Lunrr tu notc thcxt.

r b e t t e r p o s i t i o n . l L c ] o e s n i r D a t r e ri n w l r , r r o r d c r t . o u
nlove \1)uf platoons, or rhc tealls rvithin each platool.
j u s r r e n r e n b c r r o l i n i s h a l l o f v o l r r n r o v e r r c n tr v i r h o r c
p l a t o o n b c f o r . -n r o r . i r r go n r o L l r cn e \ r o u e .

ttth
/,

SttV 1,ou nul.y trtot,e


o.f'.yorr1,/,tto07/!.ot/( .tt n tin.. 7/trt' ,1t1,

.,.

,t...,,,,

t,,, u

. 1 , , , t t t . 1 . ,t . o ,

t,t

..

fftcr 1,pttl,auc rnot,td t/l tuus;t'roru d p/itot)n ltnr yau


uril1t ra no!\', chooselnolher pLtroon lo uot.\. tuld rc!ut.
\lfl,ot.:,orr l,trc uoutd (t)(r.)t])/itt)or )iau u)isft to rlot)(,
tlt,Ylot'uttL,tt/,\t cp cttl:.

.. .

*fi#-*_
_

y'e

Orttt'),otr Lrtu cbo:et t p/tttoott, Lnot//lt.j)a)t Ltll ttl/ntJ


ftvtu tlnt p/,rtoan out,tt n tltTt(.

;1i@

DAN'I D: THI'! ^

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,,r cvi\ ALL youR lRCC?a Al


cNaE ttillrs ycuR ap,'Ltj,l rc
EFFEalVaLf ENOAGE
r.t gNE41)

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,,.,lLaalaaRs ,fcva FRC,N\


aCVEpiC aCV.R.
?aaD\ra raa<ra tE iNE,l,.,y
Nxr ir?

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STAT{DARDTNIKS AREAUffE MOBILE,MAVIN

=
UAfi

N6IN3AN' ARE
TAI,II<3HAVEPOWERFUL
MAVIN 16"/Llocltt.
MUCHFASTER.

t-

l. Hetw r*'txs reNDTo BEsLovER.,


lnovNl a'/70c/v,

AT A VIALKIN
SOMEREALLY
ALDTANKSAWANCE
gPEDANDMOVE6'/I5C/A AS A VR/ 3LDil TN'IK.

ASSAULT 6UNS MOVE LIKE ANK9. MOST MOVE


I?'/30^
AS A TN'JpARD TAli,[K,

rffr

SMALLTANKSLACKTH?OwE?OF FULL-SIEDTANKg,
veHta:s.
t^ovtN6 l2'/304A AS H\LF-TRD

AP,MOURD
CA?,3WITHHALFTRACKS,
HALFV|HEELS,
l\OVe 12'/30C A A3
H/{J-TRACffi
ve\rcL,

MaST AR,MaUPED
)ARS AR.
wg.ELED
TANKS.
THI MAVE12'/OC/^AS
WHEafr veHELEs.

INFAI.fiR/ ARETHC/Vu.N'TAY
AF a/ER'/ ARttAv.
THl lAAVE6"/l!2C/1A

HOP,SEDCAVALW STILL HAVE A


PLACE IN MADRN VIARFARE.TH7I

^ ovel0'/25c^ AscAvAlR/.

SMALLER,
LI6HTV,/,I6HT
APJA)UR1D
CARSAND816MULTFWHEELED
VEHrcLMAV16'/I^OC/^AS JP3.

HEAWMACHNE-6UN3
ANDMOKTARS
ARECARR,IED
BI |HEIPRANg, MOVIN
6'/l3c^ As t AilirPA&@ AnE.

THe HEAVIES.I
AP,M?1P,D
1ARSARE
NAl N NIMBLE,/AAV\N6a',/70AU AS
gwttl WHffifr
veHrcr-Es.

LIHMIHT6UN3CANBEPUSHED
By THEIRCpA49.TH./A^OV.
6" /l11l^
ASLI*T| AT,B.

TPUCK-IAAUNTED
6UN3FI6HTAS UNARMAURED
TANK9,/AAV\N612',/3AC,1A
A3
WIEA.vHtcL.

HEAVIEP.
GUNSCAN9TI|L B,lAOVD
Bv IHE\RCPV|S,
MOV\N'11"
/l1CM As
/AEDUM ORIEAW GLIT.IS.

CaMAAND,R3
aFrcN usE FASTJEEP9
N THEIRPEPSONAL
1RAN37OR1,
l^ovtN6 IG"/L10ci^As JWg.

HALF.TRACKED
TRANSP
O3I3 6IVE
6000 1Ro99-C,UNTWMOBtLtTf,
IAAVIN
12'/30CtAAs HAIJVEHICL.E9.
TRN@

ALTHOUGH EXPNgIVE, 9AME AR4^IES


U9 TRACKEDT?ANSPORTS.MOST
,MOVE 8'/2OC,M LIK,A 3I.O'II TII,IK,

'**!e.{qr::raii::::::a:i:lr:::::':r-"'

JeErcA\D^^aroP.c*+.s
o'tEN
AcI
A3 RECONNAISSANCE
VEHICLES,MOV IN6

16'/4Ac/\^
As,lW9.

THeHeAvEsTGuNsNDA lRAcIoR
ro Mdle. THf Are ll,lt4l6il.E, AND
CANNOT
MOVEONTHIPOilN.

i
HOR1Eg
AREAMAJORFOPJAOF I
TRANSjPART
FOR,
EUP,OPAN
ARAI. i
THl l o/E 1',/20c/A A3 WA,#.
:

Jr-'' -'.
MoVING
you move a platoon, all of the teams in the
are moved separately. You can choose to have a
move in a differenL direcrion lrom rhe rerr of Lhe
or to move some teams in a platoon while you

Soldiers and vehicles make way for friendly toops, md


resume theif positions once they pass.
Teamscan moue through otherfiendly

teamL but a team

cannot end its moument on top of another team.

others in their currenr positions


tcam mal moue in any direcrion and end up facing
way you wish, just as long as tlte distance it couers
its coffiPlete mouement is no further thau the teami
a! /owed m ouemen t di'tance

MOVINGNEARTHEENEMY
Movement towards an ob.jective is quite a different manoeuvre than simply rolling your way across n open
Iield. You must take cre to ensure that you dontjeop-

team does not haue to moae in a straight line, and

ardise your units or unnecessarily expose them to harm.

d,euiateand zigzag as much as you like. Use the path

Infantry and Gun tedms mdl not moue c\oserthan 2"/5cm

to determine the distance moued, rather tban

to any uisible enemy team and must stop mouing when an

the distance betueen the stdrting and end points.

lrrNc Tplus
in combat tend to move slowly in 6ts and spurts;
between dashes to look out for enemy re and
their sprints to avoid getting shot. After each dash
stop facing the enemy, ready to fight.

unseen enem! team within 2"/5cm becomesuisible to it


(except in the Asauh Step).
Whicles can moue uithin

2"/5cm of enemy uehicles (euen

passing through their position), but cdftnlt

end their

mouement on top of an eneml uehicle. Howeuer, uehicles


may not moue closerthan 2"/5cm to an eneml Infintry or
Gun tadm that is uisible to it (except in theA:sauh Step).

can rotate to face in any direction at an! time


they moue, as long as this does not incredsethe total
nce noued.
Immobile Guns cannot moue an1 distance, they
'dnJtill rotate about t/teir cenile as their mouement

-;:,: i.;

..,r,.'.:.::iri'r']:'

i,'i;,:;1.:.;1,1
,',
r:
:i:.lii;::a'::::.

MOVING NEAR TH ENEMY IN BUILDINGS


l 1 r e n a l l s o f a b u i l d i n g a l l o r vo p p o n e n t st o : n e a k u p o n
each other. ltoops onlr rnove up ro an enenrroccripiecl
building u'hen rhey :rre reaclvro :lssaulrand clear ir.
A team ma1 moue Jieal nedr du neLil1tlrlntry or
(|un team 0n the other side of the u,a// oJ'd Builrling,
,/5cn
cxce?t thiT it ma1 not moue utithin 2
af dn enern.y
InJann'.y or Gun tedm netsuring

through an Opening
uithin Line of .Sight o.f'1our tearn ($c?t, ts nutl, in the
Assault Step).
As there is nothing to block Line of Sight, d teirl tnn.y
not mat)e witbin 2"/5cm a.f dn enerul, IuJut1, py a2
tilm rhlt is iu t/te same Bui/ding (dgain, cxctpt in the
Assdult Step).

1,

'

:.

Roirclsallow troops to aroicl obstirclcsirnd nor-c quicklv


.l.i

*r

trorn place to place. ll.oirdsare of pirrticular benet tcr


rvheclcd r.ehiclcsth:rr havc rclarivclv poor cross-coLrnLn
perform:rnce. ()nce on ,r roircl, rhc rvhee)ed rransporr
\rn J.I rJll.rr'r tlr.irL, l' .1'cc.fccp, Motorc.yclc, Htlf 2r,r1rrr1, \Yl,rchd, 5i/ou, \Yltcclcd,
anrl Wgon ucltic/rs not,c ona tnd t htlf'tlntcs a fust
as ruorrualtthcn tbt1,sl,cnd lbalr (/!tlrc Mouon.Ttt S;Tq)
on Rotd:.

All Wheeled and Half-tracked rrehicles move oneand-a-half times as fast on Roads.
.feep,Motorcyclc
Half-trached, \il/heeled

18"/45crrr

Slou,-Whccled, 'Vagon

All othar t.yptsoJ tcaws, irttlullng FuL/.1,-trnchrdt.chiclei,


lnfanx'.y (inc/uding ()ttulr.1) attd (jun tcrtms, nouc tt
th( r1t/netPeedan Roals r tbe.ydo (,rosstourtttl.

ALL WHELDA,NDHI,LF-IPACKID

:-

vEHrcLA^,cvEaNE-AND-A-ALF
IMES AS FA31 AN RCADS

A IIALF-IRACKE'
V.II'LET'AI, 'Y,CVING
dRcss-acuNRvaAN,\cva 12'/3Acr,
cN A RCADtT !,CVE9l8'/u,1a,\t.

.l

.'

-i,* ,ui.

tsii--,1
':;i.l

,.

a.;

" 'J ,,*-ttr.

- . ;.u

'While

tanks arent generally ft, they are almost unstop-

MIXED
MOVINGTHROUCH

pable. Their tracks and powerful engines allow them to

To keep things simple, teams can only entei:

plough through terrain that would immobilise a truck.


Only troops on foot can match them in rough terrain.

rough terrain if they move at rhe rough


s p e e dl o r t h e w h o l e t u r n .

Fully-tracleed,uehiclescannot moue more than 8"/21cm if

A team may not entr Rough Tnain if t hn

the! start their mouement in, enter or crossRough nrrdin


(seepage 2'tr). Since SIozuuehiclescan on$ moue 8"/20cm

moue further than lt is,.allowed to in Rough


Instead the tam must tto? dt the ege of the

and Wry Slou uehicles can only moue 6"/15cm anyway,

Terrain and wait until next turn 10 moue into it-

Rough Terrain does not slow them down at all.


Jeep, Motorq,cle, Half-trached, \Yheeled, Slow Wheeled,
andWagon aehicles,and Guns (apartfrom Mnn-pached
Guns) cannot moue more than 4"/1)cm ifthey start their
floueffient in, or enter 0r crossRough Trrain.
All other rypet of teams including Infantry and Manpacked Gun tdnl moue at tbe same speed in Rough
Terrain as they do normll|b.

No SToPPING
oN LINEAROBSTACLES
Balancing models on top ofhedges is messvl
A team ma1, not end its mluemenT on top oJ Linear
Obstacles, [t must be on one side or the other. If a team
doesnot haue enougb mouement to cro!sa Linear Obstacle,
it stops on reaching it.

MoVINc THRoUGHGAPS
Sonetincs the gaps benveen obsraclesafe too narrow
fbr a vehiclc to passthrourh, l:orcinq the clrir-crro slo*
clorvn and force their u,av rhrough the obsracles.

to g

If t/teir t.'ehicleturl guu noiels can.fit thnu,qh rlte yap,


tht tctn does 1nt nrcd ta ?ts! y1ryt11,4h
thc Rottgh Tirrain
an either sida, cuan iJ tltt'ir btsc is u,idt thtn tha gt/t.
In/antr.y tetms ciil
y't"/5mn u,it/c.

rn0r(

through an.y.{n[) nt /ensr

Ignort any baes tLdt uchiclcs. irtJtntry,

pit'ces to bc pcrfcctlr. touchinq. rou shoriLd discuss n,ith


lour opponeur rvhich pieces ofterrain arc stpposed ro bc

If the gap bctu)eail tu.,oliercs 0f tctin, nr bctu,eot rt


tetu or wrachcd ueLicle ant/ tcnttlrt, is too .,mtll Ji d
7nk, Ttansport, or Ouu tetru to.fit bturut,
/hc rct.ru
must nrur( througlt ont: or both pieces oJ tiliil
tbrough tLe gal.

DISCUSS TERRAIN BEFORE THE GAME


Sincc ir is phvsicallv imfq55i$lg f-or two nroilel rerrain

o gtrlts dr(.
mrnnte d on tnd assumethtt guns clos( tltlr tru)ls to nou(
through gdps uthn dettrmlnlng iJ'tlry can Jit throtrl,.

touching end rvhich arc supposecl to har,e a gep. Ir rrav


bc a goocl idca ro rnove pieces :r lirrle liLrther aparr ri hcrc
therc is supposerl to bc r gap ro rrake ir clc:rr.

As well as slowing down, vehicles moving through rough

D I F F I C U L TG O I N G

tetrain run rhe risk of breakdown or getting stuck.

Dilficult

going is the bane of vehicle drivers

No matter how cuefully

you proceed there is

YEHICLESIN ROUGHTERRAIN

always the chmce that you and your vehicle will

Even tanks, which are specilically designed to cross

srranded.

rough terrain, aren't immune

Dificulr

ro sinking deep into a

Going is Rough Trrain and ,cduces the speed

marsh or getting hung up on a tree stump!

uehiclescrosing it, and cn causetheru to become

BoGGINGDowN

Going roll a die.


for croxing Dificub
. On a roll of 2+ the team continues mouing

Down. Edch tine a uehicle needs to tahe a Bogging


Vehicles of all kinds have a habir of getting stuck or
'bogged
down when crossing rough terrain. The worse
rhe going, the more likely they are to bog down.
Each time a uehicle attempts to ros
Wr1, Dfficuh

Dfficub

a ny problcms.
.

Going or

and ma1 not moue any further uil

Going it must par a Bogging Check to cros

safely. Teams tahe a Boging

Checb as thE enter Aea

A roll of I means that the team has Boged


it t freed

VERYDIFFICULT
GoING

Terrain, start mouing in Area Trrain. or t1(mpt to crors

The only thing worse than crossing through muck rh

a Linear Obacle. Euen if a uehicle'smouement is just

might get you stuck is going into stuff that you


will bogyou down.

rltating on the tpot in Area 7rrain, it still needs to tabe


a Bogging Chech.

Very Diffcult

If a team attemPts t0 crossmuhiple obstaclesin the same

Go)ng is Rough Trrain and reduces

turn, it takes a Bogging Cbeckfor each orue.

speed ofuehicles rossing it, and can cause them to


Bogged Doun. Each time a Fully+rached or Half-

SLow GoING

Diffcult

uehicle needs to take a Bagging Chech for roring


Going roll a Skill T (seepage 18).

Slow going forces drivers to slow down, but presents no

If they pax the Shill Tlst the tem clnttnaes

IJ thel,fail,

real risk ofgetdng stuck.


SIou Going is Rougb krrain

without an1,problems.
an reuces the speed of

uehicles crosing it accordingfu, but does not require a


Boging

Check to cros.

the team has Bogged Down, and ma1

moue any further until it is freed.


Other 4tpes of uehicles ma)t not dttempt
Going.

Dfficult

to Uoss

*..

:,/

RRAIN
n crews have even more trouble manhandling their
acrossrough terrain rhan tanks.

IN DIFFICULTGOING
n s a r e m a n h a n d l e di n r o p o s i r i o n .b u r i F r h e r e r r a i ni s
6cult, they might find rhemselves stuck instead.
, Medium, or Heauy Gun teams must patt d
Check to cross Dificult
Going in the same way
uehicles.

GUNSIN VERYDIFFICUIT
GoING

NF
YAND
GUNSIN ROUGH TERRAIN
Unlike vehicles, rroops on loot or horseback can go jusr
about an)ryhere. They can cross almost any obstacle
and make their way through all but truly impassable
r e r r ani .
teams (including Caualrl and Man-packed
Gun teams neuer become Bogged Doun and do not need
to tabe Bogging Checles regardles oftlte terrain encountered. They moue at tlte sdme rate on Roads, and through

Infantry

Crass Countrl and Rough Terrairt.

4rile gunners can moye their guns through some obacles, they simply can't move through really difficult
inq at all.
, Medium, or Heaul Gun teams may not ttempt to
exit, or cross Wry Dfficub Going, including when
to /1 Tiant?ort tdm (seepage 49).

,euer,Gun tearu may beginthegamein Wry Dificub


crew: hauing spcnr the tirue to haul thcm
before the battle begins. Once there, they
moue, euefl to rotdte on the tpot, siilce it ui// tal<e

position
t .1srun]

hours to haul them out again. Gun teams,


than Man-pacleed Gun teams, may only bepkced on

groundfoor of a Bullding.

a v e h i c l ei . b o g g e dd o * n , r h e . r e u d i . n r o u n r . r o
the problem. They may be direcring the driver from

ground, trying to wedge rimber under the tread for


tion, digging the wheels out of holes, or fixing a

rrack. \X/hatever measures they are taking, thev


t fight until thefre going again
a marker bride iehicles or Gun teams that haue
Down. They ma)/ not moue or f.ght (including

andfghting in
fring Artiller1 Bombardments
until the creufreestheir uehic/eor gun.
Down guns and uehicles end their moremeilt at
point they bad to take the Bogging Chech. A team
Bogget! Down entering a wood stops hafua1t into
woods, while one thdt Boggad Doun within a wood
where it uas. A team that Boged Down on a hedge
as it reachesthe hedge, and one that Bogged Down
a Building

stops ts it raaches the Building.

may Dismountfrom

a Bogged Down uehicle at


start of their next Mluement Stcp as norma/

BOGGED
DOWNTEAMS
problem isn't being stuck, it's getting free before
Ilme funs out.
tbe start of),our turn, in the Starting Step, roll a Ski/l
Tstfor each Bogged Down rcam

Ifthe

test is successful, the creu manages to Free tlteir

uehicle or gun.
If yufail
the test, the crew dre sti/J tryting to slrt the
?llblm out and remaln Bogged Down. Ro// again to
Jiee the team at the start oflour next turn.

A team that Frees itself can moue, shoot and assault as


normal that turn. Ifthe team wishes to moue t/trough the
same Rough Terrain again in the turn it Frees itse$ it
must tnke a new Bogging Chech.

BoGGEDDowN CoMMANDTANK
O1cers clon't have time to wait around while their crew
get their tank back into operation after getting ir bogged
dolvn, they sinply commandeer someone eise'stank.
If one of your Commawl Taruhteams is BoggedDown, you
may td/<eouer nnothar tanh uting the Bogged or Balled
Command I)zn/esrule on page 105.

:1r:.1,;il

Often it is easier, and more expedient, to simply have

IMPRoVISED
VEHICLERECoVERY

mother vehicle pull a bogged vehicle our rather than


leave the crew to fend for themselves. This greatly in-

Almost any vehicle can be used ro help a

creasesthe odds ofgetting the vehicle unstuck and back


on the move,

vehicle, though i:hey dont always have the propei


l
tools and equipment to get the job done.

lf a Rccouerl Vehicle that is nor Boged Down or Bailed

Any uehicle tl)ar i' not Bogged Down or Bailed Our


drr(mpl to low a lcam a a Rerouery Vchicle.

Out ends the Mouement Step touching a Bogged Down,

that tbe model being towed is of the same size or

Bailed OuL or Des*oyed uehicle or Gun team, it can tou

rhan rhe nwing nodel.

them instead of shooting.

tYhen towing a team with a aehicle that is not a

Moue tlte Recouery Vehicle and the team being toued up


to 4"/ I0cn.

The team being towed is Freed and no longer

Vehiclc rake a skill Tat for the towing rearu.


.

( the Skill Tst succeeds, the rchicle tous the team


ifit were a RecoueryVehicle.

Otherwi,e Ihe Rom is not towcty'.

Boged Doun. tf it dor this, neitber the RecoueryWhicle


nor the tem it towed ma1 moue further, shoot, or tabe
part in an assaub this turn.
If the RecouerytWhicle is in Rough Terrain uhen it starts
toaing the uehiie, it must tde a Bogging Checle before
touing the uehicle.

AREINDEPENDENT
TEAMS
RECoVERY
VEHICLES
Recovery vehicles are manned by mechanics whose job
is to keep everyone else moving. When they seea vehicle
i n r r o u b l e ,t h e y h e a d o f f t o 6 r i r .
Recoaery Wbicles are Independent tedms, to are able to
moue whereuer thelt need to go to do their job.

BOGGEDDOWN MARKER
If oneofyour vehicles
bogsdown,place
a marker next to it to remind

you that it

cannot moye or shoot and to try to free


ir ar rhe'urt of)our nexrtrrrn.

Aryt attem?t at touing, whether suctessful or not,


the improuised Recouerl Vehicle and the team being
unable to mouefurther, s/toot, or assauh this turn.

oops on foot hye their advantages, in general


is much eier, and more effective, to get soljiers to
&orn the battlefield in transport vehicles

.RRYINGCAPACITY
squadt vehicle is their home. It carries rheir personal
and spare ammunition, so naturally soldiers
reluctant to allow others to borrow their transport.
course, if another squadt rransporr breal<s down,
'll
give rhem a lifi, but there is no way nother
is going to make offwith

their vehiclesl

Tansport teams ma! cdrr] Infantrl

and Man-pacbed

ru teams as Pasengers and art able to tou lther 4tpeJ


Gun teams
teams mal only be used to canl teams from
otun platoon. Teams ride in thetr oun sectnn ol
'i
Tiansport teams. If their oun Tidns?ort tedm iJ
,yed, rhcy must be euenly distibured acrz)' rh(ir
\ other autilable Transport teams
Tianspart tedm cdn only carrlt a maximum of six
a Passengers (including ap to one toued Gun
Pioneea SuppQ, Ammo, Demolition Canier and
uehiclesmay not Mrr! anj Pars(ngers
'

IGNORE
PA5SENGERS
Vhile

infantry on foot are well positioned to mbush

a vehicle attempting

to drive through them, once


mounted in a vehicle, they have no ability to interfere
with psing vehiclesat all.
Vhile mounted, Paxengers do not stop tbeir uehicle from
mouing within 2"/5cm ofenemy uehicles,nor do they stop
eneml uehiclesmouing uithin 2"/5cm of their uehicle.

TANKEscoRTs
S o m e r a n k s a r e p a r r i c u l a r l yv u l n e r a b l e r o a r r a c k sb y
enemy infantry. They are given dedicated escorting
infantry to protect them.
Tnh Escorts are part of their Tank team, tlrql are not
separate teams antl are not Passengers,Tank teams uith
Thnk Escorts cannot carr1, Paxengers.

MOUNTING TRANSPORTS
\X4ren the time comes to move quickly, oops mounr
up and move out. If they have to wait for their transports to arrive first, things can take a lot longer.
Unles otheruise stated, teams can onll Mount a Tiansport
team in the Mouement Step,

ticular squads, or by drawing a box for each vehicle on a

Only reams rhat ,tarred thcir turn Ditmountrrl may


'fqns?ort
teami Teams that moue far enough
to reach /1 Tiansport teami pasenger compartment cdn

piece ofpaper

Mount it as Passengers.

It is importanr

to keep track of which

. vehicle. You might

do rhis bv marking

team is in what
vehicles for par-

and placing teams in rhe boxes.

PENDENT
TEAMSRIDEANYWHERE
ile most of the time squads do their best to keep
people out of their transports, no one can sy no
'Old
the
Man asks for a ride.
and Warrior teams are ab le to rie in any
Vansport team capable ofcarrying them, from any plntoon.

Mount

If

the Transport team has alreadl' moued uhen


Pasengers Mount up, it cannot moue an1 further.

the

If the Tiansport team has not let moued when the


Paxengers Mount it, the Tiansport team can nou moae
as normal. As long as the Passengersdid not moue At the
Double (seepage 50) to reach their uehicle, the Transport
team can moue At tbe Double afer the1,Mount.

DISMOUNTING TRANSPORTS
The whole point of transports is ro get someone sonewhere, and then for then to ger out and lightl
Teams that ttarted their turn Mountetl may Dismount
fom Transport teamt dt the stdrt of thdr Mouement Step,
prior

to the Transport team moulng. Unles otheruise

stated, teams can only Dismount lom


in the Mouement Step.

a liansport tedm

When thel Dismount, Pasengers moae ds though thql


had begun their mouement in the passengercompartment
of the Transport team.

p/atolns as needed. Teamsfrom a Transport Platoon c


neuer be a//ocatetl out to other platoons.
Tiansport teams Jiom Tiansport Platoons may carry
tou teams fom any other platoons without restriction;
'lhe1
can euen cany teams from seuenxlplatoons dt
t necerdr!.
Tiansport teamsfrom Tiansport Platoons can eaclt
up ta six Infantry or Man-packed Gun teams.
rudl tou one Gan team in p/ace of one of their
PdJsenger teams.

RIDING oN TANKS

A'llans?ort team cdnnot moue beforeunloading Passengers


Often infantry'hitch a lift' on the engine decking
an./ counts as mouirtg, euen if it does not moue afier the
tanks. It's not a parricularlv safe means ofgetting abot
Parengers Dismount.
a n d i t c e r t a i r r l yi s n i r o m l o r r r b l e . b u r i r b e a t sw a l h l n g .
An empty Tiansport team (unless a Pioneer, Supply,
Tan/t teams can carryt up t0 three Infantry or Mdn
Ammo, Demolition
Carrier, or Recouerl Tiansport
Gun teants in tbe same mannr ds Tiantport tea
team) mut be Sent to the Rear when tbe last Pasengers
carrying Pasengers. Teams riding on tdnhs must be sp
Dismount. Some German armoare half-tracks are art
euenly acrossall tanbs in the platoon
excePti7n to thir, remaining on table tuithout ?dfenge\
using the Mounted Assault special rule (s page 243).
A Tan/z team carrying Pasengers must haue
models, or sone other identtfabk
token, placed

TRANsPoRT
PLATooNs

the rear decb of the tank to indicdte that it it

Though some platoons have dedicated transporrs to


support their acriviries, ir is much more common ro ask

?attengers.

for a transport platoon when they need it.

Pasengers on Thnk teains Mount and Dismount in


sary( wdJ as Patsengersin an)/ otber sort of trant?orr.

A Transport Platoon operates dt

Flamrthrouing

its own platoott. lt


must operdte together picbing up and drapping of other

tanl<s may not carry ?asengers-no


'mobilc
infanrryman can be ronuinced ro ride on a

ENDTRANSPORTS
TO THE REAR
Because most transport vehicles are so vulnerablelacking both firepower ard armour-thev

are rormally

sent to the rear when rheir passengersdismount.


You must remlue emptJ Tiansport teams (unle:s Pioneer,
Supply Ammo, Demolition Carrier, or Recouerl Tiansport
tear6) f'lm the tttble dt the end ofany Step Tiarusport
leams remaued in this -/ashion do illt (lunt ds Destro.yed.
\Yhen a Bogged Doun (seepage 13) or Brtiled Out (see

Or* B,lough, Forward iq ,hi, u)1. ,,h" Trorcpor, ,ro^


cdn maunt PdsJengerteam: anr/ rnaue in the normal way,
bat cdnnlt shlot in the Shaoting Step nlr ttssdult in the
Assdult Step. They rua1 ltoueuer moue in either step tf
thel haue a specia/ rule such ds Audnti or Stonn*oopers
that a/louts them to do so.
Specialist Tiansporr Pldto0/6 may be Brought Foruard to
load tedmsfom an1,friendly platoon.

page 102) Iiansport team is Sent to tha Raar, it ceasesta


be Bogged l)oun or Bailed Out.
Tbe Mounted Assaub special rule (seepage 24-1) allous
empry German armoured half-tmchs to ranain on ttb/e.

BRINGTRANSPoRTS
FoRWARD
\fhen

their charges need rhem :rgain, the trarsports

comelor*rrd and pickrhemrrp.


Befora nauing a platlot1, Jou tldy plltce alL ofits Transport
tearr (other than tho:e that haue brcn Destroyed) that
haue been Sent to the Rear or did not deploy on the table,
back on the table.
'Iba
Tidnsport tedms must be placed within 1"/l)cm
tearn from their p/atoon, dnd mty not be:
.

oJ'd

within

16"/40cm ofany enernl team within Line oJ'


'lerrain
Jrom it, or
uithin 1"/))cm of any enelny t?am, or

Sight, unles Concetled by


,
.

utithin 8"/20cm oJ arey enem.y Reccetdn thdt is i7t


Line oJ Sight (apart from Reccetedms thtt ne Boggetl
Down, Bailed Out, or moued at the Double).

-*

Pushing a gun is slow and backbreaking work. It is a lot


quicker to limber the gun ro a tracror (limbering is rhe
gunner's term for hooking the gun to the tractor) and
tow it to where you want to unlimber.
TVansport teatns can carry Gun teams as Paxengers. Vhile
Man-packed Gun teams are carrie in a uehicle like most
Pasenger teams, Light, Medium, Heauy, and Immobile
Gun teams are toued behind the uehicle.
Toued Gun teams Limber and Unlimber their guns in the
same aa! thdt other teams Mount and Dismount, except
that eaclt Tiansport team cdn on/y tow one Gun team.
When a Gun team [,Inlimbers from its Tiansport tedm
h starts its mouement in its current location, and moues
from there rather than from tlte pasenger compartnenT.

PLACE
UMBERED
GUNSBEHIND
TRANsPoRTs
A towing vehicle and its gun form a single enriw when
on the move. One is uselesswithout the other until the
crew dismount, unlimber their gun and go into acrion.
lYhen it mouel a Toued Gun team
is placed as though
they were being towed bebind the Tians?ort team in
which it is a Paxenger As Pasengers, tbey d.o not need to
take Bogging Checks separateQ from the uehicle.
Ibe model of the Tbwed Gun and the Tiansport team
towing it are both considered to be the Iidnsport team
uhen thot at, bombarded, asaulted and so
forth.

JEEPS
ANDMoToRcYcLEsTowING GUNS
Ajeep is barely able to tow a large gun and carry its ammunition, so it doesn't have room for the crew as well.
s a result, the crew walk alongside, slowing progress.
The British and Americans sometimes used Bantam,
Ford, and \YilQs jeeps to tow gu'ns. 7he Germans used
motorclcles and Kettenhrud tracked motorcycles in the
same role. Any of these lehic/t touing d Gun team can
only moue 8"/20cm on Roads and Cror Coun*y.

't,.,:

CRASH
AcTIoN
Gun crews are trained ro get rheir gr.. i;,;
action quickly. Ifa gun comes under fire while
towed, the crew leap out of their vehicle, unlimber
gun. and open re.
A Gun ream is not ontidered n haue moued when
Unlimbers as long as it des not moue othel than
on rhe spot.

DISMoUNTING
PoRTEE
GUNs
Some guns were carried'en porte'on the load bed of
truck rather than being towed to allow the gun to fi
on tne move.
A Tanh team with the Portee axribute may Dismount
ueapon b1 Sending the uehicle to the Rear an
it with a Gun team equipped witb rhe same ueapon, as
ir werc Unlimberiugfrom a Transport tearu.
A Gun team Dismountetlfrom a Portee m/q Mount
b1 Bringing Foruard the uehicle a ifit were a ?1
team. Replace the Gun team with the Portee Tanh
rather than placing the uehicb near the Gun team.
Partee guns may dcplol as Dismounterl Gun tettmJ
alreadl Sent their uehicle to the Rear

:' ":.

. aybe
s p e e di s m o r e i m p o r r a n r r h a n s a f e r y M

No TIMEFoRDELAYS

have held a platoon in teserve waiting lor that


ial breakthrough, and you want to move the'm fast

tX/hen moving at the double there isnt time for slow

you know where it is going to happen. Maybe


're
surrounded and the only option is a quick retreat.
[ess,a tem can try to moye at the double ro gain

Ifa team mouedAt the Double, it may not tahe anyfurther


action this turn. It cannot mouefurther, shoot, or assaub.

or all teams in a platoon that is not Pinned Down


page 104) ma1 elect to morc At tbe Double. Those
that moue At the Double may moue twice as far
normal.
mouing At the Double, teams ma)t not
Pas within 8"/2)cm ofan enemy team (other than an
Independent tean thdt is not a Varrior),

r e r r a i n ,c o m b a t o r c l e v e rt a c t i . s .

Other teams in the platoon can operate as normal.

MOVINCAT THEDOUBLE
TARGETS
An enemy team moving at the double is not using concealment and has thrown caution to the wind.
Ti:amsro/l twice as many dice as normal when sbooting at
tedms that moued At the Double. Artillery bombardments
and air attacks agdinst tedms mouing At the Double are
no more efectiue than normal.

Moue through Rough Trrain (seepage 41),

ROUTE
AKETHEMOSTDIRECT
you are moving fast you dont have time For clever
al manoeuvres. You just point in the direction you
to go, ano movei
that moue At rhe Double nutr follow rhc mor direcr
and may only changedirection to auoid Rough Trrain,
coming uitbin 8"/20cm of the enem!, or to follow a
Theymust end.their mouewentfacing in the direction
moued.

t.

\fhen

riflemen halt, the 6rst thing they do is dig themselves burrows in the earth for protection from enemy
re. They call their holes by many names; foxholes, slit
trenches, slitdes, and ri{le pits. It's impossible to dig a
proper slit trench in a battle situation, but a shallow
shell scrape is almost as effective when you are desperate.

stmding tall giving their position awa)I

Regardless of the name, they all minimise the soldier's


exposure to enemy fire.

Dug

Rather than moue, a p/atoon can use their Mouement


SteP to dttempt to Dig In. Platoons can Dig In while
Pinned Doun (seepage 104). To Dig In, the platoon

if they failed their anempt to Dig In.

tabes a Shill Ti:st.


.

Ifthe Shill Testsucceeds,all Irefantry and Gun teams


in the platoon immediateQ dig themselues Foxlto/es.

IJ the Skill Tx fails, the grourul is too rocley or berd,


0r the! hauen't dug deep enough yet dnd the! remain
unProtected.

Regardles ofzuhetber thel succeedor not, euery team tbdt


attempted to Dig In h treated as hauing moue when
determining its ROF ifit shoots(:eepage 9l), but notfor
aryt 0tber purPose.
When a platoon Digs In, a// Infantrl and Gun teams
in tbe Platoon that ale not alreadl, in BulletproofCouer
must Dig In. Tamsalread1 in Bulletproof Couer and all
uebiclesand Caulry, operate as normal since they do not
need to Dig In.

Dug In Light and Medium Gun teams (other tltan


aircraJt guns) are Concealed and in Bulletproof Couer
Dug In Heauy and Immobile Gun teams, and Ligbt
Medium Anti-aircraf Oun teams, are not Concealed, bai.
are in Bulletproof

Couer unless Concealecl by I?rrain

Tams that Dug In or attempted to Dig In can Go t.


Ground (seepage 90) ifthey do not sltoot since they
not moue.

LEAVINGDUG IN POSITIONS
Though it is a miserable experience to dig a foxh
one minute and leave it the next, sometimes it has
happen. Other troops arriving later are unlikely to t
up exactlv the same positions, or even nd well-con:
c e a l e dl o r h o l e s ., o u i l l h a v e r o d i g n e w p o 5 i r i o n ( .

As an exception,you may mar the positions of the Dug In


teams of a Defending platoon in an araub (see page ) 5 I )

DUG IN MARKER

Show that teams in a plaroon are in Foxholes by placing


a marker with the Plaroon Comm3nd

In Infantry and Man-packed Gun teams


Concealed and in Bulletproof Couer. As they did ni
moue, the! are still Concealed in the Open (seepage

tfa Dug Ix tedm moas in an1 way, other than rottl


on the spot, it immedidteb ceasesto be Dug In.

ffi

ream indicating

thar rhe whole platoon is Dug In or bv putring

Foxhole

markers in front of the teams.

PIoNEER
SUPPLY
VEHIctES
Pioneer supply vehicles carry stocks of picks, shovels,
a n d e x p l o r i u e .r h a r m a k e d i g g i n g i n m u c h e a s i e r .
A platoon uith

a Pioneer Suppl reh;cle within 2"/5cm


of the Platoon Command team, or dn)t Independent team
uithin 2"/5m oJa Pioneer Supply uehicle, may re-rollfailrd

Skill teststo Dig In.

WHERECAN'TYoU DIG IN
\While inlntry are very invenrive,
there are some places
thev just cant dig a foxhole-such as under rvater.
7ams that are in aater teffain like streams, riuels,
swamps and lakes, or on bridgu or fords crosing them,
cannot Dig In, so operdte as normlt/.

DIGGINGIN ANDCoNCEAIMENT
As well as providing protection for the troops
occupving them, foxholes make their occupants
smaller targets. Unfortunately for most gun crews,
weaponis roo big ro quicldy dig a pir for..o it remains

before mouing them to Counterattack. An1 team


that platoon that enclsthe Asaub Step bach in one of
marbed positions becomesDug In again. Ifa team
reach an unoccupied marked position at the end of
Asaub Step, it is no longer Dug In. Remoue anJ unoc.
cu?ied markers remaining at the end of the Axaub Step,
It is not necessary for teams to rerurn to the
loxholes they began in-onlv
for the platoon to retu
to the foxholes they collectively dug.

, i, I

rhe facLrhar we live our lire. in and uound


, performing militry manoeuvres within them
be incredibly challenging. Every attempt to move
running into obstacles, and roundabout routes
be found to stay away from enemy fire.

i n n o r m a l l i l e . o p e n i n g sl i k e d o o r r a n d w i n d o u s : r e
ial for entering and exiting buildings. Even the
st sergeant cn't s'alk through walls.
are gaps in the walk of Buildings that are big
to moue and sltoot through. Windous, doors, and
blown in the walls are all Openings

HECKED
BUILDINGS
donT just dash into a building without checking
rst. They send scouts forward to see whot holding
building, then they either dh inside or plan an
It to push the enemy out
BaiMing is a Checked Building if it either contained
team, or a friendly tedm was touching an
fiend$
ing into the Building dt the start ofthe current Step.
that a Building

can be Checked euen if there is an

team inside

ENTERINGBUILDINGS
Entering a builcling in a combat situation isnt just a
matter ofwalking

BUITDINGS
ENTERING
CHECKED
It is easy enough to gt into a building held by friends.
They rvill have unbarred the door or help drag the new
arrivals in through the window.
An lnfantry o, Man-parhed Gun team can ryouc inro
a Checbed Building through any ground-f.oor Opening.
Measure tlte team's mouement uP to th Opening and
into the Building just lihe mouing aooss an1,other form
ofterrain.
ENTERINC CONTESTED BUILDINGS
An unoccupied building also presents dilficulties. ,ven
if the door isn't bolted or barricaded by the owners

Building

that is not Checlied is Contested. A Contested


ran be eirher empty or oecupied by the enery)t.

possessions, approaching

to

infanty

need to be prepared just in case it does turn

out to be occupied-by

the enemy!

When a mouing Infuntrl


dttempti

or Man-packed

to nter a Contetted

Building

Gun tedm
through

an

Opening that they uere n7t t|uching at the start oftheir


moemenL roll a Skill Tst.
.

be occupied by the enemy until checked out

protect their

hoping

D BUILDINGS
only stay alive by being cautious. Any building
known to be clear of the enemy has to be assumed

up and knocking on the door.

If it passes the Skill Tst, the team enters the Building


through the Opening and the Building is nou Checked
Jr the rest ofthe Step.

Otheruise it failed the Skill T and the team ends its


mouement for the Step ouxide tbe Building toucbing
the Opening it attempted to enter This blochsfurther

TEAi\A9NEED10 TAKEA SKILL


T.sTTa CHECKANDENTEPA
CANI.STED
BUILDIN',

BulLriN6 ANDt'l ls No,r'tCHECKED


OTH,R,
TEAM' cANTH1NFoLLovI
THEHROUH
lHE OPENIN6,

'':.:

:;ii:
.fl

:: tF TH'YFA|L,rHEf sloP y.+,


'+
CU|SIDE,
BLOCKIN
THE
-:,
OP6NIN;fc FCLLctllN3
TEAMS.
* r,q16 -.' r.-

'-"T
,' t .,.
i
,'

*&.
a
tr -,
-

:
* i-,,-

e\.\ 1-a-3- a\E o'5\'\3 ,5


-tavs
BLa-K1D.
3--Ee
-a\
o--arr- -O C-EC<a\) er,-f< t"S
B-l-tr\3

.---.:,f

ii.'

, * ,,j;
a,

,..

,sl

a' )Fc-?t\- Oo6\l\i5.

troops./roru utirt,< !/tc sarnc Opcning /his nrrn. Other


tcnru! nn.Jt still tttcrnpr to ctrer ntr/ Ohccl< the
t ' t t , i lI , r . r / 0 . . . , / , , t h c t ) J . t . . j t t ? .
( d rnodtllcd Optrting is u,)tlrr thtr tl,c Llrctkino tetm\
ba:c. ir oul1, b/ocLsits ht:c u,itltl, o.l'lr Opaning lf it.fi/.t
it: 5il<ill Test, tLl7u,ing,untha
t(.nfil rc tttef|ryt o (rtrar
t/trough tha rcurlnlng pttrr oJ'ilr ()pertirt3

EXITING BUIIDINGS
L)ncc a builtling has bccn chcckcd our, rroops can
l)ass
throLrgh it at rvill as thc occupving troops guiclc rhem
t l r r i ' t t l ltrl , r t r / r , ' r i r o 1 r r. , ' I r c . r l \ l \ r 1 ,lpl (r i\ . \ i r .
htJntry or lVIdt pachcd ('urt tcdrtLstLttt uot,t through and
our o.f CLtckrrl BtLlirtgi tuiug a grout14 oor Oputittg.
f

'EA
va -L\ i, ,- t C-EC<I) B. -DI\e Bl
/v,CVlN"3/i5 NCRITAL6" /l5clt\ ttVi. Ct)T
; |RCUGHAN OPN-/N.
::::":+!,:,.:.-:n

:: -='
ri-

, , .- ; *

-'

E"-,::= .

;i

MOVING ACROSSATLEYWAYS
Soldiers in one buil<ling can easilt'check out a buildine
across nrrow allew'av v'ithout exposing themselves
too much. If the other builcling rurns out to be unoccupied, they can quicklv nip across the allev ancl inro
the other building.
IJ nao Buildings de sc?nrut?d by an dllaywa.y that is toa
ildrrltu to ft n te/tru, tredt the two Btilc/ings as being
adjdcenr when oossing the al/e1u,dJ. If an lttJntr1 or
Man-pacleed Gun tedm.fails to enter,t Corttested.Bttildiug
acrosssuch an alleyuttl, it remdins at the Opening in its

hjtttr1 tnd klan-packed (itrtt tcttw: ut morc rlP or


down b.y a tott/ o.f tun foor: dt nny titne lurin3 rhcir
'lhis
is adt/itiortal to the ilorn\dl hlotvuent
tt|t)o1?stt.
I)istanw, t0 d tedm ctn nuue tts.fl/ Mot,etncnt [)istttut'e
tnd still mouc up or doun tuo.floors.
If .tour [3ttil.ling, don't lnuc tny Openings notlclled
between foon, rimpfi, a*ume that tbcre is t /at/der or
sulJicienr rubb/e to clinb up to tn Opcning in the ceilin,<
of eacb roon.

GUNS IN BUILDINGS

oun Bui/ding since it carmoT ba plrtced in tfu a//e1un.y.

(ietring small. tean-carrieclguns into a building is fairlv


easy,but it rakesa huge amount of elort to eet a bigger

MOVING UP OR DOWN

grLn insicle.

Mani. builclings have nvo oL ntore flooLsot levels.Stairs


run benveel the fioors. allolving troops to rrloye uP

Mdu-y,atbel

ancl dov'n. lf the stairs har-ecollapsed,soldiers rvill use


rubble and ladclersto move up irncldorvn instead.

Otbar Gun t(dm.s m.d! tioT cntcr, cxit, or ttot t' itt ,t
Building duriug t gdntt, but thc.yctu bc depla_iLtlott tl't
,4roLrntl.floor o.f,t Btti/ding nt the stdft of tlt (nr!(.

(lun tetrn: cutet itntl ttit

Bui/c/ittgs likt

htfantrj' tedms.

DRIVINGTHRoUGHBUILDINGS
A tank rvill never lit through a door, but that c{oesn't
mattef at all-it sirnplv makes irs own opening. Tanks
can go almost anpvhere, until they fall into a cellar or
h:l.e the whole house collapseon top of theml
|\\/1-arnoured

uehic/esare the only tlpe oJ'uehiclesthdt


ctn enter Bui/dings. Other rypesofueltic/es umnot entar a
Building or be dep/oyed in otta at the start ofthe game.

'ully-armoured uehic/es do not need an Opening (attt/


cnnnot use Opening:) to ents d Building, thel siupll
drire rtraight through. As Buildings are Wry Dificub
Goirug, thel xi// need to pas t S/eill Tstto enter, exit, 0r
rnoue witbin or thrlugh a Bttildiug.
The debris fom fnllbtg walls an7 ccilings immediatel1
claseso.f the hole smashedby the tank, /eauing no Open.ing
far inJantrl or other uehiclesto fo//ow.

river crossing was,expected, spcil equipment


moved fomard to sist the effort. Boats, rafts md
t floatation devices helped the men get across.lX4ren
ngwas unexpected, the unit would use any ineans
able to hastily crossthe rivel This would include local
rafts, or even stringing a rope acrossthe river.

ADDTINGACROSSTHE RIVER
the infantry set out across rhe river, each was
a landing point on the opposite bnk.
uide Riuer or canal is norma/ly Impasab/e. Hozueuer
(including Caualry) and Man-packed Gun

canpaddle acrossImpatsableRiursup to 8"/20cm


To do so tn lffin*y or Man-pachedGun team
begin itsMouemrntStep,quareagainstrhe cdgeof
Riuet
the Mouement Step the team moues directly across the
to touch the opposite bank. h is placed in the Riuer

SITTINGDUCKS
Sitting in a boat is not the best place to be in a fight.
There is nowhere to grab cover or dodge incoming fire.
l-eams Mnnot be Loneealed )n rhe Oprn ftee page 89)
or Gone to Ground (seepage 90) uhih in a Rirer. lhe
exception to this is thl1t Smoke marl<ershaue their normal
ffict of making teams seen through them Concealezland
Gone to Ground (seepages I 07 and 137)
Tbamscrosing a Riuer do not ltaue tlteir normal [nfantry
or Gun Saue. Instead, roll a die for each hit:
.

If the resub is 5+, the team managet to aaoid an1


casuabiesdespite their exposedposition.
Otheruise, the team has been cut down during the
uossing and is I)estroyed.

PIoNEERS
Pioneers have trained extensively on crossing rivers and

show that it is still croxing.

may have assault boats with outboard engines, allowing


r h e m r o c r o s , q u i c k J ya n d * i r h I i L r l ed i l l c u l r l .

crossing the Riuer would put the team within 2"/5cm


an enem) rcam, the lca (annot crossthe Riuer. lhe

Pioneer Infantry teams ignore the Sitting Ducks rule, and

mutt either mouefurther along the bank and cros


n a subsequent tuln, or wait until the enemy is cleared

the.farbanb

retain their normal 3+ Infantry Saue.

LANDINGoN THE OTHERSIDE


As soon as the soldiers got to the other side they moved

SHooTINGORASSAULTING
paddling their assault boats across the river, the
have one goal in mind-get

to the other side as fast

p o s s i b l eT
. hey are too busy making rheir way acro\\
do anything else!
crosing the Riuer, teams ma! not shoot, moue,
or be assauhed, and tahe no part in any assauh
around them

quicklv to clear the bank for the follow-up troops.


In the turn aJter entering the Riuer a tedm thdt began the
rurn in rhc Riucrcomplete: its tro*ing.
Tbe team moues as normal mouement from ix landing
p o i n r o n r h e R i te r b a n k .

..:,].t:,

:';

lr:'.i

'
:
-..-- f

- i,:

..]+j#::*;:!#

CANNOENTER
THER|VR
i TEA^4S

;];as-si*L;:::*:*;*;'
WHTLE
tN THERtv1p.,TH
E
.ANNOIBCANCEALED
IN'IHE ?
OPENaP.6oNTTa RouND,
ANDONL!HAVEA 5+ SAVE
UNLESS
HY ARE7N8Pg

4 IF ,NEMYTEAM, AP.Er'/ITHIN
: 2'/5cA/, oF THER exff potNT.

INFANIRy, CAVALFy AND MAN,PACKED uN T.AM1


STARTIN' TH L]RN A1 A RIV6R BANK CAN START
-IHE
1O CROSSIT IN
MOVEMEN| STEP.

1,.ffi

, f

.-."
4n!

,,. *Jh
A C O N T E S T ECDR o S S I N G
Slnce rou canor enter thc rir-er if there arc cnenrr
rvithin 2"/5cm of vour intcnded landing poinr.
_younar
have to usc frreprxver to mirke a gap before lou can cross
the river.
lfvorLr opponcnr moves aroops up to cotesf vour cr()ss
ing after 1'ou have enteretl rhe river, rhev stiLl clr'r sto;r
rou crossing as thcv crn't comc uithin 2"/5cm ol- the
crossing te:rm and cannor ass:rult into the river. On the
other irant]. r'our reans can assault our ofthc river as rhev
l " t r r . , t < i . q t \ . s . t o r o r h e ' r r o . r n . . J t e . ) ,1 r .

.;.:
.-:,'

in the Bocage is essentially


the difficulty

of mmoeuvre

the sme

require crerl

fighting

Bocageis an xea covering the southern and western


o f N o r m a n d y . l L i s m a d e u p o f m a n y s m a l Ji r r e g u l a r
bordered by the hedgerows that give the area its
Bocagehedgerowshave thick stone banks, formed
the elds were cleared in antiquity, ropped by
hedges oftrees and bushes. Vhile

anlvhere

else. However, the ratricted

fields of fire

tactics to oyercome,

the hedgerows

excellent for keeping cttle f-rom straying, they ue


impassable to vehicles and even to troops on foot

BocAGE HEDGEROWS
Hedgerows are the defining feature ofthe bocage.lhey
make cross-country movement a nightmare and give
the enemy plenry of cover and concealment.

CRoSSING
BocAGEHEDGERoWS
The banks of bocage hedgerows re stone walls 6 fet !
(1.8m) or more tall and up to twice as thick. The roots l

present a major obstacle.

of the trees growing on the banks bind them together

area is rural, so most roads are small lanes designed

i n r o a n i m p e n e r r a b l em a . s .

horse-drawn carts, barely wide enough for a mo-

Bocage Hedgerous are Wry Dfficuh

ised vehicle. The main roads between the towns


wider and more modetn. but few and far between.
are usually banked up on both sides and lined
ees that often meet overhead

Going, but only

Infantry and Man-packed Gun teams on foot, and Fullytracked uehiclescan crossthem at all.
In

addition,

the hedgerous are so luergrown

that

teams must stop their mouement on reaching a Bocage

farm buildings are usually made of the sme grey

Hedgerow, ready to cross next turn. A team mutt stdrt

as the hedserow banks. The tile-roofed houses are

their mouement touching a Bocage Hedgerow to crossit.

rather plain with little in the way ofdecoration to break

This can resuh in disjointed mouement uith a platoon

their square lines.

tahing seueral turnt to crzssa hedgerou as each echelon

fumers

of the area mostly raise cartle ro make

mouc: up tu the hedgrrow and rro'scsin turn.

famous cheeses of the region and grow apples to

Like any Linear Obstdcl, tedms cannot end a Step sittittg

.ke into potent Calvados brandy. Crops like corn

on a Bocage Hedgerou. They must be on one side or the

wheat are mainly restricted to the fltter open areas


Caen

ON THETABLETOP
Bocage extended 60 miles (100 km) from north to
sourh. and over half of that eastto ue.L. Apart from
mhouses, small vlllages, enclosed orchards, and ocal woods, the entire area of a battle fought in the
shoulcl be coverd in bocagehedgerows. Bocage
ing requires far more troops to defend the smre
a n d s l o w t d o w n f o r w a r d m o u e m e n td r a m a t i ally. As a result, you will need to fight over a half-sized

(4'x3'l120cmx 90cmor 4'x4'l120cmx120cm).

other and clearly either touching the Hedgerow or back


Jlom it.
MOVINC THROUGH GATES IN BOCAGE
\While gates are much easier to travel through, they are
narrow and overgrown, making negotiating them slow
and tricky.
Gates in Bocage Hedgerous are Dif;cult

Going. Lihe

the Bocage Hedgerows, teams must stdrt their mouement


t7uchiilg d Gate to use it, and must st|P tbeir mauement
upon reachiruga Gate in a BocageHedgerow.

BELLY
UP!

fieldsrypicallyscaleout to be 6-12"/15-30cm Tanks stuck on bocagehedgerows usually found themby 8-16"/20-4Ocm long. They are usually entirely
ndedby bocagehedgerows with ferv gates through
the banks. Some fields do not have a gate at all, jusr an
ing barely wide enough to allow a wheelbarrow
cow to pass through
ing small patches of bocage terrain on a normal
ing table does not tend to lvork well as it essentiallv
i m p a . s a b l er e r r a i n l o r t a n k f o r c e sa n d ' l o w '

selvesstranded with their nose pointing to the s$

and

their belly pointing to the enemy!


Any Armoured

uehicle Bogged Doun

on a Bocage

Hedgerow usesits Side armour rdting is its Front drmour


rdting uhen hitfrom thefiont. 7he hit still counts as being
0n the Frlnt drmour, just with a lower armour rating.

infantry battles. In this situarion, it is better to


bocagehedgerows as tall normal hedgerows as this
be anpvhere in Europe

:,t.. l.:.:::ilJ
''i:, i,ii:aai:*:

a;.:

.E'

g*

NARRow LANES
Thc narrorv lancs otien 1und in arzgc countrl, are e:rsier
goinq than the hedgero*.s,but are d:rlgerous since any
advance [lust be on a onc re:rnt lirontage.TLc1'present
additional problerrs fbr vehiclesas rhey can neirher pirss
nor turn in them.
A Narrou Lme is a Rotd ulth soruc ddditiond/ ru/ei to
re.flccttL( prdcticd/ need to noc/el a Narrou, Itnc utidl
thdn it redlly :ltoulrl be to antble rhiug: like artil/er7,
Pi{e: ruauilted on /arge bosesto ft clotun lt.
A tadm in n Ntrau, [.ant is cansidercd to b( toucLing tb(
BocdgeHadgeratuson both sidts oJ'the rltzd. Yehiclct must
lce along d Na.rrou.'Ldne aud cannot turn their hu/l to
the side witltout tt'osslng tha I3ocageHetlgerau, into the
dt/jacent f e/d. Vebiclesdnd ()ttn teams Mnuo/ pt)lt lthc
Gtrn teans tnd uebic/eslil t Ntt.rrcu Lnn. Thc-jthtu,a to
dctour i nta the neigh bouri ng Jield.

ff
$

*$

'..]:

.i'::ar
'l:'

There are times u.hen discretiorr is nrost dchnitclv the


better p:rrt of valour and troops must le:rveLhe battle-

lJ thcyJ)til tlte Shill Test,the cntira phtoon i: Desrrol,ed


n! The rc\lrtiiliLtg t/tn| thiilk tbe1,lnrc

bcot tbtu-

fielcl. lt might bc becausethel'are so badly battered that


tbe)'can no loneer cfectivell'contribute to the iight.

rloned aud Jo/10u,Thadc?niilg tn%.


IJ'tba phtoou remrins on tabk, thel,da ilot (aLtqt tenms

It might be bec:ruscthcv rrclthetnsclvesso birdlv outgun.ed and outnumbcrccl that retreat is rhe onlv viablc

edge u,here their Rc:crucsttrriLte tts Destralad, they arc

that Le.ftthrough their oun Deplolment Ared or tha tiblc

option. C)r iL could bc tirat ther' have iust perfbrnrccl


their nission:rncl arc ro krnger reqrrirecl.

:imply rta longtr part of their pldnton. Titns thttt cxit


.lnn a tthle erlgc otltcr than their Deplo,ltnent Aret tra
Virhdr:rrving is ahvavs a risk rhouqh. Inexperiencecl a/ud.1,s[)estroyed, euen ifthe rcst oJ the p/atoon reudin:
troops seeing lriendlv troops leaving the battlefleld are
all too likely to take drat as a sign thar thev should lcave

on thr tdble.

too. Onlv rvell-hanclie.lveter?nscan pull it off rvithout


L o n l r \ i n , , n d p " t c r t i . r lr l . ' r . r c r .
Afl! tedLilth/tt mouesofi'one oJ'thanblc cdges(eitba'partial\,
or entirel) is retnouer/t'tnt

tbe ganc tnd utnnot rehrrn.

Any time thdt trnn: fon t Pldtoon noue ofi tht trtble
edge, thc pltttoon muit tnke n Skill lst.
.

( thq pds the SLll/'lcst, thI, understand tb( tiltical


signiJicante o.f the withdrtwal

mtl trt unnfJcted.

!l::llff-:i;ri:.ii

UNLEsg IT MOVES
ACP,O'9 A FPIENDLY
TABL ED', H
|AM 13 DESTRC|ED

r..p
Je- i

".^doe'

%,"

.,*

--

t:a@l!::t",

.li:

!if14i,l:t;.

f: }trl.

The following rules represenr rh bartlelield performance


ofteams with unusual characteristics and supersede the
normal movement rules for these tems. The Arsenals
list which attributes apply ro a particular ream.

AMPHIBIoUS
Amphibious

vehicles are designed to swim, carrving


their psengers across rivers or lakes.

Amphibious
Dfficuh

uehicles treat all [mpassable w/1ter terdin ds


Going instead of Impasable. ( Passengersare

forred to Dismount for an1 redsotr while in Impasable


udter, theJt droun and count Destroyed.

Ifthey succeed, the team t'rossest/te


hahing at the top or bottom ofthe clilf
.

Iftheyfail,

tlte team remains ultere it is.

A ream thot arrcmpts to erors on lrupassqbk


eannot shoot this turn, although it can usault.

OVERLoADFD
Super-healy tnks and heavilyJaden assault guns
overload their engines and suspensions, making
very poor at crossing obsacles.

FASTTANK

\Y/ben reqaired to take a Bogging Chech to cross


Going, an Ouerloaded uehicle becomes Boged Down
d roll of 1 or 2, rather than the usual l.

Tnlc based on Christie's design are built around exceptionally powerful engines and llexible suspensions and

An Ouerloadeduehiclemust re-roll succasfulSkill T*s


cros:Wry Difiiculr Going.

can really move when the throrle's opened up.


Fast tanles c.1n mtre up to 32"/80cm At the Double.
Howeuer, they, still only go 12"/30cm during normal
motement.

UNRELIABTE
Whether poorly designed, unsuitable for the condit
or requiring more maintenance thn current
considerations will alloq these vehicles have a sisnj

MOUNTAINEERS

c a n r c h a n c eo f b r e a k J o w n w h e n p u . h e d r o o h a r d .

Some infantt/ are trained as mountaineers,'Ihev can


scale cliffs that are impassable ro normal infanrry.

(an

Mountaineers treat tteep hil/s as norma/ Cross,country


Terrain (the1 can moue At the DoubJe dcrl$ them) and
rocky hills as Dfficult
Going.
Mountaineers can cros Impassdble clifs and similar obstacles (but not Impassable terrain in general). To do s0
the), must ttart tbe Mluement Step touching the obstade
and not be Pinned Down (seepage 101).
Roll a Shill Tstfor each team instead of mouing in the
Mouewen t Srcp.

Unreliable uehicle attempts to moue At the Double;


roll a die. On a roll of I the uehicle becomes
Dotutt.

WtDE TRACKS
Some excellent tank designs have successfully utiiised
wider tracla, allowing them ro cross almost any terr
If a uehicle withWitle 7aclesbecomesBoggeDotun
dttemPting to cros Rough 7rrain, ro/l again. On a
of '/+ the uehicle immediatelyfrees itself and
nouing.

HINK A TURNAH1AD
FAST IANKS A E BE1R AELETo
I^AKE USEOF IERRAIN. TNY CAN
Mav 32'/g1ca lNTo caveR auT
AF SrcHTCF TE ENEMY,

..

Teams mouing in or across Rough Trrain may need to

SELECT
THEMOYING PLATOON

tahe a Bogging Checl<.

a platoon to Moue.

7lams must pas a ShillTest to Enter a ContestedBuilding,

BRING FORWARD TRANSPORTS

but mal ?nter a Checbcd Buildingfreely.

a Platoon's em?ry Transport teams back on the table,


to mlant up and maue out. The Transport teams

TO THE REAR
4 SENDEMPTYTRANSPORTS
All enpty Tiansport tearns must be remoued and Sent to

not sJtootor nssaul,

the Rear.

MOVE ALL TEAMSIN A PLATOON


each team up to its Mouement Dist/lnce.
mouing across mubiple terrain lPes, use the slowest
Distance
un

Dismount belorc they or th(ir TrantPort

moue5.

iansport teams can mo?e before or afer

Mounting

THE NEXT
5 RETURNTO 1 AND SETECT
PTATOONTO MOVE
IN THE STARTING STEP
FREEBOGGEDDOWNVEHICTES
Pas a Slzill Test in the Starting Step to Free a Boged
Down rchicle.

FULLY.TMCKED
TANKSANDTR^NSPORTS
Stmdard Thk

12" l3cm

12"l3cm

8"l20cm

Light Tnk

16" l40cm

16"l4cm

8"/20cm

Slow Tnk

8"/20cm

8"l2cm

8" l20cm

Very Slow Tmk

o /I)cm

6" ll5cm

6" I l5cm

Jeep, Motorcycle

16"l40cm

24" l60cm

4"/lOcm*

Half-tracked

12" l3cm

18"l45cm

4" ll0cm

\il/heeled

12" l30cm

18"l45cm

4"/1Ocm*

8"/20cm

12"l30cm

4" Il0cm*

OTHERTANKSAND TRANSPORTS

Slowwheeled,

V'agon

INFANTRY
Cavalry

10"l25cm

10" l25cm

10"/25cm"*

o /l)cm

6" ll5cm

6" ll5cm*.

Man-packed Guns

6" I l5cm
b / l)cm

6" tr5cm
6" ll5cm

6 " / I 5 c m" -

Light Guns
Medium md Heary Guns

4" ll0cm

4" l l0cm

4" llDcm*

Infmtry
GUNS

Immobile Guns

Cmnot

4" ll}cn*

Move

':'t..::'

:,::.,

r..l::

r,.

i:t.;.r',

a queen. Without orders and dircction, they will tend to


as possible. As soon they are properly led, they become a deadly
unit. In a Flames Of War battle it is important for teams to remain close enough together to be able
without

leadership re

like mts without

wait around doing clos to nothing


fighting

to receive orders from their ofcers.

CommandDistance....

..........

65

CommmdmdMoYement

.........

66
66

Movingwhileln Commmd.............
Moving'*/hen Out of Commmd,

....,

StayTother.

........67

WmiorTems.

..........

]h

:,ail

ffi

68

.....69
.,......

IndependentTams..,....,,......70
AlliedPlatoons

66

68

JoiningPlatoons......,.......
V/ho'slnCharge.
WmiorSpecialRules..

...

..........7O

69

The ability of a platoon to spread out effectively will

IN CoMMAND

depend on its training and experience. Battle-hardened

In a Flames Ofwar battle, a team may be eithei

veterans have learned to spread out without

losing

in command or ut of command.

their cohesion. Less experienced troops need to be

A team is In Command if it is either:

closer together so their oficers

can supervise them

more closely.
7he Commant{

wirhin Command Ditanre of its I'latoon


tegm, or

Distance table giues the maximum

distance a team mal

be Ji'om another to be uithin


Command Distance of it. If two teams haue dffirent
Command Distances, tahe the /ower Command Distance

to determine if they are uithin

Command Distance of

.:i
within Command Distance of another team from thd,.
phtoon that is itself In Command, therefu forming
chain back to the Platoon Command team.

Ifneither

ofthese applies to a team, then that team is

of Command.

each other.

b / I)cm

MovING WHILE IN CoMMAND

MOYINGWHEN OI,TTOF COMMAND

A platoon moves together as a group. A1l of the soldiers

It is sometimes uselirl to leave a team to guard a Ilank or

stay close enough to receive new orders. If necessary,

provide covering 6re for your advance. Once the teamt


r \ k i \ ! o m p l ( l e . i r m u s t r e t u r n I o i r \ u n i r t o r e c e i v cn e w

the platoon commander can orcler individual teams or


vehicles to halt and provide covering fire while the rest
of the platoon advances.
\ilhen mouing, a team may eitlter:

orders. Once they sce where the rest of the platoon is


going, thev hasten to catch up.
Mouement by teams that staft the Mouement Step Out

Moue so as to be In Command at the end of the

oJ'Command tabesp/ace aJier alL teams in their platoon

Mouemerut Step, or

thit stafted Ift Command. haue mouec/.


\ilhen a team that was Out of Command moues,it must do

Remain in place uithout mong.


This allows you to leaue teams in place t0 shoot uhile
othersmoue of under their protecrion.

so as to be In Command, or ds c/oseto being In Command


aspoxib/e, at the entl of the Moueruent Step. lhis doesnot
rquire a team to moueAt the Double, ahhough it ma1 c/o
s0 if the ouningplayer

wishes it to.

If the p/atoon does not haue a Commant/ team, lts tetms


cdnnot moue to be In Command. so cannot moue at d/1.

'..::l::.:::

.-'..]

STAYToGETHER
An olllcer's job is to lcad his unit, not ro run o11on
his on'n leavJng then rvondcring rvhar to do. tWhilc a
good ofiicer will sometines order a team or t$'o ro sir
back and co\rerrhe resr, rheljll quickly regroup nith the
platoon if their os'n party takes roo manv c:rsualties.
Should an officer nd themselves crLt off lrom their
surviving troops, rhet'will u'ork their:way back to their
unit to take rhem under cornmancl oncc again.
A Platoon Comnand tetn th/lt tnoues ruust end the
Mouement Step with at least La( oJ tlte teams in their
p/atoon (not counting Tinnsport teatns) In Command.
If this L not possible, the mouing ?/tttoon Command
tedm must ntoue directly towards.teams that dre Out of
Command (auoiding eneml tetns and J?ough Terrain if

1,'

they wish) so as to bring at lea:t halfofthe tearns in their


p/dtoan (not clunting Tidnsport teanr) In Command or
as c/oseto In Comnzanc/ts porib/e.

Some soldiers stand out from the rest. Their outstand


ing performance in combat and strong leadership marks
out as warriors. Most warriors operate independndy, roving the battle6eld, while others ae part of a
atoon, fighting their batde with their comrades.
Ahhough the\ are not a platoon, Warrior teams that are
not permdnentb ?art of a platoon mou l1sd Platoon on
r own. They do not ned t0 remain witbin Command
Distance of any otber teams
Warriors that areliansplrtteams dre neuerSent to TheRear
ior remouedfrom the tab/e unlev thel are Destroyed.
',
Company, and Higher Command teams are aluays
Warrior teams.
Varrior teams are not Independent teams (seepage 70).

OINING PLATOONS
lX4rile mostly free to operate on their own, a warrior
will often want to join one of their platoons to lead it
through a critical part of the battle.

WarriorsmayJoinfriendly platoonsat aryt time in either


4er's turn. A \Yarrior team can Join one friendly
within Command Distance in each Step. Once
tbey Joire, they remain Joined until the end of the Step,
at which point they dutlmaticallJ ledue the platlon. The!
Join the same or a dffirent platoon in the next Step.
A Warrior team thdt is a permanent palt 0f a Pldtoon
cannot Join dnother pll1to7n or tedm.

JoININGOTHERW^A.RRIORS
Sometimes a leader finds themselves with no friendly
platoons to call upon fot assistance. In that case they
gather any nearby troops and form an ad hoc platoon.
AWarrior

team can Join any fiendly Independent teams


teams within Command Distance insteai oJ

andWarrior

Joining a platoon Ifthey do so, thel beclme the Platoon


Command team ofa temporary platoon that exkts until
the end of the Step. Other Wanior teams can thn Jlin
the temPoraryiPldtlon in the same aal thql wluld Join a
normal platoon.
ONLY JOIN OWN COMPANY
'Silhile
captains and majors lead their own compny,
colonels and generals command the whole battle,
welding their commands into a single seamlesswhole.
Most Warrior teams can onl Join pktoons fom tbeir
7wn c7mp!1ft], but cannot Join an Allied platoon (see
page 70) supporting their compdnl. As 4n exception,
Higher Command teams can Join platoons from any
friendly compaq,, again excePtingAllied platoons.
WARRIOR'S TR,NSPORT ALSO JOINS
A warrior's vehicle is essential for rhem to do their .job.
They stay with their leader come hell or high water.
A Tidnsport tedm belonging to a Warrior always Joins the
sameplatoon as theWarrior, but remains dedicated to that
Warrior. It cannot carry teamsfrom the Joined platoon.

'.;.

:.'':ll.
:.tl'l;::.':,'

ti,ti.:..:r.:-

.'l

UsE PL.TooN'sMoTIVATIoN RATING

WHO,S IN CI{ARGE?
commanders

Company

can order anyone in

their

company to do whatever is needed ar the time. They


simply walk over, give the order, and leave again.
When a Warrior Command team Joins platlon that
doesnot ltaue a Pktoon Command teatn, they becomethe
platoon's Command team leading the pldtoon in ptace of
the normal Platoon Commantl team.

\Iy'hile the

'Old

Man may be able to inspire troops

ght harder, the main factor in whether a platoon will


stand or fall in a crisis is rheir own beliefin tieir abiliti
and rheir quse.
Pl.atoons aluay

use their oun Motiutttion rating,


rating. when

than the Warrior', Motiuation

Motiuarion fest,. un/es, the Warrior's ,pecial rules srate


otberuise

CoMMANDLEADERSHIP
The

'Old

Man', has the experience to know just how

critical the situation is and the leadership to encourage


his troops to hold out for just a little longer.
A Company or Higher Command team alway

re-rtlk

failed Motiuation Tests that it is required to take, except


when tahing ComPany Morale Cltecks, unless the team is
Bailed Out (seepage 102).
A platoon or /1 tem, unlessAllied, fom a platoon Joined
by a Company or Higher Command team may re-ro//
any Motiuation

nsh it ^ required to tahe, unless the

Company or Higher Command team is Bailed Out.

JoIN AT ANY TIME


A Varrior team canJoin a platoonat any time. This
means that it can Join a platoon that has just failed a
Motivation Test before that failure takes effect, and allow
it ro re-roll
platoon

the failed test. Since it is now part of the

(until

the end of the Step), it will be afi'ecred by

the outcome ofthe


Howeve!

success or failurc.

no matter when a\farrior

teamJoins a platoon,

neither it nor rhe plaroon can benet from a roll made


previously

by rhe other. So, the Company

Command

team could not Join a platoon that had passed irs test
to make a Stormtroopers move (see page 241) and rhen
make a Stormtroopers

mole with rhes.

WARRIoRSPECIAL
RUtEs
'Silarriors

are by their very nature extraordinary,

of feats barely considered by common soldiers.


Warriors haue their own specia/ rules, and unles ot/tetwi'e spccifcd in rhe sperial ru/e. Warrior t(ams are
afected by the special rules of a platoon that thelt
and conuerselythe platoon is not afected by the Warrio
reams special rulet

!.:,
:t'

t'

:::

Independelt

teanls are reams iike compan]'com-

manders and artillerr. observersthat do not operate as

)fthe Independent tedm ls Destrol'ed, the Tnnsport tearn

permanent menbers of anv platoon. Instead their roles

is tlso Destroyd, but thc l)estructian of tLe Transport


tedrn lt/tt no efct ox the hilepeudertt tedm itse/J

require them to move benveen platoons as the barde

A Traxsport team be/ouging to tn

progresses,or eyen to head o1Ton their own.

ctnnot cdrry au1 Passengers


otber than lndepend(ilt Tunxt.

A/though they are ilot d ?/dtoail, [ndependent tearnsrnoue


as d ?/atoon on their au,n. Thcl do xot need to remain

If itt Independant tedm Disntount5 al/ other PaserLgers

within Command Distdnce of an.1,otlter tentns.

Sent to thc Rear. [t un he Brought ];orwnd


rl', I'td' p, qJ. q, ,il'q tcel, ir tg,,iq.

nutt

dlso l)ismottnt,

tnl

Indepandctt

rearn

tl,e 1)un:port tenm lilust be


again kter iJ

INDEPENDENT TEAM'S TRANSPORT


Commanders often hirrretheir orvn personal tr,rnsport
in order to move around the battlefield quickl1.. This
vehiclc is rheirs and theirs alone.
If an Independent teitn

hit

a Transport team, the

Tinnsport ledm operatesa: ptrt oJ the sameplatoon as its


Independent tenm.

Sometimes-in

situations s'here this occurrcd hist-

orically-forces

n'iil

contain platoons ron

allied

armies fighting alongsidc 1'our main force. Vhile allied


platoons have to obey vour orders, thev onlv ansrverro
their own commande rs.
An Allied platoon is one of a difirenr ndtionality from
the Companl HQhr
d diJferent hrdnch o.fsaruice under
the German Reich Diuided special rule on page 242).
Warrior teamsand Independentteamsmal not rc/untdril1, Join an AIIied platoon, and tannot Spot for A\lied
Artiller1, Batteries (seepage 126)
The exception to th^ is that US dnr) Britisb teaus can Spot
(lerman
for each otheri Artil/ery Bombardments, dnd
tedmt can Spot Jr ()erman Artillery Bombardments,
regardles: of brancb.

;;;i;;';;'Ji';;"; g";".'rh.'",ti;,;t ;i;;"p;;; ;q;ippt"s;;';;;

;" ;; J;;;

md win the day for yout side. Once you have frnished all of your movement, it's time to shoot.

Select the Shooting Platoon

7.

Roll to Hit

Select the Trget

8.

Allocate Hits to Trget

Decide'(/,ho will Shoot at each Platoon

9.

Roll Savs forTams thatwere

Check that the Target is Valid

10. Roll Firepower Tests for Amoured

a. Checkline

Platoons

ofSight

Teams in Bulletproof

tr. Check Range

ll.

c. CheckFieldofFire

FIit
Teams md

Cover

Mark or Remove Destroyed Teams

12. Return to 1 md Select the next Shooting

Rotate to Face the Target


Check if the Trget

Teams

Platoon

is Concealed

Cm Shoot

13. Pin Down Platoons that were Hit Five Times

.. , . ..... 73

theShootingPlatoon...,.,..
t h e T g e t P l a t o o.n. . . . .

73

.........,,.

74

SplittingYourFire......
.......74
Shooting at Isolated Groups
. . . .. 74
W a r r i o r s& I n d e p e n d e n t T e m s . . ..., . . , , , 7 4
CheckthattheTirgetisvalid.
Y o u rL i n eo f S i g h.t
lnteroeningTerrain.....

$hootingNeuFriendiyTems.
C h e c k t h eR m g e . .
CheckYourFieldofFire..

R o l l S a v e sf o r T e m s t h a t w e r e H i t . . . . . . , . . . .
. .. ....

97

FrontorSideArmour....

......

98

UnrmouredVehicleSaves,,,...
InfantrySaves
GunSaves.

....,......99

NoSavesfromBigGuns

.......

100

.....

. f00

75

BulletproofCover......

.........

75

Psengersintmsports
Psengero
snTnks

.....

80

Bailed OutVehicles.

.......

81

DestroyedTems

82

PinnedDownPlatoons.

.........

t o F a c e t h e T g e. t. . . . . . . . . . . . , . , . .

84

i f t h e T r g e t i s C o n c e a l e d. . . . . . . . . . . .

85

99

...,....99

......
.......76

97

A r m o u r e d V e h i c l e S a v e s .,

Wrriors

fOl

.....,.
. ,.....,

..,. .

.. l0l

. . . . . . . . 102
...,....

103

...,......

104

mdlndependentTems..

......

f04

RallyingFrom PinnedDown ...........

lO4

.,....,..

f05

..,.,...

f05

88

WrriorCualties.....

.........

106

........89
ConcealedwhenDugln
ConcealedintheOpen
...,..... 89
, L o o k i n g t h r o u g h M u l t i p l eF e a t u r s . . . . . , . 8 9

SmokeAmmunition....

....,..,.

107

....

. 108

C o n c e a l e db y L i n e r

Obstacles...........

ConcealedbyHills.....
ConcealedbyAreaTerrain

.......
...,..

86

RolltoHit.
. HowMmyDice?,...

. ........

AppointingNewCommmders..

87

G o n e t oG r o u n d

CommmdCualties...

90

.....91
.,.......,91

Buildings.
S n i p e r s.
VehicleVeapons
MainGuns.
Machine-guns

......
... .. .,.

93

..... 93
Overkill
ShootingatMixedPlatoons
..... 94
HitVeakestArmourFirst.
...... 95
..,.......,96
GunTanks
B u n k e r B u t e r sa g a i n s t T m k s . . . . . . . . . . . . 9 6

lll

...,.,...111
..,...,ll2

Machine-gunMountings.
HitstorgetTems..............,

flO

......

ff3

InfmtryVeapons,..,,..

....,,..ll4

Mm-packedGms......

......,.f16

Lrger Gms

. .....

., ... ll7

GunTeamscm Fire fufes. .. .........


ShootingSpecialRules...
ShootingSummary..,.,

...,.,..

ll7
ll8

.........120

' :1.:,:.

.,j.:i ,::r.:,:t.::

Shooting is nor as simplc as just ordering vour soldiers

Some teans nav

to'Firel'It

dreir char:rcteristicsfor firing bombardments.

i s a b o u t m a i m i s i n g t h e e l } c r i v e n e sosf

every wepon at vour disposal. Pick vour targets cirrcfu1lr.-not every enernt,solclieris worth expendirg your

also havc:r

linc listing

Alrhough rhi. wpe oi tire i. ,ondu.r.d during

repon-erupon. Choose lout moncnt well-sometimes

rhe Shooring Step. it is distinct f'rom normal shooting


ancl must be conducted using the Artillerl. rules (see

holding 1.our fire u'ill pav divjdends.

p a g e 12 1 ) .

WHO

NO SHOOTINC
AT THEDOUBLE

CAN SHOOT

Unsurprisinelv, almost all ofthe soldierson a battlefield

\ilhen troops mo\re at the double, reaching their new

are capableofshooting:rt the enenl'. The ferv cxceprions


to this re troops with a specialistjob, fr ex:rmpletruck

position is their onlv concern, leaving no time to shoot

drivers, or rveaponsu'hicb have bccn dcvclopccl ro use

If a tedm nouad At tlta Doub/e, it ma1 nat shoot.

accurateh-.

a verv specific metlrod of attack, like rocket launchers


rvhich cannot shoot dircctlv at thc cnemr'. but can only
llrc bombardncnrs.
Any tean wltb tuedl,onsli:ted in their Arsendl is eligible
ta shoot at the enem1,durlru" the Shooting Stap.

s'ii
Although to the untraincd observer iire on a battlelleld

Tire inporrant rhing to remember is that _you rnust


r n r r l o o l <t h . r o t i .r n d u l L o n l r o l l e ( 1. .r i . i r r L r ,r u . u . L l l ) finish shooting rviLh rhe rvhole plaroon before noving

well-coordinated and timed to achievenruimum eflct.

on to shoot t'ith other plaroons.

No soldier has the luxun'of an rLrrlimiredirmmo supplv


a n d t l r . f l e e d , ' mt o \ l - u , , r. r Lr r r i t l r i n g t h r t m o v r r l

Not cvcrl'plaroon nusr shoor. Sometimes it is better

In the Sltooting Step, yott shoot utith an.y or a// ofl,our


platoons one b1 orte. rYhen n p/dtoon sboots, each teant

voursell a trget br shooting.

to bold rrcur rc and go to ground rather than make

that uauts to sboat in the p/atoott sltoots its uetpolr.tt


the enemy.
Once yoube fnished shooting with one oJ'.yourplatoons,
moue on a tht next until all ofthe p/ataons tl)dt !0u adnt
to sboot with haae shot.

:i-':'-

:
l..r.l
I :li:;'

l3;

ihe excitement md confusion of batde, itt not usually


ble for your troops to pick out specic targets. They
at whatever they cn see. To reflect this,.teams
at enemy platoons rther thn at specific tems.
must selectan enem! Pla.toon or Independent team to
at uith the platoon tbat is shooting.

PLITTINGYOUR PLATOON'SFIR.E
vour trooos will usuallv concentrate their fire
the most dangerous enemy platoon, you may ocwant to split the Iire of one platoon across
enemy Platoons
platoon may s?lit its fre
pktoon.

to shoot dt more tban one

Tb do so you nust declarc uhich ofyour

will sh0ot dt edch enem] ?latoon beforeyour platoon


shooting.
team must shoot dll of its ueapons dt tl)e same enemj
so a tan/efring its main gun and machine-guns
thoot them all at the same enemy platoon. If some

WARRIOR& INDEPENDENT
TEAMS
Commmdrs

arent stupid. lfhen

moving around the

b a r r l e f i e l dt h e y r r y r o m e s u r e t h e y d o n ' r b e c o m e
s i r t i n g d u c k s f o r e n e m y l i r e . B y s t a y i n gc l o s e r o r h e i r
men they make it difficult to be picked out from the
ordinary soldiers and any shooting will have to tilget
the whole group.
\Yhen t Warrior team rhat has not already Joined a
platoon this Step is selected as the target for the enemy's
shooting. it must, if possible, immediately Join a friendl,
platoon (seepage 68). It must Join a ?latoon uith a team
ofthe same type (Thnk, Tiansport, Infantry, Gun) ifone
is auailable, otherwise it Joins any friendly platoon.
When an lndeprndent rilry ('uch os an artil/ery obseruer
or recoury uehicle) is se/ected as the tllrget for the enemy's
shooting, it must Join a platoon (f it can) as if the1,uere
a W'arrior team.
Shooting is then resoluedagainst the combined platoon,
including the \X/arrior and Independent teams.

a teami ueapons ran| amage the rarget or are our of


tben you usualQ uon't shoot with them.

SHARING
THERIsKs
Sometimes a cornmander needs ro take a lew risks ro be

G AT ISOLATEDGROUPS
your opponent

will

split their platoons

to several groups, each covering a different avenue of


ach. V/hen they do this, you can direct your fire at
most dangerous group md ignore the rest
an enem1p/dtoon is suffcientQ spread out that a part
it is not uithin

Command Distance of the rest, then the


is brohen into two 0r more Isolated Groups (one

which has the Platoon Command tean).


may chooseto shoot at an Isllated Group rather than
whole platoon. Ifyou

do so, treat the Isolated Group

if it were d separate enem! platlon.

You must declare

you are onl, targetingthe IsolatedGroup before,ou


the dice.

a n e f f e c t i r el e a d e r .
As well as being furced to Join a platoon when targeted
by enemy shooting, a W'arrior team that h not Joined
a platoon thls Step and is uithin

Command Distance

of a fiendlJ platoln that is selected as the target for the


enemy| shooting may Join the platoon if the owning
player wishes.

Before you shoot, you need to make sure your rroops

Ar lcast one team from thc rargetplatoon

a c t u a l l l h a v es o m e c h a n c eo f h i r t i n g r h e t a r g e r .

fulfl all ofthese criteria for the platoon to be a

For each team in the shooting platoon checb that the


target platoon is within:

ualid target. Iftltere are no ?alid targea in the targit


platoon, se/ectanother platoon for that team to shoot /1t.

Lin( ofSighr.

Range, antl

Field of Fire.

ldeally, all of the teams in your platoon will be able to


fire their weaponsat the iarget platoon, If some cannor,
e i r l r e r l e c rr d i l l r e n r a r g efro r r h o s er e a m ro r d o n L f i r e
".
w i t h t h e mt h i r r u r n .

Put yourself in the place of your soldiers

lying flat
on your belly trying to be as inconspicuous as possible.
You cmt see much of what is in front of you, and you
definitely cant seewhat is beyond rhe nexr hill or in rhe
middle of those woods over there.
A Line of Sigbt is the imaginarl

line along uhicb your


tedm tees the enemy. If the Line of Sight is blocked b1
terrdin, the tdrget is not aalid.

WHAT YOU SEEISWHAT YOU GET


'lhe

easiest way of deciding

whether

a miniarure

can

see another is to physically gcr down to the level of the


miniature

and tal<e a look at what the miniarure

see from its current position.


directly behind one ofyour
solte

enemy

could

So il while looking

from

Ifyou

tanks because some miniature

houses on

Ifyou

could not see rhem either.

are still not sure after getting down and looking,

ask your opponent

to have a look and get their opinion.

can't come to a quick agreement, itt obviously

close to call, so roll a die-l,2,3


4.),b you don t.

a.f

I n l a n rr y a n d g u n n e r so p e r r l e p a r t o f a c l o s e - k nri r e r m
Individual solcliers arent as important as the team as
whole. The specific location of the individuals doesnt:
matter as much as the location of the whole rem.
Trace tbe Line ofSight ofan Infantry or Gun team to
fron any fgurc or wcapln in the team. ln addition, L
ofSight can be traced to andfrom the space that would
1ccapied b)t a srandingfgure anyuhere on tbe base (m
the fgures on the basestooclup and moued around).
lgnore prorrudinggun barels, extra basesho/dingloadi
crews, and the lib. Tiedt teams modelled with
terrain ds ifthe fgures uere standing ox the base.

tanls, you are unable to see

your tabletop are in the way, then it is safe to sume thar


your tank commander

[ooKING To /A.ND
IRoM INFANTRY
^A.ND
GUNS:

too

yu have Line of Sight,

LooKINGTo A,NDFRoMVEHICLES
Vehicles ght as individuals, each standing alone, r
than as teams occupying a general area.
Tiace the Line of Sight of a uehicle's ueapon from
uel1poni mounting point on the miniature. Tiace Line
Sight to ary point on a uehicle model, ignoring
inggun barreh, bases,Ioaing creus, and other
excePt trailers and nued Gun tedms.

r+'

lr

TNTERYENINGTERRAIN

TEAMSCNBESEENOVERIOWERTERRAIN

The world is not flat like a billiard table. Ilills, gullics,


woods, hcdges, crops, and buildings abound, breaking

out above lredgesand standing crops.

up the line ofsight ofyour troops.


Terrain tbat is taller tlnn both the:hooting tetm and its
target blocks the Line OJ Sight oJ'tearnslooLing acro:s it.
TEAMS AGAINST OBSTACLES SEE THROUGH
No matter how tall a hedge is, troops thar come right up
to it rvill be able to hnd gaps and seewhlt's on the other
side. In doing so, thev sive the enemv the opportunitv
to spot thern roo.
A tedm placed utith a base edge or fdce of tlte model
tquare agdinsT d Linear Obstdcle that would norma/ly
block Line oJ Sight, cau seetnltbing

lfthe opponent is tal1enough, they can be seensticking

Terraln rl.oesnot bloch Line oJ'Sight ifeither the shooting


t,ary or j/, tarTtr dE raller than it.
T E A M S o N H I G H G R O U N D S E EM O R E
A tean occrLpvinga hill or sinilar high ground (such as
a church tower) has a much better field of vierv thal a
grutrt hugging the ground bcJou'.
A teant on higher grotrnd runy be able to seeatross Trrain
t/tat uould nornafu

blotk lts Line of Sight. lhe only ua.y

to check uhether thcl ltdue a Line rfSight is to looh Jtom


the mi.niaturei position dntl see if it cdu seethe enem1,.

on the other side oJ

tbe Obstdc/e, euen iJ'the encmy is aho touching the sdme


Obxacle further along it.
A tedn the iutersection of twa Linmr Obstaclescdn sea
acrox eitber oJ'them, including acrox tht conter inta the
feld dinqounll.vt, tu" fi,'n

ir,,lI

i:,.:r-;1,

T1AMSSauAREuP AAINST
L]NEARlgRRAiNcAN3E ANDBE SEENfHRou^H If
-..,

t!::,_.-:**..:

TERRAINSHARTER11,]ANON6 OR AATH TEAMS CAN BE SEN AVER BY BATH TEAA^,S.

TEAMS SHARTERHAN ERRAIN 'ANNCI 9E EA AP,E, A5 IH' IERRI]zLCCK1 T\.IR LIN CF 3I6HT

"e.g*'tAvS

J\ - iite

j?J-\)

--r'\ aa a\) ), S;E\ j,;F

-?+r\

*oh'

TAtAslNstz ARA '.


TERRAIN
.AN ONLy ]

78Ail3 IN OR CN lHE E%E


CF ]/ICCD' APECCN'EALED ;
7A A)LLC\ER 1TAM3,
:
---.-ii:r!.i i::.:.,.-:- -. :i...

>cc i

tk

ic

fraK iaAr\> u.

6',/15ail

AttAf.

o*-

T.AIA,5CU31'EAREA
ERRAIN
.N 56
7EI1SCN TEED6E
AF lHE TRRAIN.

;r
=5 c"

ir:i',.t
r1 ,
a

,;T

-{

;,
1

-aa
-l"<bt\
\' -<-'--;Da A?ea
-EavS
ar'\ -'\-' SeE
l\al)E

^,
4

THE 6'. RUtE_LooKING


INTo AREA TERRAIN
\boclsdon'r jusr block visitrilin to troops orr rhe hr

\\'lillc'r

s i c l e ,t i t o , a l s o h i c l et r o o p s u i t L r i t rt h e r r e sl ' c l l .
-llrrtin
th,zt snLrrlr/lts tlt crlgt ol rct

p o s i t i r c h l c l c n t i h t h c r a f q c ti l s e l ) r n i \ .

Ait.tt ldtt

seeu b-1,111sp.;
ott tl,t s,trut silt o-ftltt,'1tu
is out a.l'Litrc ol'5iglr

ro t(/.trt! o]t rltc .fr :ilt

Area Terrtiu.
'letns
contS,Lctcl.l,
u'lthirt lrcr

'lirtrltt

u;t bc

Ttnnin, Lut
o.l tl,L

Iitr tittrr l\!t( t! :<t!l o.f,rr ltrsr l i,l.ltitt i,Lrti',t'i :ir l


'/i,ti,tiit
ltct/rrc: rti tnr. Liil( a.l'Si.<l'til,ittt.!i, ir. l,tt
ilrlli'0il' .,4tp rttlttirL: .),au la !f( tltrotgi, oi Oic, il,,

rlurt i: r,tlkr tluu

borl, tbc shaotin:<tcnnt in11 ilt( 1lIt::d L'lti1ror!cL'0i b( .\r.il


bl,ttt;tLs ittort'thut 6"/l jctit turtl,. ;Ltl ttttu lt.tnttr/ thl:
di'nutt

LOOKING THROUGH GAPS


s o l c l i e rr r i q l r t q e t a g l i r r p s e o l r l r c c n e n r ,
t h r o t r q he s n i e l lq a p i n r h e r e rr e i n . i r u o n t b r e n o u g h r o

t(ivtit

iltrlanil.

B O C A G EH E D G E R o w S
Iti Lhc Bor,l,:,'cvcn tirc gatrs rrc nrrssivelr'o\arqr(r\\'r.

ii orr o.fI.itt ol .\igLt

mlling

L h c r n j u s r e s c l i l l i c r L l rr o \ c c f h r o l r q h .

Ilottgr

Hrrl.g;r't,.

ti,citt. ,tit

,iitl .,!.,rtt, ,titri oti,c, t;,11,, 1it1ltlait


(),l,ttl,, ,titri i,l,,,i: I t,tL
t)i.i,a!.)ailitl.itttti

ol 5i.<i,r.

A IE.AII /l|AV CNLY 'IIOCT tsTTilCN


KltsN!
L/ ts4vl: L K :K<AIN tstsA
i r<ts>
c --at t?t. t- -aa'- I 2.5Cv pte-

{r;

f /2.5ct\^
*.

-.,t

!,',

;.'-'-.:
t-'r'
"l
'1.J

,;-,$
'-*

n*

:i9+

,t:t.

f,-r

":t
.f.
*
A S:AALL
sAsEls l'/2.5a,r, ?,rriEfir'KrN6

:;:.Lit:.a.-..=:

i:

';-1ry-:

i FAI/ s FAIR! lF THeReEN'TNouH


oF A TEAMTo sHoar A1,THN
THER
rsNi ENaulHFaRrr r sgoor gAcKeHeR!

NOT ENOUGH
TO SHOOTAT

-fhere

are quite often tirnes when you look to see if


lou have line of sight to rn enelny teanr and can only
see tinl part of rhe te:rm- This isn't enough to sitoot
at, as even if you did shoot at it, you wouldn'r hit
arlything cfitisal.

TATKTo YoUR OPPoNENT


Because terrain and scenerl. arc one of the mosr variable
things in m iniarurc wargam ing rve can't give hard and fst
rules aborLt rvhat your troops ctl ancl crnnot

see. Thcse

pges conrain somc guidelines bur in the end ir is goins


to come down to voLrr imagination and comnon

sense.

Be reasonable in this. For cxample, if a r:rnk is almosr


completell

hidden by a building, ancl onlv has a bit of


its track or gun barrel shorving, it's not rcally enough to

shooL ar. If in doubr, rcll your opporcnr

wherher you
rh'n\ ).ur rrrr. ir \iJJc- or rr''
\'o|il\( :r irro
"1.
position. Lil<ervise,it is a sood ide:r to rell your opponent
Iour i[tention wher] you position a vehiclc hull dolvn
behincl a hill or a lorv rise.

iii!
rI:i
j::'

IJ only d smt/l part oJ the enerny team, sucL as t ttnk's


gun bdrrel or mudgl{drd, or part oJ dn inJ)mtry Jigure, is
in Line oJ Sight, then it b not a ualid target dnd cdnnot
be shot t. Cortterse/y, it cannot shoot back either.

."...

i is not enough to be able to see the enemy, you need to


able to shoorrhem withour hirring friendll troops.

A team may only shoot betueen tuo Jriendly teams or a


Trrain Feature and a friendly team if thel are at least
| /2.)(m apart.

THRoUGH ENEMYTEiA.MS
can always shoot through the position ofm enemy
ro hit another behind it. Your soldiers dont care if
accidentally hit enemy soldiers they werent aiming
and the team in the way quickly gets out ofthe line of
re, rhankful that youre not shooting at them instead.
tedm mal shoot through dnl enem! tdm 4t another

beyondit
SHOOTINGTHROUGH FRIENDLYTE^AMS
it is possible to see through

your

own

they don't interfere with visibiliry like a hill or a


does-it would be foolish to try firing through
asrhe ritk ofhirring rhem i. too great.
team may not shoot through a friendly team. If you
draw a Line ofSight to tbe eneml te4m without
tbrough afriendf tedm, lou ma! nlt shoot dt the
team, abhough yu can still see it to Spot Jr an
Bombardment (seepage 126)

INFANTRY
SHOOTINGOVERSTATIONARY
Shooring rhrough your own rroops is too risky, bur
' h o o r i n g o \ e r t h e m i s o k a y i f r h e y h a v eh i t r h e d i r r .
Whic/es, Gun teamt and Bunkers can shoot ouerfriendly
(but not Caualry) teams that did not moue.

Infantrl

Infantry teams shooting dt uehiclrs can shoot ouerfiendly


Infantry (but not Caualry) tearus that did not moue.

LANES
SHooTINGDOWNNARROW
The narrow lanes often found in bocage corntry

are dan-

gerous any advance must be on a one-team frontage.


A team in a Nanow Lane is considered to be square up
against tlte Bocage Hedgerows on both sides ofthe Lane,
sofriendly teams cannot shootpast it doun the Lane.
Lane can fre turret-mountecl
ueapons freely, but can only fre hull-mounted weapons
dt tdrgets in the Lane or touching the Lane's Hedgerous.

A uehicle in a Narrou

leam may f.re ouerfriendlj, trooPs at targets on higher


lower ground, prouided that the Line of Slght ckarlt
aboue rhe heads ofrhefriendly

rcam

FRIENDLY
TEAMS
NG BETWEEN
the same reason, soldiers are reluctant to fire through
ps between friendly units unless the gap is su{ficiently
wide to quarantee ther. won't hit their own men.

-:
:.r:::',

Although modcrn rveirpons havc thc potcntial to lire


oler verl' long clist,rnces,on rhe battlefielcl anidst all
the noise ancl coniusion, the ellecrive clistancc of ir
rvcapon is usually rruch shorter. llle kev is nor hou, lr
thev can shoot, bur hos' f:rr ,rrv:rv rhev c:ur acrually see
their rarger. Your rroops will nor rvaste their precious

tVetstrre thc mngc to or f'an the neircst Paint ail d


uablclc nodaL igtaring protrudiilg luil birrck. bniet,
/oddiug creu,:, tnd other accessoricsexcept tni/ert iud
lbuct! (jun tcttts.
Mctsurc the rntga to or Jiont tn lt.flntr.), or Gun tettLil to

mmunitioll slrootinq:rt targers they have almost no

or f'om txy paint on thc tatn\ bne. Ignora protruding


gut birrcl!, ir.l,extri basesho/diug loading leur, ntd

c h a n c co f h i t t i n s . D o i n s s o n o u l d p r o b a b l v o n l v r c s u l r

tltt likt.

in clraning unrvanteclenemr,fire ilpon thensclvesl


Cherb the r.lugefroLn etcb tearn in tLe sLootirtg pltoort
! , , r / t , ! 4 , n j i , , r h . 1 , 1 , g1,1 , / a 1 " a . ,
'ltnu
cdrnot hit enem1, tetns bq,ond thc rytxirnunt
nnge of tlteir u)il?oilt Sir(t
iu thelr Ar:end/ /istittg.

b.ye ir Rttgc cl,nrtr:teri:Tit'

TeAMs
/AuslBEiltTHlN, 211'/6Ac/v'
& I
PAN6E F HEIP APGES
TA HI THEM,

***_=-
*31t

11 l1c\^

t * dt

1
r +- : E

Er*'r

l-J
WITH A RANGEaF 11,/IA)^A,
THIS 3/A6 TEAM CANHIf
THREE AF THE ENEMY
]NFANIRv 1Alr4S.

i-*
']i'-+
s

I
THEHMG l1Alv\HAsA RANE
oF 2q,/6Ac/A
3C CANHITALLCF lHE ENEMY
IEAMS.

'ai

THIS SM6 TAI\^


CAN ANLy HIT IHE
ANll-i-/NK 6UN.

luRR-,{4cui\ite,irNs aN
sHcc tN r'NvilReai-tcN.

aEa<P?ElS a/NNCl SirCal


HRCDalltllR Cr'iN\"/t1iaL.

=*- ' -,r.


'i ri-

,:,t"*

i ''.:l'

'r,
HNLL-,\\CniiED NNS a/N CNrv s,tCC
AT iAR3aiS C ll.llR l\l...

Rr' -/l/,cu\Ttt.

J
Your
fneJll

nirrsL bc PoinLing Llrcir t.-;r;rons lr rh.


t o b c r b l t - L o s h c , o r e r r l r c n r . \ l o s t l l r h . t Ls n o L e

rloops

problcnr. but ifsonriorc


cottLcl bc in Lroublt.

s r r c . L i . -L* L p f r o n r b i h i n r l .

I L s r . r s v c n L r L r g l rt o s r i i n q r r r i 1 1 .

rttounrl Lo shooL eL sorreonr


hrrrlcr lirh

rou

bclrinrl rou.

brLr ir's e lor

tl,trtr!1,

LLititit ir tt,t.t

c,til.1,Jitt ,rr tl,r ,ttLrtt '.


(.ltccl< ti,L Fitli

o/

itL f)r

u;i,

tc,i;t

;;t ri,t

ii,o,,rtir.,:

p l t t o o i t . , 7 r ! i t a n t , i t l r l t i i r . t , , r . r l , , t tt ! ) i t t i i r t t ! t l i ! r t i )
/,
.
.. 1
tl

I N F A N T R YW E A P o N S
l n l : u r L rnr c r p o n sr r c l i g h t , r n ,hl . r r d rc r r o u g h
rhrrrhtl
ere r1ui.k ro firc at en.'nrl rrrrcl.rng lr-orr .Lnr clire.rion.
JttJ)urttl tttn;
fit

to tlt

--','i?:

N l o s Lt r u r k\ \ e r p l r r s i l c n r o r u r t e ci n
l tLrrcr'I ,,
r h c t l i o i r c l , r o r r q h tr o b c a r r r l r c , r r r q t r . i r , r r
,i.'ii.i.

, ,,r'
,:r..

| r ' l , j ti t i t t :i t , r :i , , i i ' L, r , t l i ; t t j t ,o t t t l , t i r l ; t i r i r i i ' ,

ln rltl-Lrin]. qurr *cighin.g o\'.i .r fon.

,1 r,t,tVoit': liiL/tl ol I:irt it tl,r,t;r

ilu

TANK TURRET5

l,,ttt

ra lirtii,

tT (t(ntl' tttlt:
si/a sJ yllrtrt.

itt Jnnt

oit ii,ci, l-i,lrl tt/ li,t

l1,t,

0.t'tltLitt. ltLl,ittrl ri,titt. or

DECK TURRT5
I r l h ! I L ) . l i:r. , r r r u n r b c or i c l c s i q n c r s c r r r i s i o nr c. rLrll . , . t ,
l . r L r l , ' : l r l t , . , rLr . r r L l , : n .t o
] \ e r . ( ] t h ! - n li r r t r t r c l r i n rg L r n
l r r r r t r ' p . 1 1 . , ., 1r ' r i l r . t o P . l c c ko i t h e r r n l i .
(tt!it! i;j/i , t t i,;;r" trrt; )launt(:l irt Dcil: ]j',:,r' i,,ri,
, t r , i i i t t ' r , , , r l i t t r i r , t l i n , t . t t L 1 , ti r L c t r t l , c i l o r t r j t , , , ' ,
i,iorl:t,i i,.t :i,L r.i,tiir', t!/lriitrt!atria.

-t*
\
6rN 9A1.15
it\ cN-Lvsrcri
A 14R34,15
a r-r5lReCNi.

lNANrRv tI,1/s a/\


Sfacl i\r ANYDiREariaN.

r,
i"

...:;i

r,

::...,..li

w *'ffi

3lDt-ilt,CUltED rNS aA a\lLY


a\cc'i '; IAQeEs Tc rNatR stDE

irR\agLE
6rN"5 a,4\'
5r'CCr 1\ 4trY tiRtdi-lrN.

__:
i
GUNs

HULL-MoUNTED
GUNs
S o n r c r a t r k s n l ( ) L u r t \ \ e J l ) o n s i n t h r ' f r - L r n to i t ] r c h u l l
i n s L e a c lo l i r r r t r L r r c r r r . r r r c

ncighr

ol ro nrrl'e thcnr

crrsier ro procluct.
I l,rrll-ilorrirtcr!
I us,i

rt,tt![)(it]ittit!itL'.! ;j! rl,t ljott a.f,t t'cl,t;ic


| 80- lt,atr t l' i r ir/ o.i l :I r, ; n 1 ; 1i, 13, 1 i t ; r l, i i t g i i t.t')'oi t i

,,t't liitt /rttt

tt ii.ioi! !l)(.t)oit

l-l tltt u,c,tlott l! iroililTt'/l,rf

,tcn.,.'/l,t l)oli o.fr/rc b,t:t.

ot' tl,c t,cl,iclt, tl:t

l:lcld oJ liitc cor trs tt.ct.1il,iitp, To rht rttt


ttnt::

( i rt' r r,,i i i t' I j It | | u.!i Itg,\l t Ir r t I ci (, tt tt tt,,tt rt: I i ltt H,\'t G


l)
rt,r;tt:) i,tt L ,i Fitlr! o.fl lr cotcritt,! tt'ctt,rl,itt.<ir.f)ont of
r !i,tt l;tu,r

o-l ri,t ttl,ttlt.


ll'1,\',r

\ l o s r q r r n s h a r c r l i n r i t e c lf l r l t l o f f l r e u n l c s s r h c c r e r v
p r i c kL r p Lr h c L r r i l sr n r L r n , r l c f h c u h o l c q u n t o l a c e : r
'ir,r.''

of'r li,t,,dr,tu

tt

1/t, rt,tr al tltL t cltitlt.

GUNs oN TURNTABLES
S o r n r g L r n s .n r o s r ] r ' r r n r i - r r i r c r rqr lui r r . . : r r c n r o u n t c c lo n
L t r r n r r r b l er sl l o r i n q r h c m t o t r r r n i n a n r d i r c c t i o n .

SIDE-MoUNTED
CUNs
O r r t t t c , t i t t :o t l t t i t i l b l t . 1 1 n r t ] r i i t i t t l , 7 1 1 i , , ' r 1 u ' , .
H r l f - t r l c ] <sso n r c r i n r rn-rso u n r r c\lv e a p o l rosn r h c s i r l e s
r s . t c l lr s t h c f i o n to i r h cc r . r rc o n r l ) r l r n r c n r .
)

:,1,1c-;itotrittcc/ ilrttloit

I itlr!
rlot,l
:tr'r){tt

0t),i

ttl,itlt

ht,,t

Ifi0-rl(trtL

of' l:ir,' coi tritta,, cr tt.)tltit1,q itt.lo;trl ti liitc


rl,t

:irlL

hLirttl.

0.t'' tltc

t'cltclL

.l).o;,t

.,ruiKl,i

lr,tti it

rl,crr/

nt'

they re, ail ofyour weapons must be brought to


on the enemy. Your gunners traverse their weapons,

NO ROOMTO ROTATE
You may not be able to rotate models in close terrain, so
.L-,, ---^i-

, and fire

drteminingyour Field of Fire, but beforetheyshoot,

^-,L-.,

^--

If a team is square against a uall

or similar item of
terrain, Dug In, or in a Building or Entrenchnents (see

llur lums n poinr direcrly at any team in the eneml


thel are shooting at. Rltdting a team within its

page 2 I 5), it does not need to, and ma1 not, rotaTeto face

of Fire like this doa not count as mouement, so tedms

the target. 7he team remains zuhereit h without rotating,

Rough Tirrain donl need to take Bog Chrcks to do this.

ANK TURRETS
whole point of a tank turret is that it cm rotate
thout the whole vehicle needine to move. Sometimes
it is better to turn the whole vehicle to face the
bringing thicker front armour to bear.
fring

weapons mounte in tunets may either

but can still shoor.


If a team is touching a wall or similar item of tenain, or
the table edge, it may need to be moaed slightly to allow it
to rotdte, but thould remain toaching the terrdin or table
edge. If there is still not room for it to rotate, it cannot
shoot at that target.
A Gun team (unless a Man-pacbed
Diffcub

Gun team) in Wry

Going does not need to, and may not, rltAte

rotate jutt the turret to point at the target, 0r

to face the tl1rget. The team remains uhere it is uithout

treat the turret weapon as a hull-mounted. weapon


antl Rotate the uhole uehicle (uith the turret pointing

rotating, but cdn still shoot.

straigbt ahead) to point dt a target within the feld of


Fire of a hull-mounted weapon.

,'r:.::,'

Tre abiliqv to conceal vour troops from the enemy is

An eneml tettm that is uithin

critical to victory. The deadlv accuracy, long range and

but at least halfhidden

Line of Sight,

b1 terraln, is Concealed.

fireporver of modern weapons force soldiers to adopt

Teamssufer d + 1 penaby to thoot dt or Range In an

ingenious camouflage schcmes and to make use of all

Artillerl

Rombardment on tdrgtt tltat are Concealed.

a v a i l a b l cc o v e ro n r h e I t a r r l c 6 e l d .
You may loow that the enemy is shooring at you fiorn
the edge of the woods, that doesn't mean that you can
actually 6nd the individual guns and hit them. Even
quite large guns can be diitrcult to locate when firing
from concealment.

DON'T LEAYETEAMSHANGINGOUT TO DRY


lf there isn'I enough concealed firing
entire platoon,
the platoon

itt

olien

positions

fr the

a good idea Io leave sorne of

in resene out of sight to the rear. I)oing

cnsures that anyone attempting

so

to shoot at your platoon

wili sufier a penalry to hit them because the only teams

Concea/ing'farrain is any terrui/l fedture on the tabletop


that prot,ides Concea/ment to troops bebind or zuithin it.

they can see are all concealed, whereas even a single team
sirting out irr the open gives away the positions

of the

whole platooo.

THE MAIN PART OF THE TANK


13 VlSlBL.BUT t\^OReTHAN
HALF HIDDENBY lHC BUILDIN6,
MAKIN ff CANCEAI.ED.

MOST OF HE TANK 13 VISIBLE


VlITH LESS THAN HALF OF IT
HIDDENBY lHE BUILDIN,SA
IT NAT CANCEALED.

THe TEAMS ARe VISIBLEBffi AaRT.THAN HALF P,IDDN


9f E .ToN,,|ALL, ,\\AKIN THEM CaNceALEO

TH.fEAMs AR,LEss HAN HALFcoNcEALED


BIN6VISIBLEBaTHovER IHe qALL ANDARaUND
I7

.-ra'

i:

l,

-,

NER
throughout

ACTES

the world are bounded by lines of

, hedges, and stone walls. Although these are of


ng dimensions, in general they obstruct the view
anyone trying to see beyond rhem
seen through or across Linear Obstacles are gener-

CEALEDBY HIttS
Hills are probably the most significant terrain features
o n a n y b a r r l e f i e l da. n d a r e c e r t a i n l yr h e l a r g e . t .
Hilh prouide Concealment in the same way as Linear
Ob'tacles. lf the hill is just a low rite, t(amt rcn s( ou(r
it and wil/ be Concealed.
'hull-down'positioil

Concealed. As usual, the best method of confrming

Tams can usuafu adopt a

is to looh from a ruodcli-eyc perspcctiue.

where they are Concealed to teams on thefar side, but can

to this is that a team Placed uith /1


edge or face of the model squ/1redgainst a Linear
cdn seeanJthing on the other side ofthe Obstacle

mdin excEtion

The team itself will be concealed, but teams seen


the Linear Obstacle uill not be.

on a hill

seeclearl, our the hil/.


The easiest way to determine ifthis is so is to lookfom
uiewpoint ofeach model and checb uhat it can see.

the

REE9 La\l'IeRIHAN oNE cR EITHERTEAIII.AN BE sEgN avER, 1uT CaN1EAL l1Ahg SEIN ovER THEM.

ffi\

HILLS TALLERTHIN ONE CR IHER EAM BLOCKLINE AF 5I6H CAMPLETELI

A EAAT ALF.IDDENBy (cR HI]LL ,0,{N tsEI.1IN')A I|ILL Is C)N..ALE, a ftIMs aN fH ofHER
1lD BUl lF HIG ENCUGI+UP 14e AILL. rllLL BE AtstE C saE EAi|^S CN THe CTHERS|DE CLEARLf.

.:..1"l;1

_5r3r _

:=::*-:*--

'truq

,+
BY AREA TERRAIN
ONCE,A.IED
'l'errain,

Unlike solid ob.jects like walls and hills that completely

Tbants at leax ha('in

block line ofsight, trees,bushes,and standing crops are


harder to seejnto the further rhe target is inside them. If

edge, are Concea/ed, but can seeotrt oJ the Area Terrain

rve made a model wood with a re:rlisticnumbe r of rrees


and a lifelike amount of scrub and undergrowth, there

nre not Concealed fu it. If thel tre erttirely within


the Area Tirrain, then bath they and the enawl will

:woulcl be no room for our nodels, so the usualvisibilitv


rule of looking from rhe nodel's position doesn't work

be Concea/ed,

well wirh a miniature wood or frr.st.

Area

but straddling the

without hindrance. 7ttmt lessthdn halfin Area Tirrain,

WHY CN'TI HIDEBEHINDMY OWN TANKS?


Peopleoftenthink that it wouldbea lot saferfor infantry
to advance behind ranks than to spread out around
them.
-Mrile ir sounds good in theory, theLeare a loc
of reasons
why it doesn'twork in reality.The biggesrproblem is rhat
infantry can't reallv stay closeenough ro the tank to actually get any prorection from enemy machine-gunsspread
out crossthe banieeld. Even if they did, they would be
a prime target, being bunched up and easy to hir with a
singleburst.
On top of tlis, tanls are bullet magnets.They are big and
obvious and attract a lot of lre, r more than infmtry advancing in open order.Unforrunarely for the infantry trying

CoNCEITTp wHEN DUG IN


O n e o f t h e r e a s o n sl o r d i g g i r r gf o r h o l e . i s r o p u r a l o r
of clirt between you and the enemy's bullets. Another
reson is simply to get out ofsight
shoot you! Unfortunately,

so they dont even


solne guns are just so big

to hide behind the tank, they doni have


'.il
tankl armour to stop most of dreseshots, :
Ifrhis isn't enough for the poor infantry, theyruti
-x
a seriou' rirk of being run over by rhe ruk. Tanls
cm'r see infantry close to them and change direoiixi
or even go into reversewithout warning, squashirigany.,
i n f t n t r y ' r n n J i n gt o o c l o , e .
In gractice, infantry aie much safer advancing in.open
order with the tanks. Tha! way they are spread our, and
if shor at caa hit tbe din and take cover The experienced.
Canadians tried to tell the Highland Division this ar rhe
Battle of Cambrai in 19i7. The Highlanders refused to
listen and learnedthe lessonthe hard lvay.
ably be seen and is more than half hiden by the
features it is Concealed. Additional interuening
features, sucb as seueral ualls betueen the shooting teai
and the target, ?rouidt no additional beneft.

that there is no way of hiding them short of digging a


full-on gun pit as part ofa fortied position.
Dug In Infantry teams and Man-packed, Light, and
Medium Gun teams (other than Anti-airraf
guns) are
Concealed.
Dug In

Heauy and Immobile

Anti-aircraf

Gun teams and all


guns are not Concealed unley Concealed

by Terrain.

CoNcEAtED IN THE OpTN


Infantry and small infantry support weapons like heaw
machine-guns make use of every little c{ip and hollow,
bush and shrub ro conceal themselves from the enemy.
Most of these features are too small to be shown on the
tabletop but they are still there and can be ofbenefit to
your tfooPs.
Infdntryt

teams and Man-packed Gun teams are


Concea/edin thefollouing enemy turn if they don't moue
or assaub in their oun turn, eaen ifthey are in the open
and aren't bidden fom enemy uieu by ary Concealing
terrdtn.

Theseteams remain Concealed ifthey shoot,


as long as they don\ moue or axaub.

LooKING THRoUGH
MULTIPLEFEATURES
\7hat matters is whether or nor you can
see th trget. It does not matter if the
terrain rhat the target is hiding behind is
i r r e l F h i d d e nb y o r h e r .c l o s e rr e r r a i n .y o u
cm still either see the target or you cant.
It does not marter how man)t trdin
Jatures lie betueen the shootingteam and
iR tdr4et. As long as tlte nrpet can rc6on-

j .

In lanuy
Man-Packed Gm
Light Gun
Medium Gun
Heavy Gun
lmmOOlle
Vehicle

(rlln

go to ground by stopping shooting and


hugging rhe dirt. Vehicles and guns use trec branches
and camouflage nets ro hide themselves, as rvell as
simply remaining immobile in the shrdorvs.
Infantry

Tams tltdt did not moae, shoot,0r assault in their


otun turn a.re Gone to (lround. In ddditlon, a/l tuws
art Gone to Ground nt the stdrt oJ'the gtme un/ess
otherwise speciJi.ed.
Tamssulfer a +1 pertaLty to shoot at ar bombdrd enemy
troops t/tdt are both Concealed and Gone to Ground in
ddition to the + 1 penalry Jr the target being Concealed,
(]one to Gtound,
for a totdl penal4, of +2. Ifa tean is
but is not Concealed, the onLy beneJit it receit,esis a better
Gun Sarc (seepage 99).

,1:.:,

"ffi
:*';
r'J
tilr:rIril

Having selected your rarget and checked thar it is in


range and that you can see it, r'ou need to roll to see

PASSENGERS
CANNoTSHooT
Shootingaccuratelvfrom the back of..towded,

if you can hit it. The roll to hir not only includcs rhe
actual firing of your rroops' weapons af rhe enemv s

"
swaying truck is impossible, a soldier needs solid
ground beneath his feet to fire ellectively.

vou'd expect, bur also considers such things as visibiliry


communications and plain old luck. That is, a missed
roll to hit may mean rhr your troops didnt see the

Passengerteams cdnillt shoot uhile Mounted in or on


uehicles, but can fre Passenger-fretl MGI (seepage I I 9).

target clearly enough to get a good shot, or they ma1'be


didnt seethe target at ll and never even shot! Or maybe
their machine-gun .jammed on rhem and it took mosr
ofthe turn ro ger ir cleared.Alything can happen on a

PASSENGERS
CANNOT BE T,ARGETED
l r a n r p o r rv e h i c l cisr r em u c h b i g g e rr a r g e r r l r a n
passengers,
so it makessnseto shoot at the vehicle

battlefieldl
\Yhen rolling to hit the frst stepsare to:
. work out how many dice each tedmi wedplns giue
.

lou

teams c/1nnlt be the tdrget of shooting.


must shoot at tbe uehicle caffying tl:em rather thail at
tbe Passengers themselaes. Pasengers can be hit if tbeii

to shoot uith, dnd then

uehiclci' hir 0r Dc:ttqted tse(pag( I0l ).

uork out the scoreyou need to hit with each die.

Remember the Gun team towetl by a Tiansport team


be ,hot ar as Tart ofrhe frurrpori,ro,
rsrcpdg( 4g)

Then you:
.

simply catch the passengersin the same burst offire


Parenger

roll the dice and count up lour hits.

TARGETS
MoVINc AT THEDoUBLE

teams in a platoon may need di$erent scores ro


hit depending on the targers available to thern. Work out

An enemy team moving at the double is not using concealment and has thrown caution ro the wind, makin$

the score ro hit for each shooring team clepending on its

, r a n d a n y f r i e n d l y r r o o p ' n e a r b ; a n e J 5 yr d r g e r .

clrcumstances.

D,'uble the number ef 611a


yau roll Th Hir if ary ualid
tdrget in the enemJtp/atoon moued At the Double

Different

How MANYDICE?
A weapont rate offire (ROF) rting reflecrs the number
ofrounds a weapon can shoot in a turn,
r/hen a leam shoots, roll one
die for each point oJ ROF,
There are some exce?tionsto this ru/e, such as that wbich
reducesthe ROF of uehicle MGI when fring uith other
weapons (seepage I l2).

SHooTINGwHItE MoVING
lWhen moving, troops
have less time ro shoor accurarely.
\While thev can fire from a
quick halt, rhe number of
shots they can get offis dramrically reduced.
A team that moued reduces the ROF of all of its weapons
by half a: shown in the ROF when Mouing table.

Ifsome ofthe teamsin your platoon did not move, then


those teams still shoot at their full rare of re, even if
otnI teamsmoved.

single biggeit factor.in determining how many


altis a platoon takes is battlefield experiene. Less
nced troops havent lerned how to use ierrain
tireii advantage md often don't recognise the dmger
are in uritiL it is too late. It only takes one soldier
ng about at the wrong time to give the whole unit's

MoVING WITHROF 1
taketimeto load,limitingtheirabiliry
Slow-firing,guns
ro take snap shors on the move.
If the shooting weapon team ltas a ROF of I and moued
earlier in the turn, add +l to th score required to hit.

on away,

SCORES
DIFFERENT
TARGETS
REQUIRING

scorerequiredfor Tour tean to hit the eneml depends


the targeted te/tm's Skill rating modifed as shown in

The hardest prt is finding the enemy. Once you have


fouird one of them, you know where to look for the rest.

Roll to Hit table.

Ifthe

A successful roll means tltat tlte shooting team located


the target (not alway ea:y to do) and managed to hit
it and. its platoon uith one or more roun*.
Afailed roll neans either that the shooting team could
noTfnd the target or were unable to hit it.

targ* platoon has teams that uould require difer'


ent sc7resto hit, select the e/lsiesttedm to hit (out ofthe
ualid targets) to calculate the score that a team needs to
hit. Remember, each shooting team calculates its sclre to
hit separately. Once you haue calculated the sclre to hit
the eiest team, all ofthat team's rolh to hit require the
same score, but ma1 hit any ualid target in the platoon

IMPOSSIBTE
SHOTS
Remembetif the scorerequiredto hir is morethan 6,
then the shooting team cannot score any hits.

Add +l to the score to hit for each ofthe following:


.

The mge

Targettemis

Taget team is Gone to Gromd

to the tugeted tem

is over 16"/40cm.

Concealed'
while Concealed.

' , Shooting weapon has ROF I md moved.

ANKSAREqATDA3 TF,'INED,
THE1HRfu\AN
30 TH,|A?E HITONA ROLLOF A+. CVN
THOU^HONE13CONAI2,IT IS NOATHE
|AR6E1,30 DOESNOTMAKETHEM
EASIEST
6IV If AWAY,
MRDERTO HITA3 THEOTHERS

, t...,::i,r:
:, it::1,;:r:,:;

'S7hen

an important

soldier like a bazooka gunner is

hit, the platoon commmder

will attempt to keep the

ALTOCATING
MIXEDRATINGS
The enemy arent stupid,

they spread theii'17

weapon in action by ordering another soldier to take

heary firepower around, seeking out those valuable

over the weapon. This is reflected by the targeted player

targets rther than pounding

allocating the hits to the more expendable elements of


their platoon rst. However, ifthere is enough incoming

over again.

fire, the valuable weaponry will be at risk too.


Y1ur oP?onent allocates the hits you scored on their
platoon to the teams in that platoon.
Thereare some restrictions though:
.

Only teams that are ualid

targets-within

Line

of Sight, Range, lxnd Field of Fire of the sbooting


team-can
.

be allocated hits.

Hits must be allocated euenly acros all ofthe eligible


teams so as to maximise tbe number of teams that
haue hits allocated to them.

the sme spot oyer

If you are allocating hix with dffirent Anti-tanh


Firepower ratings, lou milst alllcate tbe hits ofeach typ
euenly as posible, sufiect ro the normal hit allocarion

rules. This meanstltat no team tabesa secondhit


thesametypeofweaponuntil all hauetakenonehit
that ueapon.
If you were shooting with weapons thar have diferent
Firepower or Anti-tank ratings, it is important to keep
rrack of which hits were scored by which weapons as
thesewill have different effectson the teams rhey hit.

Hits muit be allocated to other teams before teams

OVERKITL

that are Gone to Ground.

Somerimes a well-armed platoon will score more hirs

Hits

must be allocated to operational teams and

than there re targts available.

other teams (including Gone to Ground teams) before

If a ptatoon sclr(t morc hir, rhan it hat ualid

Bogged Down or Bailed Out teams.

allocare one hit to each team, then apply rhe hir allocation

Your opponent allocates all of the hits fom your platooni


shooting before anl rolh to seethe ffict
If afiu

of ltour hits.

applying all of the aboue rules, there is still a

cboice ofteams to allocate the hit to, then teams closer


than 16"/40cm to tbe shooting tedm must be allocated
hits before those beyond 16"/40cm.

procedure again to allocate the remaining hits.


SMOKE GRENADE5AND SMOKE DISCHARGERS
Most armies equip their soldiers with smoke grenades
and dischargers.As a company commander, irt not your
job to teli a private when to throw a smoke grenade,it's
just part oftheir rraining, In parr rhat'swhy the targett
skill is the biggest factor in hirring the enemy. Veteran
troops make full useoftricks like smoke grenades,while
conscriotsmav not even know how to use them.

b THEs\oolN,

TI,E AMERICAN<IFLE EAMS SCARETTIC HIT', V.IHICII

?LA\ERcANHAvereA\s TARGET

ALLOCATE;
TA TI/OM6 TEAM3.
r aERMAN?LAfER

14\<S, l\FaN-e', u\5, JR T<a\9rAsf. Hr13


-C'E
\\q3T BE tc"OCa'ED
Cr'OSEN Fle-<'

f
.blr
S '\':::::"--:i:

"1
-;*-

f *{

) THEgAzAaKA,s
t MUST
v u > ) BE
. etlt
5E

;-::'.):.)---

'
.
'-'..

-'

, ,,

-.*'.

lHE MAN-PACKED
: 6ur't rclus, gur ls
.: ruep FR1?aNER
: EONLy6,THEf

;;'-::;';:xr:",,"'Es*
iA";;o;;;-

THEz\t!Ai\^6uN HAsA FtRpo',^/eR


cF q+, so tr .aN rAR*ErrE

.-

TFLET'AM.
'!A\r.:a t!?:l_

MAN-,A,KED
Gr)N

TEAMS. 113 HIT MUST BE ALLACATEDTA ANE CF ft18 ATTACHEDHMG I'AM'.

AT MIXEDPLATOONS
SHOOTING
Some pl:ltoons combine troops of vehicles o1'diilr
ent types such,rs an amouted ri{1eplatoon with both
infantry :rnd thcir hirlfltracks. Tloops liring at these
plaroons have iittle di{ficuln in picking out the best
rarger fr their wcapon, firing anti tank *,eapons :rt Lhe
vehiclcs irnd machine-guns at the inf:rntrv.
BeJire ro//ing to hlt. 1,sv mal,uonintte t Prioriry nrger
I'riorl4t htrgci t)tp( cnr
rypeJitr edch shooting tctrn. 7ha'litnsport
tadnts.A tatn
be either Tiutk, InJmtrl,, Gun or
cdtt only hdue one Priori4r tiro\ et)eu iJ'it ht: multip/e
uedPons.
Your opS,ortentmust alloctte bit: .fi 0n thnt teril ta tenni
o.f tbe ['riority tdrget ,]Pe be.frc othcr t.l,Pc: C tryet,
subjilt

ta the ustra/ rtr/e: about a//octtitg

hit!. ,Lxtt://),

uhich tearu oJ tLat type drc hit is nl ltaui appatcn|!


di:cretiort..

TARGETING MAN-PAGKED GUN TEAM5


\ \ I ' i l . i r , . < . r \ \ 1 , ,\ l ' , , r. r L r r e .g r r n. i r . n F , . r n . o r r :, . 'r
infantrv platoon. machirre-guns:rnc1:rnri-t:rnk rilles lre
h . . r J r o I ' i . 1 .o L t tr , j r l ' r i H < .r r J n r r . l t i r t . q r r ' . r l r .r r r l \
on rolrrnrc of lirc rather than ,rccurecvlr el]ecr.
WLcn d/lotatitp, Lits.['on u.tttports wlth FirepotL,tr 5+ ot
6 il:iug tl)e Slnotlttg tt tVixt./ Ititt.ton: tuh, ilt oppotLtiLt
cdil /tLloil( l)i/! to illdit !i(ltL'd Gtru re,trtts rs if rl,ey
u,erceiil,cr JuJittttt.l,taatnsor (ruit tc,tiil:. lJ,i: rth oil!t,
jt /tt: tto efJit att (itut .\,tt'c:.
a.ftts ltir,tllonriou,
ALLOCATING FIREPOWER
lhe biil euns usually target Lhe mosr t1:rngerousopponenrs u,hile thc rillenen:rnd rnachine-gunnersL.'e;.
evervouc else'rheads clont.
lf' hit: trc bcltg dllocared to botlt tbe thosen Prtorirt
t/ug(t r,1,P(rtitr/ othar teants, hits tt//ocated ta tlt Prtorrr.t
t-),?.ilut:t ht tl:t hit: utlth tha brst Firepouer.

.!

it

,!
j,

THE HI13 ALLACATED1 THE CHOSN

reeeer
rypluus'tB.r,asl'/rF;

.- effiir*-*^

qrnffi

f f i '
F"

'
*-

"

sy....-. )':Y'-:!:':1,:'f,
4N1I-ANK 6UNS AN'

T|E BE3T FIRE?AWERRATIN.


4.

THE3RI1I3HCRaAM,.LL

'.

&

?rF .

-ry

- -.f.$.

-' -

&LE

'fS
:iD

ry;

&

-i

-F

FtPPa^Pl+a\:

--:

wc*\E-3'\' '/ --

F'FE,I^ER6

___#,u

f**-*

THEERMAN
ZLATER
Musf ALLacATe
rH MAIN6uNHff Ta ANANI-ANK 6uN AL?NG'/ilTtcNEaF H tj,acHINE-uN
HITS.THEPA^AINING
MO M,ACHINE'6UN
H|TSAREALLACATED
1A INFANTRY
TEAMS.
J

.'...:t,:.
. . 1 . - l : r :t r r ' r . . 1: : r _ r : . _ ' :
"'.:.._:::.1,.

'ie*ii*o
: .

:r,i'l-lli'

THEgRtflal /NTI-TANKGuNsscoR7lHR.F
;
HilS cN A 6ERT44N
PAN^ER
?#'TccN.
:,.+-

HITSIAuSf BEALL))AIEDTo TANKS


,1. vlru vcaK.. ARtAauR
tsFoRe

''i

THCSEilIH STRCN6TRARMAUP

ItsE ttK)1
SHAIIIN'

hlt

HA5

ITS SIDE

--ft:;;i6;iniff+-

-]|et1es+!ry@

TA GA AN THE TANK
.
ARAAAUR
A1 SHORT RAN6E. :

.!:
TI\E THIRDHIT I.
ALLACATED1A fHE
ANK 3HO!(JN6115
SIDE ARTVAUR
AT
LON6 RAN.
HE scoN2 Hll HAs Tc 60 io lHE
/NK 5I.]OI{JN6113 FRAN ARMAURA1
sHORl RANGE,SINC HITS tlAVE TA BE
-o
ALLJCATED
TEAv5 ^IT-1\ 16 /UOcv
BEFORTHOSEAT LON6ERRAN6E

HIT WEAKESTARMOURFIRST
\Whcn gir.ctrdte option oishortrine
irLrhick fronL armour
or rhinner side arnour, solclicrsLakerhc casiershot.
If hits trc

belng t//oct.red to khic/(!,

tl:e1' nut
bt
t,chicles hcJore ArntourerJ
rcblc/e:. tnrl Armowcd uhiclcs u,itlt iltc /ou,estArnour
uting bcJoretLo:e uiLh bigher Arm.our ntirtgs, vb.jcct ro

d/located to

Llnnnourtd

all prauious ru/es tbout al/otat.lnc ltits.


RATIN6S
ll gir.cn rhe choicc, rroops direc rheir rnosr ellecrir.e
anti-tank u.capons against arnourccl vehiclcs savin::
thcjr small f ns fbr unprotccted r:lfgcrs.
lJ' Lits trc bairy, r llocttcd to both ArnouretL t,elticlcsnil
othel turns, hlt: t/ktcatu/ to tLe Arruourerl ychlcL's ntuit

lh tstK:1 t5MM
HIl 13 ALLOCAED
TA THE ?ANTH.R
TANK HI'IIING ITS
SIDE AR.MouP,aF 5
ry"

to ttil.<(tt u,ith tLe ltwa:t Armour rdtitg:, rtLbj.ct T0 d//


7 r t i u t , . t ' 1 , ,. , l , o u ," l . , . r i ' r y / . r . . .

WHICHARMoURRATING
To UsE
Ii a tank onh. givcs il gllnner ir plrrial shot :rr its u-eak
sicle:rrnour, Lhev'llsrill t:rke it or,er rhc thiclier fr.onr.

MIXED ANTI-TANK

HITS NITH A LOWERANI-IANK


-: -aeja-a
<A-)\G aqt a--:ca-E)
t'llTq HE. LA"//ERARMOURRATIN3

be thc hits u,itlt the highest Anti taul< rtttittg, et,en iJ'the)
lttuc lou,er Flrapou.,errating:. ( /tits u'ith diffrcnt Antihtn/< rttiugs tra beitry a//ocdttd to At'nouret/ t.,ebic/es,the
hits u,itlt tbc /.ou,o Ant.i-tanle rntings nLltt be il/outed

lf thc :hooring tetln tltt hit horlt the Front and .Side
(i( pdge 98), trcdt it ns hduing the
t.ucdktr of tbc ru,o u.,hat d//octting hlt:. Hits LLU:t bc

Ltrmour 0-l d tiilL

?l/]ce.l dg.liult ttttns uith oull,tbt'it tptukc trtxour


sl,outing brlore tLel' 1p 6, tl/ocnted to ttdurs u,ith both
Frant aud Side unour shouing.

A BRIII'H AR/A)\RED
?LAlocNscoR1sA HlTIITH lls BIe 17 PDe6uN =
(A\-l-r'\<

.C ,,.-r r-a l3Ja1q ?5V v i,L\,s,A\-J -4\< lO'.


131r'\,

gT

THEsEcaND75MMHIl I3 ALL)1ATED
c TH
?ANaER
IV ANKHI11IN6IT3 FR]NI Aw\auRoF 6.

THE11 PDRHIl 13ALL)1ATED


TOTHSECAND
?AN?ER
IV.

;f*;*egc;ffi

:r:.1'ri:

10 THE
THETHR1ROLLSOF 5+ MUSTBEALLACAED

FIRFLI TA\<5. TV,O fA UE FRSI, ONE TO lAE OfE<, E

TANKS
OFDISTINUISHABLE
OTHEREXAAA?L

VIEKCNI AUN'
UN.
AUN4AME
GUN .sA/r'\E
CHA''IS, DFFEREN
CHAE'I)
VI 'NITq
VI
WITH 75MM
I'MM
b PDR
PDR VS.
VS. CHURCHILL
CHURCHILL
CHURCHILL
IV WITH
IV
WITH 6
CHURCHILL
G1N,-SAM
6uN,
6uN AND A TANLER lV a WllH 1.9C/^ KwK36
?ANZER lll N wtTH 7.5C/\4 KilKZb

?ANZERIIIJ 0LfiANDAPANZRIIIM

DIFFRNT CHASsts.

.5AMECUN,SAMECASSIS,AUTSPACEDARMOURAN?ANZERIIIM.

T ANKS
XAAAPLES
OF INDI9TINUISHABLE
IN HfiCH ANDTURR3I4A?EDON'TI^ATTZ
VII_,MINORDIFFERNC
CH\R)HILL IV (NA79, CHUR]HILLVI, ANDHURCHILL
DFFERENCES]N TI,]RREISHATEDAN,I MfiER.
TICERII (HENSCH ANDTrcEP II (PORSCH '4AINOR
(LAld WITH75MM 6UN1AM GUN, SAMC CHA33I3,
MI{AI SHERMANWITH75MAI' 6UN VS. MU.A3 SHERAI.AN

GUN TANKS
Disringuishing different marks or models of tanks liom
:loneanother on the battlefield can sometimes be dimcuit
for your averagesoldier. However, even a ras'recruit can
tell a giant Tiger tank flom a tiny Luchs reconnaissance
tank, or tell that a Sherman tank rvith a long 76mn gun
lis better armed than one s'ith a short 75mm gun.
',.On
.War
bdttlefetd 1,our troops are able
the Flames Of
to distingrish between diferent marks or modals of tanks
their chasis are diferent from one another, or iJ theit
arc rhe,ame but rhey aouur a diflerenr Matn Cu't
eaclt other, or if they diJJr in major fttings lilee
:German Schirzen sbirting or dozer blades.
aBefore
lou shoot at a ?ldtoon that contains Tanb teanu,
Jou m/ry state tltdt )10u wish to hit one Partirular mdrb
tanle that is distinguishabh from the others
modeL 0I
of ,t
|r
or mqaeL
in tlte platoon

'Afer rolling to hit, taleea second rollfor each hit scored


'

If yu

Otherwise, the hits dre dllocdted ds normaL.

rol/ a 5 or 6, you can cboose which mark or


model oftank you dle shooting dt.

Euen when you do ger ro ehoo,e which marb or model


tank is hit, lour opponent still gets t0 choose which
hicle of that type was hit
used, the Gun Tdnh rule ouerrides all other rules
hit allocation excep, th0se regarding ualid targets,
'ire

alL of the hit allocation rules app$ to hou hitt


tanks of ench marb and model.

allocated uithin

AGAINSTTANKS
BUNKERBUSTERS
Huge bunker-bustingguns havegreatdilTiculrvin hirring
moving targets,espccialll.when movilg themselves.
Hitsfr om d Bunher Bustr thdt m0ued cannot be a/louted
to d uehicle unless it is Bogged Dou,r or Bailed Out.

Now that your hits are allocated to the enemy teams, the
next step is to determine the effects of your shooting.
Like the roll to hit, the roll to sve can represent a

EXcEEDS
ANTI-TII.NKRATING
If your opponent's
Amour Sauero/l is greatiia

n u m b e r o f d i f f e r e n rr h i n g s .F o r e x m p l e . w h m a h e a v i l y
armoured tank makes a successful save from a direct hit,

tltan lour weapon'sAnti-tanh rating, their Armour


Saue is successful. 7he shot has no efect hauing
harmlessly of the ranh's armour.

i r m a y b e r h a r r h e s h e l ls t r u c k r h e r a n k a r s u c h a n a c u r e
a n g l e t h a L i t b o u n c e d r i g h r o f l r h e r h i c k s t e e lp l a r i n g

EQUALSANTI.TANKRATING

without penetrating. Likewise a burst ofre might have


passed between the soldiers ofan infanrry team withour

Ifyour opponentiArmour Saueroll exattly equals


weapon's
Anti-tanh rating theTfailed theirArmour

actually hirring anyone. Use your imaginarion when

Abhough your shot didn't ?enetrate tl)e tank's armour,


might till haue some efert.

thinking about what may have happened to your miniature troops on the battle6eld!

To detemine

the efect ofthe hityou rnust tahe a

Rolling to saue is done in two ?a/ts:

lett. Koll dnorb(r drc.

loar o??onent rolls to saue their teamsfrom the worst


efeets ofyur hin, rhen

If the roll equals or exceedsyour wealton's


rating, the rrew panic and Bail Our.

lf thel failed to saue their teaml loa roll to destroy


them, abhough unprotected tdrgett are dtstroyed
ourright iftheyfail their saue,

Ifthe roll is lower thdn ylur aea?oni Firepower rat


the shot has no efect and the tanb continues in
unharmed.

ARMOURXDYEHICTES,AVES

[Ess THANA,NTI-TANK
RATINc

For each hit on an enemy tank, your opponent rolls an


ilmour save to see if their tank's armour stopped the

[f lour opplnenti Armour Saue roll is les than


ueaponi Anti-tdnh rating theyfailed their Armour Sau;
Tb determine the efect ofthe hityu musttahe a

shot.
\Vhen a hit is scoredon an Armoured uehicle, tbe owning
player takes an Armour Saue. Tbey roll a die and add:
.

7he uehicle'sAmour

An additional

rating.

+1 ifthe

range between tlte team tltat

scored the hit and the team mabing the saue is ouer
16"/40cm.

te"t. Rolt another die.


,

If the roll equals or exceedslour


rating, the tanb b Destroled.

Ifthe roll is lower than your weapon'sFirepower


the shot failed to do signifcant damage to the

weapon's

but thecrea still Baik Out ofthe tanhfearingthat


nextshotmight do worse.

TH SEcoNoTAN(S R,LL oF
5 6IVE3A TOTAL
OF II, THIS
,AUAL9
THEANTI-IANKR41iN6.
IF THEJA^DPAN^ER
TI,AKES
A
FIREPOWER
ROLLOF3+,1H8
T-)t'l wtrr B BAtr-t Qu|.

.'.

FRoNT oR SIDEARMOUR
The thickest rrlnour on a tank is at the fiont. Slnart
t r o o p s r v i l l o u r f l , r n k : r nc n e m l ' t r n k t o s h o o t i r s s i t l eo r
rear l'herc their shots rvill penetrarenorc casrL\l
Vlhen the :ltooting pltyar hits a ntteted rcLic/t', tbc.1,rull

\Yltcn rol/irt,a tl,cir rtnotrr Stue. tl,e af?aLtcl1t usc: tltcir


rclricllt lrcilt

.u'illout' )ltitlt

if tlrc [.iitt of'Sighr ol'tbt

firirg ttttrtt is in.fiart o.ft /irtc t/.rtu,tt rcro:t rltt.fi.ottt of


the Lul/ or turrtt (tL,ltichtrcrutts l:ir). Otheru'i:c tht Srlt
ttrttLour rdtin.g i., tr:ut-

Ou a :cora oJ l+. the slnt hits tl). turrcT.

Othertri:e, it hits tht hul/.

I.fthc Jirins tettn is in tht.fiont or :itlt o.f both tl't l,rll


trd tttrraf, tltcrt'ls no ircad to ro/l n:eL'u,l,ith tt, i,it.

Hits oit tu'ret/es: Ltel,iclcst/uut,: l,it ilte ltull.

sP,Arc NII H RCN ARli,URIF IHE LINE CF 3131


t5 JN FRCN 0F itE ?ART li lra tl|tt CR 13
TURRET),CTHER:NISE
N': I,I7 iE 5ID' AR,V,CR,

cN T'tlRBAs
3l6HTFRA,v'
ANvI{HERE

A VEICLE
TAKE'Ii9 LN AF 3rc1,7
F<Clr'iil ilgA?ANMOUNI.
ils sftR,.fltrAr'i
i4NK ]s tN FR?NIcF BaTil
--!
--<<a-o:T
a--- t\)
:
lnt ?AN-1ER
GtN.ALL
4N( 4\t rrg 31N6 6 A33AUL7
-
3rc3 r'.Lenrr
F<aNTAR,I4oUR.

THEPIAT Is ]N FR]NI
THe3U6 6, sC lr r,ta
iHE FRONTAZi'IAUR.
'bq,*-flp.-

le 6 aDR jlN cAN sspacfi]igr


)<aJ I-a LI\e C
!'- r -.
a - 1t'etlf FRo[ tstND
THE FRCNTCF TgA

r<5 54C-

3--6 3,.: - ",-3


THE sID ARMOUR

stDa.
:-:t.
:::.]"'al:;,

,l

r.3

.3

..,1+':
WHATABOUTTHEREA
A /NK'S SI' AND PSARAWCUR RITJNGS'R 1' SA,IE. M'SI
ANkS ftAvg Si,Ult-ARil]lCKNSSsCF {Q./|,CUR
CN'f 5ir ANDir.i
R9AR.SC$E aVENHtV SLt61tt tcKee ARu,)URaN lNE aEARC
-.a
--e -aa.. ce:\_ aev:rQ!
,j-- )c
c:,t\-ERBt-t\c

DVrnicrs'Svss
Sofskinned

vehicles like trucks md

jeeps have no

SAVs

NF
lnfantrymen

rely upon whatever

armour at all. This makes them particularly vulnerable.

they can find, or improvise, to protect theniiiT

\Yhen you hit an Unarmoured uehicle team (a Tanh or

from the effects ofhits. Fortunarely, even an.l

Tians?lrt team with a Top armour rating of'-'),

your

apparently open battlefield has many places in

op?onent must take an Unarmoured Whicle Saue to seeif

which troops can take temporary cover-dips

your shot causedany serious amage. The opposingplayer

hollows, or denre patchesof undergrow rh-and


a r e t r a i n e dr o d o j u s r t h a t !

For eaeh hit on an en(m)t lnfantry team, yur


mutt tahe an Infantry Saue to seeifyour shot caused
serious damage. Tlte opposing plal,er rolls a die.

Ifrhe re'ulr i, 5+, the uehiclc suruiues unltarmed apart


fom

some holes in the bodyuorb

Otheruise, the uehicle is automaticalty

Dexroyed.

PRoTECT
GUN SHIELDS
VEHICLES

'l7hen

there arent enough armoured selpropelled antiL a n k g u n s r o g o a r o u n d . s o l d i e r ss t a r t m o u n r i n g g u n s

on trucks to get mobiliry instead. V/hile these portee


mounts aren't armoured, at least the gun shield might
oiwe

<nme

nrnrertinn

If an Unarmoured Tanh team uith a Gun Shield on its


weapon h bit by a weapon fring fom i.nfront of a line
drawn across the gun shield, the uehicle does not ltaue
a saue dt all. Instead, the shooting player must take a
Firepower Tx for each hit.
.

If the roll equals or exceetls the weapon's FirEower


rating, the uehicle is Destroled.

Otherwise, the Gun Shieltl protects the uehicle and


creu from harm.

If hit in any other fashion, the uehicle has its usual 5+


Unarm oure d Veh i cle Sa oe

RECCE
ANDWA.RRIOR
VEHICLE
SAVES
Reconnaissancejeeps and motorcycles are small and
their crews are trained to move stealthily and rake cover
, , i . L k , , , . , 1 . ,c . "
Unarmoure uehicles that are Warrior, Independent, or
Recce teams (including all Motorcycle Reconnaissance
teams) saue o a roll of3+ instead ofthe usua/ 5+.

Ifthe result is 3+, the team suruiues largely unha


Otberuise, unley the teem is in Bulletproof

Couer,

is De*royed.

GUN SAVES
\Xlhile gunners can hit the dirt, they have to get up
and move about to load and fire the gun, making
m o r e v u l n e r a b l et h a n i n l m t r y .
When you hit an enemy Gun tedm, ylur o?ponent mus,
tabe a Gun Saue to see if your shot cause any ierioai.
damage. The opposing playr

,
.

rolk a die.

".

Ifthe ruub is 5+, thry escape


uithout seriousinjury.
Otherwise, unles tbe team is in Bulletproof Couea
is Drtroyed.

GoNETo GRoUNDGUN SAVES


V/hen working their gun, gunners are forced to clump
togerher more rhan infantry. However, if rhey go ro
ground, they can spread out and take full advantage
cover, making them much less vulnerable.
Any Gun teams that are Gone to Ground (tbdt is, did
ruoue and did not sltoot), euen if not Concealed, haue a
3+ saue instead ofa 5- saue. This does not app to teans
that are only Gone to Ground becausetltey are behind
Smohe Marker. Remember, hits must be allocated to
teams before teams thdt are Gone to Ground.

t ,'.,

GUN

NS
wepons are just so powerfi.rl that there is no
ofsurviving
often mounted

a hit from them. These heary guns


in tanks and selpropelled guns

to break through enemy defensive lines.


teams, Gun teams, ?assengers, anrJ IInarmoured
automatically fail their Saues when hit by a
Gun or a Bunber Buster. 7l1is does not
to Artillery Bombardments Geepage 121).

Manning a gun in the thick ofbattle is a hazardous job.


To offset the increased vulnerability

of gun crews to

enemy fire, many guns have a bulletproof gun shield.


Gun Shiel* prouide your Gun teams with Bulletproof
Couerfrom shotsfredfrom

infontofa

line drawn across

the front of the teami base. Shotsfrecl from behind this


line hit the unprotected crew behind it.
Gun Shields r/o not prouide cluer to tellms mouing At the
D ou b le, nor fro m art i I lery bom bardments.

LTETPROOF
COVTN
ofthe chiefadvantages ofinfantry
the muimum

UNPROTECTED TEAMS ARE HIT FIRST


is their ability to

use of any available cover Although

nprotected infantry are vulnerable, infantry in trenches


o r h e r b u l l e t p r o o f c o v e rc a n b e v e r y d i f f i c u l r r o k i l l .
soft cover like trees and hedges conceals your
making them harder to hit, it wont stop a bullet
does nothing to protect them once hit.

Dug In Infantry or Gun team, or one in a Building


', Trench Linr,

Gun Pir. or 'inilar

bul/erproof

is in Bulletproof Couer.Likewise,an InJntry


Gun team Concealed by a Building,
age hedgerou, or similar

Tioops in the opn are always targeted by enemy fire


before those in cover.
\Y/hen1,ouare sbooting at d ?latoon that has some teams in
BulletproofCouer and others that dre not, lour oPponnt
must allocate hits to the unproteed teams before allocar
ing hits to those in BulletproofCouer, subject to the usual
rulesfor allocating hits. 7he exception to this is thdt a hit
from a weapon with the Bunker Buster dttribute must
a/ways be a/located to a team in a Bui/ding before a tean
outside a Builing.

stone uall,

bulletproof terrain is in

Couer.

MIXED FIREPOWER RATINCS


Tioops will

the target lnfantry or Gun rcams are in Bul/aproof


the couer mighT protect them, euen though they
their saue. To determine the efect ofthe Bulletproof
, take a Flrepower Tist

always direct the fire of their heaviesr

weapons againsr anv enemy thar are shehering behind


bulletproof cover.
If hits are being allocated to botlt teams in Bulletproof
Couer dnd unprotected teams, hits allocated t0 the teams

If the roll equak or exceeds1,our weaponi Firepower


ratlng, ]our weapon b/ew through the couer and the

in BulletproofCouer must be those with the bestFirepower

tdrget team is Destroyd.

Iflnfantry

If the roll is lower than your ueaponi

Firepower

rating, the couerprotects the team Jrom harm.

rdtinq.
or Gun tetms are the Prioritl

Trget T1,pe(see

page 94), then the Allocating Firepower rule has pracadence, otherwise the Mixed Anti-tanh Rating rule (see
page 95) has precedence.

:;..i,.i!.11].11

GERSIN

PORTS

NGERSON

Timsport vehicles are not intended to fight. They might

\ X / h i l er h e a r m o u r m a y p r o t e c r i r a n d

be armoured, but even then they know they dont stand

creq even bullets and ricochets can

much chance in a fight, so they run whn shot ar.

unprotected men from its exterior.

ARMOURED
TRANSPoRTS

Iyou

A r m o u r e d v e h i c l e s ,s u c h a s h a l f - r r a c k r .m a y c o n s i d e r
hanging around under fire as they do have a reasonable
c h a n c eo f s u r u i v i n g .
Armoured Transport teams roll sauesin the sarne wa1 tltat
Armoured Thnk teams do. If you Destrol an Armoured
Tiails?ort team, euery Passenger carried by the Transport
tel1m must pas a 5+ Passenger Saue or be Datroyed.
Any suruiuing Passengerteams immediately Dismount
Under Fbe and their platoon is now Pinned Down
(vepage 104).
Ifany Armoured Tiansport tedms in a pktoon were BaiJed
Out or Destroyed, the platoon must tabe a Motiuation Test
at the end ofthe Shooting Step.
.

If it passes,all Bailed Out Armouretl Tiansport teams


in the platoon immediately Remount (seepage 102),
ceasing to be Bailed Out.

Otheruise, all Pasenger teams immediately Dismount


Under Fire and the platoln's Tianspot tedms are Sent
to the Rear.

UNARMOURED TMNSPORTS
'soft-skiri
transport vehicles come urder re, the

\l/hen

drivers drop their cargos and high tail it to safety.


lYhen yu

hit an Unarmouretl Tiansport team (uhether

or not you Dutroy

it), euery Passenger canied

by the

Transport team must pas a 5+ Pasenger Saue or be


Destroyed. If all of tbe Passengers in d Tiansport team
are Destroyed but the aehicle is not, the Transport Te/1mis
Sent to the Rear immediately.
lfanyTransporr teams in the platon were De,troyed.rhen
all suruiaing.Pasenger tedms mounted in Unarmoured
Transport teams immediately Dismount Under Fire
and all Unarmoured Tiansport teams in t/te platoon are
Destroyed and remouedfrom the table. Their platoon is
now Pinned Dou,n (seepage 104).
DISMOUNTING

UNDER FIRE

S o m er i m e sr r o o p sw i l l b e l o r c e d r o d i s m o u n r f r o m r h ei r
vehicles rhey come under heary fire.
lf its transport is De,troyed o, ,emoueo[ a a rcsu/r of
shooting, any suruiuing Pasenger teams must immedi,
ate$ Dismount, mouing up to 4"/10cm, but no closer to
the shooting teams as it does so.
Tiansport teams (other than Wrecks of
Armoured Transport teams) can be remouedfrst to crate
spactJar rhe Parengers to Dismount. Ifrhere is no room
IJ necesary

for a Pa:senger tury


ream is Destroycd.

to Dismount, t/ten the Passenger

hit a Tnk rcam carrying Pa.'sengers,euery

team carriedfu the Thnk team is abo hh b7.the


ueapon and your oPPo,nent must lahe a 5+

Sauefor eacbof then instead..of their usuhl Infrintry


Gun Saae.7hePmsengeri.are
not in Bulletproofcouei
no Firepower Tstis needdto Destlqt them.
If the

'lanb

team receires muhiple

platoon's shooting

hits from the


each Pasenger team tabes one /tit

each hit on their uehicle.


All suruiting Passengerrearus immediately
{Jnder Fire and their platoon is nou Pinned Doun

page I 04)

(t

are a thick. metal shell filled with flammable fuel


and their crews like being

explosive ammmition

immediate Motiuation

7st instead of placing a second

marker

rnr,liveaboursmuch asthe next guy.Sowhen they

alaiound penetrate their tank, they usualiy jurp out


:fast.aspossible. After thefre sure the tank isnt going

If the test is ?aved, theihot has no ffict

tf the ten is failed. rhe lcw decides rhar it\ too dangeoat to Remount their uehicle and the rchicle is

b u r n r h e y ' l lg e t b a c k i n a n d c a r r y o n .
Flames Of War, we describe any armoured vehicle
t isnt operational, but at the same time isn't obvisly destroyed. as bailed out
covers wide range of situations. A tank may be
telywrecked, but becauseit's not burning neither
can tell what's happening, or the crew could still be

Desnoyed.

BAILED
OUT VEHICLES
REMOUNTING
A crew thar h bailed our of ir, tmk is understandably neruous about getting back in again. It might yet
explode, and even ifit doesnt, the enemy have its range
a n d c o u l d e a r i l yp u t a n o r h e rr o u n d i n r o i r i f i r s h o w s

inside the tank, but stunned from the impct

signs oflife again. However, once a brave crew has taken

bigh-velocity shells. Mostly, bailed out means tht


rew have abandoned their tank and are miting to

a moment to establish that the vehicle is not going to

if it is going to explode, or whether it is safe to get

blow up on them, they will get back in and continue


to fight.

tn.

During the Starting Step at the stdrt ofyour turn, roll a

a maiker to indicate that an Armoured uehicle has

Motiuation Tstfor each Bailed Out Armoured uehicle.


. Iftbe test is tuccessful, the creu Remounts their uehicle.

Biled Out. Bailed Out uehicles may nzt nou or

(including Shooting,fring Artillery Bombardments


f.gbiing in Asaubs) until the tea Remountthe

Remoue the Bailed Out marer. The uehicle can now


act as normal this turn.
'

matt Dismount from a Bailed Out uehicleat


siart of their next Mouement Step as normal,

Test, the crew is still too


If you fail the Motiuation
shaben to fght, and you'll haue to tuait antil the start
oflour next turn to roll again.

OUT A SEcoNDTIME
takes guts to keep fixing your vehicle under fire.
troops simply cut and run when the enemy starts
hits.
,ime d uehicle thar is alreay Bailed Out or Boged
woull be forced to Bail Out again (whether
or fom

asauh or any other reason), tahe an

In F'kmes OJWar, a team is destroyed when, for lvhateyer

A Destroled Armoured uehicle is not Terraii,

reason, it can no longer function. This docs not neces-

but does haue sornesimilar efetts to Tetain.

sarilv mean that all its soldiers are dead. For example,

De,r,o)ed Arryoured uehjcle,are \/s1u (,otng. leams

tank ctews often survive their tank getting knocked

mn)t not end their Mouement on top of a

out. An irfantry

Armoured uehicle.

tcarn rnay have been so terrorized

bv an artillery bombardment

that they have become

psl.chologic:rl casualties and have lled to the rear areas


to recovr.'1hese guys will be back, but not befbre the
Fkmes AJVarbatrie

is long over. \X/hatever the damage,

the destroyed team is out ofaction for the duration of


the batde.
Retnoue all destroyd Infantry

and

Oun teams ancl

Unannaured uehiclesfrom the tab/e.

DESTRoYED
RMoURED
VEHICLES
fhe abandoned rvrccksofdesrroyecl tanks litter the battlefield, often srill burning.
Leaue Destroyed Arruoured uehic/es on the table. Mark
them as Destroled by placing a plume of stnohe on the
mode/ representing smohe and fame from internal Jires.

,'

l*q
,l

A Dutroyed Armaured uehic/e Conceals any team seen


through it (ignoring the smobe p!um),
and prouides
BulletprooJ Couer to tetms immedidtefi behind it in the.
tdme wd! as d Linaar Obstacle
Like teamsJcing each other acrossn wall in an assault;
Iumr Iouchiqg rhe wnechcount as being in eontnct with
tellmt olt the atber side of the wrecb in dn assau/t (
page 148).

if you doni mne ro kill the enemy with your


the weight of re may pin them down. For

WARRIoRSAND INDEPENDENTS
Senior officers and arLi[ery ob.erverr are relatively in-

irnder suchintensefire, fomard progressii imconspicuous targets and can move about and take cover
, and evenshootingis difficult. Soldierskep
quite freely,even under heary 6re.
a profrle possible,only popping up occionally
Warrior teams and lndependent tedms (annlt be Pinned
a quick shot beforeducking back under coven
pktoon

that tabes at leattfte

hits in a single Shooting

becomesPinned Down. Thesehits can be from any


or combination ofsources, as long as allfue hits were
in ite same ShooringStrp. In addirion, /1platoon

Down except while thel hauejoined a platoon.


A Varrior

team or Independent team that has joined a

platoon is Pinned Down ifthe platoon they hauejoined is


Pinned Doun, but ceasesto be Pinned Doun when they

tahesd singlehit fom an Artillery Bombardment leaue tbe platoon at the end olrhe Srep
ige page J2)) or Air Attach (seepage 177) also becomes
Doun.
a Pinned Doun marher uith the Platoon Command

ITATLYING
FROMPINNEDDOWN
-4ren

If yur

WHILEPINNEDDOWN

platoon is Pinned Doun, you ma! attmpt to

Rally Lt in the Starting Step at the star"t ofyour turn. Roll

either hit the dirt or retire when the incoming


gels too heary. On the otherhmd,

the attack grinds to a halt, the men need to

regather their wits and courage, and get moving again.

to shou that a ptatoon is Pinned Doun.

umouredvehicles

relatively unaffected by incoming fire.


end Gan teams and Unarmoured uehicles in a
ned Down platoon may not moue rloset ToanJ (neml

in Line lfsight, nor moueinto Line ofSight ofany


enem!tam.Armoureduehicles
in a PinnedDown
may mouefreely.

a Moriuation Testfor the platoon


. If the test is successful, the platoon recoaers
fully and is
imnediately ready to continue the baxle. Remoae the
Pinned Down ryarkcr.
.

Otheruise, the olatoon remaint Pinned Doun.


Since armoured

vehicles ue unaffected by being pinned

down, there is no need to record that a platoon consisting soiely of armoured vehicles is pinned down.

NG.WHILE
PINNEDDOWN
troops can still shoot, but at reduced
from having to duck the enemies' bursts of fire
and Gun teams and Unarmoured uehicles in a
Down pktoon can still shoot, prouided thel do
moue. lYhile Pinned Down teams reduce their ROF
half shoun in the ROF \Y/hen Mouing Table on
91, or if they starred with ROF L add a t I penalry
tbe tcore to hit the target
uehicles (uhether Fu/ly-armoured

or Open

do not reduce their ROF when Pinned Doun.


doun teams cannot fre Artillery Bombardment:
page 121) unles they are Armoured aehicles

PLATooNSWITHNo CoMMANDTEAM
The platoon commander is responsible for seeing rhar
their platoon carries out its part in the overall battle

APPOINTINGNEW
COMMANDERS

team is wipecl out,


leaving a platoon leaderless,the platoon's advance stalls.
It will 6ght on bravely, but it will fight where it stands.

\fhen

A platoon that does not ltaue a Plntoon Command tenm


cannot moue in tbe Mouemant Step but lts teams can sti/l

lfyour eompanl or 2iL Command ream does nor Join


anJl platoon in the Sbooting Step and does not shoot,
may appoint any Thnle, Infantry or Gun team t/tat

plan. If the plaroon's command

rotte on the spot, Dismount, or Dig In.


Platoons can continue to fght and tahe Motiuation Tests
as norma/ without n Plntoon Commantl team.

BoGGEDoR BAILED
CoMMANDTANK

an attack stalls due to the loss of leaders. a

oficer can go over and appoint a new leader to get rhe


m o v in g r g r i n .

zuithin Command Distance, and from a pldtoon in


lan

com?dnJ Qncluding atTached supporting


that does nlt haue a Platoon Command team, as th
platoon\ new Plntoon Command team.

tVhen an olficer's tankgets stuckor


damaged, rheysimply
swap it with some lucklessjunior tank commander and

Ifthe appointed tean is a Tanh team, it becomesthe


Pldtoon Command team. If the tedm is ttn Infantl

carry on.

Gun te/1m, re?ldcit tuith the origina/ Platoon Com


team if rlnr was an In1nrr1 team, or a spare ( ,

lf ane of your Command fank teams is Bogged Dowru or


Bailed OuL you ma!, at the end ofdny Step in your turn,
tdbe ouer dilltlrer tdnk (aJter any Platoon Morale Checles

Rife team otberwise


Ihe new Platoon Command team is appointed at the
'Ihe
netu Platoon Command
can shoot this Stap, only the Company or 2iC Com

you need to tdke). Dtignate another Thnk team that is


within Command Distance of the old Command team as

of the Shooting Step.

the neu Commdnd team.

team is preuented frorn shooting while appointing a new.


command. team

Higher Command tedns may tnke ouer anl friendly tank.


Company and 2iC Command teamt mal take ouer any
tanh in their company ftncludiilg attached supporting
platoons). P/atoon Comrnand teams may only take ouer
d tdnk om their own pktoon. Houeuer, noue can tnl<e
ouer a tanb from an Allied platoon (re page 70)
7heB oggedD oun or Bai led () ut tank remains in p /ay.How euer,it is no Ionger the Command tank. Instead it becomes
part ofthe Platoon the taben-ouer tdnk ctme from.
Since the Command team takes their own crew with tLant
ro crew !heir nt w rank. giuing rl,cir n/d rank t, thcjr ttcu
tank's crew, both teams rtain theil oun Motiuation and
Skill ratings and their own specia/ ru/es.Any special abili,
ties such as tlte German Tiger Ace skilLs (sre page 244)

HIGHERCOMMAND TEAMS
S c n i o ro f f i t e r . h a v e r h c a u r h o r i r y r o a p p o i n r c o m m a n d ers for any platoon in the orce.
A Higher Command team maj dppoint a new Platoon
Lorymand tary in tl'e snryc u q)/ os a Lompany
L-ommand tearn
Howeuer, while

a Company Command team


onQ appoint a Pktoon Commtnd team for their
rcrydtry. a Highe, ( nmmnqd t(om ma1 aploinr a
Platoon Command team to an! pldtoon in the force
thel can Join.

nznsfer with the Command team to their new uehicle,


and the platoon applies its skills to the uehicle they gained
from the Command team.
Unless both ue/ticles are Recce teams (ee page 193),
neither uebicle is a Recce team aJter the transfer.

NO RE-RottWHILEBAILED
OUT
V/hen a commander is forced our of his vehicle, his
in{luence on the battle is temporarily curtailed.
While a Higher or Company Command Tanb team is
Bailed OuL it no longer alhas the platoon it is leading to
re-ro// failed Motiuation 7bsts.Howeuer, in the Sttrting
Step the Commanc/ Thnh team mdj attempt to Remount
their own tank frst (seepage I 02), then ifsucssful grant
the re-roll to the remainder ofthe platoon.

'''
i

i are made up ofa gqoup ofsoldiers all ofwhom


t o g e e r t o d o t h e i r j o b . l l s e v e r a la r e k i l l e d o r
the remining individual soldiers are lnable
c o n t i n u e a l o n e ,. o c a r r y l h e * o u n d e d r o r h e r e r o r

Platoon Morale Chech), roll a die.


.

nother tem.

Orherwise. the owning plaler

Dntrols

dnl

orhff

friend$ Infantry team that is uithin Command


Distance of the Wrrior tenm instead as the uarrior

officers however. are a different marrer.


r indinidual fate matters-a

On a rol! of ++ you hillcd or seriously wounded e


uarrior and the rcam is Desrroycd.

lot. There is a good

ca/ls them ouer to form a n(w team. lf rhere are no

that an olficer will survive the destruction of

suitable Infantry

teams, the Varrior

is Destroled.

r command team and their exoerience allows them


reform it from nearby soldiers and continu with

WARRIoRGUNTEAMCASUALTIES

lr loD.

Gunners need guns. Warriors are too hard-6ghting to


let something minor like the loss of the ir own gun stop

oic soldiers are similar. Unlike normal soldiers, they


i s t o p j u s r b e c a u s er h e
around em do.
"oldiers
s i m p l y g a r h e rm o r e r o l d i e r r L o g e r h ear n d c a r r yo n
o n l l w a y t o s t o p r h e m i r L o a c r u a l l yk i l l r h e m .

them. Iftheir

own gun is knocked out, they run to the

next gun in the unit and rak command ofit instead.


If you Destroy an eneml Warrior that is a Gun team by
sbooting or assault (but n7t /1sa resuh of afuiled Platoon
Morale Checkl, roll a die.
.

On a roll of ++ you killcz{ or seriously wounded the


warrior and the team is Des*oyed.

ARRIORTANK TEAM CASUALTIES

alucky shot kills or seriously wounds the warrior,


loss of rheir tank won't stop them. They simply walk
to anothr tank and take it over from its previous
'you

Destroy n (n(m! Warrior that is a Tanh team by


or assauh (but nlt as d result ofa failed Platoon
,Check), roll a die

On a roll of 1+ you hilled or seriously wounded the


warrior and the team is Destroyed.
Otheruise, the awning player ma1 designate any other
fiendly Tanh team that is uithin Command Distance
ofthe Warrior team for tbe warrior to take ouer as tlte
rieu Warrior team. 7he tanh that the warrior tooh
oer nou counts as Drnoyed to the platooil it came
:; fom. If there are no suitable Tank teams, the Warrior
is Dectrcyed.
the uarrior

taleeouer is also a Recceteam, the Warior team is no


a Recce team ifthey were before.

INFANTRYTEAM CASUALTIES
iors Iighting on foot still fight as part of a team
othef soldiers covering them and supplying exrra
.rd ammunition. V4rile most teams cease to
alter a few cualties, warrior is not so easily
As long as they arent actually disabled, they
g a t h e ra n e w t e a m t o r h e m r e l v e sa n d c a r r y o n
you Destroy dn enemJt Warrior that is an Infantry
by ,hooring or assault (but nor u a rcsult ofa failed

replace dnJ/ other friendly


Gun team
the samc ueapon that is within

Comryand Diuance af rhe Warrior tcam with the


Warrior Gun tenry. tbe Lun rcam that rhe wqrrior
replaced is Des*oyed. If there are no suitable Gun
teams, the Warrior is Destroyed.
WARRIOR

TMNSPoRT

TEAM CASUALTIES

The leadership of senior oficers is more important than


their combat abiliry They ride in jeeps or haltracls to
get to where they are needed quickly. Fortunatell', there
isnt much ofa jeep that actually needs to keep working
lor it to function. It can be riddled with trullet holes and
srillget the olcer ro where rheynced ro be.
If you Destrol an enenj

Warrior that is a Tiansport


team by shooting or assauh (but not as a rruh ofa failed
I-laroon Morale Chech). roll a di,
.

taes their own creu uith them to creu

neu trznl?, the! retain their own Motiuation and


ratiigs and their oun special rules. Unler the tanle

Otherwise,

equipped bith

On a roll of 4+ yu

killed or seriously wounded the

warrior and the team is Dexroy,ed.


.

Otheruise, the Warrior's uehic/e is riddled with bullet


ho/es, but is still driueable. The Warrior tedm continaes on unharmed and is not Destroyed.

Sometimes ,vour weapons won't destroy the enemy


quickly enough to prevent them from wreaking havoc
on your own troops first. One way to protect yorir

I.:..-

EFFECT
oF SMoKE
It takes more smoke. mmunition

thn mos

weapons have t produce a screen dense enoughir

troops in the meanwhile is to re smoke t the enemy

and long-lasting enough to completely block vision.

to temporarily impair their vision.

A tedm cdnnot tee llnother team at ouer'16"/40cm

Only weapont lisred as hauing the Smoke anribute in thei,

all Lines of Sight betien

Arsenal uay firc smoke.Some weapon, can alsof re Smohc


Bombardmenrs (se(pag( IJb).

-\moke

SHooT SMoKEFIRST
Smoke screens take time to develop. If you dont fire
them at the ilrsr opportuniw, the enemy will shoor back
while you are still waiting for your screen to form.
Weaponsshooting Smoke must shoot before other wedpont
in the sameplatoon.

Ifa/l Lines ofSight fon a Shooting or Sponing ream


dn enem! team pats through Smobe marhers, the
teaw is both Conculed and Gone to Ground,
ofall other consiclerationt, exce?t in Dtfensiue Fire
it only ConceaL ,seepage t 52).
Ifany Line ofSighr from a 5hooting or Sporring rom
the enemL team does not ?ts through a Smoke
rfu Smobe 5r,een ha, no efect.

FIRING SMOKE AMMUNITION


Smoke ammunition

tltem enter or pass

lyldrPeft-

is used much like any other, except

thar when it hits it doesnt explode but gives off a dense


cioud of white smoke instead.
Use tlte normal sbooting rules to deiermine the number of
hit: scored. Unlike normal shloting, Theshooting player
may choosewhicb teams out ofthe ualid targets uere bit
when Jiring smohe ammunition.
For each hit scored, place tuo Smoke markers 2"/5cm
in diameter and 2"/5cm tall (balls of cotton wool worl<

A Smoke Screen is not a Trrain Feature

SMoKEDISPERSES
Smoke shell' donl burn for long so rhe smoke dr
away quite quickly. 'i/ithin a few minutes the target
be able to shoot again, so make sure you are ready
ir hrppen'.
[n the Starting Step at th stdrt oflour next turn,
all Smake markers thnr you frcd.

well), one on either sitle of a /ine running betueen t/te


centre of the shooting mldel dnd the centre of the target
model, to form a 4"/ I )cm wide sneen directl, in front of
the rclected tdrget tedm. The hit has n0 other elct.
You can only lire smoke ar enemy reams.lVhile firing
smoke at friendly teams may seem like a good idea, the
likelihood ofconfusion airtl friendly casualtiesis too high
ro make it worthwhile.

i,ii:.i,

are big solid objecr'. You canr 'ee rhrough

The font

of a Thnh team must be square up dgdinst a

but you may be able to see oYer them


'ding
block Line ofSight through them. Tioops on one

uall

of a Building are completely out of sight of any enemy

can on$ shoot through this Apening. b carunot Rotdte

the other side, unlessofcourse they are positioned high

to sltoot through it. Tieat that wal/ as hauing an

Opening through it tbdt is occupied by the tanlz. 7he tank


its turret, so must mout to shoot through a diferent uall.

0 ree 7uer tht.0P,

LOOPHOLES
\7hile troops cannot dig foxholes in a building, they

FROM A BUILDING
buildings provide exceptional . ^ , , - .
atly restrict the visibility

,h..,

of those taking refuge

ide-leaving large blind spots.


'amsin Buildings only baue Line ofSight to tedmt outride
they are square up against one or mlre Openings. The
Field ofFire ofa team f;ring out dn Opening is euerything
in Jiont of a line drawn along the wall that the Opening

can knock loopholes in the walls to give them a better


field of fire.
Infantry
Building

teams that Dig In (seepage 51) while in a


do not createfoxhoLes. Instead thry Loophole the

ualls, giuing them Line of Sight through all walk they


are square against as iJthey were at an Opening. As with
any Digging In, if the team moues, they lose the benefts
oJ'their Loopholes.

tn
Infarutry team has a FieLl of Fire through any or all

Enemy teams shooting at d team that has Loopholed a

the Openings it is square up agdinst, regardless of its

wall also shoot as if there were Openings in a/l wa/ls that

Field of Firc. Gun ream, can onl), shnot out nn

the team is square up agdinst.

ng in font oJ'them

Loopboles cannot be used for an1 other purpose. You

one tel1m can baue Line oJ Sight through an

cdnnot moue or asaub through them.

Opening unless tlte modelled Opening is wider than the


i base. For wider Openings, as man! teams dt can

SHooTINGAT TE,AMS
IN A BUILDING

time, with an additional team using the reuaining

It is almost impossible to distinguish rhe occupants of


a dark building fron outsidc, so mosr shooring is at the

in the Opening ifthere is any.

openings rather than a specic occupnr.

completeb into the Opening together can use it at the

Tam: with a [,ine of Sight to an Opening into a Building

A N K SS H O O T I N GF R O M B U I L D I N G

haue Line oJSight to eur! team in the Bui/ding. Teamsin

a tank wants to shoot out of a building, it simply

a Building aluays count as Concealed and in Bulletproof

ives out through a wall, swings its gun to the Front,


and back' into thc hole it jusrmadc.

Couer, euen to tedms in the same Bui/direg excePtdgainst


Defensiue Fire during assaults (seepage I 52).

:,::.:,::-::1

BUNKER
BUSTERS
SHooTIN6BUILDINGS
\X4rile buildings

provide

exceilenr prorecrion

from

most weaponsi some guns irrc big enough to make the


building a.leathtrap. One hit is likely to kill everyone
insidc.
When a weapon with tbe Bunher Brcter attribute scores
t l)it oLt d tean in a Bui/ding, it rt/so scoresd hit ott
euery otl)er InJdntry or Gun team in the Building. IJ'the
Building has mubiple rolms, or tlte target platoon is occupying seueralBuildings, tbe shooting plqte may choose
wbich room dnd Building is hit b1 each shot.

SHooTINGAT TANKsIN BUILDINGS


Tanks nake a total mess of a building u,hen thcl'drive
through ir, smashing walls and bringing dorvn half of
rhe ceiling.

BecauseoJ the damage it has done to the Building uthile


mouing in. a ltnh ream .an b? '(n througlt aay a'a//
ofthe Bui/dirug it is in (but remains Concenled), euen
there is no Opening mode/led in that wa//.

solitry hunters with telescopic sights on their


are the .tuff ol- legend.. They usually work in
r s . O n e s h o o r sw h i l e r h e o t h e r s p o L s .r e l l l n g r h e m i l
w e r e h i g h , l o w l e t , o r r i g h r . T h e p a i r s p e n d sh o u r s
hidden, unable to moye, waiting for their prey to
i n L o r h e i r s i g h r s .T h e n . u i t h o n e s h o r r h e y b r i n g
enemy down
ioers dontkill

PERFECTLY
CAMoUFLAGED
A good sniper's hide is chosen so that the sniper will
renain invisible, even vi'hen they shoot.
Sniper teams arc Conrealed and Gone to Ground, euen
when they shoot. Tltry are also in BulletproofCouer.
A Sniper tearn maj not fre if there are any fiendly
aithin

asmanysoldiers asa machine

4"/1A{m,

teams

as the presenc ofthese troops will giae

au), their hid?.

t h e p e r s o n a ln a r u r eo f r h e i r s h o o t i n g m a k e st h e m
more fearsome than an indiscriminate machine-gun.
leader im rally his men to advmie into machinere, but even the act ofwaving

yor men forward

death in the face ofa skilled sniper

Snipers haue the following characteristics.Snipers


Indeperulent Infantry teams an always rated as
Vneran. Although Sniprrs are lndependent
thejt may not Join pktoons

Range ROF
16"/40cm I

m a k i n g i r d i f f i c u l r t o L e e pu p e m o m e n t u m o f a r t a c k .
A Sniper may re-roll any failed Roll to Hh. Any platoon
hit by a Sniper team is automatically Pinnetl Doun.

DRIVEN
OFF
If the enemy discover rhe sniper's hide, a smart sniper
realisesthe game's up and gets out.

ilters are armed with a sniper rifle.

bapon
iper rife

EXPERT
SHoT
S n i p e r sa r e e x c e l l e n st h o r s ,< h o o r i n gm y o n e u h o m o v e s ,

Anti-tanh
0

Firepouer
4+

If
.

IPER.S
HIDE

i p e r s s n e a ko u t j n t h e d a r k n e s sb e f o r ed a w n , m o r i n g
into their chosen hide. Once in position they

it p*tiently for their prey.


terrmJ tue neuer deployed at the start of the
Instead, they are held of table in a Sniper Pool.

beforeyou Roll for Reserues


in the Starting
)t7u mdj place any of your Sniper teams in any
Fearurr in lour lwn Deployncnt Area or No

tbat Destroyed

On a score of4+, they knock out the sniper.


Otherwise, the Sniper team slips auay and is placed
bacleinto your pool ofSnipers read.I t0 rturn later.

Sniper teams cannot be assaubed. Instead, ifa team that


can Charge int7 Coiltact is uithin
Sniper team during the Araub

4"/l)cm ofan enemy


Step (seepage 111), h

can attemPt t0 catch the Sniper. To tlo so, the player rolls
a die:
.

On a scoreof4+, they hnocb lut the sftiper remouing


the team from the game.

Land such tbar rhr Sniper ream is not wirhin


11cm of any enemy team.

Sniper team is Destroled, the plaler

it rolk a die.

Otherwise, the Sniper team slips aaay and is placed


bacb into your poo/ ofSnipers ready to return later.

TERNATEHIDES
the tactical situation changes or a sniper's hide h
discovered, they will sneak offand occupy a previreconnoitred alternative position.
tbe Mouement Steplou mdl attemPt to rem7ue a
the rablc. To do thi', ro/1 a die

r ream fom

On a roll of4+, you can remoue the Sniper and put it


bach into your pool ofSnipers readl to beplaced again

in a future turn.
Otberwise,the Sniper c/tnnot moue safe/yat the
momentdnd remainswheretheyare.
;de

from being rcmoued like rhis, oncc po:itioned a


tedm cdnnot moue for an! reailn. If they haue
mouefor an1 ruton, rhe), are Dcstro\el and remoued
the gawe

AttemPting to catth the Sniper does not Preuent the team


from tahing part in an asaub later in the Assau/t Step.

1,.* r:lrl,i::l:.-:r-.
;:il

iil

'1}

&i@:]:!;}1

Most tanks have a main gun nounted in


t h c i r r u r r e ra n L ln r r n c r o u . n r , rl,r i n e - g u n r .

MAIN GUNS
A big rnain gun is important if a tank is
going to knock out orher tanks and shoot
up infantrv in frtied positions.
()un is any uehic/e,mountad weapon
other tlun the Whicle Mnchine-gurts listtd
on the Jllouittg pages, Somc tanks dre on/1

AMain

arruac/ u,ith ndc/tine-gtns dnd do not h/1rc


d Main (]tn.

TURRET
MoUNTED
Most nain guns:lre mounred in rotating
turrets allowing rirem to engage an), targer
they can see.Unlessotheru-iseindicated all
irain guns are tufret mounred.
Turrct-moutted

guns harc nt

ttLL-nund

Irie Id of Firc.

HULLMoUNTED
Expense, the rveight oF rhe gun, or Lhe
size of thc vehicle can lorcc :l ranK ro nave
its main gun mounted in the hull rvith a
limited field of hre.
A Hull-mountetl

uedpoil hdt a lS},degree

Field of Fire either in fonr

oJ a line dnuurt
atross thefront or to the rear oJ'a /inc drtu,n
atross the rear of the ucltic/e (destending on
ultere tbe gwt is utounted).
MULTIPLE WEAPoNS
\ o m c r a r r k . , . u . l ra , r h e U S M J r r . d i r r r n
tank (Crant in British service),mount rnorc
thirn one main gun. This is uot as useful as
it mav seem, since the gunncrs rely on the
conmander to give them targets and he
c a n o n l l , d o o n e L h i n ga t a r i m e l
Whiclas witb multipla Main Guns tnal Jire
both guns at t/te sdryc tiruc, dt cither the
ttme pldtoan or difrreut flem)t p/dtoo\ts.
Vbet.fring
multiple Main Guns, yu ma.1t
choosetu/tit'h Mnln Gun Jires dt iti ilormd/
ROE All other Main Guns haue ROF l.
Tanks do not havc ro fire all of their guns
at oncc- They mal're onll.sorne, onc or
even non of thcir rveapons.
Remenrbcr, if a tank uroycs rhe ROf of its
nain gun tlrops to 1. Since anr.other main
surs that fire alre:rdy har.e RC)F 1, they
must add + i to the score needed to hir.

:i.r.,1..

lii',.,*
IN'GUNS
everyrarmy has its own designs of
machine-guns, they are all essenthe same.
machine-guns baue a

range of

16"/40cm.a ROFof 3, an Anri-rankraring


2, and a Firepouer rating of 6.
main exceptions to this are the vanous
ryweight .50 cal (halinch) machinen . u s e db y s o m e c o u n rr i e . f o r t h e i r e x t r a
n power against aircraft

and

r armoured vehicles.
ca/ uehicle machine-guns haue a range

16"/40cm, a ROF of 3, an Anti-tank


of4, and a Fircpoac, rntingof5.

ON THE MOVE
of the advantages of mounting

ine-gun on a vehicle is that they tend


provide good shooting platforns. As a
vehicle machine-guns do not reduce
r ROF when moving.
Vehicle nachinc-guns do not reduee their
when mouing or Pinned Doun

RING WITH OTHER WEAPONS


tank wont get the full benefit of irs
ine-guns if it is busy firing other

rs well.
one uehicle machine-gun canfre at its
ROF 3 at a time and only if the uehicle

isn'tfring its Main Gun. Under all other


uehi cle m ach i n e-gun s redu te

ROF to I
of a uehiclel machine-guns mutt sbt)ot
the same platoon that the Main

Gun it

cHrNjN MNiiNcs

HUIL MG

Machine-guns are mounred on vehicles in many different ways, each of which has its own advanrages and

the fiont ofthe hull for extra repower

limitations.
Both the normal uehicle MG and the heaaier .50 cal MG
can be mounted on uehiclesin the following uays.

Most tanla mount machine-gun i

Zhefdd of fre of a Hull MG includesearytthingin font of a line acrossthefont of the


A Hull MG

A MG (ANTI-AIRCRAFT
MG)

cannot fre

at the same time as a

mounted Main Gun.

Many vehicles are 6tted with anti-aircrafr machine,guns


to protect the crews from stra{rng and dive-bombing

HULL-REAR MG

aircraft. These are fired by the crerv from the open


hatches of their vehicles. Manning the anti-aircraft

Some armoured cars mounted a machine,gun in t


r e a ro f r h e h u l l r o . o v e r r h e i r u i r h d r a w a l i F n e c e s r a r y

machine-gun during an assault invites a grenade through


the open hatch if the defensive fire isn't effecrive.

behind a /ine acro,' the rear ofthe uehiclci hu/l

An A MG has an all-round Field of Fire and is a Self


defenceAnti-aircrafi ueapon (see?dge I 82) albuing it to
engage aircraf as uel/ as targets on the ground. Houeuer,
fring an ,4.4 MG leaues tlte uehicle more uulnerable.
[n asauhs a tank tltat Jired an AA MG in this or the
preuiousplaycri turq ha, a 7op armour rating of0.
nti-aircrafi

machine-guns can befrer/ at the same time


as otber mdchine-guns, but not at the sdme time as a
Main Gun, since the commander and gun crew cannot
do two things at once.

Co-AxMG
Couial or co-a machine-guns are mounred beside the
main gun and aim along the same uis. This allows a
gunner to keep shooting at the enemy using the co-uial
machine-gun while he waits fbr the loader to reload the

TheJield of fre of a Hull-rear MG includes

TURRET-FRoNT
MG
A turret-f-ront MG is mounted beside the main gun,
unlike a co-u MG the gunner must shift positions i
t h e r a n k r o o p e r a r ei t .

A Turret-Jiont MG has an all-round Field of Fire,


cannotfre

at the same time ^ the uebicle'sMain Gun.

TURRET.REAR
MG
\While not very practical for long-range
shooting,
machine-gun mounted in the back of the turret i
perfecr for discouraging boarders in an sault.
A Turret-rear MG ma! nlt thoot, it is purely defensiue
In assault combat, if a hit fom an Infantry or Gun
is allocated to a Tank team armed uith a Thrret-real
MG, the team that scored the bit uust take another

marn gun.

Test.

Co-axial machine-guns may fre llt the sarue time as the


Main Gan it is mounted with, but only haue ROF I {
the Main Gun fru.

If they pass the second Skill Test, the asaultirug team


getspast the machine-gun t0 hit the tanh and the

If theyfail the stcond Skill Tst,the

CUPOLA
MG
Some tmks

have their machine-guns mounred


small turret r cupola above the marn turret.

in a

Cupola machine-guns haue an a/l-round FieLl of 'ire.


They nay fre at the sam time as other machine-guns,
but not at the same time ds the tutet's Main Gun.

DECKTURRET
MG
In the 1930's a number ofdesigners envisioned tanks
battleships on land. Covered in guns, they would steam
fomard into enemy formations to wreak serious havoc.
All ofthese extra weapons were mounted in deck turrets
placed on rhe top deck of the tank. "{he biggest of the
land battleships, the Soviet T:35 had four deck turrets
in addition ro irs main turretl
Guns and machine-guns mounted in Deck Turrets haue
an all-round Field of l'ire, except where their otation is
blocked by the uehicle\ superstructurc. Ignore the facing
of Dech Turrets when determining if a sltot hits the Front
or Side armour.
... ,,4..:..
.:..:.,,::-.:
..-:

must tabe /1n Armour Saue as norma/.


managed to keep the infantry dt bd! and protect
tank, and the asaubing team fails to scora bit.
Bailed Out'lanh

teams do not beneftfrom

their Ti

rcar MG

TWINMG
twin MG is simply two machin-guns mounted side
side, doubling the effecrive firepower ofrhe mounting.
A Tuin MG functions as a standard uehicle MG but
ROF t u'heuf ringon itsown or ROF 2 ifthe uehicle
an1 other machine-guns at full ROE or its Main Gun

TWINMG TURRETS
Some tank designs from

the early i930's had


machine-gun turrets mounted side-by-side making
lethal against infanrry.
Twin MG Turrets are Dec/e T|ryets. Both tuffets ctn
at their full ROF 3 at the same time, either at ilte
platoon or eaclt al a dffirent enemy pktoon.

MG TEAMS

re preference for anv army is to use a combined


ms attack, as often as not, the real work falls on the
Poor Bloody Infantrf.

Linited

Mechanised troops can nove lots of ammunition and

to what they can carry

heavier weapons in their vehicles. Some units use this

their backs, the perpetual trial of foor soldiers is to

capability to give every team a light bipod-mounted

to solve their problems using only what they have

squad machine-gun.

them.

This gives them immelse repower when stationarv, but


s they cannot 6re their machine-guns while moving,

TEAMs

their rate of re drops dramatically when doing so. It is

the start of the Thentieth Century, infantry were all

with simple bolt-action ri11es.


They are rypically
to operate and only able to lay down a limited

enemy with their full ROF while the rest of the platoon
advances into m assault.

t of re, although modern semi-automatic ri{les

MG teams haue a ROF of 3. If a MG tearu moues, its


ROF is redured to I ds usual. Houeuer, unlihe other

make rifle teams surprisinglv flexible.

teamshauea ROF of l. Becausetheir rate offre i:

teams, the slteer amount offre

1, if a Rife team mouei or is Pinned Down, it


+ | tu the uor, requiretl to hit a target.

they can kich out giues

them ROF 2 when they are Pinned Doun.

SMG TEAMS

MG TEAMS

A submachine-gun, or SN4G, is a smali, compact, auro-

more common is a combination ofrifles and light,

matic weapon designed for lightning-fast, close-range

mounted squad machine-guns like the German

engagenents. They sacrifice long range for rhe abilitv to

or the British Bren gun. ach squad combines

fire from the hip in assaults.

repower of an MG team with the flexibility of a


team to form a pair of hybrid Rifle/MG

SMG teams only haue a range of ,1"/l2cm compared utith


the 16"/10cm range ofRtfe teams. 7he aduantdge tbe.y

teams

rearys haue a ROF of 2. Like orhcr rcaws, if


Rife/MG

often a good idea ro leave some teams halted to pin the

haue is that their ROF remains at 3, uhether they mouer)


or not. Howeuer, if thel are Pinned Down, their ROF

ieam moues or is Pinned Down, its ROF is

toI

drops to 1.

RIFTE/MGTEAMS
The differences bemcen

fufie, Rifle/MG,

and N4G teams can be a bit confusing

for new players. Historically,

tion is the number of machine-guns carried by a squad of two teams. fufle squads have none, Rifle/MC
macbine-gun

per squad, while MG

teams have two machine-guns

thc clistinc-

squads have one

issued to each squad.

. If this was represented literaliy in Flames (lf 1War,it nould mean that Rifle/M(l
squ:rds rvorld have one MG tearn and one
l, fufle tem. The problem with this is keeping track of the s-o
rypes of teanrs. F,very rime 1ou morrcd or shot rou rvoulcl
'
have ro look carefully at each team to nake sure rhar ,vou had the right type of rcam.
'

Needless ro say, it is nruch easier to simply average rhe wo

tef,ms are atnost rhe

same as one fufle ream and one M(l

rypcs of team.

Tm
fufle

reanr, rvithout

Rmge
16"/40cm

ROF

rypes into Rilie/MG teams. Two Riflc/MG


the extra hassle of keeping track of mo differcnt

Anti-tmk

Firepower

2.

Notes

tu{le/MGl6"l40cn226
MG

16" l40cm

ROF 2 rvhen Pinne<i l)orvn

SMG

4"/10cm

Full RC)F rvhen movilg.

Assault fufle

8"/20cm

Full ROF when moving.

Light Mortu

16"/40cm

4+

Flme-thrower

4"/10cm

Remove after shootirrg.

Boys anti-tmk rifle

16"/40cn

5+

Bazooka

8"/20cm

10

5+

llnk Assault 3.
'lnkAssauLr
4.

Can fire over frientlly teams.

-r,,i;. ::,,::l

i..;i::::*.:

,a,;,,

An assault rifle attempts to mrry the range


of a rille with the automatic fire of a subm a c h i n e - g u n .l r u s e sa r l l l e n g r h b a r r e l .b u r
has a smaller and lighter cartridge rhn rifie
round, making fully-automatic fire possible.
,Assault Rife teams baue a RAF of 3 antl a
range of 8"/20cm. Like SMG teams, ryouemenl
doesn't afect the ROF ofAsauh R.ife teams, so
thel shoot at a ROF of j eaen if thE moue, but
drop ro ROF t if Pinned Down.
LIGHT MORTAR TEAMS
Inlantry have dilliculry knocking our dugin heary machine-guns with their rifles and
machine-guns, but cannot advance into their
hail of fire until they do. One answer is the
l i g h t m o r t a r . T h e s eg r e n a d el a u n c h e r sr h r o u
small bombs in a high arc aiming ro ger one
into the machine-gun pit and knock it out.
Ligbt Mortar

teams haue a Firepower rating


of 4+ making them excellentfor knocking out
rcams i n B u lle rproof Couer.
Though tbey do not fre bombardmentl light
mortals dre considered to be lobbing their

rouns in a high tmjectory and so can fre ouer


Jiiendfu teams s an exception to the normal
I ine oJ Sigh rules.

INFANTRY
NTI-TANKTEAMS
E v e rr i n c e r h e f i r s r r a n k sr o l l e d a c r o : r t h e b a r tlefieLds of urope, atmies have been trying
to give their infanrry light anti-tank weapons
to destroy or disable rhem. The first versions
were anti-tank rilles, oversized rifles capable
of punching through the armour of a light
r a n k . { s r r m o u r g o t r h i c k e r .a r r e u i n v c n t i o n
came along,.the Bazooka, a rocket launcher
(HEAI)
liring a high-explosive anti-tmk
r o u n d c a p a b l eo f k n o c k i n g o u t a n ; t a n k .
Ihe

characteristics of

weapons /ihe anti unk

infantrl
ltntitanb
rifles and bazooka:

uary grearly Jrum weapon to wupon. The


precise characteristics are giuen in their army's
Arsenal. Some infantl

anti-tank ueapqn;Iihe
the Panzerfau:r arc additional equipment for
Rife or other teams. feans equipped with rhis
ryp( of wepon can either fre tbeir normal
weapons orrre rhe addirional weapon.

OTHERINFANTRY
WEAPoNs
Although the basic infantry teams are the
' a m e i n e v e r y a r m y . r h e r ea r e a l s o n u m e r o u ,
weapons that are unique to each army. The
Arsenal for an army describes its weapons and

-packed guns are the infartry; own supporring


s. They re small and light enough to operate
ith the infantry

MORTARS
Mortars are light enough to allow infanrry to carry their

in the front line, but too big and

very own artillery wherever they go, giving them fast

to take part in close-quarters ghting in

a L L u r a r ef i r e a s r e q u i r e d .T h e s i m p l i c i q o f o p c r a r i o r r

.lts.

allows them to be fired as quickly as new rounds can


be dropped down the tube. Ofcoursc

(HMG)
VY MACHINE-GUNS
weapon common

the guy thar has

to carry the base-plate may have other ideas about how

to almost every arm1. is fi

light they really are. Lighter mortars like the US M2


60mm and M1 81rnm mortars can be used as direct-

, a tripod-mounted heary machine-gun, firing


rifle bullets. They have water-cooling jackets
quick-change barrels and plenty of mmunition

fire grenade launchers as well as firing bombardments.

so

can keeo uD m immense rate of 6re almost indefily. Even wherr under heavy fire, an HMG

team can

up a good rate of fire making them ideal defensive

Mortars lob their rounds in a high tmjactory and so can


fre ouer fiendQ
shooting ru/es.

tedms ds an excption to the norma/

\Yhen fring directly at a target rdther than fring an


Artillery Bambardment, mlrtar teams (wbether Gun
teams or on self-prope//ed mountings ds Tdnh teams) haue

Pons.
G teams baue a ROF oJ 6. Because of its bigh rate
f re, an HMG tedm ,6re' wirh ROF 3 when linned
0r moutng,

a minimum range of 8"/20cm.


Tbe characteristics ofmortirs uary grentbtJrom uedpon to

(tMG)
MAcHtNE-cuNs

weapon and are giuen in their armyi Arsena/.

machine-guns are heavy machine-guns lightened


by dropping

LIGHT^ANTI-TANK
WT^APoNs

the warer-cooling for an air-cooled

BeFore the war manv countries developed giant anti,


tank ri{les with calibres up to 20mm to overcome thc
increasingly thick armour of the enemy tanks. \While

ket. This makes them more suitable for close infantry


pport, but reduces rheir abiliry to keep up a high
me of6re at long range
teams haue a ROF of 5. With a /ower surtaiiled rate

'.fire

than an HMG, an LMG teamfres uitb ROF 2

'n Pinned Down or mouing

much smaller and more mobiie than a true anti-tank


gun, they are still cumbersome weapons barely able ro
be carried by their crews. \W'ith the invenrion of the
recoillessgun, a new generation of hearf infanrrv anritank weapons appeared using high-explosive anti-tank
(H,AT) rounds.
7he characteristics oflight anti+ank ueapons tnry grcatl1
from weapon to uea?on. 7beprecise c/taracteristicsofeach
weapon are giuen in tltair arml's Arsena/.

'Weapon

Rmge

ROF

Anti-tmk

Firepower

Notes

Machine-guns
M1917 HMC

24" 160cm

ROF 3 when moving or Pinnecl l)own,

M1919 LMG

16"140cm

ROF 2 when moving or Pinnecl Down,

24" 160cm

2
-

3+
6

Minimum range 8"/20cm.

2
-

2
2

3+
6

Smoke, Minimum

10"/l00cm

PTRD anti-tank rifle

76" l40cm

5+

2.8cm sPzB41 AI rifle

16" l40cm

5+

8.8cm R\X143(Pppchen)

76"140cm

11

5+

Mortars
M2 60mm mortr
Firing bombardments
8cm G\fl34 mortar
Firing bombardments
Ligbt Anti-tan

32"/80cm
24" 160cm

b W'eapo ns

range 8"/20cm.

Srnoke bombardment
'1nk

Assault 3.

No HE.

i ..l,:r:
::,]..ll'.,

!,:

l:

Guns have many roles. 1ley drop shells and rockets on


enemy infanty and tanks miles awa1,,defend rhe skies

ccurate, but given time they can be


destructive. As with anti-tank guns, each armi'3
lielded its own range of artillery pieces. Again,
the rsenals give the fhll details. Below is a

against incoming aircraft, and punch holes in enemy


rmour so their army can advmce. The range of di
lerent guns in use is vast. Every country has their orvn
J c s i g n 'w i r h ( l r c i ro w r rc h a r a r, e r i s r i c s .

selection.

HEAVYMoRTARS
ANTI-TANKGUNs

Heary mortars are just scaled up versions of their m


packed cousins. lVith calibres from 4.2" (107mrn)

Anti-tank guns fire bigh-velociry armour piercing shots


directll' ar tanks. Most anti-tank guns can also firc cx-

160mm (6.3"), they pack a powerful punch for such

plosive, fi'agmenting rounds against infantry targers if


necessary.Every army developed its own range of anti,

simple an,.lcherp weapons.

ROCKET
LAUNcHERS

tanL guns as it sought to gain an edge on enemy armour.


lhe table below shows fwo typical anti-tank guns. Each
army's Arsenai describes their anti,tank guns.

Rockct launchers were one of the secret weapons of


Red Army at the starr of \Zorld War Two. By the
of the war every army had their own version of t
lighmeight weapons capable of delivering a stunn
volume of iire and saturaring rhe target area with ex.:
plosives. Each army's Arsenal describes their rockei]

ANTI-AIRCRAFT GUNS
Arti-aircraft

guns are principally designed to shoot


down aircraft, but their high rate oflire and the velocity
of their shot makes them excellent, if rather large, anti,

launchers.

tank guns. Once again, the Arsenal has the details of


ech army: anti-aircraft guns.

GUN TEAMSCAN FIRI As RIFTES


Cunners are usually equipped with rilles and
occasional machine-gun for self-defcnce. If they a
attacked by infantry and dont have time ro bring theii

ARTILLERY
The main function of artillery is bombarding the enemv
from a distance. They rely on pounding an area for long

weapons to bear, or their weapon is not going to


any effect against infantry, they leave the gun where it
is, pick up their rifles, and open fire.

enough to hit the enemy, rarher rhan specihcally trying


to hit them with each shot. Artillerv bombardments are
explained in more detail on page 121.

Gun teams (including Man-pached Gun teams) can frt


as Rifle teams instead of shooting their mdin weapon.
thel do this, thel hauc an alL-round Field ofl'ire, but

GUNSAND HowITzERs
Guns and howirzers are the most common form of arrillery. These are convenrional guns lobbing heavier shells
than anti-tank guns over longer,ranges. They aren't as

Weapon

not rotdt( to fdce the tdlget tltey are shooting at.

Mobiliry

Rmge

ROF

OQF 6 pdr gun

Medium

24"160cn

10

4+

Gun shield,

7.5cm PaK40 gun

Medium

32"/80cm

\2

3+

Gun shield.

Light

\6" l4ocm

5+

Arti-airrcraft, Turntable.

Lrmobrle

24"160cm

2+

Breakthrough Gun,
Cun shield, Smoke.

72'7180cm

1+

Smoleebonbayd.ment,

56"1140cn

3+

4,

Anti-tanh

Anti-tmk

Firepower

Notes

Guns

Anti-aircraft

Guns

20i 65 gun
Artillny
M2A1 l05mm howirzer
Firing bombardments
Heauy Mortar
120-PM-38 mortar

Light

Roehet Laancher
l 5 t m N W 4 l r o . k e r l . r u n c h e Lr i g h r

tr+'i l60cm

.#*-l

' ' I

Smokebombardment.

following rules represent the battlefield perform, ofweapons with unusual characteristics and superthe nornal shooting rules. The Arsenals list which

If uehiclesuith Improuised Armour Jil an Armour Saue


dgdinst wedpons uith a Firepouer rating of 5+ or 6, rol/

butes apply to prticular wapon or vehicle,

On a roll of 5+ the Improuised Armour sTlpped the


shot. Ignore the failed saue.

Otherwise, the rauhs ofthe failetl Armour Saue stand.

ARDLAYOUT
t a nk d e s i g n rh a v e. u c h a rr a u k w a r d i t rt e r n a li a y o u t
at it is dificult for the crew to fire on the move. In
e Archer, for example, the gun recoils into the driverk
ion, requiring them to vacate before ring.
ted:.mscannot shoot any weapons witlt Awbuard
in their oun Shooting Step f they moue in the

Step. 7he1,mq/ still shootat AirnaJt in the


page 18)).
ry\ ShootingStep(see

another ie.

Improsed Armour hlls no eJectdgainst Flame-throwers,


Artillery Bombardments, or Aircrafi. In asaubs, it only
protects dgdinst hix fom Gun teams using the Thnks Hit
by Gun 7ams rule on page 157.

LIMITED
VISIoN
In order to pack rnore into small tanks, some tank designers reduced the crew to a minimum

and severell.

limited rhe number of vision devices. Thus, the tanks

CARRIER
n they board their HMC

. a r r i e r . the machine-

nners mount their machine-gun on their carrier so


can iire the gun while mounted.
HMG team that started the turn a a Passenger in an
'MG
Carrier may Jre the carrieri hull-moanted uehicle
ine-gun as an HMG tedm dt their full ROF of 6
a range of21"/60cm

as long as the uehicle does not

Haweuer when mouirug, the weapon is reduced to


usual ROF 3 and 16"/10cm range oJ'a uehicle hull
G. \Yhile fring the machine-gun as an HMG team, it
tls the uehicla'sMdin Gun.
team that Jires cannot Dismount in t/te same
, except to escapet/rc destruction oftheir uehicle.
HMG

RSEARTILLERY
artillery has a long tradition of galloping the
'Crash
s ro the fore. Within 30 secondsof the order
I' being given, the well-drilled crews have the
ns unlimbered and are delivering re. Trading their
for mechanical gun tractors has changed the drill
litrle, but crash action renrains.
Gun tedm ruted ai Horse Artillerl that started its turn
untet/ may Unlimber dt th erud of its mouement,

require the commander to operate as a somewhat


vision-impaired gunner as well.
Thnbs with Limited Vision add + I to Thescore required
to hit uhen shooting an1 weapon exce?t an A MG at
targets tbdt are entirely behind a line drawn doss t/1e
f'ont ofthe tank's turret before they rotate their turret to
Jce the target.
Tnks witb Limited

Vision murt rotdte their turret ta

?oint strdight ahedd when they moue.

NO HE
Some weapons come equipped only with
piercing ammunition,

armour-

and have no high explosir.e

ammunirion ar all, reducing their ellectivenessagainsr


'sot'
infantry and
rargets.
Hits f'om weapons uith No HE cannot be allacated to
[nfann"y or Gun teams. If onj Inftntry and Gun tetm:
are ualid targex, a/l ltits Jioln u)adpont with No HE are
ignored comp/ete/ydt the dltti-tdnk gun lns no tdrgets.
Gun tednx uith No HE ara not cornpletelyhelpbt against
InJntry teants though ds thal iln shaot ds Rifle teanr iJ
necerarl $ee page I l7).

ONE.MAN TURRET
s it moued At the Double. 7be Gun team remains
French tanks retain the one-man turret of their First
tl1 where ir , ndcd it' ryou(ry(nt. and the Tt'ausporr
World War forebears. Although this is sufflcient lbr
u(hile is Sent to thc Retr.
infantrl-sspps11, in tank-versus-tank ciashesthe conthel do this, they can shoot on the moue. Howeuer,
mander is faced with the impossible task of finding nerv
cannot fre Artiller1 Bombardments in the turn
targets,and loading and firing the sun, rvhile direcring
Unlimber.
the drir.er as well.
An1 tank with a One-man Turret that maues ad*

ARMOUR
ws not uncommon for tank crews to add their own
armour

made of sandbags, tank tracks

whatever they could find


icle for additional

to the outside of their

protection

rtry anri-tank weapons.

against short-range

t0 th score required to hit when shooting uith


Main

+l

its Tltrret

Gun. Machine-guns anr/ Flame-thrawerc do nor

sufer this penalt1.


In addition, a tdnk with a One-nan Tilrret may not Jtre
botb tbe turret Main Gun and the turret machine-gun in

PASSENGER-FIRED
WEAPoNS

being fired. Although this creates a large cloud of

Some ransport vehicles come equipped with an onboard machine-gun, bur are only crewed by rhe driver,

and flfing

meaning the weapon can only be {ired when passengers

most nillery.

are nounted

Recoilles guns neuer count as Concea/e if they

in the vehicle.

debris behind the gun, it does allow it

do away with

the heary recoil-absorbing carriage

Vehicles with Passenger-fred ueapons can only shoot tltose


weapon, ifa Passengerrcaru is Mounred in tb( u(hi(b. A

in their last Shooting Step as the dux cloud giues

single Pasenger team can fre al/ of a uehicle's Passenger,

Becauseofthe dangerfrom flying debris,you canntfre

t'ired ueapons.

Recoilless gun when any part ofafrierully

A team that Jires a Pasenger-fred weapln c&nnot


Dismount in th sllme turn, excpt to escdptbe destrur

behind and aithin

team is

2"/5cm of.the Gun team

guns cnnnot fre from witbin Buildings.

tion of rheir whicle.

SLow TRAVERSE
PRoTECTD
AMMo
Many tanks are destroyed not by the eneny shell bur
by their own ammunition being hit by white-hot frag-

Most tanls were either fitted rvith oower traverse or


turreas that were light enough to be quickly swung
hand. Some designs suffered from heary turrers lacki

ments of armour and exploding. The chmces of this

POWerlra\ erse.

rvere ninimised
ammunition

by providing a safe place for stowing

within

the vehicle such as an armoured


compartment or inside a water-filled jacket.
I l f o n c d t o b a i l o u r . c r e w s o f r a n k s w i r h p r o r e tt e d
a n r m r r n i ( i o na r e l a r m o r e c o n F d e n r w h e n i t c o m e s r o
r e m o u n t i n g r h e i r v e h i c l eq u i c l r J y .
Tbnlcs uith

Protected Ammo re-roll att faihd Motlesrs ro Remount Bailed Out uehicle, in rhe
JrarringSrep tteepage l0)t.

STABITISER
JAcKs
Heary anti-aircraft guns are much more motrile
mounted on trucks, but they need ouuiggers a;rd

REcoILtEsS
GUNS

biliserjacks to stop them from ripping over when


'fhe
fire.
addition of a gun shield makes them
'
anti-tank weapons too.
.. .

P a r a t r o o p .n c c d l i g h r a r t i l l e r y .O n e s o l u t i o n i . r e r o i i -

'''-,
':

AA MG at tnrgers rhat are enrire/1 bchind a line


acro$ tbe front ofthe tank's turret before thEt rot/tte
turrer rolaet the rarger.

iualion

lcss guns.'Ihese weapons vent propellant gassesfrom


the rear of the gun to counreract rhe recoil of the shell

'i:

Tanks with slou trauerse add +l ta the score requird..


hit uben shooting any tuffet-mounte. weapon except

Whicles uith Stabiliser Jacks bdc /1 .Gun Shield.for


Main Gun and use the Gun Shields Pruct Vehiiles
(seepage 99):
. .

.1!

::::

SEIECTTHE SHOOTINGPTATOON
one platoon to shoot with

9 AttOcATE HITS To TARGETTEAMS


OPPonent dllocdte: hits to leams within target pldtoon.

SEtEcTTHE TARGETPLATooNS
the enemyp/atoons to shoot dt

WHO WILLSHOOTEACHPLATooN

Hits must be allocated:


.

t0 ud/id tdrgts.

euenly acrossteams,

FIRESMOKEAMMUNITIoN
must befred before the rest oJ the pldtoon shoots.

CHECK THAT THE TARGET IS VALID


ualid targetuust be:

t0 operational uehicles before Balled Out or Bogged


Doun ones.

which enemyplatoon each team wil/ shoot at


.

to ttlrgets c/oseythan 16"/40cm before those beyand.

to louest Armour.first.

10 RoLL SAvEsFoR TEAMSTHAT WEREHIT


Opplnent

rolls a die and adds the Armour

ldnh Mting:

1n Ltne 0f JtgnL
in Range, and
in Field ofFire.

ROTATETO FACETHE TARGET


hrn the weapon to face d team in the tllrget Platlon

Roll is

Resuh

Greate/

No efect

Equa/

Firepower test to Bail Out

Less

Firepower test to Destrol


atheraise Bai/ Out

.7 CHECKIF THETARGETIs CoNCEALED


Targets at least halfhidden

ating of

Armoured uehicles and clmpars the resu/t ro tha Anti

b1 terrain are Concealed

[nfantry and Man-packed Guns are a/uays

Roll 5+ sauefor Unarmoured uehic/es,except3+ sauefor


Warrior, IndependeilL and Recceteams.

Concealed if they don't moue.

Ro// 3+ sauefor [nfun*1 teans.

Tamsthat did not moua, shoot, or assau/t are Oone


to Ground.

Roll 5+ sauefor Gun teams, un/essGorrc to Ground, then


3 + saue.

Rott To HIT

11 RoLL FIREPoWER
TEsTs

one die per point of ROF for each shooting taam.

Ti:amsthat mouedreducetheir ROF by half.

Roll Firepower Tststo Destroy Arnoured

uehic/es,

Infantr.y teaml and Gun teams in Bulletproof Couer.

12 MARK oR REMoVEDESTRoYEDTEAMS
Mark Dutroyt/

Armoured uehiclasas \Yrecles.

Remoue other Destroyed tearr,

13 RETURNTo 1 To SEtEcTYoUR NEXT


SHOOTINGPTATOON
required to hit based on easie,r tcary n hir in target

14 PIN DowN PLATooNSHIT FTVETIMES


Platoons that take fue or more hits in a Shooting Step are
Pinned Down.

IN THE STARTINGSTEP
RT.IIY PINNED DOWN PLATOON
Add +1 to the scoreto hitfor each oftheJllowing:
.

Range is ouer 16"/40cm.

Target team is Concealed.

Target team is Gone to Ground u,hile Concea/ed.

Shooting weapon has ROF I and moued.

Pas a Motiuation Tstin the Starting Step to Rdlfi n


PinnedDownplatoon.
REMOUNT BAILED OUT VEHICLES
Passa Motiuation Tx in the Starting Stept0 Remountt
Bailed Out uehicle.

:'T
':. r

;;;;;;;',;i

its destiiiitind
There the armis

&om their reserves. Their technique

Select theAiming
Nominate

Check that the Trget

deadly.

but extremely

w slow and methodical,

6.

Rollto RangelnontheTrget

Tem

7.

Position the Template

isValid

8,

Roll to HitTms

9.

Roll Saves for Tems

Point

the Spotting

a, ChecklineofSight
b. Check Rmge

I l.

Undet the Tmplate


that were Hit

or Remove DestroyedTeams

10. Muk

c. CheckFieldofFire

World

fire to smh enemy defences and cut them

of Europe leamed the art of msed artillery

all Platoons

Pin Down

that were Hit

Rotate to Face the Tuget


Check if the Tirget

is Concealed

Allocate
123

.......'.'.

aBombardment

.,,.

theAimingPoint......

124
124

RottetoFaceTget.,........
andTrrain ........'
FiringOvertoops

Pin Down All Platoons


R o l l S a v e sf o r T e m s

Double-widthTemplats.
DevtatingBombardments
md Smaller Batteries
Mixed Bombrdments.
to Hit Tms

...
..

Under the Template

134

Gun Saves.

128
....128

BulletproofCover ......

rJ)

Psengers in Tiansports

. . . . 129

PsengersonTmls..,..

r35
r35

....

tiontheTemplate

that were Hit

thatwere Hit....

r34
r34
r34
t34

124

Vehicle Saves. .

Amoured
Infantry

to Rmge in on the Trget

'.. ...

Fire

Unrmoured

AllGunsRepeat!.

.......

133
r33
r33

.. ..

Hits to Tems

Friendly

......
....

f30

130
130
131
t3l

. . . , . . 132

Vehicle Saves

Saves

Smoke Bombadments.

r5()

r36
r37
137
r38
r39
r40

Size ofa Smoke Screen . , .


Effect ofa Smoke Screen .
Wind

Direction

R o c k e tL a u n c h e r s . . . . . .
Air Obseryation

Posts. . .

ArtillerySummary.....

weapons re the big guns of the army. Most


must be able to seetheir enemy to shoot. Artillery
iallows you to quickll. concntrate a lot of firepower
nlrvhere on the battlefield, wav beyond the range of
I weapons. This is particularly useful for taking
troublesome machine-guns and anti-tank guns.
rdments saturate the target area with high-explo
shells rather than hitting one specic target, making
! especially useful against densely-packed enemy forations as all of them are hit at the same time. Being on
receiving end of a bombardment is terrifting. Shells
ing everywhere tends to keep soldiers' heads
This makes an artillery bombardment the ideal

po.!{].9!

ARTILLERY
TEAMS
Firing an artillery bombardment is verv specialised
task. It requires the right equipment and training, not
to mention lirerallv tons of ammunitionl
Only Artillery tedms can fre Artillerl Bombardments.
ArtiLLery teams ne those lhted in the Arsenals with a line
giuing chamcteristicsfor f ring Bombardments.
Some mortars and rocleetlaunchers caltnotfre direct/l it d
targtt and therefore onl haue a single /ine in the Arseruals
that lists their chamcteristics for fring
Theseare a/so Artillerl tedms-

Bombardments.

Light Mortar teamsare Infantry teamsancl cannotfre bombardmentl

their characterisrics are for normal shooting.

WHENAREBoMBARDMENTS
FIRED

No SPLITTING
oF ARTILIERY
FIRE

Artillery

T h e t i m e r e q u i r e dl o r a b a r r e r yr o c o o r d i n a t e

batteries fire their long-range bombardments

while other ffoops re engaging the enemy with direct


'
' ' ,- -"_, _, . h ^ , , " , *- " " " .
" " '
b' " '
Arrillery team: fre Artillery Bombadments in
Sbooting Step dt the same time at other ueapons.

tbe

Artillerjt

teams cannot fre Artillery Bombardments as


DeJnsiue Fire during the Araub Step. Tbe enemy is
already too close to your oun troopsfar a bombardment
to be efectiae.

WHo CAN FIREA BoMBARDMENT


It takes a lot ofwork

to prepare a bombardment, and it

tkes even more time to lire enough rounds to make the


bombardment effective. There is no way guns can fire
an artillery bombardment from the move.
TbJire a bombardment an Artil/ery team must either:
.

spend the whole turn stationary, or

Unlimber in tbe Mouement Step prouided the Gun


team remains where it started the turn asirle from
rotating.

PINNED
DowN
It is dificult

to load and fire an artillery piece under


fire, and impossible to fire fast enough to maintain an
effective bombardment. Only selpropelled guns can
keep firing while under healy fire.
Only Armoured uehiclescan Jire Arti/lery Bombardments
uhen their platoon is Pinned Down. Other rypesof teams
cannot fire a bombardment whi/e Pinned Doun.

ONE BoMBARDMENT
PERTURN
Organising and firing a bombardment is roo time consuming to allow an artillery battery to engage multiple
targets in a short space of time.
An Artillery platoon can only fre one Artillery Bombardment peT Turn.

ARfILLEFT
MY FIREA
BOMBARDMENI
INSTEADOF

b o m b a r d m e n r f o r c e si r r o i g n o r e a J lo r h e r L u g et s .

Vhen a platoon fres an Artille: Bornbarlmeni,.


Auillery reamsconnotf re any orhcrwilllns rhir turn.
theydo notfre in theArtillery Bombardmentthey
shootat all.
Non-artillery

teams caniotfre

to conduct normal Shooting.

Bombardments, so are

l:i'.:*

though the idea of shelling every suspicious bush,

FIELDoF FIRE

k, or house makes perfect sense to the trooper at the

Most artillery weapons have limired-traverse moundngs

line, it doesnt work out that way in the real world

that restrict the targets they can cngage without com-

amount of ammunition

needed would be massive,

pletely realigning the guns, a rather time-consuming

if there were enough time to wait for endless

o p e r at i o n .

ardments. Before the gunners will expend their

An

ious shells and sweat firing a bombudment,

they

to be sure that there is a target worth the effort.


Aiming

Point of an Artillery

in an Artillery
Artillerl
team mdJ/ not fre
Bombartlment where the Aiming Point ^ outsid( its Field
oJ Fire (seepage 82).

Bombardment must

tbe centre of a specrfc eneml te/1m. Place a suitable


uith the enemy tearu to marl< the Aiming Point
t/te Bombardment

RoTATE To FACETARGET
Before they fire, all ofyour wepons must be brought to
bear on the enemy, Your gunners traverse rheir weapons,
aim, and fire.

RANGE
BoMBARDMENT
guns firing bombardments shoot at high angles of

Afer

determining your teami Fields of Fire, but before


ths Bomba,dment. rytat? )tour reams ro point

ion to achieve longer ranges than normal shooting,

rhey f,a

is still a limit to how far they can throw a shell.

directly at the Aiming

Artillery

team

ma1 not Jire in an Artillery


where the Aiming Point is further than

Bombardment Range dud!


the rangefom the closat part oJ the Artlllery team
'luing gun batels) to tbe nearest part of the enemy
team (ucluding gun barrels) that is the Aiming Point.
the range seprately for each Arti[ely

team in the

ng platoon. This may result in some teams not firing


the rest conduct the bombardment without them

Point in the sl1me u/ry thdt


teams rotate to face their target in normal shooting (see

page 84).

FIRINGOVERTRooPs AND TERRAIN


Artilleryweapons lob their shells il an arc high overheacl.
It is this high trajectory that gives thern their longer
range and allows them to shoot at a distani enemy not
even visible to the artillery crews themselves.
Artillerl

teams can fre a Bombardment ouer inTerucning


troops or terrdin. 7he1 do not need a Line ofSigbt to the

INIMUM BOMBARDMENTRANGE

Aiming Point as long as their Spotting team hu a Lirue

the enemy gets too close to your guns, ring a bom-

of Sight.

t becomes impractical
Arti/lery reams that are morr than B /20cn Jion
Aiming Point can fre an Artillery Bombardment.

FIRINGoVERBUILD|NGS
High obstacles such buildings are a hazard for artillery crews. They need to have sufficient clearance to lob
theii shells over the buildings. One ofthe advantages of
mortrs is that their steep trajectory allows them to fire
over buildings more easily than other artillery pieces.
An Artillery teatn cannot fre an Artillery Bombardment
if the Line f Sight betueen the Artilkry
team and the
Aiming Point pses througb a Building c/oser to ite team
than the height ofthe Building.
Motar

teams are an exce?tion to this anrl may fre ouer


more than 4"/10cm away fom them, no
ltow tatl the Building is.

any Building
madr

Artil/ery teams.can neaerfre an Artillery Bombardment


fom uithin a Builing.

FIRING
ovERWooDs
\X4ren positioning

their weapons artillery crews ue


careful nor ro get roo close to inrerveniug trees. lI rhey
set up too close, their shells will hit the trees and blow
the barrery ro pieces!

An Artillery tamcdnnotfr dn Artillery Bombanlment


if the Line of Sight betweenthe Artillery team and the
Aiming Point pases rhrough trees (such as woodsor

tree /ines) or Bocage Hedgerows within 4"/10cn


team. This preaents Artillery teams fom fring
Bombardments from completel! within a \Yood.

In order to range the guns in on the aiming point,

SPoTTING WITH COMPANY COMM^AND TE,AMS

someone has to spor the fall ofshot and report the nec-

Experiencedofficerscan spot for any artillery under their

essarycorrections back to the gunners,

command. They har.e lesstraining in directing bombard-

Euery rtillery Bombardment requires a SPotting team.

ments though, so their bombardments rvill tend to be less

This can be one ofthe Artiller!

tedmsfring the bombardmenL the Platoon Command team or Staf team of the
platoon fring the bombardment, any Company or Higher

accurate than that of a properly trained spotter.

Command team, or a specialist Obseruer team.

Spotting tedm for ary Artiller1 platoon under their


command, but can only Spotfor oneplatoon per turru.
IX/henacting as a Spotting team, they sufer an additiornl

A Spotting team c.ln only Spot for oreeArtillerl platoon


and an Artillery platoon can only haue one Spatting tedm
Spotfor it eacb turn, uen iJ theyJail to Range In.

Company and Higher Command teamJ can dct as the

+ I penahy t0 the scorc required to Range In due to their


lach of training.

Ihe Spotting team must haue a Line ofSight to the enemy


team tbat is the Aiming Paint, must not haue moued in
the Mouement Step, must not shoot in the Shooting Step
'other
than t0 participate in this Artiller1 Bombardment,
and may not assaub in the Assault Step.
SPOTTING WHILE PINNED DOWN
Observersdo not need to exposethemselvesmuch to do
their.job. They can continue to perform their task, even
under heary enemy iire. However, they still need rheir
radios, so if they abandon their unk, they can'r call for
bombardments.
Spotting teams can Spot uhile Pinned. Down, but not if
they are in a Bogged Down or Bailed Out uehicle.

.,_i.1.:::i|.,,

.,;.{:

Ardllery

can fire much rrther than it cm see so it

DISMOUNTING
OBSERVERS

makes sense to have the weapons placed well back,


safely behind friendly lines, and send out small parties

F R O MT A N K S
Sonetimesa goodobservationposts*.h

known as obsemer teams to seek out enemv targets in


the front lines. Once the observers have found a target

steeple is more important than armour protection


mobilitv. In rhat case,th observer will dismount

they use radios or telephone lines to communicate with


t h e i r a r r i l l e r y b a r r e r i e .r o b r i n g d e v a s r a r i n gf i r e d o u n

a portable radio and snd their tmk away.

u p o n u n . u s p e c r i n ge n e m y t r o o p \ .
Obseruer teams are Ind,ependent teams and are either
Infantrl

teams, such as Obseruer Rifle teams, or Tanb

teams, such as an Obseruer Sherman tank.


An Obseruer team cdn act as th Spotting team for their
oun platoon ftom anywhere on thi batttrfelct.
M U T T I P L E O B S E R V E RT E A M S
Large artillery platoons often have two or more obseryer
ceams. This allows them to have eyes all over the batrle{ield to ensure that the enemy has nowhere to hide.
However, the artillew platoon can still only respond to

You may Dismount dn Obseruer Tn team that is


Balecl Out as an Obseruer Rife team. To do so,
the Tank team at the stat"t ofJoar Mouement Step or
Deploling the team at the *art ofthe game, and replace
uith an Obseruer Rife team placed anyuhere under
area coueredby the Tanh team.
\Vhen a Bogged,Down (seepage 14) Obserr Tan
Dismounts, it imruediately ceaes being Bogged
and is remoued.

Obseyuer
Tanbteamsmay only Dismount if you haue
Obserur

one cail for re t a time.


A p/atoon with mubiple Obseruer teams can on/1 use one
ofthem ns a Spotting team eac/t turn.
SPOTTING FOR OTHER PLATOONS
Staff teams are linked to each other by radio or telephone lines so as to form an effective communications
network on the battlefield. This practice mens that
observer teams can call for fire from anv battery within
range.
An Obseruer team from an At'tilleryr pktoon with a Staf
trdm mal act ds the Spotting team for another Artillery
platoon with a Staf team (aside from an Allied platoon,
seepage 70) in*ead of its oun platoon. Vhen
doing this they can xill only Spotfor onepktoon

OBSERVERS
MoVE
CAUTIoUSLY
Observers

are trained to
make the best use of any
cover, even when on the

move . This allows them


to get right up close to
t h e e n e m y p o s i r i o n ss o

.-. .
Ji

they can watch rheir


every move and report
it back ro rhe artillery

Dattery.

Obseruer
tedms
";.a
tbeir trans?orts use the
Cautious Morement
on pase 193 lihe a

&r,

", ".hr.iii

. :i,

Rife team to replace it, otlterwise, it must

A staffteam is an important component of large artillery


platoons. The stafftean's job is to take the targett map
reference, radioed to them by the spotter, and convert it
to angles and elevations fbr rhe artillery weapons. Their
technical exprtise allows the staff to perform complex
calculations and communicate the resuks to th rest of
the artillery platoon quickly.

If the spotter successfullyranged the artillery in last


turn, the stalf team can order ail of rhcir guns to repeat
r l r cb o m b a r d m c u L
o n e r a . r l yr h e s a m ep l a . c .T h e r a r g c r
coordinates for a repeat bombardment are exactlr'
the same as the previous borrbardmenr, meaning ail
weapons can fire again quickly and ellctivelu

Mortar platoons and rocket batteries lack artillery stff


becaure their operarion doo

ALt GUNSREPEAT!

not permit prolonged

bombardments and sophisticared artillery tactics

An Artillery platoon with a Staf team mal Re?ent dil


Artillery Bombardment Jred in the preuious turn.
Becausea RepeatedBombardment Rdnged In on a preuious

STAFF TEAMS
,To do their job, a staFteam needs lots of maps, plorting

tuln,

Ranga In on the frst

it autlmatica@

dttcmpt

this turn.

boards, charts and tables, not to mention radios and tele-

The Repeated Bombardment must use tbe same SPatting

phones. A1l this equipment prevents thm from being

team as the origtna/ Artillerl

very mobile or eilective in combat.

still meet the other raquiremantsfor a Spotting team ftee


page I 26).

Abhough they are an Infantry team, Staf teams are part


.of theirArtillery platoon and moue slouly as if they uere
a Heault Gun team. A Sta team can shoot at a Rfu
team, but cannot function as a Statf team in the turn it
doesso.
A Staf team can fanction just dt well when it is mounted
in its own T;zns?oft team it can uhen Dismounted (as
long as it is not Bailed Out or Bogged Down), but cannot
.function at all when mounted in another TidnsPort tedm.

Bombardment, and it ntust

Al/ Artillery teams that fred the original Bombardment


that still can mustfre in the RepeatedBombardment, and
n0 other teams may he added to the Bombardment.
Ihe RepeatedBombardment must use the same Tmpldta
(spage 130) ds th ?rcuilus turn's Bambdrdment, un/ets
there are insufrcient tueaPlnsstill friftg.
Ihe Repeated Bombardruent is centred on the ongindl
Aiming Point, regardlex oJ uhether or not the enem)ttean
that was origina/|1, targeted is tti/l there or nlt.

*4
'1,'
*

. . r:a:],:
i

Having selectedthe aiming point, the artiller)-nusr ranec


rireir guns in before thev cirn lire the bomb:rrdmenr.
As rvith direct shooring, dre mosr dificult p:rrt of
ranging the artillery in is finding dre enemv in rhe first
place.

M O R T A R SR E - R O L LF I R S TA T T E M P T
Mortars arc closer to the scenc of rhe action
. r n J 6 r . n r L r , hr n o ( r a l i d l ) t l r r n g r r n ' . f l r i . r l l o r r "

A S?ltting tedm ma1 mdke three drtumptr to [lange ln an


Artilbl
platoon ctcb ttu'n.

IJ an Artiller1 Bontbdrdruent is only bcing.fired b)' Mortar


tedtils, J,au rndy re+oll tha frst Jiled axempt to Range In.

( itfiik

If any ro// ta Ranga In is succetsful, the Artil\ery


p/tttoon RangesIn on the Aiming Point, and cdLtnau)
f re the Borubardment.

Othenuise ty'teArtil/cr1 tedm: Jire their ronging sltots


(counting as shooting), but haut no elfe on thc tffget.

on tfu re-rol/, you still hnt,e tu)o tnore Ran{ing


l4t n, not t,tnl. lhe ntortar, do uot grt o ,cralJ on their secondand third attcnpn.
ln arr, ay"

LOCATING
Ilanginr

7hc score required for your Artillery to Rangc In depends


ot the enemli Ski// rating as thotun in tbe ScoreNeaded
to Range [n tabh.

AND HITTING

THE TARGET

in an artillen' bombardmenr

requires a similar

score ro rhaL ncccled to hiL Lhe target s'iLh normal shoor,


ins. ln both casesrhc trickiest part is actuallv locating thc
terget as oppose<l ro actrially hirting ir once ir is locared.
Once rhc spotrer has locared rhc rarget, it is rhcn up to tire
skill of rhe gunners io delivcr a timely ancl concentrared

Score Needed to Hit

bombarclnenr

crr rhe rarger. Skiilnl gunners rvill havc


thc rouncls l,rncling cluickh'in a tighr pattern. (,onscriprs

on rhc other hand, rake tinrc to get on rargcr, ancl cvcn


dren splatter shclls across the landscapc.

Add +1 to the score to range in for each of


the following:
.

Target team is Concealcd.

Targct team is Gone to Ground while Concealed

Spotting team is a Company or Higher


Command team.

then to range in quicker and deliver an efecrive bom-l


b r r d n r c r r .t r l n r o . irm m c J i a L c h .

BOMBARDMENTS
DEVASTATING

Artillerv bombardments clifler tron norm:rl shooting in


thar the gunncrs are itttempting ro hit all targcts in an

i\{assedrocket launcirerscirn saturatea huge:rreanakinq

area centred on rhc target tean. lhe artillerv is rajning


huge explosivepolver ciorvnupon the targct ancl the sur-

a rormal artilierl bomb:rrdincnt look paltrv. The sheer


.. , | .- . . ..- i.- ,; . Illk of r!!rtrd\\!) (J.h

rounding area.Anvonc close is likelv to suller.

launchcr.

Place the Artillu.y Ternplttc (a squtre nrasuring 6"/ I 5crn


on ctch sirle) tentred orcr the Airning Point. Tlse sides
of tltc 1rnp/ate must be liLtad uStpointing tou,ards tbe
centre o.f' the Bombarding ohtoon. IJ seucra/ platoons

A Deua:tating Bonbtrdnrcnt

Tmphtt ts tt sLluarem(ds-l-emplare

uring 12"/30rm on etch side. The side: of the


nusr

be lined up pointing

tou,ards the Bontbnrding

plntoa il.

are conbining to Jirt t Bortbardrncilt, b! usin{ tfu Hit


tem Vitl, Eurr.ything You'ut (lot rule on paga 240 jr
exdntp/e, cl)oos( ow of tbe Botnbardiug platoons ntd /ine
tbe 7tup/ate up witl, lt.
All of tha Artilhr_I, u)etl])oLuin a Bonbardnrur

are Jlring
at tha sttlnc tdrget poiilT, so.yon onll'use one Ttmpldte, no
mllttff hou mailJ1wupl% tbe btttery hm.

S
DOUBLE-WIDTHTEMPL,ATE
get enough guns f:iring, vort can cover a much
larger area. This is useftrl rvhen pounciing en ene[rv
platoon rh:rt is dispcrscclovet:t rvicleatea.

Ifvou

Doub/e tuithh Tanp/tte ls t rectangle rneauring


12"/30cm u)de by 6"/l5cn drcp. Align the Tuplate:o
thaT it h celttredoucr the Aiming Point utth one 6"/l 5cut
.squarc ten?lnte on ctth side oJ the /ire ntnnirtg bub to
th e Bom barding p latoon.
-*-

.t

=--'

.--

TEMPLATES
SQUARET
WHY AREARTILLERY

aa:;

While Lhc dangcr arca ibr :r single rrtillerv shell is rnvthinr

but scluert'(rnore ol r buttcrlly shapc il r!'irlin l. rhe Jng.f afer

foranarrillervbatrervisgenerellrconsiclcrccltobc.rsquarc.JhisreH('crsrhcrvllrhceimingpoinrsofrhe

i n c l i r i c l u e lg u n s

ere spread our. and the dispersion of rhc indiviciu,rl shclls lancling u'ithin the tf,rgrr area. Vre use rhc slme size ternplrte
fr artillerv ofrll

c.rllbrcs bccause, alrhough heevv artillerv lires huge shells. u.hile lighrer rveepons hre nrenv niorc. smallcr

shells, rhc ovcrall ecr is to create a similat-sized drnger area. eirher fl'orr r fu. big erplosions or lots ofsmaller ones.

i'1.::.1

Not all artiilery bombardments

are created equal. A


by one or two small guns is unlikely to
cause serious harm, while a massed bombardment by a
dozen or more heary guns will smash almost my target
bomb*dment

MIXED BoMBARDMENTS
S o m e a r L i l l c r y b a r r a l i o n sh a r e a h e a r y b a r r e r y
with a different t1pe of weapon, or flexible lire

t o p u l p i n s h o r ro r d e r .

L h a La l l o w e db a r r e r i e sf r o m d i f l e r e n ru n i r s r o c o o r d
rheir fire. \X/hile r he effecrofthe heary weapons i

SINGLE-GUN
BATERIEs

by the lighter weapons, rhe mixed bombardment is itj


riore deadly than the light weapons alone.

G o o d l u c k h i t t i n g a n y r h i n g w i r h a b o m b a r d m e n ri f y o u
o n l y h a v eo n e w e a p o n f i r i n g l
(the Bombarding pkroon ha only one wcaponfring, you
must use a standard Artillery Tmplate and add +l to the
score required to hit an1 target in addition

to re-rolling

weapons use the uorst Sbill ratt

rating, dnd the uorst Fiepoxt)ti::


rating of all thc rypn of uilpon.

of weapons fring
haue a
Anti-tanb rating thaft the wlrst weapons, ad +1 to
louest Anti-tank rating, asing this rating for the

Two-GUN BATTERIEs
Ifyou only have a lew werpons firing. rhereare nor
going to be as many shells hitting the target and the
casualties will be a lot less.
If the Bombarcling platoon has two weapons fring, you
must ue a standard. Artillery Template and re-roll successful rolk T Hit to confrm Tour bits.

THREE
To FIV-GUN
BATTERIES
Once you get suficient weapons firing, a bombardment
starts ro take full effect on the enemy.
Ifthe Bombardingplatoon

has three tofre

aeaponsfring,

Tmplate.

SIXTo EIGHT.GUN
BATTERIES
The more weapons you have firing, the more shells you
cm fire, the more explosives you deliver onto the targer
area, md therefore the mor likely you are ro dstroy
your rargel.
If the Bombard.ing pldtloh
you may either re-rollfailed

h6 six to eight ueaporc fring


rolk Tb Hit, or ase a Double-

width Tenplate.

NINETo THIRTEEN.GUN
BATTERIES
At a certain point the sheer number ofguns {iring allows
you ro spread your fire over a lrger area while retaining
maximum eflecriveness,
If the Bombarding platoon has nine to thirteen ueapou
you may eitber use a Double-uidth
Tenplate and

fring,
rrroll

Anillerl

the lowest nti-tanh

If at least one third

successfulrolls To Hit.

use a standard Artillery

lVhen a n Art i llery Bombardment isf red by a com


ofdifercnr

failed to hit rolls, or use.a Dettating


ment femPlatc.

Bombar-

FOURTEEN
ORMORE.GUN
BATTERIES
Gigantic bombardments are devsrating. Everything in
t h e e n r i r e a r e ai s p u l v e r i s e d .
lfthe Bonbarding planon hasfourteen or morc aeapou
fring usea Deuastating Blmbardment Template and rerollfailed to hit rolls.

Bom ba rdmen r.
IJ at least one third 0f tueapo$ fring haue a
Firepower rating than the uorst ueapons, improue
aorst Firepoaer r/lting bJt -1, using this ratingfor
who/e Bombardmmt.

Once thc guls are ranged in on the tarqet point, they

Tlte scora to ltit t tartru wtder tn Arti//ery Bornbtrdrneut

ali open lire, saturaring the target area,bu t rhe results:rll


depenclon horv quicldv ancl lccuraleh'rhe qunners can

i: trcttr ntlre thatt 6, proLided tuo or u10rc tutryoili


e rinq.

shell rhe target. Experienced gunners delir.er,r devast:rting, concentrated bombardnrent, rvhile poorlv trained
conscripts scatter shellsinef]ctivelv over a wide area.

Firing Platoon'.s Skill

Score Needed to Hit

Ratltcr thnt rolliug onc die pet'point o.f R()F rcaru clo
when sbooting ttormdll, nuilt l+) the uuuber oJ tetnt:
at kdst pnrt tnder the Ten4t/ate, tnd roll thlt nunbl
oJ dice. Roll hits sapardtelyJr uch pktoon
fettplate.

under tha

7he scoreuaeded to hit is ba:ad ot the bonbarding teani


Skil/ rating, rnodifed b.y the tbnc tahen to locdte and

Add +1 to the score to hit i


. The artillerv ranged in on the second attempt.

Rdnge ht ail tllr Titget ns derdiler/ iu tbe ScoreNeeded to


Hit tabh.
.

A :uccessJttlto bit roll wedns lt tetnl wrts hit by tLe

A Jhihd to hit ro// muru thtt th tilm

Bontbardnent.
wts htck.yand

esctped ltarn Ji oru the Botnbardnent.


MULTIPLE TARGET TYPE5
Although soldierscan be ordereclro man other l e:rpons,
a dcstrol'ed gun cannot bc rcplirccdu'ith a rruckl
Roll to hit each Tlpe of tearn (Tttul<, htJut.y, (hrt, artd
Tiurport

tearns) in the pldtoon septre|1.

A SIXALW,AYS
HITSWITHARTILTERY
A bunch ofpoorlr-rrained conscripts trving ro qet artillery on target isn't rhe most inprcssive sieht, but rvith
enough shells,close enough is goocl enough.

Add +2 to the score to hit if:


. The artillery ranged in on the third attempt.
Add +1 to the score to hit ifi
. Only one weapon is liring.

Conmanders orcler solcliers to rcplacc casualties in


! ! e , r l , o f \l ! . l n r \ t o l < e e p
i m p , ' r r r r I \ \ c i l n o n \i r r . r . r i o n .
Yttr opponent d//ocatesltits to team: oJ tlte dppro!at
t.1,peunder tbe Truplatcfrorn the pLntoon th unt ltlt,
snbiect to tb following ru/es in order of prioritj'.
. Each tearn mry on/y be ttllocttted oue htt,
.

Unprotected tedtrtsruutt be dllocated hits before teams


in BrilletprooJ Coucr.

Hits nttrst be dl/ocdted to opeiltiond/ t,ehic/es tntl


other tedms (including Gone to Ground tcrtru:) before
RoggedDown or Bdiled Out uehicles.
Unannaured uehicles muit fu al/ocated hits bejre

FRIENDLYFIRE
Artillerf is incliscriminare and evcryone ulcler
thc borrrbatdment, s'herher fiiend or foe, suffers.
Unlortunately this means that 1'our orvn troops may be
hit i{ thev are too close ro rhe enmy when the bomL r a r d m . r ' r ' ,r c q u e . r e d l
( an1 f iod/J tettTtt dre under or pdrtidill unrJer the
'linplate
Arti//er1,
during dn Artillery Bombtdrwrut,
Tott nust ro// to hit then exactly ts you would for enemy
teams. If t Ji'iendhr team is unlucky ernugh to be hit
during a bombtrdnenr the elTectsu)i// be exactfu the same
asJr tn enenLytean.l

Armoured whic/e:.
.

Hits must be d//ocated to Arrtoured

Hits mutt be al/ocatec/ to otl)er tedns before teams


thttt dre Gone to Ground.

uehicles uith
lower'fop arnLour rttings beJorethose with higher lhp
nr?our Lttings.

RIDING
oN TANKs
Riding on a tank is danscrous uncler artillerv fire.
Do nat ro// to hit hlnn1' or Mau-pacl<erl (lutt tctnu
ridiilg oLtd tdnk sepirdtl] f oLil their tank. Inxedd, ifthe
Trnh tedm is hit, dll rearu ridlng on it are a/so hit.
HITTING TEAMS IN BUILDINGS
Arrillerv fire on buildings is the same:rsanl.orher
those caught in the rlanger zole:rre at risk.
Check the tenmi positiarts in the Buildirtg to dctermine
ones dre under tbe T2ntpkte of tn Artil/er1,

wlich

Bornbardment in thc strrte ua1 as if the.y uttrc out:idt


r/ c Butldi,K

With shells exploding and shrapnel flying o'ervu.he re.


it takes an exceptionally brave soldier to stick his heatl
out of his hoie under an arrillerv bombardmerrr.

( t p/tttoon talees one or nnrc /tits from an Arti/lery


Bombtrdnent,
it is tutomdtical/1 I'iuned Down (see
ptge 101t.

hit mems that a shell has landed close enouqh to an


F team to be dangerous. The roll to save deteri f e . h e l l d i d a n y ' e ri o u ' d a n r a g e .

SIvrs
VEHICLE
the shells falling everywhere explode near the
.nks, and shake up the crerv. Ifa shell does actually hit

rYben
1,our bombardment hits an Unarmoured uebicle
team (a Tank or Tlznsport team uitlt a Top armour
rating of'-'), the opposingplnyer rolls a die.
.

Ifthe result is 5+, the uehicle escapesunhdrmed.

Otlterwise, the rehicle h dutornatically

Destroled.

Most\'

tank it falls on the thin rop armour.


Vheru you hit a tanh, the opposingplayer rolk a die and
the uehiclel np drmour rdting. ComPare their result
wirh your weapon' Anri.tanb ratingfor Bombardmenrs.

ANTI-TANK RATING
Jtour oPP7nent'sArmour Saue ro/l is greater tban Tour
rdting flr
bombardmenls, their
?apan's Anti-tdnb
mour Saue is successful,and the shot has no efTect
bounced harmless$ of the tank's armour

A,NTI-TANK RATING
your opponent's Armour Saue roll exactl\ equals yur
Anti-tank rating for bombardme4ts, theyfailed
their Armour Saue. Although yur shot didn't penetrate
tlte tank's arnnur, it might stil/ haue some efect.
determine the eect ofthe hitltou must take a Firepower
roll equals or exceedsyour weapon\ Firepower

rating, the creu Panic and Bail Out.


If the roll is louer than yur
the shot has no ffict
unharmed.

and tend to get our of the bombardment area ot into


hollows and out of danger quickly.
Unarmoured uehicles that are Vanior, Independent or
Recce teams (inc/uding all Motorcycle Reconnaissance
teams) saue on a roll of3+ instead ofthe usual 5+.

INFANTRYSAVES
Infantry caughr in the open have very little prorection
against the shells whistling down on rheir posirion.
Their onlv hope is to hir the dirt, and fast! Ifthe shelling
continues, they should nov out of the barrage as fst
as possible.
lnfantry in bulletproof cover is a diferent matter. Thev
are very hard to dig out.
hits an Infantry

team, the

If tlte resuh is 3+ the tean escap$ uith

no serious

\Yhen your bombardmtnt


opposing playr

Test.Roll another die.


Ifthe

RECCE AND WARRIOR VEHICLE SAVES


Small jeeps and motorcycles are fast-moving targets

ueaponi FirePower rdting

rolls a die.

tnJury.
.

Otheruise, unles the team is in Bulletproof Couer, it


is Destroyed.

and the tank continues in action

GUN SAVES

THAN ANTI-TANK RATING

Guns are even more endangeredbv artillery bombard-

lpplnent's Arour Sne roll is les than jour


's
Anti-tank rating for bombardments rhey faikd
Armour Saue

ments rhan infantry, as the guns and crews are less able

yur

to disperse ro avoid the falling shells. However, if the


guns are dug in, thev can be tough ro destrol as onlv a

To determine the ffict ofthe hit you must tahe a f^irepower


Test. Roll another die.

direct hit will wipe out the v'hole crc'.

lf the roll equals or cxeecdsyou, weopuq\ Fircfaupr

player rolk a dic.

rdting, the tanb is Destroyad.

Ifthe roll is lower than your weaponi Firepouer lating


the shotfailed to do signifcant damdge to the uehicle

but the crew still Baih Out ofthe tank fearing tbat the
next shot might do uorse.

When your bombardmerut hits a Oun tum,

thc opposirug

If the result is 5+ tl)e tedm escnPeswitb no serious


tnJur!.
Otherwise, unler the team is in Bu//etproof Lourr, it
is Destro.yed.

GoNETo GRoUNDGUNSAVES

VEHICTESAYES
NARMOURED

-When working their gun, gunners are forced to clump

vehicles have no protection from artillery.

togther more than infantry. However, if thev.eo to

ir only hope of survival is that the exploding shells

ground, they can spread out and take full advantage of

ill do only minor damage

coveq making them much lessvulne rable.


Any Gun teams that are Gone to Ground ba"e a 3+ sauc
insteatl ofa 5+ saue. This does not apPbt to teams that are
onQ Gone to Grouid becausethel are behind Smoke.

'1,.,,,1':,1:..ir::*,i:
i.

::iiii;:.:.,."::;
t.

r::.].-:.i':.r.r,l.,

A bombardment renders cover that only protects liom


o n e d i r e c ti o n u : e l e : . .
Linear Obstaelcs lihe ull'

or Bocage Hedgcrow:, and

Gun Shield: tlo not prouide Bulletproof Couer against


Bombardments, ahhough other Bulletproof Couer (intluding being Dug In ur in Entrenchmenrs) docs.
lf rhe u,gcr lnlantry or Gun teams are in BullrtprooJ
( oucr. take a fircpower 7ert.
.

lfthc roll equals or exceedslour wilpont l'ircpowet


rdting, jour weapon blew through the couer and the
target tilm

When an artillery round wrecks


vehicle, the survivors leap out seeki

is De,rroyed.

c o v e ri n r h e l o l d s o F r h e g r o u n d .
IJ'its transport is Destrayed or remoued as a
of a Bombardrunt, an)t suruiuing Pasenget team{
must immediatebt Dismount,
,hooting teams as it doe, so.

mouing no closer to

lf necesary. Transpon rcaru 1othe, than \Yreck:


Afmoured Tianspoft rdffis) can be remouedfrst to r
spacefor the Pasengers to Dismotnt. Ifthere is no
for a Pasenger team to Dismount, then the
ream is Dcttroled.

If the roll is /ower than your ueaponi Firepouer


rating, the couerprotects the team from harm.

PASSENGERS
IN TRANSPORTS
Tiansports are not intended to fight. They get out of the
b a t t l ew h e n ' h o t a r .

PASSENGERS
oN TANKS
l f r i d i n g i n a v e h i . l ei . u n s a f e . . l i n g i n rgo r h e o u r s i d e
r t a n k u n d c r 6 r e i . e u e nm o r e d a n g e r o u s .
lnlantry

or Man-paehed Gun reams riding on a


must take a 5- Saut in,rcad of rheir usrc/ lnfantry
Gun Saue when hit. 7he Passengersare not in

ARMOURED TRANSPORTS

Couer, so no Firepozuer Test is needed ro Destoy them

Armoured

haltracks were conceived as a way of


getting rroops safely through the artillery zone ancl into
combat. They won't stop under artillery fire while rhey

All suruiuing teams immediateiy Dismount Under Fi


and the platoon is now Pinned Doun (seepage 104)

can still move.


Arruourerl Transport teams ro// sauesin the same ua! that
Armoured Tanb teams do. Houeuer, thel automatically
Remount (s page 102) immediately when Bailed Out
by an Artillery Bombardment.
[f you Destrol an Armoured

Tiansport team, eur!

Passengercarried by the Tiansport tedm must past a 5+


PassengerSaue or be Destroyed. Any suruiuing Passenger
teams immediately Dismount Under Firc and the platoon
is nou Pinned Down (seepage 104).

UNARMoURED
TR,A,NSPoRTS
T h e b e ' r r h i n g t o d o u n d e r a r r i l l e r y r e i r k e e p d r i v i n g
and pray that'you dont get hit.
lX/henS,ouhir an Unarmoured Transportteam twhethcr
or n,t Jrou Datroy it), euerl Passenger caffied by the
Trnnsport tedm must pas a 5+ PassengerSaue or be
De,rroyed. tfall ofrhr Passengersin a fran:port ream
are Destroyed but the uehicle h not, il1e Tiansport team is
Sent to tbe Rear immedintely. 7heplatoon is nou Pinned
Down tscepage l0+).
Suruiuing

(Jnarmoured Transport teams still carrJing

Pasengers remain on table afer an artilleryt bombardment, eren if other Tiansport teams in the platoon were
Dest royed.

!i::.rltil!

;6,

No REPEAT
BoMBARDMENTS

smoke scren is created by firing shells filled with


icals that burn quickll', giving off clouds of dense

Firing a smoke bombardment

smoke . Enormous amounts of these shells must

of computations

requires a diferent

set

than firing a normal bombardment.

fired onto a smll rea to create a smoke screen large

Even when artillery fires a smoke bombardment on the

dense enough to provide complete concealment


your troops. Impromptu smoke screensof the qpe

same targetJ the delay in bringing up more specialist


. m o k e a m m u n i r i o na n d m i n o r c h a r r g ei' n w i n d s p e e d

down by a commander during a banle, whiie still

a n d d i r e c r i o nm e a n n e w c a l c u l a r i o n s .

and quite effective, are nowhere near as dense

Artillerl fring a Smohe Bomltardment may nlt use the


All Guns Repeat! rule to rePeata Preuious Bombardment.

comolete and cannot be maintained indefinitelv.


weapons listed as hauing the Smobe Bombardmcnt
in

their Arsena/ Iisting

may fre

Smohe Bombardments must be Ranged In dnew eueryturn

a Smoke

thel are fred, euen when the Aiming Point is the same.
SMOKE DISPERSES

tRINc SMoKEBoMBARDMENTS

The shells generating the smoke dont burn for very long

ry follows the same process when {iring smoke as


firing normal ammunition, the only diflirence is

and the wind will biow the smoke away fairlv quickly.
In the Starting Step dt the start of1our next turn, remote

at smoke rounds cant hurt the target.

all Smoke Screensthat you hauefred.

qormo/
fring a \moke Bombardmcnr. ur( rh(
illery Bombardment rules to Range In using an enemy

SIZEOF A SMOKESCREEN

as the Aiming Point as usual. If ary roll to Range

The size of the smoke scteen created by :r srnoke bom-

is successful,place a Smobe Screen. 7he Bombardment

bardment is directly related to the number of weapons

has no other efit.

firing the bombardment.

When p/acing n Smohe Screen on tha tab/e, centrc the

bombardments require many shells and considable time to take full effect. Ifyou

This smoke screen is then

biown downwind of the target area.

F1RST
SMOKEBOMBARDMENTS

6"/15cm square Artillery

do not give them

Tmplate on the target team,

but instead of'lining the sides up tuith the Jiring batterl


the Template sides are positioned parallel to the'ilind

, they will not be elTective in stopping the eneml


shooting the troops you are trying to screen.

Direction.

Bombardmentsmust b( frcd ot the beginuing oJ'


,the Shooting Step before all other shooting,

Iftu,o ueapons arefring,

the Smoke Soeen cot,ersthe

area ofthe Tmplate.

-:'
,':*-

lfthrea to frr? uedponi nre Jirirtg, thc Sntoke Sueen


miy be exteilded to clrer the drcd oJ thc llnp/ate atil
anothar Tlrnplate dawnwind of and adjdrcnt to it.

Either p/a1cr cnn fnd out tullnt


utind direction it it dtry titne. If noi
done so b<:.jorehnnd,a plr4,er ttust deter

IJ six or n2ore Lueltponsare Jiring, tlte Smohe Screcn


ma1 be extended to corer t/t.trcd of thc'Ilntplate and
-fenpldtcs
anotltcr one or tuuo
dounwind of it.

mine the Wind Direction whcn they fre the


.t'irst Sntoke Bornbardmeut af the gane.

Ifonl

one wedpon x f.ring

the smohedisperstsasfast as tha


ueapon can.fire it, so therc is no Smoke Scrcanprcducad.

7he Smoke Streen occupies a// of the Trmplares dnd is


bigL. Fi// aacb Artillary Templrte uith nire
Smoke rutrkers 2"/5cn in diarueter and 2"/5u71 tall
({nl/s of cottort wool tuorb u,e//) nr t sixgle /argt Stnoe

2"/5cn

ntrker

6"/l 5cm square and 2"/5cm td//.

EFFECTOF A SMOKE SCREEN


'lhe

thick blanket of snoke gcner:rredbr. :r bombardr ' t e r r it' J i l f i . L r l Lr . . . . r l t r u r r . l t .

A ten?n fdilnat set nnothcr tnm tt orff J6"/40cw if


all [.ines of Sigbt beturert tham pns througlt Smol<e
rVltrkers.
lf d// Line: of Sight flm d Shooring or S?ltting renru to
nn (nem! tenm (nter 0r ?st through Snohe mtrkers, the
tetru is both Cancealed dnr/ Gon.e to Ground, reo.drd/css
oft// other consideraont, cxc.pt iu Dejensiua liire uthare
it only ()onteils (scepage 152).
lJ any Llnc of Sight Jron a Shootlng or Spot/iilS ttluil to
the eneml tedm doe: not pd$ through a Stno/<eMtrlcer,
the Smo/eeScreen /tas no e1fct.
A Swoke Screen is nat a 7lryain Fedure.

WIND DIREcTIoN
Since smoke tends ro drift dou.nw.ind, one of the rnajor
factors to consider when frring a smoi<ebonb:rrclmcnt
is rvhich u,av thc rvincl is blorving.

Align tl,e Artl/lery Tmplate:o thdt it paints ta one


oJ'the sltort tabh edgn. 7he deJanding p/a1,er rolk a die
and comparo it to tha Tlmplate to determine the Wind
Direction. 7he dttaching pldler rud.y rc-rol/ tlte wind
dirution,

refecting tLeir abilit1 to cltoosethe timireg and


directioil oJ'th dtttcle. (tbey do, this ro// is.t'inal, eueu if
lessJuourabk that the.first. Once deterwined, th| ^ tlie
uind direttionfot

tlte duration oJ'thc game.

Salvo rocket launchcrs [rre bombardmerts just like


.ny orhc artillerv, but l.ith one kcv c1ifircncc.Atier
.ranging in as usual (usualh' by firing a singie rocliet at

FIREIN THEsKY
S:rlvo ro.ket launchets leave long smokc trails througlt
the skv rvhen thcr'llrc. Unfbrtun:rtelr', thc smoke trails

time, iust like ordinarr'',rrrillcr-v),thev fire all of thcir


rockers in one massiyesalvo.

give a*,rv the u'e:rpons'position, allon ing cncnv artil-

If an ArtiL/cr1 Bonbardntenr is on/1 beirryfred b.yRoctt


Launcbo tcnrus, it does not suffr a Ta I'lit penalt.y iJ thel'

Itltcc t Smoha'lnil

lcn.to range in on the rouqh area.


narl<er (a bt/l oJ cottan uool or

Rangerl h lrt thair scond or third artumpt.

simi/ar) tc tha retr of each l?ocket Ltwtchtr


Jires (includingJitilcd atterryts to Range h).

BATTERIES
BIGROCKET

Sp|ttilry tuilis do nar recd a Lina oJ Sigltt to Rochct


Launcher tctns marked lt.yt Sma/ee'frai/to Rdugc Iu on

Rockets irre notoriouslr. difilcult to conrrol in lJight.


.Withour any or-board quid:rnce svstcm the rockets of
. Silork:i \X'ar ll coulcl not hope to m:rtch the accur:rcv of
conventional artillery anclvcry big sah,oesrvould simpiv
be spread acrossa u'ider arca.

Templatc ratl.ter tb*t re-rolllng.fibd rolk To IIit.


Bortbtrdment

t0 tl)irtccLt Rocleat Ltunther

'.
Detasttting

rolling.fikd

that

them as thc vnol<c trtils rise nboue nl/ terraln. Hou,euer,


if the Spottlng tedrn does not htuc a l.lre o.f SQht to tba
Airuing Point, rh( t/lrget tanm counts as bcing (.1tntealed,
becdusetLe vnokc docsn'tgiue nun.lt th( rocl<ctIaunchcri
precise locdtion.

If an Arti//er.y Bombardrnertt is bcing /irad b.y six to eigbt


Rocket Launcber tedmt, yotr must il!e d Doubic-u,idtlt

If du Artillery

tum

is bcing .ftrtd b_1,nine


rtt{sl us( d

Tnnj,.yon

.Bornbardrxent Tetnpltta rtthcr

lhau

re

roils To Hit

An Artillery Rorubtrdmcnr .fired by Jurtcan or morc


u'eopon:, tucsrr I)cunrtntiLlg Bonrbtrdruent Ibmpltte tnrl
'1-o
Hit ro ll:.
rrrolls Jii led

l?atnouctl/:ruoka trttiL nrrkers on yotn RocbatLtuntl,er


teams it TheStartlng Stcp o-f_yournaxt ilrrn.

:ltii:,.;t.rr.

Flying low over th front line, an Ame rican L4


'Grasshopper'
or British Auster liaison aircraft operaring
as an ir obseryation posr (AOP) is the bane olGerman
s o l d i e r s .A r y m o v e m c n r a r a l l i s i n s r a n r l ys p o r r e da n d
radioed ba} to the field anillery, who respond in
their usual brutal fashion by pounding rhe rarger undl
a l l m o v e m e n r c e a s e sB
. y D-Day. ererl American and
British division had light aircraft operating as AOP's
giving them unequalled artillery observation capabiliry.
An Air

Obseruati0n Post (AOP)

is an Independ,ent

Obseraer team, but may neuerJoin dnothe Inde?endent


team 0r platoon. An AOP is not treated as an dircraf.
exceptf,r shooting at i dnd Fighter [nteTception.

t, : '

SHOOTINC
A,TAN AOP
Even though they are.flying low an AOP is
moving too fast nd high for anything but an
aircraft gun ro hir,

An AOP canonlybes.bii.atusingthe rulesfor


Anti-aircraf

fire on page 181 as rfit was an


Self-defenceAnt -aircraJ:ueapons can shoot at an
euen ifnot attacbed by it. As uith all Anti-aircmf
the AOP is shot at in its oun Shooting Step, not the
Shooting Srep.

FIGHTERINTERCEPTION

The AOP carries no uedpons and cannot s/toot, assaub,

A O P p i l o r s r e l i e do n b e i n g i n c o n s p i c u o u sr o s u r y i v e
their defenceless light aircraft. Sometimes it

o, bc as,au/ted.

and sometimes it didnt.

An AOP cannot operdte at night. (the mission usesthe


Dau,n rules (seepage 273), tbe AOP will moue on to tlte
table it irsf rst daylight rurn. lf rhe nision a,es rb( Dush

lfyour opponenthasAir Support,thq canrollfor.

rules (seepage 273), the AOP uill leaue tbe table iru i*

lnterception instead tfGrouad Attark ar rhc beginning


their own turn. IJ'they receiue their Fighter
rhc AOP is shur down and Detruyed.

f rsr night nrn.

If the AOP player also has Air Support. thel ma3t

MoVINc AN AOP

for Fighter Interception (a ifthe opponnt hdd rollet/


Ground Attacle) to stop tlt opponent's fgbter: before
shoatduwn rhe AOI

The AOP flies low over the front looking for rhe enemy
and reporting their positions. Although slow compared
to fighter (or even bomber) aircraft, an AOP is still extremely fast compared to its earth-bound comptriots.
An AOP ioes not haue a,fuIouementDistance. Simply pldce
the AOP ahere yoa udnt it to be in the Mouement Step.
Aru OP may beplaced uithin 2"/5cm of an enemy team,
and enemy teams md! moue uithin 2"/5cm of an AOP
ARTILLERY OBSERVER
The main role of an AOP aircraft ts artillery observation,
using its mobiliry to iind targets and avoid enemv andaircraft fire. It flies low to avoid enemy ghter aircrafi,
making it more like a ground vehicle than an aircraft.
An AOP i.an Obseruer team that can act as the Spotting
team for any Artillery platoon that has a Staffteam. An
AOP Spox like a ground uelticle, drauing Line of Sigltt to
and from the aircrart model, ignoring its fight

stand.

Unllke other Obseruer teams, an AOP can Spotfor artillery while mouing. When using theAll Gani Reput! sprcial
mle on page 128, an AOP can ruoue, but mtut still be in a
position n Spot tbe Aiming Pointfom

the preuilut tum.

Due to the dificuhies

in fying an aircrafi an locating


trgetsat the tdme time, the AOP airoaJt modeI (ignoring
the flight stand) must be witltin 16"/40cm of the Aiming
Paint. Line of Sightfrom anAOP

is taleenfrom any part

ofthc a;reraf nodel.

Ihe AOP bn$tsfom its hei.ghtfu albuing it to re-roli the


thid anemprrc fungeIn rf irfaikd on rhatnmpr.

IW

SELCTTHE AIMING POINT


Selectan eneml team tls the aiming Point.

NOMINATE THE SPOTTING TEAM

8 RotL To HIT
Roll oile die per tedm under the template.

Firins Platoon'sSbill

Score Needed

('onscript

5+

Tiained

4+

Wteran

onc of thc wcaponsfring. the llaroon Loryryand


or Staf team, the Compdny or a Higher Command team
o, an Obseruerteary as rhe Sputring tenm.

CHECKTHAT THE TARGETIS VALID


l.arget mast be in Line ofSight, Range, and Field of Fire.

Add + I to the score to hit if


. 7he artillerl ranged in on the secondattempt.

4 RoTATE To FCETHE TI.RCET

Add +2 to the requircd score to hit if


. The artillerl, ranged in on the third dttempt

Turn the artillery to face the target ofits bombardment.

CHECKIF THETARGETIs CoNCEALED


Targets at least halfbidden

by terrain are Concealed

Infantry and Man-packed Guns are aluals


Concealed if they don't moue.
Teamsthat did not moue, shoot, or assau/t dre Gone
to Ground.

Add +l to rhe score to hit if:


. Only a singk wenpon is;firing.
Artiller1 with 2+ weaponsfring

alway hits on a 6.

9 ROLLSAVESFORTE,AMSTHATWEREHIT
Artillery

hix

the Top armour

of Armoured

uehicles.

Opponent rolls d die and adds their Top nrmour rating


and compares the result to the Arti//ery Anttdn rdtinK:

ROIL TO RANGE IN ON THE TARGET


attempts t0 range |n.

Roll is

Resub

Gredter

Na effct

Equal

Firerouer test to Bai! Out

Les

Firepower test to Destrql


otherwise Bai/ Out

Add +l to the score to range infor each oftheJllowing:

Rall 5 + sauefor Unarmoured rchicles, except3 + nre Jr


Warri0r, IndependenL and Recceteams.

Targeted team is Concea/ed.

Trgeted team is Gane to Ground while Concealed.

Spottingteam is a Compary or Higher

Roll 3+ sauefor InJntr)l tetms.


Roll 5+ saucfor (iun teams, tn/ess (lone to (]round, then
3 + saue.

Command team.

Roll Firepower Taststo Destroy Infantrlt tdmt, and Gun

Mortart

ma! re-roll a failed frst axemPt to Range In.

POSITION THE TEMPLATE


'entre

the tm?ldte ouer the Aiming Point.

teams in Bu//etproof Couer.

lOMARK oR RIMoVE DESTRoYED


TEAMS
Marb Destroyed Armoured uehiclesas Wrechs.
Remoueother Destroyed teams.
11 PIN DowN

PLATOONS

THAT WERE HIT

An1 bit ort a platoon f"om a Bombardment nenns tht


platoon is ?inned l)own.

, l.:if

r.,:t_.t

iht'ri

of machine-guns

witfi the most stubborn

enemy, experience h repeatedly

bunkers can withstand

a heavy bombudment.

would b inr ihii inough to


shown that well dug-in infantry

in trenches

In the end, the only way to take their position is to

up close and personal with bayonets md hand grenades.

Select the Assaulting Platoon

8.

Pmh into Enemy Positions

Test for Tank Terror

9.

H Assaulting Platoon $!'on


(ifso, Skip to ll)

Chrge

into Contact

Opponent

10. Opponent Tsts Motivation


. Countrattacks, or

Conducts Defensive Fire

Roll to Hit with Assaulting

Tms

. Breaks Off

Roll Saves for ArmouredVehiclq


Mark or Remove Destroyed

11. Victor Consolidates

Tams

12. Return to I md Select the Nqt

...,

theAssaultingPlatoon..

143

.,.,. ,. ' . 143

TmkTerror

.......

ItingandNon-saultingTems

144

.,.,

into Contact,

......

159

UnrmouredVehicles...,

......

159

InfmtryandGunTems.

......

f59

.....

Charge\ThoYouShotAt .

LinerObstacles
AreaTerrain.
ChrgingaBuilditg....
TmlrsinTerrain
AssaultAlwaysContinues.

.....148
.... '... f48
...... f48
,...,.149
..,.. 149

AbmdonedPositions,.,........

WhoCmDefensiveFire.

f50

.,..

f5f

.....,

l5f

C o n d u c t s D e f e n s i v eF i r e . . . . . , . . .

WhoCanBeHit..
ShootingOver Infantry.
Tnksmd DefensiveFire

147

.....,.....148

ichPlatoonsareDefending

.... . .. ... f59

\45

... ,. . 146

The Most Direct Route . .

Platoon

O t h e r T e m s d o n o t R o l l S a v e s. . , . . .

Psengers

intoTerrain.

md eitherr

PushintoEnemyPositions.

f6f
162

C o u n t e r a t t c k i n g .... . ,
ChugingintoContact,

, .. ......
......,

T a n k s A s s a u l t i n g i n t o T e r r a i n. . . . . , . , . . .
Psengers Must Dismount,
NoDefensiveFire....
FightinginCounterattacks.

. ...

theAssault to Fall Back. . ....

163
164
164

........164
....

164

..........165
......

165

....,

f66

CamotCounterattack..,

..,,..

166

PinnedDownifBreakOff

.....

OpponentVins.

.....

Break Off through theEnemy.. . .......

FallingBack.

163

DismountingtoBreakOff

CapturedifTooSlow....

152

160

OpponentTstsMotivation,......

BreakingOff.

...........152
, . . .. .. t52
...., . 153

......,

H theAssaultingPlatoonVon .,,........

166
f66
. f66

. . .. .. 154

........

to HitwithAssaultingTems ., .......,
...,..
S c o r e N e e d e d t o H i t. . . .

154
155
155

Hits toDefendingTems..........

156

S a v e sf o r A r m o u r e d V e h i c l e s .. . . . . . . . . .

157

T n k sH i t b y I n f m t r y T a m s... . . . , . . . . .
TmkAssaultRatings....,,....
TmksHitbyGunTems.,.....

157
157
157

VictorConsolidates.,...

...,,...167

ConsolidationMovement

......

167

DefendingTemsRetreat

......

167

DismounttoConsolidate

.,.,..

168

....,.,.

f68

VictorisPinnedDown

Wrriors mdlndependentTeams ..........


AssaultSpecialRules..
AssaultSummary

..........

169
f69

.,,.,,.l7A

.
.e

t,

''.:
Four soldlers rrse ro their leet,
sun glinting o{f their bayonets, and charge towards the
enemy positions. The decisive moment h come. While
some of the fighting in an assault is hand-to-hand with
bayonets and sharpened spades, much is simply close-

a lethal furry

thcir

quarters combat with submachine-guns and grenades.


ln rhe Assault Stcp. 1ou launch a sericsofa,sau/rs. To hecp
things :inple,, eaeh asau/t i, foughr ;2 turn before rhe
nfft dstqulr bcgrns.
In each axau/t, you selectone ofyur platoons to charge
thc enemy. Earh a'saulr pit: one ofyour p/atoons again,r
one or more ofl,our opponenti platoons.
Your asaulting platoon charges into contact with the
enem!, then the defenders conduct dejnsiue
f.re in an
ffirt ro pin rhe araulting platoon down and rr6p 11.

Your troops need to manoeuvre themselyes to within


srriking disrance of rhe enemy to launch an assault.
Select one of your platoons or a tilhnior team as the
Asaubing platoon. b must be ab/e to get into baseto-bdse contact with an enemy team when it Charges
into Contact kee page 145).

PINNEDDowN PLATooNsCAN,TASSAULT
One of the easist ways ro stop the enemy from assaulti n g i " t o k e e p r h e i r h e a d sd o u n w i t h h e a v T r e .
You may int select a Pinned Doun pktoon containing
InfantrJ tedmt the Atsaubing platoon since thqt aren't
allowed to moue closer to the eneny.
A Pinned Down platoon containing only Armoured Tanle
teams cdn be selected.
as the Asaubing p/atoon since being
Pinnid Doun does not ffict

Armoirid

Tn k trn^.

ofbayonett and

Afar rhis terrifling onslaught. the


tests their willingnes to counterattach
own

waue of bal,oncn and

the defendersbreab of and the


?::::;::
Should rhe dcfender fght

baeh. rhe asau/ting


needs ro te,t rheir willingnes, in rurn. lf rhey are
to cdrrl on, they counterttacb and the
?rocess conti
until one side or the othii breahs af.
When you hauc rompleted one plnroon's a,aulR,
Jou
another platoon to Launch an Assauh and charge in

LEADERTESS
PLATooNsCANNoTASSAULT
\ ( / i r h o u r s o m e o n er o l e a d r h e w a y i n r o r h e e n e m y
tion'. norhing happens.
You may not selecta platoon without a P/aruon C,
team n the Assauhing platoon, abhough sucb a
cdn still Counterattack (ee page 163)

TANK TERRoR
Infantry avoid assauldng tanks as they lack
that can penetrate these well,armoured beasts

IJ anl AssaubingInfantrl team is within 6"/ t 5cm of


enemy Armourerl Tanb team, the p/atoon must take
Motiuation test beJreit can assault.
. On a successful ro/1, j,our infantry get up
and
.

On afailed roll. thel do not launch rhe assault.


ring to remain w/tcre theJ are.

[gnore Boged Doun

or Bai/ed Out Tnh teatns


teams (but nlt Warrior teams)
determining if an Assaulting platoon needs ta take
Motiuation Tcsrto asrault.
Independent

,t:':::.:::
,it::::.::t
'. t-

j:]

a smrr olllcer rrie5 ro milimi\e

the srrength

iheir assaulting force, somelimes they have to leave

behind.

Charging

CHARGE
'softskin',

*re enemy in a

or unarmoured

vehicle, or even a lightly armoured.transport, is good

of tbe lnlantry

and Armoured Tank reams in rhe

platoon are Asaulting teams. asidcfrom those


are identifd

SOFTSKINS CANNOT

as Non-assaubing teams.

assauhing player may declare any teams Jrom the


Platoon to be Non-asaulting teams

,,,^.,

"^.k,,,,

-L-

f^.-'

Unarmoured Tank teams and any 7ansport teams in the


Asauhing platoon are N0n-assauhing teams.
An exceprion ro rhi, i, German armourecl halJ:1rn175
that ran charge inro conracr uring rheir Mounted Asault
specia/ ra/p (tee pagc 24Jt.

BEIN COMMAND
the ordei to charge doesni reach some ofyour troops

GUNS AND ROCKETSCNNOT CHARGE

time, they wont be involved in the assault.

The domain ofgunners is shooting, not launching wild

thdt are Out oJ Command are Non-assaubing

bayonet charges.
(]un teams (including Man-packed Gun teams), self-propelled armoured Rocket Launchers, and Stafteams in the

FARAWAY
cm onlycharge so far Ifthe enemy is further awal',
y can only watch the ght awaiting its outcome
ams more rhan 8"/20cn fon oll Defending teams are
-asauhing teams. 7he Souiet Qualitl of Quantttl

ial ru-le(spage251) extendsthis to 12"/30cm ln


txlmmstances

Asauhing

platoon are Non-assaulring teams. Howeuer,

thel ma1 end up fghting the enem1, as the result of an


enemy assaub or Counterdttac/e.

ANTI-AIRcRAFT
FIRE
Troops shooting at aircraft are too busy with that task
to launch an assault.
Teams in the Assaubing platoon that Conducted Anti-

SHOOT ON THE MOYE TO CHARGE


order to assault, troops need to work their way into a
jump-offposition, close to the enemy. You cannot
rhi. while blzing awayllat our ar rheenemy.

that shootwith morethdn half 0f their ROF in the


ng Stepare Non-asaubing teams,unles they haue
rule allowingthem to shootat theirfull ROF while

ASSAUTT
AT THE DOUBLE
effort required to get your troops across the battlequickly means that there is simply not enough time
ft to organise an assault after moving at the double
ms that moued At the Double are No*assaulting

ANKS CANNOT CHARGETANKS


rks do not assault other tanks, they shoot them
stead, they charge down the infantry, hoping that the
tanks wont kill them rst
teams cdnnot Charge into Contact with Tank or
reams. They must Charge into Contdct with
or Gun teams instead.

aircraft Fire r/uring the enem)/ turn are Non-assau/tittg


te/tms. SeePage )81 for rules on shooting at aircraJi.

ASSAULT
WARRIoRTEAMSMusT JotN BEFoRE
Heroic leaders dont sit back and watch while their troops
attack, they get sruck in and lead from rhe fronr.
In order to Join the Asaubing platlon as dn Asaulting
team, t Warrior tam milst Jlin it before it Charges into
Contact. Any Warrior team that Joins the Asauhing
Contact is a Non-

platoon aJier it has Charged intl


asaubing team.

?:

T l r c . L s s . r r L ] r i lt qr i , o p s b r . , r k i n t o r r n u r r n r l c h , r r g eL h e
c n c n r r .b a l o n c r sg l i n t i n g . I l . a c i n gr c t o s st h c i n t c r l c n i n g

l::ttrltitt,a

. l i s r a n r c .t h c e l r r r g i n qs o l c l i e r s c c k L o g e t t o g r i p s u i r h

(-,atrittoittt,rcLitry

rctlts

o.f tl,c !!ttltiil,<


tttnts

o.f' tlt(

-''":k

(o
[)lttt0ot/
Lailnl(dl/n.Llu{

r h c c n c n r \ . r sf ; r s r . rpso s s i b l tco n r i n i r r i : ct h c r m , u n t o f
plttoott, :tc prtgc 16.)) irttu cartt,tct u'jth tltt' ltcin.1, irt
-l-roops
lirt rho'rll<i: tlorr rhc Llefcnrlcrs.
i n t h c s c c o n d tltL .ll/ou. i itu,:tcps. t,'o n-t ::,t tt/t; to\ tt I t! uLt 11
or (.ltirge
\ . \ , l r f r . l ,' r , ' . : " . 1 ' r . . r\ r . r . i ' r , . i i . . . r r , , , .
iiFoT

.***__u1

-#::'3i*

-?:

S* -t

.o

*r '#

;."uiI'

gTr'Ri/N rsslrLi ts\,',ic./l\r.;


1aLaataaA\tu"/lCC|"\

t -;trq-.-*

tNTa at\T/a

r',,ii! il5

flt'

ENtfl!

1. MoVE CLosEsT
TEAMINTo CoNTACT

2 . M o V E O T H E RT E , A M S
INTo CoNTACT

Ilrrlscc]c,scstttrthcetteltlr]tr.llhcri.tr.clllsinqrapit11r''\]ntc.ti|'1)/iji|i11!.,1:slttltilt,<
rliththcncllc:t.lclcn.]crs.-|hctroop-s
rrhocver rhcr c;trr relch.
.\Iot,e t/,t.1::,ttrltittrl

itr

(.lototrtirrrr,itL,:;t,a) lttf,ii!!i.t

t)

it!t)i t !!!

i tj

;ij;/i r

rij,,i'r,t.i

.ri

l,i

l 0t:tt

r t aoil iiiat r! )t l)t(i)111t(t t]t. l'0t

i itt

.i,:ri t,l t i tit< i 0i

(.ailrtrattrriili

ttttrst
iry,)

lr.:b I

"

,3ffi*

r-3_:

:si
*f
a:
+

Ntxi, ravE /L; REr,uJ\ir\rG


aAla la aa\)ca\TAaraE

fi
,

,.--'''

\dt.,

r !4r+

i+i

." . -s *#

,::i:.-!1;ig;;:!ll:j;!;ir!i!-i;!i$t

ll.\.\-.

..\

j-

#q@4!+qf:1:!.{qd!++,;:;i;:Ttr@}l:ii;
u-t:ijiGil;;i;i

j*;:;;+;;;!

.i:

,..1

a/l

ol

(or
rhe teams fom
the Asauhing
platoon that un mou( inlo conrar

enem)l trams haue done !o, mou( all remaining


(or Counterattacbing) teams that are uithin

E MOST DIRECTROUTE
ioops want to ger into conra as fast as possible, bur
t at the cost of getting stuck on the way. They will

8"/21cm of a Defending team. Moue theseteams 4"ll)cm


towarA eirher anl rury rhar has already been contacred
b! one 7flour

teamt, o the nearest enem! team that has


not been contacted bl one of1our tedmg

ICNORE
TEAMSTHATA,RE
OUT OF REACH
\While soldiers rvill hunt our enemy hiding
behind
buildings or in woods, there isnt much that they can do

vert slightly to avoid obstacles.

about enemy oops up an impassablecliff.

Cbarging into Contact must tahe t/te sh0rtest, mon


rect oute in:o clntact tuit/i tbe team thel are chdrging.
medns that if there are no obstaclesbetween t/tem

When Cbarging into Contdct, te.trns tglu)re enemy teams


that thel cdnnzt reac/t due to terrain that is impassabh
to them.

the enemy, the! mutt mou in a straight line totuards


enemy. If there is an obstac/e between tbem and the
ry, Thel md! either moue straight towards the eneml
the obac/e, or take the sbortett route around thc
to get to the enem)t.

may go around or through a friendly team t/tat has


fnished its Charge into Contact if this will get
closer to the team that tlsey are charging
that contact an eneml team rotdte at tbe end of
r mouemnt so tltat they are square up against a conenemJtTeam

NoT NEEDTo
IN COMMAND
they get the order to
rge, soldiers don'r need to
told whar to do.
teams do not need
remain In Command when

into Corytlct

MoVING NEARTHEENEMY
Assaults are ali about closing with the enemy. Unlike
normal movernent where you must keep your distance,
vou can move ri*ht up to the enemy nhen assaulting.
Your Assauhing (or Counterattacking) teams mty mlue
witbin 2"/5cm o.f anemy teams u'hcn the-y Charge into
Contact, but mdJ not mlue oucr or tltrouglt dil enmy
teaffi nor end their mouement with their base ouerkpPing aryt othr teami ba;e. An Assaubing team md! not
?ass throagh gapt betueen enemy teants lessthan its own
base uidth.
-

'4='j

.. .:

CHARGEWHO YOU SUOTAT


Sometimes a platoon intending to assaultwill need to
split iti re to engage several platoons at once.
When Charging into Cont/lct an Asaubing team t/tat
shot in the Shooting Step mutt charge a team thdt wds
uithin 8"/20cm of a team from tbe platoort thdt it shot
dt. If it cdnnot do this, it is a Non-assauhing team and
cannot Charge into Contact dt dll.
WHAT IF I DE5TRoYED MY TARGET?
If rhere is a risk that your shooting rvill desrroythe only
enemy team wirhin 8"/20cm ofthe platoon that you want
to assarrhwith, mark the position of the destroyedtem in
the Shooting Stepto make it clearthat you can sdll assault
i'our intended target using the Assauking Abandoned
Positionsrule on page J50.

...1.

IINER OBSTACLES

CHIRcTNcA BUILDINc

I r i s o b i i o u s h i n r l x r s s i l ' l ci L r r o u r r c r r r r sr o b c p J a c . - t l ( ) n c c r u r l s s . r i L L r i n qf c i l r r q c L s r o t l r e c ] o o r s r r n c ll i n , l o u :
i n p b l s i c r l c o r r r a c rl i t ] r a n c f ( - n l \ t e a r r , l e l e n r l i n ge u
o f r b u i l c l i n q . r h c r c : r n t h r , r . i n g r c ; r r r c i c sn n c l l t t c n r p r
o b s t a c l cl i k e a \ \ , i 1 lol f h c c l e c .l n r l r i s c r s c c i o s cc n o r L g l r r o c 1 c . r tt l r c c n e l l \ ' 0 L l t .
l s . s i o o de n o L l g h .

Itt.ftt;tr;.j, ilrtitr'

tittt g

A tctut iu iottn(t u'ilt t Litttrr ( )ht,rclc, tl,c \\''rcl: o.l'',


I)tstrolad t.clticlc, ,tr Optrittg )tt ,t tsttilliit,4, r,t rtt.1 orLt,

Builr!i;t,,1,: lstt Ttgt

Obsntk

/f'tlttrL

tbtt pb.ysic,rlllli(totri
lostr lo ttit (t(r1.1't(ttL/tis t!rtnrl

it.f n;tt Lti;t,g Stltccl


Ta1
b( i)t (ait!ttat t( iTll

nt/.) en(n) tetrti intiucrllttcl.l, rt.ior! flt( obsttclt J) o;r tt.


If tbLre istir cnougl, :p,tct ltLrurLtt tlv u1n) Ttiut tit(l
tl.tcl-ittatr Obsttclr.for tlu,4t ttrlt tt,' rtltu tr, ltL pLttrl
ph.1'sictllyitt totrch tt lrlt tltL t,tttirtl\ it i: :rill jtt ,ottttct
tuitlt il,1 citt:irt.1,
.f) oilt Tlt. ath(r ii.lr of'tl,t Ob,uiL..

tl,rou21,

11;i11q1/tc,totttai,rrici.lt

ii

(,lut,1ts

Oprli;t.g.. Lot!itf.t\

i!

rl,t
jttto
hrjlt!

r)t.i7t1 r(it1)t ittsirlL. ll tltct

Ilrilrlitt,q

Lnli;tg

iil eiltt.i

t,t,,,rit titi
ti,L ;t',i,,,i

t( itl) riti

i\hnr n pcs oi irrt-:rrerr ein a rc'rr odr-lLr'cl


l irh rh inqs Likc
L r e e sa n r l r o c l i so n L h e r r r l r i r t ] i n r i t l ' h e r c r c l n r s c r l r l r t
p o s i r i o n c t l .O n c c e g a i n .c l o s cc n o r L . gih: g o o d c n o u g l r .

Iln

t.tti)t iIiil.

ol

n lJtilrli;t,:. is ttittblc
. .

to.0itrtt.t

tt tti, ri,i

tii

ftciit! !tr to;tttict i.fit i: t; tin.,t,t: it rr;;t1r:,t;rri t: it iti,i;:


t i l r t o l i i , t a : t a 1 i i . t, . t 1 ) ; ! .

l
.'.1
.
l.
t
.'/.'..
bti;u itt contatt i.l )r i.t 15 ;/p51,1t ir utt gc/ tntll 1r triTl)ltl
2"/5cnt oJ tltc ltell), r(int.

:n

-{r.

*- *h
'1

'1

AssMLltNe iEAtN,
:acNAals ltE av',r,r
A'RCS5 LJNARIERR4JN
Aa leRE i5 Na Rac,fi
/\,i
8tr{EN ft,,#!!
TH5 EN6Y.
g+

;,,

lr..
..:;,1-

I{

.=

,,

t,:tt'i)t)

J...

t..

,t4^

itt,tiL:i

ttr l)r tttti oi rl,t

nttLtrs 1t [7111c4itt toitrtrr

i1(r!ia!l (i1 (ijl)) /:(tli) | i i tr | ll (.

i: ttttltlL to (0it!!t ,tit rit(t)i)

rttit,
r itl,

is to sptLc bc.;irlc tl,' Opt;tlt,,

lttto tl,t rlltl,tr,t.t

AREATERRAIN

ltriitit

cltti,liit,4
OrLltutf

b r.n t j( a.t tt i t o rl tr i ; t tt rL.y [] t i ld i ; t,t..frrr i t t', r i t, i l i t.,,t i,r r


rl,t i l,tr,{itt:< rrtt}t )ti)tttiir trt iltt ()ptiti;rg iit rr, oir.;t

;i//t'.tti't1, l,rrt :ttll

It' t tcrttit in lttt

Ll,tci:cri n;. (.0ttr,,rLr!

i)t.

i., n0 !Pt...fi

Btril/iti3.

()poti;t.,1,

ttitpcctrl,ic/

tittcriir<

?;;

TANKSIN TERRAIN
lf the eneny is trying to hide in terrain, 1.ourtanks have
to go in after them.
7he norma/ ru/esJr lossing or Jtering Rough'[rrain
Charging intl Clntnct. Ttnb tetms nust

nplh, abik

rnake the nppropritte

Bogging Checks as required.

Euen iJ the knk teain doesit actul)/lJ eltter 0r cror Rough


'lrraiu,
it muit makc d Bogging Check ds iJ entering or
crossing the Rougb Tlrrdin tuhcn it Clnrges lnto Contdct
tuitlt an eneml tearn in or dcrassRough Trrtin, unles it
is also uithin 2"/1cn o.fdnothc e/ten), JnJnt.y or (;un

Tank tean: cdrnnt Tnouup Jtairs, so thel do not ntd.


to mou( into Lontdct witb Infdntry teams on the upper
leuelsofd Building to assault them, but do bdue to moue
a.. , lo<en' pu:'iLIc.

ASSAULTALWA.YS
CONTINUES
Sometimes vour leading rroops will lind themselves
sroppecl by obsraclcsbelore thev reach the cnerlr,, leaving
t l t c m e r y ' s . l l o c n c n ) \ ' l i r er n . l c o u r t e r r t t a . l < . .
( ),t.t
) o u I a u , , c l , a q A , : a t r l t . r / c n . . : n r r lrtn n r i n t r e : ,e t e n
iJ no ;vt,ltitt3 tnr ( ttttttt(rapi,i<ing r,tas a;tutlly

Iedrn that it not in or dcrossRough Ti,rrtin.

mtl<c contact utith tn anam! teatn wLet Charging into,


Contact (becauseall ofyur tdnbs Bogged Down or ylut

TANKS CH,ARGING BUILDINGS


'Iirnks
are not really designed for lighting in buiFup
,rreas,but ifthev have to, they cn airempr to bring rhe

inJantry got hung up ox barbed uire.fr itttdnce). This


nedns thnt tlre deJanderswil/ still conduct Deferuiue Firc:l
(seepdge 1 52)

building down around thc infantrv hiding in it.


Only Fully-arnoured Tanh teams (e epage 8) can assault
teams in Btri/dings. Other ucbic/es cannot assdu// teants
in Buildings dt the.y cdtulot enter Building. The ntles
'lerraiu
appll to lxk tea.ms
for Thnbs Asvulting into
A:stulting (or Countartttdching) teams in Buildings.
Sinca Buildings are \/cr1 Dfficuh

Going, thc Tnb team


will tteed to pass n Sbi/l 7L to duoid Bogging Doton.
Unlike lrtfantt l tetrr, Tt tenns tlo not need nt axisting
Opaning to assault into a B/ding. Instearl, tltcl treat a//
u,alls as Opcnings. h t// other respectslul/y,armoured

'a,r1
-f,

'i*

Tanh tnrns tssdtt/t ittto Buildings in the sdrte wnjt that


ln.fntry ream' do.

.?-

' ,'' . . :':..:'.t,


, :':l.i',a.

,i.orir shootirig.was

so ..successfulthat it destroyed
e n e m y t e m s r h a t y o u w e r c a b o u t t o a s s a u l r .r h e
can still. tke place as . the assaulting pItoon
fonn'ard and ocupiei the abmdoneili.nemy
.uripposed. Sometimes a similar thing will
when vo

p l a L o o n sa . r a u l t s i d e b y s i d e . l f r h e

pltoon to assault th position pushes the nemy


the seiond platoon to assault will be left with an
walk to victory.
a team fom your platoon that was in a positiln to
an Asauh at the start of the Sbooting Step is
to Iaunch an A)taulr in the Assautt Step, but
because the enem)/ teams tbat it would hue asare no longer there,your platoon may still Launch

A*aub.
of Chargtng into. Contact uit/t
Asauhirig

teams witltin 2"/5cm, the Asaubing teams cannot scoe


any hirs, bur rhe Dqfending plaroons musr srill tahe a
Motiu/ltin Test to Counierattach (seepage 162).

NO ENEMYCLosEENoUGHTO ASSAULT
If your shooting was spectacular or the enemy was
w i d e l y d i s p e r s e d .y o u r r r o o p s m a y b e a b l e r o s i m p l y
walk in and take the enemy positions unopposed.
Ifn:one oflour Assauhing Teamscan get uithin 4"/ lAcm of
on ilrcry! rean by Cbarging into Contarr. the Assaulting
plaroon still makes its Chargc inro Contacr moue to
contnct the positions of the uanquished enemy. It sffirs
Defensiue Fire (seepage )52) as usual, and ifit doesn't
Fall Bach from the Defensiue Fire, automaticalfu iYins
the,$sauh dnd Clnsolidates (seepage 167).

enemy teams,

tedms must Charge into Contatt with

missing eruemy teams as if the enem! teams uere still


they uere at the sttlrt ofthe Shooting Step.

:MARK.DESTROYED
ENEMYPO5ITIONS
lfyou

plan to u5e fhe A"rulring

Abandoned Posirions

rule; it can be helpful to mark the positions of the reams


ihat yot destroyedin rhe Shooting Step so rhat you can
'charge
rhen in rhe Assault Step.

ENEMYCLosEENoUGHTo AS5AULT
t h e e n e m y p l a r o o n "y o u r v e r ei n r e n d i n g t o a s s a u l r r i l l
teams close enough to assault, you can continue
assault as normal, even though you wont

make

you to just move at will

after sitting

srill and shooring

at their full rate. The assaulting teams rvould still have

t with any enemy teams.


't
at least on of )tour Assaulting reams is uithin t l0cry
(nemj
an
ream afcr rheir Charge into Lonract, rhe
is conucted as normal.

YOU MUSTHAYEBEENABLETo ASSAULT


TheAssaulting
Abandoned
Positions
ruledoesnorallow

If there are n0 enem)/

needed to fire at the reduced rate of llre for movins

to be

abls ro do rhi'. a. orhe.wiserheyare nor .ligibl. ,.. hrrge


vou can't just decide to
take the Dositions after youve shot all ofthe enemyl
inco contact. In Flames OfWar

Generally anyone ner enough to know what is hap-

Afier the Asaulting player Charges

pening will open re on the attacking troops before


liring ba; oner. ready to see e cneml ofi. Those roo

Contact, the defending plal,er conducts Defensiai


Fire againsr rhc Araulting

far away to distinguish friend from foe can only watch

Only

andhope.

thool tn D(len)tu

teams uithin

8"/20cm

platoon.
of an Araulting

team'

ftrc.

Aqt enemy platoon that has teams within 8"/20cm of


an Asaubing tedm is a DeJnding platoon. A platoan

FIREAT THEDOUBTE
No DEFENsIvE

does not need to be in contacf with the enemy to be a

Tioops moving at the double are focused on reach

Defending platoon.

rheir goal quickly and are not ready for combar.

L)etermine which platoons are Defending platoons afer

A Defending team thdt moued At the Doable in i;

the Astauhing platoon has Charged into Contact.

preuious Mouement 9ep canuot conducr DeJensiueFire.

NON-ASSAULTING TEAMS

IN DEFENSIVE
FIRE
NO FI,ME-THROWERS
F l a m e - r h r o w earrseo f l e n r i v ew e a p o n T. h e yr a k e

No one wanfs to expose themselves fo fire unnecessarily,


'I1lose
laced
so only troops being charged rvill open re.
wirh troops gir.ing covering fire will just lie low.
Enemy teams tuitbin 8"/20cfl

of Non-assauhing teams

are not being assaubed unless an Assaubing team is dlso


uithin

8"/20cm.

FIRE
WHo CAN DEFENSIVE
The enemy won't take your chargc lying down. -Vhen
they see your soldiers bearing down on them, thcy will
redouble rheir 6re in an e{lort to stop your troops from
reaching rhem. After the attacking platoon has launched
their assault,the de{nders get one last chance to srop
your attack with their defnsive fire.

ro prepare and cannot react quickly when surprised.


Tlams cannot shoot Flame-throuers in Defensiue Ft
Infantry

Flame-thrower t(ams can sti/l shoot as

teams kee page I 98).

il1.'e.nrnycfrargingyou, bayonetsfixed, is ASSAULTING


THROUGH
SMOKE
s m e a s s h o o r i n gm y o r h e r e n e m y a
. s i d e A l r h o u g h a s w i r l i n g s m o k e s c r e e nh i d e s r h e e n e m y a r
d i r e c o n s e q u e n c e so [ l a i l i n g r o s h o o i r h e i r
ue Fire res tbe normal shooting procedure (inchecking thar the teqm is a ua!id rarget, rolling
rolling saues.and rolling ro destroy. erc.) with th,

long range, they ue clerly visible silhouetted against


L I e p a l e s m o k e a s t h e y c h a r g ej n r o c o n r a c r .
As Defensiue Fire is condutte at pointblank range,
Assaulling teams are on$ Concealed, but not Gone to
Ground when srcn rhrough Smohe Marker:.

iltanges

FIREAT SHoRT RANGE


is nr: tirne to pick your targets whn the enmy is
lg, you just shoot what's in froni oiyou.
Assaulting teams tuithin 8':/2qcm /1/ udlid targti
Defensiue Fire, so hin must be allocated ro Asauhing

within 8"/20cm of theshootingtean.

FIREFRoM THE HALT


though they only have a short time to shoot
weapons can pour on the lead when necessry
mi.ihaoting in Defensiue Fire do not count ar mouing)
ifrhel moued in their prcuious rurn, in*ead thcyfre
theirful/ ROF. Howeuer, a /eam liom a Pinned Down
still reducesrhrir ROF for being Pinned Down

WHO CAN BE HTT


l f y o u a r e b e i n g c h a r g e d ,y o u n a r u r a l l y s h o o r a r r h e
troops chuging you.
Hits from Defensiue Fire must be allocated to Asatilting
teams, and may not be allocated to Non-asauhing teams.
Aside Jiom this, bits are allacaterl
shaoting rules.

using the normal

No BUttETPRooFCoVER
Your troops have to leave the safety of their own positions to charge into contact with the enemv, rendering
them more vulnerable to defensive fire.
As Defensiue Fire is conductad on the Asaulting teams
as thej charge, tltey neuer beneftfrom BulletproofCouer,
euen in terrain that giues Bulletlroof Coaer.

NT FROM DEFENSIVE
FIRE
t h e d e f e n d e ri s i n r h e m i d d l e o F a w o o d o r r h e
,-bur.ftcking troops are going to be in clear view
rhey charge acrossLhe l*L gap and inro the enemy.
Fire is conducted on theAsaulting teams where
are afer Cbarging into Contact, so thel onl] beneft
Concealwent theT occu?J at that point. In most cases
means tht Assaulting teams will be in the open and.

SHOoTINc oVER INFANTRY


Awell laid out inlntry position is likely to have machine,
g t r n sa n d a n r i - r a n kg u n s : u p p o r r i n gr h e i n f a n t n .
As with other shooting uehicles and Gun teamt can
shoot ouer Infantry (but not Caualrl teams, as can otlter
Infantry

teams shooting at ?ehiclcs (seepage 80).

Houeuer, an assauh in a uood or through a


streen would count as Concealedfor instance.

t
;u,''"'"

TINTs AND DEFENSIVE


FIRE

D E F E N S I VFEI R EH I T S S I D EA R M O U R

Tirnks have rurrers so thet' car engage close,in threats


fr-om the Hani<sin :r lvar. thar,rssault guos cannot.

t point blanli range, anti-tank rvcapons are much:


n r o r e( f I c L t i \ c . f l ' e i r r o t r r r d l.t i r h r r J c r . r n dr h e g u n n c r s

T A N K G U N S I N D E F E N S I V EF I R E

rvill target vision slits, tracks :rnd other vulnerable spots .


m:rking tJrem much rnorc likelv ro penerrarethe tank.

Rapid-{irinq nachine-guns and turret,nounted rveapons


are the rnost el}ctive n'e:rpons a tirnh hr for halting
inlntn assaults.

L t . , l ' , u , c r h ( i , \ ; , 1 , , l r u a u t l o , n t 1 1, ! r r y s 1 1 r . \ a y s 5
dgaln:t [)efensiue Fira, euen when tha mode/ isfacing tbe
s/tooting tetnt.

A:

uel/ ds its machine-guus, i rehich cdn t{sa ltlt)l


tl{n'et-mounteal u)eapons ta shaot at InJantrl fearns in
Dafensirc Fire.

All hits irr Defeusiue Firc Ji'on other rchiclt-mourtted


u,edponstttmt bc a//octted to'lhulz team:. IJ'ou/y Irtfintr.y,
ttlils drc udid nrgets, t/toy hits trt oupL'tal1, igTlsrgal.

SNEAKING
UP oN TANKs
One of the rveahncsses
of tank clesignjs that Lheyhar.ca
hugc blind area closc ro rhe ranh makinq thtrn vulner,
ablc ro infntrr-att:rck. Tnks have to bc vcn, wary of
drir.ing,inro terrain occupicd bf inintrv as rhe enenlr,
can sneak up and blind ir wirh smokc grenacles,mucl,
or flour bonbs. bctbre rhe crcrv even knorv that thcr':rre
r r n J . ra r r a c k(.) r . r b l i n d e J r. h e r a r er i r r L r . r ldl re l . r r . . lcssag:rinstilfantrv.
A DeJnding t,ehicle mal not l)eftntiu. Fie ar all iJ'it is
in conttct tuit/t tn assau/ting InJutrl' teatn thm Srcdked
Up on it.
t(t//t

cLtn Steah Up on t

uelticla ('rha

::::rr"*
,

did not nruua in tLe Mouament dnd Sbooting Steps,

did not shoot in the Shooting.\tep, and

strted its Lhargc into Contact Concea/ed by 7rrain.

ition. Ifthe dendert fire is heav,venough, the assaulting platoon will brcak o the ass:rult and fall back.

tein: dre occupyittg tlte position th.tt d tnnt


nce to Frll []ack to, the Jiiendfi, 1nou Fa]/ Bdcb thc
:hortest distttttct raquired ta tnthe spd.( Jr the Falling
Bacletearn, pushing dn-t iettnls in tlteir utt.y bd(P in turn.

Alrhorrgh throwing morc troops ar a problcn normallt


just resultsin more casualtics,there are occasionsrvhcn

Wbicles do not need to tabe Bogging Chet|: Jr Rough


'lirrdit
u,hile fulling Bach. An1 nnks thdt Boggcd

exrra numbers ca;r make a diilcrence.

Doun or uerc Btiled Out L!ithin )"/5cm o-f the tnem1,.


eitLer rlrrng the Charge into Conttct or b1' Dtfer:iue

FALL BACK FROM FIVE HITS


Charging into a rvall ofbullets is not a u'inning proPos-

If the total number oJ ltits 14'otn Dc.fensiue Fire is t6ue


:or mor(, the Assduhing pldtoart is imrnedintely Pinned
'.
Down nnd nnsT l"al/ Brb. Tbtir nssduLtis nau) outr.
oJ Quantity specldl rule (see
ihe Souiet ()tnlity
'page251) requires ten bits to
forte inJaxt_y to Fall Bach
tn s0m( ctrcumsttnct.
.TANKS FALI BACK FROM TWO EFFECTIVE HITS
l'While intnrrv and opcn-ropped vchiclcs can be driven
offbv a hail ofbullers, battle ranks just u,ecleon througir
anyrhing that doesn't knock ihcm out.
IJ'aLl of'the Ardu/ting tums tre ,Fully-trnoured uehicles
(other than Recce tctms), the.y do not I'd// Bacb if tl,ey
taef.ue or ruorc hits .frorn Defens/ueIire.
Howeuer. if hrn or nora Armouretl uehic/es ( tthctltar
Open-toltperl or Fu//l,-drnoured) re Bdilad Out or
Dexroled b1 DeJen:it,c Firt, rfu pktoon nust Fd// Bilk.

FALLINGBACK
Ifsoldiers are unable to close ruith the enemr', tho'rvill
hit dre dirt just outside of ercnaclcrange.
If au Asmlting

platoan Falk Bdck.fi'on DaJctt:iuc |--ire,

a/L teams tuithin 2"/5cm oJ an tneu.1, tcdrn lmtncdiatcly


moue b1 the rtost dirrct rlute until the.y tre mort thau
2"/5cm auay J|on tlte euon1, enditgJc)ng thc enemy.

Ifft'iendb

Fire still full Bul< unti/ the_'tdre ttor( Tltdrl 2"/ittrt Jnrn
the enerLy ds the_11
ileuer got tltdt t/lit in thc first p/rtct.
If thc l;all [Jack nes a Bogled Dou,n t,tnk btL:b aur oJ
the Rough Terrdin it Bogged Doun in, it is no /orgcr
Boggtd Dou,rt.

TOO FR
A CHRGE
Somcrincs tire defnclers'lire molvs dorvn the assaulting rroops bef'orethcv eet close enough ro firht.
[ftbere are no surutt'ing ssnultingtctms u.'ithin )"/itrt
of tn1, encn.y tearu nfier DeJinstuc I'ira, thr ssttrlritt,,q
p/tttoou is I'inncd Dou,tt aud the nsdult otet'ictctt i.t tl,t
Ass,r.ultingp/,ttoott u,t: not lrtetl to I:ttl/ Ba,:k), uttlc:: it
utts Assau/tittgbrudonetl [ition: (:capary | 10).

Assault combat is quick, brutal, and confusing. Your


soldiers use anything

that comes 16 !and-5a[62-

chine-guns, grenades, bayonets and even sharpened


spades-as they set about clearing the enemy posirion.
Roll to Hit with atl of the Thnk, Infanffy, and Gun teams
thdt are in within 2"/5cm ofa Defending team that is in
rheir I ine ofSighr.
Asaulting

(or Counterattacking) tenms canfght through

any friendQ team and do not need to haue a target uithin


their Field ofFire to be able to Roll to Hit as the! are close
enough to be able to auoid hitting their friends and to use
p ersond I ueap orusif necesary.
Asaulting

Gun teams will not be within 2"/5cm of the


enemy.during the initia/ assaub, but mal come uithin

2"/5cm ofthe enem)rlls a resub ofa counierattack.


TrantPort teams and teams carriec/ as Passengers cannot
fght in an assault and do not Roll to Hit. An exception to
this is German armoured half-tracbs that can fght using
the Mounted Assauh special rule (seepage 243).
FIGHTING IN BUILDINcS
Assaulting into a building is a dificulr prospect as ir is
hard to bring nurnbers to bear on the enemr
Infantry an Gun teams can only fght

into or out of a
Building through Openings they are touching. Only one
team can fight through an Opening unlex the Opening is
wider than a stand uidth, in uhich casendditiona/ teams
can fght alongside the frx
until the Opening is full.
Teamsfghting tbrough an Opening or uithin a Building
must still be uithin 2"/5cm of the enem1,to fght.
-Ink
teams do not need Openings into a Building to fght
as the! cdn make their oun.

SCORENEEDEDTO HIT
C ) n c e y o u h a v e d e L e r m i n e dw h i c h o f y o u r a s sauldng teams can fight, you need to ro11to:see iftliil
can score a hit. A successful roll shows that your
beat the enemy to the punch. A nissed roll could be
d u d g r en a d eo r i a m m e d g u n . i n a b i l i r y r o f i n d r h e e n

in the smoke and confusion,or the enemyprrying


bayoner with their enuenching tool. Assaults ffe a cot
f u s i n gs w i r l o f e u e u r " w h e r e a n y r h i n gc a n h a p p e n .
Each team fghting in th arault rolk a Shill T$ to
the enemy. There are no modifers to this rol/.
.
.

lfsurets,ful. tht tcam has hir an enemy team.


Otheruise, thelJile
no efct.

to score a telling blou and

is relatively easy for a brave soldier to keep the enemy


f r o m a v a l u a b l ew e J p o n . a r l e a ' r u n r i l t h e y d i e l
llajer receiuing the hits allocates each hh to any of
tilms uirhin 2"/5cm and in Lin( oI Sighr 0f the
that caused the hit.

fo llowing restrictio ns appb :


Hits mut

be allocated euenfi across all of the eligible

tdms.so tts:to maximise tbe number of teams that


hau( hits dlloured to th(m.

TANKsASSiA.ULTING
BUILDINGS
If the enemy is trying to hide in buildings, your tanks
h a v er o g o i n a f t e r r h e m .
Hits fron Fulfu-armoured Tank teams (and their Tnk
Escorts)can be allocated to an1 team in a Buildinguithin
2"/5cm. Hits from other rypes of Tank teams cannot be
allocated to teams in Buildings at all. Ignore any hits for
uhich there is no ualid target.

TANKsCANNoTHIT TANKs

Teams tbat are Bogged Down or Bailed. Out are onbr

Tnks cant charge tanks, so.all of their hits must be

hit afer teams that are xill fghting.

allocated to the guns and infantry thar are their targets.

Hits must be allocared to Tnh, Infantry. or Cun


teare (euen those that are Bogged Down or Bailed

A hit Jiom a Tank ream or its lanh Escorrscannor be


allocated to a uehicle. If only uehicles are auailable to

Out) before Transport trumt

allocate the bit to, then ignore the hit.

must be allocate/ to Armoured uehicles zuith


lower Top armour rating: before rhosewith higher l-op

IGNORE
OUT OF REACH

armour rati ngs.

ilhere isnt much that a soldier can do about enemy

Hits

all o.fthe hits fom

an asaub before rolling to see

troops up an impassable cliff.


A hit from an Assauhing (or Counterattacking) team
cannot be a//ocated to a tedm that the Axaultirug (or

efea ofthe bits

fING MIXED PLATOONS


w e l l p l a n n e da s s a u l w
r i l l r e e e a c hs q u a dg i v e n * p e c i f i c

Counterdttacbing) team cdnnot reach due to terrain thal


is impassable to it.

about the target oftheir attack.


ralling to hit, you maL nominate a Priorhj target
for each Assaubing (or Counterattacking) team.
Priority target qtpe can be either Thnh, Infantry, ot
t(ams,
opponent must allocate hix from that Asaubing
to Defending teams of tbe Priority target type if
', although hits must still be dlloc(ted euenly aooss

of all rypa. Exacrlywhich teamsof rhat rypearehit


at your opp7nent'sdittretion, :ubject to the usual rules
allocating hits.

TING HITS ACROSSPLATOONS


close quarters it is easy for a squad ro dash to the
oa nearby tem to save a valuable weapon
player being assaulted (or Counterattached) may
/tirs to reamsfom anl P/droon, just ds long a' the
being allocated the hit is close enough to be hit by
(or Counterattacking) team

Asaubing

TING HITS IN BUILDINCS


a l e w r r o o p sc a n l i g h r a t r t i m e i n t h e r e s r r i c t e d

of a building.
from a team fghting into a Building through an
must be allocated to teams in the Building.

from a teamf.ghting out of a Building through an


musr be allouted to tcaruswirbin 2'/5e m of rh,

ing. Hix from a teamfghting within a Building


same Building.

.-t
.r

'.11:::,

1:'+"

l:.ir .

TANKS HIT BY INFANTRYTEAMS

MIXEDARMOURR/,TINGS

-ff4rile a tank's armour is still a


problem for infantry, a
big advantage of getting close to a tank is that you can
h i r i r w h e r e i r r e a l l yh u r r < .i u r h i n r o p a r m o u r .

Tank-hunrers go lor rhe eiest targersrsr.

When yu

hit an Armoured uehicle uith

an Infantry
team in an asaub, the ozuning pkyer taleesan Armour
Saue using its Top armour rating. 7he owningplayer rolls

to Unrmoure
uehicles before
uehicles,and Armoured uelticles wirh rhe lowest A
rating before tbose uith higher Atmttur ratings, subject
all preuious ru/es about ailocating hits.

a die for each hit scoredon an Armoured uehicle and atls


the aehiclei Top armour rating to get their Armour Saue.

TANK ASSUTTRATINGS

ExcEEDS
TANKAssAULT
RATINc

lnfantry rank hunrers use grenades and


C o c k r a i l l i r e b o m b s r a r h s a n r h ei r n o r m a l

( rhe Armour Saue cxceeds the lnfanrl


ream's Tnk
A:saulr rating, their Sauc sueceededand the team uas
unable to fnd any weaknessin rhe uchirlei armou, and

All lnfunrry ancl Gun reamsltauean TanhAsault


for useagainst Armoured uehicles.This is aluays 2,

their attack has no efect.

EQUALS
TANKAssAULTRATING
If the Armour

Saue matches the Infantry

garclles of the normal.Anti-tank

rating of th
unles they haue special rules tbat cbange it.

MIXEDTANK ASS.AULT
RATINGS
teami Tank

As au b ra tin g ex act ty, t h eyfa i h d t h e Sa ue and th e i nfan try


manage to temporarif blind and immobilize the uehicle.
Counr rhe rrew as hauing Bailed Out. although rhey a,e
actually cowering in the bottom oftheir uebicle.
IS LESS THAN TANK ASSAULT RATTNC
If the Armour Saue is ley than the Infantry team's Tanh
Assaub rating, thqt fdikd the Saue and the uehicle is
Datroyd.

FIRINGANTI-AIRcR]A.FT
MAcHINE.GUNS
A tank has to keep its hatches open to fire anti-aircraft
machine-guns, leaving the tank vulnerable to assaulrs.

*:

lf hin are bcing allocmed n uehirles. they must


allocated

Specialist tank hunters seek out the most


foes, leaving the easier targets to regular soldiers.
lfhits are allocarett to Arryoured uehic/esancl orher
the hits allocatetl to the Armoured uehicles must be
wirh rhc highest Tnh Asaulr ratings, with rhe hix
the lower Thnl<Asaub raiings must be allocated to t
with the lowesrArmour raringt.

TANKS HIT BY GUN TEAMS


Infantry stalk tanks,but gunsjust keepshootingas
as they can. Anything but the biggest and most
some gun is still deadlv at pointblank rmge.

Any uehicle that fred an AA MG or .50 cal AA MG in


tbeir preuious Shooting Step, at AirraJi in this Shootlng

Gun teams tbat hit an Armoured uehiile in an


can make it take its saues with its Sie drmour
thdn its Top armour. Tb do this, the Gun team mus,

Step, or in Defensiue Fire treats their Top armour as 0


aben making.Armour Sas in assaubs.Howeuer, it does
not become Open-topped as a resuh.

Down), or be a Man-packed Gun tedm (other tban


mortart, nnd rhe uehicle ryusr bc in its Field of Fire.

:'.,i

a ROF of 2 or more(ignoringan1 efectsof being

:i.,:;
.' ,r:{

If a Gun team doas tbis, thcse hits mu:t be a/locdted


/awer Sida drmour rdting!
before higher Side armour rdtings (rathrr than Top

( the ro// equals or axceedsyour u.tapou': ltlrepou,er

I-fthe ra// is louter thtrt.your utettpon\ Firepou,cr rttittg


the shot has no effcr. 7he tank i: uor Bailed ()ut, tud

to annourcd uehic/es uit/t


..armour ratings).

rating, tbe tdnl? is Dettroyd.

contiuuesin actiott rnhdrrued.


EXCEEDS ANTI-TANK

RATING

( your opponent\ Armour Sat,e roll (using their Sida


Armour

rating) i: greater than lour weapon': norma/


Anti-tdnl? dting, their Armottr Saue is successfu/,and
the shot has no ffict.

h e a w t o e n g r g ct r r g e r J\ l p , , i r r r b l a rrk. r r F ( . . . r rr o r ( . . 1
to fight as riflemen rather than using their guns.

EQUA.ts
ANTI-TA.NK
RATINc
Stuc ro// (using their Sidt

IJ -your opponenti Armonr


Aruour rating) exdctl-)tequd/!.)iour u(npln's nolfltd/
Anti-tdnh rting, thry Jild their Arttnur Sat,t.
'To
deterrytinetha alJict of tba hit .),ottnust tal<ed f irepotter
7tst. Roll another dic.
'

If the ro// equals or cxceeds.1our urcapau\ Fircpou'er


rating, the creutpanic ard Bail ()ut.

If the roll is /ou(r tbdn.yaltr uc/ryoni l'irepoutcr rtttng


tlte shot hu no eftcct.

.LESS
THANA.NTI-TANK
RATING
'If.your opponent! Arrtour Snue roll (using their Side
'Armour
rating) is Less
than your uteapon'snorma/ ntitdrul<rating thay.failcd their Armour Sauc.
To determine the effectof tbe hit.you must taba d f irepouer
Tst.Roll anotlter die.

FIGHTING As INFANTRY
(lunuers takcn frorr thc {lank, or crcs ing t cirpons too

( tfu Gun tcaru is unabLe to or thc axaulting p/ai,er c/ect:


not to hit a uehiclc in tbc Sidc arrnotrr, it bits the Top
arnour ttith its Ttnk A:snuh rdting as uunl.

UNARMoURED
VEHIcLES
Unarmourecl vehicles lie perhaps thc most vulncrablc
in an assault. One erenacie is sufFcjent to turn rhcr
inro flaming p1'rcs.
[iutrnouretl uehic/estlo not g ttLt)isdr( in dn rsJdu/t.
'l,hen hit rhel ,tre l)estrol,cd attd rernorcd
f'ort the
bmt/tJicld.

Bul/ttp roof Lo uer tloet n ot grltlt t nre!Protaction


itt ttrt t:s,ttr/t. Assaultirg (or (,owtterattacking)
tatms do not need to rutke a Firepouer Testagaiust
retrns it Bu//etprooJ'(.ot'er.

P,ASSENGERS

lthiclcs are de,rthrr,rpsin close-combirt.The assaulring I


fbrce simplv cuts dos,n the passengersand crerv at-,

INFANTRYAND GUN TEAMS

rempring ro escapeLheir burning r.ehicle.

Pt::attgers in t uehicle (uhether Armoured not) thdt is:


I I ' , r n , , h . . i ' r t n ' i p \ t r \ l , r c ( L\ u L r j r o n r a r i t l u n r a r r
l t ( , r u ) , . 1 j t ! . , t t , t c : . t u l ,t r / , , 1 , o D / t t m ) , d .
hundrecisof metres as'lv, but it is uselessagainst closelr's:r
good ide:r to dismount from a vehicle q,eli away
qren,rtles.
range shots,
and b:rloner rhnLsts. Ar short
fiorn the enemv so that you can't be hit bv a surprise
r a n g ee v e n h i t i s l e t h a l .
,,,.rulu
r l r i l . , t i l ln r , ' t r u r . rdr p .
fhare ara no stt,cs.for htJun'.y or (]ttn tetns hit in dn
',[hesa
t:ttu/t.
/etrus trc Destro.ycdtrtd rernoter/f'orn the
P A S S E N G E R SR I D I N G o N T A N K S
batt/eJie/d.
Whilc en,rrmouretl haiflrrack nr:r\r prorecr its passengcrs. tank riclers on rhe oursicle oi a tank are brLnched.
BULLTPROOF COVER
tosethcr rncl ror:rllr turprotectecl. lhev rvill be casily.
Bulletproofcor.er is ofno r.:rlueonce things get dosr to
iviped out bv troops tttrcking thc tank.
gren:rcleralqe.'Ii'oops hiding in coveLcan generallv bc
if
l r . e q , . 1 , 1, , y u t t t t 2 o t n 1 , t , , {t u q t , t t r l t r [ n t d
d i . l " d e e . ir r i r l r . ' " - r e r r r J e. r. r r , li n . r . , ' n F r r r J . l ' . , . 1 r h e
Th? uhitl. tbc.ytra riding on is ltit ix trt assatr/t. euen if
fiiignenrs are even more clcacilvLhan in rirc open.
r / , , . , 1 ' i , / ,. . u ' , 1 ' . t . . , ' , , / .
S P E E D I N GT H I N G S U P
s rvirh shootinq, thc .lctails oi which rerrr hir rvhicir
telm

.rre usuallr' uninportent.

so aithouqh .rn .rssault

irirolves lors of clic rolls rou ck,n r elr"avs hrvc ro roll lir
each rcam separarelr'.
l l v o u r o p p o n c n r . r q r c c s .\ o L r c r n u s r r . r l l rr o l l r l l o i r h c
Jice lor a platoons lssrult rt once lncl sinrplr lcavcxrrLr
opponcnt ro:lliocillc rhr- hirs o cligible reams reqarciless
o i w h i c h e x a c rr e a m r c o r e d t h c h i r .
ln sone caseshotocr.

tll<inq ir slnLr .rn11resolr'inq thc

rssarrlt one teilm rt i tirre rrakes conrpliclrrc.l sitrurions


mrrch sirnpler Lhan rhcv rir|eir.rf

first glancc.

..:il

;:i,

Having disposccloi rhc cncnl

imncdiatclr ir rrnr ol

therl. r'our rssaultinq reanrs can nou, slarn

f-orl'arci

acrossobsr:rcicsancl irto buiklirrqs ro fiqht the cncmr"

occtrp.t,tl,c

An ls:tu.ltit3

If'rhrrc i; lnsrr.fticit/ sp,t.cc.lr rltt rntt T0 0..t1), rl.r


lo:iriott, tlta.1ntt.1,:LutT tht' tt'ans itt tl,c Bttrltlitt,4tiltlt
/o ntttk( rPnL(. If tl,trt i: still ittiuft'tilirt :,r'tc,'. tl,L tctrtt

tcdn trior

ittust I)ctTro), ina)11.


t(dt't! ro t1lt/.( I btg titotr/t :prtLc.

in thcir orvn positions.

]'l

t Builr/.irtg trrrr.t.l.f tlul cLoost to. inutuliarel

po:ltiou of,ut c)tt)t.) t(.1il lt I)t:tro.1,s


lu trt tssttrlt.

TtLx TlttI u,tts itt t'otTtttt ttitl, tiL rrttrtt),


t Lirrc,tr Obsttclt' py yltrplt,qftrt O|tuitt,4 iu

E*
/ ;Tfs-

lHE AsslrrriN-i taN(


-ar
).31?C3
DrcS\rI\;
TEAirAaRcssFRc,r r...

lN. --lNK ras r':Re4t'


-a
aKen A Bc'att$ ae.:<
aas,L- ag 1N94\:?', a:
ll PrSEa a'/a? -ia ra)aa

..../NDlr.lgNCCar?
l3'ira
D1RAYE2
iE At^,',
5 ?CStTlolt.

...AflD ltl\\tDlAaLv ?Liaiiaa r<CU.'t frE C?a\)tN3


7C CaCt)?\ lE DESTRa\D aAlt,',-<?A-<trlcN.

.'"::':''

.:::at.:-:

Your men have done their best, rearing into the enemy
and ripping rhem part. If they have killed or captured

/[

the

nnly

I n(ryJ

r?aq)

rhar

are

within

everyone in the vicinity, rhey have n'on rhe assault. lf


not, the enemv mal. counterattack trying to regain rheir

1"/10cnt of dn Axauhing
team are Tdnk
'liznsport
or
teams, and the only Assaulting (or
Countrdttacking) Teamswithin 4"/1)cm of any

POSluOnS.

tedms /lre Thnk taatns,1ou haue won the assauh.

Ytu haue won the dssault if, aJier all hits haue been
d/locdted, sates mdt/e, dnd an1 teamspushing into enemy
positions haue done so,you haue:

WINNING ASSAULTSIN BUIIDINGS

ilo enem)/ tetms within

4"/J0cm oJ'ary Assaulting

teams, or
.

the onl! neml tams within1"/I)crLoJ'anyAssaulting


tetms arc Bni/ed Out or Bogged Down Tank teams or
nansPort tdms.

Once yatt haue uton, -yau must Conso/idate ywr position


ftee page 167).
If you haue not u)on, Jou opp7nent will test their
to Counterattac/t dnd the lighting clntinuer
bacb and forth unti/ one side is destroled or runs dudl.

Motiuatian

TANKS CAN'T AS5AULT TANKS


Since tanks can't assaulrtanks, rvhen vour tani< platoon
assaults a platoon of mixed tanks and infanrry, rhe
assaultis over once all of the infantr,v are wiped our.

Infantrv cannot see through solid walls, so it is entirely


p o s ' i b l c l r o ro p p o . i r r g' o l d i e r s r o b c o n d i l e r c r r r' i d e r o f
a wall and unabie to 6ght.
Musure

the distance t0 t/te eneml teams through an


Opcning u /,e,t qtrasuringto,et ifyou hauc won an a,sault

in a Buildiry. AIa,u,e rhe di,nnct ra Ful/y-a,noured


Tnk tcams in a t,nighr /ine,r' rhct enn drite sta,ghr
rhrough y all'.

li:

Having sunived the initial onslaught, rhe defnders

TANKsMUSTBRE.K
OFF
UNARMoURED

look to 6ght back, throwing hand grenadesand 6ghting


those attackers that have reachecltheir positions.

1fi/hile a rcal rank may scare infnrry', rhe inlantrv terrifi

Ifyou haue not won the assault, tha Defending phyer rolk

A DeJuding pldtoor thdt hn {lnarrnoured litnl< tatns


tuithin 1"/ 1)cm oJ'in tneml team nal ilot (:a uiltenttdcb.

a single die. They then comltare the score ofthis die tuith
the Motiuatiox
.

mting of each DeJending platoan.

It nust .Braak Ofi instead.

IJ'the scoreis at least as high as the De.fenrlingplatoon's


Motiuntilil

rting, thdt p/dtaon wa1 chooseto either

C)ountemtatcleor Brcal< Ofi


.. lf

thc unprotcctcd cren'sof guns mounted on trucks.

the scorc is less than the DeJndirtg platoon's

Motiuatlon rating, that platoon must Breal< Oft.

MUSTBREAK
INDEPENDENT
TEAMS
OFF
Onlv srrong leaders and heroic warriors hang rcund
lvhen the grenacles start fl\'ing. (lbsen'ers and rccor.cn
r-ehiclesget out of the war as fast as thel can.

To CoUNTERATTACK
RE-RoLLS

Indepandent teanzs(but not Wrrior Trams) tnust Brettk


OJJ rather thdn (:ounterdtTacle,imnediately leauitg dn1,

Some troops have a reputation for stubbornness,refirsing

platoon that thel hil Joined.

ro give gtound unless the). absolutelv har.e ro.


Ifa special rule giuesa re-roll to Motiuation TlsTs,work out
which platoons passedon the origindl roll, then reroll the
die and app[, the outcowe to dtty plataons tfficted fu the
rule tbatfailed the origina/ ra/1.
No

TEST IF ASSAULT SCORES NO HITS

If the enemy is so unsuccesslirlthar rhey' do not score


any hits at all, ).our soldiers have norhing to fear.
lf none of the Assaulting (o CounterntTdcleing) tedns
scareda hit (whether or ftlt it dctual\, Destro.yedt tearn),
a!/ of the Defending platoons automdticdlll, pass tl;eir
Tbststa (:ounternttach or Breth O.fJand cdn

Motiudtion

simp/y choosewhich to do.


MUST TEST IF ^A.SSAULTEDBY TANK5
Even if tanks just rumble around rvithout actuallv
causing anv damage, thev still scareinfntni
If any Assau/ting (ar Col{ntrdtttckirug) tean

is du

Armotrred Tnh tadm, tll DeJendiug pldtoons ntutt tnk


Their Motiuation'list

to CaLntrdttdcl< or Ilreak O.ff. et,en

ifnone ofthem actually suJJired ail.lt bitj. Thls ls not tl


additional test,.ju:t d reqr!irelnent to ttbe the te:t u.,heilter
or not tht enemJlscoreddny bits.

..-i:

:::.
-r

Once the defenders are over the initial shock of the

IGNoREPINNEDDowN

assault they are going to fight back viciously. If your

Once the general melee begins. rhe attacking

assault doesnt destroy the defenders outrighr or force

enemy troops msk the fire that was keeping the d*.,i.il

them to run, your opponcnt will usually attempt m im-

fenders pinned down, allowing them to counteratt;ck.

m e d i a r ec o u n r e r a t t a c kt o r e g a i nr h e i r p o s i t i o n s .

Tlams from
Pinied
Down. ?/atoz%
ma1
Counterattacb, ignoring the effea ofbeing Pinned
whi I( Cou n r(rat Ia(ki ng.

(any

ol thc DeJnding plaroont pd"ed rh(ir Motiuation

fe,r, an/ choseto Counre,attack rarher than Brcab Ofi


both sides change roles.
TheAsaulting

(or Counterdttacbing) plataon (or p/atoons

if they are Clunteratt/lcking)

now become Defending

No CoUNTERATTACK
IF NoTASSAULTING i
The assault is so confused, with friendly and enemy m

platoons and the Defending platoon or platoons become

rlwhere, that oops not involved in the initial

C ounterattac Li ilg p ldto ons.

cannorrake palr in on-goingcounrerarra!ki.

7he platoons

tb/1t are n|tu

Counterdttdcbing

now

Non.asaulting ream) (te( page I+4) may not

haue their turn to dssdub the platoons that preuiously

into Contact wheft Coanterattdcking, abhough tley

assaubed tbem.

fght if any eneml teamt come closeenough.

MULTIPLE
PLATooNSCoUNTERATTCKING GUNTEAMSCANNoTMoVE
\7hile

coordinating

a large-scale assault is dilcult,

everyone who is attacked will 6ght back.


Iftbe drfender ha: more tbdn one platoon engaged in the
assaub, an1 Defendingplatoons that Counterattacb do so
slmubaneousfu.

CHARGINGINTo CoNTACT
The enemy is upon your platoon. Now rhe rest of your

guns is over. Ali they can do now is watch andwait.


Gun teams and Stafteams cltnnot mou t0 Cou
s0 mutt rendin where they.are, abhough they can fght
dqJ (4(ry)/ drc clos( (nougr.
S I T T I G H T I N B U L L E T P R O O FC O V E R
If you are occupying a building

when a tank dri

platoon must charge into the Fray, provided of course,

down the street, it might be wiser to wait for it to com-!


r o y o u r a r h e r r h a n x i n g b a r o n e r r a n d c h a r g i n gd o w n

that they are close enough to know whatt happening.

f h e s t r e e fa t l t .

Any teams in

Infantrl

c7ntdct wilh a Defending tedm m7ue as if thel uere

Charge into Contact if they Counterattac. They


remain where they are and still Roll to hit against

Cbarging

teams uithin 2"/5cm.

the Counterattacking ?/dtoon uitbin


8"/20cm of a Defending team thnt are not already in
into Contact.

kams

t/tat

are more t/tan

8"/20cm fom all Defentling teams cdnnot Charge into


Conract and remain zuherethey are.
Counterattucking te.ims ma! only charge teams from
?ldtlons tlrat are or haue been inuolued in the asaub (the
Defending platoons and any that haue preuiousfi, Bioben
Ofi). Counterattacbing teams cannot moae within
2"/5tm ofteams from other enemy platoons not inuo/ued
in the avaalt.
You ma1 elect to haue teams becomeNon-assaulting teams
into Contact.

iystead o{

..,a:,..,..:t:.
ir:::'ll i:

Once the fighting srarts, the role ofguns and mac

ream, in Bulletp,oof eouer do not need

INTo TERRAIN FIGHTINGIN CoUNTERATTCKS


TANKSAss^AuTTTNG
Although rhe models may not be moving, an1'team rhat

C)nce battle is joined, the 6ght srvirls on until one sicle

staysstill for long in an:rssaultis a cleadone.

ot the other is victorious.

.Ibnh teams ntust still tdbe Boging

Checksfor Charging
inta Contdct uith troops in Rough Tirrain (seepdg,eI I ),
as the.ytla when Charglng into (:oflt.lct, euert i.f it st'trted

Afer

the Counterattach iil coiltnct witb the euern1,.

tttacLer: u'il/ coruttffnttorl<, tud so frtl,.

PIssENcrnsMUSTDISMoUNT
Sitting in a tmck while the enemv is throrving grenades
is not much fun. lioops prefer to jump out of their
vehicles and srorm into thc enenrv.
Iiansport teams must eitber Brea ()fi, or their Ptsscugcrs
(seepdge 17) ta Comteratttck. Tltey do

mutt Diwount

this at the sttrt of their Cltarge itto Coilt/tct tnorctneilt


as if this wds the Mouement Step.
exception to this ^ tbtt ?assengers in (jermtut
half-trachs using the Mountetl Assault special rula (see

An

page 213) can remain Mounted to Jight.

No DEFENSIVE
FIRE
In an assault, troops are alreacly too heavilv engagecl in
'the
ebb and flow ofthe combat to pick out the eneml'
with so many fi'iends close by.
In a Counterattack, a DeJnding platoon does not get
any Defensiue Fire at the Counterdttaching troops ds

Cbnrglng into Conttct, tlta saquutct o.f etattt: .ft


11couiltafttttitl? l: the :ttne as.fr tl,e origitt,t/ tss,irlt. IJ
th( eultt(/tttdcPittg :idc ht:nt

uott. rl,eu tltc arjorittrl

Sometimes discretion is the better part of valour and

PLAToONS
BREAK
OFFSEPRA

running away to live and seek revenge later is the best


choice. Of course, a ferocious attack may leave you no

l r i s e n t i r e l yp o s s i b l el o r a b r a v ep l a t o o n t o
'::l
back while another trreaks oFand flees the ght:

c h o i c e i f y o u r s o l d i e r sl o r e r h e i r n e r v ea n d r u n a n p v a y .

Each platoon Breaks Of separately. 7be

Ifa platoon Breaks Ofi any or all teans in the Defending


plat7on thdt are uithin I "/2qcm ofanArauhingteam ma1

Defendingplatoons ha.Broken Of or beenDes*ye

mlue up to a full moue ana1,from tlte Axauhing teams.

(or Counterattachinf

platoon does not tpin atil

7amsdo not haue t0 moae theirfull moue when Breahing

IF Too SLow
CAPTURD

Ofi

SomeLimes rroops 6nd

but any mouement they make must be, as mucl) /1s

posible, directly away from the Assaubing platoon.


The mouement may illt take the tedm closerthan 1 "/ I )cm

themselues rrapped wi

nowhere to run. Maybe they have their baclc to a


or an impassable cliff. ln that case, ther is nothing

to dn! enem! team in Line of Sight, nor closer to any

do bur surrender.

enemj team already ruithin 4"/10cm

At the end of their BreabOf mouemenLan1

and in Line of

Sight. Ignore enemy teams that are Bogged Down, Bailed


OuL or that moued At the Double.
A platoon that is Breahing Off ignom ltn)t mouement
restrictions due to being Pinned Down.
Teamthat are Breaking (4

must ott(mPt to rcmain In

teams that remain tuitbin 4"/10m and in Line of


of a n A'sau lri ng ream (asidc Jro m a n A ssau I r i ng Tt
or Bogged Doun or Bailed Out Thnb team) are
dtdl Capturill qnd Destroyed.
Only Assaulting (or Counterattaching)

teams can

Command or return to being In Command at the end of

Breahing Of teams. Other enemy teams can block

tbis mlaement. Any teams that moue of the tabb while

mouemenL but cdnnot Capture thew.

Breaking Of are Datroled.

G.uNsFIGHToR DIE
TANKS AND GUNS IN ROUGH TERRAIN
The hazards ofdificult

going dont end when it breaks

off, it still risks bogging down md getting captured.


If a Defending

It's too late to pack up'a gun and get it away on


enemy get wirhin grenade range. The only option
is to keep firing, hoping to drive the enemy off. If
fails, they must abandon the gun and run for it.

uehicle or Gun team starts its Break Of


mluement in Rough 7rrain (as opposed to in contact

A Gun team within 2"/5cm oJ an Asauhing

with a team in Rough Terrain), or croxes Roagh 7rrain

could Capture it mal not moue to Break Of and is au

while Breahing Ofi

mdticdlll

it must mahe a Bogging Checb a

normal for mouing in Rough Terrain.

team

Captured and Destroyed. Aryt remaining

teams must Brea/? Of as nornal or be Captured.

'!.

C*t cirn
TrNxs
tankk weapon is its gun. \{&ile

the rhreat of this is

enough to make infantry and guls surrender, an enemy


n k p r o r e c r e db l a r m o u r p l a t e i s l i k c l y r o b e l e " i m .
ssedby anorher tank.
'If

the only Axaubing

(or Clounterattacleing) teams that

within 4"/ I 1cn of a Defending Tank team are Tank


the Defending Tanle team is not cdptured dul to
is not Destroyed.

UNTINGTO BREAKOFF
ioops in transports usualiy fight dismounted, bur are
iometimes

caught by surprise still in their vehicies.

ting, whether ro counterattack or break off


usually the top prioriry
Infantry teams carried as Pdsengers md! Dismount dt
the stttrt of their Breah Of mouement at if this was th
t Step. Gun teams carried ds Passengersmd! nlt
mount as Prt of their Breale Of mouernent. Tams
not Moant uehicleswhile Breal<ing Ofi

C,AxNoTCoUNTERATTAcK
Once a platoon starts running, it lvon'r stop until the
enemy stops chasing it.
Sometimes when a platoon Brea/es Of while other
ng pldtalns Counte%ttncb, the Arau/ting (or
Cuuarerattarking) platoott tan ettd uyt baclt u ithit

"/1)cmoftheplaroonthat BroheO/f. Ifthis happenl the


that Brohe Of ualt not chooseto Cotnterdttack,
but must Break Olfagain.
Once the assau/t is ouer, tbe platoon catchesits breath dnd
is ab/e to fght as normal against other enemJ,?/dtoons
later in the Assaub Step.

PINNEDDOWN IF BREAKOFF
.Breaking offfrom an assault is fraught rvith clanger and
i s a n a d m i ' . i o n o f d e f e a r .A p l a r o o n r e q u i r e sr i r r r cr o
ly reorganise its defences after breaking off.
4 platoon that Breaks Olf is immedldtel Pinnad Down,
unles it took no hits in the entire assdu/t, other than f'oxt
Defensiue Fire

OPPONENTWINS
Leaving the light concedes victory to vour opponent.
Ifa// ofthe Defendingplatoons Break Off the Asaubing
(or Countetulttdcking) platoons win the dssauh and
Consolidate (seepage 167).

BREAKOFF THRoUGHTHE ENEMY


Tank teams dont have to retrear in order to break of
combat. Being virtuallv unstoppable, tanks can simply
drivc through infantrv positions when they break off.
Thnk teams in a platoon that passed their Motiuation
7stto Couilteratlllcle, but choseto BreaL Of instead may
moue in any direction uhen thel Bretk Off They may
euen moue:traight through t/te enemy platoons they tuere
Jighting in the assau/t, but they cannot end their mouament
within 2"/5cm of an enemy InfantTlt or Gun tedm.
Iftbe platoon faihd the Motiuation Testand wdsforced to
Breah Ofi, it ruust moue dud! f'om the enemy ts norna/
rather than pnsing through them.

.i;*

After the hmmering

of machine-guns, the crack of

CONSOLIDATING
IN RoUGH

grenades and the shouts and screamsofthe troops locked

Tmls

in combat, the sudden silence at its end is shocking.

in rough terrain as eyen after dearing the enemf,

As fart a, the assaulb


t e g a n .i L e n d s . a n d r h e v i c r o r . . e t

they could srill be defeated b]' the terrin itself.

r b o u t r e g r o u p i n gr o d e l e n d t h e i r n e w p o s i t i o n ' .
If the Asauhing

(or Counteratt,lcbing) platoon won the

assault, they nou Conso/idate.

have to take c*e when saulting trooli

Tbe normal rules for crasing or entering Roilgll


while Consolidaring, so uehicl$

appl! to mou(mt

Gun tedms must make the appropriate

Bogging

CoNSoIIDATION MOVEMENT
After the helter-skelter of an assault, your platoon will

DEFENDINGTEAMSRETREAT

need to reorganise itself to prepare for the next assault

The defeated enmy are in no oosition to inrerfere

or to organise a counterattack.

your reorganisation. If your troops get too close

If the disorganised

remnants ofthe defeated enemy are in the way, they are


rimply bru.hed aside.

them, they simply melt back further, hoping to

You may moue any or all suruiuing teamsfom the uictorious Assaubing (or Counterattacking) platoon, including

If the Consolidation mouemnt ens uitb an

Non-asaubing

tellms, up to 4"/l0cm

in any direction.

a n o r h e rt h r a s h i n g .

team uithin 2"/5cm of a Defcnding team, if it can


Dcfending rean mutr moue tlle minimun

di,tance nrccs

Platoons can Consolidate in an1 direction, euen if they

sar! to ds to be more than 2"/5cmfrom your C,

are Pinned Dawn.

team. Tams must take an1 Bogging Cbcks necessdrJl

This mouement mal tabeAsaulting (or Counterattaching)

this mouement.

teams, but not Non-/lssllubing teams, within 2"/5cm of

If the Defending ledm cannlt moue more than 2

DeJnding teams. Howerer, n0 team cdn moua within

from the Assauhing team, or B7gs Down within 2


of, the Defening team,'it h Captured and De*royed.

2"/5cm

of an! tedm fom


Defending platoon.

a platoon that uas not d

TANKSCAN'TCAPTURE
TANK5
CoMMANDANDCoNsoLIDATIoN

Tnls are more concerned by an enemy tank's gun th

Yy'ith their job done, any tems lefr behind run to catch

its tracks. Even if they cannot fall back far enough

up with the platoon to consolidate their gains.

break clean away, thy still aren't going to surrender

All teams that moue while Consolidating must remain In

a n o r h e r r an k .

Command, or attemPt to return to being In Command,

( thc only Consolidaring tearus that are within 2

at the end of their Consolidation mouement.

ofa Defending Tanl< team are Tanh or Tiansport

P/atoons that do not haue a Command team cannot mou

the Defending Tank team is not cdptured and so is

uhile Consolidating.

Destroyed.

:lrii.
:i:1...i

,,..

TE

5 o m e h o wc h a s e do l l r h e e n e m y . r r o o p sq u i c k l y
t and set up a defensive position to srop any
ng attacks.

ARMoURED
Having survived intense close-range combat, surviving
transports and *reir passengersrejoin their platoon.

teams mlry Dismount /1t the stdrt oJ tbeir


dation mouement as if this was the Mouement

Bailed Out Armoured I)ansport teams in the


Assau/ting (or Counterattacking) or Defending platoons
Remount their Bniled Out uehic/es(seeRemounting Bailed

mouiitg up to 4"/1)cm as they do so. Teamsmay not


ant uebiclswhile Consolidating

Out Whicles on page 102) aJter Consoliation is completed. An1 Dismounted Passengersremaln Dismounted.

R IS PINNEDDOWN
takes time to regain control of a platoon afier a vicassault. The atacking rroops are scattered and
ised, vulnerable to a counterartack
uictorious platoon is immediately Piruned Down after
Conslidates, unless it tooh no hits in the entire araub
T ihdn Jrom Defensiue Fire)

Any

Some o{ficers take the heroic approach of leading


from the frolt, fighting at the head of tbejr soldiers in
ever,vfight. Others prefer a more consideted approach
planning the battle fr-on the reaL rvhere they can see
everl.dring and issuethe appropriare otders.

WARRIORSMAY ASSA,ULTATONE
The lead-fron-the-front rype of fire eater takes
evcry opportunitv to leacltheir troops into battle.
A Warrior tcim cn Chdrgr ittto Contact ott its ou'n
lJ it ls not already part ofd platoott, it cdn Join d ?lntoon
! I tn!tt(l'nu A,'ault tlong witlt it.

INDEPENDENT TEAMS CANNOT ASSAULT


Independent teams have their owr t:rsks to perform,
leaving the cut and thrust ofclose combat to otlters.
Independcnt te/tms tiltxlt Chtu'ge inta Conttct tt dL
ntd must Break O/f'ot the earliest opporntnity, imnedi'
arely leauing arry platoon that they hdd Joircd.

*
F*i

A nurnber ofunits havc unusual equipment and traittiug


allorving then to perform better in assaulrs.The f'ollorv-

TANKASSAULT
IMPROVISED

ine special mlcs reflect this. Each :rrmy's Arscnal indicatesrvhich of rheir teams usc tbese specialrules.

Tlvo rverealmost;rs.langerous to the troops using rhem


as to the tanlis tho' attackecl. A good example of this is
'(lrelade,
Hancl, No. 74', commonlv known
thc British

TANK,ASSAULT
'\(,
hile most troops have basic ttaining in combating
ranks, they have Iittle experienceand errenlwcr rveapons

asthe'Sticky Bomb'.

to make the theorr. a tealitv. F-lov'ever,sone troops are


specilicirllv rrailed ancl practised in tankunring and
:rnti-tank grenadesrnaking them dcadly
have spcci:rlisecl
in closc combar against tanks.
Teamswith a Thnl<Asdult rating listed use this mting in
'tnh
Assau/t 3 has an Tnk Assdtrh
llssdu/t coTnbdt, e.g.
'Ibis
has no efect on their normdl nti-tdnk
nng aJ'J.
rating used iu shooting.

Sone of rhe anri-tank grenades issued in \florld

$(ar.

If a team with the Iuprouised Thnk Arault ttttribute rolls.


a I when rol/ing to hit iru tn assault combat, tlre teant
scorestu'rnan got/'and

is Destroled.

A teatn armerJ with Improuisel Thnk Assau/t weaponi


ntn.l. h,fore rul/jqg to hit. tl,u,,.t ]tol to It). 1l'em iJ the
t.lrget dos not justif)t the risk inaolued. In this case, tbe
'.
,r, ,rrrrr, to its rtornu/ Tank Asnttlt rdtirug of 2.

SELECT
THE ATTACKINGPLTooN
one platoon to assau/t
Must pats d Motiutlti7n

Test to assau/t Thnh teams

CHARGEINTo CoNTACT
ndrest team 4"/I)cm

to clntdct enem! tedm.

remaining teams 4"/l)cm

to contact nm)t tedms.

al! teams within 8"/20cm of the enemy 4"/l0cm


nearestunengageden(mJ or anJ contattcd enemy.

OPPONENT CoNDUCTS DEFENSIVEFIRE


Defendingteans uithin 8"/20cm of the Asaulting

Gun teams with ROF 2 or more ant/ Man-paced Gun


teams (other than mortars) can use their normal Antitanle rating against Side Armour rating instedd. In this
case,a Firepower Tst is required to Bail Out or Destroy
rhe tdrget.

7 MARKoRREMoYE DESTRoYEDTEAMS
Mark Destroyed Armoured uehicles as \X/recks.
Remoue other Destroyed teams.

8 PUSHINTo ENEMYPLATooNS
Iams can aduance into position ofDestroyed enemy team
acrossLinear Obstacle or into Building.

conduct Defensiue Fire.


Fire usesnorma/ sbooting ?rocdure except:
Full ROF euen if ruoued, but not iJ'Pinned Dotun,
Tanh use Side armour Jr Armour Sauet
Asaubing ?latoon tabes 5 hits or two Titnh teams
Out or Destroyetlfroru Defensiue 'ire, itfalk back
2"/5cm away f'om the enemy.

ROLLTO HIT WITH TEAMSIN CoNTACT


Asaubing teams (apartfront Tiansport teams) wit/tin
"/5cm of Lhe enemy roll a 5kill lesr ro bit

9 HAs SSAULTING
PtATooN WoN
Assaulting platoon wins if no Defending teams left uithin
1"/ 10cw.
.

Ignore Bogged Doun and Bailed Out enemy uehitles


and TldntPort tedms.

IJ uon, Victor Conso/idates.

10 OPPONENTTESTS
MOTIVATION
Opponent mabes Motiuation Te:t usittg thc sdme die roll
Jr a// Defending pldtoons.
. Ifpass, chooseto Counterattack, or Breah Ofi
.

If.fril,

must Breah Olf.

If no tedms were hit, pass Motiuation

Testdutomnti.dlb

unless assdulting Thnk teams.

11 COUNTERAMACK
AILOCATE HITS TO TARGET TEAMS
al/ocates hits to teams in tdrget p/dtoln
2"/5cm. Hits must be al/ocated.
euenl! acrcss teamr.
to operational uehiclesfrst.
to ot/1er targett beJreTransport teams
to /owestArnour frst.

6 ROIL SAVESFoR TEAMSTHAT WEREHIT


Nr saaeJbr Unarmoured uehic/es,Infantry, or Gun teams
'in
assaults and no Firel>ower Tlst to Destrl)t them
n Armoured uebiclesare hit, t/te opponent rolk a clie
adds the Top armour rdtiilg dnd. ri-pnr",
the resu/t

the TankAsaub ruting (normafu'2):

Defending platoons becomc Asaulting pltrtoons and


Charge into Contact without teceiulrry DeJensiuelire.

12 BREAKOFF
Gun tearnsleJi uithin 2"/5cm ofthe eruemyare Destroyed.
A// other tellms mou to get nt leatt 4"/l)cm awal Jront
enem1.An1 teams left uithin 4"/ I)cm of assauhing teans
are Destroyed.
Breabing O/fplatoons are Pinned l)otun.

13 VICToR CoNSoLIDATES
Moue uictorious teams up to 4 "/ | 1cm to L)onsolidate.Push
any Defending teans within 2"/5cm awd1. Consolidatirug
p/atoon: are Pinned Down

14 RITURNTo 1 To SELECT
YoUR NEXT
ASSAULTING
PLATOON

."rdi.;q;;;; ;. *iJ;--;;;;;;;"
"-h*j.o.d
of valou. You can never be sue when this is
aps foolardy

*"aJ"fiil;;

*..-b",*;

going to happen. some particulady stubborn, brare, or


troops fight on long after others would bave given up, *hil" others br."L md run at the

sign oftrouble.

Chec& at the End of the Shooting Step. . . .


Checft at the End ofthe Assault Step . , , . .
Checking Platoon Momle.
More Tems Destroyed thm Still Fighting .
'Vrrior
md Independent Tem

r72
172
172
173
173
L74

KAT THE END OF THE


STEP

C o m p m y M o r a l eC h e c l s .
.. . ..... 175
WhentoCheck..
....175
C h e c k i n gC o m p m y M o r a l e
,... 175
More PlatoonsDsrroycd thm Still Fighring. . 175
MorethanOneCompany.
..... 176
SoleSurvivinglnfmtryTeartr.

.....

176

CHECKAT THE END oF THE


ASSAULTSTEP

the'.bullets flying and your buddies diopping


+d you, ir can takr m iron will t stndrough.
musylnake'aPlataon Morale Chechfor a platoon at
end ofa ShootingStepif

\X/hi le ligh r i ng. soldiershave no idea ofthei r losse..Once


t h e y s r o p a n d l e u n r h e s i t u a r i o n ,r h e y m a y b r e a k .

the plaroon ha, morr teams Desnoyed than sti!/

You must mahe a PLltoon Morale Checkfor a pktoon at


rhe end ofan Asauh Srep if

fghting, and
it had nams D$troyd.

the pldtoon
fghting,

or forced. to Bail Out during

the Shooting Step.

has more tedlns Destroled

than

still

and

it had teams De*royed or forced to Bail Out during


the Asau/t Step.

:PL{TooNMoRALECHcxlrrrn Asslulrs
D o n o r m a k e l l a r o o n M o r a l e C h c c k s u n r i l r h e e n d o f r h e A . s a u l r 5 t e p . T h i s c h e c k i . s e p a r a r ef r o m t h e M o r i v a t i o r T e s t "
and.only occurs after all assaults are over. Your plaroons could be reduced to having more
",:.^?unrerattack

:h"r,t1"

th"" iilll ghri.g in an assault,continue lighting, d even win rhe sault, only to abandon the field when the
ng ends and they reliseihe extnt oftheir losses.

:i::i

KING PTATOONMORALE
Though the nerve ofyour

soldiers plays a large part in

whether they fight or flee, ultimately it comes down to


the discipline oftheir training and a bit ofluck
\'Y/henyou need to make a Platoon Morale Check roll a
Motiuation Tstfor that platoon.
.
Ulou pds Ih( Moriudtion Tert. the platoon grirs ils
teeth dnd continua f.ghting.
.

If you fail the Motiuation 7bst, the entire platoon is


remouedfrom the table and is considered Destoyer{

Leau the urecbs of Destroyed Armouretl uehicles in place


when a platoonfails its Plnxtlon Morale Check. If any of
its Armouret/ uehiclesare Bailed Out or Bogged Doun,
leaue tltem in place as Destroye Wrechs as welL

MORI TEAMSDE5TROYED
THAN STILLFIGHTING
There is always a point in the battle when an officer ot
NCO takes stock of what's left of his fighting force and
d c . i d e r w h e r h e ro r n o f t o g o o n .

OUT
DO\^/NAND B,AILED
IGNoREBOGGED
Bogged down and bailed out vehicles are not destroved,
but rhey are also not capable offighting. They are neirher
a source of encouragementJ nor a sollrce of discouragem e n r l i k c a d e s t r o v e dt a n k .
\Y/hcn tleciding whrrhtr a p/aroon has morc tedml
do not count Bogged Down
De*royed than xillf.ghting,
or Bailtd Out teams as either Des*oyed or as capable oJ
Jighting. Thelt do not come into the equation at ill.
A pktoon does not need to tae a Platoon Morale Chech
if it dnesn't haue any Destroyd. teams, euen if euer! tedm

INOP,IN6
THBO66EDDAVINANDBAILED
HASONANK
OUTTANK9,H PLATOON
OF
DC{ROYEDANDONE'ILL CAPABLE
NEEDTO AKEA
SODOESN'
FIaHTING,
TLA|OONMARALECHCK.

,ii

:li,
th tT ,J

:il'i

i.:.. i.

Out. It malt not

anything still f.ghting but it alsodoeiie


hauean;'thi ng Dewoled.
Howeuer,bauing d te/1mBailed Out is.still
trlger for ChecbiugPlatoonMorale if you
moredeadrhan ti/l fghring.
A platoon can hve more tems destroyed than
6ghting (i.e.rhe number of tanks destrcyed
t h e n u m b e r o f r a n k ss t i l l c a p a b l eo f f i g h r i n g r .a n d
rerurn to having more rem' Gghting rhan
again as bailed out irews remont their vehicles,
creasing the number of tairks capable of fighring.

ICNORE TRANSPORTTEAMS
Trucks and gun trairorsare not intended ro 6ght.
the inntry and gunnels.dnt expect them to
around once they have droppe{

off their psenge

Even armoured infantry half-tracks usually only


against light opposition. gainst.ilrti.tank weapons,
half-racla

are just too vulnerable.

Ignare Transport tearul

ulsether they are De*ro1,ed

still operational, wben determining whether a


ltas more teams Destroyed than still fghting.

**j

ni1bi*

o"lF

!,

IGNoRETEAMSNoT oN THETABLE

CARRIED
AWAYIN THERoUT

metimes it is sensible to send rroops to safety in the


:ear, rather than keep them unnecessarilv exposed to
danger. \Mith them gone, the remaining troops know
they no longer have their support.

Senior ofilcers can use their authority to steady the


nerves of a jumpy platoon and keep it lighrinq, but
should tbey fail, they can easilv be srvepr arvay in the

Tamsthat are remouedfrom the table but not Destroyecl


'Ihey
are ignored in P/atoou Mom/e Checks.
do not couilt

Wrrior teams dnd Independent teams that ltarc joittat:/ t


Pllttoon are Destroled if theplatoon fails a Platoort A,[on/c
Checl<.Warrior trtd lru/apenrlent tean nust still nabe a
P/atoox Morale Check for the platoan the.y htue Joined,
iJ thel are tbe onll tedms leJt iu tlte platoon dt the end oJ

as Destroyed, but neitber arc the.yon the table to carrib.ute to the plataon!
fghting strength.
IGNORE PRE-GME IOSSES
\X4rile arrrition from prelininary bomb?rdnenrs and
other misl'ortuncs is demoralising, thc soldiers' spirits
inevitably risc once the chance to fighr back arrives.
In certain tnisions it is posible for a force to incur casttahies befare the;first turil af the gdme. Any teams remoued
or Dexro|,ed before the Jirst turn oJ the game lrcuer couilt
as Destroyed when determining utltetlter a p/atoon hat
ffiore tedtils Destroyed thdn still Jigltting. They are cotn.pletely ignored in Pktoon Moralc Checks.

WARRIoRAND INDEPENDENT
TEAMS
Soldiers care nore abour their olvn than anv officcr that
ioins then in their oosirion.
Ignore Warrior teams that dre not parTndncntj part oJ'
the platoon dnd Inde?endent teims wlten deterrnining if
platoon ltas rwe tednts Dexroyed than still
/ighting.
\Yhether fulf
operutioual or f)esn'oyd, neither the
Warrior teants nor the Indepnrlant teans tre countad.
LOSSOF WARRIOR OR INDEPENDENT TEAMS
On the other hand, ifthey are alreadva bit shakr',rhe loss
ofa visiting offrcer can serveils a potenr reminder that it
could easilyhave been them that took the buller.
'Dapin
being ignoretl. in tletenninirtg if the platoon ltu
.more tenms l)estroyd thdn still
fghting, rt Wrdrrior or
lndependent team that uas Destroyed or Bai/ed Out uill
trigger a Pldtoon Mordle Check in a platoon thdt it has
Joined iJ that p/atoon ah'eady has more teams Destroled

ensuing rout.

the Step.

UsINGHIGHERCOMMANDTEAMS

WHEN To CHCK
Confusion
are only

reigns on the battlefield and often forces


aware of what is happening immediately

beside them. So when a platoon retreats, neighbouring


platoons ma;i see that as the whole situation devolving
and lollow suit.

\When a senior officer is on the field, it is theii


condence in victory that matteis. If they air
willing to continue sacricing a company to win,
r r o o p sh a \ e n o c h o i c eb u r r o f i g h t o n . l f r h e l o s s e s
roo heary for the oficr. t siomach, they will order
rtreat.

T h i . c o u l d c o m e f r o m L h ef e e l i n gr h a t t h e i r f l a n k sh a v e
been left roo exposed by the retreat of their felloiv
platoons. Or perhaps they mistake the retreat for an
order to withdraw. Regardless, once you start losing

If a Higher Command team is on the table, thel tae


Testfor a Company Morale Cbeck, nat
Motiuation
Corupanl (-ommand or 2iC Command tram.

plaroons, the chmces of your company flling apart


i n c r e a s ee<x p o n e n ti a l l y .

MORE PLATOONSDESTROYED
THAN STILLFIGHTING

You must mabe a Compary Morale Che& in the Starting


Step at the stat of ereyt one of your lurns tlldt llur
campany has m0re pldtlons desnoled than still Jigbting.

Losses are an unfortunate reality of war, but it's


those losses begin to pile up thar the spirit ofan at
can break.

CHECKINGCOMPANYMORATE

WHN Is A PLATOONDESTROYED

The key figure in holding the company together in a


crisis is the company commander. \*4rile the com-

Even though they may be bloody and battered, a.


commmder wont count a unit out of the fight

mander stands rm, the company fights. One slip, one


hesitation, however, and the company's faith is lost.

they have nothing lefr. Even a small cadre of

\'X/henyou need ro ryake a Company Morale Check roll a


.\4otiuation lest for the Conpany Corymand team.

A plaroon is Destroyed uhen rhc last suruiuing rcau

'

If yu

pass th Motiuation

Test, yur

commander's

leadersbip holds the company together.


.

your shatteredforces retreatfrom thefeld of


battle and the game is ouer. You haue lost the battle.

Ifyoufail,

Command teans neuer r*roll failed CompdnJ Morale


Checlesunless specifcal$ alloued to by a special rule.
If you are required to make a Companl Morale Check
and the Company Command tqam has alreadl been
Destroyd, ot.is not 0n tbe tab/e, tbe 2iC Command team
maj, tahe the..Carupany Morale Chech instead. If
both are De*royil

or not on the table, the


deMotiuatlon

Lt*,,,,r,,.

are enough to rebuild the unit again after the battle.


the table ^ Dettroled. If the only teams leJt in the
or Independent tdns that haue Joine
the plaroon i' De:troyed at rhe end of e Sep when
Warrior and Ind.epenent teams leaue the platoon (ha

are Varrior

suraiued a Platoon Morale Chetk).


[t doesnl matter hoa wea or battered a platoore is,
long as it still has one tel1m on the table, it ii still a
tioning platoon.

a platoon is our ofbarrle. it will srart lo recover


s t r e n g r h a s s r m g g l e r sa n d l i g h r l y w o u n d e d s o l d i e r s
ro the colours
rhat are nor Desnoycd, but nor on the rablc
dn! reason (surh platoons that haue been sent ro
rtulr 0f arc heU in reserue)are simply ignored when
hing our ifyour companl h uore p/atoons De,rroyed

xill fghting,

If you are fielding more than one company in your


force, the other companies, seeing one falling back,
decide that things must be worse rhm they thought and
retreft too.
The game end. when anl clmpanl in a
force fails in
Company Morale Check, regardles of how manl other
companies are srill fghting.

TRANSPoRT
PLATooNS
spects ansporr units to fight, but their loss
long marches on loot or shortages of food and
nition in the future
Transport Platoons wben working out wherhcr a
/tas more pktoons Destroyed than stillfghting.

are ignoredin ComparyMorale Chrcbs.

PR-GAME
LossEs
things, like the losssyour force suffers in the lead
to battle, just cant be helped. You jusr hve ro mke
new plm and fighr on.
ptatoons remouec/ or Destroyed before the frst turn
the game n(ucr count as Destroycd when detcrmining
compdnj has more pldtoons Destoled ilran
They drc complrtebr ignored in Companjt
fghting.
Checks.

WARRIoRAND INDEPENDENT
TEAMS

'Old
Man' and other key teams are vital
to any force, one individual simply cant make up
the loss ofan entire platoon
the

Warrior and Independent teams uhen determinwhether your compan)t has more platoons Datroyd

rtill fghring.

a single squad can still be somewhat effective under


right circumstarices, but when a platoon is reduced
just a single tem, the survivors haye to weigh up how
they can achieve against the high probability of
ing casualties.
a platoon has been reduced by casuabies to no more
a single Infantrl team and an1 nuuber ofTiansport
it must make a sole suruiuor Motiuation Tst at
start of each of your Starting

Steps before maing

wpanl Morale Chechl


If rhey pass the Motiuation
andfunction

Tut, they continue to fght

as normal.

Ifthey fail tbe test, the team fees fom


the platoon is De*royed.
tedm tltdtpa$es i^ Motiuation

the table an

Testcan uoluntarilL leaae

WARRIoRS
FIGHTON ALoNE
Heroic soidiers are fmous specically because rhev
6ght on when orhers leave rhe fight.
[f the sole suruiuing Infantry tearu is d tVarrior taam, it
does not need to take a Motiuation 7st. It cart a/ways
fght on alone.

Supponl-wel
AirSupportPool

.,,.... 178
'..'.178

forAirSupport.
GroundAttack.
F i g h t e r l n t e r c e p t i o n. . .

'...179
...... 179
...','.
179

t h e T a r g e t m d P l a c e A i r c r a f t. . ' . . . . . .
........

Anti-aircraftFire

WhocmShoot
NumberofDicetoRoll..
RolltoHit
RolltoDstrov

l8l

...,..181
.....' 182
..........183
,,....193
' . ' . 184

to Rmge In on the Trget.

theTmplate.

180

.... .......

185

Flames Of V/ar, aircrah come in wo mrin types:


-attack aircraft and 6ghters. Ground-attack
bomb, rocket, or strafe the enemy on the
. Figha.t. protect your troops by shooting down
aircraft. l?hen you have air support, both wpes
aircraft operate with your company, sttpporting it ort

. . . . . . 185

Roll to Hit Teams Under the Template


AllocateHitstoTems
Pin DownAll

... '

.....

'. f86

Platoons thtwere Hit ....'..

187

Roll Saves for Teams that were Hit. . . . . ., ., . 187


..,...
187
ArmouredVehicleSaves..
187
UnarmouredVehicleSaves,....
...'...188
InfmtrySaves
GunSaves.

....,,,,..188
.... ' . f88

BulletproofCover.....,
PsengersinTrmsports..
P s e n g e r s o n T a n k s. . . . .
Aircraft Return to Be to Reum. .....
AirSupportSummry...

.,...

189

.....

189

.. . .. f89

........

190

PRIoRITY
AIR SUPPORT
Your mission has been accorded the highest prioriry at
headquarters. All availabie air support wi)l support vou.
rX/ith an Air Support leuel of Priority Air Support
lor.l
Air Support Pool.

ltaue seuendice in yur

ground and protecting it fiom enemy aircrafi

POOL
IR SUPPORT
air force isnt directll' under the armyt control. You
make requests for air support, but it's entirely up to
air force whether you get it or not. Since there are
enough aircraft to go around, the amounr of air
pport you get depends on vour Priority in the overall

plan.
you are organising your company for a battle, yu
an c/tooseto haueAir Support ifyour Inte/ligence Briefng
it. There are three leuelsoJAir Support
Prioritl Air Support,
Limited Air Support, and
Sporadic Air Support.,
leuel ofir Support you haue deterrnines the number
dice in the Air 5uppon Pnolyou ut( t t(qucsr Cround'

AIR SUPPORT
LIMITED
Despite your efforts your mission has been allocated a
lower priority by thc air force. lt doesn't have enough
aircraft to support vou fulll'.
i'Yith an Air Sttpport leueI of Limited Air SupPort
llu
hauafue dice in your Air Support Pool.

{F{F{***

SPORADIC AIR SUPPORT


Your air force has lew rcsourcesto support your nissiott.
Either the aircraft are committed elsen'here or are simpil
not available.
'\Yitb
an Air Support leuel of Sporaclic Air Support yu
haue three dice in your ir Support Pool.

Aireraft and Fightet Intercqil0n


force onl.1 eaer has one Air Support Pool s/tdred acros
of its companies. IJ multiple companies are playing on
side, take the best leuel ofAir Support as the leuel ofAir
for the entire force

NO AIR SUPPORT
Many battles are fought wirhout air support, eirhcr by
choice or simply because none is available
If you baue no Air SuPpolL you haue no dice in yout
Air Suppurt Pool and can neuer recciuesupport froru
a ircrarli.

':,.,.i !

,.,'.,

Air

support requires considerable coordination and


p l a n n i n g . E v e n t h e b e s ra i r s u p p o r Lc o u l d r a k ea n h o u r
or more ro organise.

requestsfor Ground Atnck Aircraf and Fighter


happen at the beginning. of the turn in the
9arring Srep.
All

Interception

GROUNDAfiACK
Ifyou h:ve air supporr. rhe air lorce will arrempt ro
send ground-attack aircraft to support you when you
r e q u e s tt h e m ,
Ifyou choose to request Groun-attack Aircrafi, rolt all of
the diee in Tour Air Support Pool. A die roll of5+ on anjt
of the dice results in a Flight of Ground-attack Aircrart
arriuing this lurn to support lour operation| You only
receiueone Flight no matter bow many dice roll 5+.
Euery reque:t IsucressJu
I or not tfor Grou nd-a nack A iruaji
permanently remouesone die from Tour Air Support Poo/,
abhough your pool cannot be reduced below one die.

HOW MANY AIRCRAFT


The air support that you receive will be a flight ofone to
three ground-artack aircraft.
'When
Ground-attack Aircrafi atiae t0 tupport Jtou, roll
on tbe Hou Many Airnaf Table to daermine how strong
the Flight is.

FIGHTERINTERCEPTIoN
Your fighren arrempr ro intercepr rhe enemy
aircrafrbeorethey reachLhebanlefield.
Each time yur

opponeftt receites Groun-attarh

yu ma! attempt t0 inr4rcept bis plan. If you decide


do so. roll all of the dire in your Air Support ?ool.
die roll of 6 is a successresuhing in rhe eneml Ai
being chated ofor shot down so thdt lour oppon(n

no Ground-attachAircrart tbis turn.


Eueryrequestlsueeessful
or not)lor Fighter
pemanenrly rrmouesone diefom your Air Support
alrhough your pool cannor be redured below one die.
There is no need to put fghter aireafi on the table as
air combat takesplnce many miles awa1.

FIGHTER
INTERCEPTIoN
ONLY
Some air forces did not provide ground-attack
to their army, attacking the enemy air force insteqd.
Some Air Support is Fighter Interception Only, in
caseir cannot be u.ed lor Ground Attack.

Once your aircraft havc arrived over thc battlefield, the


next step is ro notninate thc target tlrat thcr. u'ill attack.
It is inporrant to pick your targets c:rrelirlly as irircrirft
cannot saflyattack close ro vour own troops.
Selectatty enem! tenln ds th( tdrut renru.

7l,e AircraJt may be pLace/ auyu,bere thdt its flight stdnrl


canf t on the ta.blq but ma.ynot be S,lacedso that it'sJllght
startd ouerlap: drtlt tein, d Linetr Obttatlc 0r tuood. or
ls or a Building.
I'ltce an Alrtrtf

die on thc./light ttnild ta lildirttc

Strangth oJ tbe FlQLt.


PLACE AIRCRAFT
Aircraft nove incredibly first ancl can not'e antrvhere
on the table rvithout hinclr:rnce.Their biggest conccms
are sctting up an accurate:lttack on the targer lvhile
minimising incomins anti-aircr:rft lirc and making sure
thev dont accidcntalJl'bonrb rhc wrong side.
so Thd.t it is witbin 4"/10cnt of and
th tdrg tetm (ignoring the fight strmd)

PLtce the Aircuf


t/utdr^

4*-tl !ti;,,..,
rsff#l#;

,@,,

t'*.
':i{
i:t'a
--;..,.q:9.

th(

.il:r.

Facing anti-aircraft fire is one of the worst experiences


a pilot will ever face. No marter how skilful the pilot is,
the need to keep straight and true during an attack run
m e a n sr h a r s u r v i v a li s p r e r q m u c h p u r e l u c k - y o u c a r i t
take evasive ction, vou just have to hope you dont get
hi r .
Anri-aireraf

Firc is conducred by rhe opposing player


aJier a1/ other 'hoorirtg is complae, but before the Airraf
makes their attack. It dos not matter that the AntiaircraJi weapons are fring

out of turn.

WHo cAN SHooT


Shooting

at aircraft requires a special mti-aircraft


mounting to allow the wepon ro shoot at high angles
and rotate rapidly to rrack fast-moving aircraft.
Onll weapons wirh the Anri-aircra.1fr. Heauy AntiaircraJi, or Self-defence Anti-aircrafi
attribute can fre at
Aircraf. Antaircraft
weapons that are still being toued
b1 or carried as Passengers in Transport uebicles cannot
s/toor ar Airrraf.

Anri-aircraf

w(ap7nt must hauc a Lint

Sight and be within Rangeto shlot at Air;aft::.


Anlt teamsthat shootat Aircrafi can't mott At
Doub/e. Dig ln. Sltoor or Astault in their next rurn
An1 weapons (uthcr than Sel-t'-defence
Anti-aircraf
.po.ns)that sboot atAirsafi cannot cont/uct Defnsiue
if.asaulted later in thb t:n.

I.INEOF SIGHTTO IRCMFT


Aircraft dive steeply at th targer,. or mke lowstrang run direcrly over rheir rarger,making
almost impossible ro spor ir tim m engage if they a
concealed by rall trees or buildin.
The Line ofSight and Range to Aircraf are measurerl
model (ignoring the fight *and).

the Aircrafi

Smohe Ma,hers bloch Line of Sighr to Airlaf , euen if th


Aircraf is within 16"/40cm, Hoaeaer, iftheAnti
weapon is Jr enough auay, from the Smobe Mailhers
nay be ablc ro seeouer them, jut

libe anJ other terrain.

t,.:a

a r e e a \ y t o e n g a 8 ea t l o n g r a n g ea : i n t e r v e n i n g
n does not get in the way

-aircrafi weaponsfring at Airtraf

canfre 8"/20cm

than their normal Range characteristic

\7hile heavy anti-aircraft guns like the famous German


'88'
are very effective against heary bombers (and tanks
for rhat matter), rhey are not as useful against ft-flying
fighter-bonbers.
Heauy Anti-aircraft
at Aircraf

wdPoni onbt r0ll 0ne die when fring

regardles of their ROF mting.

SELF-DEFENCEANTI.AIRCRAFT WEAPONS
Some tanls have anti-aircraft machine-guns mounted
for protection against ir attacis. These weapons are
usually 6red b1, the vehicle commander, requiring them
to watch the skies for incoming aircraft rather than
performing their own job. If the platoon isn't under
attack, the commander focuses on their main rask
rather than worrying about providing anti-ircrfr coYr

UMBEROF DICE TO ROLL

for other platoons.

selected their target, the nti-aircraft guns open


The rate offire (ROF) rating of a weapon reflects
ft the weapon can shoot
ueapons roll one dicefor eachpoint ofROF

weapons, such as all AA MG,


Fire if one of the platoon's
ma1 onfu f.re Anti-airnaft
teams would be under theTemplate (spage 185).

Self-defence Anti-airclart

Self-defenceAnti-aircraft weapons only roll one die when


fring at Aircraf regardles of their ROF mting.
Se/f
tJnlihe other Anti-aircraft weapou fring dt Airrnf,
deJi:nceAnti-aircraft tua?ons cttn moue At the Double,

haue ulten f.ring at Aircraii


is not alfected by an1 mouement that the fring
may haue made in its last turn.
; tfthefringteam is a Pinned Down unarmoured
cle, Infantry team, or Gun te,tm it reduces hs ROF by
'as
shoun in the ROF when Pinned Down table.

Dig In, Shoot or Assauh in their next turn.


FIRING MUTTIPLE PLATOONS
As with all shooting rn Flames O/ lZzr, each platoon
completes its anri-irircrali re before the next begins
You must decide blw mdny tedtfli in t p/atoort ctpab/e of
Firc wi// fre bejorc rolling ttt1, dice ta h t

Antr-aircraf

Jor that platoon.


Flra has
You may udit until one platoon's Anti-aircnf
been rrolae before decitling how many teams to Jire Jiom
the next ?llttoon
*..F-

,::::;:.rt

RotL To HIT

FLYING TANK

Unlikc ground rargets, aircraft h:rve no cover and frv


stratagems available to m:rke thernselves hardcr to
hit. However, a good gun crew rvill react quicker anci

Heavily-armourcd
grourd-amack
aircraft like the
'Shturnovik'
Soriet Tl-2
and rhe German Hs129 are
'ljlving
knorvn as
Tanks' because of their comparative

estimate rhe lead and range better than a poor onc


uiving themsclvesa nuch bettcr chancc o{:bringing thc

inr-ulnerabilio

aircraft down.
Ro// a .lbi// 7x uith each dic usirtg thc ScoreNdd to
Hit lhble. An-y succcssfu/rull :coresa ltit on the Ajrct'drt.
Tltet'edre no rnodiJ)ers to this ro//.

FiringTimt

Skill

Score Needed to Hit

ROLI TO DESTROY
Hitting an aircraft isn't alwals enough to stop it from
making its attack. Once the pilot is conmirted ro his
dive, little short of blowing the wing oif can acruallv
stophim.
Ro// d };ireqtower ksr Jr each hitfroru Anti-dinmJi Fire.
. Iftfu Firepotuer Tst is successfu/, reduct the
Stengtlt
of the Flight 4, onc. If tha Strength rf'the
rerJuced to zro, r(moN( thc Aircraf.
.

Otherwise, thc f.re


aircrrft.

uts

Flight is

insulJ)cicnt to ttop

the

ro anti-ircrafi fire. Only large-calibre


anti-aircrfi guns have much chance of bringing down
a ll),ing rank.
Add rl to the score nctded Jr Firapouer Testsagainst
Aircmft rated as Flying'lbnLs in their Arsena/ entry. This
ruilo it impossible Jr n ueapon uith lirepower 6 to
,/'"ut ,{ot, 't ., t/rinS fa',/?.

llying at high speed 6nd ir difficulr ro locate


As the enmy ue alened by rhe firsr pass,pilots
Lo losre their rargersimply leavethe battleeld.
is in position you masr Range ln bn the
tean. You on0 gd one tlltempt to Range ln

ce the Aircmf

FROM AIRCRAFT

Troops on Lhe ground aren t I\een on being bombed by


e i r h e r s i d e . I f a f r i e n d l y a i r c r a f t g e r s r o o c l o s e .r h e y ' l l
warn it offwith

fiags and coloured smoke.

Ifanyfriendly
teams are rlithin 16"/40cn ofthe Aircraf
model (ignoring the fight stand) uhen the! attem?t to
Range In; the Aircrafi

and fox}oles mighr provide good concealment


rroops on e ground. brrr rrails of flarrenedcrops

bm earrhrhrown up by diggingjusr makeroops


obvious ro aircrafi

are only Conaledto Aiicrart if they are in or


21/5im:of treelines,BocageHtdgerou!,.uoodsor
or entire/y couered b1 Smoke Marbers fom
Bombardment

lN oN rHrllncsr
s i n g l eb i g g e s Lf a c t o r i n d e t e r m i n i n g i I a p l a t o o n i s
is irs experience
haue no diJfculty locating targex t/tat are nor
and automatically Range In on them
score required lor Aircraj to Rangc ln on a targil
is Concaaled is 'hown by rhe Scorc Needed rc Range
on ConrealedTargets Table. lhere are no modifers ro

roll.
rheir single Range ln axmpt fails. rhe Aircraf
fnd rhe target and lraue rhe bartlefeld

SAFETY.DISTANCE

could

aborts t/leir anack and leaae the

bat rlef eld.

DESTROYED
TARGET
ORIGINAL
Ifyour ground troops' shooting resulied in the destruction of your aircraft's target, they will continue their
attack if they seemore targets in the area, othemis they
will abort the mission.
If ryow AircraJt's original target is no longer there for
aft! reason,lou may selectany othel enem! team within
4'/lAcm ofrhe aircrafi model (ignoring the fight stand)
as lour target ledm inttedd.
If there are no otber enemy teams uithin 4"/1)cm of the
thry abort tlteir attack and leaue the battlefeld.

Aircrafi,

Air attacks di-er lrom normal shooting in that the


aircraft are plasrering an area with bombs and rockets or
strang evervrhing they can see. As a result evervthing
around rhe target rem is likely to bc hir as well.

1ll tir attack:. whether by bo'qb,, rockets,


macltine-guzu o cannon, rue the Arti//ery
Tmp/ate to determine which team.s thty can hit.
Plate the Arti/lery Tempkte (a srludre measuring6"/ 15c
on each side) c?ntrd diectb ouer the target team uitli
the sidcspntn/lcl ro rhe table edge,.

\flith bomb blastsand builets saturaring the areaaround


the rarger' it is larsclv a natter ofluck rvhcther anr-par-

THREE-AIRCRAFT FLIGHTS

ticular soldier is hir or nor.

Sarurirrins rhe rirrgerwith bombs and bullets delivered


o' tnrec:rircrafi mai<eshits norc likel'

Rttther tLdn rolling ortc tlir S,at'poiut oJ ROF d: tcanr lo


nonna//y, coltnt up the nuruber f tetrns tr /ea:t pttt\,
under the'lbrnplate, dud ro/l that nurrber oJ'dict. Roll
'Iiruplnte.
hits separatelyfor each pktoort under tlr

Jiilul

As each ircraJi wcdpon /tas t 7b Hit uumber iu place oJ


itr ROF chdactef istic, the score recluired to ltit dtpnds
o n r h e u e a p o t r l t l ' e n , ' , r , , r ,n ' / u : t t ' g .
.

A successfu/to bit rcl/ nrcdfls t/1d.ta team was hit b1,


ilte dtr dttdck.

Afiiled

to hlt roll means that the reau was lucle1and

escapedharn.
IJ the AircraJl hnue more Tltail one uredlott,1ou must choase
uhich the AircraJi tre using before nllirg arry dite.
ONE.AIRcRAFT

FLIGHTS

A single aircralt simplr. cannot deliver enough ordnance


to be fullv ellecrive.

( tha Strengthof the Flight is d singLeaircrrt, re-roll all

suc9elfu!y/4 to hh rargets
ytryder
yQ 11mpkry

If tLa Srrength o.[ the Fllghr i: thrce rtraf,


rol/: /o ltit t//ig(t! unrler rhc tcnl?ldte.

re-roll all

MULTIPLE TARGET TYPES


Tnks. infanrn.. and .eiuns.are not intercbangeable,so
I o \ \ e \ L oo n e ( J - l u r b r r r . r J cg o o d l r o r n r r r o r h e r .

Roll to hit each'|.i,peoJ term (7hnle,hrfuntry,,Gun


-lransporL
teins) ln thc ?lntlon lepdnteu.

Commanders

can order soldiers from

one team to

HITTING TEAMS IN BUITDINGS

r e p l a . cc r ' u a l t i e . i n r t t o t h c t r , ' k e e p i n ) p o rt a n l \ v e r P o t t .

Vhen making a bornbing run, pilots just plasrcr an area

in acrion.

centred on the target.

Yoar opponent allocates hits to teams oJ the lryProPridte


xy?e under tbe Timplate Jrom the platoon that uas hit,

Chec the tearus'positions in tfu Building to tlettrrtine


uth ic h on esare urtder t h e [emp /ate of ail Ai Attn ck in th e
sdwe ual as if they were outside the Building.

subject t0 the fo//owing ru/es in order ofprioriry.


.
.

Eacb teatn may on! be allocated one hit.


Llnprotected reams must be aLlocatedbits before teanu
in Bulletpraof Corcr.

,,

Lluarmoured uehicles mzst be allocated hhs before


Armoured uehicles.

Hits must be aLlocated t0 oPedtiondl uehicles and


other tedms (inc/uding Cone to Ground teams) beJre

Hits must be dllocated to Armoured uehiths uith


ktwer armour MTings b(for those tuith highar annour
raTings. (/se Top or Side drmour dependlng ou the tlpe

Boggad Dotun or Bai/ed Out t,ehicles.

afweapon being used (seenext pdge).


'

Hitt

must be al/octtad to other tcdms before tetn:

that are Gone to Oraund.


RIDING ON TANKS
.If an aircraft hits rheir r:rnk, anv troops riding on it are
in for a Lot of pain.
'Do
nor ro/l to hit tnfdntry or Mnn-pached Gun teams
iing on .t tanl? sepante l.lfrom their tdnk. Instead, if the
'Tanb
team is hit, all te,tns riding on it are dho hit.

*l*;.

,*'if-'

Air attacks cause considerable confusion amongst their


trgets as men scatter for cover. Even if little actual
d a m a g ei . d o n e . i r c a n r a k e r i m e r o r e o r g a n i . er h e u n i r
b e f o r e i t c a n a d v a n t ea g a i n .

IJ a platoon tahes one or more hits fom lrn


attdck, it is automatically Pinned Dow*

LEssTHANANTI-TANKRATING

hit on a team indicares rhar the bomb landed close


enough to be dangerous. The roll to save tells wherher

lf yur

or rot ir crually desrroyed the ream.

Aircrafi

ARMoURID VEHICIE SAYES

opponenr',Armour Saua scu,e i, les than


Anti-tdnb
rating, they failed rheir

Saue.
To determine the efect ofthe hityu
Test. Ro// anorher dic.

must tdke a Fl

Armoured vehicles are rvell protected from most erial


weapns. Ir takes a lucky hir by a bomb or a heaw
cannon to knock out a tank.

lf thc roll equals or exeeedsyout


rerinK. rh( ranh i' Destroyed.

BoMBs
ANDRocKETs

IJ'the roll is lower than your weapon's Firepouer


the shot Jiled to do signifcant damage to t/te

Bombs and rockers are nor parricularly accurate. Mosdy


they rely on shock and blast to danage vehicles rather

but the creu still Baik Out ofthe tanb.

than penetrating their armour direcdy.


\Yhen lour Aircraf
hhs an Armoured uehicle with
Bombs or Rockets, the opposing playr rolJs a die and
adds the uehiclei Top armour rating to get their Armour
Sauescore.
CANNoN

AND MACHINE.GUNS

Aircraft strang with guns have to get in close ro hit and


penetrare their target. This requires a llat approach'on

UNARMoUREDVHICLEsVEs
Unarmoured vehicles are totally unorotected
'only
aircraft weapons. Their
hope of suryival is thar
bullets and shrapnel rvill only do minor damage.

WhenTour Aircrart hits an Llnarmourer/uehic/e(one


with a lop armourrariqgof -'t. rheoTpu,ing
playeruolls
a die.

the deck, rather rhan divilg frorn abovc, so shots havc


to penctrare the side of a tank to hurt it.

If the rasub is 5+, the uehicle is damaged, but

\Y/hen your Alrcraf


hits an Armauretl uehicle with
Cdnnon or Machine-guu\ /ie auning p/ayr ro/h a die
and adds the uehicle'sSide armour rating to get their
Armour Saue score.

Jully Janctiona/.
()theruise, the uehicle ^ dutomatically

EXCEEDS
ANTI-TANKRATING
If yur

opponent'sArmour Snue score is greater thdn the


AircraJi's Anti+ank rating, their Armour Saue is successful, anct the shot has no efect hauirug bounced harmlerl,
of,the tank's armour.
EQUALS ANTI.TANK
RATING
[f your opponent\ Armour Saue score exact/y equals yur
Aircraf's Anti-tank rating, theyfailed their Armour Saue.i
Although your shot didn't penetrdte the tank's armour, it
might still haue some efict.
'lo
determine the efect of the hityou mutt ta/?ea Firepoaer
Ti'st. Ro// anorhcr die.
.

Ifthe

If the roll is lower tltan lour weapoil'sFie?oae


the shot has no efect and the tdnk continues in

rol/ equa/s or exceedsyour uedpon's Fire?ouer


rllting, the Uew panic antl Bail Out.

Destroyed.

REccEANDWARRIoRVEHICLE
sAVEs
Small jeeps and motorcycles are fasr-moving rargers
hard for aircraft to hit.
Unarmoured uehit'/es that are Warrior, Independent
(including a// Motorqtcle Rec
teams) saue on a roll af3+ instead ofthe atul 5+.
Recce teanr

-.-l

of
Just as there are a huge vriety of vehicles md ground weapons in World'$9'ar II, there is an abundance
different aircraft in te skies. This presents some of the more common attack aircrafi.
To Hit

Notes

Firepower

Anti-tank

Aircraft

Weapon

Typhoon

Cannon
Rockets

3+
3+

8
6

5+
3+

Il-2 Shturmovik

Cannon
Bombs
Rockets

3+
4+
3+

9
5
6

5+
1+
3+

P47 Thunderbolt

MG
Bombs

2+
4+

6
5

5+
1+

Ju 87D Stuka

INrINrry

GUN SAVES

SAVES

nfantry in the open are very vulnerable to strafing


ircraft, but once they get into cover, they can be hard
to dig out

'When

attacked by aircraft diving

from

above, gun

shields provide no protection.


When your AircraJt hits a Gun team, the opposingpla.yar

$hen your Aircrafi bits an Infantry tearu,the opposing rolls a die.


.

rolls a die.

IJ'tbe resu/t is 5+, the team escapaswitlt no seous

If the resub is 3+, the tdm escdpeswith no serious

tnJL{rI
.

lnJuf!.

Otherwise, unless tbe teatn is in Bu/letprooJ Couer, it


is Destrrryad.

Othernise, unles the team ls in Bulletproof Couer, it

is Desroycd.

GONETO GROUNDGUNSAVES

.i,::.'.:,

\^1
:

f-l

:i::i

'4ren working their gun, gunners are forced to clump


together more than infantrv Hower.er, if thel' go to
ground, thev can spread our ancl take full advantage of
cover, making them much lessvulnerable.

'.1:.,,:..

Any Gun teamt thdt re Gone to Ground htue t -3+ saue


instead ofd 5+ sdue. This does not dPply t0 tcdlils t/111tdr

t;:.::,

':l:::..::

onQ Gone to Ground becdtrsethel dre behind Snolcr.


,i::,,:,

. :.

COVER
BULTETPROOF
To get anv real protection fiom an acrial bombardment
you need a deep hole or a good fortified position.
Linear Obstacles libe walk or Bocage Hedgerows, and
Gun Shields do flot Prluide Bulletproof Couer against
Aircrafi, dlthougb other Bulletproof Couer, (including
being Dug In or in En*enchments) does.
If the target Infaxtrl

or Gun teams are in Bulletproof

Couer, tabe a Firepower Tbst.


.

Ifthe

If the roll is lower than lour

roll equah or exceedslour weaponi Firepou,er


ftlting, lour ueapon blew through the couer and the
tdrget tam is Destroled..
weaPon" Firepouer
ham.

t.::

,,::i:]]:?

IN

SPORTS

The best thing to do under air attack is keep driving and


pray tht you don't get hit. Air attaclc are over so fast,
and there is little extra safety to the rear, so drivers crry
on Forwardonce rhe arrack is over.

ON
lf riding in a vehicle is unsafe,
t o r h e o u r s i d eo F a r a n k u n d e r 6 r e i s
more dangerous
lnfanrry o, Man-pd(ked Gun tearys riding on
a tank must tahe a 5+ Saue insteadaaf ibcir

^ARMOURED
TR,ANSPoRTS
Armoured velicles like half-tracks just hope the aircraft
d o e t nr s c o r ea d i r e c r h i r !

Infantry or Gun Sau.ewhen hit, 7he PassengeTs.ttr


in Bulletproof Couer,s .no Firepower Tet il ryeidei

Armoared Tiansport te/lmt roll sauesin tbe same way tltat


Armoured Tanb teams do. Hoiueuer, they automancally

Ditnount Undt:lt:e ad |he platqon it nqw


Doun (seepage104).

Remounr (seepage t02) immediarely when Bailed Oir


hy an Air Artarb,
If you Destroy an Armoured Tiansport team, eterl
Passenger carried b7 the liansport team must
?ass a 5+
Pasenger Saue or be Drtrojtett. An1 suruiuing Pasenger
teams immeiatelT Dzsmount Under Fire and the platoon
is now Pinned Down (seepage 104).

UNARMoURED
TRANsPoRTs
One ofthe last places you want to be under air attack is
crammed in a vehicle, hoping a bomb doesn't hit you.
On the other hand, ifyou survive, the danger is gone
and you may as well cury on as go back.
\Yhen you hit an Unarmoured Tansport team (ubether
0r not Jou D5tyol it), eueryt Passenger carried b|t the
Transport tedm must pas a 5+ Pasenger Saue or be
Datroyed. If al/ of the Pasengers in a Transport team
are Destroyed but the uhicle is not, the Tantport team is
Sent to the Rear immediatefu. 7heplatoon is nou Pinned
Donn (seepage 104).
Suruiuing Unarmoured Transport teams sti/l carr4ing
Paxengers remain on tabb aJler an air attack, euen if
other Tiansport teams in the platoon were Destroyed.

DISMoUNTING
UNDERFIRE,
l f r h e i r v e h i c l ei s d e s c r o y e dr.h e s u r v i v i n gp a s s e n g e rgse L
out and hit the dirt as ft as possible.
lf its transp7n i, Desrrol,ed or remoued as a resulr of air
attack, dnJ suruiuing Passenger tellms must immediately
Dismount, moting no closer to the sltooting teams as it
does so.
If necesary, Transport teams (other than \Yrecks of
Armoured TTansporttems) can be remouedfrst to create
spacefor tbe Pasengers to Dismount. If there is no room
for a Pasenger team to Dismount,
tcam is Desrroyed.

then the Passenger

After they have made their attack, all ircrafr rturn to


base to rearm for the nexr srrike.
Remoue rhe Aireraf from

the table afer ir has made

Desnoy them. All :uruiuing Passcngerteams

IEVEI
R SUPPORT

2 RotL To RANGEIN oN THE TARGET

Air SupportPool.
Air SupportLeueldetermines
'

Range In atomaticdlbt on a target in the open.

Priority Air Support giues 7 dice.

Rollonceto Range In on a Coneea/cdnrgil ( wifhin 2 /5(ry

Limited Air Support giues 5 r/.ice.

oftrees, Bocage, uoods, or Buildings, or in smohe).

Sporadic Air Supporr giues 3 dire.

N THE STARTINGSTEP
ROtt FORGROUNDATTACKAIRCRFT

Trset Tam'sShill

Score Needed

Conscript

2+

Trained

3+

Veteran

all ofthe dice in the Air Support Pool.


Ground-attach Aircraf

arriue on any roll of5+.

Each attemPt reduces Air Support Pool by one die


successful.roll for Numbcr ofAircraf

receiued:

Aircrafi abort ifany friendly tedms uithin

1 6"/4)cm

3 RoLL TO HIT
Roll against Aircrafti

To Hit rating.

Re-roll ifappropriate for the number ofAircraf.

Effect

Number of Aircrali

Re-roll hits

OPPONENTROLTSFORFIGHTER
INTERCEPTION
may ,ol/ rhe dire in thcir Air Support Pool.
Fighter Interception cancels Ground-attnc h Alrcrdrt

2
3

No re-rolls
Re-ro// misses

4 RotL SAVESFoR TEAMSTHAT WEREHIT


Bombs and

Rochets hit

on dryt roll of 6.

adds tbeir armlur

Each attempt reducesAir Support Pool b1 one die

Anti-tanh rating:

CHOOSETARGETAND POSITION
^A.IRCRAFT
an! enem! team at the tdrget,
AircraJi model uithin

Top armour.

Cannon

and

Machine-guns hit Side armour. Opponent rolls a die and

4"/1)cm oftarget team

rating and compares the resub to tht

Roll is

Resub

Greater

No efrct

Equa/

Fircpowcr tett to Bail Out

Ley

FirePouer test to Dastrql


otherwise Bail Out

THE SHooTING STEP

Ro/l 5+ saucfor Unarmotued uehicles,axcept3+ saueJr


Wdrrior, Indpendcnt, and Reccetednts.

r all other shooting is completed:

Roll 3+ saueJr Infantry tedmt.

CoNDUCT ANTI.AIRCRFTFIRE

Roll 5+ sauefor Gun teams, unless Gotte to Ground, then


3+ saue,

i-aircraJi weapoxs increase range by 8"/20cm uben

at Aircrafi.
Anti-aircrart weaponsroll a die to bit Jr eachROF:
an d Self- d efen ce An ti - a i rc raf weaponsonfi rol/
ie

Ro/l Firepower Tesx to Destroy [nJantrl tedms, and Gun


teams in Bu/letproof

Couer.

5 MARK oR REMoVEDESTRoYEDTEAMS
Marb Datroyd

Armoured uehiclesas \Vrecks.

Remoue other Destroyer/ teams.


6

PIN DOWN

PLATOONS

THAT WER-E HIT

Any hit on d pldtoon b1 air attack medns the pl/ltoln

Pinned Down.
Firepower Test to Destroy Aircrafi tbat were hit. Add
to rhe Firepowerifthe airlaft are FlyingTanks.

7 AIRCRAFTRETURNTO BSETO REARM


Sbow'souet the A

the

t:ar
::;:l::,

t.
.

',

inch rioiini3ian
cavalry

man-packed

and tank-mounted

fame-throwers'

scuts, hreetmk

escort infantry

and even

trains. Each of these fills a niche tht no other troops cm.

.....

193

CautiousMovement ....

......

193

R e v e a l i n g A m b u s h e s. . , .

...,,.

193

R e c o n n a i s s a n cDee p l o y m e n t . , , . . .

......

193

Reconnaissance Pltoons. ,

Disengage!
EvesmdEars.
Reconnaissmce

.......,..

194

.....,.195
..,....196

MotorrycleReconnaissance.
DismountingMotorcycles.
RemountingMotorcycles

....
.....
...,,.

FlmingBunkers
TnkFlme-throwers......
InfmtryFlame-throwers.

..... f99
.... 199
...... 199

EsrtsuenotTems.

196
196
197

.,..200

:::..:l::::.

...... 202
C a v a l r y.
. . ..,, . . 202
Advmce at the Gallop.
.,... 2O2
ShootingomHorseback.
2O3
C a v a l r y C m n o t T a kCe o v e r. . , . . . . . . . . .
....... 203
CavalryandBuildings..
C a v a h yC a n n o t A s s a u l t n k s , . . , . . . . . . 2 0 3
,.,.203
RideThemDown
..... 2O4
DismomtingCavalry..,.
2O4
RemountingCavalry....,.,...
ArmouredTrains...,..,,,,....,,2O5
PlacingRailwaylines..,
....., 206
A r m o u r e d T i a iD
n eployment,,......... 206
...,207
ArmouredTrainMovement.
Shooting with Armoured Trains . . . . . . . . . 210
S h o o t i n g a t A r m o u r e d T r a i. n. ,s, , . . . . . . 2 1 1
212
A r m o u r e d T r a i ni ns A s s a u l t s... . . , . , . . . .
212
DemolishingRailwaylines,...

'Time
srying,
spent on reconnaissmce is seldom wted'.
lesson ar their own peril. with inadequate reconnaismce my force, no
is nrlnerable to a surprise attack from a better informed enemy.

According to m old rmy


ignore this hud-lernt
matter how powerfrrl,

RECoNNAISSANCE
PLATooNS

REcoNNAISSANCE
DEPLoYMENT

The purpose of reconnaissmce units is reconnaissance


u d e v e r y s o l d i e r i n r h e p l a r o o n i . r r a i n e d i n L h ea r r o f

Well before the start of any battle the rrcce troops


working their way fomard, searching out the enem;r

stealth and observarion.


All teams in a ReconnaissancePlatoon are Recceteams.

REccEVEHICtESAVES
Reconnaissancejeepsand motorcycles are small and their
crews are trained ro move stealthily and take cover.
IJnarmoured Recce uehiclessaue on /1 ro/l of3+
ofthe usual 5+.

Afer all Deplolment, bur before rbe game begins


speciJed in the mission), Recce teams Deploled on
table may moue as rf it was t/teir Mouement Step wirh
fol low i ng rest ri cri on, :

team, it mal not m|ue into Line of Sight whlle lt


within 16"/40e m olrhe rcam.

instead
.

Cluuous MoVEMENT
Recce troops are trained to make the best use of any
concealment, even lvhen on the move.
Recceand Obseruer teams dre always Gone to Ground,
unles they moue At the Double, carry Pasengers that are
not Recceteams, shoot, or asauh.

Ifa Recceteam is out af.Line ofsight ofan

If it is alreay in Line of Sight of an enem;y tean


within 16"/10m, it may not moue closer to it while

still in Line ofSight.


t

In an1 c4se,the Reccetedm ma! not moue


8"/20cm of any enem)tteam,whetber in Line of
or not.

Ignore enemy Indepenent and Warrior teams

REVEATING
AMBUSHES
One of the main roles of reconnaissance troops in an
advance is to ensure that the enemy doesni spring any
nasry surprises on rhe main body ofthe force.
In addition to the normal restrictions on Ambush placement (seePage 266), teamsplaced from Ambush must be
more tban 8"/20cm from all eneml Reccetellms that are
in Line ofSight (apartfrlm
Recce teams that are Bogged
Down, Bailed Ou4 or moued At the Double).

.. .:i

is carrying Pasengers tltat /1re not Rcce teams, it may noi


make a ReconnaissanceDeployment Moue at all.
Ifboth players ltaue Recce teams, tbey ahernate selecting
platoon aith Recceteams and doing their Reconnai
Deployment Moues with that platoon. The mission
scenario will say which player selects a platoon
frst.

FROM

AGE!
:cce troops are often lightly armed and armoured,
they are armoured at alll Yet the nature of their job
til&ren
that they operate close to the enemy.
recce troops use their speed and training to
incoming fire before serious damage is done.
tcams rudJ art(mPI to Disengage when fred on in
enemlt Shaoting Step as long as they did not moue
the Double, shoot, f.re an Artillerl, Bombardment or
nti-aircraf Fie, or assauh in their preuioas turn
'you
*ish d Recce team to Disengage, you must declare
intention to d0 t0 at the point an enemY platoon
but before any dice are rolled Tb Hit. If yu do so,
ach team shooting at the p/atoon then fres one shot dt
platoon in its current position.
resoluingthe efects ofthese shots, tbe Recce team has
clldnce to get duay. Make a Sblll Tlst for the platoon to
if thel can escape before the ful! wei.ght of the enemy's
hits them.
[f successfuLany or all Recceteams in the platoon tbat
dre nlt Bogged Doun or Bailed Out may immediatef
Disengage and moue up tu rheir normal mouement
away from the enemy tedms shloting dt them. An!
moaemnt they mahe mutt tdl?e them furtber from
the shooting teams. Tbamscannot moueAt the Double
when disengaging. Any Recce tedms that choose not
to Disengage and all non-recce teams remain ahere
thel were.

Recce troops are far too fast on their feet to be much


bothered by slow-firing rillemen or ponderous big guns.
Weaponsthat only f.re one shot (either becausethel haue
ROF I or becausethey moued) do notfre before the Recce
tedms dttempt to Disengage. Thej must wait and fre at
rhc teams in theirfnal

posirion.

ONLY DISENCACE ONCE


Rec troops might be eluive but they rnt
fight, especiallyifoverrm

avoid every

by a concerted enemy advance.

ma1 only llttempt to Disengage once in any


Sbooting Step. A platoon does not haue to attempt t0
Disengage from the frst enemlt p/atoon that shoots at

A pktoon

it. Instead it may tahe fre from one platoon and then
Disengagefrom another later iJ you want.
REORGANISINC
Recce troops need a little time to get their bearings,
check and report on any damage sustained, regain formation and receive new orders after disengaging.
Recce teams that Disengaged must Reorganisa until the
end oftheir next turn. \Yhile Reorganising the! ma! nlt:
.

Moue,

'

Dig In,

Assault,

Conduct Ant-aircraf

Tizbean Objectiue.

Fire, or

Ifunsuccessful, the Recce teams do not Disengage and

Rcorgdnising tdmi arc treated as if they moted in their

remain in their origlnnl position.

Moueruent Step, reducing their ROF when shooting.

the Recce teams haue Disengaged, all remaining


shots are f.red at the platoon in its new position. If the
whole platoon managed to get out ofRange, Line ofSight,
Field of Fire of the enem1, the remaining shots automtss

Other teams in the platoon that did nlt


continue to operate as normal.
Place a Reorganising

marker with teams

that Diseneaged to remind you ofrheir


status ln your tu{n.

D^etrgdge

EYESAND EARS

EYES
AND E,Rs
AT NIGHT

On thc bartleilelds of \brld Y/ar lI, the art of canoullagc can render evcn the largest u'e:rpons :rlnost irvis,

In the dark of night recce troops need to get closer in


order to hnd rhe enemv-

ible. One ofthe most viral jobs ofrecce rroops is to seek


out eDem)r hiding places-t:rnks hiclden in haystacks or
soldiers lving in long grass.C)nce these arc discovcrcd,

A Reccetum

ntt(mpting to Reuea/ an enem! p/dtoon dt


night cannot do so lJ'the nearest team Jiom tlte enemy
platoon isJ:urthrr atuay than the distance tlte p/atoon can

rhe recce trooper lorvershis binoculars and reachesfirr


the r:rclio to tell the rest of the f'orce s'here to look.

seerc//ed on rhe Night \,'isibilit1 Tdble (seepage 272).

A Raccetedm that did nat moue, dnd is uot Pinned Dotun,


Bogged Down, ar B/ed Out, Lnd! dtterupt to Reued/ att
enanJ /)ldtaon within 16"/10crn dnd Line oJ'Sight thar
ls Gont ta Ground.
hnntedlatefi

bafore the rest of thtir

ro// a Sbl// Tstfor each tum


neml P/aT|ail.
.

pLatoon shoots,

ttenptiug

to Reueal trt

( the Skill Ttst is ptssed, a// tuxu fron t/te Reuealed


eil(mJ plntoon in Line of Sight of tedrns Jiom the
Ret,ealing platoon da nat clunt as Gone to Orouud
Jr the rertainder aftLe Shooting Step.

Otheruise, the tedm cottld not .find the enuny dnd


thry remdin Gone to (,round.

Each Reccetedm can dttem?t to Reueal a dffirent eruer4,


platoon. Dec/are ahich ercm! p/ttoon each tean wi//
dttempt to Reuea/ before rolling to seeiJ'it uas Rercaled.
A team thn attempts to Reuea/.an enem.y?l.atoon does lnt
count ds hduiilg shot, b cnnnot sholt, asnu/t, or Spot
/ ' t o t t A r r i / / t t ) B o m b . t , d n t t , rt h i i r r r , ' t .

SMoKEAND EYES
AND EARS
lVhile recce troops are
clever :rnd observant, they 51ill
can't make a smoke screen go au,ay,
A Reccetaam using EJet and Ears on an enem1,platoon
does not preuent that enemy platoon from being both
Conrca/ed and Gone to Ground becauseit is seen through
Smok.eMarkers (seepage 107).

r&::i:

infantry are ft-moving


troops always in the forefront of the advmce. Their
and jeep-momted
positions or to launch
dismounting to occupy fomrd
is their greatest set they race fomrd,
on the enemy.

tE RECONN,AISSANCE
quickly learn to use their speed and small
to survlYe.

sti// on their urhicles, Motorcycle Reconnaissance


are Recce Tank teams. \Yhile Dismounted, thel
to be Rerce reams. Ifrhe plaroon was Reorganking,

ISMOUNTING MOTORCYCLES
scouts fight mounted against light opposibut when things gt tough, they dismount and
ish the fieht on foot, while the drivers take their
to the rear.

m4t

\Yhen a Boged Down (seepage 44) Motorcycle Rccon'


it immediately ceasesbeing

naissance team Dismountt


Bogged Down.

teams for the dismounted soldiers to replace them with,


otherwise, the! musTst(t! on their uehicles.
STARTING DISMOUNTED
Sometimes motorcyclists are called on to defend their
gains, requiring them to start the fight dismounted.

Dismount

all

of

its

Motorcycle

:onnaissanceteams and Srnd their rchicles to tlte Rear


the start of your Mouement SteP. If theJ do so, replace
?ach Motorclcle Reconnaissancetetlm with the equiualent
[nfantry or Man-pacbed Gun team placed
untler

team. Euen f they do not mouefurther, the Dismounted


teams are considered to haue moued.

Motorcycle Reconnaissance teamt ma! only Dismount


ifyou haue appropriate Infanny and Man-packed Gun

continues to Reorganiseajler Dismounting.

platoln

team Dismounts it is replad with a normal RiJte/MG

You may staft

the game with

al/ of the Motorcycle

Reconnaissanceteams in d platoon Dismounted by replacing each team with tlte equiualent Infantry team.
They may Rewount later in the gdme as if thel had sent
their uehicles to the rear.

the area couered by the Motorcycle

sance team at the staft of their mouemenL e.g.


a Motorcycle Reconnahsllnce Motorcycle RiJle/MG

'r'-,1:::i:t:ii:l:
" .Hl:l

REMOUNTING
MoToRcYctEs

SoLoMoToRcYcLEs

Once the enemy have been overcome, 1rcu may need to


bring your motorcycles forward again ro conrinue rhe
dvance.
A

platoon

that

has

Dismounted

ix

Motorcycle

Reconnaissancetedms md! bring them foruard again at


the start ofyour Mouement Step prouided thdt no team
in the platoon is:
.

within 16"/10cm of any enemy team uithin

Llne of

Sight, unles Conrealed blt Tntin froru it, or


.

uithin

uithin

4"/1)cm of an1, enem)t tedm, or

8"/20cm of any enemy Recce tedm thdt h in


Line ofSight (apartfrom Reccetaams thdt are Bogged
Down, Bailed Out, or moued at the Double).

If

they do so, replace eaclt Djsmouuted Motorrycle


Reconnaissanceteam ttith the equiua/ent uehic/r placd
sa thdt it coters the tdm it is replacing dt the stdrt of
their motement.
Once Remounted in this way, the Motorcyc/e Recounaissance teamt can rnoue as normal. If there is insuficient spacefor a/l oft/te Motorcycle Reconnaissanceteams'
uehicles,tdke the normal. mouamentfor each tedm ds it is
placed, using your mouemel to maka anough space.
7he Motorc)tcle Reconnaissance tedmt are trdtd ns
mouing, euen tf they do no moue dfer Remounting, so
if a Motorrycle Reconnaissanceteam is p/aced in Rough
Terrain, it must tdbe a Bogittg

Check uhether it mot,es

or not.
Motorcyc/e Reconnaissnnceteams that Remounted ma1
not shoot in the Shooting Step. They may houeuer moue
in either the Shooting or the Asault Step if they haue a
special rule such asAuanti or Stormoopers (seepage 24 1)
that allows them to do so.

:::.i.ll

S o m c r r m i e s s e ( m o t o r c \ Ll e t r o p 5 a s t h c l o g i c a l s u c cessorsof light horse-mounred infntry. Following this;


mode1, thev give every soldier his own motorrycle.

SomeMotorclc/e Reconndlssdncetedmsare Solo Motorclcle'.


reaas. 7he.yda 'tot hauc a dcdicnrcd driuer and :itnpll
aba'u:lotrrhci, motorcyclr, whtn thcy Diitnounr,,o aral
not Reruownt alier Dismounting.
.

work like fire hoses,only instead of water they spray burning fuel, They me terrifring weapons
face, md mmy

men who are willing

to risk a bullet will tun

s a t u r a t er h e r a r g e la r e ai n { l a m i n g f u e l .
y don't need to see their targets. Thefll
l o n g a s t h e o p e r a t o ri s c o m p e r e n r

hit anyway

Shill Tsr to hiT the target


uehicles haue an!

protection

Flame-throuers. If any other type of uehicle or


is hit, it is automaticall1

D*troyed,

ONE-USE
WEAPONS
Flame-throwers cant carry enough fuel for sustained
operations, so they get in, flme

normal ueapons, a Flame-tbrower needs an un

Fu$,-armoured

teil md run rather drm burn.

ercn if it is in

Couer.
Fu /[y-a rmo u red uehic le hit by a Flame+hrower
tabe an Armour Saue. [nstead, tahe a Firepouer

does
Test

the Flame-thrower.

and get out again.

Teams uith Flame-throwers only carrl' enough fuel for


one turn of shooting u,ith t/teir Fkme-tlJrouers.

Stow DowN To FLAME


A flame-thrower h a very limited range, so a llamerhrower rank h ro be rer; clo.e to its targetto starr
flaming. They can dash up to the target at speed, bur
must then stop or move very slowly to flame it. Once
firing, the smoke and flame of their own flame-thrower
hides the target naking

it impossible to re other

[f it passu, then the uehicle is Bailed Out

weaPons.

Otberuise, aside Jiom a littk coughing ft, the cretu


are fne bat the Tank team and any Thnk Escortsit has

A F/ame-throuer team cannot fre


more than 6"/l5cm this turn.

md! not conduct DeJensiueFire thh turn.


ry hit by a Flame-thrower automdticdlbl Pins Doun
whob target pktoon

if the tean moued

A uehiclefring a Flame-thrower may not;fire any other


type of ueapon at the sdme time.
NO SHOOTINC OVR FRIENDLY TE,AMS

ING ON THE MOVE

No sane soldier would re a flae-thrower over fiiendly

arne-throwers drench their target in burning

fuel,

them s ccurate moving as stationarl


do not reduce their ROF when mouing.

t:ia:::::
1i:iiTilii:r.r,:.!

troops, spraying burning fuel all over them.


Flnme-throwers can neuer sltoot ouerfiendQ

teams.

::,::a:i.:l{
:.:lii:::

ns

FLMINC

NF;{NTRY

Designed to break the deadlock of World \7ar One

FTAME-THROWERS

trench wufare, flame-throwers re the perfefi wepon

Back-pack flame-throwers corisist of i


h e a r y f u e l r a n k . a t a n k o f c o m p r e s s e da i r

for suppressing bunkers ,allowing your assault troops to


c l o s ew i r h m d d e r r r o y r h e m .
FJame-throwers are particu/drb efectiue against all types
of Bunkeri (seepage 217). A hit lry a Flame-thrower uill

propel the fuel, and hose connecting the tanli


to a flame gun carried by the soldier. Inlmrry flameLhrowersonl; have luel lor a lew secondsofflame

auromarically pas rhe Firepower Test rc Pin Dawn a

the opertor takes thir valuable weapon back to re

Nest or Pillbox and will Destroy a Nest with a successful

f o r r h e n e x Lm i s s i o n .

Fircpower Tst,bur cannor Desnoy a Pillbox.

lnfantry |-lane-throw(r

A Tarret Bunber hit by a Flame+hrower does not tabe


an Armour

Saue. Instead, tahe a Firepouer

Testfor tbe

t(ams are remoucdfon


t7on /1sthe! hne fred. They are not c7tmted ds
but no longer count aspart oftbe platoon.

play

Flame-thrower.
.

Ifit pases, then the Turret Bunker is Bailed Out

Otherwise, the Bunker may not conduct Defensiue


Fire this turn.

SHOOTINGAS A RIFLETEAM
A flame-thrower operator is escoited by riflemen to
them alive long enough to get close enough to Ilame.
An Infanrry Flame+hrower team may shoot and fght
a Rife team until it sho|ts its Flme-throuer.

TANK FTAME-THROWERS
Mounting

flme-throwers

in tanks gives them much

greater fuel capacity making them more effective, while


rhe armour ensures that the flame-thrower suruives long
enough to get close and do its terrible work.

FUELTANKs
Flame-thrower fuel, and the vapour left behind in the
tanks, is obviously extremely flammable. Unfortunately,
that means that when a fme-thrower

tank is hit, it

tends to burn very ei.ly.


Re-rollfailed

Firepower Testsuhen rolling to Bail Out or

Destroy a Flame-thrower tank.

TO REFUEL
RETURN
Being full of volatile gass, empry {rel tanla are even
more explosive than full ones and flame-thrower tanks
are too valuable to waste on jusl one mission. Flarnetmks rarely hang around the battlefield after they fire.
You may remoue a Flame-throuer tanh from play at the
stdrt of lour Mouement Step once it has fred. Thel are
not counted as Datroyed, but no longer count as Parf of
the platoon.

FLAMETANKSDoN'T A,SSAULT
I F r h e r h o u g h r o F a n e n e m y g u n p e n e r r a t i n gt h e m a n d
s e r r i n gt h e i r f u e l a l i g h t g i v e sa f l m e - t a n l i

crew nighr-

m a r e s .t h e i d e a o f c l o s i n gw i r h i n l a n r r y e q u i p p e d w i r h
anti-tmk

weapons is even worse. Only the red Army's

tankers ue brave enough to do so, and only because


they arerit brave enough to refuse the order to do sol
Flame-thrower tanhs mal not Charge intl
must Breab Of

rather than Counterattack

Contdct dnd
if asaulted

eepage 165).
Souiet Flame-throuer tanhs are an exce?tion to this and
may Charge into C7ntact and Counterattd(k ds nomal,

ii::

i9,
:::
i

ij:'

Tnks can be very vulneratrle to infantry

at close quarters. Some armies attached infmtry to tmk platoons


close escorts. Their role is to keep enemy infmtry off the tanks and sist them in close-quarters fighting.

TANKEscoRTsARENoT TEAMS

A Tanb tean uith Tdn/<Escorts tan shoot u)ith i


Etcort!.

The task ofescort infantrv is kccpine rhe tanks alire. lfsome


are killed, the others sprcird out to cover their charges.
7hnle Escorts drc not tenms irt thdr own right. They'are
an additioil to a lhnk teatt th giues it extra capabilities. Tnk Escorts cannot be Destrol,ed whlle theit' tanle
sut'uiuesand cannlt suruie tha los of their tdnle.
'Ibtb
team aith
Eicorts cireLtot cnry tearut s
Passengarsusing the Riding on Tnks rule on pdgt 17.

A'lank

TANKEscoRTsSHooTING
Infntrr. trained as tank escorts can shoor iiom rheir
percheson rhe tank, providcd it moves slow.lr'.

n*th

Ink Escorts shoot ds iJ thel d( sepltrnte tean: J)'ou


their Tank tearns dnd ma1, shoot dt d dlJrent pLttoon
f)tru that u,hich rbeir Thnk tedn is engagitg. 7he7
:ltoot as the dppropriate type aflnfann.l tuam (so Scn,iet
-lhnb
Ttnl<odesantnibi SMG
Esnrtt thoot as tn SXIG
team). but alwdys lnue a ROF of I ruith rto pendlty for
th( tdnks marrment.
If dssdu/ting lilfdntr.)) teattr Sxedl< tip on d Taule te,nn
(seeptge l5-3) that has Ttnk [storts, the Ttnk ]:storts
can ttnduct DeJnsiucJ:ite. despite the ldnle tcdn Lcing
unnb/c to DeJeusluef ira witL an1 of it:.)u)il u)et:?.)n!.

&i*'r
J-4 .'

::.1.i

-r-e

..: ilr

TANK EscoRTs ASSAUTTING


F,scorrirrlanrrr clon'riust protecr their tank. thei'actively
hunt our the enernt,rt closc qri,rrtcrstoo.
'lhuk
'lttth
'[
teams u,ith
EscorrsRol/
Hit tt'ltl, irir
'lrnL
erLo]'tt ts ure/l ns th(
tctn ixelJ',4iritt,! tLeut itt,0
Ro/k to Hit itt rtsstu/ts itt iltost cicum:tttLCJ.Euett tL,l:at
the Thuk tearn is BoggeciDou,n or Bti/ed. Out, the Tdnl<
| . ; , ' , 1 5 4 1 ,' r t l l R n l / r u l l i l s 4 1 1 , . . 1 , 1 ' . , .
A hit f'otn d Tattk Escort canttot bc ,tl/ocated rt t uchic/e.
( only uehiclts tr( nunlLtbl( Ta illout the hit to, thet
igure thc hit.

TANKEscoRTsIN RoUGHTERRAIN
One of the roles oi cscort inirntry is to clear cnemr. our
of buildings and other placesin:rccessiblero the ranks.
-fhub
Asnu/ting
tetns uith Thnh Lscor:st'an e/cct ,tot to
Charge into Coiltdct or to ltdlt it: Churee inta Cantdct
bafore enteng, crossing, or rut,ing ix llough lirraiu. If
tlte.ydo this, thal do rtor wed to ttthe d Roggirg ChtrhJr
tsaubing

n Team iu Rough ferrdiu, but tlte.y can onll


Escorts, not ulth thc Tdl)k

Rall to Hir u,ith their'lltnb


til1ns the escortsiTe 7il.

;ii

TANK EscoRTsFALLBACK
-l'ank

cseortsare onlv flcsh and bloocl. E,noughfirepower


fiom thc dcfcnders rvill cause rhern to hrns back until
Lhe tanks har.esofLcrecltirc cnernv up,
lJ tl,c ntrl ttuubcr of hits.fion Dcfarsiut Firt is -fiue or
'Jitttb
t)tojt', rut_t
Lscorts ou A:strt/titrg Tiuth tetnts nay
ttor Ro!l n Hit utril tl,t !/,tto0il Coilltfitrdckt.

in the age of tan*s md blitzkrieg, but they still have a role


mounted evlry may seem m machronism
las developed ue like the Ardennes md Rsssiat Pripyat Mshes where their mobility is far greater thm
-bound trucks.

ANCFAT THE GAttOP


speed of a avalry

charge means that cavalry may

r more ground in a shorter time .


platoon with Mounted

Caualry teams ma)/ attemPt to

at thc Gallop at ilte start of the Shooting Srep

ofshooting.Roll a 5ki/l Tst


for rheplatoon.
lfthe test is sucressful,the Caualry teams in rhc planon

SHooTING FRoM HoRSEBACK


Shooting from horseback is very dificult.
can fire at point-blank

longer ranges must halt to allow their light machineguns to dismount temporarily to shoot.
Mountecl Caualrlt teams alwa1s shoot as if they moued but
may not sltoot at al/ un/es they remain stationary or the

may moue anotber 4"/1)cm,

range k 4"/1)cm or /es.

Othera^e the ?ktoon cnnot moue this step.

Man-packed

normdl rules dppb for thls mouement. Teamscannot


at thc Gallop iJ rhcy moued At rhe Double.
a platoon attempts t0 Aduanc dt the GalloP, Caualry
ieams in the platoon mdy nlt shoot, or use other special
that allow mouement instead of shooting, euen if it
ils to make its Adudnce at the Gallop moue. It can still
or usetlte StormtrooPert special rul (seepage 24 1)
in the turn

Cavalrymen

range with some effect, but at

Gun teams Mounted

as Caualry cannot

shoot unti/ thel Dismount.

NO SHOOTING
OVERCVALRY
Cavalrymen on their horses don't have the luxury of
hugging the ground when the shooting starts, so it is
impossible for supporting troops to attempt to shoot
over them.
Caualry teams shooting at uehiclcscdn shoot ouer Infantry
tedms that did

not moue. Tbams cannot shoot orcr

Mounted Caua/r1 un/essthe sltoqting tedms are 0n higher


groun and able to seeouer the cdua/rl.

::il:iJ:

CAVALRYCANNoT TAK CoVER


Soldiers mounted
rounding

on a horses sit tall above the sur,


terrain making it impossibie ro take cover

from enemy fire. If they intend to defend a position,


they dismount and send rheir horses ro safery {irst.
A/though Caualry teams are Infantry tedmt, the! cannot
be Conaled in the Open (seepage 89)
Mounted Caualry teams are nerer in Bulletproof Couer.
Tbeycannot Dig In while Mounted. They must Dismount
and Send their horset to the Rear J;st.

Mounted Caualrl teams cannot Charge into C0ntdct


a team in a Building, and hits from Mounted
tdms cailnlt be allocated to teams in Buildings. If the
only teams auailable to allocate hits to are in Buildings,:
then ignore the hits

CAVATRY
cANNoTAssAUtTTAN
Cavalry have no way of hurting tanks. Sabres,
a n d g r e n a d e sj u s r w o n ' r d o a n y r h i n g .
Caualry cannot use the Sneaking Up on Tanks rule.
A hitfrom

CAYALRY
CHARGE
oN THRoUGH
Cavalry cannot simply hit the dirt to avoid heary fire
like infantry. Instead their best bet is to ride hard and
fast through the fire.
A platoon uith

a Caualry team cannot be allocated to a Fully;armoured Tanb team (seepage B) unlesi it /tas Paxengeri:
7he hit cannot harm the Tanb team, but wi/l Destroj'

Parengers. If only Fully-armoured

Tan teams
Passengersare auailable to allocate tbe hit to, then ignofi.
the hit.

all of its Infantry teams Mounted as


Caualry re-rolk failed Motiuation
T*s to Ra/17 Jrom
bcing Pinned Down.

RIDETHEM DOWN

CAVATRYND BUIIDINGS

Breaking off when fighdng cavalry cm


business. It's very hard to outrun a horsel

Cavalry dont

be r

fare well in toms. Even if you could


convince a horse to walk into a building, you couldnt
ride it inside! They either have to dismount and ght on

InJntry and Gun teamt that Beab Odre Datroj,ed if ,


end their Break Of mouement ulthln B"/20cm and in

foot, or simply avoid the buildings.

in a Building

Mounted Caualry teams cailnot enter a Building. They


mutt Dismount f.rst and Send their horsesto the Rear.

in RoughTerrain,or

behind a Linur

ofSight ofan asaulting Caualry team, unless they are:

Obstaile

..:

EVLRY

start oJ trtetr lvlouement Jt(p

ile they are modelled as being mounted on their


cavalry operates mounted

infantry

They

that

no tuam in the platoon it:


.

within

16"/40cm of any enemy team uithin

Line ol Sighr. unles Concealed by Trrain lron

t and dismount as the tactical situation demmds,


'Ihis
keeping their horses handy.
is ofvital imto the individual cavalrymen, but is normal

nithin 4"/10cm of any enem! tedm, or

behaviour and of little concern to vou s rhe


commander. All that matters to you is that

wirhin B"/20cu olany enemy Rerce tcam that is in


Line ofSight (apartfron
Recce teams that are Bogged

r cavalry have their horss with them. For all pracdpurposes they are still mounted.
imes though, 1ou need to order your cavalry to
their horses to the rear ard fight on as infantry.
p/atoons ma1 Dismount and Send their horses
t/,e Rear ar the 'tan of you, Mouemenr Srp. lf rhty
do so, replace each Caualry team aith

Down, Bailed Out, or moued at the Double).


If they do so, rep/ace each Dismoanted

Caualry team

with the equiualent Mounted Caualry team placed so


that it couersthe tel1m it is replacing dt th stdrt oftheir
Once Remounted in this wd!, the Caualry tdms cdn

the equiualent

moue as normal. If there is insuficient spacefor all of the

mounted Infantry or Man-pached Gun team placed

Caualr! teaml take the norma/ mouementfor each team


as it is replaced, using your mouemeilt to make enouglt
spacefor the horses.

under the area couered b1 the Caualry team at


*art of their mouemcnt, e.g. when a Caualry Rifle/MG
Di,mounts ir is rcp/aced with a normal lnfanr,y
team. Euen f theJ do not moue further, the
tearus are considered to haue moued
Caualry platoon may elect either to only Disrnount its
packed Gun tedml or to Dismount al/ of its teams.
may not Di,mounr somcof its lnfanrry teamstnd lenur
nounted

The Caualrl tellms are treated ds mouing, euen tf thq, do


not moue aJier Remounting.
Caualrl teams that Remountec/ ma1 not shoot in the
Shooting Step nor asaub in the Axauh Step. Thel ma1
howeuer moue in cither step using specia/ rules suclt as
Aduance at the Ga//op or Stormtroopers.

teams may only Disuount if',tou haue appr|priate


y and Man-packed Gun teamsfor the dismounted
ro rep/are them with, otherwi:e. thel musr ttal on
horses.

ARTINGDISMOUNTED
Cavalry are alwat s readi' to dismounr
calls for it

if rhe tacrical

ma! start t/1egame uith all of the Caualr.y teams in


Plaloon Di:mounrcd by "apln;rt each ream with thc
ualent [nJntry team. They may Remount ]ater in the
as ifthey had sent their horsesto the redr.

IN AssULTs
aving chased o1Tthe enemy, cavalry dismount and set
a defensive position to stop arrv foilowinq attacks.
tedms md! L)ismount tlt the stdrt of theil
mouement as if this uns tbe Mouament
mouing up to 4"/1)cm as theJldo so. Caualrl teams
llnay not Remount zuhila Conso/idating

NTING CAVATRY
aving sent your cavalryt horses to the rear, there are
when you need rhcm brought lorward again,
as to pursue a defeared foe.
ualry p/aroons rhqt hnue Di:ryountrd nud \lcnt thrir
horses to tlte Rear may Bring the horsesForward again at

':l::i lr:*
.

..i.lii.i:.'ili'

:,::.::i:!i::,'--.';

Despite seeming outdated, in a wtr dominated by tanks, armoured trains perforrned well in
Emope where roadi were few md poor, md distmces to be covered were imense,
Armoured trains cosr a lortune to build and operare.
and lhey havea set way of doing rhings ro muimire

its oun Platoon

effic.iency.

Tiain and the Infant11.?laton

The main oarts ofany ArnouretlTiainare the Locomotiue,


niliery Cars. lnfanrry Cars land rhe Infanrry l'/atoons
they carrl, and Supporting Titnk Platoons.
The Locomotiue qnd each Car or Wagon in an Armoured
Train are separate Tank reams. with the wlto/e Armoured
Train operating as a single platoon.
An Armoured Train must tl/uqts opffar( in the order
shown in rhe lntclligcnrc Briefng. It rannot uncoup/e
cdrs oy cbange their order, but it may trauel in either
direction and may enter the table facing either direction.

The Infantry

.'.:.

Platoon o?erates as d seprlxft:pltuo;


Commantl

team. Tieat he

as two sepdlate
*ihen calculating the nuber of platoons held in

oi Reserue(seepages266 .and 268), but both arr


togetheras a singleplntoonfrom Reserues.

SUPPORTING
TANKPLATOONS
Many armoured rains have supporting tanks
to them, mounted either on flat cars or on their
railcars, These tmks can dismount

in a matter of
minute or so to deal with attacks cin the train.
Supporting
uitlt

Thnb Platoons oplrate lls sepdftzte


their own Command teams. Tieat tbe Armou

ARTIttERY
CARS

Tiain and the Supporting Tanh Pktoons as

The main function of an armoured train is to provide


healy fire support for orher rroops using its ardllery
cars. Jhese can range from cars mounting multiple

platoons when calculating tl:e number of platoons


in Ambush or Reserues(ee pages 266 and 268), but
arriue together as a single Ttlatoon from Reserues.

healy artillery pieces to tank-hunter cars mounring tank


turrets, and evel unarmed artillery stalfcars to improve
the performance ofother artillery cars.

7he tanks of Supporting Tank Platoons deploy euenll


each end ofthc train and moue with tfis,4y-our"7 V
as part ofit. They mayieaue the nain at the end of

The Artillery

Mouement Step, mouing up to an additional 4"/1


in /1n! directiln.
7he tanhs may also kaue the trtlin

Cars of an Armoured Tiain are diaided


Batteries, usually of one Artillerl
Car per
battery, aithougb some haue nu/tiple cars in a battery.
into Artillery

INFANTRY
CARS
Like the muines of a battleship, many armoured rains
carry an inntry platoon in a specially-equipped assaulr
car for its own prorection and to clear obstacles from the
track. The infantry platoon travels safe under the thick
armour ofthe infantry caq only dismounting when they
are needed. ...
An Armoured Tiain with an Infantrl, Car always Deplo.ys
u,ith its Infanir:y Platoon as Pasengers in the Infantry
Car. 77e Infantry Car is a Tank team, but can Mount dnd
Dismount its Infantry Platoon as if it is a Tidnsport team.
It is not Sent to the Rear when the infantry Dismount
and operatesas a Thnk tenm for all other ?urposet.

Counterattacle iJ it is asaulted. In this case, simpf


the uehic/esfrom their current positions.

Once the tanbs of a Sup?orting Thni.bPlatoon haue


therrain, rhel ma1not rejoin it.

,*

ARuounTp TRAINDEPToYMENT

LCINGRAILWAYLINES
Withour railwal. lines, there cln be no :rrrroured trains.

A r m o u r e d t r a i n s c a n o n l ! ' n r o u e a l o n q r a i l r v a r . l i r e s ,s o

S i n ; r m o . r g . r n r i r r gt r h l . . J r r i L h r . < r r . ' e k . l . r i J r . a . l y

thcir deplovment options ere usuallv r.ery lirnitecl.

for an arnourec{ rrain to use, r'e use the fllorving rules

n Arrnourad lhin

to place the tracks befbre the garne begins,

on tha trb/e is hdd $the ttble until the stat of iTsJirst


Moucrnent Step, u,hen it rtour onto the tnb/e. In tl,e tuut

Iftbe ttbla hds becn sct up taith Rnihral Lines, use thesc
'Iain.
Othertti:a, dt t/re stdrt oJ'tlre
for tLe Artnaured
gdne beJoreany Objectiuas or lortiJctttions tre p/actd ort
the table, the pla1ers p/acc d Rtilu,aJ, Liue u J//ows:
1. T/:e p/a1,tr tuith ty'te Arntotn'ed Ti'ain cl.toasestu,o
.2.

o??otite tdble tdg$.


'lhc
opposirtgplayer pichs a poirtt on otte oJ'tl,e cho:en
table edg*.

3.

lhe Armoured

Tiuiu p/a1,er litkr

oppasite table edge.


.1. 'Ihe Anuourcd lidhplrtler

d Point ail thc

tLan plttces a Rd.ilwaj, Lint

running in t strdight /ina bcttreen t/tesetwo points.


I/te line cuts through woods,Jtelds, dud othcr.fldt ground.
'Riuers
or straants are ttssutnadto ba crossadwith n/uerts

that ruotLld norrnalfi be Dcp/o.1vd.

att Artnourcc/Trdin nu)L)$anto the tab/e, it dtL,tys mot,c:


Jr enougl, to bring the fltir( trnin dnd its Sup?orting
Tnb Pldtooru onto the table.
'lhe
Arnoured'lntin
uti/l marc on J)'om tha point trLcre
tlu Rai/ua1 Linc u'os:esthe p/ayeri Dep/alrneut Aret, or
if it does not c/oso, nt tLe ?aint tl)e Rni/uay Lirte lo:sc; t
table edge tlot:t ro tfu plny?r's I)eploltnent Aru.
Arnoured'lrains

cannot he he/d in

Anbush

(:cc

p4e 266), the.ytrt sinply roo big and obuious, bur thq,
ntry be ht:ld iu Res(rue:(:r:cpdgc 268).

ARMOUREDTRAIN MoYEMENT
The kc-v to the successoi lrrloured

trair)s is their op-

erational rnobilio'.'Iher. c,rn move r:rpidlv to trouble

or hridges. An1 bnildings in tha utt1, sbould bc rnoxed


'Ihe
asida h1, rfig minimum r/istattca nccessrtrl.
Rdi/tto1

spots ancl delivcr elective support rvhen Lhev arrive. [n

Line i: r/iuerted b1 tbe mi.uitwrnt distancc uecessaryto


go dround hllls (euan gantle gradients tre droidcd bJ,

Arrnourerl liujtr

Rallway Lines.

tbc Locottotiue is not Bogged [)onn,

If both platers hn,e Arnoure d'litirts.


Lines, sttrting
Arnourcd

both pldca Rdiltttry

with the dtntching p/a1er. EtcL pld1eri

a countrv rvith it nroclern ro:rds,this is essenri:rl.


tLtn anly noue on Rai/u,a1 l,ints. If
Bailed Out, or

l)astroyd. in rmaured T;11i/t.tn more u]) to I6"/10tm


foruttd

or bukurtd

along tha Rdilud1 Line cach tunt.

Tinin tnust rentdin an it: ou,n trtck.

:ie c=:+i:*-*;i.
iN H i]RN AN ARAI,)UREDR/IN /r'.OVEscNTc TE |ABL
I'TALNAYSA^,OVES
FAR ENCU6II iC ERII]GlAE NIR RAIN
ANDIlS 3U?PARTN6 ANK PI-ATOONSANA TE TABLE,

ru:jti'

:!i:i::

ARMaUREDlRAiNs ./N aNLf ilV cN RAiLil,/y LINs. AN AR,1^OI-]RED


RAIN
CANMAVE UP TA 16'/L+ACMFOR,/,IARD
AP. BAC<{AR2 ALCN6 TH RAILWAYLINE, A3
LON A3 THE LACOMOTIVErc NAT 9A6CED DAWN, BAILEDAN AR DTRAYD.

: IF ANI PAR| AF THE TRAIN LEAVES lHE TABLE, THE IlHALE


I RAIN LEAVESfH TABLE ANDCANNO RETI)RN.

MOVING OFF THE TABTE

MOVING THROUGH WRECKS

L i k e a b a t t l e s h i pa r s c r 1 , : l n : r r n o u r e d r r a i n i s n c l e r
brokel into cemponent parrs. [,ither the rvhole train is

A tr:rin can push asidc rhe l,reck ofany tanli, no ntatter .


lrou big o h.r' r.

hghling, or it is not.

Moue arry u,rack on tLe Rdilutal Linc b1 tht ynd//tt:


:
dittnnLe ,etcttdr! Jr the Arrnot.tred Trtin to past.

IJ trt.y put

oJ au Arnouret/

Train /ett,cs tbe table, thc

u,ho/c Annouret/ Tiuirt is cotsidcrct/ to hn,c /eft tLe ntble


rttd cinnot retLtru.

*.,-;-*;

9?pcRtN3ANKPLAlooNs,144v
,r4cv6AN
A"ITICNAL4'/IOC,\A
TA LEAV'TIl IP.AINAT
rr.rEENt oF lHE MOV9MNSIEP
.--.."i@

,*

"+.-

.i'L

--"tr#
*4'o'Bi
.__tr
+ rE:\

A<,lrcirRrrRAr\s IRE
\ a 1 N t 5 R 5 \i e N ' l l
-.A\s.e tR.:<-1.

=t&u*

,-* *=
u.. : ': i+.:: " . ,
:.
.-

.1di

lita ENt,rf) iE4,ri13 ANi tipEaKS

!t:s#*$

-;---.,-::r;:--.:-;-:::,:-:-,:.

-:]::

r:;r:.:r:.-!--:;;-.;;:-

'-!;:{i.*rr;r+*,-...--;J"

M o V I N G T H R o U G H O T H E RT E A M 5
,'\rlrrortretltreitrspLtshasit]c.tnrltlcnlr'trnLth.lr'1;iltotltLti]l.ijil:llrittlt|,iitttcr]
irrtclrpts ro block rhcir p.rs:rlc. ()i

Lorifsc. fhr\'rrc.r

otl,(i.it(it.t,to;tit

i: ;not.'Ll t:itlc b.1tl,c uppo:ltt,1 7'1,1.1,

l i t t l ! - r n o r c rc l u c r r r n f( r r r n r r f r i r n r l l r r r n k l
lttotrttrl

littit:;it,t,,,tt

u t o i t , t l , r o t t , < 1 , - l ) . i c l t l l . tt,L , t i t t : .

tttllttiit3

jt.; Ltt;iLttt-lricitt{.

, 1 t t 1 , . fi)L t t l l l , r t t : t t o ; t T l t r t r , t L I t t i t i r i ; t t o , t , t i l : l , L t ; i t , ' l : t
htfrt rl,t titiii,tiit

lti)\.

1.,6

':'!1
Ir

.-,.:;:.*-

.iru

CANNoTMoVE THRoUGH
A TRAIN

-fhcre

is nor,herc for ranks to clrivc rhrouqh:rl:rlnourrd

tr.rin. ancl intanrrr are not firolish cnough to move


between the n,agons,riskinq gettinq crushcd if thc rr:rin
shoulcl tn,rveTcdrns ctnnot notc through ut Arinouret/ fi'aitt uulc:s
tha Locoruotiuc ln: been Destroyad. Outt the Lotottotiua
is I)cstro_yad,it ntd othcr Destrol,alt ttrs in the trtirt
bttotte Wr.1,Dtfrcult (hing. Arruoured Tr,ziu: cttnnot
rnat,e throu.qh otlttr Artnourct/ l)tlu:,

ct,crt u,heu tLe

otber Arruouretl Ti'din is Destrot,ed.

!t:

W
.

r. , :i:

WTH ARMOURIDTRAINS
By comparison with a tank moving across counrry, a
train provides a relatively smooth ride.

P A S S E N G E R - F I RMEADc H I N E . G U N S
Some trains use the infantry platoon to crerv the
nachine-guns. \While this sves on mnpowel it does

mean that the train can't re its machine-guns once the


'ArmouredTrainsdo
not sufer an1penahl,for shooting
infntry dismounr.
on the moue.me! retain theirfull ROF uhen shooting
qhile mouing.Each wedpln on an Armoured Train can Each Passenger-Jired Tidin MG requires an lxfantry or
dt a dierent target fom the |ther uedpons.
machine-guns) on an
Alrnost all guns (aside fom
fiain are mounted in Dech Turrets (see
1 13). As such, their Field ofFire

is restricted by the

suPerstructare and other turrets of the Artil/ery Car thel


are mounted on, and possibly by other cars in the train

MACHINE-GUNS
train's machine-guns are usually crewed by separate
m a c h i n e - g u ns e c r i o n ' .l e a v i n gr h e g u n c r e w r F r e et o 6 r e
owl

gurN.

The cars of an Armoured Tiain fre all of their Iain


G's at ROF 2, ercn ahen other ueapons are fring,
when other weapons are fring an Artillerl
Bombardment
7he Field of Fire of a Tiain MG mounted on the side
'of
a car includes euerything to the side of a line drawn
the side of the car. 7he Field of Fire of a Ti'ain MG
mounted on the end ofa ,a, ine/ude' eueryrl,ingto tL,
ofa line drazun alos

the end ofthe car

Man-packed Gun team Mounted in an Infantry Car to

frc it. Ihe team does not neetl to be in the same Infantrl
Car as the Train MG, and eaclt team can Jire an1 fiain
MG in the train (although only one 1J'ain MG per tearu
at anl oile trme).
ARTILLERY BOMBARDMENTS FROM TRAINS
The predictable movement of a train allows it to fire a
bombardment on the move. The huge stocks of rcady
ammunition ailow it to do so at a ve11'high tate of fire.
Armoured Il'ains cdn Jirc Artillerl BombardmerLts while
mouing. When an Armoured Train fre: an Artillerl
Bombanlment,

count

eacL wedpon fring

as two

uedpoils fring.
A// of the Arti/lery Batteries in an Annoured Train cdn
combine to Jire a single bombardment instead oJ /iring as
sePardtebatteries.

SHoOTINGAT ARMoUREDTRAINS
Arnoured trains are remarkably tough unless hit wirh
heav,v-calibreguns. Even if the locomotive is disabled
irnd the train halted. the gun cars n'ii1 still lieht on.
Arruoured Trdins are shot t iil the stme wry ts dnl
pldtoon oftanbs. ('rt car is Destrqted, it ceasesto fttnction
along with a/l o.f its uedPoill but does not otLeruise
htnder tlse train. Tbe Armoured'liain

rnoues utitb tl:e

SHOOTINGACROSSTRAINS
No onc is going to risk taking a shot
that might hit their own train, but the
enem1. doesn't care
ln tl,e ,au,c tt,tl rl,tt teamsrn,tuot shootthrnugh

any otlter 4,pe of lriendly team, Friendly Teams


ctnuot s/toot through an Armoured Train.
Enemy teams can shoot through an Armoured'Iiain,
teant, n! lea't hall oLscuredby rhe Artoured

Destroyed cdr stil/ in place.

-"

clurling Destroyed tars) are Concett/ed.

HIT AtLocATIoN
-ffhile some gunncrs just shoot at whatever part of the
tr:lin they are looking at, smart gunners pick out the
most dangerous c:rrs:rnd target them first.
7ha Gun Thnk ruk (seepage 96) can be ttsed ta diitinguish betuteendiffirent tJpes oJ'car and the Locomotiue.

CANTHEARMoURED
TRAINMoVE

'lhe

one part of the train that is trulv critical is the loco-

notive. \(/ithout it, nothing moves!


If the Locomotiue is Boggad Doun,
Destroyed, the Armaured'll'tit

Bailtd

Out. or

cannot mote.

If tLe Locomotiue cin stil/ mouc rL,hen thc rtnoured


Ttuin fails a Platoon Morale Cbeck, the whole Armourecl
Tialn is remorcdJtom the tdble as it steatnso.f, drdgging
it: wrcchad cars uith
ArtnouredTiuin

it. I.f it cnnnot moue, the u,hole

b Destrol,ei ia placa if itfaik

a Platoon

Morab Check.

'rii,:,. '
:ii

but

lrain tin-

'"tt;::

,..1:':

An.uounrp TRAINSIN AssAUtTs


Armoured trains are clifculr to assaultrvith mrchineguns bristiing

lrom

every apcrrure. lhese

f:rrsomc

beasts are not rvorried bv nere infntrymcn and can


ignore them at rvill.
Armouretl T)zins cdntLot Charge into Clntdct tild (to not
moue u h en Counte rd ttd ck it g.
If any part oJ't:, .i;tnoartd
ofthe train uithin

lnin

Any lnJntr1 Platoon or Supparting Thnk Platoon is t


sepdratcplatoott Ji'orn the Arnoutd
7min. If thc Jnfdnt.1,
Pldtoon is still wountarl ir thc InJantry Ctr u,hen tl.,e
InJantry Car ls l)estrc1,edin an tsstrtlt, tLe uhole lnJtntr.y
'li
Pldtoon u,i// ba Dasn'oyd. Infirtry ttnl Supporting
nL
(.out1terdtttu'h
I)/rttoons cnt [)isntount to
lJ tltcl tre
d:snulted.

i: asdulted, dn.ypdrt

16"/40cm oftn Araultirtg

teant cdn

Defe nsiue Fire at tedms ry to 16"/40cn du,al.


If tlte Lot:onotiut can sti/l mot,e when an Armoure d 7i'nin
Bredb: O./JJrow an ustult, thc trniz may ntoue through
or patt dil.y eileml tedrts u,ithaut bindrante, and thc
train doesnat need to be more than 1"/l)crrt.from eneru1,
tearu: Jr the asnu/t to end. If the [.ocontotite uutnot
rtoue uhen tlte trdin Branl<s Ofl, dn.t-ptt oJ' the tain
ulthin "1"/1)cru of tbe As:nubing Pktoon
and Dcstroyed.

is cd?tucd

DTUOTTSHTNG
ITAILWAYLINES
RaihvaYlines are renarkablv harc:L
ro dcsrror,.especiallr'
as thc train carriessparc rails :urd rvooclensiccpcrsor ties
to allon'irs track repir team to repair minor c1:rmage.
Ihe only ua1 to dtntgc a Railu,al [.inc dtu.irrl a gdruc
is Jr a Pionecr tctw to pLdre cltt.rgt: on tlr trtch:. Ihq1,
do this in the same Lut.1,tl,at tl,c.yGd.p tn Obsnclc (stt

On/y tht I.oLorto/irc ttettls n rtl:r, r Boq (:l,Ltl? u,lrcn


tro::ln3 rhutrgcr/ Rtilun.t' Littt:. bu it docs:o uhtuurr
tltr tuiu rtttlts tl)(.|n1)/ngd t4'tjo)1,0i iJ'tltefizin lttr^
thr turr stntdrlliug t durt,rgetl :ctrion oJ'Railua.y Linc.
( a trtin Bogr [.)otlu, ott/.1,tltt Loconotiuc is con:ir/crcd
Boggu/ Dou'rt.

pagc 225). IJ'the1, srlccced, the section oJ Rdi/ruay Linc


adjncent to the tenw becones Drfin/t
Going to trdins.

;i;;;,'; !;il'r;; ;i;;";;;;;

rireiid

t""l;i",

'*'t.

t'-a j". oranti-tank

ue o&en the only thing that cm halt the bold strokes of a Blitzkrieg advmce. 'Vhen combined with
wetts ofbarbed

wire and carefully networked trenches they sway the tides ofwu

defeat such meures pioneers creep fomud,

in favour ofthe defender.

mder the cover of immense artillery bombudments,

determined

open a path for the soldiers behind them. Once the way is cler the troops leading the sault dash through the
seeking to smash a hole in the enemy defelces, opening the way once more for sweeping adruces

tifiations.
..,.......214
FortifiedDefences...,.,
......214
Entrenchments.
' Tienchl-ins
GunPits.
Tnkpits

,.,,.,,,215
........215
.,....,,...216
,..,.. ..,., 216
...,.. 218
...,. 219
..... 221
. ..... 222

ShootingwithBmkers..
ShootingatBunkers.,...
fusaultingBunkers.,....
F i r i n g S m o k ea t B u n k e r s .

....... 223
C r o s s i n g O b s t a c l.e. .s. .
fusaultingAcrossOtrstacles

......
....
.....,

225

......
.........,
.....
,....,

225
226
226
226

Obstacls

InfmtrymdPioneers...
Bulldozers
Mine Flailsmd Rollers. . .
AssaultBridges

223
224

u e t h r e e m a i n q p e s o f o r r i l i . a r i o r r . :Entrench-

BbedVireEntmglements.
StreetBarricades
GappingStreetBricades.

......

227

,,......228
..... 228

Minefields.
GappingMinefields.....

....229
...... 229

BoobyTraps
........... 230
PlacingBoobyTraps....
...... 230
TiippingBoobyTraps...
...... 23O
GappingBoobyTraps.. .
..... 23O
Anti-tankObstacles....
.........231
231
G a p p i n g A n t i - t m kO b s t a c l e. s. . . . . . . . . .
DemolitionCariers.
C o n t r o l l i n g T e a m.s. ,. . . .
BorgwdBIV
Goliath.
......r.
Switchto RemoteControl

,,..232
.,... 232
.......232
....232
.. .. . . 233

Bunkersmd Fortifiations Summary .... . . . 234

All of them har-e the ellect of liniting

the enemrls

nts, Bunkers, and Obstacles.

mobilitr', and hopefully, channelling them into the

MENTS

killing zones of vour weapons. Thev can be Barbed


'S7ire,
Barricades, Minefields, Booby Tiaps, and Anti-

renchments are trench lines and gun pits of the type

tank Obstacles.

associaredu ith World War One . They can be Trench


Gun Pits, and Tank Pits.

FoRTIFIEDDEFENCES

ERS

Fortifications are deployed as either Area Defences or as


part of Fortified Platoons (seepage 262).

are heavily protected positions for machine


and anti-tank guns. They muimise

the efective-

of the limited number of weapons available to the


e by making them very difficult

to knock out,

specially at long range. They can be Pillboxes, Nests,


o r Turre ts.

ACLES
are barriert lo movemenl. They can be
barriers like srreet barricades and anti-tank
,ditches, or more sophisticated and dangerous obstacles

like minefields.

AREA DEFENCES
Area defnces are fbrtifications (usually obstacles) used
to create a continuous

barrier across the barrleiield.

slowing down and channelling the enemls advance.


FORTIFIED PLATOONS
Fortilied platoons occupy strongpoints. These heavih
forrified positions are di{ficulr to overrun, and doninate
the ground around them with fire.

Given rime, troops connect their foxholes into a con-

out of, or across tltem, but cnn moue Ar the

tinuous trench line, allorving them to move about their

Double along Tiench Lines. Caualrl

position saf fron enemv rc. Meanu'hile the gunners

enter Tiench Lines.

cannot

dig pits for their guns to get then below ground along

Tienclt Lines are Slou Goingfor

rvith the crew. Even tankers denied rheir mobility

and ImpassabIe':
Dfficuh Goingfor I'{a/f-tacketl uehicles

and

ordered to fight as bunkers drive their tanks into pits so

Fully-tracked uehicles,

to al/ otber uehic/esattd Gun teaus.

only the turrets are visible.


Thereare three basic typesofEntrenchments;

ASSAULTING ENTRENCHMENTS

Infantry assaulting other infantry in a trench will jump.:

Trench Lines,

Gun Plts, and


. '[bnk Pits.
'l'rench
Lines are Wor/d War [-style *enches designeclbotlt
asJring positions and as protected mor(ment routes. Gun
Pits are protected positians for macbine-guns, iilti-tdnk
guns, and artillul.

Thn/ePits are protected fghting posi-

into the trench and fight them there. A tank cant get,
into a trench, bur that doesni stop it from getting at
the troops inside. The tank can use its tracks to try
and collap'e rhe rrench on rop of rhem. or simpll'
park across the trench and machine-gun along it while
the commander

tosses a few hand grenades in for

good mea.rrre.

tions for tanhs, mdking them into improuised bunl<ers.


-ferrtin
Ieatures.

An!

Entrencbments are not

rroop, in tl'e l-tttr, cchmcqt.

CROSSINC ENTRENCHMENTS

T R E N c HL I N E s

Trenches have to be narrow to protect their occupalts


lron

artillery re, so they do not prove much of an

obsracleto tanks or troops on foot.

tetm that can crossan Entrenchment can assauh.

lrerrche. mav \eenr obroietc in thc ag< of blitukrieg


and mechanised warfare, but they still have their place.

Entrenchments are Slow Gaing. IJ'the1,dvs potlsirrrS;n

Against opposition lacking in tanks, thel-are as effective


a ' e r c r . u l r i l s r g a i r r s rr n o b i l e l o r c e r .t h e y a l l o u i n l a n t r ; '

Rough 7rrain, teams need to tabe Bogging Checksfor the


terrain around tbetn as usual.

l I n d n o e u v ru
c n d c rt o r . t .

Infantry and Mnn-packed Gun teanu are not hindered

broben up ittto vniller stctiots to mdke it easier to build


1ou, trcnch ,1,r, 'n drount/ rhe rerrain.

by Entranchments, but cannot moue At the Double into,

Trenrh Lines come in B"/20cm laugsections. Thesecan be

7nms entirely within

Tiench Lines are Concealed and

in Bulletproof Couer. Because Tiencb Lines are dug in a


zigng pattern, tlte Concea/ment and Bulletproof Couer
euen applies uhen shot /1t b)i trooPs in tbe same
oJ'Trench Line. Ti,oopsspending their entire turn in a
Trench Line wlthout shooting are Gane to Ground in the
opponentl next turn, euen iJ tltey moud.

j temrs truA TRNCHL]NE.AP.


':
CaN3EALED
ANDlN BULLET?R))F
-rHEf
] CAVEP.,
,/eN lF
MOVE.

,*.*1''
'i!:.rli.:r
i;-.,,,'.:

Cot^t(uNtcATtoNsTR.N
cHes
ONE aF TH IMPaRTANTND aFTENaveRLooK FuNclIoNS F TREN1HLINESIs ft\cBILITy.
TRaa cAN MavE aurcKLy ANDsAFELy AL,N6 TReN&t LtNEs (EVEN,rHEr AAvtNGfi THe.
DOUBLA, ft,KIN HCA PCRFCTFAR MAVIN' YAURRESEWE' C IHREATENEDARA' R
SWIT.HIN6TRoa% gElweeN PogIlIoN' To MEE lNReATs A3 THEyDvLc?,SCATTERIN6
R.NCHCS
ABOU LAS.3THISCAPABILITf,
EFFECTIVELf
RDUCINE
]EM f FC\HALE;.

GUN PITS
While lbxholes provide prorccrion for rhc gun crc\\.,
thev do nothing to hi<lethc huge mass oftheir weapon.
Digging a gun pit allorvsthem ro lou,er thc gunlsprohlc,
making it much easierto concc:rl.
Gun Pits are node/led as a raisu/ parapet dround a Gun
team. Once p/aced in a (kn Pit, a ()un tetnt ctnnot
moue or rotnte, and is not Rotdted t0 Jace lts tdrget
uhen shooting. Guu Pits prouide the oct'uptnts tuitlt
Concealm ent an d B u lletp rooJ C ot er.

TANK PITS
A tank pit involves cligging a big hole and drivins a tank
into it so that it is'irull down', dcep enough thar onlv
the turrer is visibLe.
A'lhnk

team in a lbnk Pit tannot moue or rotntc tlteir


hu]/, but mal rotdte their turrets ls nornal. C)xh, shg

turret mdtters when detennining tbe tdnle'sJcittg Jr


deciding wbether shots hit tbe.front or sidc drnour, and
all shots hit thc tuffet. A Tnk team iu d TanL Pit is
Concealed, so it can beneJitftom ()oing to Cround.
-fanbs
in Thnb Pits cannot shoot huLL-nounted ued.pons,
s0 a turrtless tank cannot beplaced in a Thnh Pit.

7.

" ",,

Bunkers maximise the effectivenessofthe limited number


of weapons available to the defnce by making them
very dificult to knock out, especiallv at long range.
There are three basic ,tpes of bunleer:
Nests,

.
.

?illboxes, and

Tarrcts.

Nests dre rooJd foxholes 0r well-protected


fghting pits.
Thel prouide gooct protection, but are uulnerab/e to
accurate c/ose-rangefre.

DEFITADE
WALLS
Bunkers are ofien placed in defilade so that
the enemy can't engage them until they are in
r h e h u n k c r ' s l i l l i n g z o n c . i r h c n a r r r r a lr e r r a i n
provide a de{ilade psition, concrere walls cn be cn
s r r u c r e di n \ l e d d .
Some Bunkers are modelled with Deflade Walls.
are not part ofthe Bunber Theyare Impassable and
Line oJ Sight, ?reuenting the enemy
fom eilglging
Bunber from t/tat direction.

Pillboxes are much more substantial conttructions in concrete


and xeel. Gunfre wi/l not harm them and on$ closeaxault
or d huge bunlcer-bustinggun can knock tbem out.

M O V I N G P A S TB U N K E R S
A concretebunkerwill defeaieventank tracks,and
d r i v i n go r c rJ m . r L l r i n e - gnuen' ri s r i s k 1 .

Turrets are made by mounting a redundant tdn/? turret


on an underground bureber containing ammunition and
accommodation Jr the creu. lhey combine the
fexibility
ofa tank with the defensiue strength ofa bunker.
rX/bere the rules refer
to Bun/<ers, they couer a// Nasts,
?illboxei dnd Turrets.

Friendly and enemy teamsface the sante /imitation:


mluing nedr or pmt a Buner as they would if it were
uehicle (seepnge 38). Tams can neuer be placed or en
thir mouement oil top ofa Bunber
Bunkers (whether intact or Destroyed) are Slow Going.
tbey are in Rough Terrain, teams need to tahe any Bogt

Bunkers are not Terrain Features.

CheckJr thdt terrain when croxing the Bunher

BUNKERS
AREINDEPENDENT
TEAMS

Bunkers are Impasable to all uehicles other than


tracleerl and Half-trackid uehicles, and to Gun
other thdn Man-packed Gun teams.

Bunkers are designed to fight on, even if the enemy surrounds or bypassesthern.
Bunkers are Inrlependent teams, but can neuerfoix arher
pbroont or l2s/6;na/ by \Yra,riorream,.

TAKING CoVER BEHIND A BUNKER


A big blo.k ol Loncrete is a good thing ro lride belrind
when someonc is shooting at you, and unlike a tank, it

SKILL AND MOTIVATION TESTS


A bunker's crew are safr inside than running awa1.,so
they tend ro fight to the end. On the other hand, they
are manned by second-line troops lacking in combat

won't drive olf leavins vou strancled.

experience, making them less prdficient in conbat.


A Bunker automatica//1, paset ill Mltiuatiou Tstsit i:
required to take. Ifa Bunleer nee& to tabe a Sleil/ 7st, it
doessa as Tiained, succeedingon a 1+.

PINNEDDowN AND BAILED


oUT BUNKERS
Keeping a bunker under fire so rhat assault teams can
ger up and knock it out is a good idea. One problem is
that the crer are well protected, and they know ir. The
instant the fire ceases,they are back into crion again.
Unlike

other Independent

teams, Bunkers clo not


cease to be Pinned Down at the end
of a Step Instead, wlten Pinned Down, thE rewain
Pinned Doun until their next Starting Step, when they
/lutomaticallJ Ralll.
automaticalb

Vhen Bailed OuL Turret bunkers also automaticalll


Remount in their next Starting Step.

:;l:.1

Bunbers (whether intdct or [)ettq)ed) btoch Line of


through than and prouide Concealmertt
for teams bt
them in the sam( w4, as buildings or ualls.

'J-

liNe

..'
BUNKERS

from being unusually well protected, weapons in


ope rate the sme way as normal guns.
nkers use the normal shooting and artillery bombard'
rules.

IETDSOF FIRE
n most bunkers the weapons have firing slits that allow
ihem to shoor out. Quite often the side facing the
h a . n o f i r i n g s l i t s . o r . i n g L h ee n e m l t o e r r t e ra
ng zone to deal with them
either haue an all-round Field of Fire or a
each Firing Slit

t9}-degree Field of Fire fom

Nestshaue a single Firing Slit uith a L9}-degree


of Fire. Others lihe Tbbrub Pits, Normandy
KttK Nats, and Flak Nestsbaue an all-round Firing
SIit ging them an all.-round Field of Fire (ahere not
ited by a Deflade \X/all\. This is noted in the Nest's

uhereapplicable
haue one or more Firing Slits as shown on the
giuing them a I 81-degree Field of Fire fom each

Firing Slit.
Tsrretshauean all-round Field ofFire

iffi ;ffii'ii. iii'iM'sui.'kEni


The walls of bunkers are so thick that only fire ar the
firing slits can have an effect.
Drazu Line ofSight and measure Range to andfrom an1
part of a Nest wi.th an all-round Field of Fire. Draw Line
of Sight and measure Range to antl from the Firing SIit
of other Nests.
Draw Line ofSight and measure Range to andfrom an1
Firing Slit ofa Pillbox.
Drau Line of Sight and measureRange to and from any
part of the turret of n Ttrret Bunleer, ignoring the base
dnd concrete mounting.
In no casecan Line of Sight be drawn 0r Mnge measured
Jrom protrudlng gun barrek, Deflade Walls or the like.

WITHBUNKERS
BOMB,ARDMENTS
Some bunkers are built to house coastal-defence artillery or rocketJauncher batteries, and are designed to
allow the weapons in them to fire bombardme nrs.
Bunkers ablr tofre an Artillery Bombardment haue a Sleill
mting of Trdined when fring Artillerl Bombardments.

Our

SHOoTINGAT BUNKERS
Bunkers are almost invulnerable to the fire of most
weapons. The best that most troops can do is to suppress
one allowing their assault groups to get close enough to
knock it out. Even this is difficult as bunkers are well
camouflaged and hard to hit. Even then, only hits near
the firing slit have any effect.
A tean nust ba able to draw a Line ofSight to and be
uithin 16"/40 cm of the Firing Slit of a Nest or Pillbox,
or ary) part of.t Turret to be able to shoot dt it.

How MANYDIcE

Hits close to a nest will force the


to duck, reducing rheir rte of fire
g o o d ' q u a r e h i r u i l l k i l l r h e c r e w .d e s L r o y ing the bunker
( a zueapon hits a NesL roll a FirEower
.

A sucressful Firepouer

Otherwise the Nest is unharmed.

If a weapon Pins Doun a Nest, imnediately roll a


Fircpower I-e,r.
.

Teamssbooting at Bunhers roll the same number of tlice as


thel would in shooting dt dryt lther tdrget (seepage 91).
S C O R T O H I T
Shooting at a bunker is quite different.[rom shooting at
a tank. The target is small and precise, but isnt moving
about or trying to hide. -What's needed is skilful and
accurate shooring.

If the second Firepouer

Te* is successful, the Nest

D$r rny(d.

A b u n k c r \ f i r i n g s l i t i ' a ' m : l l r a r g e rr e q u i r i n g p r e c i s e
shooting. Firing fiom the halt is usually much more eflctive than firing on the move for such a diiicult shot.

Test

Tst will Pin Down the Nest

A failed second Firepower Test leas the Nest Pin


Doun, but otherwise orhar*"d.

PINNINGDOWNPILTBOXES
Better built ancl designed rhan nests, pillboxes are in
vulnerable to normal weapons, but the crew an still
forced to take cover by accurate fire at the firing slits.
Ifa weapon hits a Pillbox, roll a Firepower 7)st.
.

A successfulFirepower Test uill Pin Down the

Afailecl

Firepouer Test lraues the Pillbox unharmerJ.

Unlibe norma/ shooting, tedrrs ro/l a Shill Test to hit a


Bunker. The Skill Testis not motlifed in an1 way.

KNOCKINCOUT TURRETS

NO SPECIAL RULES

Tank turrets do not hare firing slits- The only way tq


put them out ofaction is to penearate their armour. -.ll

Shooting at bunkers is quite different from engagingother


rypes of targets. It requires precision shooting, making
tricks like stabilisers and vollev firing unhelpful.
Tedms cannot use special rules libe Stabilisers or Vollel
t;ire uhen shooting at Bunkers, unles speciJica/17stated
in their rules.

],:

If a weapon hits a Tilret, the ouning playr must tai


an Armoured Whicle Sdue (seepage 97) and the
pld!(r a Firepltuer Tlst as :if it was dn Armoured uehicli:
As t Titrret hds no hul/, ahether shats hit the Front
Side Armour is determined salelj, b1 the turretfacing.

.:ts,
1: Ir

TEAMSMU31HAVEA LINEOF
st6+r ra lHe FtRtN3u7s aF
!
A1 IT.
A TILLBAXTA SHAOT
.i,

,.

'f::ri.:,ei'fR

ONLYBUNKR
BusTRsCAN
DTP,AY
A TILLBAX
IF
AUTOMA-TIULLY
thev scaReA HlT.

BUNKER
BUSTERS
Sone guns arc so big that thev can smash throtLgh the
s'alls of ir brnkcr or fip I turrct fron its mounting. One
hit from thcse bunker busters:rntl itt all over.
Any hh bt, a uetpon 1ak/ ds n Runber Buster rtutuntttti
ca//y Destroys an.y tJPe 01 Builker tritltaut nn.lt FirtTou,tr
Tex baing ncaded.
ARTILTERY AND AIRCRAFT
Bunkers:rre irnmune to :rrtillerv and air attacks because
the chancesofa dirccr hit are so srnall, :rnd nothirs less
v'ill hurt them.
Artil/ery' Bombardnknts dtld Ai

Sttpport Lrtnnot ltnrltl

a Bunhcr at a//. Burtktrs urnal

bc v:tl n tl,t Airttin!

Point .for an Artil/er.l, Banbtrdruut


for Air Support.

.)r Tlt( Tni,< ttt)l

RaLLSKILL
A3 v\/in,]ANyBUNKER,
TEgTSTA HITA TURRET.
SHOATIN'
I^USTBEWIHIN16'/qACM.
TEAMS

-,4 ALLOTHZR
Src1S t1
... . I|E 'ID AR,r''CR.
: SHOTS FROM THE FRANT OF fH
: TUPRET UgE TH FRONT ARMOUR.
g.--

::*..:

AN ARAOUR
THETUPPTAI,AKES

SAVE A3 IF IT '4EPEA ANK

,.r'.t

ASSAULTING
BUNKERS

BUNKER
SvEsIN AssAUtTs

Becausebrnkers are almost immune to shooring, the


besrway to destrol. a bunker is to assaultit s'ith demolition charges.Once the assaultream reachesthe bunker,
its destruction is almost certain.
BunhersJight it an asvu/t itt the same ua1 as Gun tedms
witb the Jollowing changes.

B u t t k r r sh a r < o p c n l i r i n g . l i r s [ o r r h e i r
weapons, allowing a skilful soldier ro
post a demolition charge, finishing offthe
bunker. Tirrrer bunkers:rre rrickier silce the
weapons and view slits are protected by armoured
mntlers.
Wlteu a Nest or Pillbox is hit in an asault it is automati-

D E F E N S I V EF I R E

ca//1 De'rro1td.

Bunkers are usually l:rid orLt in a mutually supporting


network. \ffith each bunker covering the others, they
same time.

When a firrret is hit in an Asauh, the owning player


rolls dn Armourec{ Whide Saue (seepage 97) treating the
'lbp
Bunker as hauing a
Arntour rating of 1. If thel
the saue, the Turret ruill be Bai/ed Out or Destroyd as

Bunkers

it was an Arrnoured uehic/e.

are difficult to assault unless all are pinned down at the


conduct Deferuiue Fira as normtl. whtru
8"/20cm of an Assaulting team (seepdge 152).
In addition, when one Bunker h dsaulted, euerl other
Bunher within 16"/40crL can conduct Defensiue Fire
uithin

dgdinlt dn! Astdulting tedms uithin

I 6"/10cm of it.

TANKSASSAUITING
BUNKERS
Bunkers are simply too srrongly built for a tank ro have
any impact on rhem in m assault.
Hix from Tank teams cannot be allocated to Bunkers in
assauhs,

,SSAULTING BUNKERS
Once your troops reach the bunker thev piace an explo,
sive charge on rhe gun slit to 6nish it off.

BUNKERs
ALwAYsCoUNTERATTAGK

All tedms h contact with a Nest utith an a/l-round Field


oJ Fire or d Turret cdn Roll to Hit, but on/1 taatns iru
contdct with n Fil.ing Slit ofPillboxes or other Nests,and

There is nowhere safer than behind the concrere walls


o f r b r r n k e r *. o r h c c r e r r r e n d r o g h Lu n r J f h e r r h d n

only one par Firing Slit, can Roll to Hit. Any hits from
temJ attemptiilg to hit a Bttnher must be a//ocated to the
Bunber, Pioneer tenns cl1n rrro// failed Skill Tst: to hb

4 Buttkt, ruill nlway, pass rhs Moriuarion Tsr ro


Counteftlttack (seepage 162), ercn if the rex of the
Defending p ldtoons Break Ofr

rrrrning au.tv.

a Bunber in an dssaub.

..',.,1t1,.t"
,.]

.TTACKING
WITH A BUNKER
troops in a bunkef will not sit passively by rvhile the
nemy attempts to blow thern up.
'*lrm
Corntrrottoching, a Bunber rol/s one ie
!.
.
:

On a scoreof 4 +, lt hits an enemy team within 2 "/5cm


of and in the Field of Fire of its Firing SIit or Tilnet.
On an! other roll, the enemy is un/tarmed, but must
still take a Motiuation

|st to Counteftltt.lck as if it

had been hit.

Infantrl

teams hit by a Counterattacking Bunher are


as usual. Tank teams bit b1 a C|untrattacking

r use their Side armlur ftlting in the same way thdt


nk teams hit by Gun teams do 6ee page 157).

ONSOTID^ATING
AROUND BUNKERS
M o p p i n g u p r d i . a b l e d L r u n k e ri ' r e h r i t e h . i m p l . o n r c
lllhe protective infantry have been chased off, but getting
too clo,e to a bunker .till in operrtion i\ nol u i\.
When the enemy Conso/idates, tl)e! cannot moue within

',2"/5cry
of 4n7 nruiuing enemyBunheno..-.

, ..:.;{#.:1;{{ffifis.:seffig;
]FIRINGSMOKEAT BUNKERS
l:Bunkershave their entir lleld of 6re neasured out and
iiiangescalculated, nakine then exceptionalli, dangcr,,ous, Even amidst a sl.irling smoke screen, they can
tdeliver accuratefire agairsr a partially glimpsed target.
As ttormaL d Bunker cannot see inother tetm dt orer
'16"/10cm
tfall Linei ofSight between them pass tbrougb
:Smoke Markers. Howeuer, unlihe other tedns, Bun/eers
shooting through Smoke Markers c/o not automaticdl/1
eat the target tedm as Concett/edand Gonc to Ground.
Instead, the score to /tit the target te/lm ignlres the eJJct
of the smoke.

FIRINGSMoKEAT BUNKERS
Ifyou get closeenough, you can re smoke at a bunker,
although with their extensive ammunition

supplies and

in weapons, it might not have much el}ct.


Before shooting at a Bunber, J/ou mdl ttdte thdt you
are fring Smolee.Ifyou do this, use the usua/ rules for
rhooting at d Bunbea rolling Skill Tststo hit tbe Bunher

usual,but i.nsteadof Pinning Down, Bailing OuL or

E1

'&

Desh'o.1tittg
tltc But*er, phce rttv Siuoke .\[trkets l:cc
page 107) diractl1, iu J)627 p7'tt Firirg Slit ott tlte 3',,,, ,,
Jr eaclt hit scorcd.

SMoKEBoMBARDMENTS
Bunkers are not parricularly mobile, naking rhcrr casr'
targetsfor artillery wanting to screendist:rnt molencnr
from them.
A

Bunher can be the Aiming Poitr Jr r Snol:t


Bombdrdrnent. IJ it is, treat it rts t Cortced/ul (btt not
Gone to Ground) Trained team tulten ctlnktlug
score required to Range In.

the

&i*-iii'::t:r.:

Obsracles are barriets to movement. Theycan be physical


buriers like street brricades or anti-tank ditches, or
more dangerous obstacles like minefields. All have the
e l T e c or f l i m i r i n g r h e e n e m y s m o b i l i r u .a n d c h a n n e l l i n g
r h e m i n r o r h e k i l l i n g z o n e so y o u r w e a p o n s .
fhere are f uc basic rypet of Ob:tacles:

CRoSSING
Ossrlcrss
Obstacle" ue designed ro hinder mo\emenr
Troops spend as litde time hung up on thm as
can.
All Obsraclesare Slow Going. Most Obtd.lA

requirc

Shill Te.rto cros safely. Thespecifa ofrhis restand rbe,

Barbed Wire Entanglcments.

Street Barricadet

kams

Minef eld'.

sllortest route, leating the Obstacle as soon as

Booby Ti'aps,and

a"ercrosing ir.

Anti-tank

MINEDOBSTACLES

Obstacles.

sequencesfor failure are aered in each Obstacle\ rulei.


mouing ttross an Obstacle must do so bly

Barbed \Yire Entdnglements are the classic World Var Istlle barbed wire obstacles claigned to hah infanty
in

Minefields and booby ps are not just a hi

front ofmachine-guns. Street Barricades are improuised


obxacles piled up bl the defenders ubeneuer the inhab-

maim the troops crossing them. It takes

itdnts of a city fnd

themseluc fghting for tlteir ltomes.


Minefel
are aeas streun witlt carefully lturied mines
daigned to blou a track oJfa tank or afoot ofan unwary
infantryman. Boob1,traps are explosiuesand mines hidden

ro movement. rhev are deliberately designed to kill


guts to enrer an obstacle like that.
Aplatoon attemptingto crzssoile or flore Mined Obt
must make a Moriuarion Testbefore mouing.

If theypassthe Motiuation Test,they moueas


attemptingto crosthe Obttacles.

Ifthq,fail

in unexpectedplaces 10 trl1P unuary inuatlers. Aftti-tank


obstac/es can either be wide ditches, solid barriers, or
concrete obttac /ei libe'dragons teeth'.
Obstaclesare not nryain Featur$.

the tex, the platoon's teams stop dt the

of the fr* Mined Obstaclefacing tawards the


(or stop immediatel f already in a Mined Obstacle).
and cannot mote further or assaub this turn.

OBSTACLE
SECTIoNS

IJ a Souiet platoon

To make things simpler, all obstacles come in standard


sections of the same length and width.

a Komissar fails
Obstacle, the
plalter may use the Komissar special rule (seepage 2

Obstaclescome in 8"/20cm long by 2"/5cm deep sections.

to re-roll the test.

You reduce the length to ft between terrain features, for


exaruple to bloch a road betueen two buildings.

Motiaation

containing

Test to cross a Mined

:::1ia:'ra.:irl.ia:al:a:.:::;rra

AN.OBSTACLE
TO FIGHT
imes it is impractical or impossible to entirelycross
obstacle and a team is left sitting on the obstacle.

Obstacles are designed to make it difiicult for the enemy


to assault oops on the r side. Teams must cross the

t sarting their mouement on dn Obstacle, but square

against its edge,or partly of the Obstacle,are fficacrossthe Obstacle.Theydo not sffir anyfurther

obsraclero ger at rhe enemy.


Obstacles are 2"/5cm deep, so teams need to enter or crlss
an Obstacle to Roll to Hit a team .on the other side in

if they noue direct/1 of the Obsrarle acrossthe


ent edge.
teams starting their mouement on an Obstacle,
then moue along or across the Obstacle are treated as
tbe Obstacle again, and need to take all releuant
including another Motiuation Ti:stfor attempting to

COUNTERATACKI

NG ACROSS OBSTACLES

O n c e a p l a r o o n h a : i r s b l o o d u p i n a n a s r a u l r .r h e
dangers of a mineeld seem less than the risk of not
d e a l i n gw i r h r h e e n e m y a r h a n d ,
Platoons t/o not need to tdhe a Motiuation

a Mined Obstacle if releuant.

Clunter/xttdck auoss a Mined

BETWEEN
OBSTACLES

Test to

Obstacle, but they still

need to tabe any releuant SklllTi:sts to cros the Obstacle if

f obstacles are placed too far apart, their value is nulli


as the enmy s.imply moves through the gaps.

they need to, and sufer the usual consequencesoffailure.


TedmsCounterattacbing enemy teams in an Obstacle need

can only moue through gaps between Obstacles


croxing the Obstacle itself) tf the gap is at least
wide as thel are (s page 42)

NEARTHEENEMY

to take any releuant Sleill Testsas ifthel,

wre a.ttempting

to cro$ the Obstacle theruselues in the same uay as if thelt


uere assaulting into Rough Ti:rrain (seepage 149).

BREAKING
OFFAcRossOBSTACLES

re two-wy things. They limit the enemy's


, but they can also prevent you fiom interferog with the enemyt activities in other ways.
are 2"/5cm deep, so teams can mo" ght up t0
euen ifrhere arr eneml !eams on the fa, side

V/hen not crossing a minefield means capture or death,


the risk seems much less than otherwise.
Platoons do not need to take a Motiuation

Test to Break

Ofi acros a Mined Obstacle, but they still need to take


any releuant Skill Tsts t0 uoss the Obstacle if they need
to, and sufer the usual consequencesoffailure.

ULTINGACROSS
OBSTACLES

If a team that is Breabing

Of

is unable to nlss the

across obstacles quite common

Obstacle, leauing it too close to the uictors, it will


caPtured as usual (seepage 165).

,TINGACROSSA MINED OBSTACLE

CoNSotIDATING
AcRossOBSTACLES

my obstacles work best if they are dended, making

be

lMhen an officer orders an sault across a mineeld,

Once the excitement ofthe assaultsubsides,the victors'

hooe that their soldiers are brave and committed

caution returns as they survel' the cost and estabiish


positions for the next phaseof the battle.

to get up and follow them.


the ,4ssaubing platoon will Charge into Contdct into

\Y/henmaking Conso/idation moues,the uictorious p/atoon

across An Obstacle that requires a Motiuation

fllows all the not'ma/ rulesfar crossing Obstac/es,including tlta Motiuatiou Tstfor uossing Mined Obstacles.

Test

enter, the Platoln must take dnl Mltiuation


Test it
to rahe to ento th( Obsra,le beJorchnrging inro
'ontact.
If it faik the test, the Assaulting platoon refuses
assaub and the assault is or.

:1,111:.:,:1

*
INTINTRy AND PIoNEERS

'
I N F A N T R YM U S T R E - R O L LS U C C E S S E S
l ) i o n c e rasr ce q u i p p c rdv i t ha l l k i n d so f s p e c i a l

prrsh ol

\\'hilc ir is usuallr, bcst fir Lhe lcaciins waves ro sinrplv


through rn obsr:rclc ancl teke thc resulrin.g
crrsu:rlties,
it is irrportant to clcar g:rpsbehind rlrem fr

o b s L a c l c - b r e a c h i ncgc l u i p m e n t a n d a r e t r a i n c c l i n
tltcir usc. llegular inlanrrv can do rhe sanc job u'ith

tbllon'ine troops irnd r':rlurblc cquipmenr. lhis hazartl,


ous trrskcan be pclf-omreclbr. infanrri. if ncccssan,.bur
i s b c s rl e l i t o r r a i n c c p
l ioneers.

I)rre to tl,tlr hc| oJ taixin3,

li) ntteltl?r /a gnp nt Ob:ttcle tt Irtfintt.y,tetrnt uu:t


htue sttrLcd thc tr/r1/ iqun( tp agtiu:t the ObsttcJc, trti
ito/ bc Piuued Dout.
,4 te,tin trtcnptirg

to gtry tt, Obsatle c,trnot hrruc tttott,cl


it /he,ltat.'tueut Stry,nor hc (|onr to ('rourtt/. 7he1tt.ill
ltaf b( (:oucill(d );t the Opctt, ,cins n'attt.l tts i.f rLel'

lud norcd.

llinrc,veL is to hand, but takc longer to clo ir.


?ionetr tctns

Itfirttrl,

nLust rc-ro//:u6tfuL

tetns rh ttrc uot


SLi/l Tcst: to qdp

Ob:tdtlt.
P I O N E E R S U P P L YV E H I C L E S A L L O W R E - R O I I S
A lot of pioneer c<luiprnenris hcart' or po.vcr operatecl
makinq it impossiblc to carr\'()r for. Il thc pioneer'.s
supplies are brouelrt up bv a rehiclc, rvork proceecls
rruch fasrer.

thc \Lootittg Stcp, utl,

l.f iu.) Tut/ ?tsicr //t( r.st, r(n.)ty Thc u,l,olt:tctiort oJ


thc Obsaclc.

'

Ilthcy il/ril,

t(tt/Lt nrTeilry)/ii/.<
to %p nil
Ob:tttlc ro//s t -\Lill Tttt lt^ttil o.fjhooTi]rc.

rrtort t ot[ )s tttctlcd,tutl tl,et, rL,jlll,at'e


Ta tr.1]tlgtlitt |t(Il ruiil.

I w.tral tctLilj iu n plt/tooil t!i. ttljt,otr to itttrltlplt


Ob;nelc:, tLt ou,ttiilg1,1,t.1,t,;
,ttt:/ dccltrt tt,l,icltOLst,ic/c
Ltil, tcitrtt utll drt(i]tlt nt gtp hcJore rollittg ttt,),0l tlta
plnrotis Ski/l'list:.

te,un rlut ltts t Ploueer.\upply teltit/t u,lthitt


Corututtrrl l)lstrnca (sr ptge 65) nay, rc,nllJlld
,\l?i/l
f titr to ltt! OLsrnc/6.

GAPPING ANTI-TANK OBSTACLES


,'\rrti-rrnk obsraclcsare rhc brutc,frce school ofobsta,
c l e s .l r t a l i c sl l o t o f s o r k r o n a k e L h e n . : r n c 1a l o t o f
work ro brelch rhcnr.
[.:itlil,:cotl,tr Obsnclt:
tt,rtot.ul tfrti t sitplt

rt,,1ttti,ttrk
Ob:trtlc i.; rtot
,ucccssJll .\kjll Itst. hutctd,

pltte t d)t, besidc il,a ilni ntnk Ohrtclc sltou,in[ tlte


'Iisrs.
Tt)tnl ruubti o.fsuccessfirlSIil/
[f rt the ttul o.f the
Sbootiug Sttp tbc ntdl mtnber a.t'succcs,.f)tltctts Iorn
tl/ Ittfntr1, tetut: tt,orkltg ott nn ObstttcLeitt tltts ttttt/
ptct,iott: t tttus is si.xLtttttott, renou( the a)bJtn(h.

-.!... a)t\-)K ;
94tr-r.. r. ,rO@
:-a i\ata)) aF 3aa7i\i.lFTra'
.3s..a.t',,
" ; a s ' " ' a. nc:,,.
lrl.lrr-lr:- :.,*W

T.Aiv\s
rtar ARNor PlcNEERs
,r4rs1Ri-RcLLSUaC?SSFUL
R)its lc 3A?aN cSsltaL'

A PtcNtERSuppLrV1ELE//ii-HtNco,4/,44AN,
.,a Teat,s rAT r\c'/E, c< aRa
DISTANCE
ALLA'IIS'IEA,I,S
fC R',RCLLFAILTD '.:' 'INN' ''r'iN 'I\ 'r A,{AP
SKILL TESTS IC 3A? AN A|ACL
: I rc ete N aB{actl

iaa

$tu

r r e u s e f u l f o r 6 l l i n g i n c r a r e r sa n d r n t i - t a n k
',

or burying

antitnk

obsracles blocking

the

tiii sfelyand risb


to take a
being De*rolted in the same uay as other uehicles ifthq,
fdil ir.
If a Mine

advance.

Minefeld
'mk

Fkil

or Mine Rollff passes safely through a

without being Bailed Out or Destroyed, remoue

the section of Minefeld

NG BUNKERS

thel crosed.

f i m e dw i d o z e r b l a d e .s o m e t i m e ss i m p l y b u r i e d

ASSAULTBRIDGES

rther than trying to loock them out.


with Bulldozer bkes can asaub
teams ftted
Banher in tlte same tuaJ ds an InJantry team. If the
nker is a Turret, it is automatically Dutroyed if hit

ANTI'TANKOBSTACLES
are particularly

useful for cutting

tracks

into and out of anti-tank clitches and burying


her types of anti-tmk

obstacles.

D i r c h e s a n d s lr e m s d e l a y r h e a d v a n c c o f m o t o r i s e < l
and bridging rhem normally takes hours.
Mechanised assault bridges reduce this to minutes. The
simplest are light vehicle-mounted bridges lifted into
troops

place by the pioneer crew, while others use hydraulic


rams to lift tank-mounted bridges into place without
the crew ever exposing themselves to rhe enemy.
A uehcle uith an Asauh

Bulldozer can gap Barbed Wirc Enranglemenrs. Srect


an Anttank Obstacle in the same aay that

adjdcenT Anti-tank

Pioneer team gaps an Obstacle. It remoues the AntiObstacb afier one success,rather than requiring six

doing so.

Pionter Supp$, uehicles da not giue Bulldozers a


oftbeir Skill fest

Bridge can place it ouer an

Ditch in the Shooting Step instead

of shooting. The team cannot be Gone to Ground while


Once placed, the Assauh Bridge is Slou Going. Once
laid, it cannot be retieued. Bridga laid by Half-tracked
uehicles cannot be rossed by Fully-tracked

ROUGHTERMIN

uehicles.

BRIDGING STREAMS A.ND DITCHES

allv when armoured or lltted to tanks, dozers can


be invaluable in offensives across harsh terrain
or
zers ctn create a Slow Going gap in Dfficub
Dfficub Going (such as a Bocage Hedgerow), other
Obstacles in the same way. A sutcessful Skill Test
a 2'75cm uide gap in a Linear Obsxtcle or a gap

Assault bridges are ideal for keeping motorised advances


going by bridging creeks, streams and small ditches.
A uehic/e with dn Assattlt Bridge can alsa usc the sane
method to place its Assault Bdge dclss t crdter,
stredm, ditclt or to prouide a ram? uP d bink
|

/1.>fm

up ta

hlqh.

wide by 4"/10cm long in Area Terrain that no


requires a Bogging Check to cros

E FLAITSAND ROLTERS
mine flail uses a rapidly rotating spindle mounted on
ms in front of the tanl to whip the ground with long
ofchains. lhe chains either slap the mine hard
to disable it or to strike the pressureplate and
it well clear of the crerv hunkered behind the
s rmour. Roller. fun.rion verl .imilarlv to rrtine
ils, but instead ofstriking the mine rvith chains they
roll a heavy steel drum over the top ofthen.

ftted with
malze.a

Mine Rollers do not need


a Minefield. Howeuer,

.'r:,:41:i:rl:ir'::.:

.
.

.r
J--,

:'ir!i::.'..:.::,

Composed of m:rssesof densely coiled wire inte rwoven


with sharp barbs, entanglements are capable ofholding

Fully-tmcbed

up the advanceofanything shorr ofa tank.

uehic/estreat Bdrbed Wire Entanglemfrtsas


DiJficulr Going.

INFANTRY
ANDMAN-PACKED
GUNSCRossING

ntanglements

uehicles treat
as Slou

Barbed

Going

,i;;

Al r h o u g h i n r a cr b r r b e d w i r e e n L ar r g l em e nr s a r ev i r r rr : l l y
T R A I N sI c N o R E B A R B E D
WIRE
i m p r ' s a b l e r o i n l a n r r v . r h e p r e l i m i n a r y b o m b a r d m e r r L It takes more than a little barbed wire to stop
that usually precedes an assault tcnds to blow gaps in
armoured train with a full head of steml
the rvire, if the infanry can find them. If nor, experiTlains lgnore Barbed Wire Entanglemerets.
enced troops use improvised measures such as the lead
s o l d i e r sh u r l i n g r h e m s e l v c sl l a r o r e r r h e w i r e a n c l r h e
OTHERTEAMSCANNoTCRoss
\ , 4 - r i li en l a n r r v c d n \ n e a k r h r o u g h s m a l l g o p s
resr running acrossrheir backs.
and ranls
Each Infdntu/ tedm (excluding Caualrl and Man-pacl<ed
simply crush it, barbed wire ntmgle ments are an
tnountable barrier to trucks and horses.
Gun team mast mabe a Sbill Tst to crossa Barbed Wire
Barbed \X/ire Entangkments

fn ta nglement.
.

If thel pas

IJ'theyfail, the team must halt on reaching the Barbed


\Yire Entanglement.

tbe test, they crus the Barbed


E n td ngle w en t un h in d retl.

Wire

rypesof teaut.

Pioneer teams may *rollfailecl


Sbi// nsb w/]en attempting to cros Barbed \Yire Entang/ements,
TR,A.CKEDVEHICLES CROSSING
fnks were originally designed ro drive through barbed
wire and clear out enemy machine-guns ahead of the
infantn.

They have er.olved into much more , but still


fulfil this role extremelv well.

BARBDWRE ENTAN6I.E
MEN'I'
AREVRYDIFFICULT
OIN6 FOR
HALF''IRA1K3,Sa THgf Mu31
PASSA SKILLTEST,AP,fud
BECAME
BADDOVIN.

,:

are Im?tarable

to all

=-*i'

n d e l e n d i n g r h e i r c i L y . r h e i n h a b i r a n r 'p i l e u p
ilding rubble, wrecked cars, trucks and street trams,
nd ptety

much anything else they can find to'make

icades. Street bmicades are built hieh and,*ide


rhem difficulr ro cros'. Ard. unlike barbed
, rhey dont tend to have gaps blown in them by

rtillery fire.
Barricar/zs are Linear Obacles and dre Wry

Dffiruh Going.They

BARRICADES
GAPPINGSTREET
5 r r e e r b a r r i c a d e sa r e q u i t e m a s : i v e a n d d i f f i c u l r r o
. 1 " - ^ l i . h .' ^" - . 1 " , " 1_ "/ '
r'_
Do not remoue a Street Barricade uhen it is gapped (see
page 225t. Insrend. remouethe niddle pirce, learingo
gap in the Srreet Barriurle ,ated a, Difrrulr Going, Thr
remainder of the Street Banlcade continues to function

are Impassable to Caualry and

BARRICADES
BUNKERBUSTERS
AGAINSTSTREET
must stoP their mouement on reaching a Street
. Thel must start their mouement square uP
a Street Barricade to crossit.
Teams cannot end a Step sitting on a Street Banicade
a Linear Obstacle, teams must be on oue side or the
anrl clear/y either up {tgdinst the Street Bdrricade or

Jron it

SU-152 have little to worry about from a street barricade. They simply settle down and pound ir untii they
blow a gap right through it.
Wedpont rated as Bunher Buster can dttemPt to gd? a
Street Barricade. A Bunker Buster must not moue in the
Mouement Step, and must be able to draw a Line of Sight
to Street Barricade nnd be within 16"/10cm of it to

AKINC COVER BEHINDA B^A,RRICADE


height and solidity of a street barricade gives the
nders a distinct advantage since the enemv can't see
them moving about behind it
Street Barricades prouide Concealment and BulletprooJ
Couer against shooting from the other side for tearns
square up against them, and b/och Line ofSight to teans
beyond them in the same walt as other Linear Obstacles.
Being Linear Obstacles,the! prouide no prctectiln tglinst
rti llerl Bombardments or Ground-attack AircraJt.
ASS,ULTING A STREET B^ARRICADE
Like a fortress wall of olcl, a street barricadc is dilTicuk
to assault. Even throwing

grenades across it requires

cre, s a grenade that fell short would be iethal to the


'throrver
and their comrades.
As with anj, Linear

Assault tanks like the Gernan Brummbr or the Soviet

Obstacle, Assauhing telt7ns thdt

clnTact d Street Barricade can Roll to Hit and be hit b1


enemj tdms on the other side ofthe Steet Barricade.
Howeuer, unlihe other Linear Obstac/es,teams mt1 onf
Roll to Hit agniil$ reams on the other side ofthe Street
Barricade ifthey started their Chrtrge into Contdct squdr
up ag/linst the Street Bdrricnde.

attemPt to gd? tt.


Roll a Sbill lst for the Bunker Buster in the Shooting
Step irrtead oJ shooting.
.

(the

Otlteralse, it remains intact.

test is ttccessful the Street Barricade is gdpptd,

'a

Minefields nal<e no-man's land a real devil's garden,


springing up around every defensive position and littering the battlefield rvherever trench warfare sets in.
Minefeld, arc Mined Obstaclet (seepage 22Jr. As such.
platoons neetl to p^s d Motiaation
Tst before they can

INFANTRYAND GUNSHIT BYMINES..


Though they clo their best to pick their stepi
carefully and crep rheir wy rhrough at a
P(e. il i\ onlt a marrer of time belore \omeone
a mine.
Roll a satclor carh Infanrl

SKILL
TEsTsTo CRosSA MINEFIELD
(Jnce the troops have worked up the courage to enter
a minefieid, they must muster all of their skill to avoid
triggering a mine. Experienced ilfantrv can make their

'=.'

or Gun ream hir by

An Infantry teamsuruiueion a roll of3 +, but is


otherwise.Gun teamssurtite on a rol/ of5t.
PASSENGER
HS
I T B YM I N E S

way across looking for telltale signs, avoiding mines,


n'hile raw conscripts musr rrust to dumb luck.

rWith a littie luck, the pssengers in a vehicle


or
riders on a tank rhar hirc a mine might survive mhar
as rhe vehicle mkes the worst of the blasr.

Roll a Skill Tist for each tedm tltat crossesd MineJeltl.


. IJ the teltm passes the Shill Tbx, thel dre unharmed.
. Ifthelfiil,
they take d hitfrom a mine and musTstop

Pasengers carried in or on a uelticle Datrojte by


must oll d 5+ s/1!e. If thel par tbe saue, thejt
suruiuerl crossing the minefeld an are placed adjacen

mouing uhen thel reach tbe far side of rhe Minefeld.


If any team in a platoon is hit by a mine, whether the
hit causesa casualty or not, tl)e entir pktaon is Pinned
Doutn at the enrt of their mouement.

to their Destroyed uehble on thefar side ofthe mi


Otherwise they are Des*o1,ed wlth their aehic/e.

ARMoURD
VEHIctEsHIT BYMINES
Tanks are remarkably tough, and with luck, a heav_v
t:rnk can even survive driving over a mine. Armoured
cars are not usuallv so fortunate, however.
Treat hits from mines on Armoured ue/tic/esas a hit on
the Top amour b7 a uedpon utit/t an Anti-tank Mting of
5 and a Fircpower rdting of t r.

UNARMOURED
VEHICLES
HIT BYMINES
L)riving or.er a mine in a truck is bad news. Aside from
ripping off a wheel, the blast usually rnakes a serious
mer. oi rhe bodworll
(lnarmoured.
Destrol,ed.

uehicles that

ne

hit

by

mines

are

GIppINc MINEFIETDS
f r y i n g r o . l e . r r a m i n e f i e l di s a d a n g e r o u 'r k . f r e n
careful srveep tor mines might miss one, blowing up
clearing p:rrilr To make matters worse, mines are ofte
boobv rapped to go offif lifted as rvell.

IJ a team Jails it: Skill 7st to gap a Minefeld (.


p,tg( )2s ', ir is hit 1,1ryt,tts n, iJ irfailel
cror the Minefield.

ir, .bill Ti,r ro

.r.;lll,l
'!,::i::ii

ng qp! oftn looby-trapped areas before


rhdrawing. Thr pursuing Lroopsusually had lirLle
ing oftiooby nps and rlid on their skill to.iletect
eoy ln.y encountered. Thor. n*"ry
nor to nodce them sufferedaccordingly.

r.Lqdir

Tiaps are Mine

Obstacles (seepage 223). At such

need to ?ds d M7tiuation

Test before they can

VEHICLES
HIT BYBOOBYTMPS
ARMOURED
Boobytraps are normally sinall and intended for infantry
on foot rather than tanla, but some.of them are much
larger and can knock out an unlucky tank.
Tleat hitsfrom Booby Traps on Armoured aehicks as a hit
on tlte'lop armour by a ueapon uitll an Anti-tank rating
o{3 and a Firepower raringof5-.

r moueoffthem
orher Obsracle,, a Booby Trap orcuPies rhe aril of
small bdse(l t" /32mm x |"/)5mm)
Booby Trap only afens the frsr ream lo mou( arh!
ofthe Booby Tap bme. Afer that the Boofu Tiap is
an remoued.

HIT BYBOOBYTRAPS
UNARMOURED
VEHICLES
Boobl traps are u.ually powcrlil enough to rvreck a
truck, but a lucky driver mighr lind themselves shocked
but unharmed.
[Jnarmoured uehicles that are hit by a Booby Trap saue
on a roll oJ 5+.

CING BOOBYTRAPS

ANDGUNSHIT BYBOOBYTR^APS
INFANTRY

trps are always carefully hidden and come as a


to r1le enemy

Infantry are generally cautious in booby-trapped areas,

Traps o not need to be deployed before the game

pay the price.

ns. Irutead, Thry mqt be placed at the sdme time ds


platoons during each Starting Step.
l-raps ruay be plared anywhere in lour oun
Area or No Man\ Land, including under
ry troops. Howeuer, lou mt)t not place Boobl T|aps
teams already on Booby Tiapl nor under Dug In
or tbose that dzploled in Prepared Positions dnd

PASSENGERS
HIT gY BOOAVTRAPS
\fith

a little luck, the passengersin avehicle or tank riders

on a tank that hits a booby trap survive urharmed.


Passengers canied

PPINGBOOSYTRAPS

BoobT Tiap must roll a 5+ saue. Ifthey pas the saue, they
Dismount Under Fire (seapage 101).

Boobl Trap i' placed under a ream. rhe rcami plaloon

test t$ if crlsing the Booby Trap uhen it Jirst moues


i.t. Otherwise the Booby Trap gor of uhen a team frst
teJ lt

a Skill Tet for a teary rhar crossesa Booby I rap.


[f tbe team passesth Sbiil nsL thel are unhdrmed.
thel talze a hit from
must stoP mouing immediateli.

If they fail,

in or on a uehicle Datroyed

b1, a

GAPPINGBOOBYTRAPS
Booby traps are designed to be tricky to locate and

tt

Roll a sauefor each Infantrl or Gun tedm hit fu a Booblt


7iap. An Infantry team suruiues on a roll ofj+, but is
Destroyed otherwise. Gun teams suruiu on a roll of 5+.

not 3tet moued.

booby traps are carefully hidden, soldiers can


themselves in a dangerous situation without having
'a

but occasionally they make a serious miscalculatjon and

the Boobjt Tiap and

ln either case, the Booby Tiap is remoued.


4n! tedm in a platoon is hit by a Booby Trap, whether
hit causes a casuahy 0/ not, tl)e entire platoon is
Doun at the end of their mouement

BOOBYTRAPMARKER
arenot usuailyspotted
BoobyTraps
until a team stumblesacrossthem.
Booby Tiap markers show their
location once revealed.

hard to disarm. One mistake and rhe clearing team is


in serious trouble.
If d team faik its Skiil Tst to gdp a Boobl Ti'ap (see
page 225), it is hh by mines as if it failad its Skill Tst to
crossthe Booby Tiap.

Anti-tirnk obsr:rcleshave been around almost as lolg as


dre tanks they are clesignedto stop. Thc nosr primi-

TAKINc CovERIN ANTI-T,ANK


OBSTACLES

tive frrr is an anti-tank ditch deep irncl r.ide enough


to stop a tank. \X/ith morc Line, arnics cnplacc rorvs
of stecl or concrere'dragons reerh'or erecr high, thick

\Xrhi1.-:rnri-tank obsraclessrop ranks colci.ther. have

concrete anti-tank s.alls.

CRoSsING
ANTI-TANKOBsTActEs
Anti-t:rnk obstaclestertl to do their job l'cll and are
serious impedinenrs to vehiclesof all rvpes.but do nor
slorv doun inlantry on f'oot.
Obstdt/{ are lnpasstble to a// tahicLes (in'lidins),
cludixg
Lduth'.I, 7ap75,dnd wu-fuIm,pttkel
(ir.rn tetrns. IttJiuuy tnd Mdn-packed Gun tetrtts tra

'

an urinrendecl benefit ir attackjng inlntrv Once they


get up to then they c:rn shelter from cnemy fire il and
behind the obstacles.
Anti- Ltu k O bsnr /aspra ida Concet.lrneuta nd B u//etproof
Couer.fr InJ,rntry nutJ M/Iil-pdcl?(d (;un t(Ltmr in or imnediately behind thern agaitrt shooting fi'om the other
slde. As uitlt Linedr Obstttcles,thel'prouide Ttl ptottction
t gtt i tu t A r t i 1/cr1,Bon hardmcrcts, or A ircrafi.

Auti-ttuk

rnt sllLt.'edb.1,Anti-tan|

Obsnlcs,

but ctturtot nrnte AT

tLe Doub/e in or tcoss Then.

GAPPING
ANTI-TAN
K OssrIclrs
lrilling in an anri,r:rnk ditch or blos'ing rLp orough
dr:rgons recth to ger r.ehicles throueh rhe eap is extremcly hard rvork.
nti tt u k ()h:tacles retlu ire slx:uccassJu/
gd?finK t ttetnpts
to Lrett( /t !/tp iu tltctn (iee pdga 225).

lli.'

r .. .r,: :it:,..

illl:ri

rj4:.
i!*.ii

Germanl,

developecl remote-controlled

demolition

arriers as a rvat' of clestroying fortications u'ithout

A Borgward BIV Dmtolitlon

Carrier is d Halftmcked

Tiansport tearn u,ith Front, Side, and Top arruour rutings

risking pioneers' lives. There were ts'o tlpes of de moli'tiol carriers, the Goliath and the Borgt'ard BIV.

aJ'0. k 7perntesse])drntel!fi'ot
Suittltcd to Renote Clontro/.

it: Controlling tanl? unti/

CoNTRoLLINGTEAMS

Rrroll falkd Fircpotuer'Iists to Dstrat d Borgluftl


tuhen hi.t b1 shooting.

Y4rile the demolition c:rrrieris rhc morc obyious part of

A Borguard BIV Demolitiott Carrier has l-irepou,ar 2+.

BIV

the weapon system, even morc inportant is the control


systcm. The control equipment irnd thc demolition
mrrier must be caiibrateclto each other before the battie
.egins, a time-consuning process,rvithout s.hich the
carrier is jLrstone big unexploded bomb.
Euery Demolition Cnrrier must ltaue t Contro/ling tearn,
and etch Controlhng tedLn cdLl orly contro/ their oun
Demolition Carrier.
If the corttrol/ing tcarn is De:troyetl, the Denalitian
Carrier is Dettnled
machincl

Denolitiort

as u,c//. Sincc they arc expenc/ab/e


(-arriars tre ignored
Jbr P/atoon

GOLI^ATH
'lhc

Goliarh is a 5'l1.5m-long nini-tank carrvin{


i32lb/60kg of explosives.Thev are puiled bi. pioneers
o r r o r t l r c e l e .t lr u l l . r u i l t i r h c . a r e i n p o . i r i o r rr o e o .

Phce the Golittth minitnu'e with tha Conml/lttg Piottecr

Morale Checl<s.

tedn to indicdte iti presenceuuti/ lt is Su,itched to Reruote

BoRGWARD
BTV

Control. It coultts d! 1,art of the Contro//irtg tatrn tnd


cannot be hit b1 shooting ar dssntt/tsseparatefi f'aru it:
Contro//ing tedm. 7ha Controlling tentn cdnnat crossl'i1i

The Borgward BIV is controlled by a tank and carries


1 1001bi500kg (thirt'shalfa tonnel) o{'explosiveson the

Dfficult

f r o n r . m a l < i n gi r v u l n c r . t h l teo . h ' o r i n g .

A Goliatlt Demolition Carrier has lirepoucr

Going while t/te1 htue t/te Dawolitiou

Ctrricr.

.l +.

A SKILLT31 Is NEEDED
Ta HIT
I4OBILgINFANTRY
ANDVEICLES.
INFANRY
HAVEA 3+ gAVE.VI|ICL"
HAVENA 1AVANDA SUCCESSFUL
1A gA6 DAVIN,ORIF ALREA'Y
IMMOBIL,
DTRAY'.

'1.1:';;1;&

iwri i t[rri'Ciior

7be Dmolitin

\When it's time to use the carrier it is switched on and

hits ill

sent forward by remote control to explode at its target.


A Controlling team thdt is not Pinnad Down and did
not m7ue cdruswitch their Demohtion Carrier to remote
'[he
cantro/ and moue tlte carrier up to I 6"/10cm instead.
Demolition Carrier must be within Lint of Sight of tl.tr

Carier

tedms in the se/ectetl Bu

7he teams tzre afccted as aboue.

ATTACKINC
A BUNKER
Demolitioa

carriers rvere originally designed ro


knock out bunkers, and do a good job of it.

c|iltrol/er for the entire mouemeilL Thit mouement mdl


pnx through friendf or enemy tedms uithout restriction.

To attack a Bunker, the controlling playr picks a


in contact with t/te Demolition Canier and talces
Firrpow,r Tc;r.

l,t the Sl,ootingSn p. rhc Denolirion Calicr artdchsan


adjacent tean, Building, Buner, or Obstacle, Destroying

A successJu/test Dstrols the Bunker.

AJited test Pins Down the Bunl<er.

itse( in the process.


MOVING

ACROSS OBSTACTES

L)riving a clernoiition carrier by remote control is tricky,


especiallyifthe ground is anvthing bur flat and open.
lJte Demolitiott
of 16"/40cm)
Rougb llrrain,

Carrier on!

noues 1"/)\on

(instead

if it enters, closss,o moues througlr


and is Desloyed i;f i.t .fa.i/s a Bogging

Check. Demo/ition Cdrriers ctnnot crossBarbed Wire


Entanglewents or Antl-tdnh Obstdc/e:. They do not ncerl
to tdka d Motiuation
Ttt to crosi a Minefeld,
but the
controlling

tedm nust pnss a Skill Tst. If t/tey fall,


Demolition Carrier is Destro.l,edby a mine.
A,TTACKING A TEAM
tVhen a demolition carrier comes for
you, lour
opriol is ro ger our of the rvar', or be ver1.luckv.

ATTACKING AN OBSTACT
Demolition carriers are great at clearing fortifications
The sheer blasr of the explosion deronates mines
H a t t c r : 'o r h e r r r p e : o I o b s t a c l e .
',['o
attack an Obstacle, tbe controLling plaler pirks ai.
Obstaclc in canract wirh the Demolitioc Carrier ond
tal<e,a I-itepoltr fe,L
.

A succrsfrl test remoues tha Obdcle, uru/es it


/ln Anti-tdnh Obstacle in uhich caseit counts s if.i
Pioile(r tedm ?dssed a Skill Tbst to gap it, ndding

A failed test /eaues tLe Obstacle intact

tha

the totdl oJ'successfu/Slcill lests.

only

Tb attacl< a tedm, the contro/ling p/a.yer choosesoile tutn


thdt is in coiltct uith the I)emolition Ctrrier, or direct/1'

A Derno/ition Carriar can attempt to b/ou a gap in a


adjacent tsocage Hedgerou in the same tay as it gap:
Obstacle. If it sucrceds,it createsa 2"/5cm wie Gdte i
the hedgerout

au.ossa Linear Obstade Jiom the Demohtion Carriar, tt


the end of its mouement.
IJ lt is a Dug In Infan*y or Man-paclzed Gun tenm, dn)l
other tl?e oJ' Oun tetm (whether Dug In or not), or n
Bagerl Down or Bailed Out uehicle, it is ltit automaticdllL. Otherwise tha cotttrollittq iedm nru:t ptss t Skill
Testto hit it.
An Injntr1 team tulces a 3+ InJntry Saue iJ' hit. lf
it Jils, it or anothar Infantry tedm uitbiu Command
Distdnce ofit chosen b1 tbe Thrgetedplaler is Dexro4ed.
If it is a Gun team, it is automaticalfu Destroyd with uo
saue at a!/.
If an Unarrnottred uehlc/e b hit, it is Destro.yed.
If an Armoured rchiclc is hlt, tahe a F'irepouter Tst,fr
tbe Demolitian Larer.
.

If it pas:e:, the uehicle is Bogged I)oun. IJ' it aas


alread1 Bogged Dourn or Bailed OuL it is Destroycd.

Ifitfaik,

AfiACKING

the lehicle is unltarmed.


A BUITDINC

A demolition carrier makes a mess of a buiiding and


an1'thing inside.
l trtael, o Buildin.q. rhc , u.trryllin; I,layr chooscsone

Carrig.r

:,.:

OBSTACLES

NCHMENTS
are Slow Goingfor Fu//y- and HalJ:tracked
and troops on foot, otherwise Impasable
Line'

( on(alment

giut

and

tsu/lerproof

'ouer.
If they o not shoot, tedrus nre Gone to Grcund
(euen if mouinf
ns in

Obstaclesare Slow Coing.


Minetl Obstacles reqttire a Motitatian

Gun Pits cdnnot rotdta or moue, but dr

Testto enter.

P/atoons chatging acrossa Mbrcd Obstacle do not dssdult


if theyJil their Motiwtion
Pktoons

Test.

Caunterdttdching or Breaking

Of

across a

Mined Obxacle do not need to take a Motiuation Test.

ncea/ed dnd haue BulbtproofCouer.


Tanhsin ltnh Pir, cannor toure ta,ideJion their turrer,
moue, but are Concealed.A// shots hit the turret

GAPPING OBSTACLES
InJantrl teams that did notmoue and dre not Piftiled Doun
take a Sill Tst to gap Obttdclet instead ofshooting. Non-

UNKERS
.'

Pioneer teams re-ro// successes.Tams within

Command

Pinned Doun Buners Ralf at start oJ Their own turn

Distance ofa Pionr Suppfi uehicle re-roll failures.

Bunkers arc Slow Goingfor Fully- and Half-trache

Bulldozers can assault Bunlcers and rcquire a singk Skill

uehiclesand troops on foot, otheruise Impasable.

Testto gap an Anti-tank

Bunleers Conceal and. blocl<Liree ofSight lihe Buildings.

Mine Flaik antl Rollers do not need d Motiuttion

Obstacle or Rough Trrain.


Tstto

enter a Minef eld, and gap it iJ'the1 crosssuccess.fulf.

HOOTINGWITH BUNKERS

Place saub Britlge as Slotu Going instead oJshooting.

either /taue an all-rounzl Field of |ire


I 80-degree Field of I'i,e fron ea.h Firing SIit
Line ofSight and measure Range to andf'om

or a
BARBED WIRE ENTANGLEMENTS
the

Slit of a Pillbox or Nest, to an! pdrt of d Nest with

all-roun FieA oJ'Fire, ar an1part of a 7furret


are Tiained when firing Artiller1 Borubardtnents.

Infdntrl and Man-packed Gun teams need a Sbill Tstto


cros Btrbed Wire. Pioneer tedms may re-roll.
Baed

\Yire ETttdnglemnt; ne Slow Going to Fully-

trdcked uehiclesand Very l)fficuh

Going to Half-tracbs.

Other tetn: canruot trossBarbed \Ylire Entanglements.

OOTING AT BUNKERS
nleerscan only be shot lzt b), tedms within

16"/10cnt

Skill Tststo ltit


SucressfulFirepower'fi:st Pins Doutn d /v'ettor l)illbox
secondSuccessfu/Firepower TestDestroys a Nest.
hnrts take an Armoured Whicle Saue lilee d Thnh team

STREET BARRICADES
'l'eans
stop tuhen thc.1,raac/t t Streat Btrricade.

Street Barricades are Concea/ment and BullelproofCouer.


Bttnker Busters can gd!

d Street Banicade

withiu

I 6"/40cm with shooting b1 pasing a Skill Tst.

Butters Destrqt Bunbers uith any bit


and AircraJi cannot tdrget or hnnn a Bunher.

MINEFIELDS
AND BooBY TRAPS
'fhhe

AUTTINGBUNKERS
When a Bunker is asaulted, all Bunl<ersuithin I6"/10cm
Defensiue Fire

a Motiuatiou

71st to anter a Minef eld or Boob,y

'ttap.

Tennts that .fdil a Skill Tst when crossing dra hit by d


minc utitlt Anti-ttnb 5 and Firepoutcr I +. Utnnnourad
uthic/es are I)cstroled dutonatical/y.

team can assduh each Firing Slit. A// teams in contact


aan assdult a Nest with all-round.felds

They are

Wry DiJJicult Going, but Inpassable to Cnualr1.

offre

or a Thrret

and Pi/lboxes dre automttictlly Dastroyatl uhen


'furrets
mahe an Armour Saue with Top Armottr 1
Counterattdck and hit on d score oJ l+
cdnnot Consolidate within 2"/5cm oJ a Bunker.

NG SMOKEAT BUNKERS

Tamsthtt Ji/ their Sill Tstto gap Minef ald: or Boobl


Traps are hit.
ANTI.TANK

OBSTACLES

On/J lnJann'1 and Man-packed Gun teawt cdn crots


an Anti-tnuk

Obstacle. They prouide Concealment and

BulletprooJ Couerfor Infarutry and Mdn-packed Guns.


Anti-tank

Obstac/es require six successfulgapping attempx.

Bunkers do not tredt inrgets seen through Snoke as


(,onrcdl:land (10neto (trouna.
Bombardments tan use d Bunber as an Aiming

: i...i::r:::.

United States ofAmerica

utilise their superior technology and ms production

best weapons available. Their doctrines enphise


ft-movirig

heary artillery

to equip their troops with

support for infmtry

breakthroughs,

operations to defeat the enemy.

BILISEPS

HEDGEROW
CUTTERS

stabiliser is a device tted to the tanks gun that keeps

Many

level when the tank is moving. US tanks are the first

Device' for the breakout lrom Normandy. This allowed

the world to be equipped with gyrostabilisers as


. \fith the assistance of the gvrostabiliser, the
can stay on target while the talk is noving.
mouiflg tank ftted with a Stabiliser can fre its mairt
n at its full ROF, but adds a penaby oJ + I to the score

tanls

were firted with

the

'Culin

them to punch rhrough rhe Bocage.


\X/hen a tank
ftted with a Hedgerow Cutter dttcmpts to
crossd Bocage Hedgerou, it successful/y crosseson a ro// of
2+ rather than a Skill Test.Ifitfails,

the tank Bogs Doun

on the Hedgerozuts normal, but ignores the Befu Up rule


fteepage 58).

to htt.

shooting, a tanb can chaosenot to use its Stdbil^er


fre at the norndl rdte ifthat

American

would giue it.t better

it crosses successfilly, then dtr!

other FulQ-tacked

Tank teams that started their ffiouement d.dfacent to


Heclgerow can lollnw il rough on a roll of 2 t
6 wetl.

.:,:,r:L
.,1'.:t-:.
': ri:

r,ri::iii:i:,?
'i:

{#5

DISMoUNTING
M,AcHINE-GUNs
I o r s o i r r , u r s p , r r vr r h i c l e s c r r r r r '. r r r t ii i r f a f i l l r i r a l r i n c - ,1tt ltr.fttttt.l, ttrlt itoirtl/.JtntoLttta/ itt n uthic/r
q u r s . - \ " o n l i . t l l lr h e i r r cl c l i o n t l r c v eh i c l t - ,b u r r v l r c nt h c
Lnil \ttrt rl)(.<L!r/. l)ltiltolittL,.l
u'ith rhcir taLlc/tt,
pl:rtoorr neerlsnrore fircporler. rhel can bc r:rl,enoll rhc
[|,,:c t tlc t- /i rtd tutch i r c-g!t.i L
' r l r i c l r s a n r l . 6 l c . lf t - o n rr r t r i p o t l n t o u n r .
Otttt tl,, ruttiil.?uu hrts bt,u l)t:utorrttrd.froitt t
.1;t1 |tt.t'i;ttr.yttit| .t7rri(.1t! t Ptr:rtt.<0 it t.t littrs1,rtrt rcltitlt, tll oJtl,c phTooir's t,chiclt rnt!lt b( .\r1t/ tu tl)( Rilr
t./tit )tnlt l)jyuat/ur iit rftt \lot ctttLitt.\tr:prt lth tLc ultii:et Ttrt 1E) tltd.tritot
bL Rrougltt Foruurd tgril.
'ic: l)ti:rttgcr-firLr/. j0 nl ,\I(i, ittortlr(tn,\[-]
.10
l'ott ttrt.t ttot [)i,ttotrttt r I\s:tngtr.fi)"d .50 ul,1] ,l[(-;
(itl /.ut/t. ol tuitl, irs Pt;.'ot!:cr-lirtl AA ,\JG hccotttjr,<t
ot tl lf (i uitt6r .)'ot.tluly 71,, tpSti'opiitrc ,todrl 10
L.\l( ' ttrtlt. lf tl,t It.fiittr.l T.t!il/ u)i!! t! (.0;tt;ttr;rrl tt,ttt,
tt,pltttr tltc lrtfiUttrl trnot tltnt f)i:ttotrttrt/ it.
ii rttttitts t Coltut'titt/ tctt;tt.

A 2Lf g),\ CANLa a pis-1,1CrNr 5a,1/ji


'. -i
-..'"
-r:a:.
):-\t-:.\:r

i\FANi<v Ca 1r,r,,lNr rtA l45


R11,4lN 4a141,14N' ier,,S
lieN i-riv j715,1i1cr\1ts
6\ lA,vS.

'

..

**#

-1:
'-q

5,
;ra
OraerrtalR r,4ati\rt-irt
-?.
\ie\t a-<17?a; ^ :.1.1
| ?,ria,a:: ,:,?aRa I l 1:, ::<a'i

. :-/iia
lN4Niv ial i1a:r \ li5 1111r\
rniara,s !aaaNaa-<-:it<a:)
\^;a,i\_a;\
"
r51,"'
,Faaza<
ira
Baairl\3.43rN
ii'\

MOUNTINC
HMG'sANDLMG's
\Ilch1tlcgrrntlcrstlou.tjusr]rzcrrrrLtIl.l..i.lriirill91Lllc[.'1,lottio||'\|(}or
-\...l]!.|\]|1)l]ltil.,irlrrillrlrtle.ihll|rrr.l.'1:l:t.l.].tIlcl'
lllorllltt1r..irtnlchitlr.'gLllll()I]Il](,\]t].(.itl'li.i.l'ilr'.ti'|...l,,i,iiiL.Lo;lt'lltiil,,
. i r f l t c t t t e t t t r r s : h c r r r c ' , el r t i o l . , r r t l . .

1i

,)t i. [)rlt.)jt'/!,

:'',, ;.'.;,r.i)ii,;rrrirlf

it; ;tt,t;jtjita,

liL
-,

;::

:: rli::::a.i-::i!

,:

nk Destroyer Command

was tasked with stopping

m o u r e d h r e a l < r l r r o u g h sa n d d e v e l o p e d . t d o c t r i n e
on operatingen massero ambush fast movirl$ tank
The lollowing rules reflect their unique doctrine
'Seek,
Strike, and Destroy'.
out in their motto
Self-propetled Anti-tank
or

Towed Tank

Platoon,

Tank Destroyr

Destroyer ?latoon

is a

?latoon

the Platoon Command team uhen it uas Destroled. The


Thnk Destrayer Section mu:t beplacecl in the playr's next
turn as iJ'the Platoon Command tuam were still where it
wd, when it was Dcstroyrd.
T A N K D E S T R O Y E RS E C T I O N
Once they have reached the ideal ambush positions, the
tank destroyers reveal themseives with a volley of shots.
Plzrc the Tank Destroler Section on the table at the start

platoon hns two components:


a Security Section consisting of Us Jeep, Recon Jeep,
and M20 sclut car teams and an1 Cdrbine teams
apat om the Command team of the Tank Destroyr
Section.and
a Tank Destroyer Sectian of the rest ofthe platoon.

of any of yur

turns uhen Ambusbes are reuealedso that

.uJ Iilm in the latth Dcrrrol, r 5eoion is:


,

within

Command

Distance of a team fom

the

Securitl Section, dnd


.

In Command uben the Security Sectiln ^ remoued.

In addition, each tetn must not be:

. STRIKE.AND DESTROY

within 16"/40cm ofany enemy tearu ulthin

Line of

h tank destrover platoon has its own reconnaissance


securiry element to translate doctrine into reality.

within 4"/l0cm

the strt ofthe game before deplolmant you ma| choose

8"/20cm oJ an1, enemy Recce tenm tbat is in


Line ofSight (apartfrlm RecceTedmsthat are Bogged

Sigbt, unler Concealed by Terrain from it, or

either:
dep/b7your Tdnk Dstr7ler Section as normal at the
start ofthe gdm, leauing the Security Section oJftable
for the whole game, or
dep/o1,onf tbe Security Section, holding the Tank
Desrroler Section olfthe table ready to be placed later
using the Tank Destroyer Section ru/e.

RITYSECTION
security section keeps track oF the enemy rvhile rhe
d e . r r o y e r sw o r k r h e i r w a 1 i n t o p o . i t i o n .

of any enm)t tedn, or

uithin

Down, Bailed. Out, or moued at the Double).


Once the Tanb Destroyer Section is p/aced, the Securit.y
Section is permanently remouedf'om the table. Tbe Titnb
Destroyer Section can mote and fght as norrnal dttring
tbe turn lt dppars.
'X/hen it takes Platoon Morale Checs,the Tank Destroyer
Section ignores any teamsfrom the Securitl, Section thnt
were Destroyed.

the Platoon Command team of the Securitl Section is


nominate any ofthe Carbine, ReconJeep, or
scout car tedms ds tbe Platoon Cotnmand team
all oJ'the Carbine, ReconJeep, ntd M20 scout car tearus
the Security Section are Destroyd, nnrk the location aJ

1.,.'.,.l'
.i.l:r;..'.,'

COMMANDTEAM
TANK DESTROYER
SECTION
Some tank desrroyer plaroons are not sholrn

*irh

Comm,rnd tearr for the'lnk Destrover Section. In tbis


lnk
case add :r (lonrm,rnd Carbine re.rnr to a'lbrrcd
Destrorrr Platoon. or appoint one ofthc
as the Command

tank clestrolers

platoons.
team for self--propelle<1

:t

AUTOMATICRIFLES
fhe US Armv is equipped with the Ml Garand sel
loading rie, M I Carbine, and the BrowningAutomatic
Rille (BAR)., giving their infanry intense short-range
firepower and allowing them to maintain their rate of
firt while noving
Rifle and Carbine tedmt do not sffir the usual +l to
hit penab_yfor fring a ROF I weapon while mouing or
Pinnd Down.
\Vhrn not Pinnctl Down, Rifc and Carbine rcarys re-rol/
all failed rolls to hit in D*nsiue Fire during assaubs.

THETRUSCoTT
TRoT
Long-distance speed marches were a najor fature of
a n i n f t n r r r m a n ' s r r a i n i r r g .S o m e o f f i c e r s .l j k e G e n e r a l
Tiuscott of the 3"r Infantry Division, trained their
troops so hard that they dubbed speed marching the
'lru.cotr
Tror'.
All this practice paid olfduring Pattont drive to Palermo
in the Sicily campaign. The men of the 3'd Infantry
Division marching on foot were able to keep pace with
the neighbouring 2"d Armored Division!
Infantrl

and Man-packed Gun teams moue 16"/10cm


instead of tlte normal 12"/30cm when mouing At
the Double.

CoLUMNSECURITY
In the breakout from Normandy rhe American forces
started to use their air observation posts (AOP) for
column security as well as lbr arrillery sporring.
Jhey would fly along the intended roure of advance
looking for riemy mbushes, then warn the advancing
ground troops.

IJ a US AOP (seepage 139) did not act as an Abser


tem in its oan tarn, then in the opponent's turn,
tenmt mdl nat be placed from Ambush (seepagc
witbin 12"/30cm of the AOP while in Line of
of i,.

CoMMUNICATIONS
other army has the communications resources of a
S force. Plentiful radios give every o{cer the oppority to request md range in artillery re quickly md
urrrely.
and 2iC Command tedms can tlct as SPotting
and request artil/ery fre in the same manner as a
ry Command team, sufering the same + I penalt1
Range In

TIMEON T.RGET
US artillerrr sta{fs have sophisticated fire-control computers. After checking the wind' temperature, and
range,rhc brrtery :rrff olcer 'ele.r. the corre.Ponding book and looks up the settings for every gun. This
scientilic marvel allorvs the officer to comput the {light
time for each shell.
By working backrvards, they can have every shell land at
the same time rvithout warning. \X7ith no drne to react,
troop concentrations caught in such a'time on target'
(TOT) bombudment
are smashed before they have

COMM,A,ND
mortar and assault gun platoons cooperate closely
the combat companies. Constant practice and
radio communications allow them to bring
quick and effective fire to support their combat
aloons

time to find cover.


Ofcourse, once the first rouncls have landecl, the eremy
has already taken cover, so a prolonged bombardment is
no more ellective than usual.
If an Artillerl

mpany,2iC, and any Platoon Command teams do not


r their norryal +l penalry to Rangc ln when ralling
Bombardnents fom platoons taken as a
bdt or Weaponsplatoon c/toice (including Weapons
ns, Mortar Platoons, andAssauh Gun platoans), as

Artillery

a Cannon Platoons and Chemicd Mortar P/atoons


as Support platoon choices.

.EM
YOU'VEGOT
WITH EVERYTHING
n a US observer team places a request for ilre,
e artillery battalion fire direction centre assesseslts
iority and assigns all available artillery batreries to thc
re mission. This ensures that the battalion! artillen
are used in the most elficient manne r
a US artillery platoon thdt has a Stafi'tean Jiret
bowbardment, you md1 chooset0 gr0uP other artilleri
into the same Artil/ery

Bombardment beJre

yglling to Range In. Treat all of tlte weapons as f'they


re Jiom the same Plitoon when detennining the efict

Batterl

witb a Staf team Ranges In on

their.fir* attempt, thel can fre a TOT Bombardment.


Euery team hit by a TOT Bombardment must re-roll successfulSauesin the frst turn of the Bombardment at th!
scranble for couer and batten doun the hatches.
This is for the frst turn oJ'rhe Borubardment only and
does not npplt' to drtillery fring an All Guns Repeat!
Bombardnent.

SAVES
AND FAITED
SUCCESSFUL
A successfu] Save is one rvhere rhe Saving tcam is completelv

safe from

harm

s'ithout

Tsts

:rny Fireporver

needing ro be rolled. A ream may lail their Save, and


thereby not need to re-roll the Save, brLr still turn out to
be unharmcd.

An example of this rvould

player rolJing an rmour

be the target

Save and exactly equalling the

artillery's Arti-tank raring-a

failed y. bsr then the

US pleveL fails their Fireporver Test

n.rr,ring
i r rr r ol r r r r u o t h c r a r g e t . 6

the Bombardment. Use the Mixed Bombardment rula


on page 131 for the conbined bornbardntent

.....

For oyer a century, the German Army h trained hard to a standardisd doctrine while emphasising
initiatiye in its iunior officers. This combination created an army with unique tactical fiexibility.

i:lt
STORMTROOPERS
C-crman solcliershave inheritecl the Storntrooper ethos
irom rhcir fathers in rhe Firsr V/orid \N',rr.\\/hile other
arnies q'ait for orclers, the Stornrtroopers are racing
,rhcadto take their objecLivc.
phtoau u,itL t P/,ttoat Cornnnnd tctrn

Although it is ilat thc LIat'ement Srep, tearns miking a


Srarurtroof)e^ matr rud) Mount and Disnount as iJ it
' , , , 1 1, \ l o t . ' , . 5 , , 1 .
",
? hto ofl s cttn u ot u i l?( .,Torm tm oPcr| ruorcs i.f tlt c.I,n ouec/
or Bdiled Out uchicles

At tlr

Doublc. Bogged Doun

nt/.t iTTn?t d Storntroopcr: wout irt its Assnr/t Step.

t.tt,.n!

t,.t/, \tntt,ttaof

llo// t Shil/'lisr Jr eachpldtaon.

Ou/l,ArnLourrtl uthitles cdu rntka Starrntroopcrs mours (

Artl,5rrrrnrt

the test is ptsscrl, the pktoou treats ilte Ainuh


Stcp ds a trlorernert Stcp lu ut/,ich lt ctu luore ilp ta

nrcthar 1"/l)on.

rcgrrdlcs: of its itountl

nauement

t/i sttt ce.


If tLe tc:t i: .fikd,
Irrther this turu.
Fitlter

urr1,, t

Stotttttoopers

tl;t plttoo;t

pLttoa/t

Dtore (iiluot

ttiltttot ttor? tilt-),

thq, tre I)inncd I)au,n. Other tlpe: oftedms .dnt?ol liltthe


Stormtrocpcrs rnat,asif tbc.yara Itinned [)oun.
A tcart tLtt usul Eye: tud Enrs to rctct/ Gote ta Grouncl
cilcilt.)t/rooPs (tiln0t lLdPe d StoruTroopars mo|c.
Iuntobi/e

(lutt tatns tnd

C,un teo.rts ilrdt shot urlier

in the ntrr canno! rual<t'i Storil7tt1)a?e$il?a!( Tmt


thtt

'ttterupts to

ta[e ln',,part

rnilte

in ail

ns,tult

o.[ tn-1, t.ype tlnt


,,.,tttal,t,tl, ?
i

itt tLc satne turn

Stllilhllper.t

pLATccNscANIAKA SK|LLts rc ,\\cva q'/lacx


6ERtt\AN
i

t',\o!

tt\:-A) CE ASaA---t\3. p,\\92 DC"\


A STCWRCC?aRS i\^CV UNLa3-<l'Lf

-rvS

vt \--- {t<E
IRE AR,l\CtRaD

hne Jired du ,4rti/1e4' Bonbardnent


\,t',,,,,]

I 1 i t 1 , p , 1 , , a 1' 1 , , p

7lrc.

?A..'N6ER TEAMS II\Ay MOUN


/N, PlSiV,Ol.lNI3 TART CF lu1lR
3i aRt\T Rc c? ERs,4/,ovt44ENi.

..&,
"

s.'*.-i-

t4'/lCc,v

;l!

i
*

qry

:",.1t-ii.

Mriiii.irii
Kampfgruppe, or battle group, is an important
art of German military operarions. Leaders at every
vel form mission-specific task forces from any troops

Belore battle, every soldier in the conpany is briefed


on their mission and hou'ir relatesro the overall battle
plan. Far frorn compromising securiry this trust allorvs
any soldier to take over u'hen their superior is killed.

'At thestart of thegamebefureanyplatoons


are Deployed IJ a Platoon Comnand
b{ore any Combat Attachments are made, an1
'of

ry with d 2iC Commtnd team ma1,take up to La/f


the teams (counting the PLatoon Command team) from
Combat or Veapons platoons in the companl, anc/

them in a sprcial Kanpfgruppe Platoon. lhe 2iC'


ommand team is the Command team for this platoon
must /eaue at /east two Thnb teams or t/ree other
,leams in each of the Combat or Weaponspl.atoons yu
teams Jiom. Teams placed in the KampJgruppe
Platoon are no longer pdrt of their original plntoons.
'!f a platoon

attaching

*oops t0 the KampJgruppe bas


iansport teams, )tou must take the li'ansport team thdt
cq,ics n rcary inrn the K6laTfgyappeuith ir. I
7hdllsport tedffi norma//y carries other teams as uell,
mustjoin

the KampJgruppe as well.

Kampjlruppel'latoon may includeany HQSupport


(including Infantry teams). Any remaining HQ
Veapons must be attached aut as normal.

Kampfgruppe mnde Jiom the teams of a Fortifed


oon is not a FortiJed Platoon and may not contdin
oJ it componenrplarootis Fortifctrion,
Zhe Kampfgruppe

Platoon has the lowest Matitution


ting and the louest Skill rating of any of the teams
tt.

Infuntrl team is Dexroyd,


dnother tedm takes ouer immediately. Remoue any other
lnJntry team in the platoon that ^ uithin Command
Distance oJ tlse Commarud taam and rcplice it with
the original Platoon Command team. IJ' the Platoon
eoryruand !/qm wo! a \Vorrio, ram, i! is nou' jurt n

standard P/atoon Commanc/ tean.


( a Platoott Command Tank team is Des*o1,ed, another
tedm tdkes ouer immediately. Nomindte any other Tanb
team in the platoon thdt is within Command Distance
of the Dstroled Command team to be the netu P/ntoon
Command tcam.
Ifthere is no teatn ofnn appropriate tlpe utithiu Command
Distance, then the Platoon Command tean is Destroyd
antl the platoon is left leadcler.
7he original ?/atoon Command tean t'an still usc this
rule uhile a Wrrior

team is leading the p/atoon and


acting a.sits Command team, but the rule does not dpp/!
to the Wdffior tedm.

REIcHDIVIDED
The Nazi leadership ofthc German Third Reich may have
sharedcommon goals,but thel'al1 wanted to be top dog.
Reichsmarscha/llHermann Gring attempred to expand
the control and influence ofhis Ltftuttfi (Air Force) as
nuch as possiblc, even going to the exrenr of lorming
'parachute'
,rrmoured divisions and dozens of infantrv
divisions. ReicltsJ)ihrerHeinrich Himmler mcanwlrile
rvas expanding his SS (Schutzxafr/ or Prorcction Squacl)
to include not only tlre infnous ()estapoantl concenva
tion camps, bur also lull armourerl corps irnd dozens of
irrfanrrl' divisions as well. Both the LuJtwtfe and the SS
were considered'politicalll' reLiable',distinguishing them from the'reactionary' Heer (Anty)
with irs long-sranding traditions
All of these lell under the command
of the Heer (Army) in the field, but
j e a l o r r . l yg u a r d e d r l r c i r
['rcrogarirc,
in every othcr respect, having
\ e P d r J l er e \ r u i L i r r a
gn,l rr.rirri'rg
and even rheir ol,n gcncrals. All
rhree competcd for the latcst
cquipment

and

replacerrenrs.

This competition ofren linritccl


their cooperation in rhe field.
Heer, LufwaJJ, and SS dre dll
treated ns Allies (see page 70)
.;.':,.f;allschirmjrigerare part of the
'.,.,I uJiwafii, so dre lrct Allit to il)en,
: bu a,e Allies ro rht Hec, tnd
5J.

MOUNTED ASSAULT
(lerman arnroured halfltracls irre uniqtrc in havinq a
r.ehiclccomrr:rncler (n'ho crcr.s rhe machinecLedicated

( a Mounted Arault'lirtrtsport

gur) :rsrvell as a driver. This gives rhetn ,r qre:rrcr dcgrcc of


independencerhan sim jLarvehiclesin other armies.'lhev

2"/5cm att,d1,frorn tlte tedrns the.y uere chdrging. IJ the


Pds:tttgersctnnot do this, thq are Destroled. Ihe platoon',

have learned to qht fionr rheir haltracksin conrrrst to


orhcrs rvho just usc thcir half-tracks as battle taxis.

iJ ilor autoiltLiL/ly Pinned [)own uben the Pasangers:

Arnourl

Ti'dtsport tetms in a platoon u'itl, tl,e ilfounted

ssntlt spccidl rule ne Mountcd AssdtL/t 7 t'aniports.


Mounted ssault'frnnsport lta: t dttal nrture. Vlhile
etnpt.1,,it it.fust ttlt ordirutr.y'lrtnspot tilil, ex(qt thdt
tl,qy tla not hat,e to bc Sent to the Rear u,het eml1t

thEl

cttrt rerildin on tbc tab/e tnd tontiilue t0 t'gltt.


Ptrserugers,a illounted Asstult l)rtt:port

tedm is

by DeJeuiue Fire, rtll suruiuirts ?dssengersFall Back

Disntourt, dnd utill only Fall Back ifit

takesfua hlts as ,
usun/. l.[a,Nlounted Assault Tr,nrport teanL is l)esttoyed'

during tlr nsntLt, dt4, Iltsengos arc Destroyed with it.


'[ha
Pts:angcrsdo nat need fo Disruouilt to Caunlerdttdck..
The1,ct7, ,tnt, Xrottntad or I)i:ruount as they u,ish. Ifthey
f)ismount to Countemttd(b, their Tnnsport tetrn u,ill be .
\e,,r ta th R.nt.
Ifthc plaroo" uolnrttarily Brcdhs OlJ instead ofCounter-

Wlhet urrying
dttdching, anrl tht entire p/ato7Lt is mouiltcd in Mounted
eccPt ?ldtaon
is treated u a Thnk turn Jr nrrlthiug
fulom/e Chec/ts. IJ it is carrling twa 0r Lilaie Passenger ssault lrtnsport teirils, thq) ntay usa thc Break
l/trough the ,Enew1 rule (scapdge 166) ds iJ'the1, were
tcttttts, it tlso ltas'lttnk L:corts.
tetw, a Mouttted Asstu/t'li'tnspart tearu
ctrrrl,ing ?tssergcts tutl (.lharge into Cailtn(t nndJ;ght ilt

As a lkth

msauh corubat. As Opeu topped Ttnb terrns, the p/ttoort


u,i/l bcJrccd ro Fall Brcl< by.fixe Lits or tu.,oDcsh'oycd ar
Brilcd Out uchiclesin I)eJuirc Iirc (seepagc 151t.

fattI rcut,t'.
At tl,e oil o.ftlte A:sa ult .\tep, XLounted :sault Ti'ansport
tedntr /h/tt iic Bdiled Out are Sent ta the Rcdr ifthey haue
Rcruowtt (secpdge ]02)
uo [ta:sergers, ar iutoiltdtiLnlt
tnrl art uo longer lltiled (t iJ they harc Passetgers.

',

li-

:r tnks re considered yital to Germany's war effort


only the best cmdidates ue selected to crew them.
in battle.the rough hidcs of rheir mounrs gire.
crews unprecedented suwivabiliry

letting

them

the nuances of the batrleeld while racking up


i m p r e s s i r es c o r e so f d e t t r o r e d e n e m y r a n L sa n d g u n ,
se men were highly skilled and led by some of the
tmk commanders that have ever been. Officers like
\Wittmann and Otto CarirLs learned their trade

Once in command of the fearsome Tiger tank, they


showed what the1. could do with the best equipment
available.
To reflect the abilities and experience of these exceptional soldiers, Fkmes Of War gives each platoon of
Tiger tanks its own Tiger Ace Skill. This skili gives them
the ability to perform the incredible fats of the real
tankcrs that manned these formidable machines.

lesser Panzer tanks or StuG assault guns


the start oftbe game before deployment, ro// a die for eacb Warrioy or platoon with the Tiger Aces special rule
including an1 KampfgruPpe made entirely teamsfrom platoons uith the Tiger Aces special ru/e), then look up their
7 iger 4ce \kill oq rhe rable below.
the Tiger Ace Skill is specifcal$ rolled for the Platoon Command tedm or d Warrior team, it only applies to that
ileam unles it is Schnell, Cleuer Hans, or For the Fatherland, in which cdsean! pl/ltaon it is part oJ'also receiuesthe

TIGERAcE STITTS
ScHNELL!
lhr5 PlaLoon belre\es il1 rhe rmponance ol
speec{ and most of their kills have been raci<ed
up

rhrough being ar rhc righr pla.e ar rhe

fE ;'-h;ilJ
/;

lh( plaloon

mnl

ruakc.\lurmlrooP(rr

ntqu() 0n

a roll of 2+.

CLEVER
H,Ns!
The drir.ers of this platoon are masters of rheir
vehicles. No matter how dilicult the rerrain or
horv 6rml1. stuck they appear to be, thelll have
r h e i r L : n k r h r o u g hr h e o b ' r a c l ci r r n o r i m c .
Tanbs in this platoon rc-roll faikd Bogging
Cbechs to cross Rough Trrain dnd Skill Tsts
to free a Boggetl Dlun tdnk. If thel, haue \Yide
Tiacks (seepage 61), they roll to Free tbemselues
(seepage 4'l) ty'ier re-rolling the Bogging Cbeck.

FoRTHEFATHERLAND!

utmost to secure rt,


7he platoon pdssesMotiution

outstanding
teamrvork and excellent
gunners of this platoon ensure that almost
er.ery shot hits its target.
Tiger tanks in this platoon re-roll anyfailed roll
to hit when thel shou.

./\ .) RAPIDFIRE!
(r.
Superb teamwork benveen the commander, the
\.1 gunner, and rhe loader means that this piatoon

,Y

maintirins a irigh rate of fire in comb:rt.

7he 8.8cm tank guns of the Tiger tnnkt iru th^


platoon haue ROF 3.

ToPAcE!
The commander of this platoon is a top eun, a
real Kanonel
Roll again to cletermine the p/atooni Tiger Ace
Ski//. If you roll 6 ngain, )tlu wdl c/toose the
platoon\ ski/1.

The soldiers of this platoon love their counrry-.


They knorv horv inportant
rheir part in
Germanyt final victory is and rvill {ight to their

of2+.

EVERY
SHoTCoUNTS!
The

Tsts on a rol/

ln addition, Rol/ n tbird time to genetat dn xtn


ski// sprcifcal$ for the Platoon Corpmand tank.
This giues the p/atoon comrnander two I'iger Ace
Skilk (the one for the pldtoon as d utltole, and
their aun one spefc to thern). IJ you ro/1 t 6
0r the same nuntber as the p/dtooni Tiger Ace
Skil/, you mdy choosethe platoon .omtttn.Je:
extra sl<i//.

BEGLEIT
EscoRTs

SCHRZEN

( ,\nl.rr\ .opicd rhe \or ier o acri.c of

Schiirzerr;rrethe thin arnoured platcshung on the sides

Il(

of some Cernan tanks to prorccr them frorn infntrr'

proviclirrg their ass:rultguns v,ith Begleit,or escort)

anti-tank r.capons, likc anti-tank rilles :rrrd b:rzookas.

infanrrtr Lo protect thein aeainst inlantrl. assaults


While aboarcl, the Begleit troops rc thc assault gun's

\Yhen a t'zu rlut is lrotecterl b1 Schlirzan is lit

b1 d

u,etpon witL a Firepouer oJ 5+ or 6 an tlrc Sidc truoLtr


b.yshooting nnd /iilt irs Arnour Sn,c, ro// t spet:inl 1+
.\cbiirztn stre:
.
4 tht :at,e is :uccessJlthe Schiirzeu protects tl:e ttnlt
.froru tl,c side shot.
.

nachine gun across the roof, frccing the gun'.screrv to


concentrare on providing cannon support.
AssauLtgun: utitL'lank

Escolts use a/l the normal litnh

Escoft rules. In addition,

an assault gun u,ith link

I1'the nt'e is uot turcessJ/thc sltot pmetrated the side

Escarts na.1,./trt its Hull ,ilIG dt t/te sil1( tine ir its


hu/l-mounttrl nttiu gun. Thls docs not pretent tbt:'fanh

tr ]?tot.tl'tJ lt a)iln l.

EscartsJiou shooting as uel/.

'l:::::"1::;:uti+:

ARMOURED
RocKETLAUNCHERS

STUKA ZU FUSS

'\rnrourecl rocket launchers can llrc rll oit rhe rockets


quicklv before scooting ofi to a ncl'loc:rtion.

Sd Klz 251 haLf-tracks in rhc thircl pl:toon of.he


atc httcd rvith V/urfuhmcn,

Iltnzerpionicrhontsttnie

An rti//er1, platoou aquipptrl uith

t r a r r c ' l , , r ' r i , I ' r r g r l 8 . m r o . k . t . . f l - c , . r r c r ' ., u d c v -

Ituncher

:rstating that th$-I'crc

Annourcd l?ochet
'Ii:st
tetnu thdt fred nntt r/t|t a Shi//
in the
A:sdu/t Stcp in:tatd oJ'mtkitg i Stlrntruopen t/lou 0r
nlelug S,drLin tn A:srtti/t:
.

Artilhry

rudr/<crs f'on

t 1.tt,u.,:

t//

Ilotkct

Lnuutbcr

ltage 1 38).
.

Ot/tarutisc, t/tcJ,tre Toas/otu itt gtttittg rtu,a),, /etuirt!


then tu/rterdb/e t0 rountlLt//c.t

tttII/t.1, fire.

Frr.f-Stuka

I t , l , s . l r n r , I r , . , , n . . l c ,l , ! ! , 1 , 1 , , , t n o t t l t f , .

IJ'tha! pnst rbe .tkill T4r, rctnol'c thc Snokt

Titril
tetrns (see

callecl .!rza:a

ou l(nt-

[]ombnrdruent iu a gzttttt, lnt


JJ:

l t \ 1 11 , s , 1 , 1 . ' f o , ,

,,q(

coutlts is six

You ntay tukt up ro six dTtelil?ts to Rnnge [n u,ith cach


.\n k d zu Fust roch e/ /tn rrt ch cr. Ed ch.f i /etl t Lt crnpt rcd u ces
The nunber af ueqoils.firiilg by ona. If .1,oufdil rll six
tttcLtl?ts to Rntge ht, thc rocl:cts htuc all heenJired, but
rulssed,trttl no Bonbndnaut
is pos:ible.
lf ntlp/,: Sat/<azLt frss rotLtt ldunthos ft'0ru tLe samt
platoon.fire, pldce n scpnMt( Tnplate tnd ro// to Range
ln scpardtcll u,lth ctcL n ifrhq, tL'cesepir/lft drtil./elyl
bttterics. Conplete e,rch StuLa ztL Fus rocl<ctLnncher's
[lontbdrdntett beJorebeginnlng thc ncxt
7he hnlJ:617;1,ls sri/l ttnihbk
nJier t/te Stuka n

To Trnri?ort its prxsaugers

FussJirc:.

i!i|1lll;.1.,.:..::a

,1,]1,.:;l:

h been said ofthe British Army that they always start a war by losing battles, Howertr,
not stubborn. and persistent, and in the end. they always come out winning

BULLDOG

NIGHT A.TTACK

200 years ago, a French general remarked that


British troops his infantrv attacked appeared to have
'n root and be stuck to rhe ground. They refused to
u n a w a yw h e n o t h e r t r o o p . u o u l d h r r e . N o L h i r r gh a .
m d B L i r i . hs o l d i e n . r i l l h a v ea r e p u t a t i o nf o r
nacity and stubbornlv refusing to give up ground that
have taken.
test their

Motiuation

to

in assaults,lou mqt re-ro/l the dle and


rhe re-rollcd re,ult ro all British plqtuons rhat 1i/eJ
the originol ro/1.

the middle of the night. In theory this proviiled the


infantq' with a cloak of darkress to conceal them from
enemy re until they had taken their objecrivesand dug
in to hold them.
In practice, delal.s ef6s. ment tht the attack lound

e backbone of the BritishArmy

is its Sergeants.Many

new subaltern has been advised to let the Sergeant


the platoon and to follow his advice. Ifrhe oficer
killed. rhe Sergerntir morc than rble ro keep thc

fighting.
platoon

ma1

i e c r e dt o v i c i o u ' c o u n r e r a r r a c ka' . t h e d a r b e g a n .
A player commanding a British Infantrl

Companl may

elect ta mahe a Night Attack in missians that do not ust


the Meeting Engagewent special rule (sre page 264). If
they do so, the game starts dt night tnd uses the Dawn

RY ON. SERGEANT

British

British infantrv often timed major attacks to srart in

itself still embroiled with the enemy at darvn and subplatoons

British

they ile nothing

the critical campaigns.

Charge into

Combat

rules on page 273.


\X/hen mdbing a Night Attach, the company has the
Alwqs Attack spacial rule (saepage 257), and dll British
Pldtoons contdining onl Infantry tedts
Spearhead special rule (seepage 261 ).

cdn ute the

and

without bauing a Platoon Cammdnd team,


ifit doesso, tbe Assau/ting teams do not need to be or
In Commawl

Tow HooKs

AND RUN
m o u r r L e dr n r i r a n k g u n s \ v e r en r i g i n a l i ym e a n r

The inlntrv often had dificultv getting their anti-tank

dismount to fight. Adventurous cre$.s soon devised

guns forward after attacks, so an armoured brigade in

for hiding behind a ridge, scoring a quick, short-

Tunisia deyised a very clever solution. lhey {rtted their

nge volley, then running beire the enemy can catch

tanks rvith torv hooks allorving them to torv the 6 pdr

m our
A British I'latoon with tbe Tip dnd Run special rule malt
to Tip and Run imnediate fi after shoating.
a Sbi/1 Tstfor rhe plaroon
If the test is pased, the platoon treats the remainder

guns. lt worked so rvell that soon almost every British


t a n L r v a ' f i r r c Jr r i t h a t o w h o o L .
Any tdn ftted utith a tou hoob ma1 tow a 6 pdr or
17 pdr gun, cdrrling tlte cretu as Passengersriding on the
Thnks (seepage 47).

of the Shooting Step ds d Mouement Step in which it


can moue uP t0 an7ther,l"/l1cm

awayfon

all enemy

platotns thdt it thot dt.


lfrhe test isfai/ed. rheplaroon remains whe,c ir i:
r aol. d p/aroott rhat dtr(nrptj to Tip aud Run
dfrnot t/1kean) plllt in ltn /lswult in the same turn.

l:r:].::,i,

;;,::i::fl-'

BRo.A.DSIDE

S E M I - I N D I R E C TF I R E

British heary tanks often open fire at very long ranges,


[ h e B r i r i s h v i e w t m k b a c r l e ra . l a n d w h c r er h e i rp r r l i c u ' e o f a m m u n i r i o n( r n c o m p e n s r e naval battles with the'cruiser' squadrons steamin{
for the difficultv ofhitting

the target. It means that their

out to battle enemy tanks while the other rms

ammo racks empty st, but theret plenty more avail-

and wait for their te o be decided. As a result, crui

rble for re'upply.

tanks'steam'in naval formations such as'line

Wedpons cd?dble of Semi-indirect Fire that didn't moue

a r r d c h a r g er h r o u g h r h e e n e m y l i n e s r i n g ' b r o a d s i d e s ' .

in the Mouement Step may re-roll failed rolls to hit when


shooting their mdin guns at p/atoons with al/ teams more

Only the turret facing is used in determining whether


shot hits the front or the side armour of a tank with
weapon tbat usesthe Thlly Ho! rule. 7hefacing of the

rhnn 16"/40rn awa1.

TALLYHoI

lhe Brnadside rulr doe, not apply when thc nnhs

British doctrine requires cruiser tanks to either remain

Ar the Double, as they aluays marcb with tbeir

concealed or be moving when under re. Under no

poi n ri ng lorwards.

c i r c u m s r a n c e, h' o u l d t h c y h a l r i n r h e o p c n . F o r t h i s t o
work, the tanks have to bc capablc of ring accurately

LooKING GOoD ON THEMOVE

or the move .
'lo
facilitate accuratc shooting on the move, cruiser

B r i r a i nw a r . ' n e o f r h e
f e w a r n i e r. o p u t a F u l rl u r r e((r e w
of conmande! guner, and loader in their anks right
from the beginning.This efficienrarrangementwouldi
normally girrca betrer rate of re, but rhc Tlly Hol rule'.
tradesthis fr the abiliry to fire on *re move instead.
.

tanks have high+pecd powcr traverse systems capable


ofspinning

the turrer through a full circle in 10 seconds

r n d f r e e l v - m o u n r e dg u n r . t h e 2 p d r g u n . h a v e n o e l

\ X i r h l a l l y H o l . r l l o w i n gB r i r i s hC r u i . e r ' r o r a . ea r o u n d
the table, the Broadsiderule makesthem look good while .
rhey are doing ir. lWith roadside,plalers can have rheir, i
tanks racing past rhe enemy firiag as they go.

eyating controls. Instead the gurner aims thc gun using


his shoulder, making them very accurate on the move
at short ranges.
Tiz/ly Ho! means thdt tlte listed tuelryln does not sufer an1
penal4t to its ROFJr shooting on the moue at rnnges up
to 16"/10tm. In efect, it is assumed to be fring
ryoue ar d// timcs!

ore the

Teams with Titlly Ho! still cannot shoot when mouing At


l

'
l

:,.r

ORTWELVE-GUNBATTERIES
idsh artillery batteries have ts,o or rhree mostly inde
t r o o p so I F o u rg u n sa p i e c e .B y c o m p a r i s o n ,m o ' r
tries have only four guns in the whole batteryl

MIKETARGET
P r c w a rB r i t i " h a r t i l l e r yd o . r r i r r ec a l l e d o rp r e c i . i o n l i r <
a i m e d a r d e s t r o y i n gi n d i v i d u a lp o s i r i o n s .W h i l e t h i r u a '
useful for small colonial wars, in the fast-moving battles

Combined Bombardment, antl

in the desert, the gunners soon learned that getting


r o u n d . o n t h e g r o r r n J a ' f a . r a s p o s . i b l ew r . m o r e i m -

Battery special rules. In the Mid and Late-war

portant. Now British artillery has the fastest response

Artillery

Batteries

Conmand,

with

Staf

teams use the

ils, thel also use the Mihe Target special ru/e. British

tines in the world.

llery Batteries in the Early-war l,eriod neuer use the

\Tithin minutes ofa target being identified British artil-

Thrgetspecialrule.

lery can arrange a'stonk'on any rget. IFnecessarl.,the


'Mike
Trgei when ordering a

observer used the code

DEPENDENT
COMMAND
itish artillery used a flexible battery structure with two
three semi-independent troops. These toops coulcl
a r e : e p a r a r e l yb. u t f i r e L o g e r h errl l o u i n g m o r e g u n "
b e b r o u g h t t o b e a r o n t h c r a r g e ru i r h o u r . r e a r i n gr
trget for nemy rtillery or aircraft.

\il/ithin a relatively short spce oftime 24 guns rvould be


pounding the target as fst as the loaders could shove the
rounds in the breach. The efi-ect rvas dramatic, leading
Getman prisoners ro ask to seethe'belt-fed' artillery on

batteryi Staf team must be attached to a Gun 7i'oop


its b(tter)t nt the stdrt ofthe game beforedeploymant
t. n) Gun lroop within Lomryand Disran, r of
bntteryi Staf t?am. ruuilu at hauing a Staf tcam
'allouing
it to use the All Gur Repeat! rule)
tbe battery has an HQ

bombardment. A Mike Target required every gun in the


regiment that wasnt otherwise occupied to join in!

Tioop Command tearu, it

t alsa be attached to a Gun Tioop from its batteryl


the start ofthe game before dep/o1went, becoming the
Command team for the Gun Troop. If the HQ
roop Command team i' Desrrol,ed.rl,e origittal ['lotoaq
tnm resumesthat role

BOMBARDMENT
Ii rhe Firsr \/orld \flar, British gunners quicklv learned
i r r o o k a n i m n r e r r s ea m o r r n r o I b e . r n . r r L i l l e r vr o
stroy dug-in infantry, more than they could muster
they found worke.l better was smothering th
with lighter shells to pin the defenders down
the infantry assaulted them.
Gun Troopwirh rhc bnrrcrl' \rof tenry. n1 anl sther

their way to the rear!


A batterly ma1 re-roll their frst faikd attempt to Range
In. IJ they fdil on the re-roll, they xill hdre tul il1orc
rdnging dttemp^ leJt as normal. Thej do nat get /1 re-rull
on their secondand third attewpts.
Vhen a bnttery rcpeats d Boitbardment

using the All

Guns Repeat! ru/e, the entire regimentjoiils in. As a resu/t


ttnJt tedms caught untler the Bombardment must re-rol/
successfu/ Saues.
Some ru/es refer to Bombardntents usittg the Mike Tuget
'pc, ial ,ule as 5tonh, or Xlurtle+.

SUccESSFUL
SAVEs
A successful Save is one wlrere the Saving ream is conrpleteli'

sale from

harm

rvirhout

:rn"

Fireporver

Tsts

needing to bc rolled.

HMG BOMBARDMENTS
The British concentrated mosr of their Vickers medium
machine-guns (rated as heaw machine-guns by rnosr

nTioopuithin Cimnand Dista.nce


ofthebatttry\ StaJf nations!) in specialist machine-gun batraiiors. These
, md! act di the base of a Combinecl Bombardment
the Mixed Bombardwent rule on page 131. An1
r Gun fioops from the batterl (whether 0r nlr thl
r nedr the Stafi team) may join the base troop before
to Range In andfre

as a single corubined Artiller1

Batterl.
a Gun Ti'oop fom dnlthe bnttery that has the
Bombardment special rule has a Stafi team

used the full range of machine-gun t:rctics, includint


long range area bombardments.
Some units, such asthe machine-gun plaroon of :r motor
battalion, did not receivesuch specialisedtraining and
used rheir weapons in a nore convention:rl lshion.
British Vickers HMG taans, dnd HMG Caniers .fring as
HMG teams, canfire banbdrdnents (un/esstheir platoott

is zuithin Command Distance of its Stalf tenm, it ma.y

entry speciJicafu stls otbarutise). Tbese are conducted


in the same way ds t1ilJ other Atti/ler.y Bombardment.

be combined into the Bombardment, along tuith an1

Houeuer, since thay haueAnti-tank and Firepou)er rdtings

Gun TioopsJrom its batterl.

of'-',

thel cannot harm Armoured uehicles or Destrol,

tedms in BLtlletproaf Couer, abhough the1,clln stil/ Pin


them Doun.

.t

i':.:::a:i:
l;.:,rt, ,,:

::'i.:'

:"

The Red Army entered the war in a state of chaos. Stalin's purges had eliminated the professiona-l
before the war, then German victories wiped out the entire prewar army within months. The Red
desperately rebuilt its strength with brely-trained
conscripts. Yeus ofhrd
fighting forged the suroivors into
a wr-winning
force capable of taking on md beating the best the enemy could offer.

KoMIss.R
A Komissar is a Comnunist Partt olcial rvho supervises
the soldiers to make sure rhev display the proper level
ofenthusiasm in battle. A lack ofheroism in c{riving thc
Hitlerites liom Mother Russia is not acceptable and the
Komissar rvill not hesitate to shoor soldiers who show
'It
fear during battle. As Comrade Stalin said,
takes a
brave uan not to be a hero in the Red rm1'.'
A Kortissar team mdy dttttpt to force thelr troolts to obel'
orders aJler Jilirug a Iotiuation Tist to Ra//1,fi"om being
Pinned Doutrt, to Couilterdttdck in au nsau/t (prouided
the Komis:tr is an Assaulting tcatn), or t0 pdss d ?/dtot)n
fu[arale Clteck (but not for Tbnli Tlrror or any other
ilfotiuatktn Tsts).
A K7missdr dttmpting to Jorce tbelr tr|apt to obeJ)7rders
rntut be In Comnnnd, and ruust immedidte/y Destroy
orc lrtntry
or Gun teamf'om tbeir otun p/atoon (Soet
cawpdfl!) that i: uithin
Iiornisnr

the Comnand

Dittance oJ'tltr

team. The Komissar te/tilt cdilttot Destrol'an

Wnrar tenm, Indepandent tearn, or itsa/Jin this uay.


If 1,ott roll tt I for a Motimtion llst re-rolled using thi:
rule, the soldiers dre ?uthed ?dst the poitlT of brctking
and reuob against the Komissdr! Iry tLis t'asethe Komissar
team is Destroyed ds utcl/.

IJ the Contpanl Command team of the conpany (Souiet.


hurtaliou ' u, a Higl'cr ( amnrand teatn J,asjoined the
.nryponj. rc-,oll rhe Motiuariun fct lor the comman,hr's
infuence Jirst. (the unit Jik the re,roll, the Konissar
a 1 1/'s11
s114t4p1to lorcc thr phtoon tSouiet eompanyt
to obcy orders. lTtL is an exce?tion to the ruLeprcuenting
d testJi'am being re-rolled more than lilce (seepage 20)

BATTALIoNKoMISSAR
As rvell as the Komissar assigned ro each company;
your battalion has a senior Komissar responsible fbr the
entire battlion.'lheir role is to assisttheir deputies in
removing particularly dangerous rrairors and restoring
d i . c i p l i r r er h o u l c .ilt b r e . r kd o " n .
flt, Barrtlion Aomt,sar rcant in thc rcrypdnj (souier [tarraliot' flQ i, t W, rior t(.utt. U th( Barralio,t Kotaitror
tearn Joins n pldtoon (Souiet nmpary), it tahes ouer the
r i u r ; c , o f , l ' , q u r n t t l h o t q i s : a .t , n r y . 7 l ) ( K o r y i s s t ,r u m
hn,,ro c.lleetn, /nqo a, rhc Bdttalinq Koryissar reary
rcnnins joiiled to the platoon (Souiet compary).

hi ihe
Soviet economy and social system emphasises cenplanning and control by the government, and
is applies to the armv as well. Soviet generals prefer
ir troops to strictly obey orders, rather thm

think

themselves. To. reflect this, Soviet forces are organ


differently from other armies. For game purposes,

a ipecil rule lisx tbe

types ofplatoon (50eT camparyt) that they can Infhrare


with. Theplatoon may Infbrate with lne platoln (Soaiet
c7mparyt) of the listed 4,pe, and any Warrior tedus thdt
Join them, .when thry {rre dftdcbing in a mission with
Prepared Positions and haae the frst turn.
!n,rcad

Soviet company is treated as a single platoon and a

Infl*ation

hole banalion operates like most armies' companies.

Infbrating

of makiug
platoon

Rccre Deploywenr

and

Mouc. rhe

the platoon

and Warriors
witb it moue up to 16"/10cm (regardless of

their Moaement Distance), remaining within Command

Wereuer the rules ta/k about d Platoon, I'ou can ako


thdt as a Soriet camPdryt.Where the rules talh about

Distance oJ each other, and tabing an1 rolk needed to

ilm?anJt, lou can also read that as a Souiet battalion

crossRoug/t Tbrrain and Obstacles. lheir mluement md!

a Soviet company is led by a Platoon Command

not take them uithin

and operates like a large platoon. A Soviet battal-

Any In;fibrating team that ends this mouement within

is led by a Companv Command team md operates


a large company. This means that while a German
must remain in command to move freely, an
ire Soviet company must be in command ro do the
Similarly, while the enemy shoots at a US platoon
shoot at a Soviet companv

TRATION

8"/20ctn of an1 enemy tean.

16"/40cn and in ofLine ofSigbt ofan enemJ,tam is automatically detected ifthey are either not Concealedfrom
the eneru! team, or the enemy team is a Reccetean.
If the Infbrating

rrlops dre not automatical$ detected,

the opposing player rolls a die:


.

Ot a ro// of6, they are detectetl.

Otberuise, tbey haue inJibrated undetectad.

.er soldiers have a reputation for being long-suffer-

Ifthe [nfbrators

and tough-mindecl. They swim freezing rivers and

the frst turn to their opponent.

thiough trackless swamps in the pitch darkness


r e a c hp o s i r i o n " c l o s e r o . o r e v e n h e h i n d . r h e e r r e r n .
the battle begins. Of course, one carelessslip, a

are detected, the In/iltrating

Ignore enemy \ilarrior


InJihrating.

player giues

and Independent tearus u'hen

7he.y do not linjt

dn Infltnting

tearn's

m7uement iu aruy way and cannot dtect tltem.

loo loud curse, and the enemy are aierted too soonl

WALL

ROLLUP THEGUNS

Soviet Union combined 122rnm howitzers wirh


guns in rheir divisiolal artillerv battalions. The
ter gun\ are deadlr rollcd for*rrd ro.hoor ovcr
sights while the hon.itzers bombard ftom behind.
, their bombardments are highlv ective.
rtillerJi bdtteries (Souiet artillery battalions) contbining
76m m gu ns t,uch a' rhe -bn n Z I S-3 t. | 2 2 n, q ho wi t zct,
a' the 122ryry obr l9J$). aqd 120ry'q ryorrth
(such as the 120-PM-38) may,;fire thcir l22mm ho*
itzers and 120rum mortdrs as d se?ardte battery apart
their 76mm gwr.
If any 122mm houitzer or l20mm mortar Jires an
Arti//er1 Bombardment, you rnust e/ect ta either:
.

include any or all oJ' the 76mm gnns in tha


Bombardment (using the Mixed Bombardment rule
on page l3l),

but not shoot with

the remaining

/omm gans, or
exclude all of the 76mm guns from the Artillery
shooting nonnally uith the 76mnt

Bonbardnent,
guns instead.

rulr ouerides the No .\plirring of'A,ti/le11 l-ire rule

page123.

The Red Army has a doctrine ofkeeping its guns right


up in tbe lront line where they c:rn firc over opcn sights.
To nakc this possible,thev design their guns ro be lighr
enough for the crervsto push.
Souirt Mediun

and Heaul (iun terrus tnd StdJJ tcarus

moue as iJ'they were Light Oun teams.

VoLLEYFIRE
'ifhen the aclvirncingSoviet arnv came acrossa Gcrman
strongpoint. assaultguns and artillen' b:rtteriesstopped
to blirst it using:r m:rssivecenrralisedvolley.
If thel did ilot moue in the Mouentent Step, Gun tenms
and Tirrretles: Tnk tedns (sttclt as the SU-76, SU-122,
and ISU series) rrtttl, rrroll

Jihd rolk To Hit when


shooting, prouided the etsiest tetlm to lrit in the tltget
platoon is utithin 16"/40cm.
It takes tinre to build up the volume of fire that Soviet
gunrers prefr, making it irnpossible to use volley re
tactics el1ctivelvin a hastilv-organisedambush.
The Volley Fire rule does not app!
guns, HMG
when fring

to uehitle mnthine-

teams or any Anti-aircraft

wedpou, Ltot'

Artillety Bombardments, in DeJinsiue Fire,

or.Anbuscade

*":'
QUALITY oF QUANTITY
l h c R u s s i r n sh r r . ' . r s . r r - i n qt h r t c l L r r r r r r iltrrr r sa q u : r l i t r

5I-ITRAE
F OMPANIES

rll ofits oln.

lleck

T l c b i q l r r n l r i o n s u s c c bl r r h c l { c d . \ r n r r

r . r l i l ri l o f o f s h o o r i n qt o s r r p .

\taiins rnilrrous (lrler lll

.\or Onc SLcp


firrrrccl,\lriirfzlt'r .Ro1lor l)cnrl (ionrp:rnies

in .:.rcirrmr. lhcsc l-cr.- LLsecl


i1silssrlLllL
Lnropsorr riskv

,,1planor l.\ot.ir.atxll!ilt') uirlt 'zr ltt,r.ft.tict ltti)rnn.1, op!'rirtions u here Lher could rc.Lecrr thcrrscllcs with
o; (itrt rLttt: l;t (,trtnrtrltrl lus (ltrrltty o.f ()rr,uttit.t. r h c i r b l o o t l .
1il;lurlt il,t L'iIti)iii It,iiit, ttit) ntTtLtllralliliu\. tUtl ttIt)
\\'itrrior tittl Ittr!t1,1;ttltitrrLrtls rlnt l,tt,c loiirttl jt u'l,ttt
/Ltu:uiiti;t< li t l,ltt,o,' iSot irt i.)tt?nit-)) l,,t: (!trlir.)'

S i n c c t h , : s o l r l i er s c f t h c S h r r i r iC o m p r n r , c : r no n l \ g e i n
p r r < l o n i i r r r h c i r r r i r r c s ( s t r c h , r s s p r e , r c l i n qc l e i c . r t i s t

a.i Qtr n tir,.

\ h o o t f r . r i t o r sr t l e n r P t i n q i o d e s c t t o r s u r r c n t l c r .c r c . )
t i t h t i r c i r i r l , r o r l .r h r r . t c r r r lr o b e h a r d L o s L o p r .

/) llitoo;t I.Sot,itt ,ttt2,i;t,. ) ti,!tliit:! iltc .\itootitt:<\tt!


rtirl, ()ltlir.,, ol ()rrrtttirl irt!t tttLr rr Lt,t;t tctr ltit
I,itt:tt,rtlof rl,r t!t!rt! iltt) i;t tt ,ittSlt.\ltaori14l\11p[1]);g
l,ct Lcroirr [)ittttrtl [)rtr.tt. tlrl,orgl,,1 11,'r.,i,
ltir l)o;tt rtt
,i r t! I I i t.1 Bon t ,t tl t tt t' rt .,t i | | l) i tt: tl tr n r I)o u'tt.
lLttt' .froir ,t l,!,rn,t't :.\rt'itt to;ttlrtit.),) ittiiiil!, tl)!
,1;ituli \tp rr lilt (lttlit1,o.l'(!tr,t;ttir.t t:t,t1 (.lut.qr titto
';
(.ox t.i nit(l ( ollt()nttttiL
.ijul l..l )01;it trLtl f)ot,t
ri,t t i t t i tt.t,i,tt i, t t tl,,t t t ill/, ll,l-r !t! t i !. TLt! ri t \ .1!t ) rh L,i

p r o p r q r n ( l r . f i r i L l n qr o r e p o r L c l e l t : r r i s L
relk, l;riling to

.1ra, inrttii,ttt ./ttItIittg 't Sbnu.i' Cottp,rtt.1ttt\t rlIil r)ts


,lrrarlL i;t ttit.)' itlij.iioil. 'ls rtir tss,rttit t]tli, J :l,fri'
Cottstt;r.',.t!it it(1)t'11rTt(111!r
n Di3, lt tttl ;Lruti Lttt:
.hvlt tl,c l);r'p,rrctli)ositiott:,7rtinl rult.
.\olllt;: trtit'!utl to t(n.r irt t \l,rrtf (.o;tlttt.l, l,,iiu,t
ol.litilttt

t;r tltL ltt/Lfitll.

., :trch, t Sl,ti,t.f(.:oi)tl,t1t.t,

ilti',t.,! !,!)),, ,i ,\fttrLrricit 7c:t ott t rull o.f)+.

i l L t , u t s ,i t r t s p l ; i 4 , 1t a 7 i L , , r . \ ' l t t r a .(l . 0 : n a t t . 1 , 1 , 1 1 1 , 1 1 1 1
!!rorci t.r'l,ctt/,tI jit,! t {.ar!ltx), ,t':lrriL ( l,trt. lt loc:
a 1 ! i / r o o t ! 1 . \ t t . i L r , n t i t r , t t t l ' ) t t , i r l , , t t i t t : , t . l t c c i r l : . v t r l t j i r yiiot
, it.!d ta t/,c ;tirnber of aptutiotttl pittuo,t:, ;toi r/ot:s
l,t.lrittTr.]
rLt;,t, tt!!t 7Ir nt ioii !iit hltt itt I)cfbrit,t Lirc
ii eorutt t: Dcsttoyad i.f it suft)rs rlttr f;iit.
tl,tl

l)"il0titt

ttr rtj!l t\ol t!::!irlTjit.l:(ttiit;.

l,,,iit;L tl,t..,rrr, l)irtirul l)ou rt tnt! furccl to 1-t/1.Rtt:[.

-:+;:t,

:f
o1::;

- ,,,ire*

,lir

t . ; l t ' -I '
.,".,,|

li;:l

HEN AND CHICKS

CUPOLAS

Soviet tank lossesrvere incLedible. ln 1L)4), they' built

Frorr the niddle of 1943 nerv T-34 tanks rvere 6ttcd

10,000 light tanks, 12,000 medium tanks, and 2,000

rvith a comnander's cupola to improve thejr vision.

heaw ranks, :rnd received 4,500 rrore fiom Brjtain,

Trmhs.fitted uith r coun,tuder's cupola do not suJ]r thc


eftectsof l.inted l'ision 6ee pdge l ) 8).

Can:rda, :rnd America. In drat r.car thcy lost 16,000 of


r h e r n .f . r rn r o r l . r n l ( r. l r r r r . r r r,r. h . r . r n l ) ( \ n p o \ .e'.edl lhe onlr urr

rh. Rc.l .\rrr'r .orrld kccl' rrp

with.such lossesr':rs ro rush tank crervs ilto b:rrrle r.ith

TANKODES.NTNIKI
'lhe
tanks o1'Lhe ilecl Arnw sulTereclheln

rninimal training. Conbined n'ith a lack of radios irnd a

infanrrt tank-hunler teans. The solution rvas to prorect

preferencelor going into batrle rvith all h:rtchesclosecl,

the tanks \\.ith tnilk0lerdiltnl1,submachine-sun,rrnrccl

this resulred in Sovicr tanks blindlv

c o m p a n l ' c o m n a r d c r . a s r h e G e r r r i r n sd c s c r i b e di t ' l i k c

troops rvho ricle ro battle on rhe back of dreir Lanks.


'Lutk
Inles uith Lmhades,tnxtihi hm,e
Escorts (set prges

chicks fcrllorvingrhe mother hen'-

)00 tntl 201).

If a P/atoott Contruztd Tatlil nrcrr

follorving

rheir

losses to

in thc Matenent

Step, a// oJ'the Tank anl Trtnsport tedrils iil its phtlon
(SoLlet tompary) rnut motr as ue//.

T,NK.RIDER
COMPNIEs

IJ'the Platoon Cornmdnd team dots not tnate, ouj

escortsrvith tank ricler coupanies trained to riclc tanhs

Thuk

'lhe

Red Arrnr

backecl ttp :Jte rdnbodesannihi rank

aud Ti'ansport tedms thiT stdrted the MoLetnent Step Out

into battlc. thcn dismount irnd clc:rr tcrr,rin:rirt',rc1o1-

af Contmand nny rnouc.

thc tirnks.
'ldrns.fivu

Any uel,icle thdt rtores ddds +l to thc scora required to

Tt-rilcr

(.arnptnle: haut t -J+ Sduc u'l.,ilc


ds Ptlst(ugeri. The.1,
rlo ,rt rrr,

Lit u,brn shaoting tuith its rntin grot or gurts. lhis girc: tt

f,,Iouutetl ott t TtrL tan

curnulniu partttlt.y oJ'+2 Jr RO| 1 t,ctpons. Mtchineguns tnd l'lnne-throu,ers do il)t luler this pentlry.

Ta DislnlurtT Undcr Firc utl,en ltlt. 7/tey tdtt rt'trt'tirt ott

+*
I
.

J
rR-^r-

tl)( tn|tkt ittrTen(J.

*]..':::j-]']

lFT.eCovrAN:"lN< :F A3),.- CJvpANl


^t-- -- r1t\ a\) C-t:<a 3'c a- Q-- va.;,
--t (:voa\
v-s- vo\.
oE

;;,>:.:]:

El'l\N FIRECAiSa, Nls ,-rNK ia B Ou CF a)r f;Attt. i.


--a
-a\<
--5 -!\(
-: I
F
f:,4
\.- \'-'.4
c:vta\)
BE IN COATI4AN'A TE NDCF TIE ft,AVEil\r,IITSrc?.
i

Wfirr lrt ac,il,ria\, ir\<


l,CVa5, V9RYaANKt\CVtS
(/Nt iAKs Bc63t\3 Ci\aKs
IF NeCeSSAer,aV.\ tF t1
/,?NS 10 ENt i15 ,fCVrENr

. i,l":
rl:lT

BCAU)EEVRYANK HA9
MAVE, TlCf ALL SUFFER
A +]
TENALT/TC IiIl I{HENSHOOIING
. |EtR 3UNa.lHeR6 tS Na
IAACIIINPNALTY
OR311CTIN6
:, CUNSAP.FLA/r,.-fHeCN.9.9

lF THe CC\AilANDANk ,O65N'i,i1av, aN!"


cAtv,s itlAT AReaui cF ccvil,A\)) ,rr
-jvs -.4f
"\af:.
\ee B:::9) 2--..\ --<
O\-.
. -9Ouf AN, ten BtilNr Br liL ?u1caN, aR tEAra
tA NEP7aRA.|lra, 9Y iN.-R41ti41E
,-.q\Ks
BEIN6BLC4N U? aANaVeRBE Au CF C:l/'tANr.

r:l.'

':"1

Missions.
W h a t ti n a M i s s i o n .
StmdrdMissions......

... , ,.. 255


..........25i
......255

M ; i s i O n iP
olay..,......... .....,,'256

... ...'258

Objectives

ingYourForce,
.....,....,
'
Deplo;mentArea,......
......
: Deplo-yingCompmies..........,,..
:.
I DeployingPlatoons....
......
D e p l o y i n g T i m s p o r t s. .
., .....
W r i o r sm d I n d e p e n d e n i T e m s. ,. . . . . .
......
HQSupportweapons...
..CombatAttachments...
.,.....
SpeuheadDeployment.,......
..,,.
. RmdomDeployment....
Fortifications
AreaDefences
FortiffedPlatoons..,...
P i o n r S u p p l y V e h i c l.e. s

259
259
259
259
259
259
260
260
261
261

.,.......262
... , ... 262
...,.,262
..... 263

........... 264
S p e c i aRl u l e s .
MeetingEngagemnt..,
....... 264
P r e p u e dP i t i o n s . .. . . .
.... ., 264
.... 266
Ambush
ImmediateAmbush....
....,.. 267
Reseries
,,,,268
DelayedResenes.......
.,....269
ScatteredResenes......,,....269
MobileResena
......269
...... 27O
StrategicVithdrawal....
OvertheWire
,......271
.....271
NoMart'slmdPaols...

,lti::i:l

NightFighting
.........272
M o v i n ga t N i g h t . .
.. .... .. ... 272
ShootingatNight..,....,...,
272
NoAirSupportatNight.
...... 272
TimeofDay
Daylight.
Drkness
D a w n. .
Dusk...

...........273
...........273
..,........273
.... 273
....273

EndingtheBatde
H o w l o n g i sa G a m e ?

........274
.........274

DecidingtheWinner,,.
..,..,..,275
WinningwithNo Losses,.
..... 275
C o u n t i n g t hSe u r i v o r s . . , , . . . . , . . . . . . . 2 7 5
ThereareNoDraws.....
.,,.,. 275
F r e e - f o r - a(l F
l a i rF i g h t ) .
Encounter(FairFight)

..... ., . .. 276
...........

DustUp (FairFight).

277

....278

No Rtreat (DefensiveBatde). . . . . . . . . . . . . , 279


H o l d t h e L i n e ( D e f e n s i vBe a t d e ). . . . . . . . . . . 2 8 0
P i n c e r ( D e f e n s i v e B.a. ,t .d.e. .) . .

281

Surrounded(DefensiveBattle). . ., . . . . .,, . . 282


FightingWithdrawal (DefensiveBattle) .....

283

HtyAttack(MobileBatde)

......

284

Cauldron(MobileBatde).

.,.....,

285

Breakthrough (Mobile Battle)

....

. 286

Counterattack(MobileBatde).

..,.

287

No Mmt Lmd (TienchWfue)........ . . 288

::::

.: . :. .t_a,r:ttl,::
1
:,r::i.'rt:::.riii,$.:r.
'll p::.::ia,i::1:
'
l:ri,:1,, r'r,,,.

'.

tWhile you can just stick your forces on the table and
Iight until one side is completelv destroyed, missions
and scenarios can add a whole new level to the game as
players struggle to take or defend speci{ic objectives or
achieve other goals vital to their sidet war el{ort.

WHAT'SIN A MIssIoN
Ail missions n Flames OfWar are organised to give you
the critical information lrou need to play the mission in
the order you need it.

There ;re L*elvc .tandard miscion' in


i n r h e r u l e b o o L . 5 i m i l a r m i s s i o n sa r e
t o g e t h e r . o r h a t y o u c a n s e l e c tn e r v v a r i a r i o n so n
mission vouve tried before rather than playing the
mission agair.

FAIR FIGHT MISSIONS


In Fair fight nissions the artackersand defenders
idenricaJ.hrllenge'.
.

Each mission starts wirh a general brie6ng explaining

Free-for-all: A wpical meering ngagemenr w


p l a y e r s[ ) c e o l T a c r o s sr h e r a b l e .r r y i n g L o t a k e o b j e c tives in the opponent's area.

rhe nission and a list ofthe specialrules to be used. You


can 6nd the special rules on pages264 ro 27 l).

Encounter:

YoUR ORDERS

Dust

Similar to Free-for-all, but with halfo


e r c h l o r , e c o m i n g o n a \ s c J l l e r e dr e s e r l e s .

Each mission has a table map rhar provides a visual referenceForthc deployment:rreas,objective areas,ancl the

to Encounte!

bur fought dia


aggressive

arriving near the objectirres.

ing and defending plyers in general rerms. This gives


the battle some context and guides the players towards

TABLEMAP

Up: Sinilar

gonallv across the table with

second section dellnes thc goals ofboth the attack-

victory..

STANDARD
MIssIoNs

DESCRIPTION AND SPECIAL RULES

'Ihe

DEFENSIVE
BATTLEMISSIONS
In delensivemissions,the attacker seeksto
o b i c L { i \ eh. e l , lh ' r h . J e f c n d e r .
.

location of No man's Lancl, s well as indicaring u,hcre

No Retreatr A basic-attack/defence mission where


the defender has a platoon in anbush, but half
r h e i r f o r c ei n r e r e n c .

any reservesand reinfbrcenelts n'il1 come lrom.

Hold the Line: Similar to No Retreat. but rvith


defnding anbushes and rhe reservesarriving later

PREPARING
FoRBATTLE
The next section explains hou'the battle is ser up. Most
nissions have objectivestha. rhe playershave to caprure,

Pincer: Similar to No Retreat, but with the


arriving later and on the atrackert llanks.

and rhis section tells s.herc rhe objectives are pl:rced. {t

Surrounded:

Ihe defender starts with dreir end


force in plar', but under attack from nvo directions;

also defines the deplovmcnt areasof both plavers and


teils thern how to deplov their fotces.

FightingWithdrawal:
Thc dcfender starrs wirh
entire force in play, but nust withdraw platoons
the game goes on, holding out for eighr turns.

BE6INNINcTHEBATTLE
This section tells the plavers the srare of their forces
at the besinning of the battle and teils them rvho gets

MoBILEBATTTE
MIssIoNs

the ilrst turn. It also walks them through last-minute


pre-battle ctivit-y sucb as advanced reconnaissance and

In mobile rvarfare missions the defender is forced


f i g l r r a m o b i l e h . r r r l et o h o l . l r h e i r o b j e c r i v e . .

sneaky infiltration bv one or both sides.

Hty Attack

Cauldron:

evidenceof its succcssfuldefncc.

Breakthrough: The defender's mobile troops


l o \ r o p a n o r r r f l a n k i n ag u a c kb y r h e a r r a c k e r .

DEcIDING
WHo WoN

Counteranck: The arrackermusLsrop rhe dee

ENDING THE BATTLE


l h c n c x t s e c r i o nL I e l i n e r. h c c n d i n g c o n d i r i o n so l r h e
gane, usuallv cirher rhe capture of m objective or clear

Thc last section rells which of the plavers has won the
game and how well they did. This is a more game,based
definition of the players goals than thosc given in the
Your Orders section and is usuallv based on who holds
certain ob.jectives r the end of rhe bamle.

Both sides start with half their


in reserve, although the attacker's resenrs are
The defender is cur off and.tnust
r e l i e r e db v t h e i r r e s e r y e s .

from linking up with a trapped pocker.

TRENcHWARFARE
MIssIoN
No Man's Land is a special mission for bades
place in No Man! I-and betq,een trvo fortified forces.

common quesdon when two plavers arrange a game

you might think, that sounds like Dust Up, but differ-

ivhich mission shall we play?'. There are a number of

ent'. In tht cse, take the Dust Up mission and play

of nsweringthis quesrion.

around with the rules, perhaps giving one side more

p l a y e r si u r e l e c rt o p l a l F r e e - l o r - a lsl i n c ei t i r r h e
; i m p l e s tm i s s i o n .T h e d o w n s i d eo f p l a y i n ge n d l e ' sg m e s
Free-for-all is that gams get rather same-ishr m e t a c r i c a lc h a J l e r r g ea'n d o b j e c t r v e ' .

always

roops

on table, but making the other side's reserves

come on faster to better march the actual battle.


You can take this a step further by speci$'ing the forces
r h a r b o t h s i d e sw i l l u . e l o r l o u r s c e n a r i o .A d d i n g r h i s
last step can lead to some truly fiendish situations where

way of deciding which mission to pla)' is to roll


the Random Mission Tble. This is quick and simple

yoti or your friends have to hold against desperate odds,

provides a wide variety of tactical challenges and

only saved by the river with just two bridges that the

Sering objectives for both sides


third method is to look at the forces and the rable
u p m d p i c k a m i r r i o n r h r r l o o l s c h a l l e n g i n ga n d
teresting (or perhaps just one you havent played in a

enemy has to crossJor perhaps it teally is a doomed last


stand and the goal isnt to win, just to see how long rou
can hold out and how much you can make the enemy
p a y l o r y o u r e v e n t u a ld e l e a t l

This method takes a bit more thinking, but can

In the end, it's up to your combined imaginations how

in really interesting and challenging games. A fun


t on this is to gt a mutual friend to pick a mission

far you take it. You might even want to model some
specific terrain features or painr up some new units (or

you. This can result in some really .intriguing games

even a whole company) to recreaaethe battles you read

forces struggle to overcome their own limitations and


terrain to best an opponent facing equallv challengb u L d i l T e r e npr r o l r l e m . .
nally, ifyou are feeling like something reallv di11rent
could take one o the missions as a bic idea and
it. Reading about historical battles can provide
a t i o n f o r s c e n a r i o rl i k e r h i s . f u y o u a r e r e a d i n g .

about in history

The forces fighting a battle are rarely perfectly matched,

ALWAYSDEFENDS

One side or the other will be better equipped to launch

Some forces e focused on defence, holdin$


the line until orhr formations can launch a decisive,l,

an attack having massesoftanks or specialised engineering equipment like armoured flame-throwers. By rhe
same token, a force may be heavily fortified with lots
of inlanrry and guns. more ready ro conducr a -roul
d e l e n c et h a n a n a r r a c k .T h e n a r u r eo f r h e r w o s i d e , d e termines which side attacks in any battle.
Euery force is de,cribed in irs lntelligence briefng as a
Tank, Mechanised, Infantry or Fortifed Company.

TANKCoMPANIES
ATTACK
Tnks are expensive to build and maintain. They are
held in resewe unril the rime is right for a big anack.
A Thnk Company will alway
Mechanised, Infantry,

be the attacber against a

or Fortifed

Compaq,.

infantry

any otherforce tbat is not /1Fortifed Cltuparytan.t


nor hauerheAlua1sDefendsperialrule.

ROIL FORTIES

'S?hile

there is a natural tendency for ranks to attack md


infantry to defend, when two forces of the same rype
face each other, it is up to rhe ygaries ofthe banlefield.
as to which will attack and which defend.

\Y/hentuo companiesofthe sametypefaceofr both


roll a die and the player aith the higher score attacs.
rhe euenr ofa tie roll again.

MECHANIsED
CoMPANIEs
ATTACK
Armoured

Loun telattack.
Some companies haae a special rule rerluiring them
Aluays Defend. Theseforces will alway defend agat

follow

the ranks, expanding rhe


breakrhroughand holding rhe gains again,r enemy

counterattacks.

lilben two Fortifed Companies


face ofi we recommend.
that thel play the No Man's Land uission (seepage 288,
rather than normal mirions.

A Mechanised

Company uill aluay


be the defender
agaltrst /1 Thnh Conpary and the attacker against an
InJntry or Fortifed Company.

INF^ANTRY
CoMPANIES
DEFEND
Infantry are the workhorse ofany army. They hold the
line during quiet periods, and launch attacla against
^^^^^:--:-f^----ePPU"r
'rudntry.

An Infantry

Company will aluays be the defendrr again*


a Tank or Mechanised Comparyr and the attacker ag/linst
a Fortifed Conpany.

FORTIFIED
COMPANIES
DEFND
Soldiers manning fortications hunkered down behind
barbed wire md minefields, sheltering in bunkers,
waiting for the enemy to attack. In sratic warfare, neither
. l d e u i l l l a u n c h a n a l l - o u r a r r a c k .l n s r e a dr h e y a g g r e s s i v e l yp a r r o l \ o M a n ' s L a n d , p a r L i c u l a r l ya r n i g h r .
.4 Fortqfe Compazy ul// a/uay

e t/te d"f""/e:
a Tnk. Mechanised, o, Infanny Company-

a4r*l:

ALWAYS ATTACKS
l o r c e s I i k e b r e a k r h r o u grha n k u n i r s u d
Shtraf penal units, are only senr ro ahe '.,:
fiont for majorattacks.
,.,,,1,1l
Some tunpanies bove a speal rule requiring them n Always Artack. Tbese
fo,res ui// aJuq)t nnnrh za7 orhe,rtre
thot does not hatx the Alway Anath

.:t.:l

.'

gh skirmishes where enemies randomly encounter

TAKINGOBJECTIVES

other happen, most battles re fought over specific

In most missions your company can only claim victory

rtives that are oivotal to the olans ofboth

by occupying the objective after driving the enemy off.

armies.

OBJEcTIvES
hile you cn use a spare large base as an objective
arker, it is a lot more fun to do a little modelling and
ick a broken-down

tank or stack of supplies on the

and create a mini diorama.


are modelled

0n d standard

large

base

"/63mm wide by 2"/50mm tleep).


are not Terraiil, regarclles ofuhat

is nodelled

the base. They do not hinder morement or prouide

nor do thq, blockLine


or BulletproofCoaer,
Sight. They are simply marhers to indicate the imporofthis point to the combatants.

You harc Taken an Objectiue ifyou start lour turn with a


ofthe Objectioe and the enemy has

tedm uithin 4"/l)cm


no teams uithin

4"/1)cm of the Objectiue.

Objectiues cannot be Thben by Tank teams that are Bailed


Out or Bogged Down, Tiansport teAms, or Independent
teams (but can be taben by Warrior Teams).Nor can these
tdms preunt the enemltfom Thking an Objectiue. On
tbe other hand, Pinned Doan teams can both Take and
Prercnt the enemyfom

Thking an objectiue.

Teams that moued At the Doub/e or Disengaged in their


Preuious turn cnnot tdke an Objectiue nor preuen, t/le
enemyfrom taking lt.

FAITED
COMPANY
MORALE
It's not much of a victory to take m ob.jectiveonly to
abmdonit momentslater

OBJECTIVES
Commmders set a wide variety of objectives ranging
woods, towns, isolated buildings, and hilltops to
drawn across open ground on a map.
'or

If ltoufail a CompanyMorale Chrch (spage 175), your


for f.res the battlefeld leauingall Objrctiun to be automatical\ Takenby the enemy.

maj nlt place ail Objecriue uhere it uill not sit fat
on the table 0r d piece oftenain, such

relatiuelj, fz

leaning up dgdinst a hedge or a cliffor

instance

mqt place dn Objectiue in a building. If the building


is too small to ft the Objectiue Marker inside it, treat the
whole building as the Objectiae. If the building is smdller
an Objectiue Marker, it is too unimportant to be an

also may not pldce an Objectiue

in Impassable

Terrain, or in a place that could only be reachedfom the


Deplolment Area by crossingImpasable Terrain.

" ::::'

Each mission h its own variations on where and


when the playem deploy their forces, but they all have a
number of things in common.

DEPTOYINGTRANSPORTS
Tiansport vehicles ar a significant advantage to
an army on the move, but they can quickly become
I i a b i l i n w h e r r t h e b a L r l eb e g i n ' .

DEPToYMENTAREA
Armies move and fight as a single entiry, so when they
clash with the enemy, there is usually a clearly defined
'ours'
'thelrs',
area rhat is
and on thar is
separated by a
No Man's Land belonging to neither.

You may Deploy Tiansport tellms tuitb their platoons,


leaue them of the table and bring tbem on later
the Bringing Transports Foruar rule (see page 48)
Tiansport teams that are Deployed must haue at least
Passenger team Mounted,

Each mission describes the Deployment Area of each

aside from German platooni


uith the Mounted Assaub rule (s page 24j).

player and shous it on the map. Unles otherue stated,


a playeri

teams mutt be placed in their Deployment

Area. Many

missions haae a space betueen the p/ayeri

TRANSPoRT
PLATooNS

Deployment Areas called No Man's Land.

Although every rmy would have liked to eld fully.:


mechanizedforces,the vehiclesto do so simply weren'!

In some missions a player will not haue a Deployment

available. As a compromise, platoons of supply trucki

Area, but will haue specifc instructions on hou n depbl

were sent forward to cilry ftoops on long marches.

their force instead. In this case there is not a No Man's


Land either.

beginning of the game and bring it on /ater using

DEPIoYING CoMPANIES

BringingTiansports
pge48) 0r Deplo!,
Forward rule (see
it uith anorher
?larnon.

A company is made up of its headquarters and its

A Tiansport Platoon that will be Deployed at the :

platoons. The commander!

role is to assign tasks to

each of these assets.


A company is Deployed by asslgning its HQ

Support

Weapons and mabing Combat Attachments, Deploying


its platoons and then Deplo/ng

its Warrio teams and

You may either beep a Tiansport Platoon oftable

at tbe,

o/ rhe gnme mutr b( arsUn(d to another non- fr


platoon before anl platoons nre Deployetl. h i.sDeplo
dt the same time dt the other p/atoon and i:uery
team in the Tiansport P/atoon must haue teams
the other platoon Mounted as Passengers.Once they are
Dep/oyed, the Transport Platoon and its passengers reuert
to heing torally separareplatoon:.

Independent teams.

DEPLOYINGPLATOONS

Platoons Deployed afer th, Transport Planon may be

Unit cohesion is vital to an army as it deploys for battle.


If units are allowed to drift out of command there is no

Deployed Mounted in the Ti'ansport Platoani uehicles

way to adjust orders and ensure that they are in proper

In

position fur the start ofthe battle.

P/atoons antl the platoon they are asigned to are

\Yhen yu Deploy a platoon, place all of ix teams in lour


Dep/oyment Area (or whereuer the missiott or scenario

as onepldtoon when working out how mary platoons m1t.

instructs) so that all of the teams are In Command.


Someforces (such as the ltalians uith their Eight Million
Bayonetsspecial rule) do not /enou their Skill rating unti/
afier they deplol

In this case Dep/07 the unit so that it

uouLl be In Command no matter uhal tbeJtroll for their

there is spacefor them.


missions with

Reserues (s page 268),

Tl

be Dep/o1ed on the table. \X/henthe p/atoon arriues


Reserues,it may do so Mountcd ln the Tiansports, or ii.
may Send the liansports to tbe Rear, ready to be
I:orward uhen tltey are needed.

WARRIORS
AND INDEPENDENT
TEAMS:
W h i l e t h e p o s i r i o n i n go f p l a t o o n s i s d l c r a t e d b y r h e
battle plan and is difficult ro change, commanders md
artillery observers can react to rhe changing situation.

Shill rating.
MUTTI-PA,RT PLATOONS
Some platoons operate as a number of detached patrols

LJnLss othwis(

rather than as a single large entiry.

lermdnnr pan of a plaroon and lndcpendent


Deplol ajier all platoons haue been deploled. T|tey

A Muhi-part

Platoon is made up of seueral platoorr, each


with their own P/atoon Commancl team. Each p/atoon is
separateJr a// purposes, including deployment.
In missions tuith Ambus/sesor Reserues(seepages 266 and
268), eachplatoon is counted separatelTwhen working out

bou.manyplatoonsma1be

,'i:,,..

or Reserue

stared, Warrior lcams thnt arc nor a

be Deployd with a platoon or on tlteir oun anluhere


their Deployment Area.
( the mission has Reseraes(seepage 268), you may elect
hol rhery in Reserueano/ bring iltem on with a
Reserueslater in the gamq

iniwinni
commanders often kept a fewheavierweapons
their headquarters and allocated them out to their
as and when they.were needed
:7he 2iC and Company Command and other Warrior
(and rheir rransporx) form the coreofany Company
AII renaining teams (and their transports) are HQ

SupportWeapons.

one gun) ma1, be axached to an! lne pLoon.

HQ SUPPoRT
PLAToONTRANSPoRT
Tiansport is either assigned to carry a weapon and a1located out with it, or part of a central pool.
IJ the HQ Supp7lt rYea?ons teams being attdched out
hdue TransPort teams,lou must attath the Tiansport team
that normalQ carriet /t team with it. If that Trans?ort

PLATooN
Q SUPPoRT
the company HQ
its owr

5upqorl I'l/lroon. and no morc tban baT oJ tb( Uun


teams in the HQSupplrt Platoln (but alway at least

retained support wepons

command, it was the second-in-com-

a n d ' ' r e s p o n . i b i l i r yr o m a n a g er h e m .
y HQ Support Weaponstbat are not attachd t0 othr
form an additional platoon ulth the 2iC Comrnand team ds the Pldtzln Command team. If tbe force

team normalfi carries other teams as we//, they must a/l


be attached to tbe sameplatoon together.
Tiansplrt

teams that do not haae passengers in their

secti7n mutt be attached to Combat or Weaponsp/atoons


in the same compnnl.

no 2iC Command team, applint lne of the teams as

CoMBAT ATTACHMENTS

Phtoon Command tetlm a the start of the game.

Many

armies in -World War II

their heavier infantry-support

fi.A.CHING OUT HQ SUPPORTTEAMS


n the

'Old

Man' gives a weapon to a platoon, it

comes the platoon commander's responsibiliry


the start oJ'the game before any platoons are Deployed
asigned to Reserues,
lou md! attach some oJyour HQ
Suppon \Ycaponsro you, Combar and Weaponsp/aroon'
described belou.

chose to centralise

weapons, keeping them

together in some form of heary weapons platoon. This


gar.e a commander the fexibility

to allocate rhe heavier

weapons as combat attachments to specific infantry


platoons as and when they were needed.
An Intelligence Briefng

will specifii zuhich platooT in

it are eligible to mafu Combat Attachments, and the


Platoons that the! cdn attach ae.llpons t0.

n! attdcbments fom the HQ Support Platoon must


be to Combat and Wedponsplatoons ui.thin the same
,y. All attached reams becomepan of tbc plarcon
'l are attdched t0
for all purposes.

IJ you uant

to make Combat Attachments, lou must


You may
either Combat Attach up to half of the teams (excluddo so before Deploying any of your platolns.

ing the Platoon Clommand team and 7nnsport teams)


or Combat Attach all of the teams except the PJatoln

ATTACHTANK TEAMS
ional tmla in the HQare there to provide a reserve
dr a re-support base for the manoeuvre platoons.
Tank reamsthar nrc H() Suppon Weaponsryust reryain
the HQ Support Platbort.

and other light weapons are often held in the


HQ for assignment to platoons as ne eded
u must attach all of the Infantry teams that are HQ
Weapansto Combat or Weaponsp|.,1toont.

of tbe gdme.
platoons, but mdJ not Combat Attach more than ha/J'its
tedms (again excluding the Platoon Command team and
77dns?0rt teamt) t0 an! lne pLltlotr.
Ifthe p/atoon making Combat Attachments has Tiansport
teamt, )tou must Combat Attach the TVansportteam that
norma/ly carries d tedn whb it. If that Transport tedm
normally carries otber teams as we//, they must all be

MY ATTAGHGUNTEAMS
commanders

choose to dttrch out all of the

A platoon may Combat Attach teams to any ar all eligibk

TEAMS
MUSTTTACHINFANTRY

Company

Command team. If yu

teams, the Platoon Cammand team is remouedfram the


gamt and the platoon itse/fceasesto existfor the duration

usually retain small mortar

sections and the like in the HQ as a base of fire, while


anti-tank weapons are assignedto platoons in vulnerable
ions needing a little extra protection against tanks,

Combat Attached t0 th sampldtoon toget/1r.


Once dl/ Combat Attachments haue been made, the
Combat-attached teams becomepart of the platoon thry
are attdched to for all purposesfor the whole game.

You haue two choiceswith Gun teams in the HQSupport

You can attach them all out.


You can attach lut u? t0 half of the Gun teams and
retain the rest in tlte HQSupport

Platoon. If you do

this, you must keep /tt ledst ttul Gun teams in the HQ

.' .,:a '.:


.r:

,.

.'

,:,'
SPrInHeIo DEPLoYMENT

All

Some commanders and units drove hard, pushing


forward at every opportuniry These troops did not wair
for orders and careful plans. Instead, they advanced
when and wherever possible, seeking to throw
enemy offbalance before the batde even begins.

the

Teams rhat are capable of Sprarhrad Deployment.


whet/ter becauseof their platoon's abilities, the nature of
their force, or the special ru/es of a Warrior, may mahe
Recce Deployment Moues (seepage 193) at the start of the
game as if thel zuereRecceteams. This mouement must
take euery team in a ?latoon with Spearheatl Deployment
out of itt own Deploymenr Area.
Teamsusing this rule can onQ mahe their Reconnaissance
Deployment Moues afier alt Recce teams in the force that
are going to make Reconnaissance Deployment Moues
ha ue done so.

RmIpOu DEPLoYMENT
-W4rile most battles have clearly
delineated front lines,
some battles are marked bv the confused intermingling
ofboth sides. It was not unusual for troops to take shelter
for the night or from a llizzard or sand storm, only to
find the enemy in their midst when visibiliry cleared.
Marh the tablei centrepoint, diuide it into quarters, and
number themfrom I to 4.
When a playr

Deplols a platoon under the Random


sPecidl rule, thel roll lz die to determine
uhere it is Deploye.

Deployment
.

On a roll of I to 4, Deplolt the pktoon in the table


qudrter corresponding to tbe die rol/.

On a rott of 5 or 6, the plal,er maj, Deplol the platoon


in a tab/e quarter oftheir choice.

teams milst

De?l4t

l'::

more

16"/40cm from enemy teams


Line of Sight, or more than B"/20cm
teltms that are entirely out of Line of Sryht,'.,

Rollfor and Deploy,eachplatoon i, turr. b''13


not roll for the next platoon until the current one is
Deployed.
Warrior teams thaT are not a ?emanent part of a
te/1ms mal choose to Deploy in an
table quarter. Thelt do noi need to roll to determine

and Independtnt
Iocation.

and forticaLions take a lor of time and effort


b u i l d a n d r a r e l yc o m e a s a s u r p r i s et o t h e e n e m y .
muil plarc all FortiJirations before the opposing
places any Objectiues (see page 258) unles the
specifes otheruise.
and Bunkers must be placed in yur
Area (seepage 259). Obsraclesnay beplaced
either your Deployment Area or in No Man's Land.
and Bunkers cannot bep/aced in a stream,
, swamp, lake or other water feature.

DEPLoYMENT
nkers are usually built with mutual support in mind
u e u s u a l l yn o r p l a c e dr i g h t n e r t r o e a c h o r h e r

FoRTIFIEDPLATooNS
Fortified platoons occupy strongpoints to defend an area,
using firepower to deny the surroundings to the enemy.
Fortifed

Platoons place their fortifcations


at the sdme
time as ather Fortifcations before objectiuesdre p/aced.

Mar/< a spot on the table (usea die or counter) as the centre


of each Fortifed

Platoon's position. All of the platoon's

Fortif.cations must beplaced entirely uitbin

12"/3)cm of

the marked point, but may not beplacetl uithin 6"/ I 5cm
oJ any Fortifcation from another Fortifed. Pldtoon or of
either side table edge.
DEPLOYING THE COMPANY HQ
The company commander

usually chooses to place

nkers ma1 not be placed:

themselves in a central position within

within 2"/fum of another Bunher not

all of the other fortified platoons or safely within

on a ro/1d, tracb, bridge, railaa!

line, bloching a ford


or in an1 otber way obstrucring a clnstructed route.

can beplaced in thegroundfoor of Building


the Building is large enough, place the Bunher in the
ilding. orherwise. declarc rhc whole Building to be a
Ue Openings in the Building as the Bunker's

'iring Slits.

may not be pkced in, on or under Bunkert

EMPTYGUN PITS
additional gun pits are dug as decoy posin s r o c o n u . er h e e n e m y a . t o w h e r e r h e a r r i l l e r y i s
y positioned. The truth of the matter quickly
mes clear once the fighting begins.
an] unoccupie.l Gun Pits and Tank Plts fom the
at the end ofdeployment before the game begins

PLACINGYOUR FORTIFICATIONS
l - o r r i f i e d P l a r o o r r sr n a ; b e o p e r a r i n ga w a ;
iom their fortifications.
Yau mal chooseto not place any or all ofyour FortiJications
in a game. If yu do this the Fortifcations are not used
tb gdme

easy reach of
the

crucial position.
Tlte Company HQ of o Fortifed

Compary

may deploy

aspart ofanother Fortifed Platoon, amalgamdting their


Fortifcations as n single position. Ifit

does not do this, b

deploys in its own fortifcations which ale ?laced ds if it


were a Fort$ed Platoon on its otun.

DEPTOYING
FoRTIFIED
PLATooNs
Strongpoints are assigned to a particular unit to defend,
and woe betide any commander u,ho abandons his
position before a battle.
rYhen the teams of a Fortifed Pldtoon are Deployed, thel
must be placed in the Tiench Lines, Gun Pits, and Tanh
Pits that come with their platoon. Onfu teams f'om the
FortiJied Platoon ma1 be deployeclin its En*enchtnents.
If there are insufrcient Entrenchnexts for t/)e pldtooil,
an! tedms that do not ft

in the Entrencltments mdl not

be usetl in the game.


If a Fortifed

Platoon elects nlt to place any of its


Fortifcations, it is no longer a Fortifed Platoon. Howeuer,
such t platoon neuer benefts Jrom the Prepared Positions
special rule (seepage 26,1) as the! haue not hdd time to
dig alternatiue positions.
Fort{ied

AREADEFENCES
defences are dispersed across the frontage being

Platoons cannot be deployed in Ambush or


ReseruesoJ any sorT unles it electsnot to dep/oy any of ix
Fortifcations.

to strengthen weak areas


for Area Defence a,e deplo),edd' dcsribcd
A force uith tuo 0r more Bunkers in its Area
)efenm is a Fortifed Company and will Aludys Defend
tee paK( z) 1.

lrr'.

PIoNEERSUPPTY
VEHICLES
Pioneers need their supplv vehicle for the heaw-durv
r a s k sl i L e ( o n s r r u c r i n gl o r r i l i . a r i o n . .
In missions tltat use the Prepdrcd Positions specia/ ru/e,
lou md)t Pldce:
. one MineJield, ar
.

three Barbed Wire Entanglements

in No Mani Land ar yur

Dep/olment Areafor each of


your Pioneer Supp/y uehiclesthat begins the gatne on the
ttb/e. P/ace these Obstacles tulten 1ou place the Pioneer
Supply uehicle.

i;'
To reflect their unique circumstances most missions use a number of special rules that make them more realistic md add exciting tactical twists to each engagement. Each mission tells you which special rules apply,

MEETINGENGAGEMENT
Not all engagements in war have the benet of careful
planning. Many battles start when two mobile columns
collide, with
\fhile

neither side fully

prepared for battle.

one side may be quicker with their triggers, most

of the opening shots will be fairll, wild. In a meeting


ngagement both sides are manoeuvring for position
rvhen they encounter the enemy. They can either launch

Theserules only app[, in the Shooting Step oJ the plaler


tahing the frst turn. Their te(tms can still moue, Dig In,
or Go to Ground at normtll in their Mouement Step, and
launch assaubs in the Assau/t Step. As usual, a// tearys
start the gdme Gone to Ground (seepage 90).

POSITIONS
PREPARED

an immediare attack or desperately artempt to dig in

It doesnt take long for soldiers to learn to dig in everv


rime rhey h:rlt. It gives them protection from r:rndom

before the onslaught begins.

re, securiry against a surprise attack, and cover against

In a Meeting Engagement, the follouing rules appl in


.thefrx Shooting Step ofthe player who has the frst turn.
Thel do not apply in the secondplayer's turn, nor in sub-

Most atrack-defnd missions start with both sides dug

squen, rurns,

a major attack.

In a missioru with Prepared Positions, both players ma.y


baue all of their Infantrl and Gun teams Dug In (sae

Treat all teams belonging to the Plq,er who has the


frst turn as hauing mouedfor cahulating their ROF
and ScoreNeeded to Hit ahen Shooting in their frst
Shooting Step, whether tbey actually moued or not.

an incoming assault.
in rellecring the time taken by the attacker to organise

page 51) and Gone to Ground (seepage 90) nt the:tdrt


of the game.

Tamr belonging to the player who has t/te frst turn


cannlt fre Artillery Bombarlments in their frst
Shooting Step.
Tlte plal,er who has the Jrst turn cannot use Groundattacb Airffaf

in that turn.

?.
&
'

?:

&q
..i-{}

::ti
:!

l:1

EVN THaUGHTH.,AA, HEAfi ANTIAIP,CRAFT6UN DID NOT MCVE, BOTH


IT AND THE MARDERSELF-PROPELI.ED
ANI-ANK 6I,]N ANLYFIRE I SHOT A3
TH/ AP,ETREATEDA3 MOVIN6.

',L:.:a:1.

AMBUsHES
of the delendert biggest advantages in a battle is
abiliq' to wait conceaied in ambush for rhe enemy
opening fire once the enemy is in the perfect

It is far easier to select the ideal place for an ambush in


real life, where the minor details ofthe terrain and small
pieces of intelligence on the enemyt activities give you
clues, than in a game. To reflect this, the mbushing

luon

player does not need to decide where their ambush will


missions with tbe Ambush specia:/rule, the ambushplayer holds one or more platoons (as specifed in the
in Ambush zuhen they Deploy. Ptataons held
Ambush are treated ds being ore the table, but their
isni specifrd unril rhey ,eueo/ rhery'clues. lhe)
he|.d.of the tabh at the start 0f the game

ING FROM PREPARED


POSITIONS
the location of an ambush may be a surprise to

L a k ep l a c cu n r i i i r i ' r c u e a l e d .
At the start ofyour turn, in tbe Starting Step, ltou may
place any or all platoons that you haue been holding in
Ambush. You must pldce an entire p/atoon dt a time lmd
the platoon must he p/aced so as to be In Command.
You may p/ace d team froru Ambush anyuhere in 1,our
Deployment Aren, prouided that it is not:
.

attacker, it is no surprise to rhe defender. Tfhen the


ofthe force dug their foxholes, the ambushing force
theirs, and alternate positions, at the sam time.
missions with Prepared Positions, the troops in Ambush
be Dug In in the same aal ds thqt uould be iJ thel

within 16"/40cm of any enemy team within Line of


Sight, unless Corucealeclb1 Terrain from it, or

uithin 4"/1)cm of any enmy tedm' or

within 8"/20cm of an1 eneml Recce teaw tbdt is in


Line ofSight (dpartfrom Recce tedms that are Bogged
Down, Bailed Ou6 or moued at the Double).

Deployed on table at tbe start of the g/lme.


You do not haue to decide where lonr plntoon will be
placed until 1,ouplace it.

THERE
troops take their time and do not open fire

mbushing teams do not haut to moue. They can remain


where they are placed and shoot at theirfull

Heauy and Immobile Gun tedms and uehicles equipped


with a weapon rated as n Buner Buster cannot bep/arcd

il they are good and ready

ROF

in Arubush closer thdn 16"/40cm to nflJ enem)/ tedLn


within Line oJ'Sight.

T1AMSMusf BERE|EALED
MoRe THANA,/zac[A FR2AA
VI'IBLE
ENEMY
RECCE
TEAMSLIKETH3D KFZ290/9 HALF-TRACKS
ESCORIN'
THE?ANTHER
TANK9,
OR MORETHANL1'/IOCA^
FPOMEN.M'/
RECCETEAMSIF OUTOF LINEOF SIH|.

THe R,EccET1AMINSIDE
lHE WOODS
ONLYHAsA
6'/l1cM LINEaF 3r6HT

Recce,REccE,Recce!

WHEN ADVANCININTA NMYIERRITORY,]T PAYSrc CHECKAUT LIKLYAMBUSH?OINS. THE ENAAY


CAN,TTEPLAYFRM AMBUSHCLOSETO YAURTROOP',30 IF YOUMAV A SMALL UNII UP TO A LIKLY
AMEUSHPOSITION
TH.ENMYHAs TO HER S?RINTH.Ar'/,BU)HEARLY
OR LOSETHEA?PARTUNffY
AF
AMBUSHINy)u FR)/\A THR9 G LEAS UNTIL yAu vAcAT TH.AR1A A6At.

SURPRIA
SM
E BUsHES
W i r h r h c p r o p e r - o v c r a r d L o r r c e l m ( n t .r r o o D \ ( a n r e m i i n L o m p r c r e l ) , e \ u r e c v c n * h e n r h e e n e m y i ' r i g l - r o " r o p o f
,
them. Thus it doesnt matter if a team is deployed using the ambush rule right where utillery fell o,
en.-y
pl"rcon
"r
passed chrough in a previous turn. k suffers no casualties since it rvas safe in deep trenches, well sheltered,
o, mrcd
into
that position just before being revealed. Historically it was nor uncommon for ambu,hes to carch a force in the flank, or
appear long afier an area was considered secure, so a good commander must maintain arvareness ofexposurc on mor than .
irr.r rheir lronr line. I o".ranrple:
' Rusia,

1942: German anti-tank

guns in the Soviet Union

routinely

waited unril ranks had driven rhrough

rheir posi-

tions before engaging rhem from the rear


'

Italy, 1943: A New Zealand force cleared a village and prepared ro move on ro rh nexr ob.jective, only to com. urer r
cleared it again, only to have the same rhing happen. Clearing ir a thirdl
rime
the problem.
"ol'ed
France, 1944: Canaclians attacking souch oFCaen in Normandy repeaterlly came untler {ire from villages behind them-r'

re from the supposedlv cleared village.'Ihey


'

Although
combing

thev had cleared the villages of German troopsJ rhey larer learned that rhere were ."u.,
the rea that rhe Germans were using ro move around uncletected.

WARRIoRAND INDEPENDENT
TEAMS
Commanders, artillery obsewers, and similar individuals
have specific jobs that prevenr them fron sneaking ofI
to hide with mbushing troops.
Warrior teams that are not a pemdnffit ?art 0f a
?latoon
and Independent teaffis cannot be held in Ambush.

IMMEDIATE AMBUSH
Ambushing forces cnr always ford to wait for an ideal
opportunity to aack. Sometimes they must spring their
r m b u s h a r r h e r s r r a r g e rr h a r p r e . e n r si r < e l L
Immediate Ambush is the same as Ambush, exccpt thdt d
player must place platoons they are holding in Immediate
Ambusb on the table dt the ttdt^t of the game afier all
other DeploymenL but bqfore the game begins.

"r

tunnels honeyI

ARRIVING
FRoMRESERVE

SERVES
Reservesare troops held behind rhe fionr linc uscd ro
reinforce critic:rl sectorsin the defence or ro rurn a successfirlattack into a major victor y.
In missions thdt use thc RescrucssPecitl ru/e, !/rt),cr: uith
reserrcs ho/d lile or il1or( p/,ttoons hs specit'ed in thc
nission) in reserte u,bert tltel' Deplol Pkca thesep/n.toorts
to ane side ttt tht stdrt o.f thc gnryc.
At t/1( tfdrt of yur
yur.first

frst turn ral/ t die. Ort a roll oJ 5+


Reseruep/atoon drriuet. it ndt, be tn! !htoon

Dispatch riders, raclio messascs,:rnd drc rumble of


engines signal thc irrminent lrrival of reserves.
'Jilten d Rcsen.'c p/ttoot
trriues, p/nce ib I)lift)oil
Oonnutd

tetrn at 1,our adgco.f'tbc tab/c to retnind you of'


It: trriual. During wur Mouemot Stcp worc tbe neull,
trritcd llatoott on.f)om tha abla cdgc indicdtetl iu tha
nission britfing.
InJtntrl

and Oun tedtrts na1 trriue Mountad in or


Lirubcrcd to tLeir Trtnsport tein6 if tlte.1,htu.'ctbcrn, or ol
t i , u , . ' , r t- / , y , , t . 4 \ l o r n r t r /, r R . t u a t / , , j r : , ! 1tt,,..t t , t \t t t 4 l

oJyour choice, but ntrt rttiue rtout.


drrirc Mountatl on tlrir Lorsesar uehic/cs,or I)isnourtterl
At the st,trt oJl,aur seconl turn roll tu,o dicc. E,t.chro// o;f
on foat. Itrnrobile Gun retns cltt noue up to 1"//)cnt
Re.vn,es.
5+ resultsin dnothff pLtttooildriiringfnn.your
oLt Tl)etuut tltc.ytrriue lJ the.l,arrire DisnnuuterJ nther
Sa, iJ yui'e /ucl<1,1ou cottld haue up to ttuo pLntoons
tlnn Liuberec/ to /t'li'du?o! tctlil.
/lrriuin7 Jiam Reserrc t/uri rg ),our sccond hrn.
Keep rolling tt the !tirT oJ ath a.f.yaur J//oaing ntnt:
adding one nole rlie than tht preulou: lurtL :o tlte
ttdrt oJ tu.ril thtee _youro/l tltrec dicc, tt thc sttrt oJ'twrt
fottr you rol/ fonr dica, ,ttr,,/:o ou. Ldclt ro// of 5+ hrlug:
anotlJ?r PLdtoon on.fi'an .),our Rcsart,es.
AT LEAST ONE PLATooN

ARRIVES

Even u.hen rhings are looking erimmest, r trickle of


reservesalw,avsrlakes its l.av through.
( you rolled threc ar rnora dica ta get Rtsen,cs ln tltls
turn, bttt.filed to storc au1,rp//5 pJ 5+, .you nutolildricn/hl
receiuea sing/e p/ataon Jion Rescruatt.yuuty.

NowHERE
To ARRIVE
Somctines thc bartleficlcl catl gcr yil cron,cled arrd
fescn/eslnay have to fiqht their rv:rvonro rhe bamlchcitl.
It it ilot dP?rolrintu ro aftam?l ta Prcuilt the euerr|is
rcserucsJi'ort trriulug b1' blochirry the dgc o.f'tht ablc
ultl, -j,ouraLLu troopt. In rcd/it.y this ttou/l sin!/.), xtot'c
tha./ight t.fcu, l,unrJred wetrts uirb no orho jfitt.
.\ornctinc: .1otr u,il/ .fiutl -1,oultu,e b/ockcr/ tlr otern.y
rcstruts .ft'an ,trritirry b.ydtcitknt. lJ thls lnppots, pl,tct
tltc Rc:ert,ep/ttoorr ort yllg ay',y of thc tatt/c, pusbin,q
the arternl, tttck thc ntinimutr

ilecessnrlts0 thlt tlt<J,ltrc

2"/5cnt .frotn tbe neut11trtiring

platoon.

,t

l, .:

"F

'l(/hen

ItE
a force is placed on the defensive, most of its

t a n l < sa r e u i r h d r a w n r o a c e n t r a l r e s e r y e .

If a commander

doesnt have

rroops ro cover rhe enrire front they

[n a mission with both the Reseruesand Prepared Positions

often have to maintain everything they

special rules uhere it is defending:

in a mobile reserue-ready ro move quicldy

a Mechanised Company may onQ DePloj up to tuo

concenirate at the point they are needed most.

Ful ly- armoured P /atoons,

ln d ryi,,ion (npl0ling

a Infantrl

Company may only. epky a single Ful$-

armourcd Plaroon, and


.

Company ma!

a Fortifel

qot Dcplqt any Fully-

.'

the Mobile Reseruesspcrial

the defcnder nay deploy any or all plaroons thdt do


hauc uehic/eson rable. bur only uneplatoon wirh
Any other platoons. including thte !hat wish ro use
tanl?sand b'dnsport, must b hel in Retcryes or

arryoured Platoonson rable.


lhcse companies musr hold all orher Fulll.armoured

Reseruesu speeifed by the mi'tion.


I'laroons with rryoured Tran,port !rums ma! cl
their uehicles (they cannot Bri

Platoons in Reserues,Fu$t-armoured Platoons are those


entircll (quippcd urh Fully-armoured Tnk rcdms ()rc

deplol on table uithout

page 8), none ofzuhich are also Recceteams.

rhem Forward larcr in the game). or bc dcplo4ed


Reseruer.

Tlp" of

Maximam
Platoorc

Comtant

Tanh

Armoured
on Thble

Any nuwber

Meanised

Infantry

If rhi, woultl rcsulr in a single planon

uehicles, as long as tbis leaues at least two Platoons


Warrior teaml Independent teams, and Suppll
Recouery Transpon uehirles (including

and

Futifed

None

Supply uehicle) may be deployed on table in addition


the orltcrwis, allowed uehicles.

DELAYED
RESERVES
It is often unsafe to hold reserves too close to the front
l i n e . U n f o r r u n a r e l y .r h i s m e a n st h r t r e s . r r e sf r e q u e n t l y
,^l - l^----,^

^..i,,-

7he Delayed Reseraet tpecidl rule works the same as the


normal Reseruesspecial ru/e exc?t tltat the p/ayer does
not start rollingfor

their Reseruesuntil turn three, and

then they get one dle.


This increasesby one die per turn as norma!, so tllat on
turn four they roll two dice, on turn fue thel roll three
di, an so on.

RESERYES
SCATTERED
Sometimes a battle will take a force by surprise. lts
resenes will be scatterecl over a wide area and could
arrive at the front from just about any direction.
TheScat t ered Reteruil sp(ia I rhl( ap(ra resi n rhe saruc wa1
as the ReseruessPecial rale with the fo/loaing

exception.

When each platoon arriues jiom reserae, the owning


player rolk a die to determine from uhitlt table edge or
corner it wil! arriue. The mirion map shows the edge or
rorne, for carh roll.
Ila platoon aniues Jrom Scarrercd Rese,ueson a rablc edge,
i, md! enter tlre tdble anyuhere along that table edge. Ifthe
pktoon arriuesfom Reswes on a corner, thqt must enter the
tablc withiq I6'/10m

being

on table, the defrnde, na1 deploy a secondplatoon

ofthe rnrner.

MRAL
i s a u n i v e r s a lr r u r h r h a t o n l y a f o o l s t a ; ' i n a l o : i n g
s o a f t e r a c r u s h i n g d e f e a ry o u h a u ee l e . r e dr o
rhe more discretionry parr of valour and pull
is left of your main forces offthe line. k now fls
your rearguard to not only give your min forces
t o r e g r o u p ,b u r r o a l s o c o n d u c r t h e i r o w n w i r h awal to the new defensive line.

so heary lossescan make the morale ofthe rearguard dec i d e d l l s h a k y a s t h e y w a i t l r o rt h e i r r u r n r o u i r h d r a w ,


/'laroons rhat Wirhdraw without being Dertrolerl are
ignored and d0 not count as eit/ter present on tabb ar
Destroled fo r Company Mora le C h ecks.
Platoons tltat were Destroyed during their Withdraual
are Destroyedfor Company Morale Checks.

A PTATOONWITHDRAWAL
r force must not only hold its current position, bur
also disengage from the enemy and get bck to the
t defence line. To do this you must filter platoons
in an ordeily fashion
ng with turn three, in the Starting Step uhen they
rollfor Reseruesifthq, had any, the defendingplayer
the number of platoons and Delay Counters tltat
haue on table.
If the number is 5 or more, the defender must
tYithtlraw one p /atoon.
IJ they haue less than 5 platoons, they gain a Delay
Counter instedd.

Y COUNTERS
Counters

The companv gets steadilyweaker as platoons withdraw,

PHASED
OBJEGTIVE
WITHDRAWAL
As your main battle force withdraws, your rearguard
must hold the line and protecr your vital assetsand po,
s i r i o n ' . Y o u m u s t g i v e y o u r f o r c e sr i m e t o r e m o v e\ e n s i tiye documents, gather essential supplies, and destroy
everything that can't be carried. Then thev can fall back
to focus on defending orher critical sites.
At the start of their turns six and seuert the defender
remouesone oJ the Objectiuesplaced b1 t/1eattdcker.
Since this happens in the defenderi turn, the Objectiues
aon't be there in the attackeri turn when it comestime to
check whether the1,haue won. This makes itpoxible to sten/
uictorlt outfrom the eneml'sgrasp, so tlJe attdcker needsto
be aware of the timing of the Objectiue remouaL.

represent the

rearguardt

growing

and the pressure mounting frr their own


awal. Delay counters count as plaroons when
out te number of platoons still on the table
dqfender starts the game uith no Delay Counters, but
one each time they do not \Y/ithdraw a platoon.
the number of Delay Counters to the number of
tl)tlt lou haue on table when working out w/tet/ter
Wirhdraw a platoon this turn.
yu

\Yithdraw

a platoon,

remoue a/l Delay

at uell.

TO WITHDRAWPTATOONS
the window ofopportunity occurs a commander
as no choice but to withdraw their forces. Often this is
simple matter ofordering the platoon to fall back, but
f they are embroiled in close-quarters bamles it can be
ite risky to try and disengage
W'hen the defending playr is required to \X/ithdrau a
rL(l maJ \Yithdraw any platoon on rhe rable. All
the teams of that platoon are remouedfrom t/te table
it is considered to haue Withdrawn
a \X/ithdrawing plaroon has More leam, Dc,rroyed
Still Fighting (seepage 173) and has teams within
"/20m of enem! teams, there is a chance of their

breaking into a rut. Make a Skill Tst


remouing tlte team:
If the platoon pares, they successJuQt\Yithdrau.
If theyfail, they Vithdrau

but the whole pktoon is

tj,

'

::1.. . ',:fi':i::i.
, tl.:::,*

OVERTHEWIRE

No MN'sLANDPATR

\ X h i l . r o r r r [ o r t i t i i a t i u n ' n o r m a l l l , e r v . t o l < e e pt h e

Vhe'r nto for.e' lace ea.h orher from

enemv out of ,vour own posirions, they can be a hintlrance to patrols conducting a trelch raid.

sive patrolling to gain infotmation on the

In a mission uith

enenys posrIons

thc Ouar the Wire sperial rule both

forriried linc. rhev engage in rggrc.

players place a// their Obstacles (seepage 223) in their

ln a ruission uitb

opponent's side ofthe tdble at least 8"/20cm bacb front


tlte cntr( Iiuc. lhe Obstac/esmay be ix No Maris Lant/

rule eacbp/ayr

or the o1ponnt's Dep/oymeut Arca. This otterrides the

baj! f;t c Ia.la4tt),t?tn).

the No Mdn's Land Palo/

special

nominates ont platoon deployd on table

to be thei, ['atr,,l. lh, nut,innrctl plat,ton rytt)t hou( nr

uormal FortlJication Placement ruLeson page 262.

Only the Infantrl

A// other types oJ Fortifcatilns

Any rchicles, Grn tedrns dud Fortifcations in the Patrol.

Deplolrtent

Ared

dre placed in their

usittg the standard

FortiJication

?ldccruent ru/es.
Normaily
opponentt

players place their obsraclcs to hinder their


attempts

to cross No \lar*

Land and reach

their positions. However, in rhe No iUan's l.and mission,


the player is trying to get out of thcir orvn dcfinces and
into No Nlan.s l,and, so their orrn obsracles rvould gcr
in thcir r.a1'. Thc Orrcr rhc \Vire special rule has pl.n-ers
place their obstacles irs if they were the cneniv s clcfnces
ro celLsc thc cncmy clifliculties in .gettine out of their
defences and inro No Mans J-and.

. _:

:=*&*

,*"
,
--,,

teams of a platoon become the PatroL

platoon remain uhere the1,were deployed.


Ary uebiclestnd (iufl tedms in the p/atoott are treated ai
n luJr.l,".. plnroatr.lor /t 6fy,4y1p1,of tl,e b,trr/r. 'Irnrrio,
tedms cdn iluer dppoint tcu Plttoon Command team
for tltis p/dtoon. It does nat couilt as lltl0n
Cornpdny Morn Ie Ch ecles.

most bttles take place in dalight, some were


at night- Some armies even specialisedin launch*reir attacls at night. These rules allow you to light

ARTILLERY BOMBARDMENTS AT NI6HT


Artillery gunners don't need to see their target to be able
to hit it. As long as their spotrer can see the target, rhey
t l e si n t h e d a r L o r i n c o n d i t i o n ro f l i m i r e d v i s j b i l i r y . just need to 6re their shellswherever thev are told to.

NG AT NIGHT
n g a r n i g h r , w i r h o u r I i g h t r ,i , s l o w a n d p a i n s r r k In the darkness shapesblend and blur turning tanks
houses,and rocks and trees into tanls.

ms mlrt not mouefurther than 8"/20cm or moueAt


Doubleat night.
ams must re-roll

successfl Bogging

Cbecles uhert

tbrough Rough Tnain at night

HOOTINGAT NIGHT
rhings are as difcult as linding targets ar nighr
rything looks dangerous. Tnks look like houses and
like tanks making it tricky to pickyour rarget, unless
shoot, then their muzzle eash gives them awa1..
artillerv and mortars fire illuminating

flares and
uie their flare pistols when they think they see
target, but often these don't help as the sudden light
the eyes and the enemy freezes into immobilitv
ntil the flare burns our
time you se/ecta p/atoon, or dWarrior or !ndeperudent
m that has not Joined a platoon, to shoot uith at night,
a die and consult the Mght Visibilitl Table. Ihe result
the maximum distance that Line of Sight cnn extend
the p/atoon's ted% againtt tdr?ets thdt did ilot shoot
only applies ro rhat PlotoonJot rh.) tttrtt
p/dtoon cail only shoot ttt teams tuithiu tltat distdnce
tlte target tedm f.lrd s ueapons. Anythingfurther
is inuisible in tha ddrbues.
maximum

distance does not a.fttt Line of Sight


shooting at enerny teans thatfred in their prauious

Strp
to determine the uisibi/it1, distance beforeyu select
r targcE. A there isn't an)tthing in sight due to poor
li4t, your platoon can e/ect not to shoot at al/.

When you fre an Artillery Bombardment at night, you


must roll to seehou far the Spotting teami Line ofSight
extends. If the Spotting team is part of a p/atoon, this
will be the same roll as used.for the rest ofthe platooni
shooring. lJ the Sporring team i' a Varrior or lndcStenclent
tedm lpernting on its oan, it wi/l mabe its own roll.
Tbe Spotting team must chooset team t/1at is uithin the
rolled Line of Sight distanre, or one tltdt shot in their
preuious Shooting Step, as their Aiming ?oint, The tedms
actually fring the Artil/ery Bombardment do not need
Lina oJ Sight to the trget so are unafected by ddrknex.
CONCEALMENT
Even on a clear nighr ir is tricky to accuratelvpinpoint
the enemu ven rvhen shooting at muzzle flashes, you
are ring mostlv by guesswork.
All teams count as Concealed at night. This only benefts
tedms thdt dre not a/read1 Cont:ealed.
Aryr team that is Gone to Grotrid (seepage 90) is harder
to /tit in thcir opponent'sShooting Stepis it h automdti,
call1,Concealed.
Night is nat Concealing'llrrnin,

hotueuer,so Antbusbiug
trooPs fttutt deplol at latst 16"/10cm fron tha enemy
u/tett in the opcn 6re page 266).

7he Concen/ment oJ night does not tzl/ow raconnnissanca


troops to trse Cautious Mouement. Tbey must sti/l be
Concedled b1 Tenzin.
L I N E O F S T G H TA T N I G H T
You do not necd to roll to see how far line of sighr
extendsfor every action you take, so we restrict the Iimit
on I.ine ofSight at night to shoorrng.
Line oJ Sight at night is tha same as it is during daylight,
aside Jiom uthe4 5/tsslrtt (as shown aboue). This neans
that rules lilee tb one prru(nting tedwsfiom being p/aced
front Ambu:h uithin 8"/20cm tlnd in Line oJ'Sight oJ
d Recce tedn (see page I9j) operate exdctl! dr thcy do
in daylight.

NO AIR SUPPORT
AT NIGHT
lVith nothing but their cves ro
guide them, rhcrc is no
u a l l o r r i r u r a f rr o a c c u r a r c lild e n t i f ur a r g e r r. J u d (k .
Air Support may not bc requcsted on turns uhert tha
nigbt-fghting
ruhs are in elfect.
AOP's and other simi/ar aircrafi cannot be used at night.
Tbey will arriue on the ;firx f.iendl
nLrn oJ daylight.

,."

,rt'..la.:a-

Battles occur ar any rime. Mosr battles happen in


daviight, but many fights strctch into the night or start
under the cover of darkness.
'Ihere
ate four timre of da1; Daylight, Darkness, Datun,
and Dusk.

DUsK
Dusk is a useful time to launch surprise attacks,
If the iniLial attack succeeds quickly, the enemyt :l
counterartack ryill be hampered by darkness.
In a mission being playd

DAYLIGHT
Most b:rttles take place b1. cla1.rvherc rhe soldiers:rncl
their olficers car see what they are doing and face less
risk of running into unexpected enemy re.
Irc a mission being played in Da1light, tbe night fghting
ru/es are not used.

Ar the,rau ,,Jtbc dcfendats tu, t thrce irynter/iorrll b{or(


rcucaIia.o/1'nb)h,'. toll a di,;
.

On d score oJ 5+, night hns Jlhn.


bntt/e t'loughr iq Da"ktre,'.

IJ the rol/ is trtsuccessful,at tha start ofthe attacher's


arn Jur, they ra// two dice u,itlt night falling on an

Ifit

7he rest of tbe

ro// oJ 5+.

DARKNESS

is :ti// light at the stdrt oJ the defender's next turn,


thel roll tbree dice, and so on. until nightJ)tlls on any

Sone smaller battles take place entirelv ar night. These


are nostly raids and accidental meetings of srrirll forces

roll of 5+.

manoeuvring in the dark.


In a mission played in Dtrhness, the night fghting
are usedJr the entire gdme.

rules

Oncertightfdlk, the nightfghting rulescameinto elJlo


and it is Ddrknesfor the restof thegarne.

DAwN
f)arvn is a popular time r attacks. Thc artackers
can move into position for dre assaulrunrler cover of
clarkness,bur have thc bcnelit of davlighr once rhe
fighting starts in earnest.
In a mission being p/ayd

at Dusk, the game strts in

Daylight.

dt l)durt,

Ddrlener, with the night.fghting

the gdnte starts in

rules in efict.

At the stdrt ofthc deJenderi turn three immediate/y beJre


reuea/ing Ambushes, ro// a c/ie:
,

On a score oJ 5+, morning has hroken. 7he rest ofthe


battle is fought in Daylight

IJ tbe roll is unsuccassful,dt tlt stdt of the attdckeri


turn four, tlte1 ro/l two dice u,ith morning breaking
on an1 roll of5+.

(it

is xi// dark at the start ofthe defcnder'snext turn,


they ro// three dice, aud so ort until morning breabs on
any roll of5+.
morning brenks, the night fg/ttrrrg ruLet are no
used, and it is Daylight for the rest of the ga.me.

In tbis case, chech the De ciding Who Won section to se


who (if anybod.l actuallt wort tlte game. OJten that uill

some poinr it becones obvious to a commander that


tfrey have lost the battle. Either the enemv have taken
their objective, or their ou-n forces have failed under the

be the defending player representing the fact that they,


drpite ./ighting dt d disdduantnge, managecl to hold the
attacber at bay the whole purPose ofdefence in tha Jirst

stressofbartle. At this point rhere is uo prctical option


iut to fall back and organise a new line of defence.
7he Ending the Batt/e stilru oJ the mission briefng tells
when tbe game is ouer. h is important to not( tha

p/dce. Th^ puts the onut on the attacber to dchieue a

;he Ending the Batt/e section does not ttl/ you wlLo uott,
it simpj tells .you tbe conditions under uhic/t the battk
uo ru rhe Deciding V ho Von sccriuq rt 'ee uho

t0 turn the tahles and chasethe attdcer 0.

rrual/y ruon once thc gam, i' ouet.

Therc arc tu'o approaches to how long a gane shorLld


run. f'ou can eirher plav on unt l one pla;'er wins or

FAILINGCOMPANY MORALE

the other gracefullv concedes defeat, or you can plav to


a time limit such as an hour and a half or two hours.

decisiut uictory, rather thdn the defender somehou hauing

How LoNG Is GAME?

re's no victory as decisive as one where the enemy


ns frorn the fleid of battle. \(ith

all opposition goneJ

This later option rvorks v'ell ifa player has a deadljne by

you can occupy vour objectives and prepare for a pursuit


ior dig in ready for a counterattack urdisturbed.

which they have to leave,

As ue/L as the mksion specifc conditions for ending the

SPORTING

bax/e, a battle can end wben one side or the other Jils
d Clmpanj Mordle Checle dnd is Destoyed. [n t/tis case,

Onc of rhe inportant aspects of an1, game is sporting


rri,r'dl.
r a r l t e rt L " r . r ) i r g t ^
pl,', plaring 'rr ,.
"ry
srretch rhe rules. Some dastardly spoilsports have been

the game ends and the opposing player automaticalll

knorvn to deliberately

eapturesa// ofthe Objectiuas.

play slorvli' rvhen defnding

in an

e$ort to rvi n by running out of rimc. Not only is this silll


and no tun ar all, ir is definirelr."not at all sporring.

NINGOUT OF TIME
At the other end of the spctrum are battles that drag
into a stalemate.Either both sides fight each other
a standstill, unable to mount a decisir.e attack, or
b l o o d y f i g h r i n gi : r a l t e dh v n i g l ' r l r l l o r o t h c r . r L e r n a l
ts before a result is achievecl
Whether or not a set fnish time uds set .fr the gtme
(aluay a good idea in a totffndment), it's dltuay possible
that you simply run out oJ time to fni:h

PLAY

d gnttc

l...,r..::;::*i:
-

t ,

-, r,r,:j1.i.lii:.:.r',

Victory points measule the extent of your victory. The


more victory points you win, the greater the glory!
Ue the Deciding \Yho Won section of the mi:sion briefng
to fgure out zuho won, then refer to the rubs below to
detcrmine !he exrent ofthe uictory.

WINNINcWITHNo LoSsEs

THUnr ARENo DRAws . .']


\ W i t h w o e q u a l l r . m a r c h e dl o r c e ' s l o g g i n g
away"''
dt each olher. ir can be difficurr ro urn a
victory. Sometimes rhe two forces simply'grind
o t h e r d o w n i n r o a \ r a l e m t ew h e r e b o t h s i d e , I o s e .
[n Fair Fighr mission' both players lose a gamr rhat
is no uch thing as a draw in Fl
OIWar.

T h e g o e l o f m o < r m i l i r a r y o p e r a r i o n si s r o a c h i e v er h e
objective with the least lossespossible. Obtainingvictory

out of time-there

without losing a single platoon is as good as it gets!

IJ'neither playr

Ifthe winner did. not lose an1 platoons at a//, they uin 6
Victory Points antl the loser gains 1 Victory Point.

uinl both players lool< up the


of Suruiuing Platoon! thc encmy force has a,
their opponent was the winner and use the Loser's
colurun to deterruine tlteir olun Victory Points.

LoSINGA SINGLE
PLATooN
W i n n i n g w h i l e l i m i r i n g ; o u r l o i s e sr o \ i n g l ep l a l o o n
is still a major achievemenr.
If the winner only lost one platoon, they uin 5 Victry
Points and the loser gains 2 Victorl Points.

LoSING
Two PtATooNs
Even at the cost of high casualties, a victory is still a
v i c r o r y - f a r b e t t e r r h a r ra d e f e r r .
If the uinner lost tuo or more p//jtoons, thel' uin 4 Victory
Points and the loser grlins 3 Victory Points.

LARGE
FoRcEs

'While

losing troops is never a good thing, some lorces


have to rely on numbers over individual strengrh to
succeed. Here er.en small losses can wipe out platoons,
but the overall effecr on the force is minimal.
If the winner started their frst turn wit/t nine or more
platoons (including those held in Reserues,but not an!
Tiansport platoons), they may ignre thefrst platoon that
is Destroyed when working out their Victor! Points.

GO DOWN FIGHTINGI
I n a F r i r F i g h r m i . s i o ny o u o n l y g e r r i c r o r l p o i n t sb y
u i n n i n g o u r r i g h ro, r b 1 w e a k e n i n rgh e e n e m y 5
. o if
you don't rhink you can win, you may as well attack to
do as much damage to the enemy as you can and go.
down lightingl You never know, you might actually win,
but at let you'1l score nore points than you will by:t

highly-mobile

engagements it is not uncommon

for forces to suddenly find themselva

in contact with the

The freewheeling batdes that result ar little more thm all-in brawls.

YoUR ORDERS
Your forces have broken through the
enemy lront

line. The enemy must

be ruthlessly crushed before rhey ...


occup)' proper defences! You must
seize one ofyour objectives before the
enemy seizesoue of theirs.

The enemy has broken through. Your


compny

must occupy and defend

critical objectives before the enemy


secufes them. Capture one of your
objectives before rhe enemy 12[5 e..
ol theirs.

SPECIAIRULES

BEGINNINGTHE BATTTE

For-All uses the Meeting ngagement (page 264)

1.

rule

Starting

s'irh

the atacker,

both

players make

Reconnaissance Deployment moves for any Recce


.-^ ^-.

PARTNGFOR BATTLE

2.

.L-..

L ^..-

^ -

.^l-l -

Both players norv roll a die. The player r.ho finished

Both players roll a die. The player with the higher

Deploying their platoons rst adds + I to their roll.

score chooses one of the long table edges to attack

The plal'er rvith the higher result has the rst turn.

from. The other plyer defends from the opposite

In the event of a tie roll agarn.

table edge.
Starting with

the attacking playel

both players

ENDINGTHE BATTTE

place two Objectives on dre opponent: side ofthe


'Ihe
table.
Objectives must be at least 16"/40cm

T h e b a r r l e( n d ) \ \ l r e n :

from the certre line of the table and may not be

the Objectives

placed within 8"/2Ocm ofthe side table edges-Both

Deployment Area.

of a playe r's Objectives musr be wirhin 48" 1120cm


-

ofeach other.

Each player! Deployment Area is their owr half of


the table, excluding the area within

12"/30cm of

the centre line. Both plavers, starring with the attacking player, alternate Deploying their platoons.
Both pla1rcrs, strting wiilr

the attacking player,

now Deploy any Warrior tearns that arc not part of


a platoon and all Indepenclent teans.

a pla,ver srarts their turn having Taken either of


rhat rhey placed in

the enemy

DrcrprNcWHo WoN
The player that took their Objective has secured a key
piece of terrain on the lield, forcing the enemy onto the
defnsiveand winning the dav
Calculate your Victorv Points using the Victory Points
-llable
on page275.
If neither side rvon use the Fair Fight special rule to
d e t e r m i n er h e i rV i e r o r ; P o i n r ' .

On the open fanls

of the main batde, a small force can encounter a lot of trouble very
Having found it, they call for support md the action escalates.

Youhavc.".ou'iteid iii"g
r i o r r a n d c a l l e d l o r * s i s r a n c e .b u r
has the enemy. You must attack
w h i l e r h e y a r e r r i l l w e a ka n d s e i z e
of your objectives before the
captures one of theirs.

and iti fallen upon your shoulders


repel rhe enemy advance.Act
sively until

assistance arrives, then


capture one ofyour objectives
the enemy captures one of theirs

MIssIoN SPECIAI
RUtEs

BEGINNINGTHE BATTTE

Encounter

1.

uses the Delayed Reseroes (page 269),


Meeting Engagement
(page 264), and Scattered
Reseres (page 269) special rrLles.

PRIpInINc FoR BATTTE


1

Both players roll a die. The player with thc higher


score chooses one of the long table edges to attack
from. The other player clefndsfrom the opposite
t a b l ee d g e .

2.

Starring with the attacker, both plavers place an


Objective in their own half of the table.

J.

Borh players, hrving placed an Objecrive in


their owr half of the table, now place a second
Objective, this rime in their opponentt half of
the table, again stuting with the attacking player.
A1l Objectives musr be r leasr 16"/40cm fronr
the centre line of the table and may nor be piaced
within 8"/20cm ofthe side table e<lges.

4.

5.

Starting

with the aftacker, both plavers non


nominate at least half of their platoons to be held
o f f r h e r a b i ei n D e l a y e da n d S c a t L e r e R
d e'ene..
F a c h p l a y e r s D e p l o y n r e n rA r e a i s c h e i r o u n h a l f
of the table, excluding the area within 12"/30cm
of the cenrre line. Both players, starting with rhe
arracking plaver. no*

airernarc Deplovirrg rheir

remaining platoons.
6.

Again smrring with the arrcker, both pla1.er5ns


Deplov any Warrior ream' rhar are nor prrr of a

arrd all

Starting wirh

the atracker,

Reconnaissance Deploynent

both

players

nroves .for any

teams they haye on rble.


2.

Both players now roll a die. The player who fi


Deploying their platoons first adds +1 ro their roll:
11re player with the higher result has the first
In the event of a tie roll again.

ENDINGTHE BATTTE
T h e b a L r l ee n d . w h e n :
.

a p l a y e r\ r a r r \ r h e i r t u r n h r r i n g T a k e n e i r h e r
the Objectives rhat were placed in.the
Depl,'l mcnr Arer.

DECIDINGWHO WON
l r e P l a , e rt h a t r o o k r n O b j e . r i v ei n t h e
Deployment Area rvins the battle. They have iec
key terrain, forcing rhe enemy onro.th dfensive,
opening the way for rhe nal, decisive.blow :.., .

Calculareyour Vicrori Poiritsusing the Victory Poiri


Tableon page275.
Jf neither side won use rhe Fak Fight special rule
d e t e r m i n er h e i rV i c r o r l P o i n r - .

to get through to their


advancing forces clh, each determined
rsetres rrive on the fanks md e thrown into the fray.

objectives.

Soon a whirling

batde

YoUR ORDERS
Seize the initiative
forcet

inro

the

and thrust your


eneml < delences

and secure a key objective. He who


hesitates is Tost.You must capture one
of vour ob.jectives before the enemy
.,.t"r".

Parry

^r"

your

^frheir.

thrust

opponents

and

mnoeuvre your forces to take and


hold a key position behind their lines.
Be readl to attacL when rhe rime i'
right. Strike hard and fast to take an
obiective before the enemy does so.

SPECIALRULES

9.

platoon and all Independeht teams.

BEGINNINGTHE BATTTE

PARINGFOR BATTTE
Mark

the centre of the table so that the table

1.

2.

plal'e15 pxkq

The player with the higher result has the first turn.

The other player Ceploys in the opposite table


quuter, likewise leaving the other table quarter in
their own end empry Each player's Deployment
Area is their assigned quarter, excluding the area

Both plavers now roll a die. The player u'ho finished


Deplol.ing their platoons first adds +1 to their roll.

the other table quarter in their own encl empty.

J n r h e e v e n ro f a t i e r o l l a g a i n .

ENDINGTHE BATTTE
The battle ends when:

within 8"/20cm ofthe celtre line.


the attacker each player places an
Area at least

8"/20cm from all table edges.


Next starting with the attacker each player places
an objective in the enemy Deployment Area at least
8"/20cm from all table edges.
Starting with the attacker, both players nominate at
least halfoftheir platoons to be held olfthe table in
Delayed Reserves.
Each player's Reseryesarive up to 16"/40cm from
the corner in the empty table quarter at the enemyt
end ofthe table.
Both players, strting with the attacker, alternate
Deploying platoons.

the defender, both

tems they have on table.

Both players roll a die. The player with the higher


score chooses a table quarter to attack from, leaving

objective in their own Deployment

Starting with

Reconnaissance Deplovment moves lr anv Recce

qurters are obvious to both players.

Starting with

Again strting with the attackel both players now


Deploy any S(/'arrior teams rhat are not part of a

(page 269) and


Up uses the Delayed Rqers
Enga.gement (page 264) special rules.

a player starts their turn having Taken either of


the Objectives

tht were placed in

the enemy

Deployment Area.

DECIDINGWHo WoN
The player that took an Objecrive in the opponent's
Deployment Area wins the battle. They have secured
key terrain, opening the rvay for the decisive blow.
Calculate your Victory Points using the Victory Points
Table on page 275

There comes a time in every conflict

when

mst dig in md prepue to repel a mmio" sauili'l


from

the enemy. Ofteh

the deciding battles of thii


these desperate defences cm tm
tlie tides
determine the momentm
of entire wrs,
campaigns,

YoUR ORDERS
The enemy has fallen back ts defend sirigle choke point
your advance. Their lines disorgmized, their reseruesin tattr
you must crush rheir resistance an<l open a path to victory!
must assult and capture one ofyour objecrives.

lffiT h e s i r u a r i o n i s d e s p e r a r ea n d y o u r p a r h i s g r i m , b u r i f
can mount a heroic defence against rheir coming dymce
could turn the tide of this war. Reinforcements "ecoming,
vour superiors have promised you supporr, unril they rri
you are on your own, There can be no retrea!. You must
t h e o b j e c r i v e sa n d p u . h r h e e n e m y b a c k .

MISSIONSPCIAIRUTES

..

No Retreat uses the Ambmh (page 266), Reseryes (page 268)


and Preped Positions (page'264) special rules.
l

PREPARINGFoR BATTLE

BTcINNTNcTHE BATTTE

1-

l.

5tarring uirh

2.

The attacking player has the first turn.

3.

As both sides are in Prepared Positions, all


may begil the game Dug In

2.

The defending player chooses which short table


end thev will defend. This half of the table is their
Deployment Area. The attacking plal,er will deploy
i n t h e o r h e r r a b i eh a l I
Starting with the defender, both players now place
one Objective each in the defencler'send ofthe table.
The Objectives must be ar least 8"/20cm from the
centre line of the table, and may not be placed
within 8"i 20cm of any table edge.

3.

Next the defending player nominates at least half of


their platoons to be held off the table in Reserve at
the start of the game. The troops held in Reserves
will arrive along the short table edge in the defending player's table half.

+.

The delender may rhen nominate one o Lhe remaining platoons ro be held in Ambush.

5.

Finally, they Deploy the remaining platoons.

6.

The attacking playert Deployment Area is their half


of the table, excluding the area within IG"l40cm
ofthe centre line. The attcker now Deploys all of
rhcir piaroons.

-.

B o t h p l r y e r r n o w D e p l o y a n y W a r r i o r r e a m sr h a r
are nor part ofa plaroon nd all Independent teams,
s r a r irn g w i r h r h e d e f e n d i n gp l a y e r .

.:.

rhe delender. borh players


R e r o n n a i s : a n c eD e p l o y m e n r m o v e s l o r a n y

t e a m ' r h e v h a v eo n L a b i e .

ENDINGTHE BATTTE
T h e b a r tl e e n d s w h e n e i r h e r :
.

the attacker has Tken any of the Objectives at


s r a r ro f r h e i r r u r n ,o r

the defender srarts any of their turns from turn


w i r h n o a r L a c k i n gt e a m s i n r h e d e f e n d e r ' rh a l f
the table.

'

i ..:i

DECIDINGWHO WON
The attacker wins ifthe game ended becausethey
one of their turns holding an Objective. They
broken the defence and forced the enemy to fall back:
Othemise the defender wins. The attack has bee4beati
off Now they must prepare their count.rstroke.
. ,1.
Calculate your Vctory

Tableon page275.

Points using dre Vctory

poin

,!.,:...L;:!j

Su5prise is paramou[t in any military operation, and neyer


more so than iri defence. When- significandy outnumbered
with no hope of immediat,. reinfor<rrnent;. a defender
h to rely wen more on intangibles like iuiprise to even
the odds,

YOUR ONPTRS
immediately, smh them quickly nd seizeyoui objectives.

You have been assigned a near impossible task. Onlyyour

ability

to misdirect the enemy into thinking that you are weaker than
you il can save you. Use surprise well. Ambush the enemy
and prevent rhem from taking their objectives, then push them
backwhen helparrives.

M I S S I O N S P E C I A LR U T E S
Hold the Line uses the mbush (page 266), Delayed Resenes
(page 269), and Prepaed Positions (page 264) special rules.

RING FORBATTTE
T.he. defending player chooses which short table

BEGINNINGTHE BATTLE
1.

end they will defend. This half of the table is their

Starting with

the defender, both

players make

Reconnaissance Deplovment moves for any Recce

.Deployment Area. The attacking player will deploy


in the ottter table half.

2.

teams they have on table.


The attacking player has the first turn.

Starting with the defender, both players now place

3.

As both sides are in Prepared Positions, all platoons

one Objective each in rhe defender's end ofthe table.

may begin rhegame Drrg In.

T h e O b i e c t i v e sm u r r b e a r l e a s L8 ' / 2 O c m f r o m L h e
cenrre line of rhe rable.:nd may not be placed
:within 8"/20cm of any table edge.
.Next the.defending player nominates at least half
of their platoon t be held offthe table in Delayed
Resere. These Reserves will arrive along the short
table edge in the defending player's table hall
The defender may then nominate up to two of the
remaining platoons to be held in Ambush.
F i n a l l y . t h e y D e p l o y L h e r e r n a i n i n gp l a t o o n s .[ t i s

ENDINGTHE BAfiTE
lhe bartle ends when ertfir:
.

the anacker has Tken any ofthe


.'"'. ^frL.;' -''. ^.

Objectives at the

the defender starts any of their turns from turn six


with no attacking tems in the defender's half of the
table.

DECIDINGWHo WoN

..tentirely possible that all of the defending platoons


'ln
the table will be in Ambush with none visible to

The attacker wins ifthe game ended becauserhey started

,,:1*r.,...-y

one of their turns holding an Objecrive. They have

t':11i. ltt*k*',

nt the start of the game.


Deployment Area is their half of the

overcome the element of surprise and triumphed.


the defender wins. Their ambushes stunned

table.excludingthe areawiLhin 16"/cOcm of rhe

Othevise

c e n t r eI n e . T h e y n o w D e p l o y a l l o f t h e i r p l a r o o n s .

the enemy, allowing time to counterattack in strength.

Both plyers now Deploy any \Tarrior teams that


q9 qa!p{t:of platoon md all Independent rcms,

Table on page 275.

C a l c u l a r ey o u r V i c L o r y P o i n r su s i n g r h e V i c t o r y P o i n r s

The Germms

dweloped

a clever techniqrie

pinching off Soviet penetrations. The front-lin:':iS


roops did their best ttr limit the penetrarion, then ih
reserves struck the flanlc

oftle

penetration

ro ut it o{F

destroy it.

YouROnpEns
You have found a weak poinr in rhe enemy defences.
through the front line to creare a jumping oF poinr for
exploittion force lollowing behind. You must break into
enemy position to cpture one ofyour objectives.

You do not have the strength ro prevenr rhe enemy f


breaking into your lines somewhere, so you must rely on a
pianned counterttack to regain your defences. You must
the objectivesand push the enemy back.

MIssIoN SPECIAI
RUtEs
Pincer uses the Ambush (page 266), Delayed
(page 269), and Prepred Positions (page 264) special rules.

PREPARING
FoR BATTTE

BGINNINGTH BATTTE

1.

The defending plaver chooses which short table


end they will defend. This halfofthe table is their
Deployment Area. The attacking player will deploy

1.

in the other rable hall

2.

The attacking plaver has rhe 6rst rurn

3.

As both sides are in Prepared Positions, all platooii


may begin the game Dug In.

2.

3.

Starting with the dender, both plar.ers now place


one Objecrive each in the defEnder'send ofrhe table.
The Objectives musr be ar least 8"/20crn fiom the

Starting with

the defender, both players


Reconnaissance Deployment movs for any
teams they have on table.

centre line of the table, and may nor be placed


within 8"/2Ocm ofany table edge.

ENDINGTHE BATTTE

Next rhe defending player nominates ar least half


of the ir platoons to be held offthe table in Delal.ed

Reserve. These troops will arrive along either of the


long table edges in the defending plaver's table half.

the attacker has Taken any of the Objectives at


s r a r to f r h e i r t u r n . o r

r h e d e l e n d e r\ r r n \ n ) o f r h e i r r u r n s l r o m t u r n
w i r h r r o a r r a c k i n gr e a m si n r h c d e l e n d e r ' sh a l f o f

The defending player may choose rhe edge that each


platoon arrives from when it arrives from Reserves.

I n e D t U ee n d s s n e n e r t n e r :

rablc.

4.

The defender mav rhen nominare one of the re,


mining platoons to be held in Ambush.

DECIDINGWHO WON

5.

The defender Deploys their remaining platoons.

I he atrackeru i ns i I r he ganreended becausethey

6.

The attacking plaver's Deployment Area is theiL half


of the table, excluding the area within 16"140m
ofthe centre line. The aftacker now Deploys all of

7.

one ol their turns holding an Objective. Theit pener


tion has secured a jump-off for the following troops,
Otherwise the defender wins. They have eliminated

their platoons.

p e n e t r a t i o na n d r e . r o r e dr h e i r d e f e n s i v ep o r i r i o n r .

Both players now Deploy any \flarrior teams that


are not part ofa platoon and all Independent teams,

Calculate

1.our Victory
IaDleor) DJgel/).

Points

using

the Victory

A-fter a successftrl attack trapped

the defenders in a pocket,

onJy one slender corridor

remains linking

outside wodd.

the importmce

Recognising

them to the
of this lifeline,

both sides throw everything they haw into the batde.

YoUR ORDERS
You have the enemy on the ropes. One more strong blow
will crush them. Cut the corridor and the surrounded enemv
pocket will fall. You must seize one ofthe objectives, breaking
rheenemy\ lilreline.

You are the only rhing standing between your army and
disaster. \fhile

you hold the corridor open, the pocket will

hold out, and a counterattack can be launched to relieve it. If


you fail, the whole pocket will be captured. You must prevent
the enemy from attaining their objecrives.

MISSIONSPECIALRUTES
uses the Immediate Ambush (page 265) and
Positions (page 264) special rules.

Surrounded
Prepued

PARINGFORBATTLE
The attacker's Deployment Area extends 8"/20crn

3.

The attacking player has the first turn.

4.

As both sidesare in PreparedPositions,all platoons


n r a ; b e g i r rr h e g a n r eD u g l r r

onto the table from both short ends. The defenderi


Deployment

area is the centre of the table more

thn 24" l60cm from both short table ends.

ENDINGTHE BATTTE

The attacker now places two Objectives in the de-

The battle ends when either:

fende r's DeploymeqtArea at least 4"/10cm from the

edges ofthe Deployment Area and at least B"/2Ocm


F.^- th" r,hl"
__"'''_b-"'
",1.".
Next the defender nominates one platoon to be

held in Immediate

Ambush,

then Deploys the

the artacker has Tken any of the Objectives at the


start of their turn, or
the defender starts any of their turns from turn
six with

no attacking teams within

16"140cm of

either Objective.

remaining platons.
The attacking player now Deploys their entire force.

DECIDINGWHO WON

They may Deploy their platoons in either pan of

The attacker wins ifthe game ended becausethey starred

their DeploymentArea, but must Deploy at least one

one oftheir

platoon in each half of their Deployment Area.

the corridor and sealed the fate ofthe pocker.

Borh player. now Deploy any \arrior reamsrhar

Otherwise the defender wins. The corridor has held and

are not part ofa platoon and all Independenr teams,

supplies will continue to flow into the pocket.

starting with the defending player.

Calculate your Vctory


Tble on page275.

EGINNINGTHE BATTTE
The defender places the platoon

they held in

Immediate Ambush.
S r a r r i n g w i r h r h e d e { e n d e r ,b o r h p i a y e r s m a k e
Reconnaissance Deployment

turns holding an Objective. They have cut

moves for any Recce

Points using the Victory Points

A frghting

withdrawal

allows defeated commmders

to presene the bulk of their force

while

back to a more defensible location.

YoUR ORDERS
To exploii an ailiervictory you
smash ihe nemy rearguard and tu
t h e i r r e t r e a ti n t o a r o u t . B r e a kr h r o u g h
the enemy line and capture one of
objectives before it is too late.

You must cover your withdrawal as t


army falls back to the nefi defensi
'Ihe
position.
enemy is moving arou
;our fianks so you cannot stay
long. Hold the objectives until t
rest of the army gets clear.

MIssIoN SPEGIAI
RUtEs
Fighting -Mithdrawal
Prepred

uses the Ambush (page 266),


(.page 264), and Strategic

Positions
Withdrawal (page 270) special rules.

PREPARING
FoR BATTTE
1.

The defender chooses a long table end to defend.

ENDINGTHE BATTLE
l h e b a r r l ee n d s w h e n e i t h e r :
.

r h e a r r a c k e rh a . f a k e n a n y o F r h e O b j e c r i r e . a r t
\ r c r r o Fr h e i r r u r n , o r

at the start of the defender's eighth turn (reme


to check Company Morale if necessary before
mining who r.on).

This haif of the table is their Depiol.ment Area. Jhe

2.

3.

attacking player will deploy in the other tabie half.

DECIDING WHO WON

T h e d e f e n d e rp l a . e r a n O b j e c r i v e o n r h e i r . i d e o f

The attacker wins ifthe game ended becausethey startgil

the table at least 8"/20cm away from all table edges


and at least 8"/20cm back frgm the centre line.

one oftheir turns holding an objective. The anacker


s m a . h e dr h e r e a r g u a r da n d s e i z e dt h e i r o b i e c L i r e s .

The attacker now places two Objectives in the

Othemise

sam area so that no two Objectives are more rhan

out long enough for the army to get safely away


norvu iLhdrrw' ir. Ia'r elemenr..

48"ll2}cm

apart:rnd all are more than 8"/20cm

fiom any other Objectlve.


4.

The defender Deploy' their enrire for.e. They


may hold one platoon in Ambush. The artacker's
Deployment Area is their half of the table, excluding the area within 16"/40cm of the centre line.
The attacker now Deploys their force:

5.

B o r h p l a v e r < .s t a r r i n g w i t h r h e d e f e n d i n g p l a y e r ,
Deploy any \Tarrior reams tht re not part of a
platoon and all Independent teams.

BEGINNINGTHE BATTLE
l.

S r a r r i n g w i r h t h e d e l e n d e r .b o r h p l a y e r s m a k e

2.

The attacking player h rhe 6rst turn.

J.

A s b o r h s i d e sa r e i n P r e p a r e dP o s i r i o n sa. l l p l a r o o n s

Reconnaissance Deployment moves.

the defender wins. The rearguard has

Calculate your Vicrory Points using the Victory


l a b l e o n p a g e2 : 5 .

i,l

most.commmders.faced

with a preptred defence seek to build up the muimum


fore
they do not have the time md mmt ttck imediately
with whatever is on hmd.

for the attack,

YOUR ORDERS
Find a weak point in the enemy line
and punch through. You musr seize
one of your

objectives before the


enemy rallies and pushes you back.

Hold

the initial assault, then force


the enemy back when your reserves
arrive, You must prevent the enemv
from taking their objectives, then
counterattack and take your orvn.

ISSIONSPECIAT
RULES
ty Attack uses the Delayed Reseres (page 269),
Ambush (page 267), Resenes (page 268),
Reserves (page 269), and Prepared Positions
264) special rules.

7.

The attacker Deploys their remaining platoons.

8.

Both plavers norv Deploy any \Tarrior teams that


are not part ofa platoon and all Independent teams,
starring with the defending player.

BEGINNINGTHE BATTTE

PREPARING
FoR BATTLE

The delending player chooses the long table edge


that theywill defend. Their DeplovmenrArea is rhe ir

2.

halfofthe table, excluding the areawirhin 8"/20cm


ofthe centre line. The attacking playert f)eplor.ment
Area is the other halofrhe table, excluding the :rrea
within 12"/30cn ofthe centre lirre.
The defending player places one Objective in the
attcker's Deployment Area at least 16"140 cm
from the centre line and not within 8"/20cm of
either sid table gdge.

the defender, both players make


Reconnaissance Deployrnent moves for any Recce
teams they have on table.

3.

The attacking player has the {irst rurn.

4.

As both sidesare in PreparedPositions,all platoons


m a 1 b e g i n r h e g a n r eD r r g l r

ENDINGTHE BATTTE
.

a player starts their turn having Taken any of


the Objectives thar were placed in the enemy
Deployment Area, or

the defender stns any of their turns fiom rurn six


with no attacking teams r'n the defendert table half.

The attacker nominates at least halofrheir platoons


to be held offthe table in Reserves.These arrive from
the long table edge in their Deploymenr Area.
The defender then nominates at least half of their
platons to be held off the rable in Delayed and
Reserves. They

may

rhen

nominte

one of the remaining


ImmediateAmbush.

Starting with

The battle ends when;

The dfender then places one Objective and then


the attacker places two Objectives in the defender's
Deployment Area at least 12"/3Ocm fiom rhe centre
line and not wirhin 8"i 20cm of any table edge.

Smttered

fhe de[errder place. Lhe plaroon rhey held in


Imnediate Arnbush.

platoons to be held in
The defender l)eploys their

r e m a i n i n gp l a r o o n . .
The artacker now remove! one of rhe Objecrives

DrcrprNcWHo WoN
A player rvins ifthe game ended becauserhey starred one
of their turns holding an Objective in the opponent's
Deplovment Area.
Otheryise

the defender wins. The defender has held


r h e i r f r o n r l i n e a n d h a l r e dr h e a r r a c k e r 'o. f f e n ' i \ e .

Calculate your Vicry

Points using the Victory Points

'1|lr

'When
forca,

night

falls on the battlefreld

resupply,

both sides traditionally

exercise a tacit truce and rebuild

and tend to the wounded,

YoUR ORDERS
A

massive

punchd

enemy

through

offensive
the

front

tking up positions amongst


Juring rhe nighr. You murr ar
i n r m e d i a r e l yr o l e s r o r er h e . i r u a r i

You hare pu<hed rhrough rhe I


lines during

the night

and

vital ground from the enemf


with dawn breaking,.you must
a solid defence against the inevi
counterattack and hold your gains.

MIssIoN SPECIAL
RUtEs

8.

Delayed Resenes (page 269), md Rmdom


Deployment (page 261) special rules.

'

l.

The defending player chooses the long table side

2.

t.

T r e a t r a c t t i n gp l a y e r p l a c e r r z o O h j e c r i v e . i n r h e

4.

3.

from rhe

the artacker, both

players

moves for my

I h e d e l e n d i r r ep l a y e r h a s r h e f i r s r r u r n .
As both sides are in Prepared Positions, all platoo
m . n b e g i n r h e g a n r eD r r g I n .

ENDINGTHE BATTTE

short table edges.

The battle ends on or aFter turn six u,hen eitber;

The defender nominates

at least half of their

platoons to be held in Delayed Reserve. These will


a r r i v eo n r h e o p p o t i r e r a b l ee d g e .
4.

wirh

r e a m sr h e y h a r e u n r a b i e .

20"/50cm ofthe side table edges.

defender's Deplovnenr Area it least 4"/ 10cn fion


, h " . " " r . " l i " " ^ f , h . . , h 1 " 3 1 1 s 1 581' / 2 0 c n r l i o m

Starting

Reconnaissance Deployment

Area

is this half of the table excluding the area within

long table edge and at least 24"/60crn

fhe delender place. rhe plaroorr rhe; held


l n rL n ed i a t eA m b u s h .

where they will defend. Their Deployment

2.

starting with the defending player.

BEGINNING
THE BATTLE

PREPARING
FoR BATTLE
1.

Borh plr.er. nou Deplol any Warrior Leams


r r e n o l p a n o l - r p l a r o o na n d a l l I n d e p e n d e r r r

Cauidron uses th Immediate Ambush (.page267),


Prepared Positions (page 264), Reseryes (page 268),

l h e d e f e n d e rm a y h o l d o n e p l a t o o ni r r I m m e d i a r e

'

r h c a r t a c k e rh a , l a k e n a n y o f r h e O b j e c r i v e sa t
' r a r t o f r h e i r r u r n ,o r
t h e d e l e n J i n g p l a ) esr r r n s r h e i rr u r n w i r h n o
i n g t e a m sw i r h i n 1 6 " / 4 0 c m o f e i r h e rO b j e c r i v c .

A rn b u s h .
5.

T h e d e l e n d e rd e l , l o y ' r h e r e m a i n i n g p l a r o o n s .

DECIDING
WHo WoN

6.

The attacker must nominate at leasr half o{ their

The attacker wins if the gme ended becausethey


one of their turns holding an objective. The

platoons to be held in Reserve. These wili arrive


lrom either short table edge. The artacking player
may choose rvhich edge each platoon will arrive

7.

penerradon has been neualizd

nd the

Iine held.

f r o m r v h e n i t a r r i r e sf r o m R e r e r v e r .

O r h e r u i . e t h e d e f e n d e ru i n s . A l l e n e m y c o u n r e r a

Ary remairringplaroon: are deployed u'ing rhe

havebeenheld off and rhe iremyforce ritten


bringing a rnajor breakthroughrhat much closer

Random Deployment special rules.

Ca.lcuiateyour Victory Pints using the Victorv


Talolr
i:i.t:
rlii

frgm h forced the defenders into a hedgehog defence. The attacker h snt a flanking
1fu6"gh c[e gaps between the defended positions while launching a frontal sault to pin the enemy.

RIORDERS
The enemy does not have sufficienr
strength to cver the entire front. You
musr seizeode ofthe objectives, either
b y d i r e c r a r s a u l t ,o r w i r h a c u n n i n g
flank attack.

Your rinniiiiii"'"iijii''iepon,
strong attack force moving around
your flank while mother sffong force
is massing for a frontal attack. You
must scure the objectives and drive
the enemy back.

ISSIONSPECIALRULES

9.

uses rhe Delayed Resewes (page 269),


Resewes (page 269), md Prepared Positions
264) special rules.

PARJNGFOR BATTLE

Both plavers now Deploy any W'arrior.teams thar


a r e n o t p r t o f a p l a r o o na n d a l l I n d e p e n d e n rr e m \ .
starting with the defending player.

BEGINNING
THEBATTLE
l.

Srarring wirh rhe de[ender. borh players make


Reconnaissmce Deployment moves for any Recce

2.

The attacking player has the first turn.

3.

As both sides are in Prepared Positions, all platoons


may begin the game Dug L

Mark th entre of the table so that the rable

teams they have on table.

quatters are obvious to both players


The defending player chooses two diagonallyo p p o s i r er a b l eq u i l t e r s a s r h e i r D e p l o y m e n r f u e .
The attaker then chooses one of the remaining
table quarters. Their Deployment Area is all of this
table quarter that is more than 8" l20cm from both

ENDINGTHE BAatE

tabl.centre lines.

T h e b a r r l ee n d s o n o r a l i e r r u r n s i x w h e n e i r h e r :

.The attacker places rwo Objectives in the iinal table


{uter. They must be ar least 8"/20cm
.table.centre line3 and edges.

from the

The defender Deploys any or all ol their platoons


using Lhe Mobile Reservesspecial rule.
A1l remaining platoons are held off the table in
Reserve. The troops held in Reserves will arrive
along the long table edges in their Deployment
rAreas within 16" l40cm of the table corner.
T h e a r r a c k e rm u s L h o l d a r l e a s ro n e p l a r o o n . a n d
m a y h o l d u p t o h a l f o f r h e i r p l a t o o n s .o f f r a b l e r o
:::,:mk a fiank attack as Delay.ed Reserues.The troops
heid in Delayed Reserveswill arrive along the long
tble edge within24"l60cm
of the corner in the
quarter conraining rhe Objecrives.
The artacker now Deploys rhe resr of their lorce

t h e a r r a c k i n gp l a y e rh a s T a k e nm y o r h e O b j e c r i v e s
a r r h e s t a r ro f r h e i r t u r n . o r

t h e d e F e n d i n gp l a y e rs r a r r :r h e i r t u r n w i t h n o a r L a c k i n g r e a m sw i r h i n l 6 ' 1 4 O c mo f e i r h e rO b j e c r i v e .

DECIDINGWHo WoN
The attacker wins if the gme ended because they
started one of their turns holding an Objective. They
have broken through, deep behind the enemy line.
Othemise

the defender wins. The breakthrough

been cut off and the front lines held.


Calculate your Victory Points using the Mctory Poinrs
Tble on page 275.

The enemy is making

a counterattack

nd ensure the destruction

to relieve their cut of comrades. Complete

the

ofthe trapped enemy troops.

in

your

encirclement.

They

launching a countertrck ro link


with their surrounded comrades.
must close the gap before they
make te link up.

any moment. You must exploit t


weaknessin the enemy enci
and link up with chem. Prevenr t
enemy from taking their objecti
and completing the encirclement.

MISSIONSPECIAT
RULES

9.

Counterattack uses the Ambush (page 266), Mobile


Resenes (page 269), Prepued Positions (page 264),
and Reseroes (page 268) special rules.

1.

l.

Mark the centre point ofthe table so rhat the table


quarters are obvious to both players.

2.

The defender chooses a table quarter as their


Deployment Area. Their reserves will arrive from
t h e d l a g o n a l l yo p p o ' i r e q u a r r c r .
The attacker chooses one of.the table quarrers on
the other diagonal to deploy in. Their Deployment
Area is all of this table quarrer rht is more than
8"/20cm from both table centre lines.

4.

The

defender

places one

Objecrive

in

The attacker then places one Objective in the table


quarter opposite their Deployment Area at least
8"/20cm from both table centre lines and 8"/20cm
from any rable edge.

6.

The defender Deplo,vs any or all oftheir plaroons


using the Mobile Reserves special rule. One of the

7.

AII remaining pltoons are heid off the table in


Reserve. The troops helc{ in Reserves will arrive

platoons to be Deployed may be held in Ambush.

w i r h j r r 1 0 " / + 0 c m o f r h e L a b l ec o r n e r o p p o < i r er h e i r
D e p l o y m e n rf u e a .
8.

Starting with

the defender, both players m


Reconnaissance Deployment moves for any
teams they have on table.

2.

The atracking player has rh firsr rurn.

3.

As both sides are in Prepared Positions, all pla


m a y b e g i n L h eg a m e D u g I n .

ENDINGTHE BATTTE
The batde ends on or after turn six when either:
.

their

Deployment Area at least 8"l2Ocm from both centre


lines and at least 8"/20cm lrom any table edge.
5.

starting with the defender.

BEGINNINGTHE BATTTE

PREPARING
FoR BATTLE

3.

Borh players now place any rTurior tems rhar


not part of a plroon and all Independent

r h e a L r a c k i npgl a y e rh 1 a k e n a n y o f r h e O b j e c r i
a r r h e s t a r to f L h e i r r u r n . o r

the defending player starts their turn with no aftack!


i n g r e a m su i L n i n 16 " / 4 0 c m o I e i t h e r O b j e c r i v e

DECIDINGWHO WON
T h e a t r a c k e rw i n s i f r h e g a m ee n d e d b e c a u s et h e y s
one of their turns holding an Objective. The a
has prevented the defender fiom linking up with
encircled forte.
Otherwise the defender wins. The defender has
r h e e n c i r c l e m e n r f. r e e i n gr h e r r a p p e dr r o o p s .
Calculate your Victory Points.using the Victory P.oiri
Table on page275.

The attacker then Deploys their entire force.

-'.:11;.....
..,
iir*:':]5:r,::

:::::
,
:{,

in ygur fortifled sector ofthe line. It seemi like a good time to send out a patrol and seewhat the
is up to.

YoUR,ORDERS
Tonight's patiol

ran into

a strong

enemy patrol- Reinforce them and


c".,,."

th"

^hi".ti.,"

Push the enemy out of No Mant


Land md hold your objective.

MISSIONSPECIIRULES
No Mm'' Land usestheDrkness(page273), DelayedRseroes
lpage269), No Mmt Lmd
Patrol (page271), md Over the
Wire (page271) specialrules.

RING FOR BATTLE

10. The first player then places their Patrol on their


side ofthe table in the same halfas they placed the
Objective, within 6"/1 5cm ofthe centre line and at
least 8"/20cm from the diding line berween the

Both plyets must field a Fortied Company.


Both playersrol I a d ie wi rh rhe h igher scorechoori ng
a.iong tabie edge to attack from. The defender has
the opposite table hall

The players' Deployment

ieas. their halves ofthe table excluding the area


w i t h i n | 2 " / J 0 c m o F r h e c e n r r el r n e .
Starting with the defender, toth players place a1l of
their Fortications (bur not their Obstacles).

left and right halves.


1 1. The other playe r then places their Patrol in the sme
m a n n e r i n r h e o p p o s i r eh a l l .
12. Again

strting with the defender, both players


Deploy any lVarrior tems that are nor part of a
platoon and all Independent teams in any tench
Lines in their Deployment Area.

Agin statting.with the defender, both players place


.a1l of their Obstacles in the opponentt table half
sing the Over The.STire mission special rule.

BEGINNING
THEBATTLE

Starting with the defender, both playeis Deploy

[.

their.'Fortified Platoons. All remaining platoons are


held in Delayed Reserue.arriving anlvhere along

2.

'lhe

e n r i r e b a r u l ei s l o u g h t i n D a r l o e s s .

B o t h p l a y e r sr o l l a d i e . T h e d e l e n d e r a c l d s* l

ro

their ro1l. The player with the higher result has the
rst turn.

,.the lng table edge in their own Deployment Area.


Startiirg with the attcker, both players nominate
one platoon to be their Patrol using the No Man's
Land Patrol

special rule, and remove it

from

rhe rable.
D i v i d e r h e r a b l e i n r o l e t a n d r i g h r h a l v e sa c r o s s
:bOih Deployment Areas at right angles to the
centre line.
B o r h p l a y e r sr o l l a n o r h e r d i e . T h e p l a y e r w i r h r h e
the left or right half to place
;.,,high.r sc"t. chooses
:i.r:iheir'Objective and Parol. They place an Ob.jective
n the opposing side of the table at least 8"/20cm
from the dividing line between the left and right
halves, and at least 8"/20cm from the table edges.
rrc urncr pra)cr rncn placc\ an Objecrive in the

ENDINGTHE BATTTE
The battle ends when;
.

a player starts their turn having Taken rhe C)b.jective


placed by the opposing player.

DECIDINGWHO WON
f t e p l a v e r r h a r r o o k a n O b i e . r i v e w i n ' t h e b a r r l e .T f r e y
h a v ee , r a b l i t h e dr h e i r d o m i r r a n c eo v e r N o M a n ' s L a n d .
C a l c u l a t el o u r V i c t o r l P o i n r su s i n g r h e V i c r o r y l o i n r '
l a D r eo n p a g el / r .
No Man's Land is a Fair Fight, so if neidrer win the
battle, use the There are No Draws rule on page 275 to

Failed..........97,134,187AnilleryTemplarcsllo-ljj,1l8 Abandonedpositions....1
AgLr
y ' , { M G . . . . . . . . . 1 1 3 , 1 5 7 , 1 8 2I m g r o v i s e d A r m o u r . . , . . 1Al 8i r c r a f t . . . . . . . . . . . . - . . 1 g 5
AJlocaringHjr.........l
Advmceatthe
Schrzen.
. . ... .... . ...245
Gallop.......202
Smoke
Bombudrnenre
i36-137
AssaultAlways
Conrjruc..l
2 1s 6
4ircraft.............178-189 rrontorside,{rmour..98,A
s a u l t B r i d g e s . . . . . . . . . . . 2 2 6A u t o m a t i c R i f l o . . . . . .
-8.1-o
Range....
rrupp6r1......J2.
....'t Assaulrs.
..14J-169 BullerproofCover...,.
A l l o c a t i n g H i t s . . - , . . . . . . 1 S 6A r m o u r e d R o c k e t
A b m d o n e d P o s i t i o n s . . _ . , . . 1 5B0u n k . .

F l i g h r . . . 1 7 9 , 1 8 0 , 1 8 3 , 1 8A
5 llocating.Hits
.l3l
ChrginginroClonrao....... pushirtoEnemypositions.l
V ' e a p o n s . . . . . . . , . . . . . . . i E 7F r i e n d \ ' F i r e. . . . . . . . 1 3 3
t 4 t - 1 1 7 , 1 5 0 , 1 6R3o i l S ;
A i r o i s e r a t i o n p o s t s . . . . . . 1 3 9M e e d n s n g a g e m c n t s . . . . . 2C6a4r r v O n , S e r g e a n r . . . . . . 2 4t 6
sil.;; ..............;
( 6 l g ' n n \ . 1 1 1 i q . . . . . . . . .V2i.r1c1J l l " m L r J m e r r . . . . . . l irl h r r p e W h o Y o r r \ l r u . A r . l r R o . li o H i r . .
..;;,
Night..................272 HitemWithErrnthng
G u n ' | e a m. .s. .. . . . . . . . 1 4 4
lirrrerrearMG........,l
.. lJ1,240
........54,\!l
. 1 4 4 , t 4 6 , 2 4 6 S n e a k l n g U p o n T m1l c5 3 , 2
ill"ytr:
n , ,^.. t_a" ,ro. -. u. '.u. ..".o. t... . . . . . . . 1 2 q ] n l o r n l a n d a
A J l C u n r R e p c a r . . . . . , . . . .V
t28
I n d . p e n d e r r r l e a m . . . . .i ., t; b
; .q, '
I
N
ghht . . . . .. . . . . . . . 22 7- l2
A l ll iieeddPPl laat rooo. o.n.ns. . 6. .8. ,.7. 60 8
.
0
.
, 2 4 2 2 rii g2
lrv\ l' o^ vr ii ,n, gqN
\ ceraa
h,retlh- er rEnnrer n
. 1, v1.61
i1,34" n"6i. g, ,r .6 n , r r . . . . . . . . . . . . 2 0
- ,) \lu,rrlr,oron.l-<Vore.lrr
\ D o r i n , . o r { 1 r i e , . . . . . . . .O
- 0b , e n q - T c r n . . . l } , .1. 1
frnl,i.rr;,............i;
l/r
\ u r r - . r . ' . r r r l r i r q l e r r ' . . . .u1r.n( i u r i . r r , . . . . . . . t r q . t r ,
f r l < c o ' e r A l i e o r r r r l s . . . . l o0 vt e r l o o p ' &l r i r r i n
P
i
n
D
o
w
n
P
l
a
t
o
o
n
s
H
i
r
.
.
.
.
l
3
3
AJrvaysAttacls...........2i7
t ) b s t r c l e s . . . . . . . .l O l , i 2 4 n q r , , ; n * n . " u 1 t s . . , . 1 6 i , 1 6
A 1 w a y s D e f e n d s . . . . . . . 2 5 7 , 2 6P2o s i t i o n l h e T r n p l a t e . . . . . 1 3 0Q u a l i n . o l Q u a n r i L i : s t a t t r . t i n * " H e S u p p o n . . . . . 2 6
.......n1
Ambushes...........266,2R
6 7a n g e
T a n k E s c o r t s . . . . . . . . . . .A
2 0, t1l l " ' ; J . . : : . . . . . . . . . ,
'l.rrnks....
N { u i t i - p a r r P l a r o o n s . . . . .I.l .a1n5g9i n g l n . . . . . . . . . . . . . 1 2 9
. . . . 1 4 3 , 1 4 4 , 2 0 3i O , e i , S L , r O , i A i , j j , t
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Aircrafi...
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v h o c m B o m b a r d . . . . . 9 , 1 2 3 D e n r 1 i n q p l a r o o , i , . . . t 5 r . 1 6 -clo r e l u n e '
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ranKlerfor.,
9 7 , 9 8 , 1 3 4 , 1 5178,7 1, 9 8 A r t i l l r y T e m s . . . . . , . . . . . 1 , 2 2D e f n s i , J i r . . . . t 5 t - 1 51a6, r

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CommmdTeams. . I75
Anti'tnk
MorePlatoonsDesnoyed
P i o n . e r S u p p l v V e l i c l e s . . . . 2B
6 Ju i l d i n g s . . . . . . . . , . . 1 0 8
.-- P"pbl-:1t,O*^
15-2
thanstillFighring......D
l 7e5s t r o y e d P l a t o o n s . . . . . . . . 1 7 5
C a v a 1 r y . . . . .. . . . . . . . . . 2 0 3
,Koir.*........249
176
2 5 l S o 1 e S u r v i v o r ". "
ShnafCompanies
Escorts............245Counrerartacking......163
. .12s7.0 D e s t r o y e d T m s . . . . . . . . . . 1 0 3
oi.g"Hedg"ro*r...58,59,78 Defensivelire...........t:Z Sttaregiclil/ithdrawa
. . . . . . 5 1 C o n c e a l e d i n t h e O p e n" 8 9 D i c e " " " " " " 2 0 ' 1 3 2
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rti1.ry..l.
SeealsoRe-rolls
. . . 1 8 4 E n t i e n c h m e n t s . . . . . . 2 1 5 , 2C1 a6 v a 1 r y . . . . . . . . . . . . 2 0 3
ircrafi...
56 DifficultGoing" '24'43'44
C r o s s i n s R i v e r s" . ,
....226 SrreetBarricades.........228
5l
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. . . . 2 3 6 B u n k e r B u s t e. .r .s1 0 0 , 1 0 9 , 2 2 0C o n a l m e n t. . . . . . 8 5 - 9 0 , 9 2 D i g g i n g l n
HedgerowCutters
1 u l l e t p r oCoof v e1t 0 0 ,1 3 5 'l S l J
. . . . 2 6 6 A r r i - t a o k O b s t a c l e s . . . . . . . 2 3B
59,80 Anbush.
NarrowLanes...
... 203
, . . . . . . . 1 0 9 A i r c r a .f .t . . . . . . . . . . 1 8 4 C a v a l r y . . . . . .
S t r o o t i n g . . . . . . . . . . . . . 7 8 , 8B0u i l d i n g s
D o m . . . . . . . . . . 4 3 4 5 B , - 1 . r . . . . . . . . . . . . . . . . / : u A r e l e r r a r n . . . ..... . . . 8 8 C o n c e a l m e n t . . . . , 5 1 , 8 9
..D9 Loopholes..............108
AllocatingHir 93, 96, 156,186 SrreetBarricades. . . . . . . . 2 2 8 t u t i l l e r y .. .. .. .. . . .
,...... 108 LeavingPositions,.........i1
....100 Buildings
. . . 1 2 6 - 1 2 8S a r , e s . . . . .
Anillery
. . . . . . . 2 1 7 l r e p a t e d P o s i t i o n.s. . . 2 6 4
.96 Bunkers
......
A s s a u l t i n g . . , . . . 1 5 4 , 1 5 7 , 1T65n k s . .
. . . 1 0 2 B u n k e r s . . . . . . . . . . . . 2 1 7 - 2 2 2 D e f n s i v e F i r e. . . . . . . 1 5 2 S h t r a f C o m p a .n. i. e. s.. 2 5 1
Bailecl0ur.
. . ..146'165
C o m a n d T a n k . . . . . . . . . 1 0 5 B u l l d o z e r s . . . . . . . . . 2 2 6 D e s r r o y e d V c h i c.l.e s . 1 0 3 D i r e c t R o u t e .
.. ..... .l94
. , . . . . . . . . . . . 4 4 . 4 5 D e l i l a d e \ ( a l l s . . . . . . , 2 1 7 D i g g i n g l n . . . , . . . . 5 1 , 8 9D i s e n g a g i n g
F r e e i n. g
. . . 216 Dismoulting Machine-guns.237
. . . . . . . 2 . 6 2 G u n P i t s. . . .
?latoonMoraleChecks.. . . 173 l)eployment.
. . . . 86 DismountingTimspons.. 47-49
. . . ) . 1 7 - 2 2H
2 i I l s. . . . . . . . . . .
196 Nests . . . .
Mororc)deReconnaissance.
2 1 7 - 2 2 2L i n e a L 0 b s t a c l e s . . . . . 8 6 l m p h i b i o u s . . . . . . . 6 1
R e c o n n a i s s a n c e . .1. .9. 3. - 1 9 5 P i l l b o x e. .s
. . . .164,166'168
Features .89 Assaulting.
217'222 MultipleTrrain
...143 Tirtrets...
fark Terror

n d i n g t hB
e a t t l e. . . . . 2 > 8 , 2 7 4
A l l e p v a p . . . . .' ' ' ' ' ' 5 4 1 4 B C o m b i n e c l B o m b a r d m e24t .8. D o c
. . .zli, 216, 262
A i r c r a f t . . . . . .. i 81, 184,186 Commmd f)istance. . . . . G5-G7Darkness.
. . . . . . .273, 288 Entrenchments
. 1 2 51, 3 3 o - ^ * d . . . . . . . . . . . . . 6 3 - 7 0D a m . . . . . . . . . .
tutil1ery'.. .
.273 Excellent Commulications. .240
195
Assaulting....
. . . 2 7 3 E y e s a n d F r s-"
C o m m a n c l T a m s . . . 1 3 , 6 5D
- 6a7y l i g h t .
1 4 8 , 1 4 9 , 1 i 5 , 1 5166,0 1' 6 1 2 i C C o m m a n c l T e a m s . . . . .D. .e. c i d i n g t h e W i n .n. e. 3r 2 , 2 7 i F o x
BulletproofCover........100
1 3 . 6 8 . 6 9 , 1 0 5 , 1D
0 6e c k T i r r r e t s . . . . . . . . . . 8 2 , l 1F3o i l . d A r - o * S a r e s ,
1 0 9 H Q S u p p o r t P l a r o o n . , . . 2D6e0f e n s i v e B a t t l e s . . . . . . . . . . . . . S c e A r m o u r S a v e s
BunketBusrers
1'62
Bunkers,.....
255,256,280-283 Fairlights . .
242
Kanpfruppe
Cavalry. . . . . . . . . . . . . . . . 203 Replacing
.
105 DefensireFire........151-151
CasuaLties
25i,2i6,275,278,288
. .g. .s. 5 2 , t l
CheckedBuildin
l \ , l i s s i o n T a c t i c s . . . . 212 DeliladeValls.. .. . . . . . ...2r7 FallingBack.. .. . .154,243,251
. .g. .s 5 2 ' 5 5 1 y a r r i o r 1 i a m. .s. .
ContuteclBuildin
269,277,278, FastTank.. . . . ., ., . . . . . . . . 6 l
Resenes.
i06 Delayed
EnteringBuildings. . . . . 52, 55 h Comnard . . .. . .
280,281,284, 285,286 Fi"ld of Fi." 82. 83. 93, I I t, I 13
65-61
t3
ExitingBuildings
1 6 6 D e m o l i t i oCna r r i e .r s. . . ' . . . .
Ambushes......
.....1.1.r
A r t i l l c r v..... . .
4 6 4 8 .) 3 2 .) 3 3 , , . u 1 . , . . . . . . . . . . 1 5 i
F a c t o r i c s & \ ( a t e h o u. 2s 9e ,s3 0
Assaults........
' 9u i l d i n g s . . . . . . . . . . . 1 0 8
C u n T e r m s . . . . . . . . .. . . 4 4
1 4 4 . f u 6 , t 6 5 , 1 6 7 ,D
1 6e 8p l o y m e n t , . . . . . . . . . . . . 2 5 B
Loopholes. . . . . . . . . . . . 1 0 8 D c p l o y i n g Y o u r ; o r c e . . . A
. 2m5b9u s h e s . . . . . . . . . . 2 6 6 , 2B6u7r k c r s . . . . . . . . . . . . 1 1 8
MovingUp or Dorvn . . . . 54 Mu6i,parrI,larcons.. . . . . . 259 CombatAnachments. . . . . 260 pir" in ,1r.5" . . .
.....138
' lv{ulti-rcomBuildings. 2 4 . ) 8 N o C o m m a n d T e a m . . l 0 5 , l 4 3F o r r i c a r i o n s . . . . . . . . 2 6 2 , 2 7 1
FirepowerRrrings . . . . . . . 9
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OutofCommand..65-67,144
A l i o c a t i n g H.i.t.s. 9 i - 9 i , 1 0 0
1 5 9 2 6 0 N 4 i r c c l A r l t i l l e n ' . . . . . .L. J. .L.
25 Re-rolLN'lotivation
One'pie.e Solid Buildings
. . . .69, 105 HQSuppot
)
6
: i O p e n i r r g s... . . . . . . . . . . 5 2 S p o t t i n g . . . . . . . . . . . . . . . . 1 2 I6m n e d i a t e A m b u r h . . . . . . F i r e p o * e r I s t s . , . . 9 7 , 9 9 , 1 0 0 ,
l i : P u s h i n t o E n e m y P o s i t i o nCso. m
1 6p0m y T 1 p e s . . . . . . 2 5 7 , 2 6l9v l e e t i n r E n g a g c n r e n r . . . . . 1l6O+t , t : + , t : 5 , 1 8 7 , 1 8 8 , 1 9 8
. . . 2 9 , 3 0 C o m p a n y C o m m a n d T a m s . 1N34, u l r i - p a r t P l a t o o n s . .2. .5. 9
. n r i - a i r c r a f i F i r e . ...... . 1 8 3
l;.Ruins...
] . S h o o t i n g . . . . . . . . . . . 1 0 8 , 160s9, 6 9 , 1 0 i , 1 0 6 , 1 2 6 , 1 2 9 , P
1 i7o5n e e r S u p p l y V e h i c l e s_. .A. s. 2s 6a lu ] t s . . . . . . . . . . . . . . . . 1 5 9
. . . 2 2 - 3 0 C o m p a n y H Q . . . . . . . . 2 5 9 , 2 6 2P r e p a r e d P o s i t i o n s . . . . . . . . ) 6G4u n s L l i t r i n g T a n k s . . . . . l i S
t:,Trrain..
tBolldor"r,
.....226 q6p6yl\46ya|
R a n d o m D e p l o y m e n t . . . . . 2B6 u1 n k e r s . . . . . . . . . . . . 2 1 9 , 2 1 0
i B u l l e t p r o o f C o v e r . . . . 1 0 0 , 1 1C0 h, e c l s . . . . . . . . 6 9 , 1 7 i , 1 7 6 R e c c e D e p l o v m e n t . . . . . . . l 9T3a r k F i m e - t h t o * r s . . . . . 1 9 9
. 8 8 I n d i n gr h ed r r r l c. . . . . . . . 2 - 4 R e " e n e '
l J J , l J 5 . 1 5 9 1. 8 6 1

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F l m - i h r o w e r s . . . . . . . l 9189,9 T i n k . . . . . . . . . . . .
1 i 7 A m b u s h i n. .g. .. . . . . . . . , 2 6 7
DefensirtFire.. . . . . . . . . . l5l
Bogged
Down. . . . . . .
.44 CompanyMorcleChecla. . 176 MovingNeartheErenv.38,39
H e na n cC
l h i c k s. . . . . . . . . 2 5 2 B u i l d i n g .s... . . . . . . .
. 5 4 D e p l o y i n.g. . . . . . . . 2 5 9 , 2 6 1
O n e - m a n T u.r.r.e. .t . . . . I 1 8 D i g g i n g l n . . . . . . . . . . . 5 1 I n l i l t r a r i o n . , . . . . . . . . . . . . 2 iNor
0 Enoughro ShoorAr
ShootasRiileleams.. . .. . 199 field of Fire.. . ., . . . .
8 J I ' i - n e J D o u n. .. . . . . . . 1 0 r R o c k e t l ; u n t l - e r , . . . . . . . . 1
SovietTanks. .
199 HearyCuns..36,11,250,266 PlaroonN{oraleChec}a.....
174 Smoke
t 0 7 .t 3 - .D ) ,
F l y i n g T k .. . . . . . - " . .
1 8 3 H Q S u p p o t V e a p o n s . . . . 2 6 0 R e c o n n a i s s a n c e D e p l o v m eSr rt lrge3e r B a r i c a t l e s . . . . . . . . . 2 2 8 ,
F o r d s . . . . . . . . . . . . . . . . . 2 7 , 3 0I m m o b i l e G u n s .
..
Resenrs.
,....259 Vehicles
.......75
Fonilications.2l3-233,262,271
3 6 , 3 8 , 2 6 6 , ) 6 8 S h o o t i l g..
. . . . 7 4 L M G T e a m s. . . . . . . . . . . . i i ;
r e a D e f r r c e s . . . . . . . 2 1 4 , 2L6i g2 h r G u n. .s. . . 3 6 , 4 1 , 4 4 . 5 1 f 2 n k T e r r o.r... . . . . . . . . . 1 4 3
M o u n t i n g l M G i. . . . . . 2 1 . ; 7
Deploving.
Nlan,packdGus..12,36,4
,262
T 1i a, n s p o r t . . . . . . . . . . . . . 4 6 , 7L0o o p h o l e s i . . . . . . . . . . . . . . 1 0 g
l i o r r i f i e d p l a t o o n s . . . . 2 1 4 , 2 6 2 4 4 , 5 1 , 8 9 , 9 4 , 1 1 6 , 2 0 2 , 2 0 v4 e h i c i e s a v e s . . . . . 9 9 . i 3 4 , r f l
y16
M c l i u n r L , r r n . . . J b . r r . i l .I2ni l0a n r r y L o m p m i e . , . . . . . . . 1
O r c r r h\,i r e . . . . . . . . . . . 2 - l
, 5,7.
t'u:tnIflnt
f o n i l i e d C o m p m i e . , . . 2 3 7 .R
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D e p l o y i n g . . ' , . . . . . . . . . . . 2 6 2R o u g h T ' a i n . . . . . . 4 1 , 4 4 . s +
-,:"'-v"hi"l"Machine-gm
" 8'e6, 11i
ShouasRifles.
NoMa,mdN,risi o,...257
ll7 ror"nt.yr""";;,';;;:;,';;;;
T|1-T:,

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rorvi,g. ....46,4e,r2:
a**,L"g"kT,;.;;,;;

FreeBogged

D o u n V e h i t l e , . . . . . . . r ri . r r r r a l - r e . . . : . . . . . . 8 J p ; g g , n g t n .
F r i e n d l y F i r e r v i t h A r t i l l e r v . . l 3V3a r r i o r G u n T a n s . . . . . . . 1 0 6 B u i l d i n e s . .

Il-*lt:1.'....
Fuelrmls.

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ll
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N4;;;;;;.g.menrs..,......
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E n t r e n c h n r e.n. lt.s. . . . . . z t s - S o l e s u m r i r g
264,276-z7e
o .r t^ 1,
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\fa'iorl'fntryTea'rs
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.
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G o 1 . . . , . , , . . . . r 8 1 , 1r n8f2i l t n t i m .

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l *nju"t in:c*h"m*e.n' "t s" , 1 ? l 2 l 5 -H-e a r y G u n s 3 6 , 4 4 , 5 r , 2 5 0 i , 2I6s6o l a t e d G r o u p.s. . . . . . . . . 7 4


E
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.......223,229.
HeryMachiue-guns
G:OnCe
MineFlailsandRoll"rr...-..Lj6t
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. J . J - . + 0 . j 1M i n i n r u n r R m g e . . . . . . i l 6 . L 2 4
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llu J*p.
2 2 5 , 2 2 6 , 2 2 8 - 2 3 I , nH3e d g e r o u ' C u t r c r s . . . . . . . . . 2 J 6 ' l b \ l i r g
. . . . . . . 4 9 M i s s i o n s . . . .. .. . . . . . 2 7 6 - 2 g &
.2_l2
Gaps..... .42'78'146'224 Hen,and-chick
loiningil",oons........68,74 Decidi'gthe\T/irner ..271:,
,.'.....
C h a r g i n g ' l h L o u g. .h. . 1 4 6 H i h : r - C o l n t r 9 T m s . . l l ,
liciplaroons...........70
DefnsiirBanLes.255,279-2$'a,
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'

:
Skill Test
'
Needed
Skill
Score
Conscript
5+
Trained
4+
Veteran
3+

TurnSequence
1 StadingStep
2 MoveStep
Step
3 Shooting
Step
4 Assault

9'

1
2
3
4
5
6

StartingStep
ne
ga m s
C h e cSk o l eS u r v i v iT
C h e cC
k o m p aM
n yo r a l e
Victory
Conditions
Check
R e v eA
a lm b u s h e s
R o lflo rA i rS u p p o r t
R o l l f oRr e s e r v e s

MotivationTest
Command
Team
Company
Motivation ScoreNeeded Re-roll
failedMotivation
Tests
Reluctant
5+
i f C o m p a on ryH i g h eCr o m m a n d
Confident
4+
teamJoinsolatoon.
Fearless
3+

1..:.:..:,,,.,,-.,,.:ril

Bailed0ut Vehicles
7 R a l lP
y i n n eDdo w nP l a t o o n s , Remount
Testto
I R e - m o uBnat i l e0du tV e h i c l e s Passa Motivation
9 F r e eB o g g eDdo w n
V e h i c l e s , R e m o uanBt a i l e0du tv e h i c l e .
l 0 R e m o vSem o kM
e arkers
,.i FreeBoggedDownVehicles
Bogged
Downor BailedOut Passa SkillTestto freea Bogged
Maynotmove,
shoot,
orassault.', Downvehicle.

_r.i:lir.rr.i.._:.:,

r: l:.:l:iI

.,r''j.1i:l:

Ir'

RallyPinnedDownPlatoons
Testto Rally
Passa Motivation
a
Pinned
Downplatoon.
PinnedDownPlatoons
U n l e sasr m o u r er d
e ,d u cR
e 0 Fa n d
n om o v i ncgl o s e r teon e m y .

'.:).
Movement
Distances

M
nvement S
len
Movement
Step

1 Select
a Platoor
to Move
Type
Cross
CountryRoad Bough
Terrain
2 BringFonruard
Transports
Fully-tracked
TanksandTransports
3 MoveTeams
inthePlatoon
Standard
Tank
12"/30cm12"/30cm8"/20cm
a D i s m o uPnat s s e n g b
ee
r sf o r e Light
Tank
16"/40cm16"/40cm8"/20cm
moving
Transports
SlowTank
8"/20cm 8"/20cm 8"/20cm
b MoveTransports
beforeor
VerySlowTank
6"/15cm 6"/15cm 6"/15cm
g Passengers
afterMountin
0ther Tanksand Transports
c Take
B o g g i nCgh e c ki n
s
*
Jeep,Motorcycle
1'l40cm24"l60cn 4"/10cm
Rough
Terrain
Half-tra
cked
12"l30cm18"/45cm4"l10cm
d TakeSkillTeststo Enter
*
W
h
e
e
l
e
d
12"l30cn 18"/45cm4"/10cm
Contested
Buildings
*
S
l
o
w
W
h
e
e
l
e
W
d
,
a
g
o
n
12"/30cm
4"/10cm
8"/20cm
4 SendEmptyTransportsto
Rear
Infantry
5 Select
NextPlatoon
to Move
Cavalry
10"125cn 10"/25cm10"/25cm+x
RoughTerrain
Infantry
6"/1Scm 6"/1Scm 6"/1Scm**
N oB o g g i nCgh e c ki nsS l o wG o i n g . G u n s
R o l2l +t o a v o i B
d o g g i nDgo w ni n
M a n - p a c kG
eu
dns
6"/1Scm 6"/15cm 6"/15cm**
Difficult
Going.
L i g hGt u n s
6"/15cm 6"/15cm 4"/10cm*
a n dH e a vG
y uns
4"/1Ocm 4"/1Ocm 4"/10cm*
Rolla Skilltestto avoidBogging M e d i u m
l m m o b iG
l eu n s
C a n n oMt o v e
DowninVeryDifficult
Going.

Gommand
Distance
Experience Tanks 0thers
Conscript 4"/10cm2"lScn
Trained
6"/15cm4"/1()cm
Veteran
8"/20cm6"/15cm
Moving
teamsmustattemptto
t ommand.
e n da n vm o v e m eI n C
J.-:-

::..j

:r.

. -, -: : . _ : , . . . r,

j.._

Passengers
Dismount
atthestartoftheir
movement
ormount
attheendof
theirmovement.
: :i.i

::-:..:

:':.:r-.-.I

-':i:l:-

Entering
Buildings
NeedSkillTesttoenterif no
friendly
teaminside
oratopening.
1 . r _ . : : : : -

- -

_ .

1 . : :

. ' - - : . : i : -

BringTransports
Forward
Mustbeplaced
within4"/1Ocm
of
ownplatoon,
and8"/20cm
from
e n e mR
v e c coer4 " / 1 0 cfm
rom

t
* Cannot
Wrecked
armoured
vehicles
are
moveinVeryDifficult
Going** NoBogging
required others
Checks
if Concealed,
or 16"/40cm
S l o wG o i nagn dC o n c e a l m e n t . MovetwiceasfarAttheDouble.
Takedirectroute8"l20cnfromenemv fromanyif not.
':.1:

::

:1r

:_

.,

Shooting
Step
S e l e c t t hSeh o o t i nPgl a t o o n
Select
theTarget
Platoons
WhoShoots
atWhat
C h e ctkh a t t h T
e a r g ei stV a l i d
a C h e cLki n eo fS i g h t
b C h e cR
kange
c C h e cFki e l od fF i r e
5 Rotate
to Face
theTarget
6 C h e cikf T a r g ei st C o n c e a l e d
7 R o ltlo H i t
I Allocate
HitstoTarget
Teams
9 R o lSl a v e s
TJ 10RollFirepowerTests
11 Remove
Destroyed
Teams
to 1
F 12Return
13PinDownPlatoons
Hit5 Times
1
2
3
4

o
o
T
(

Scoreto Hit
AllocateHits
Target
ScoreNeeded
Allocate
hitsasfollows:
. 0nlyvalidtargets
Conscript
2+
' Roll5+to pickoutGunTanks
Trained
3+
. Allocate
Veteran
4+
hitsevenly
. Priority
Add+1to scoreneeded
if:
targetsfirst
. BestFirepower
. Range
isover16"/40cm
to Priority
. Concealed
. 0thersbefore
to Ground
Gone
. 0perational
. G o nteoG r o u nwdh i l e
Concealed
before
Bogged
. ROF
. Down
1weapon
moving
o rB a i l e0du t
. Within16"/40cm
first
Goncealment
. U n a r m o u rbeedf o rAer m o u r e d
Teams
areConcealed
if at least
. Lowest
Armour
first
h a lh
f i d d ebnyt e r r a i n .
. BestAnti-tank
to Armoured
Stationary
Infantry
. Lower
andMangetlower
Armour
p a c k eG
d u n as r eC o n c e a l e d
Anti-tank
. Bunker
Busters
to Buildings
Goneto Ground
. Unprotected
before
in
Teams
thatdon'tmove,
shoot,
or
. Bulletproof
Cover
a s s a ual tr eG o n teo G r o u n d .
. BestFirepower
to
Bulletproof
Cover
Hit Frontor Side

RollArmourSave
player
Target
rollsandadds:
. Armour
rating
. +1if rangeisover16"/40cm
0utcome:
. lf lessthanAnti-tank,
roll
Firepower
Testto Destroy
tank,
otherwise
Bail0uttank.
. lf equalto
Anti-tank,
roll
Firepower
Testto Bail0uttank,
. Otherwise,
noeffect.
RollOtherSaves
Target
ScoreNeeded
InfanTry
Gu n s
5+
G o nteo G r o u nGdu n s 3 +
UnarmouV
r eedh i c l e s5 +

Movingor PinnedDownROF
Passengers
Recce
Vehicles
ROF ROF
whenMoving
Warrior
1to3
Vehicles
1
3+
N os a v ea g a i n sBtr e a k t h r o u g h
4or5
2
Hit Frontif Lineof Sightin frontof
G u no rB u n k eBru s t e r .
6 o rm o r e
3
PinnedDown
lineacross
front0f hull0rturret.
R o l2l xd i c ea g a i n s t A t tD
h eo u b l e .
PinnedDownif takeatotal0f5 hits.
HitSideotherwise.
Vehicleswith GunShields
teams
ignore
being
Rollif frontandsidebothvisible: Armoured
SmokeAmmunition
N oS a v e
i f h i ta c r o sG
s u nS h i e l d ,
Pinned
Down,
. 1to 3-hit hull
FireSmoke
first.Place
two
butFirenower
Testneeded
to
. 4 to 6-hit turret
2"/5cm
markers
foreachhit.
Destrov
vehicle.
PlatoonMorale
BunkerBusters
SmokeMarkers
lf moreteamsDestroyed
Bulletproof
thanstill
Cover
LineofSightlimited
to 16"/40cm. M o v i nBg u n k eBru s t e rcsa n th i t
fighting
andhadteamsDestrorTedlf teamis in Bulletproof
Cover
alltargets
seenthrough
smoke
are v e h i c l eusn l e st sh e ya r eB o g g e d or Bailed
mustmakea successful
0ut,passa Motivation attacker
0ut.
C o n c e a laenddG o nteo G r o u n d . Downor Bailed
Fireoower
Testto Destrov
testor beDestroyed.
it.


III
FI
J

F
&

Aftillery
1 Select
Point
theAiming
2 Nominate
theSpotting
Team
3 C h e c k t h a t tThaer g ei st V a l i d
4 Rotate
to Face
theTarget
5 C h e cikfT a r g ei stC o n c e a l e d
InontheTarget
6 Rollto Range
theTemplate
7 Position
Template
8 Rollto HitallUnder
9 R o lSl a v e s
Destroyed
Teams
i0 Remove
n si t
1 l P i nD o w nP l a t o o H
SelecttheAimingPoint
A i m i nPgo i nmt u sbt ee n e mt ye a m .

F
-l

:)
T:

AssaultStep
I S e l e ct ht eA s s a u l t iPnlga t o o n
2 TestforTank
Terror
3 Charge
intoContact
4 C o n d uD
c te f e n s iFvier e
oit
5 R o l l tH
6 R o lSl a v e s
Teams
Destroyed
7 Remove
Positions
8 PushintoEnemy
Platoon
Won
9 HasAssaulting
Tests
Motivation:
I 0 0pponent
. Counterattacks,
or
. Breaks
()ff
11 Victor
Consolidates
12Select
NextPlatoon
to Assault
-.::

r1: ::

:, .

:-.

Ghargeinto Contact
Assaulting
teams
within8"/20cm
move4"/1[)cminto
of enemy
contact
withtheenemy.

TemplateSize
R o l l t oH i t
Rollto BangeIn ontheTarget
in.
Rolltohitallteams
under
template. Number Re-rolls Template
Three
attempts
to range
Normal
Hits
Artillery ScoreNeeded 1 or2
Target
ScoreNeeded
2+
Conscriot
5+
Conscriot
None Normal
3 to 5
4+
Trained
J+
Trained
6 to I
Misses Normal
4+
Veteran
3+
Veteran
None Double-width
or
if:
Add+l tothescoreneeded
if:
Add+1tothescoreneeded
MissesDduble-width
9to 13
. Concealed
. ranged
onthesecond
attempt*. or
None Devastating
t Gone
if:
toGround
whileConcealedAdd+2tothescoreneeded
MissesDevastating
14+
. Company
spotting . ranged
onthethirdattempt*.
Command
if:
re-roll
firstfailedattempt. Add+1tothescoreneeded
Mortars
RollSaves
. onlyoneweapon
firing.
except
Rollsaves
asforshooting,
A rollof6 alwavs
hits
PinnedDown
vehicles
useToparmour,
andno
penalty. coverbehind
Launchers
ignore
Platoons
Downbyt hit. *Rocket
arePinned
Linear
0bstacles.
::
RollSaves
Gounterattack
Conduct
Defensive
Fire
platoons
Defending
become
Teams
within8"l20cnofassault-, Nosaves
forInfantry,
Guns
or
: U n a r m o uvr e dh i c l e s .
platoons
andCharge
into
i n gt e a mfsi r e ,
assaulting
. FullR0Fevenif moved.
a newround
with
Armoured
vehicles
useToo
Contact
starting
. Norotating
Fire.
against
Tank
Assault
noDefensive
outside
fieldoffire, armour
; .:: ._, : ,
. Tanks
Save
using
Sidearmour.
.: t:
TanksHit by GunTeams
BreakOfl
2'75cm
withROF
2+mayusetheir
Gunteams
within
ofenemv
FallBackfromDefensive
Fire- Guns
Destroyed.
All
Anti-tank
against
armour
of
teams
are
other
Side
platoon
lf assaulting
takes5
,,,. i.,.!i' .
from
Must
teams
move
atleast4"/1()cm
tanksintheirField
ofFire.
h i t so rh a s2 v e h i c l eBsa i l e0du t
:;,-.tr
passa Firepower
.;'
orareDestroyed.
Testor noeffect. theenemy
it fallsbackuntil
or Destroyed,
!..
2"/5cm
awayandassault
ends. :
:]i,::'..{''
ii:. I .
VictorConsolidates
PushIntoEnemyPositions
a.:
t ''::
lf a teamisDestroyed
a
Movevictorious
teams
upto
across
::.:.t: .
SneakUponTanks
:.
t o c o n s o l i d aPt ue s. h
a l l i :.t,:-'L i n e a0rb s t a col eri nb u i l d i nagn, 4 " / l 0 c m
Tanks
cannot
Defensive
Fireat
teams
2"/5cm
away.
Assaulting
teamcanoccupy
the
defending
Infantry
thatdonotmoveorshoot
getmorethan
place.
.",r1,',
Anythatcannot
. ..
Destroyed
team's
andwereConcealed
bvTenain.
-,a
Destroyed.
2"/5cm
away
are
:
,
"
(other
Hull-mounted
weapons
than HasAssaulting
Platoon
Won
:::,..,,,.'.:
machine-guns)
cannot
Defensive Winif noassaulted
teams
left
PinDownPlatoons
FireatInfantry.
fighting
within
4"/1
0cm.
_l - .:.,

: '

'.:.r

:l
Rollto Hit
TankTerror
teamswithin
Testto :i,Allassaulting
Motivation
:l.. tnfantrytake
oftanks. '";,2"lScmoftheenemyrollto hit.
assa
uhifwithin6"/15cm
: : :..,:-::::... Skill
Needed
Score
.., Conscript
in
Rough
Terrain
Tanks
5+
,,i,t
eachround.: Trained
Check
4+
.,r,MakeBogging
intoRough
Terrain.
3+
-:::if fighting
': Veteran

1
2
3
1

2
) 3
ur

4
5
6
7

Air Support
StartingStep
Aircraft
RollforGround-attack
Interception
RollforFighter
Target
& Place
Aircraft
Choose
Step
Shooting
Fire
Conduct
Anti-aircraft
R o ltlo R a n gIeno nt h eT a r g e t
R o l l tH
oit
R o lSl a v e s
Teams
Remove
Destroved
n si t
P i nD o w nP l a t o o H
Aircraft
Return
to Base

Target& PlaceAircraft
Choose
fromtarget.
Place
4"/l0cm
aircraft

Rollfor Air Support


Level Air SupportPool
Prioritv
7 dice
Limited
5 dite
3dice
Sporadic
Attack
arrives
onany5+.
Ground
Fighter
Interception
arrives
on6.
Reduce
AirSupport
PoolbyI after
e a c hr o l l .

l i l " :

l . :

hitinassault
combat
Allplatoons
TestsMotivation
Opponent
Down'
Test arePinned
makes
Motivation
0ppbnent
using
onedierollforallplatoons.
PlatoonMorale
hit,passautomatically
lf noteams
thanstill
lf moreteams
Destroyed
Tank
teams.
unless
assaulting
:,
passa Motivation
testor
lf pass,
mayCou-nterattack, fighting,
. beDestroyed.
mustBreak
[ff,
otherwise
GonductAnti-aircraftFire
Range
increased
by8"/20cm.
RolloneSkillTestto hitnerR0F.
HeawandSelf-defence
antionlyget1 die.
aircraft
RollFirepower
to reduce
strength
perhit.
byoneaircraft

SafetyDistance
Mustaboftif anyfriendly
teams
within16"/40cm.

R o l l t oH i t
ToHitrating.
Useaircraft
weapon's
Numberof Aircraft Effect
hits
I
Re-roll
2
Normal
Rollto RangeIn on theTarget
Re-roll
misses
3
ScoreNeeded
Target
How ManyAircraft
2+
Conscrint
RollSaves
NumberofAircraft
Score
Trained
3+
but
Rollsaves
asforshooting,
l orL
I
4+
Veteran
Top
armour
against
bombs
&
use
2
3 t o5
ontarget
Range
inautomatically
guns.
Sidearmour
against
OJ
fromtreesorbuildings.rockets,
over2"/5cm

Wateris Difficult
Going.
funphibious:
rtl AwkwardLayoutNomoveandfire.
|rl FasrTankMoves32'l80cm
At theDouble.
J
needed
to destroy
a Flying
Tank.
) EyingTankAdd+l to $e Firepower
H*lGCanierFireasMGwhenmovingor HMGif stationary.
-l Horse
ArtilleryUnlimber
aftermoving.
5+or 6.
lmprcvised
Anmur ExbaSr saveagainstFirepower
t\, lmprovised
if theyrolla 1to hit
TankAssaultTeamsareDestroyed
lr| against
vehicles.
Armoured

ltr Limited
Vision:+1to hittargetsnotinfrontofturretunlessAA MG.
whenmovinq.
Turretmustfacefonarard

'

i i

steephills.
Treatmountains
as
Mountaineers:
Candouble
across
Difficult
Cliffs
require
a Skilltesttocross.
Going.
NoHE:Canonlvhitvehicles
or Bunkers.
MG.
whenmoving
unless
Turet:+1t0 hittargets
0ne-man
inVeryDifficult
Going.
Overloaded:
BogDownon1 or 2.Re-roll
mounted
t0 fire.
Weapons:
Musthavepassengers
Passenger-fired
remount
Bailed
0utvehicles.
Protected
Ammo:
Crewmavre-rollt0
if f ired.
Recoilless
Guns:
NotConcealed
M MG.
+1to hittargets
notinfrontofturretunless
SlowTraverse:
AttheDouble.
BogDownon1 if moving
Unreliable:
Down.
freefromBogging
WideTracks:
Roll4+to immediately

.l