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Written by: Phil Yates and Wayne Turner Cover and Internal Art: Vincent Wai

Assistant Writers: James Brown, Andrew Haught Miniatures Painting: Aaron Mathie
Editors: Peter Simunovich, John-Paul Brisigotti Web Support: Blake Coster, Charlie Roberts
Graphic Design: Casey Davies, Sean Goodison Playtest Groups: Battleground Club Rostov-on-Don (Alexander Ilyn),
Proof Readers: David Adlam, Mark Goddard, Mitchell Landrum, Stephen Smith Dads Army (Gavin van Rossum), Octopus & Friends (Michal Jozwiak),
Miniatures Design: Evan Allen, Tim Adcock, Matt Bickley, Will Jaynes Wargames Association of Reading (Ian Brook)

Playing Flames Of War . . . . . 2 Snipers . . . . . . . . . . . . . . . . . . . . . . 43 German Special Rules . . . . . . . . . . . 71


What You Need . . . . . . . . . . . . . . . . 3 Aircraft . . . . . . . . . . . . . . . . . . 44 British Special Rules . . . . . . . . . . . . 72
Soviet Special Rules . . . . . . . . . . . . 73
How It Works . . . . . . . . . . . . . . 4 Artillery . . . . . . . . . . . . . . . . . . 45
Fortifications . . . . . . . . . . . . . 75
Teams and Units . . . . . . . . . . . 6 Who Can Bombard . . . . . . . . . . . . 45
Pick Spotting Team . . . . . . . . . . . . . 45 Entrenchments . . . . . . . . . . . . . . . . 75
Teams . . . . . . . . . . . . . . . . . . . . . . . . 6
Check Range . . . . . . . . . . . . . . . . . 45 Bunkers . . . . . . . . . . . . . . . . . . . . . 76
Units . . . . . . . . . . . . . . . . . . . . . . . . 7
Formations . . . . . . . . . . . . . . . . . . . . 8 Select Aiming Point . . . . . . . . . . . . 46 Obstacles . . . . . . . . . . . . . . . . . . . . 77
Intelligence Handbooks . . . . . . . . . . 9 Rotate to Face . . . . . . . . . . . . . . . . . 47 Minefields . . . . . . . . . . . . . . . . . . . 78
Roll to Range In . . . . . . . . . . . . . . . 47 Booby Traps . . . . . . . . . . . . . . . . . . 79
Ratings . . . . . . . . . . . . . . . . . . . 10 Engineering Equipment . . . . . . . . . 80
Motivation Rating . . . . . . . . . . . . . 10 Roll to Hit . . . . . . . . . . . . . . . . . . . 48
Roll Saves . . . . . . . . . . . . . . . . . . . . 48 Demolition Carriers . . . . . . . . . . . . 80
Skill Rating . . . . . . . . . . . . . . . . . . 11 AVRE . . . . . . . . . . . . . . . . . . . . . . . 82
Pin Down Target . . . . . . . . . . . . . . 49
Terrain . . . . . . . . . . . . . . . . . . . 12 Bombardment Firepower and Deploying Fortifications . . . . . . . . . 83
Turn Sequence . . . . . . . . . . . . 16 Anti-tank ratings . . . . . . . . . . . . . 49 Picking Your Force . . . . . . . . 86
Movement . . . . . . . . . . . . . . . 17 Repeating Bombardments . . . . . . . . 49 Night Fighting . . . . . . . . . . . . 90
Mobility and Movement . . . . . . . . . 18 Rocket Launchers . . . . . . . . . . . . . . 50
Time of Day . . . . . . . . . . . . . . . . . . 91
Staying In Command . . . . . . . . . . . 18 Air Observation Posts . . . . . . . . . . . 50
Smoke Bombardments . . . . . . . . . . 51 Missions . . . . . . . . . . . . . . . . . 92
Moving Through Terrain . . . . . . . . 20
Selecting Your Mission . . . . . . . . . . 92
Terrain Chart . . . . . . . . . . . . . . . . . 21 Assaults . . . . . . . . . . . . . . . . . . 52 Who Attacks . . . . . . . . . . . . . . . . . 92
Transports and Passengers . . . . . . . . 22 Who Can Assault . . . . . . . . . . . . . . 52
Deployment . . . . . . . . . . . . . . . . . . 93
Movement Orders . . . . . . . . . . . . . 24 Leading from the Front . . . . . . . . . 52
Winning the Game . . . . . . . . . . . . . 93
Shooting . . . . . . . . . . . . . . . . . 26 Charge into Contact . . . . . . . . . . . . 53
Victory Points . . . . . . . . . . . . . . . . 93
Shoot Sequence . . . . . . . . . . . . . . . 26 Opponents Defensive Fire . . . . . . . 55
Objectives . . . . . . . . . . . . . . . . . . . 94
Shooting at Aircraft . . . . . . . . . . . . 27 Roll to Hit . . . . . . . . . . . . . . . . . . . 57
Mission Special Rules . . . . . . . . . . . 95
Check Range . . . . . . . . . . . . . . . . . 28 Roll Saves . . . . . . . . . . . . . . . . . . . . 57
Annihilation . . . . . . . . . . . . . . . . . . 97
Check Line of Sight . . . . . . . . . . . . 28 Check If the Assault is Over . . . . . . 57
Free For All . . . . . . . . . . . . . . . . . . 97
Check for Concealment . . . . . . . . . 29 Test to Counterattack . . . . . . . . . . . 57
Dust Up . . . . . . . . . . . . . . . . . . . . . 98
Declare Targets . . . . . . . . . . . . . . . . 32 Counterattack . . . . . . . . . . . . . . . . 58
Encounter . . . . . . . . . . . . . . . . . . . 98
Rotate to Face . . . . . . . . . . . . . . . . . 32 or Break Off . . . . . . . . . . . . . . . . . . 59
Counterattack . . . . . . . . . . . . . . . . 99
Roll to Hit . . . . . . . . . . . . . . . . . . . 33 Unit Last Stand . . . . . . . . . . . 60 Hasty Attack . . . . . . . . . . . . . . . . . . 99
Assign Hits . . . . . . . . . . . . . . . . . . . 34 Formation Last Stand . . . . . . 61 Rear Guard . . . . . . . . . . . . . . . . . . 100
Mistaken Target . . . . . . . . . . . . . . . 35 Breakthrough . . . . . . . . . . . . . . . . 101
Roll Saves . . . . . . . . . . . . . . . . . . . . 36 Armoured Trains . . . . . . . . . . 62 No Retreat . . . . . . . . . . . . . . . . . . 101
Bailed Out Tank Teams . . . . . . . . . 38 Special Rules . . . . . . . . . . . . . 65 Bridgehead . . . . . . . . . . . . . . . . . . 102
Destroyed Teams . . . . . . . . . . . . . . 40 Equipment Special Rules . . . . . . . . 65
Index . . . . . . . . . . . . . . . . . . . 103
Pinned Down . . . . . . . . . . . . . . . . . 41 Weapon Special Rules . . . . . . . . . . . 66
Firing Smoke . . . . . . . . . . . . . . . . . 42 Special Abilities . . . . . . . . . . . . . . . 68 Quick Reference Sheet . . . 106
Flame-throwers . . . . . . . . . . . . . . . . 42 US Special Rules . . . . . . . . . . . . . . . 69
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means without the
prior written permission of the publisher, nor be otherwise circulated in any form of binding or cover other than that in which it is published and without a
similar condition being imposed on the subsequent purchaser.
Copyright Battlefront Miniatures Ltd., 2017. ISBN: 9780987668974

1
A lone jeep drives slowly down a deserted road as the crew scan the village ahead for signs of life. Without
warning the distinctive ripping canvas sound of a German machine-gun tears the silence, bullets whizzing past
as the driver throws the jeep into reverse. Guns start barking as the watching armoured cars open fire covering
the jeeps speedy retreat.
The captain watching the unfolding drama from the turret of his tank spoke into his mike. OK John, theyre
there. Clear em out. Over The rearguard is no surprise. His company has dealt with a dozen just like it in the last
week alone. Like a well-oiled machine his platoons swing into action. Tanks and armoured infantry advancing on
the town as the artillerys first shells start falling amongst the defenders. A second group swings cross country,
flanking the position.
Ambush! Tigers! a strained voice bursts over the radio, punctuated by deeper cracks as the heavy tanks opened
fire. Three Tigers in the north woods, a calmer voice crackles in the headphones. I need smoke. Ive lost two
tanks. Well back off and try to flank them, Over.

The captain faces a dilemma. Should he call forward his reserve The first mission, Free For All on page 97, is a great place to
tank platoon against the Tiger tanks? Or should he send it start. Set up the four tanks on each side, dont worry about
around the other flank, seeking an easier route forward? points, grab their Intelligence Handbook and look up their
The captain is you. What will you do? characteristics in the Arsenal, and start playing. Take it slowly
at first, looking up the rules as you go, and by the end of the
In Flames Of War, you get the chance to find out. You can
game youll pretty much know how to play Flames Of War.
set up a miniature battlefield with model tanks and soldiers
Add a few more teams for the next game, and slowly build
representing the real-life troops that fought in World
up your experience as you go. Before you know it, youll be a
War 2. You and your opponent assume the roles of their
veteran tank commander!
commanders, pitting your wits and cunning against one
another to attain victory and, more importantly, to have fun.
WEBSITE
THE CHALLENGE OF COMMAND The Flames Of War website is the ultimate resource for
Flames Of War allows you to re-fight the key battles of the World War II gamers, whatever their level of experience.
Second World War. Can you turn the tide of the war in your Youll find information about all the armies, unique
favour? Can your American beach assault troops overwhelm downloadable content, inspirational photos, and all the
the defenders on the beaches of Normandy? Can you lead latest news. The forum is the perfect place to meet other
Zhuhovs red armies to success as they push the Germans Flames Of War players and compare tactics, get advice
from the Mother Russia? Can your veteran British soldiers on your next army, or find answers to all your rules
defeat the hard fighting Germans as you push into Germany? questions. Go to www.flamesofwar.com now!
Can your German grenadiers throw back the Allies from the
Fatherland? Flames Of War lets you find out.
This rulebook is your guide to fighting these battles in
miniature. With it you can take command of a company
or battalion of soldiers and pit yourself against cunning
opponents on the field of battle. You will see for yourself
whether the American M4 Sherman tank has the measure of
the German panzers. You will find out if you have the guts to
stop a massed charge Soviet of infantry, or the cold-blooded
ruthlessness to launch your own!
Flames Of War combines the joys of painting and modelling
your own miniature army with the challenge of facing off
against your opponent across a gaming table in a social
setting, and youll get to recreate history as it might have been!

GETTING STARTED
The easiest way of learning the rules is to visit a store or
club where experienced players can run you through an
introductory game and introduce you to other players.
If you dont have a store handy, you can teach yourself
quite easily. Read through this book, dont worry about
remembering it all, you can look it up again later, then play
a small game with a friend.

2
You dont need much to start a game of Flames Of War. A BATTLEFIELD
Heres what you need. Whether its the kitchen table or a custom-built gaming
table, youll need a large flat surface to play the game. A
AN OPPONENT 6x4 (180cm x 120cm) board covered by a Battlefield in a
Flames Of War is a social game played by two or more play- Box Gaming Mat, a green sheet, or painted and flocked, all
ers, so grab a friend and get started. make ideal battlefield bases.

TWO ARMIES TERRAIN


The Flames Of War range of 15mm (1/100th) scale miniatures Youll need a selection of terrain like hills, woods, fields,
is specifically designed for the game and is available through hedges, buildings, and roads to create a realistic battlefield
all good hobby stores. for your troops to fight over.
The pre-painted terrain in the Battlefield in a Box range
THIS RULEBOOK makes setting up a battlefieldeasy.
This rulebook contains all the rules you need to play
Flames Of War. DICE
Flames Of War uses ordinary six-sided dice. You can person-
AN INTELLIGENCE HANDBOOK alise your force with army-specific dice marked with your
Flames Of War has a great variety of forces to field. You can forces insignia.
find these in our Intelligence Handbooks. These provide all
the organisations, points, characteristic, you need to create TOKENS
an army for Flames Of War. For a how to use these book see Even though they are toy soldiers, your troops react to heavy
pages 6 to 9 and for a full list of available books see page 9. fire like real soldiers. Sometimes they get pinned down or
In addition, you can also get these in a digital formate bail out of their tanks. They get stuck in rough terrain and
through the Flames Of War Digital App available through go to ground, hiding from the enemy. Tokens help you keep
the Google Play store for Android or the iTunes App track of the state of your troops.
Store for iPad. Another option is Forces Of War found at
http://forces.flamesofwar.com, our force builder where you TAPE MEASURE
can create your forces online. Youll need a tape measure or ruler to measure movement and
shooting ranges. You can use Metric or Imperial measure
A TEMPLATE ments, whichever suits you best.
Artillery and aircraft are not precision weapons. Their shells
and bombs blanket a wide area, possibly wiping out dozens
of the enemy at a time. An Artillery Template makes it easy
to work out who is hit, and who isnt, when you introduce
these weapons into your games (pages 45-51).

The Battlefield in a Box Gaming Mat is double-sided,


letting you fight battles both in the Desert and on the Eastern Front.

3
Reality is immensely complex and rather messy. This game if any other score is modified to be better than 2+ (such as an
has the advantage of giving players virtually unlimited attempt to hit a target normally requiring a 3+ to hit with a
opportunities to fight new battles and collect new armies. massive artillery bombardment giving a -3 modifier), it will
Unfortunately, it also requires rules to cover the many aspects always fail on a roll of 1.
of something as big as the battles of World War II. The good If the rules require you to roll more than one die, treat each
news is that you dont need to know all of the rules to play roll as a separate success or failure.
the game. You can start with the basics and add things like
infantry, artillery, and even aircraft when you are ready. RE-ROLLS
To help you understand the rules, this section explains some In some situations, where your first roll fails, you may be
of the concepts behind the game. allowed a re-roll. A re-roll is just what the name saysyou
get to ignore the first attempt and roll the die again. The
DIE ROLLS score on the second die roll is what counts. You never get
more than one re-roll per situation.
Flames Of War uses the same standard six-sided dice that
games like Monopoly and Yahtzee use.
When the rules say to roll a die, they give a number that you MEASURING
must equal or exceed, for example, 3+ (a roll of 3, 4, 5, or Flames Of War gives game measurements in both inches
6 means success), or 5+ (a roll of 5 or 6 means success). Any (Imperial) and centimetres (Metric). You should agree on
roll lower than the number means the attempt has failed. which system you and your opponent will use before the
In some cases, such as shooting at partly concealed targets, game beginsyou must use one of these two systems, not
the number needed for success will be modified. switch between both. Generally, its a good idea to use the
system you are most familiar with.
Add +1 to the required score for each of the modifiers that
apply at the time. For instance, if you normally need a 3+ You are allowed to measure any distances on the battlefield
to hit the enemy, but the target was both (a) at long range any time you want to. You can measure how far your
and (b) concealed in a wood, the required score on each die weapons can shoot, how far the opponents weapons can
would go up to 5+. shoot, or even whether or not you have enough movement
to assault at the end of the turn. After all, your soldiers have
If the score needed goes above 6, the following rules apply:
maps, range-finders, and binoculars to help them work these
If the score needed is 7 and the die roll is 6, then the roll things out.
succeeds on a further roll of 5+.
If the score needed is 8 and the die roll is 6, then the roll TALK TO YOUR OPPONENT
succeeds on a further roll of 6. You can make your game flow more easily by letting your
If the score needed is 9 or more, then the roll opponent know what your intention is when moving your
cannot succeed. forces. If you tell them you are intending to stay out of
Sometimes the score required is shown as Auto. This means range, or that you think your troops are completely out
that the roll will automatically succeed. On the other hand, of sight behind a wood, it reduces disputes if a model gets
bumped later.

4
WYSIWYG WHEN THINGS GET TRICKY
Flames Of War is a What You See Is What You Get, or In a hobby such as wargaming, its impossible to over-
WYSIWYG, game. One miniature represents one soldier emphasise the importance of being a good sport. Whether
or vehicle. In many cases you can resolve difficulties by you are crushing your opponent or you are on the receiving
remembering this and taking a look at the situation from a end of an almighty pummelling, its always good to remember
models-eye view, down on the ground so to speak. Have a that whatever the outcome of the battle, playing is all about
look at what your miniature could see from where they are or having fun.
where they could go on the terrain as modelled. Some good basic rules are to be fair, play to the spirit of the
game, treat your opponents with courtesy and respect, and
SPECIAL RULES dont get too bogged down with the rules. Oh, that and dont
To keep things simple, the main part of the Flames Of War give up! The odds may look grim with your army set to be
rules only cover the more common cases. Rules that are spe- beaten, but hang in there. Some of the best stories are about
cific to certain weapons, vehicles, units, or armies are given heroic last stands and a few brave individuals turning the
as special rules. tide and holding out against the odds to finally snatch an
unlikely victory.
These special rules either add additional capabilities or allow
the teams and platoons that use them to break the normal Remember, whether you are facing a friend or a new
rules. When a special rule conflicts with the normal rules, opponent, treat them just the way you would like to be
apply the specialrule. treated and you will get so much more from thehobby.

WORKING IT OUT
HINTS AND TIPS Sometimes it can be difficult to figure out how a rule should
There are hints and tips in various places to help you learn be applied to an unusual situation that has occurred in your
the game. These are not rules, just ideas on how to play the game. If something unexpected happens, talk with the other
game quickly and simply. players and try to come up with a good interpretation of
what would happen. The best thing to do is to make a quick
A Hint or Tip looks like this.
call that both you and your opponent can agree on.
If you cant come to an agreement quickly just roll a die:
RULES HIGHLIGHT If you roll 4, 5, or 6, use your interpretation of the rule
Occasional we will highlight a rule that is important or for the rest of the game.
modifies something in our Intelligence Handbooks. A roll of 1, 2, or 3, means that you have to accept
your opponents interpretation of the rule for the rest
A Rules Highlight looks like this. of the game.
After the game, when you have more time for discussion
WHEN THINGS HAPPEN without holding up the battle, sit down and agree how youll
Normally turns in Flames Of War follow a straightforward handle the situation in the future.
sequence. However, some rules, particularly special rules, If you still arent sure, you can always check out the forum
cause things to happen out of turn. An example of this would at www.FlamesOfWar.com and ask other players how they
be anti-aircraft weapons engaging enemy aircraft when they would handle the problem.
appear in the enemy turn.
When this happens, interrupt the normal turn sequence,
resolve the unusual activity, then return to where you were
and continue the turn.

5
The military knows that the strength of a well-coordinated group of soldiers is far greater than the sum of its
parts. Flames Of War reflects this by organizing your force into Teams, Units, and Formations.

TEAMS GUN TEAMS


Although the acts of a few individuals are always glorified Gun Teams include soldiers crewing weapons too heavy to
by the News Reels and Newspapers back home, in reality be carried by a soldier. A Gun Team is a gun model and a
a soldier never does anything on their own. Soldiers are group of miniatures all mounted on a single base. They range
trained to operate as a Team, and it is this teamwork that from small anti-tank guns such as the 6 pdr gun up to pow-
keeps them alive. In Flames Of War your miniature soldiers erful giants like the dreaded 88, 8.8cm FlaK anti-aircraft
also operate in Teams. There are four main types of Teams: gun. Gun Teams also cover everything from 4.2-inch heavy
Tanks, Infantry, Guns, and Aircraft. mortars and quick-firing 25 pdr field guns to heavy artillery.

TANK TEAMS GUN TEAM TYPES


Tank Teams include all manner of military vehicles, from Gun Type Special Rules
the mighty Tiger tank, down to the lowly jeep. A Tank Light Gun Gun
Team is a single vehicle. Tank Teams are either Armoured Medium Gun Gun
or Unarmoured. Some Tank Teams are also Transport Teams
Heavy Gun Gun, Large Gun
designed to carry infantry as passengers.
Immobile Gun Gun, Large Gun
INFANTRY TEAMS
Infantry Teams include most troops fighting on foot. An AIRCRAFT TEAMS
Infantry Team is a group of miniatures all mounted on a Aircraft Teams are ground-attack aircraft like the deadly
single base. They can be equipped with individual weap- Ju-87 Stuka dive bomber and the tank-busting Typhoon. An
ons like rifles, submachine-guns, and light machine-guns. Aircraft Team is a single aircraft.
A Team equipped with a crew-served weapons like the
tripod-mounted Vickers medium machine-gun, or a man- OBSERVERS
packed 81mm mortar is a Heavy Weapon Team. A player may only take one Observer Team in a force. It
maybe taken from any of the available Observer Teams in
INFANTRY TEAM TYPES the force, as long as the Unit it comes from has been selected
Infantry Type Special Rules in the force, or may be an Air Observation Post (AOP), if
available.
Heavy Weapon Heavy Weapon
They may take any associated transport which also becomes
Infantry
part of the Observers Independent Unit. Any upgrades
Cavalry Cavalry available to the Observer Team in the original Artillery Unit
may be taken. The Observer Team retains the same ratings as
Man-Packed Gun Teams its parent Artillery Unit.
Man-packed Gun Teams are Heavy Weapon Infantry
Teams. Man-packed Gun is a Mobility Rating (see
page 18).

6
UNITS ATTACHMENTS
Your Teams are grouped into Units, platoons in most cases, Attachments are additional equipment that is part of a
but sometimes companies, typically of three to ten tanks or Unit. Infantry Units containing Transport Teams as a Tank
30 to 100 infantrymen. In battle a Unit usually operates as Attachment (or vice versa) are split into two Units, an
one, manoeuvring across the battlefield together and engag- Infantry Unit and a Transport Unit (each with their own
ing the same foes. Unit Leader). Both parts of the Unit operate independent-
ly as separate Units, supporting each other, although they
UNIT LEADERS deploy as a single Unit.
A Unit combines a group of Teams under the command of a
Unit Leader: an American or British Lieutenant, a German Transport and Attachments
Leutnant, or a Soviet Kapitan. An Infantry Unit will normally A Unit that has Transport Tank Teams forms these Teams
have a small base with an officer on it as its Unit Leader. If into a Transport Attachment, making one Transport Tank
the Unit does not have an obvious Unit Leader, you may Team the Unit Leader.
pick any Team in the Unit as the Unit Leader at the start
of the game. INDEPENDENT UNITS
Small, single-team units, such as a single artillery observer,
USING INTELLIGENCE HANDBOOKS are Independent Units. These fight in support of larger
Flames Of War has evolved over the years and we have many Units. Independent Infantry Units often have a transport
great books available with which to field forces for Flames vehicle as part of their Unit, and unlike most transports, this
Of War. These rules have been written to make the tran- remains as part of the Independent Unit. Independent units
sition from old to new easy. Occasionally we will stop to can use the Mistaken Target rule (page 35) to reassign hits
explain how the new rules work with your Early or Late-war to nearby Units, but cannot Charge into Contact (page 52),
Intelligence Handbooks. nor take an Objective (page 94), and are ignored for Victory
Points (page 93).
The term Unit in the rules refers to a Platoon (or Soviet
Company) in the Flames Of War Intelligence handbooks.
Company or Battalion Headquarters are HQ Units. COMBAT ATTACHMENTS
The Intelligence Briefings will specify which Units are eligi-
ble to make Combat Attachments within a Formation, and
Observer the Units that they can attach Teams to. In addition you can
You Heer may only take
Grenadier one Observer Team
Platoon in your force.
Leutnant also make Combat Attachments from Formation HQ Units.
Platoon
If you take
HQ Section with:
one from this Unit you can also take the Leutnant

If you want to make Combat Attachments, you must do so


Kbelwagen
3 Grenadier Squads as the Observers
170 points transport. Command Panzerfaust Rifle/MG team
HQ Section before Deploying any of your Units. You may either Combat
2 Grenadier Squads 120 points

oPtion Unteroffizier Unteroffizier


Attach up to half of the Teams or all of the Teams of a Unit.
Replace Command Panzerfaust Rifle/MG team with
If you choose to attach out all of the Teams the Unit itself
Redundant Teams
a Command Panzerfaust SMG team at no cost. Panzerfaust Rifle/MG team Panzerfaust Rifle/MG team

Kampfgruppe Grosan contained six battalions of infantry ceases to exist for the duration of the game.
made up from trainee panzer crews, four of which were The Command SMG Team
Panzerfaust Rifle/MG team Panzerfaust Rifle/MG team

A Formation HQ Unit may never Combat Attach out the


Grenadier Squad Grenadier Squad
Germans. They were quickly pressed into service as infantry
and his Kbelwagen no longer
to stop the British push across the Weser and Aller Rivers. Unteroffizier

Formation Commander. A Formation HQ Unit may make


need to be fielded.
Panzerfaust Rifle/MG team Panzerfaust Rifle/MG team
Grenadier Squad Combat Attachments to any of its Combat Platoon Units.
Heer Grenadier Platoon

A Unit may Combat Attach Teams to any or all eligible


Heer rocket launcHer Battery
Platoon
Units in its Formation, but may not Combat Attach more
HQ Section and:
Command SMG team Kbelwagen
than half its Teams to any one Unit.
2 Launcher Sections with:
6 15cm NW41
1 Launcher Section with:
155 points
If the Unit making Combat Attachments has Transport
3 15cm NW41
2 Launcher Sections with:
80 points
Teams, you must Combat Attach the Transport Team that
6 21cm NW42
1 Launcher Section with:
185 points
normally carries a Team with it. These will become part of
3 21cm NW42 95 points Rocket launcher Rocket launcher
the new Units Transport Unit.
oPtion
Add Kbelwagen jeep and Sd Kfz 11 half-tracks for Once all Combat Attachments have been made, the Combat-
+5 points for the battery.

Kampgrupppe Totzeck consisted of the staff and trainees


Rocket launcher Rocket launcher attached Teams become part of the Unit they are attached to
of the Nebelwerfer school at Celle and consisted of three
weak battalions that fought as infantry and two Nebelwerfer
for all purposes for the whole game.
rocket launcher batteries. They fought under the command
of 2. Marine-Grenadierdivision. Rocket launcher Rocket launcher

German Heer Rocket Launcher


REDUNDANT TEAMS
Battery from Nachtjger page 70. Gun Units, such as Anti-tank gun Platoons and Artillery
Heer Rocket Launcher Battery
Batteries, and Heavy Weapon (Man-packed Gun) Units like
Mortar and Machine-gun Platoons, no longer field com-
Transport Attachment mand Infantry teams, Staff teams, or excess Observer teams.
If you take Sd Kfz 11 half-track Tractors to tow your rocket These are not deployed on the table.
launchers these are formed into a Transport Unit, with one Instead one of the Gun Teams or Heavy Weapon Teams is
Sd Kfz 11 half-track nominated as the Unit Leader. nominated to be the Unit Leader.
70

7
FORMATIONS Sight of their own Formation Commander (including
Commanders own HQ Unit), the Unit may re-roll failed
Units are gathered together into Formations, companies in
Counterattack, Rally, Remount, and Last Stand rolls.
most cases, but sometimes battalions. A Formation contains
a number of combat Units, along with several Units of heavy As Support Units dont have their own Formation
weapons, scouts, and other troops to back them up. Commander, any Formation Commander may lead them,
granting them re-rolls.
While you must have at least one Formation in your force,
you can have as many as your like.
USING INTELLIGENCE HANDBOOKS
FORMATION COMMANDER The term Formation in the rules refers to a Company
(or Soviet Battalion) in the Flames Of War Intelligence
Each Formation has an HQ Unit containing the Formation
Handbooks. A Formation is made of your Company
Commander: an American Captain, a British Major, a
Headquarters, Combat Platoons, Weapons Platoons and
German Hauptmann, or Soviet Podpolkovnik, and their staff.
Regimental/Brigade Support Platoons.
The Commander is the Unit Leader of the HQ Unit and
commands all the Units in the Formation. Other Divisional/Corps supports in your force are Support
Units (page 87).
You may choose any non-Transport Team from the HQ Unit
as their Commander at the start of the game. Unlike other
Units, Transport Teams from the HQ Unit remain as part of MULTIPLE FORMATIONS
the Commanders Unit. You can field more than one Formation, but must choose
only one Formation (Company or Battalion) from which to
COMMAND LEADERSHIP take Divisional/Corps Support Units.
A Commanders presence can inspire troops to fight harder. All Formations must be from the same Intelligence
When a Units Leader is within 6/15cm and in Line of Handbook or related digital content, nation, and same
higher level force, such as a brigade, division or corps. As a
guide if you can take a Combat Platoon Unit as a support
Identifying Leaders and Commanders in from another Formation, you can also take that Formation
Intelligence Briefings as a part of your force.
Unit Leaders For example, you could take Formations from
The diagrams in your Intelligence Briefings usually indi- 21. Panzerdivision on pages 48 to 79 of Atlantik Wall. In
cates a Team as a Command Rifle Team or Command addition, because they can already take Luftwaffe Jger
Sherman V or something similar. This is usually your Platoons and Schwere Panzer Platoons in support, you
Unit Leader. could also field a Luftwaffe Jgerkompanie or a Schwere
You are free to nominate a different Team as the Unit Panzerkompanie Formation.
Leader at the start of the game instead, as long it is of
the same type. ALLIED SUPPORT
Your Commander You can take an Allied Formation as part of your force. This
Your HQ Unit (Company or Battalion Headquarters) Formation obeys all the rules for its own nationality and acts
contains your Formation Commander. These diagrams as a Formation in its own right. Allied Formation can only
contain Teams marked Company Command and 2iC be chosen from the Nations given as Allies on one of your
Command, just pick one of these Teams to be your Formation (company) diagrams.
Commander, the other just becomes a normal Team.

8
THE INTELLIGENCE HANDBOOKS
Flames Of War has a rich selection of Intelligence Handbooks from which to select your forces from. These Intelligence
Handbooks were all published for the previous 3rd Edition of Flames Of War. Everything you need to continue using these
great books is found inside the Special Rules and Warriors book that accompanies this volume, and guide to picking your force
can be found on pages 86 to 89.

LATE-WAR 1944 TO 1945


Red Bear, Allied Forces on the Eastern Front, January 1944 to February 1945
Grey Wolf, Axis Forces on the Eastern Front, January 1944 to February 1945
Overlord, The Allied Invasion of France, June-September 1944
Atlantik Wall, The German Defence of France, June-September 1944
Road to Rome, The Allied Assault on Italy, January 1944 - May 1945
Fortress Italy, The Axis Defence of Italy, January 1944 - May 1945
Market Garden, The Allied Invasion of Holland, September - November 1944
Bridge by Bridge, The German Defence of Holland, September - November 1944
The Battle of the Bulge, Allied Forces on the German Border, Sep 1944 - Feb 1945
The Ardennes Offensive, German Forces in Lorraine and the Ardennes, Sep 1944 - Feb 1945
Desperate Measures, Tank Battles for Eastern Germany, January-April 1945
Bridge at Remagen, The Battle for the Rhine, February-April 1945
Nachtjger, The Battle for Northern Germany, March-May 1945
Berlin, The Soviet Assault on the German Capital, April-May 1945

EARLY-WAR 1939 TO 1941


Blitzkrieg, The German Invasion of Poland and France 1939-1940
Hellfire and Back! Early War Battles in North Africa, 1940-1941
Burning Empires, The Battle for the Mediterranean
Rising Sun, Russias Wars with Japan and Finland 1939-1940
Barbarossa, Germanys Invasion of the Soviet Union, June-December 1941

PACIFIC 1944-45
Gung-Ho, US Marine Corps in the Pacific
Banzai, Imperial Japanese Forces in the Pacific
These are available from your local hobby store, or in digital format through the Flames Of War Digital App or our online
army building website http://forces.flamesofwar.com

GREY WOLF, A LATE-WAR GERMAN INTELLIGENCE HANDBOOK

9
Not all units are equal. Some have a reputation for bravery, while others are less inclined to risk their lives for
a cause they dont care about. Some have been honed into perfect fighting machines, while others have been
thrown into battle with inadequate training. Behind all of this, the tactics and strategies of their countrys army
influences how they fight, as does the equipment they have to fight with.

Motivation is rated as Fearless, Confident, or Reluctant. The COUNTERATTACK


score a Unit needs to pass a Motivation test depends on its When it comes to hand-to-hand fighting, it takes a different
rating as follows: type of Motivation to win. Some Units that will face a hail of
Motivation Score Needed bullets without flinching will break and run when faced with
Fearless 3+ cold steel. Others have a terrifying reputation and know it.
Confident 4+
LAST STAND
Reluctant 5+
Last Stand is a measure of how long a Unit will keep fight-
There are four types of Motivation tests: Rally, Remount, ing when it is suffering heavy casualties. Mostly its a direct
Counterattack, and Last Stand. The score needed to pass reflection of its Motivation, but some units are more brittle,
these tests is the Units basic Motivation rating, unless modi- while others are incredibly stubborn.
fied by a special rule (see pages 65 to 74, and the Special Rules
and Warriors book). MIXED-RATING UNITS
In some cases a unit will have Teams with different Skill or
RALLY Motivation ratings. This can occur in ad hoc battlegroups
Rally is a Units willingness to take offensive action again formed from bits and pieces of different unit.
after being Pinned Down.
If a Unit has Teams with different Skill or Motivation rat-
ings, use the worst value in the Unit.
REMOUNT
When a tank is hit, theres a good probability that it is going
to explode, so tankers often bail out before checking to
see what the actual damage is. Well designed tanks help as
their crews have faith that they wont be burnt alive with-
out warning.

10
SCORE NEEDED TO HIT TACTICS
One of the interesting differences between Flames Of War The ability of a unit to perform clever manoeuvres in combat
and many other games is that we use your Units tactical is also related to its tactical style. Cautious troops take the
training as the main factor in determining the enemys abil- time to plan each forward movement, coordinating their
ity to hit them, rather than the enemys skill. We do this tactics, while Aggressive ones prefer forward movement now
because the training of the target is a bigger factor in real over cleverness. The score a Unit needs to pass a Tactics test
life casualties than the skill of the person shooting at them. to perform clever manoeuvres like moving from hidden
Perhaps the easiest way of demonstrating the logic of this turret-down positions to hull-down fighting positions and
is an example. Imagine a horde of barely-trained conscripts delivering a devastating volley or shooting and then scooting
attacking another mass of conscripts manning machine- back out of sight depends on its Skill rating as follows:
guns. No doubt you have visions of rows of troops scythed Skill Score Needed
down as they charge. The casualties would be horrendous. Veteran 3+
Now imagine one elite commando unit attacking anoth- Trained 4+
er across the same ground. The vision now changes to an
Conscript 5+
empty battlefield with soldiers occasionally making brief
dashes from cover to cover. The attackers expose themselves
ASSAULT
far too briefly for the defenders to easily hit them. Whether
they succeed in the assault or not, the attacking commandos A Units Assault rating reflects the lethality of its soldiers at
would not take many casualties from shooting. close quarters, be that face-to-face with bayonets or stalking
tanks with anti-tank grenades. Usually it will be your Skill
No matter whos shooting, the conscripts will be slaughtered rating, unless modified by a special rule.
and the commandos will use their experience to minimise
their casualties.

USING INTELLIGENCE HANDBOOKS


To convert the forces in the Flames Of War Intelligence
handbooks just compare their Skill Rating to the Is Hit On
rating below. The score needed to hit a Unit depends on its
rating as follows:
Skill Rating Is Hit On
Veteran 4+
Trained 3+
Conscript 2+

11
World War II was fought over almost every type of terrain. Battles ranged from the frozen arctic of northern
Finland to the scorching heat of North African deserts, from the grassy steppes of the Ukraine to the dense
forests of the German Reichswald, and from the hedgerows of France to the mountains of Italy.

Woods, hedges, rivers, lakes, and buildings all break up


the terrain and complicate the battlefield. Sometimes this FENCES AND HEDGES
will be to your advantage, since your troops (whether Fences are Terrain, limiting the speed at which they can
riflemen, tanks, gunners, or trucks) can hide them- be crossed. Hedges are Difficult Terrain, requiring care when
crossing to avoid getting stuck.
selves among the clutter and put something solid
between them and any bullets flying around. At Fences and Hedges are Short terrain, Concealing teams
other times these features will be a hindrance, as behind them.
they impede your movement, slowing your
advance to a crawl.

WALLS
Walls are Difficult Terrain, requiring care
to avoid getting stuck while crossing.
Walls can be Short or Tall terrain,
Concealing teams behind them. Stone
and concrete walls provide Bulletproof
Cover for teams behind them.

There are five types of terrain that units can


encounter: CRATERS
Craters are Difficult Terrain, making
ROADS them risky for tanks to cross.
Whether concrete, brick, cobble, or dirt, a road provides a Craters are Short terrain giving
Bulletproof Cover to Infantry sheltering
quick route from one place to another. Teams moving on
in them.
roads travel faster.

CROSS COUNTRY
The majority of the table is usually easily crossed, although DIFFICULT TERRAIN
at a slower speed than on a road. Unless otherwise stated the Difficult Terrain hinders
parts of the board that are not covered by Terrain are rated movement. Vehicles attempting to
as Cross Country terrain. move through this terrain risk getting
stuck if the driver isnt careful.
TERRAIN FEATURES
Terrain features severely limit the speed at which vehicles IMPASSABLE
can move. It ranges from ground that has been churned to Some obstacles, such as deep rivers or sheer cliffs, are just
mud to natural obstructions like woods. so difficult that its impossible to cross them. Impassable
obstacles stop all movement, forcing you to look for an
alternative route to the objective.

12
TREE LINES ROUGH HILLS
Tree Lines are Difficult Terrain, requiring caution from tanks Rough hills are Difficult Terrain. Tanks are likely to get stuck
attempting to cross them. while crossing them.
Tree lines are Tall terrain, so they block line of sight. Teams Hills are Tall terrain, so block line of sight. Teams half hidden by
immediately behind a tree line are Concealed. a hill are Concealed and in Bulletproof Cover.

GENTLE HILLS
Gentle hills are Terrain, but
dont present any risk of tanks
getting stuck.

RAILWAY LINES
Railway lines are Terrain, slowing troops as they
cross them. They are Flat, so offer no concealment.

ROADS
Roads allow tanks to move much faster than they would
cross-country if they are going to the right place.

OPEN SPACES
Most battlefields are Cross-country apart from specific terrain
features.
Stationary infantry are Concealed in the open (and other
BUILDINGS Flat terrain), but tanks, guns, and moving infantry are in
Buildings are Terrain that is Impassable to tanks and guns. full view.
Infantry can enter and exit them through openings like doors
and windows.
Buildings are Tall terrain. You cannot see past a building, DISCUSS TERRAIN
although teams half-hidden by or in a building are Concealed.
Buildings give troops inside Bulletproof Cover. WITH YOUR OPPONENT
Everybody sees terrain slightly differently, so it is a good
idea to discuss the terrain with your opponent before
CROP FIELDS the game. Most of the terrain on your battlefield will be
Standing crops are Terrain. Tanks moving through them need fairly obvious, but it is better to sort out questions like
to slow down to avoid hidden obstacles and potential infantry is that hill gentle or steep?, or is that river shallow or
ambushes. deep?, at the beginning of the game rather than discover
Standing crops are Short terrain, Concealing teams in and that you and your opponent have different views when
behind them. you attempt to drive across it!

13
HEIGHT OF TERRAIN WOODS
As well as helping or hindering movement, terrain also pro- Woods are impractical if they are modelled realistically in a
vides concealment and cover for troops on the battlefield. WYSIWYG fashion. It would be difficult to place models in
Terrain comes in three heights: Flat, Short, and Tall. them or move them around inside.
Instead, this type of Terrain is modelled as a base to show the
FLAT TERRAIN limits of the terrain and what is inside and what is outside of
Flat terrain, like roads, rivers, and ploughed fields, offer it, with trees placed on top to indicate the type and height
neither concealment nor cover to troops. of the terrain. The trees can be moved around on the base
to allow your teams to move within the area of terrain, but
SHORT TERRAIN are always assumed to be uniformly distributed throughout
Short terrain, like walls, hedges, crop fields and low rises, the area.
Conceal teams within or beyond them and may provide
Bulletproof Cover (depending on what the terrain is).

TALL TERRAIN
Tall terrain, such as woods and buildings, blocks line of
sight, hiding whatever is behind them. Troops on
the edge can be seen, but are Concealed.

WOODS
Woods are Difficult Terrain. Tanks moving through a wood risk
getting stuck.
Woods are Tall terrain. Teams at the edge of a wood
are Concealed.

RIVERS AND FORDS


Shallow rivers are Difficult Terrain. They slow tanks down
possibly causing them to halt as they seek a better crossing point.
Deep rivers are Impassable to tanks, and require a 4+ Cross
Check for infantry to cross. Teams cannot start the game or end
their movement in a river or lake. Fords across deep rivers are
DifficultTerrain.
River crossings are often the site of battles as rivers are significant
obstacles. Think about why the battle is being fought here. Is the
river a defence line? Has the attacker already taken a bridgehead
across the river, and this is a counterattack to eliminate the
bridgehead? Place the river and crossings accordingly. Its a
good idea to have at least three fords or bridges unless you are
planning to have infantry make an assault crossing.
Like all water features, rivers are Flat terrain and do not provide
Concealment.

STREAMS & BROOKS LAKES AND PONDS


Streams and Brooks are Terrain, slowing tanks down as they Lakes and Ponds are Impassable.
cross. They are Flat terrain, so do not provide Concealment. They are Flat terrain, so do not
provide Concealment.

BUILDING A BATTLEFIELD
The key to setting up an interesting gaming table is to imagine the battlefield that
you are fighting over. Think about the key features you would expect to encounter there
and that youve read about or seen in documentaries about the battle. These features will be
significant terrain on your table.
Once youve decided what types of terrain you want, start laying it out. As you do so, think about the
patterns you find in real landscapes. Hills tend to form ridge lines rather than being randomly spread out, and
trees tend to be in woods rather than scattered patches. Clumping terrain together like this will also give you open
areas between, an equally important part of any battlefield.
The most important point is to make your table tell a story and be fun to play on.

14
BUILDINGS Multi-storey buildings have one or more rooms on each
Man-made structures like buildings are different from nat- level, making them, in effect, two buildings stacked upon
ural terrain. They are solid, so troops cant be seen on the each other.
other side, but troops can enter them and fight through their Buildings more than about 6/15cm across should be divid-
openings, such as doors and windows. ed into rooms between 3/7.5cm and 6/15cm across. Treat
each room as a separate building with openings into each
adjacent room.

PLOUGHED FIELDS
Ploughed Fields are Terrain
as they are difficult to move
across at speed.

VINEYARDS AND ORCHARDS


Vineyards and orchards are Difficult Terrain. Tanks need to exercise
care to avoid getting stuck.
Vineyards are Short terrain, while orchards are Tall terrain like
woods. Both provide Concealment to teams within or behind them.

WHAT YOU SEE IS WHAT YOU GET


(WYSIWYG)
Most terrain features are represented quite literally on the table top. A house
represents a house, exactly as it is shown. A hill represents a hill, exactly as
shown. A wall represents a wall, exactly as shown.
This makes it easy to work out the answer to questions like Can my tank see
over that wall? by looking at the actual terrain feature placed on the table. Is
CROP FIELDS the wall taller than your tank? If so, then it will probably have a great deal of
Standing crops are Terrain. difficulty seeing over it! Is the wall taller than the height of the gun barrel? If so,
Tanks moving through them the tank will not be able to shoot over it. If its lower than that, the tank should
need to slow down to avoid
have no problems seeing and shooting over the wall.
hidden obstacles and potential
infantry ambushes. One exception to the WYSIWYG principle is bases on terrain. A lot of area
Standing crops are Short terrain is based (usually on a base /3mm thick) for manufacturing reasons.
terrain, Concealing teams in This raises terrain like roads and fields above the surrounding terrain, but
and behind them. should be ignored during play.

15
You are in command. Your job is to make that attack. In Flames Of War, players take turns at moving, shooting, and assaulting
with all of their units. Once you have finished your turn, your opponent moves, shoots, and assaults with their units.
Each turn is broken into four steps: Starting Step, Movement Step, Shooting Step, and the Assault Step.

YOUR TURN

THE STARTING STEP


In the Starting Step, you check and update the status of units under your command, rally your troops, and
organise fire support and reinforcements for your embattled soldiers. During the Starting Step you:
Remount Bailed Out Tanks (see page 38)
Rally Pinned Down Units (see page 41)
Check Unit Last Stand (see page 60)
Check Formation Last Stand (see page 61)
Check Victory Conditions (see page 93)
Reveal Ambushes (see page 95)
Roll for Reserves (see page 96)
Roll for Aircraft (see page 44)
Remove Friendly Smoke Markers (see pages 42 and 51)

THE MOVEMENT STEP (PAGE 17)


In the Movement Step, you manoeuvre your troops into position to shoot or assault the enemy
(or to avoid the enemy doing the same to you!).

THE SHOOTING STEP (PAGE 26)


After completing the Movement Step, your troops open fire on the enemy in the Shooting Step. During the
Shooting Step you shoot or fire an artillery bombardment with any or all of your Units, one at a time.

THE ASSAULT STEP (PAGE 52)


Once the Shooting Step is completed, your troops charge the enemy in the Assault Step,
attacking them with hand grenades, close-combat weapons, and rifle butts, up close and personal.

YOUR OPPONENTS TURN

16
In the Movement Step, you manoeuvre your troops into position to shoot or assault the enemy (or to avoid the
enemy doing the same to you!).

In the Movement Step you can move any or all of your GOING TO GROUND
Units. When a Unit moves, move each of its Teams up to its Teams that do not Move, Shoot, or Assault are Gone to
Movement rating. A Team can Move less than its maximum Ground, making them harder for the enemy to shoot at if
Movement if you wish, and a Team that does not Move will they are also Concealed.
often be more effective at shooting.
USING INTELLIGENCE HANDBOOKS
TACTICAL AND DASH SPEEDS The Arsenals in the Flames Of War intelligence handbooks
There are two basic types of movement: Tactical and Dash. have mobility ratings. The Mobility and Movement table
Tactical movement is used while engaging the enemy, while (see page 18) shows the Tactical and Dash speeds of the
Dash movement is a high-speed dash to close the range or get Teams in your force based on their mobility rating.
into cover, but prevents the Team from shooting that turn.

TACTICAL TERRAIN DASH CROSS COUNTRY DASH ROAD DASH CROSS

10/25CM 12/30CM 18/45CM 20/50CM 3+

The leading Panzer IV H, which has a mobility rating


of Standard Tank, moves at Tactical speed, allowing it
to shoot this turn.

12/30cm

10/25cm

TACTICAL TERRAIN DASH CROSS COUNTRY DASH ROAD DASH CROSS

10/25CM 12/30CM 18/45CM 20/50CM 3+

The second Panzer IV H moves at Dash speed, racing to catch up.

17
MOBILITY AND MOVEMENT
CROSS-COUNTRY
MOBILITY RATING TACTICAL TERRAIN DASH DASH ROAD DASH CROSS
FULLY-TRACKED TANK TEAMS
Standard Tank 10/25cm 12/30cm 18/45cm 20/50cm 3+
Light Tank 12/30cm 16/40cm 28/70cm 32/80cm 3+
Fast Tank 12/30cm 16/40cm 24/60cm 28/70cm 3+
Slow Tank 8/20cm 12/30cm 14/35cm 15/40cm 3+
Very Slow Tank 6/15cm 8/20cm 8/20cm 8/20cm 3+
OTHER TANKS TEAMS
Jeep, Motorcycle 12/30cm 12/30cm 18/45cm 40/100cm 4+
Half-tracked 10/25cm 10/25cm 18/40cm 32/80cm 4+
Wheeled 8/20cm 8/20cm 14/35cm 32/80cm 5+
Slow Wheeled 8/20cm 8/20cm 10/25cm 24/60cm 5+
Wagon 6/15cm 6/15cm 6/15cm 8/20cm 5+
GUNS TEAMS
Light Gun 4/10cm 4/10cm 6/15cm 8/20cm 3+
Medium Gun 2/5cm 4/10cm 6/15cm 8/20cm 5+
Heavy Gun 2/5cm 2/5cm 4/10cm 6/15cm 5+
Immobile Gun - 2/5cm 4/10cm 4/10cm 6
INFANTRY TEAMS
Infantry 8/20cm 8/20cm 12/30cm 12/30cm Auto
Cavalry 6/15cm 10/25cm 20/50cm 20/50cm 2+
Man-packed Gun 8/20cm 8/20cm 12/30cm 12/30cm Auto

This IS-2 tank is more that 6/15cm


away, so is Out of Command.

Unit Leader

This IS-2 tank ended its movement within


6/15cm of the Unit Leader, so is In Command.

STAYING IN COMMAND
A Team that is In Command can Move, Shoot, and A Team from a smaller Unit is In Command if it ends its
Assault normally. Move within 6/15cm of its Unit Leader.
A Team from a Unit with at least eight Teams is In A Team that does neither of these is Out of Command.
Command if it ends its Move within 8/20cm of its
Unit Leader.

18
The Unit Leader has raced off, leaving the rest of their Unit Out of Command, and with limited movement options.

Unit Leader

The tanks can: Dash directly towards


the Unit Leader, but not shoot

Or remain in place to shoot with no penalty,

Or make a Tactical move, suffering a +1 penalty on its shooting.

OUT OF COMMAND Tank Teams cannot move within 2/5cm of any visible
A Team that will not end its Movement In Command (one enemy Infantry or Gun Team, in the Movement Step.
that is Out of Command) must: Tank and Gun Teams cannot move through other Tank or
remain in place with no penalty, or Gun Teams under any circumstances.
Move at Tactical speed, suffering a penalty of +1 to the
score it needs to hit, or MOVING THROUGH GAPS
Move at Dash speed directly towards its Unit Leader, A Team can move through any gap it will fit through (ignor-
avoiding intervening obstacles. ing its base if it has one). If the gap is too small to pass
through, the Team will have to move through the surround-
MOVING THROUGH TEAMS ing terrain.
Tank, Infantry, and Gun Teams cannot Move at Dash speed
within 8/20cm of any enemy Tank, Infantry, or Gun Team.
Infantry or Gun Teams cannot move within 2/5cm of
any visible enemy Tank, Infantry, or Gun Team in the
Movement Step.

19
This Tiger I Or go around
does not fit it at Tactical or
between the Cross-country
building and Dash speed.
the woods.

It can either go through the woods


at Tactical or Terrain Dash speed,
taking a Cross Check,

MOVING THROUGH TERRAIN DIFFICULT TERRAIN


A Teams Tactical movement speed is not affected by the Some terrain is also difficult to cross. Each time a Team
terrain it is moving over. The Team is focussing on taking attempts to enter or start moving in Difficult Terrain, the
cover, so is moving slowly anyway. player must roll a die
A Teams Dash movement speed depends on the type of ter- If the score is greater than or equal to the Teams Cross
rain it is crossing: Road, Cross-country, or Terrain. If a Team number, it successfully crosses that piece of terrain.
spends its whole Dash move on a Road, it can move rapidly Otherwise, the Team stops moving immediately. Even if
at Road Dash speed. If it spends any of its Dash move in the team is still where it started, it has now moved.
Terrain, it moves at its Terrain Dash speed. Otherwise, it If a Unit Leader fails a Cross test, you may nominate another
moves at its Cross-country Dash speed. Team from the Unit within 6/15cm as the new Unit Leader
to allow the Unit to continue moving.

IMPASSABLE TERRAIN
Some terrain is Impassable to some or all Types of Teams.
This terrain cannot be entered or crossed by those Teams.

A pair of Sherman V tanks attempt to enter a wood, so they have to pass a Cross Check.

On a roll of 4, the first Sherman V will


enter the woods without incident.

TACTICAL TERRAIN DASH CROSS COUNTRY DASH ROAD DASH CROSS

10/25CM 12/30CM 18/45CM 20/50CM 3+

On a roll of 2, the second Panzer IV gets stuck as it tries


to enter the woods and must immediately stop moving.

20
TERRAIN CHART
TERRAIN DASH SPEED CROSS BULLETPROOF
CHECK HEIGHT COVER
OPEN SPACES
Grass or Steppe Cross-country Dash No Flat No
Firm Sand or Thin Snow Cross-country Dash No Flat No
Soft Sand, Snow, or Mud Terrain Dash No Flat No
VEGETATION
Ploughed Field Terrain Dash No Flat No
Crop Field or Open Scrub Terrain Dash No Short No
Vineyard Terrain Dash Yes Short No
Orchard Terrain Dash Yes Tall No
Woods and Forests Terrain Dash Yes Tall No
HEDGES AND WALLS
Fence Terrain Dash No Short No
Hedge Terrain Dash Yes Short No
Bocage Hedge Terrain Dash Yes Tall Yes
Line of Trees Terrain Dash Yes Tall No
Stone Wall Terrain Dash Yes Short or Tall Yes
HILLS
Low Rise Cross-country Dash No Short Yes
Gentle Hill Terrain Dash No Tall Yes
Steep or Rocky Hill Terrain Dash Yes Tall Yes
BANKS, GULLIES, & CLIFFS
Gully Access or Floor Terrain Dash No Flat No
Gully Side Terrain Dash Yes Tall Yes
Steep Bank or Low Seawall Terrain Dash Yes Short Yes
Cliff, Cutting, or High Seawall Impassable Impassable Tall Yes
WATER
Stream or Brook Terrain Dash No Flat No
Creek or Shallow River Terrain Dash Yes Flat No
Ford across a Creek or River Terrain Dash Yes Flat No
Deep River Terrain Dash for Infantry 4+ Cross Check Flat No
Impassable to Tanks and Guns
Soft Ground Terrain Dash Yes Flat No
Swamp or Lake Impassable Impassable Flat No
ROADS AND RAILWAY LINES
Road or Airfield Road Dash No Flat No
Ruined City Streets Terrain Dash No Flat No
Railway Line Terrain Dash No Flat No
Low Embankment Terrain Dash Yes Short Yes
High Embankment Impassable Impassable Tall Yes
BUILDINGS
Doors and Windows Terrain Dash for Infantry No Short Yes
Impassable to Tanks and Guns
Exterior Walls Impassable Impassable Tall Yes
Inside Buildings Terrain Dash No Short Yes
Rubble or Craters Terrain Dash Yes Short Yes
WRECKS
Wrecked Tanks Terrain Dash No Short Yes

21
Since the SdKfz 251 half-track
hasnt moved yet, it can now
make a Dash move.

The panzergrenadiers move into their


SdKfz 251 half-track to mount up.

TRANSPORTS AND PASSENGERS The Tractor special rule indicates a special type of Transport
Team that can tow a Gun Team as a Passenger, but cannot
Transport vehicles can carry infantry and tow guns, giving
carry other types of passengers. When a Tractor is towing a
them protection from enemy fire and getting them across
Gun, place the Gun behind the Tractor as though it is being
the battlefield faster.
towed by it.
PASSENGERS IN TRANSPORTS While being carried as passengers, a Team cannot Shoot
Some Tank Teams (known as Transport Teams), including or Assault.
armoured personnel carriers and troop-carrying trucks, can
carry passengers. PASSENGERS ON TANKS
Up to three Infantry Teams can ride on the top of any
The Passengers note in the Arsenal has a number after it
Armoured Tank Team (other than a Transport) as Passengers,
indicating how many Infantry Teams the Team can carry.
although they are more vulnerable to enemy fire (see page 23).
If unstated in the Arsenal the Transport Team can carry
six Teams.

Before the Sd Kfz 251 half-tracks move, the


panzergrenadiers move out of their half-tracks to dismount.

Once the passengers have dismounted, the SdKfz 251 half-track moves onto the flank to cover them.

22
MOUNTING TRANSPORTS SHOOTING AT PASSENGERS
A Team can Mount a Transport Team from their Transport While Mounted in or on a Tank Team, Passengers cannot be
Unit by Moving into it in the Movement Step. targeted. Guns towed behind a Tractor are considered to be
If the Transport Team has not yet Moved, it can then Move part of the Tractor when shot at, bombarded, etc.
at Dash speed (it cannot Shoot or Assault). Once mounted,
a Team cannot Shoot or Assault. PASSENGERS IN TRANSPORTS
If a Transport Team is Destroyed by Shooting or an Artillery
DISMOUNTING FROM TRANSPORTS Bombardment, roll an Infantry or Gun Save for each
A Team can Dismount from a Transport Team by Moving Passenger Team. Place the surviving Passengers as close as
away from it in the Movement Step before the Transport possible to the Destroyed Transport on the side away from
Team Moves. the Team that Destroyed it, facing in any direction. The
A Team cannot Mount and Dismount in the same turn. surviving Teams of the Unit are automatically Pinned Down
(see page 41).
SEND TRANSPORTS TO THE REAR If a Transport Team is Destroyed multiple times by an enemy
You must remove all empty unarmoured or unarmed Units shooting, each Passenger Team still only rolls one Save
Transport teams from the table at the end of any Step, to see if it survives.
and may remove any other empty Transport teams at the If a Transport Team is Destroyed in a Assault, all of its
same time. Passengers are also Destroyed.
Transport teams removed in this fashion do not count as
Destroyed, and if it was Bailed Out (see page 38), automat- GUNS TOWED BY TRACTORS
ically Remount. If a Tractor Team is Destroyed, roll an Gun Save for the Gun
Team it is carrying as a Passenger. If the Gun Team survives,
BRING TRANSPORTS FORWARD it dismounts in place, facing in any direction, and the Unit
Before moving a Unit, you may place all of its Transport is automatically Pinned Down.
teams (other than those that have been Destroyed) that have
been Sent to the Rear or did not deploy on the table, back PASSENGERS ON TANKS
on the table. Each time a Tank Team is hit by Shooting or a Bombardment
The Transport teams must be placed within 4/10cm of a or in an Assault, any Passengers riding on top of it are
Team from their Unit, and may not be: automatically hit as well. Teams hit in this way are not in
within 16/40cm of any enemy Team within Line of Bulletproof Cover (the tank attracts too much fire from
Sight, unless Concealed by Terrain from it, or all angles to protect the infantry), take Infantry Saves (see
pages 39 and 48) when shot at or bombarded, and can be
within 4/10cm of any enemy Team.
Pinned Down (see page 41) as normal.
Once Brought Forward in this way, the Transport Teams
must move at Dash Speed (and therefore cannot shoot or
assault this turn), but may Mount Passengers before moving.

A SdKfz 251 half-track is destroyed by a Soviet anti-tank gun.

Each Passenger rolls


its Infantry Save
to survive.

...and the surviving Team


dismounts behind the wreck and
the Unit is Pinned Down.
The Team that fails its Save is Destroyed...

23
COURAGE 4+ SKILL
The Unit Leader issues a Blitz Move Order,
MORALE 3+ VETERAN trying to sneak the Marder II tank-hunters up
RALLY 3+ 3+
to the edge of the woods. They roll a Skill Test.

On a roll of 3+, the tank-hunters can sneak 4/10cm Otherwise, the whole Unit is Out of Command. It can still
forward, making Cross checks as normal. Not counting move with its normal movement. However, because it is Out of
as having moved, shooting with their halted ROF. Command, it suffers an additional +1 penalty to its shooting.

MOVEMENT ORDERS DIG IN TACTICS


A Unit Leader may issue one Movement Order each turn. The Unit Leader can issue a Dig In Order instead of Moving
These allow their Unit to use clever tactics, cross terrain, in the Movement Step. If it does this, any of the Units
dash ahead, or dig in. Infantry and Gun Teams may attempt to dig Foxholes
instead of Moving. Roll a die:
Gun Teams can only be issued Dig In and Cross Here
Movement Orders. If the score is greater than or equal to the Units Skill
rating (or their Tactics rating if different), mark the
BLITZ MOVE TACTICS selected Infantry and Gun Teams as being in Foxholes.
The Unit Leader can issue a Blitz Move Order in the Otherwise, the Unit failed to dig in.
Movement Step before its Unit Moves. If it does this, Whether or not they succeeded in digging Foxholes, the
roll a die: selected Teams cannot Move, but Shoot with their Moving
If the score is greater than or equal to their Skill rating ROF, and cannot fire an Artillery Bombardment this turn.
(or their Tactics rating if different), the Unit Leader and If they do not Shoot or Assault, they are Gone to Ground.
any Teams that are In Command may immediately Move Once they have dug Foxholes, Infantry and Gun Teams have
up to 4/10cm before making a normal Tactical Move. Bulletproof Cover (see pages 39 and 48) and are Concealed
If a Team Moves using Blitz Move, but does not Move (see page 30) until they Move.
any further, it is not considered to have Moved and can
Shoot at its Halted ROF. TACTICS RATING
Otherwise, Teams from the Unit can only Move at Tactical A Units Tactics rating is the same as its Skill rating unless
speed and automatically suffer the +1 to hit penalty as if it has a separate Tactics rating modified by a special rule.
they had Moved Out of Command (see page 19). Skill Rating Tactics Rating
Veteran 3+
SHOOT AND SCOOT TACTICS
Trained 4+
The Unit Leader that did not Move in the Movement Step
can issue a Shoot and Scoot Order in the Assault Step instead Conscript 5+
of Assaulting. If it does this roll a die.
If the score is greater than or equal to the Unit Leaders
Skill rating (or their Tactics rating if different), the
Leader and any Teams that are In Command and did not
Move in the Movement Step may immediately Move up
to 4/10cm.
Otherwise, the Unit remains where it is.

24
The Unit Leader issues a Follow Me! Order
to close the range quickly and immediately
moves another 4/10cm forward.
They then roll a Motivation Test.

If they pass the other T-70 tanks within 6/15cm move forward
as well. If they fail, the rest of the Unit remains where it is.

Either way, none of the T-70 tanks within 6/15cm of the Unit
Leader can shoot.

FOLLOW ME MOTIVATION CROSS HERE CROSS


In the Movement Step after their Unit has finished moving, The Unit Leader can issue a Cross Here Order in the
a Unit Leader can issue a Follow Me Order. If it does this, Movement Step before its Unit Moves. If it does this, any
the Unit Leader Moves directly forward up to an additional Teams (including the Unit Leader) from the Unit rolling to
4/10cm and rolls a die: Cross Difficult Terrain within 6/15cm of where the Unit
If the score is greater than or equal to the Unit Leaders Leader crosses improve their chance of crossing safely, reduc-
Motivation rating, Teams in its Unit that are In ing the score they need to pass a Cross Test by 1. Teams using
Command may immediately Move directly forward up this order cannot Shoot or Assault this turn.
to an additional 4/10cm, remaining In Command.
Otherwise, the rest of the Unit remains where it is.
Whether they succeed or not, all Teams from the Unit that
are In Command cannot Shoot this turn.

Not wanting to take chances with his


tanks getting stuck and stopping their
movement, the Hetzer Unit Leader
issues a Cross Here Order.

Any tanks from


the Unit that
cross within
6/15cm of the
Unit Leader
pass their Cross
Check on a 3+
instead of a 4+.

Unit Leader

25
After completing the Movement Step, your troops open fire on the enemy in the Shooting Step. During the
Shooting Step you shoot or fire an artillery bombardment with any or all of your Units, one at a time.

SHOOTING SEQUENCE
1. Check Range (see page 28)
2. Check Line of Sight (see page 28)
3. Check for Concealment (see page 30)
4. Declare Targets (see page 32)
5. Rotate to Face (see page 32)
6. Roll to Hit (see page 33)
7. Assign Hits (see page 34)
8. Roll Saves (see page 36)
In the Shooting Step, you Shoot with any or all of your Units Once youve finished Shooting with one of your Units, move
one by one. When a Unit Shoots, each Team that wants to on to the next until all of the Units that you want to Shoot
Shoot in the Unit picks an enemy Team as its target and with have shot.
Shoots its weapons.

WEAPON CHARACTERISTICS
Every team has a set of characteristics describing it in the game. Here is a typical arsenal entry for an American M4A1
Sherman tank. Vehicles and their weapons are described together in Arsenals. The first line describes the vehicle. The second
line in italics describes its main weapon. Tanks with more than one main weapon (or one that can fire as artillery) will have
additional weapons lines. Every Intelligence Briefing has an arsenal that describes the teams and weapons found in it.

MAIN WEAPON RATE OF FIRE (ROF) NOTES


This lists a Tank Teams main The maximum number of shots the weapon can take in Special abilities or rules
weapon. Additional weapons one turn. The ROF stated in the Arsenals is the Halted of the weapon. Also
and Bombardment ratings ROF. The Moving ROF is half the Halted ROF rounded shows any machine-guns
can also appear here. down unless noted otherwise in the Arsenal. a Tank Team has.

Armour
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
M4A1 Sherman Standard Tank 6 4 1 Co-ax MG, Hull MG, .50 cal AA MG.
M3 75mm gun 32/80cm 2 10 3+ Smoke, Stabiliser.

RANGE ANTI-TANK FIREPOWER


The maximum distance The armour penetration The ability of the weapon to destroy a tank after
the weapon can shoot. of the weapon. penetrating its armour or to knock out a dug-in position.

26
Only anti-aircraft weapons
can shoot at Aircraft. Any weapons can be used to shoot
at Tanks, Guns, and Infantry.

Tanks and Aircraft can fire all of their machine-guns or one other weapon. Each Infantry and Gun Team can fire
one of their weapons.

WHICH WEAPONS CAN FIRE SHOOTING AT AIRCRAFT


A Tank or Aircraft Team may either fire: Aircraft can only be shot at by Anti-aircraft weapons.
all of its Machine-guns (MG), or You shoot at Aircraft in the enemy Shooting Step immediate-
one other weapon. ly before the Aircraft Shoots.
An Infantry or Gun Team may only fire one of its weapons. A weapon that Shoots at Aircraft cannot:
Shoot at another Aircraft in this Shooting Step.
SHOOTING AT TANKS, INFANTRY, Shoot in Defensive Fire in the Assault Step.
Shoot in their own Shooting Step next turn.
AND GUNS
You can shoot at Tank, Infantry, and Gun Teams with any In addition, the Team may not Assault in their Assault Step
weapon in the Shooting Step. next turn and cannot be Gone to Ground until the end of
the enemy's next turn.
You may find it useful to mark a Team that Shoots at aircraft.

27
A team must be
in Range of, and
be able to draw a
Line of Sight to the
target to shoot.

Tanks measure Range from any part of the Hull,


but trace Line of Sight from the weapon mount.

1) CHECK RANGE Line of Sight is traced from:


A weapon can only Shoot at a target within its Range. the weapon mounting of a Tank or Gun Team,
Measurements to and from an Infantry or Gun Team are any part of the base of an Infantry Team, or
made from the nearest edge of its base. Measurements to and any point on the flight stand of an Aircraft.
from a Tank Team are made from the nearest part of its hull Line of Sight is traced to:
(ignoring weapons). Measurements to and from an Aircraft any point on a Tank Team (excluding weapons),
are made from the nearest part of its fuselage (ignoring anywhere on the base of an Infantry or Gun Team, or
wings, tails, and any weapons).
any point on the flight stand of an Aircraft.

2) CHECK LINE OF SIGHT NO LINE OF SIGHT


A Team can only Shoot at a target within its Line of Sight. To Line of Sight can be blocked by Tall terrain (including
establish Line of Sight, a player must trace an imaginary line Buildings and Hills) and friendly Teams (other than station-
from the Shooting Team to any point on the target Team. ary Infantry Teams). A Team cannot Shoot at a target if all
The best way to do this is to get down to the level of the (or practically all) of the Lines of Sight are blocked.
miniature and see what it could see.

/20mm Only part of a soldier from


this Team is visible, which is
Only the track, not enough to shoot at.
mudguard, and gun
barrel of this Tank
are visible, which
is not enough to
shoot at.
The gap between the buildings is wider
than /20mm, so does not block Line
of Sight.

28
The Panzer IV H can see the This Sherman V and the Panzer IV H cannot see each other
Sherman V within 2/5cm of as they are more than 6/15cm apart through Tall terrain.
the edge of the wood.

Visible at edge Not visible


over 6/15cm

Visible within
6/15cm
The Panzer IV H can
see this Firefly VC as it
is within 6/15cm of it.

LINE OF SIGHT THROUGH GAPS LINE OF SIGHT THROUGH HILLS & BUILDINGS
Gaps of less than 3/4/20mm between two terrain pieces or Buildings and Hills block Line of Sight, so Teams completely
friendly Teams (other than stationary Infantry teams) give behind them cannot be seen.
Concealment and block Line of Sight in the same way that
the terrain or Teams do. LINE OF SIGHT TO AND FROM AIRCRAFT
Use a tape measure as a guide as to whether a gap is wide Terrain never blocks Line of Sight to or from Aircraft.
enough to see through.

LINE OF SIGHT THROUGH TALL TERRAIN


Line of Sight to a target Team is Blocked if it is more
than 2/5cm through Tall terrain, unless the Range is
6/15cm or less.

The Panzer IV H is not Concealed to This Sherman V


this Sherman V because the Sherman V is has no line of sight.
within 2"/5cm of the edge of the wood.

CONCEALED

VISIBLE
CONCEALED

CONCEALED
The Panzer IV H is Concealed to this
Firefly VC because the Firefly VC is not
within 2"/5cm of the edge of the wood.

29
All three
German teams
are Concealed The M4A3 (76mm) Sherman is
as they are seen Concealed to the 7.5cm PaK40
through Terrain. gun as it is looking through
CONCEALED more than 2/5cm of Terrain.

VISIBLE
CONCEALED
CONCEALED

VISIBLE

CONCEALED
The M4A3 (76mm) Sherman is
not Concealed to the two panzers as
they are within 2/5cm of the edge
of the Terrain concealing them, so
can see across it unhindered.

3) CHECK FOR CONCEALMENT If the Shooting Team is on higher ground, such as on a


Hill or in the upper floor of a Building, or is an Aircraft,
Teams that are concealed by terrain are harder to hit.
target Teams within or through Short Terrain are not
Concealed.
CONCEALED BY TALL OR SHORT TERRAIN
Short and Tall Terrain provides Concealment for Teams seen
CONCEALED BY FLAT TERRAIN
through it with the following exceptions:
Flat Terrain does not provide Concealment, except for
If the Shooting Team is within 2/5cm of the edge of the
Infantry Teams that did not move (even if they Dug In) and
Terrain, target Teams outside the terrain seen through
Gun Teams that are in Foxholes. These Teams are Concealed
that edge are not Concealed.
from all enemy Teams except Aircraft.

The 8.8cm FlaK36 anti-


aircraft gun is Concealed in The Sd Kfz 231
Flat terrain because it is dug armoured car is
in with its crew in Foxholes. not Concealed
The infantry did not move, in Flat terrain.
so they are Concealed, even
in Flat terrain (whether or
not they are in Foxholes).

30
From up on the hill, the M4A3 Sherman The M4A3 Sherman is
has a clear Line of Sight to the Panzer V H. half hidden behind the
hill, so is Concealed to
the Panzer IV H.

CONCEALED

VISIBLE

BLOCKED

The hill blocks Line of Sight to the


M4A3 (76mm) Sherman behind it.

CONCEALED BY BUILDINGS CONCEALMENT AND AIRCRAFT


Buildings provide Concealment for Teams within them and Only target Teams seen through Tall terrain (including
for Teams at least half behind them. Buildings, Hills, and Smoke) within 4/10cm of the target
Team are Concealed from Shooting Aircraft.
CONCEALED BY HILLS Aircraft are only Concealed if seen through Tall terrain
A Team half hidden by a Hill is Concealed to Teams on the (including Buildings, Hills, and Smoke) within 4/10cm of
other side, for example a tank with its hull hidden by the the Shooting Team.
hill and its turret poking over (hull down as the military
calls it). If it is high enough up the Hill, it will be able to see
Teams on the other side clearly.
The easiest way to determine Line of Sight and Concealment
to and from a Hill is to physically get down to the level of
the miniature and take a look at what the miniature could
see from its current position.

Because the Wirbelwind anti-aircraft tank is within 4/10cm of


the wood, the terrain gives Concealment to both the anti-aircraft
tank and the Typhoon fighter-bomber seen through it.

VISIBLE
CONCEALED

CONCEALED

VISIBLE

Neither the Wirbelwind anti-aircraft


tank nor the Typhoon are Concealed
by the building as it is more than
4/10cm away from the tank.

31
These two German
infantry guns declare
the left-hand M4A3
Sherman as their
target. Any extra This infantry gun cannot
hits they get will be see the Shermans, so
allocated to the rest of declares the M5 Stuart as
the target Unit. its target.

4) DECLARE TARGETS SHOOT THE EASIEST TARGET


After checking the Range and Line of Sight to potential While the rules allow you to get clever and target differ-
targets, a player must declare an enemy Team as the target ent teams with each of yours, in most cases all you need
for each Team in the Unit. Multiple Teams can target a single to do is state that the whole Unit is shooting at the Team
enemy or you can spread your fire out as you wish. in the middle of the enemy Unit.
A Team may only declare a single target Team, and all of its If you do this, you will be able to allocate any hits you
weapons will engage this target (although if it scores more score evenly across the rest of the enemy Unit (assuming
than one hit, the additional hits may be placed on nearby they are all In Command).
Teams instead).
The only time you need to get more specific is when
LIMITED FIELDS OF FIRE intervening terrain gives some of your teams better shots
at some of the enemy than at others.
Some weapons have a limited Field of Fire (see Hull
Mounted and Gun Teams rule on page 66 for more details).
They may only target or allocate hits to a Team within their 5) ROTATE TO FACE
Field of Fire.
Rotate the Team to point its main weapon or weapons at
Units can end their movement facing any direction, so when the declared target Team. This is a free rotation as part of
you move Units that have a limited Field of Fire, point them Shooting, and is not Movement.
at their intended target.
If the weapon is mounted in a turret, you rotate the turret
to point at the target Team, or rotate the whole model up
AIRCRAFT SAFETY DISTANCE to a quarter turn (90degrees) to point at the target Team,
Aircraft cannot target or allocate hits to a Tank, Infantry , or rotating the turret, the rest of the way.
Gun Team within 8/20cm of a friendly Team.
If you are only firing an AA MG, do not rotate the Team at all.

The Marder II self- Hull Mounted weapons can only hit Teams
propelled gun has Hull completely in front of the Shooting team.
Mounted weapons.

Cannot hit Can hit

32
6) ROLL TO HIT GONE TO GROUND
Once you have declared targets for the Teams in a Unit, roll Teams that did not Move, Shoot, or Assault in their own
to hit the targets. turn and have not shot in this turn are Gone toGround.
Scouts can Move and still be Gone to Ground, but are not
HOW MANY DICE? Gone to Ground if they Shoot or Assault (see page 68). In
When a weapon Shoots, roll one die for each point of ROF. addition, all Teams are Gone to Ground at the start of the
The ROF of a weapon changes depending on whether the game unless otherwisespecified.
Team is halted or Moved in the Movement Step. If a Team is Gone to Ground and is also Concealed from a
If a Team is Pinned Down (see page 41) or wishes to Assault Team Shooting at it, the Team is harder to hit.
later in the turn (see page 52), it must Shoot with its
Moving ROF. SCORE TO HIT
The score To Hit is based on the target Team's Skill Rating
NO SHOOTING (see Score Needed to Hit table), modified as follows:
A Team cannot Shoot if it moved at Dash speed, or used a Add +1 to the score to hit for each of the following:
Follow Me or Cross Here order (see pages 24 to 25). The range to the targeted Team is over 16/40cm.
Target Team is Concealed (but not Gone to Ground).
HALTED AND MOVING ROF Shooting Team Moved Out of Command.
The ROF stated in the Arsenals is the Halted ROF. The Shooting through Smoke.
Moving ROF is half the Halted ROF rounded down unless Shooting at Night.
noted otherwise in the Arsenal. Halted ROF 1 weapons have
Add +2 to the score to hit if:
a Moving ROF 1 and use the ROF 1 Weapons special rule
(see page 67). Target Team is Concealed and Gone to Ground.
The Pinned Down ROF is the same as the Moving ROF
unless noted otherwise in the Arsenal. SCORE NEEDED TO HIT
The score needed to hit a Unit depends on its rating
TANK TEAM'S VEHICLE MGS AND ROF as follows:
A Tank Team's Vehicle MG Moving ROF is the same as its Skill Rating Is Hit On
Halted ROF (ROF 3, see your Arsenal). Veteran 4+
Whether Halted or Moving, only one Tank Team's vehicle Trained 3+
machine-gun can shoot at ROF 3. Each of the Tank Team's Conscript 2+
other vehicle machine-guns reduce their ROF to 1.

An Armoured ANTI- FIRE- IS HIT ON


RANGE
Platoon has TANK
movedPOWER
VETERAN 4+
Smoke
into range of a This Panzer IV H needs to
Platoon of Panzer equal or exceed the targeted
IV H tanks, Sherman Vs modified Is Hit
which shoot with On number in order to hit it.
their 75mm guns With four targets to choose
Halted ROF of 2. Is Hit On 4+
from, it picks the closest one as
TO HIT 4+
it is the easiest to hit.

Is Hit On 4+
Concealed +1
HIT ON 5+

Is Hit On 4+
Over 16/40cm +1
HIT ON 5+
Is Hit On 4+
Over 16/40cm +1
Concealed +1
HIT ON 6

33
The Panzer Platoon scores four hits on the Sherman V Armoured Platoon, all
of them targeted at the closest tank.

2
The shooting player must
1 assign the remaining hits evenly
The shooting to tanks from the Unit within
player must 6/15cm of the target team.
assign the first
hit against the
targeted tank.

6/15cm 2

3 3
The fourth tank is too far away
from the targeted vehicle, so
the shooting player assigns an
additional hit to the second tank.

TARGETS REQUIRING 7 OR MORE TO HIT 7) ASSIGN HITS


If the score needed to hit is 7 and the die roll is 6, then the Once all of the Units Teams have rolled to hit, the Shooting
shot scores a hit on a further roll of 5+. player assigns the hits from the Shooting Unit. The hits must
If the score needed to hit is 8 and the die roll is 6, then the be assigned to Teams that are:
shot scores a hit on a further roll of 6. a valid target for the Team that scored the hit,
If the score needed to hit is 9 or more, then the shot part of the same Unit as the target Team,
cannot hit. of the same Type (Tank, Infantry, Gun, or Aircraft) as the
If you are re-rolling a die requiring a 7 or 8, treat both the target Team, and
initial roll (needing a 6) and the further roll as a single roll. within 6/15cm of the target Team.
For example, if you had three dice and were trying to get A target Team must be assigned at least one hit from the
7 and your rolls were 6, 6, and 1, you would immediately Team or Teams that targeted it. Hits from a weapon must be
make the further rolls (needing 5+) for the two 6s. If those assigned evenly so that each Team has (as close as possible)
rolls were 6 and 3, you would have scored one hit and two the same number of hits from that type of weapon. The com-
misses. You now re-roll the two misses. bined Hits from a Unit must also be assigned evenly.

SPEEDING THINGS UP HQ UNITS AND INDEPENDENT TEAMS


Shooting can involve lots of die rolls. Dont panic When an HQ Unit or Independent Team (such as an
thoughyou dont always have to roll each die separately. Observer) has been targeted, the Shooting player may select
Because most Units have the same w eapons in each another Unit and assign hits between them as if they were
Team and often all need the same score to hit, you can the same Unit. Hits must still be assigned using the normal
often (with your opponents agreement) roll all the dice rules, and Teams from the other Unit must be of the same
for a Units shooting at the same time, and assign the Type (Tank, Infantry, Gun, or Aircraft) as the target Team in
hits as normal. order to be assigned a hit.
In some cases however, taking it slowly and resolving
the shooting one Team at a time makes complicated
situations much simpler than they appear at first glance.

34
TOO CLOSE FOR ERROR
DOING IT THE EASY WAY
The target player cannot use the Mistaken Target rule if the
In most cases (especially if you targeted a Team in the Shooting Team is:
middle of the enemy Unit), hit allocation comes down
within 4/10cm of either of the selected Teams, or
to placing one hit on the target Team, giving each of the
Units Teams a hit until you run out of hits. within 8/20cm if the selected Teams are Tank Teams.

HQ UNITS AND INDEPENDENT TEAMS


MISTAKEN TARGET When an HQ Unit or Independent Team (such as an
The targeted player may attempt to protect valuable Observer) is hit, the owning player may select another Unit
Teams like heavy weapons by reassigning hits to other and use the Mistaken Target rule to swap hits between them
Teams representing misidentification of their target by the as if they were the same Unit.
Shooting Team.
The player selects a Team that was hit and another Team of KEEPING IT SIMPLE
the same Type (Tank, Infantry, Gun, or Aircraft) that could Occasionally, how the terrain is placed will limit which
have been assigned hits (whether it was or not) and rolls a die. enemy Teams each of your shooting Teams can hit,
On a roll of 3+, the player swaps all of the hits on each making the Mistaken Target rule a bit tricky to use. It
Team to the other Team. The hits must still be allocated can help to use different coloured dice for each shooting
according to the Assign Hits rule (page 34) after the Team so that your opponent can see which hits can be
swap. Once a hit has been swapped it cannot be swapped swapped between possible targets.
again. Any hits that cannot be legally swapped remain on
the original Team.
WHEN TO USE MISTAKEN TARGET
If the player succeeds, they can then attempt to swap hits
You wont need to use the Mistaken Target rule very
between a different pair of Teams, and continue to do so
often as in most cases it makes little difference which of
as long as they make the 3+ roll required. If they fail in any
your tanks your opponent shoots at.
attempt to swap, all remaining hits stay where they were
allocated. The rule is there for those odd situations where it really
matters which team your opponent hits, and it seems a
bit unrealistic that their gunners seem to manage to pick
the most important one every time!

As the third tank


is at long range, so
less vulnerable to
penetration (see Roll
Saves on page36), the
British player attempts
to swap its hits with
those on the second
tank, needing to score
3+ to do so.

With a roll of 5, the British


player swaps all of the hits on
the second tank for all of the
hits on the third tank.

This is a complex situation to give us an opportunity to use the Mistaken


Target rule. You will not need to use this rule for most of your shooting.

35
This Cromwell is at least This Cromwell is entirely in
partly behind the front of front of a line drawn across
the Marder, which will the front of the Marder, which
use its Side armour rating will use its Front armour
for its Armour Save. rating for its Armour Save.

8) ROLL SAVES NO NEED TO ROLL


The targeted player rolls a save for each hit. If the Shooting Team is in the front or side of both
the hull and turret (or you are shooting at a turretless
tank), you do not need to roll to see which was hit as the
ARMOURED TANK TEAM SAVES Armour rating of both are the same.
When the Shooting player hits a turreted Tank Team, they
first roll a die to determine whether the shot hits the hull or
the turret. ROLL SAVE
On a score of 4+, the shot hits the turret, if it has one. When an Armoured Tank Team is assigned a hit, the owning
Otherwise, it hits the hull. player takes an Armour Save. They roll a die and add:
If the firing Team is entirely in front of a line drawn across The Teams Armour rating.
the front of the hull or turret (whichever was hit), the oppo- An additional +1 if the range between the Team
nent uses their Teams Front armour rating when rolling their that scored the hit and the Team making the save is
Armour Save. Otherwise they use the Side armour rating. over 16/40cm.

This Panzer IV H is behind the front of both the


turret and the hull of the M4A3 (76mm) Sherman,
which will use its Side armour rating against it.

This Panzer IV H is in front of the turret of This Panzer IV H


the M4A3 (76mm) Sherman, but to the side is in front of both its
of its hull, so the German player rolls a die for turret and its hull, so
each shot. On a score of 4+, the M4A3 (76mm) the M4A3 (76mm)
Sherman will use its Front armour rating as the Sherman will use its
shot hit its turret. Otherwise it will use its Side Front armour rating
armour as the shot hit its hull. against it.

36
EXCEEDS ANTI-TANK RATING If the roll is lower than your weapons Firepower
If your opponents Armour Save roll is greater than your rating the shot has no effect and the tank continues in
weapons Anti-tank rating, their Armour Save is successful. action unharmed.
The shot has no effect, having bounced harmlessly off the
tanks armour. LESS THAN ANTI-TANK RATING
If your opponents Armour Save is less than your weapons
EQUALS ANTI-TANK RATING Anti-tank rating they failed their ArmourSave.
If your opponents Armour Save exactly equals your weapons To determine the effect of the hit you must take a Firepower
Anti-tank rating, they failed their Armour Save. Although test. Roll another die.
your shot didnt fully penetrate the tanks armour, it might If the roll equals or exceeds your weapons Firepower
still do some damage. rating, the tank is Destroyed.
To determine the effect of the hit you must take a Firepower If the roll is lower than your weapons Firepower rating,
Test. Roll another die. the shot failed to do significant damage to the tank but
If the roll equals or exceeds your weapons Firepower the crew still Bails Out of the tank fearing that the next
rating, the crew panic and Bail Out. shot might do worse.

The British player rolls an Armour


Save for each hit.
The Panzer IV H's In this case, all of the saves are using
RANGE
75mm gun has an the Sherman V's front armour of 6.
Anti-tank rating of
11 and a Firepower
rating of 3+.

The first Sherman V rolls a 2 and adds 6, giving a


total of 8. This is less than the Panzer IV H's Anti-tank
rating, so the shot penetrates. If the Panzer IV H scores
its Firepower of 3+, the tank is Destroyed, otherwise it
is Bailed Out.

The second Sherman V rolls a 6 and adds


its armour rating of 6 for a total of 12.
This is more than the Panzer IV Hs Anti-
tank rating of 11, so the shot bounces off.

The third Sherman V was hit twice and rolls 4


and 4. Adding the armour rating of 6 and an
additional +1 for the range being over 16/40cm,
this gives both dice a total of 11. This equals the
Panzer IV Hs Anti-tank rating, so both shots
may be effective. If the Panzer IV H scores its
Firepower of 3+ on either hit, the tank is Bailed
Out. Otherwise it is unharmed.
If the Panzer IV H managed to Bail Out the
Sherman V twice, it would need to pass an
immediate Remount Check or be Destroyed.

37
BAILED OUT TANK TEAMS REMOUNTING BAILED OUT TANK TEAMS
Bailed Out Tank Teams may not move (including issuing During the Starting Step (page 16) at the start of your turn,
Blitz Move, Shoot and Scoot, or Follow Me orders) or fight roll a die for each Bailed Out Tank Team.
(including Shooting, firing Artillery Bombardments, and If the score equals or exceeds the Tank Teams Motivation
fighting in Assaults) until the crew Remount the tank. rating (or its Remount rating if different), the crew
Remounts their tank. The Team can now act as normal
BAILED OUT LEADERS AND COMMANDERS this turn.
If a Unit Leader or Formation Commander is Bailed Out Otherwise, the Team remains Bailed Out.
they may, at the start of any Step, swap to another Tank Team
within 6/15cm that is under their command. Their Bailed REMOUNT RATING
Out tank then replaces their new one in its original Unit. A Units Remount rating is the same as its Motivation
unless modified by a special rule.
BAILED OUT AGAIN Motivation Rating Remount Rating
Each time a Tank Team that is already Bailed Out would be Fearless 3+
forced to Bail Out again (whether from Shooting or from
Assault or any other reason), roll a die instead of placing Confident 4+
another marker. Reluctant 5+
If the score is greater than or equal to the Teams
Motivation rating (or its Remount rating if different), COMMANDERS LEADERSHIP
the shot has no additional effect on the tank. Re-roll all failed attempts to Remount for Tanks whose
Otherwise, the crew decides that its too dangerous to Commander is within 6/15cm and in Line of Sight (includ-
hang around, and the Team is Destroyed. ing the Commanders own Tank).

A Unit of Cromwell IV tanks starts its turn with all of their tanks Bailed Out.
They have a Remount rating of 3+ thanks to their Protected Ammo (Motivation Confident
4+, less 1 for Protected Ammo), so need to roll a 3+ to remove their Bailed Out markers.

Formation
Commander

6/15cm

The first Cromwell IV rolls a


1 and remains Bailed Out.

The second Cromwell IV rolls a 4 and


Remounts, removing its Bailed Out marker.

The third Cromwell IV rolls a 1. However, its Commander is


within 6"/15cm, so it can re-roll failed attempts to Remount.
The re-roll is a 5, so it Remounts, removing its Bailed Out marker.

38
The German infantry took three hits. The Infantry
teams roll their Infantry Save of 3+ for each hit.

One of the Rifle/MG teams behind the wall fails its save. As
it is in Bulletproof Cover, the British player needs to roll the
This Rifle/MG team in the open shooting weapons Firepower number or higher to Destroy it.
fails its save and is Destroyed.

INFANTRY AND GUN SAVES UNARMOURED TANK SAVES


For each hit on an enemy Infantry or Gun Team, the owning When an Unarmoured Tank Team (one with a Top armour
player rolls a die. rating of -) is assigned a hit, the owning player rolls a die.
If the result is at least the Teams Infantry or Gun Save, If the result is at least the Teams Unarmoured Tank Save,
the Team survives largely unharmed. the tank survives unharmed apart from some holes in
Otherwise, unless the Team is in Bulletproof Cover, it is the bodywork.
Destroyed. Otherwise, it is Destroyed.

INFANTRY SAVES UNARMOURED TANK SAVES


Infantry Type Infantry Save Type Save
Heavy Weapon 3+ Save Unarmoured Tank 5+ Save
Infantry 3+ Save Unarmoured Tank with Gun Shield 4+ Save
Cavalry 3+ Save Recce Unarmoured Tank 4+ Save

GUN SAVES AIRCRAFT SAVES


Gun Type Gun Save
When an Aircraft is assigned a hit, the owning player
Light Gun and Medium Gun 3+ Save rolls a die.
Heavy Gun and Immobile Gun 4+ Save If the result is at least the Teams Aircraft Save, the aircraft
survives unharmed apart from some holes in the wings.
BULLETPROOF COVER Otherwise, the shooting player must roll a die for each
An Infantry or Gun Team that is in Foxholes or Concealed unsaved hit.
by a Building, Crater, Trench Line, Stone Wall, Bocage If the roll equals or exceeds the weapons Firepower
Hedgerow, Hill, or similar bulletproof terrain is in rating, the target Aircraft is Destroyed.
BulletproofCover (page 21). Otherwise the Aircraft survives unharmed and con-
The Shooting player must roll a die for each unsaved hit on tinues its attack.
an Infantry or Gun Team in Bulletproof Cover.
AIRCRAFT SAVES
If the roll equals or exceeds the weapons Firepower
rating, the target Team is Destroyed. Type Save
If the roll is lower than the weapons Firepower rating, Aircraft 3+ Save
the cover protects the Team from harm.

39
Mark Destroyed Wrecks are Short Terrain, so slow movement
Tanks as Wrecks. and provide Concealment. Wrecks of
Armoured Tanks are also Bulletproof Cover.

DESTROYED TEAMS KILLING COMMANDERS


Leave Destroyed Tank Teams on the table as Wrecks. When a Formation Commander is Destroyed the owning
Remove all Destroyed Infantry, Gun, and Aircraft Teams player can nominate another Team of the same type from
from the table. the HQ Unit within 6/15cm as the new Formation
Mark a wreck by placing a plume of smoke on the model Commander.
representing smoke and flame from internal fires. Wrecks are If they cannot do this, the owning player rolls a die.
Terrain, slowing down tanks dashing across them, but are On a roll of 3+, the Commander survives and switches
not Difficult Terrain. Wrecks (ignoring the smoke plume) to another Team if there is one available. If there are
provide Concealment as Short terrain. Armoured Tank Team no Teams of the appropriate Type within 6"/15cm, the
Wrecks are Bulletproof Cover. Commander is killed.
Otherwise, the Commander is killed.
PASSENGERS IN DESTROYED TRANSPORTS
When a Team carrying Passengers is Destroyed, consult the SWITCHING TO ANOTHER TEAM
rules on page 23 to find the effect on the Passengers. If your Infantry Commander survives, remove anoth-
er friendly Infantry Team from their Formation within
REPLACE DESTROYED UNIT LEADERS 6/15cm and replace it with the Commanders Team.
When a Unit Leader is Destroyed, the next in line for If your Tank Commander survives, nominate another
command takes over. friendly Tank Team from their Formation within 6/15cm
If a Unit Leader is Destroyed, nominate another Team of the as the new Commander. The Commander now uses the
same Type from the Unit within 6/15cm as the new Unit characteristics of the new Tank Team.
Leader Team.
If there are no suitable Teams close enough, the Unit ONLY ROLL ONCE
remains leaderless until the Leader is replaced. A Formation If a Commander is Destroyed multiple times by a Units
Commander may appoint another Team from the Unit Shooting, the Commander still only needs to roll once to
within 6/15cm and in Line of Sight as the new Unit Leader see if they survive.
at the start of any of their turns.

KEEPING TRACK OF LEADERS


It is a good idea to make your leaders easy to identify
with different markings or a commander model for
tanks. For infantry it is easier since the Unit Leader is
on a smaller base.
If your leader is Destroyed, it is usually a good idea to
pick a team with the same characteristics to be the new
leader and then just swap the old leader for it. That way
they are still easy to identify.
If your new leader is in a different type of tank or is
armed with a different weapon, you can use a Leader
token to keep track of them instead if you want.

40
The British infantry took seven hits.
As an Infantry Unit, it is Pinned
Down because it took at least five
hits.
Until the Unit Rallies, its teams
cannot move toward visible
enemy teams, but they can move
further away.

Teams that shoot while


Pinned Down, must do so
using their Moving ROF,
whether they move or not.

PINNED DOWN ARMOURED TANK TEAMS AND AIRCRAFT


Even if you dont manage to kill the enemy with your Armoured Tank Teams, Passenger Teams mounted in an
Shooting, the weight of fire may pin them down. For soldiers Armoured Transport, and Aircraft cannot be Pinned Down.
under such intense fire, forward progress is impossible, and
even shooting is difficult. RALLYING FROM PINNED DOWN
A Unit becomes Pinned Down if it takes at least five hits If your Unit is Pinned Down, you may attempt to Rally it
in a single Shooting Step. These hits can be from any in the Starting Step (page 16) at the start of your turn. Roll
source or combination of sources, as long as all of the hits a die to do so:
were inflicted in the same Shooting Step. If the score is greater than or equal to the Units Motivation
A larger Unit that started the Shooting Step with at rating (or Rally rating if different), the Unit recovers fully
least twelve Teams needs to take at least eight hits in the and is immediately ready to continue the battle.
Shooting Step to become Pinned Down. Otherwise, the Unit remains Pinned Down.

INFANTRY, GUN, AND UNARMOURED TEAMS COMMANDERS LEADERSHIP


Infantry, Gun, and Unarmoured Tank Teams in a Pinned Re-roll all failed attempts to Rally from Pinned Down for
Down Unit may not Move closer to any enemy Team in Line Units whose Formation Commander is within 6/15cm
of Sight, nor Move into Line of Sight of any other enemy and in Line of Sight of the Unit Leader (including the
Team. However, they may Dig In or retire away from visible Commanders own HQ Unit).
enemy Teams.
A Pinned Down Infantry, Gun, and Unarmoured Tank Team RALLY RATING
Shoots using its Moving ROF, whether it Moved or not. A Units Rally rating is the same as its Motivation unless
modified by a special rule.
Motivation Rating Rally Rating
Fearless 3+
Confident 4+
Reluctant 5+

41
FIRING SMOKE EFFECTS OF SMOKE
Before Shooting normally, a Unit may elect to fire smoke, Teams shooting into, through, or out of a Smoke ball always
rather than armour-piercing or explosive ammunition, with suffer an additional +1 penalty on the score needed to hit,
any or all of its weapons that have that capability. These both for Shooting and Bombardments.
weapons cannot shoot after doing this. If a Team that has been hit by Smoke moves, the Smoke
When a Team fires smoke, each hit places a 2/5cm Smoke remains in place, allowing the Team to Shoot as normal.
Marker (or ball of cotton wool) on the Team rather than
causing any direct damage. Hits by Smoke cannot be reallo-
cated with the Mistaken Target rule.
All Smoke fired by a player is removed at the start of their
next turn.

The British Cromwell IV CS is firing Smoke trying to blind the Panther as


the infantry assaults. Each hit places a ball of smoke on the selected team.

The Smoke adds a +1 To Hit penalty when


shooting at the Panther, but provides the
assaulting infantry the same protection as well.

FLAME-THROWERS FUEL TRAILER


Flame-throwers work like fire hoses, only instead of water Tank Flame-throwers with Fuel Trailers are not affected by
they spray burning fuel. They are terrifying weapons to face, the Fuel Tanks rule like normal Tank Flame-throwers.
and many men who are willing to risk a bullet will turn tail
and run rather than burn. HITS TOP ARMOUR
Flame-throwers can be Infantry Teams or Tank Teams. Flame-throwers hit a Tank Team's Top Armour when
Flame-thrower teams use all the normal shooting rules. shooting at it.

FULL ROF WHEN MOVING PINNED DOWN IF HIT BY FLAME-THROWERS


Flame-throwers do not reduce their ROF when moving. Infantry, Gun and Unarmoured Tank Units hit by a Flame-
thrower are automatically Pinned Down (see page 41).
TANK FLAME-THROWERS
Tank Teams with Flame-throwers cannot Charge into FLAME-THROWER ARSENALS
Contact and must Break Off. Flame-thrower Teams retain their Arsenal ratings, but change
their Anti-tank rating to 2, and Firepower to 1+, and use the
As an exception, Soviet Flame-thrower Tank Teams may
Breakthrough Gun, and Hits Top Armour special rules.
Charge into Contact and may Counterattack.
SAMPLE INFANTRY FLAME-THROWER TEAM
Range ROF AT FP Notes
FUEL TANKS
4"/10cm 2 2 1+ Breakthrough Gun, Full ROF When
Tank Teams with Flame-throwers increase the number Moving, Hits Top Armour.
required to pass a Remount by 1.

42
Snipers, solitary hunters with telescopic sights on their
rifles, are the stuff of legends. They usually work in pairs.
One shoots while the other spots, telling them if they were
high, low, left, or right. The pair spends hours lying hidden,
unable to move, waiting for their prey to come into their
sights. Then, with one shot they bring the enemy down.
Although snipers dont kill as many soldiers as a machine-
gun, the personal nature of their shooting makes them far
more fearsome than an indiscriminate machine-gun. A
leader can rally his men to advance into machine-gun fire,
but even the act of waving your men forward means death in
the face of a skilled sniper.
All Snipers have the following characteristics. Snipers
are Independent Infantry Teams and always rated as PERFECTLY CAMOUFLAGED
Confident Veteran. A good snipers hide is chosen so that the sniper will remain
Snipers are armed with a sniper rifle. invisible, even when they shoot.
Weapon Range ROF Anti-tank Firepower Sniper teams are Concealed and Gone to Ground, even
when they shoot. They are also in Bulletproof Cover.
Sniper rifle 16/40cm 1 0 4+
A Sniper team may not fire if there are any friendly Teams
EXPERT SHOT within 4/10cm, as the presence of these troops will give
away their hide.
Snipers are excellent shots, shooting anyone who moves,
making it difficult to keep up the momentum of attacks.
DRIVEN OFF
A Sniper may re-roll any failed Roll to Hit. Any platoon hit
If the enemy discover the snipers hide, a smart sniper realises
by a Sniper Team is automatically Pinned Down.
the games up and gets out.
SNIPERS HIDE If a Sniper team is Destroyed, the player that Destroyed it
rolls a die.
Snipers sneak out in the darkness before dawn, moving
stealthily into their chosen hide. Once in position they wait On a score of 4+, they knock out the sniper.
patiently for their prey. Otherwise, the Sniper team slips away and can be placed
back on the table again from the start of your next turn
Sniper teams are never deployed at the start of the game.
as an Ambush.
Instead, they are held off table and deployed as an Ambush
(see page 95). However, Sniper Teams can be placed in your
own Deployment Area or No Mans Land and must be
placed in Terrain that provides Concealment.

43
Ground attack aircraft bomb, rocket, and strafe the enemy on the ground, while fighters protect your troops by
intercepting enemy aircraft.

AIRCRAFT AIRCRAFT IN RESERVE


The air force has many tasks across the breadth and depth of If the Aircraft Unit is held in Reserve (see page 96), do not
the enemy forces. Your battle is just one small part of the big start rolling until the Unit arrives from Reserve.
picture to them, so the aircraft supporting you will often be
called away to more urgent tasks. AIRCRAFT DEPART
All Aircraft are removed from the table at the end of the
AIRCRAFT ARRIVAL Shooting Step. Any casualties they suffer carry over when the
At the start of each turn, the owning player may roll a die. On Unit returns to the table.
a score of4+, the Aircraft Unit arrives and will be placed any-
where on table in the Movement Step as long as the Aircraft BOMBS AND ROCKETS
stand can be placed flat on the table or suitable terrain. A flight of Aircraft Teams uses one Artillery Template when
Aircraft shoot or bombard as normal in the Shooting Step. shooting as Artillery with Bombs and Rockets. However,
Just before an Aircraft attacks, the enemy can shoot their they suffer no penalty for having only 1 or 2 weapons firing.
Anti-aircraft weapons at it (see page 27). Only Teams from the Aircraft Unit can Spot spot for their
bombardment.

AIRCRAFT FROM INTELLIGENCE FIGHTER INTERCEPTION


Players with Fighter Interception may roll a die immediate-
HANDBOOKS ly after their opponents successful roll to receive Aircraft.
Aircraft in the previous edition of Flames Of War had very On a roll of 5+ the enemy Aircraft Unit is intercepted and
different rules. This edition has Aircraft rules with much is not placed on table. Otherwise the enemy Aircraft Unit
more in common with the rest of the rules, making them is placed on the table as normal.
easier to use and understand. However, to use the intelli-
gence briefings Air Support your have to follow a few steps CLOSE AIR SUPPORT
to convert their rules.
Close Air Support arrives on a score of 3+, instead of 4+.
NUMBER OF AIRCRAFT TEAMS
AIRCRAFT WEAPON RANGES AND RULES
Weve linked the type of air support to the number of
MGs, Cannons, and Rockets have a range of 8/20cm.
Aircraft Teams in your Aircraft Unit.
Bombs have of a range of 6/15cm.
PRIORITY AIR SUPPORT Rockets and Bombs shoot as Artillery and use the adjusted
A Priority Air Support Aircraft Unit has three aircraft. Anti-tank and Firepower ratings.
Aircraft are Veteran Skill rating.
LIMITED AIR SUPPORT
A Limited Air Support Aircraft Unit has two aircraft. AIRCRAFT WEAPONS ROF
Aircraft MGs have a Rate of Fire 3. Aircraft Cannons have
SPORADIC AIR SUPPORT a Rate of Fire 2.
A Sporadic Air Support Aircraft Unit has one aircraft.
CHOOSING WEAPONS
MODELS Some Aircraft have a choice of different weapons. You can
As many players may have only one aircraft model, you only shoot one type of weapon during a turn and your
can indicate the number of aircraft in your Unit by placing must declare what that weapon is for all the Aircraft in the
a blue aircraft dice on the stand to indicate the number Unit before you roll for Aircraft arrival.
of aircraft. Measure all weapons ranges from the aircraft
model on the table. AIRCRAFT ARE HIT ON
Aircraft are Hit On 5+.

44
The ancient science of artillery reached its destructive pinnacle in the bloody stalemate of the First World War.
There the armies of Europe learned the art of massed artillery fire to smash enemy defences and cut them off
from their reserves. Their technique was slow and methodical, but extremely deadly.

1) PICK SPOTTING TEAM


ARTILLERY SEQUENCE An Artillery Bombardment needs a Team to Spot the fall
1. Pick Spotting Team (see page 45) of shot and correct the guns on to target. A Spotting Team
can be one of the firing Teams, a Formation HQ Team, or a
2. Check Range (see page 45) specialist Observer.
3. Select Aiming Point (see page 46) A Spotting team must not have Moved or attempted to Dig
In, cannot Shoot or Assault, but can fire in the Bombardment
4. Rotate to Face (see page 47) it is Spotting for.
5. Roll to Range In (see page 47)
SPOTTING FOR AIRCRAFT
6. Roll to Hit (see page 48) An Artillery Bombardment from an Aircraft Unit can only
7. Roll Saves (see page 48) be Spotted for by one of the Aircraft in the Unit. Aircraft can
spot for their own Bombardment while moving.
8. Pin Down Target (see page 49)
2) CHECK RANGE
Artillery weapons are designed to bombard an area with a Weapons can only fire a Bombardment at an Aiming Point
deluge of explosive shells rather than attempting to hit a within their Range and in their Field of Fire.
particular target directly.

WHO CAN BOMBARD


Any Team that has an Artillery weapon (indicated by a ROF
of - or a Arsenal Weapon line Firing Bombardments)
may fire a Bombardment instead of Shooting. A Unit with
Artillery weapons is an Artillery Unit.
Most Artillery weapons have both a normal shooting line
and an artillery line in their Arsenal entry. You must choose
to use one or the other each turn. Some, like rocket launch-
ers, can only fire bombardments and cannot shoot normally.
Teams cannot fire a Bombardment if they Moved (unless
they are Aircraft), failed a Blitz Move order, attempted to
Dig In, are in a Building, or are Pinned Down. Teams that
fire a Bombardment cannot Assault this turn.
If a Unit fires a Bombardment, all of its Teams with Artillery
weapons must either fire as part of the Bombardment, or not
fire at all. Other Teams can still Shoot as normal.

Artillery units can select any point on the table that


their Spotting Team can see as their Aiming Point.

Spotting Team
Artillery Unit

45
A Heavy Artillery Battery is bombarding the T-34/85 tank company using an Artillery Template.

The German player places


the Aiming Point in the
centre of the target to catch
The sides of the Template point back to the bombarding Unit. as many tanks as possible.

3) SELECT AIMING POINT DANGER CLOSE


Pick a point on the table within Line of Sight of the Spotting To reflect the danger of dropping shells too close to your
Team and place the firing Units Ranged In marker on it to own positions, you may not place an Artillery Template
mark it as the Aiming Point of the Bombardment. within 4/10cm of friendly Teams.
Centre the Template over the Aiming Point with the sides Aircraft may not place an Artillery Template within 8/20cm
pointing towards the Bombarding Unit. of friendly Teams, but do not restrict the placement of their
own Template.
TEMPLATE SIZE
The Artillery Template is 6/15cm square.

If there were German infantry


close to the Soviet tanks the
German player would need to
select a different Aiming Point so
that the edge of the Template is not
within 4/10cm of the infantry.

4/10cm

46
A Heavy Artillery
Battery has a Skill
rating of Veteran
which is 3+. The
Spotting Team may
make up to three
attempts to Range In
the battery.
The more attempts
it takes to Range In,
the less accurate its
bombardment will be.

It Ranges In on its first attempt, so


will not suffer any penalty to hit.

4) ROTATE TO FACE RANGING IN WITH A LESS-SKILLED TEAM


The Artillery Teams Rotate to Face the Aiming Point. This If the Spotting Team and the Artillery Unit have different
is a free rotation as part of Shooting, and is not Movement. Skill ratings (or Ranging ratings if they have them), use the
worse rating to Range In.
If the Aiming Point is outside of the weapons Field of Fire,
it cannot fire as part of the Bombardment, but it still rotates
to point at the Aiming Point. RANGING IN ADDITIONAL BATTERIES
If the Spotting Team successfully Ranges In in less than
three attempts, it may use its remaining attempts to Range
5) ROLL TO RANGE IN In another Artillery Unit that it can Spot for on the same
A Spotting Team can make up to three attempts to Range In or a different Aiming Point. This Artillery Unit will suffer
the artillery on its Aiming Point. Roll a die for each attempt: the normal penalty for Ranging In on the second or
If the score is greater than or equal to the Artillery Units third attempt.
Skill rating, it has successfully Ranged In.
Otherwise, the ranging attempt missed, go on to the RANGING IN NEAR TERRAIN
next attempt. Add +1 to the score required to Range In if the Aiming Point
If the Spotting Team fails all three attempts to Range In, is placed so that the Template will cover any Short or Tall
remove the Ranged In marker. The Artillery Unit that Terrain features or any part of a Smoke Screen.
was attempting to Range In cannot Shoot, Assault, or fire
an Artillery Bombardment this turn, and are not Gone RANGING IN AT NIGHT
to Ground. A Spotting Team does not need to roll on the Night Visibility
Once a Spotting team has made their three attempts to Table (see page 90) when Spotting for a Bombardment at
Range In, they cannot make further Ranging In attempts Night, but does add +1 to the score required to Range In.
this turn. This is in addition to any penalty for Ranging In near Terrain.

Having successfully Ranged In the


Heavy Artillery Battery, the Spotter
uses its remaining attempts to Range
In an Heavy Infantry Gun Platoon.
The Spotting team succeeds on the
third attempt. The infantry guns will
have a +2 penalty on their rolls to hit.

Third attempt:
Second attempt: +2 penalty to hit.
+1 penalty to hit.

47
Because the Artillery Template covers part of the crop field, the score needed to Range In is increased by +1 to 4+.

Ranging In on the first attempt means that there is no penalty on the roll to hit.

6) ROLL TO HIT SPEEDING THINGS UP


Roll a die for each Tank, Infantry, or Gun Team caught at Although the rules suggest rolling individually for each
least partly under the Template. team under an artillery bombardment, you can often
The score to Hit a Team under the Template is shown as the (with your opponents agreement) roll the dice for all
Is Hit On number below, modified as follows: teams of the same type at the same time, and assign the
Add +1 if Ranged In on Second Attempt. hits in any manner agreeable to both players. In cases
Add +2 if Ranged In on Third Attempt. such as where it matters which Team is hit, taking it
slowly and rolling for one Team at a time makes com-
1 OR 2 WEAPONS FIRING plicated situations easier to handle. Either way, special-
If the Artillery Unit only has one or two weapons firing, you ist teams such as anti-tank rifles, bazookas, and light
must re-roll successful rolls To Hit. mortars should always be rolled for separately.

5 OR MORE WEAPONS FIRING MIXED BOMBARDMENTS


If the Artillery Unit has five or more weapons firing, you When an Artillery Bombardment is fired by a combination
must re-roll failed rolls To Hit. of different Artillery weapons use the lowest Anti-tank rating,
and the worst Firepower rating of all the types of weapon.

7) ROLL SAVES
SCORE NEEDED TO HIT Roll Saves for Teams that have been hit in the same way
The score needed to hit a target Team depends on its as for Shooting (see pages 36 to 39), except that Armoured
rating as follows: Tank Teams use their Top armour rating.
Skill Rating Is Hit On
BULLETPROOF COVER AND BOMBARDMENTS
Veteran 4+ An Infantry or Gun Team that is in Foxholes or in a Building,
Trained 3+ Crater, or similar bulletproof terrain is in Bulletproof Cover.
Conscript 2+ Teams behind Stone Walls, Bocage Hedgerows, and similar
linear terrain are not in Bulletproof Cover from an Artillery
Bombardment.

48
IS HIT ON

TRAINED 3+

The Heavy Artillery


Battery Ranges In on its
first attempt.
HIT
The German player rolls
one die for each T-34/85
tank under the Template.
The score to Hit is the HIT
T-34/85 tanks Trained Is
Hit On number of 3+.
MISS

If there were only two


guns firing, the German
player would have to
re-roll any successful rolls The T-34/85 tanks use their Top armour of 1 for
to hit. their Armour Saves against Artillery.

The shooting player must roll a die for each unsaved hit on PRE-PLANNED ARTILLERY TARGETS
an Infantry or Gun Team in Bulletproof Cover. An Artillery Unit that is not in Reserve may place its Ranged
If the roll equals or exceeds the weapons Firepower In marker anywhere on the table at the start of the game
number, the target Team is Destroyed. after Objectives and Minefields have been placed, but before
If the roll is lower than the weapons Firepower rating, Deployment. This Ranged In marker indicates the Artillery
the cover protects the Team from harm. Units current Aiming Point at the start of the game.
If both sides have Artillery, the Defender places their Ranged
8) PIN DOWN TARGET In markers first.
Infantry, Gun, and Unarmoured Tank Units hit by an Artillery
Bombardment are automatically Pinned Down (page 41). BOMBARDMENT FIREPOWER AND
ANTI-TANK RATINGS
One of the new changes to Flames Of War is how artillery
REPEATING BOMBARDMENTS works. Part of this was to look at the Firepower and Anti-
An Artillery Unit may Repeat a Bombardment by using its tank ratings of Gun Teams firing Artillery Bombardments
current Aiming Point. Because the Artillery Unit is already (including Aircraft Bombs and Rockets), so that artillery
Ranged In, it automatically Ranges In on its first attempt for would be more effective against Infantry and Guns. To
the Repeated Bombardment, so will not suffer the penalty do this we have increases the Artillery Bombardment
for Ranging In on the second or third attempt. Firepower of Artillery weapons. This combined with the
Repeat Bombardment rules makes artillery a more trou-
SPOTTING FOR A REPEAT BOMBARDMENT blesome prospect for static infantry and gun positions.
The Repeated Bombardment still requires a Spotting Team, The anti-tank rating have also shifted to reflect the role of
but it may be a different Team from the one that originally the artillery in combat. A hit on a tank from an artillery
Ranged In on the Aiming Point and doesnt need to be able bombardment is more about good luck, than good man-
to see the Aiming Point. agement. To reflect this we have adjusted the Artillery
If the Spotting Team cannot see the Aiming Point, all rolls Bombardment Anti-tank Ratings.
To Hit will suffer a +1 penalty to the score required To Hit as Consult your Arsenal from your Intelligence Handbook
if the Spotting Team had Ranged In on the second attempt. to see the values and use the new values below.
RE-ROLL INFANTRY AND GUN SAVES Arsenal Adjusted Arsenal Adjusted
Infantry and Gun Teams must re-roll successful Saves when Anti-tank Anti-tank Firepower Firepower
hit by a Repeat Bombardment. 6 3 1+ 1+
5 3 2+ 2+
MOVING REMOVES RANGED IN MARKER 4 3 3+ 3+
If an Artillery Unit moves (including when it uses a Blitz
3 2 4+ 3+
Move or Shoot and Scoot), it immediately removes its
Ranged In marker from the table. Since Aircraft must move 2 1 5+ 4+
every turn, they will always remove their Ranged In marker 1 0 6 4+
between Bombardments.

49
ROCKET LAUNCHERS ROCKET LAUNCHERS
Salvo rocket launchers fire bombardments just like any other
You dont need any special template to use your Rocket
artillery. After ranging in as usual (usually by firing a single
Launcher Artillery Unit, just measure out the area with
rocket at a time, just like ordinary artillery), they fire all of
your tape measure.
their rockets in one massive salvo.
Rockets are notoriously difficult to control in flight. Without
any on-board guidance system the rockets of World War ARTILLERY
II could not hope to match the accuracy of conventional TEMPLATE
artillery and very big salvoes would simply be spread across
a wider area.

NUMBER OF WEAPONS FIRING AND ROLLING


TO HIT
Rocket Launchers only count the number of actual Teams
firing when determining if they re-roll rolls To Hit.
15CM/6
NUMBER OF WEAPONS FIRING AND SQUARE
TEMPLATE SIZE
Some Rocket Launcher Teams are listed as counting as two
or even four weapons when firing. These now count as one DOUBLE-WIDTH
Team for calculating re-rolls To Hit, but count as the number ARTILLERY TEMPLATE
of weapons for Artillery Template size.
If an Artillery Bombardment is being fired by Rocket
Launchers all of which count as two or more weapons, you
must use a Double-width Template.
If an Artillery Bombardment is being fired by Rocket
Launchers all of which count as four weapons, you must
use a Double-width and Double-depth Devastating
Bombardment Template. 15CM/6 X
30CM/12
AIR OBSERVATION POST
Flying low over the front line, an American L4 Grasshopper DOUBLE-WIDTH AND DOUBLE-DEPTH
or British Auster liaison aircraft operating as an air obser- DEVASTATING BOMBARDMENT ARTILLERY
vation post (AOP) is the bane of German soldiers. Any TEMPLATE
movement at all is instantly spotted and radioed back to the
field artillery, who respond in their usual brutal fashion by
pounding the target until all movement ceases. By D-Day,
every American and British division had light aircraft oper-
ating as AOPs giving them unequalled artillery observation
capability.
An Air Observation Post (AOP) is an Independent Observer
Aircraft Team (see Observers on page 6).
Unlike other aircraft your AOP Aircraft automatically arrives
in your Starting Step.
Instead of shooting like other aircraft, it may instead act as
a Spotting Team for an Artillery Unit. Before it attempts to
spot your opponent my conduct Anti-aircraft fire against it.
Due to the difficulties in flying an aircraft and locating tar-
gets at the same time, the AOP aircraft model (ignoring the
30CM/12
flight stand) must be within 16/40cm of the Aiming Point. SQUARE
Line of Sight from an AOP is taken from any part of the
aircraft model. AIR OBSERVATION POSTS ON TABLE
The AOP benefits from its height by allowing it to re-roll the An Air Observation Post never really goes away like
third attempt to Range In if it failed on that attempt. normal aircraft, the pilot would keep the AOP nearby.
You might like to leave your AOP on the table so you
remember it is available for next turn.

50
A smoke screen is created by firing shells filled with chemicals that burn quickly, giving off clouds of dense white
smoke. Enormous amounts of these shells must be fired onto a small area to create a smoke screen large and
dense enough to provide complete concealment for your troops. Impromptu smoke screens of the type called
down by a commander during a battle, while still impressive and quite effective, are nowhere near as dense and
complete and cannot be maintained indefinitely.

SMOKE BOMBARDMENTS SMOKE SCREENS


Some Artillery units can fire a Smoke Bombardment instead When a Unit fires a Smoke Bombardment, place a line of
of a normal Artillery Bombardment. Each such Artillery 2/5cm Smoke Markers (or balls of cotton wool) that is
Unit may do this once per game. 4/10cm long for each weapon firing as a Smoke Screen.
So two guns will produce a line 8/20cm long, while five
Smoke Bombardments must be fired at the beginning of the
guns will produce a line 20/50cm long. The line starts at
Shooting Step before all other fire.
the Aiming Point and may be placed on any angle. You may
Use the normal Artillery rules to Range In, except that there fire fewer weapons to produce a shorter screen if you wish.
is no modifier for Ranging In near Terrain and no Danger
Close restriction. If the Bombardment is successfully EFFECTS OF SMOKE SCREENS
Ranged In, place a Smoke Screen on the Aiming Point. The
Lines of Sight into, through, or out of Smoke Screens are
Bombardment has no other effect. If the Unit fails to Range
blocked unless the Range is 6/15cm or less.
In, they may attempt to fire a Smoke Bombardment again
later in the game. Teams shooting through or into a Smoke Screen always
suffer an additional +1 penalty on the score needed To
All Smoke fired by a player is removed at the start of their
Hit for Shooting and on the score needed to Range In
next turn.
Bombardments.

A 10.5cm Artillery Battery of three guns fires a Smoke Bombardment


to screen the panzers from flanking fire by the SU-76 assault guns.

Aiming
Point

4/10cm

8/20cm

The 10.5cm howitzers


successfully Range In, so 12/30cm for
the German player places three weapons 12/30cm
2/5cm
12/30cm (4/10cm per gun)
of smoke screen on the table.

Because the Range to


the Panzers is more
than 6/15cm, the
SU-76 assault guns
will have to move if
they want to shoot at
the panzers.

51
Once the Shooting Step is completed, your troops charge the enemy in the Assault Step, attacking them with
hand grenades, close-combat weapons, and rifle butts, up close and personal.

ASSAULT SEQUENCE
1. Charge into Contact (see page 53) 5. Check if the Assault is Over (see page 57)
2. Opponents Defensive Fire (see page 55) 6. Test to Counterattack (see page 57)
3. Roll to Hit (see page 57) 7. Counterattack or Break Off (see page 58)
4. Roll Saves (see page 57)

In the Assault Step, you assault with any or all of your Units WHO CAN ASSAULT
one by one. When a Unit Assaults, its Teams move into con-
In the Assault Step, an Armoured Tank Team or an Infantry
tact, the enemy shoots defensive fire, then both sides take
Team can Assault if it is not:
turns at fighting at close quarters with hand grenades and
Pinned Down, or
close-combat weapons.
a Heavy Weapon,
Once youve finished assaulting with one of your Units, move
on to the next, until all of the Units have made their Assaults. and it did not:
Move at Dash speed,
An Assault is the only time an Infantry Team can Move
within 2/5cm of the enemy, or that a Tank Team can Move Move more than 10/25cm at Tactical speed,
within 2/5cm of enemy Infantry or Gun Teams. Use a Movement Order other than Follow Me,
Shoot at its Halted ROF,
SHOOTING BEFORE ASSAULTING Spot for or Fire an Artillery or Smoke Bombardment, or
A Team can shoot in the Shooting Step (but not fire an Shoot at Aircraft in the previous enemy turn,
Artillery Bombardment) before Assaulting in the Assault and its Unit has not already Assaulted this turn.
Step. If it does so, it must use its Moving ROF (whether it
moves or not), and must target a Team within 8/20cm of
the Team it will Charge into Contact with when it Assaults.
LEADING FROM THE FRONT
A Formation Commander and their HQ Unit can combine
with a Unit from their Formation to conduct a joint assault.
To do this, the Formation Commander and the Unit Leader
must be of the same Type (Tank or Infantry) and must start
the Assault Step within 6/15cm and in Line of Sight of each
other. For the duration of the Assault Step, the combined
Unit is treated as a single Unit having the higher of the two
Units Counterattack values.

52
1) CHARGE INTO CONTACT CANNOT MAKE CONTACT
An Assaulting Unit Moves any of its Tank or Infantry Teams Teams that cant Contact an enemy Team cannot Assault.
up to 4/10cm into Contact with an enemy Team by the
shortest route. These Teams are now Assaulting Teams. WHO CANNOT CHARGE INTO CONTACT
A Team is in Contact with an enemy Team if: Tank Teams cannot Assault other Tank Teams, so they
its front edge is as close as it can get to the enemy Team, or cannot Charge into Contact with enemy Tank Teams.
it is an Infantry Team and its front edge is as close as it Heavy Weapons, Independent Teams, Gun Teams,
can get to another Infantry Team from its own Unit that Unarmoured Tank Teams, and Transport Teams cannot
is directly in Contact with an enemy Team. Charge into Contact at all.

Your Teams Charge into First, move all Assaulting Teams that can directly
Contact in two steps. contact enemy teams up to 4/10cm into Contact.

Heavy Weapons cannot


Charge into Contact.

Then, move any other Assaulting Infantry Teams that can Contact
an Infantry Team already in Contact up to 4/10cm into Contact.
A wall stops the Assaulting teams from
touching the Defending teams, so they
halt at the wall, but are still in Contact
as they are as close as they can possibly be.
Teams that cannot make
Contact cannot charge.

Remember, an Assaulting Team must use its Moving ROF in the Shooting
Step and must Contact a Team within 8/20cm of the Team it shot at.

53
Two Panzer IV tanks need The first tank fails its Cross test it does not move.
to take Cross tests when they
launch an Assault against
British infantry in rocky terrain.
Tanks also need to pass a Cross test each
round while assaulting in Difficult Terrain.
If they fail a Cross test during a
Counterattack they must fall back 2/5cm.

The second tank passes its Cross


test and moves into Contact.

ASSAULTING THROUGH TERRAIN


If a Tank Team fails a roll to Cross terrain while moving into If the Assaulting Team successfully Charged into Contact,
contact with the enemy, they halt their movement. If a Team but cannot be placed into Contact with an enemy Team
was within 2/5cm of an enemy Team when they failed the because of a line of terrain, place it immediately across the
roll, move it back 2/5cm from the enemy to indicate that it terrain from the enemy and treat it as being in Contact.
did not succeed in Charging into Contact.
Teams cannot assault enemy troops that are in or across ter-
rain that is Impassable to them.

The A13 Cruiser tanks need to pass a Cross test to reach infantry across an obstacle.

This A13 Cruiser


failed its Cross test,
so fails to Contact
the enemy and
stops 2/5cm away.

This A13 Cruiser


does not need to
make a Cross test
as it Charges into
Contact around
the wall.

This A13 Cruiser passed its Cross test, so moves


up to the wall into Contact with the enemy.

54
The Jock Column shoots at the Panzer III tanks as
they Charge into Contact. Each team shoots at a
tank within 8/20cm using their Halted ROF.

8/20cm

One 2 pdr anti-tank gun is


within 8/20cm of the Assaulting
tanks, so it can shoot in Defensive
Fire, the other one cannot.

2) OPPONENTS DEFENSIVE FIRE NO MISTAKEN TARGET


After the Assaulting Unit Charges into Contact, the oppos- In an assault the enemy is too close to mistake, so the assault-
ing player conducts their Defensive Fire as the Assaulting ing player cannot use the Mistaken Target rule.
Teams close into contact with them.
Each enemy Team within 8/20cm of an Assaulting Team DEFENSIVE FIRE HITS SIDE ARMOUR
(one that is in Contact with an enemy Team) is a Defending Tanks use their Side armour rating for any Armour Saves
Team and Shoots as if it was their Shooting Step. against Defensive Fire, even when the front of the vehicle is
facing the Shooting Team.
Defending teams Shoot at their Halted ROF unless they are
Pinned Down, in which case they Shoot at their Moving
ROF. Defending Teams must target an Assaulting Team
NO BULLETPROOF COVER
within 8/20cm, and can only allocate hits to Assaulting Assaulting Teams are never in Bulletproof Cover from
Teams within 8/20cm. Defensive Fire, but may be Concealed.
Defending Teams cannot fire Artillery Bombardments as
CLOSING WITH THE ENEMY
Defensive Fire.
If an Infantry Team was in Contact with the enemy through
As they are stationary, Defending Infantry Teams do not a friendly Infantry Team that is Destroyed, the Team
block Line of Sight for Defensive Fire. immediately occupies its place, remaining in Contact with
the enemy.

A Panzer III H has a Front


armour rating of 4, and a The Boys anti-tank rifle and the 2pdr anti-tank
Side armour rating of 3. gun both score hits on the attacking panzers.
While the anti-tank rifle cannot penetrate the
tanks Front armour rating, it can penetrate its
Side armour rating. The gun will be much more
effective against the thinner Side armour rating.

Defensive fire always uses the Side armour rating


reflecting close-range fire at vulnerable areas of the
attacking tanks.

55
An Italian Bersaglieri The Italian Bersaglieri Platoon is Pinned Down and the Assaulting Teams
Platoon launches an must Fall Back until they are more than 2/5cm from the Defending Teams.
Assault against some
British infantry.
Unfortunately the British
manage to score five hits
in Defensive Fire.

FORCING THE ASSAULT TO FALL BACK SNEAKING UP ON TANKS


A Unit that takes at least five hits from Defensive Fire A Tank Team cannot conduct Defensive Fire (although other
becomes Pinned Down and its Teams Fall Back the shortest Tank Teams in the Unit may) if any Assaulting Infantry
distance necessary until its Teams are more than 2/5cm Team that is in Contact with it:
from the enemy, and the Assault is over. A large Unit with at did not Move in the Movement Step,
least twelve Assaulting Teams needs to take at least eight hits did not use any Movement Orders,
to become Pinned Down and Fall Back. did not Shoot in the Shooting step, and
If all of the Assaulting Teams are Tank Teams with Top started its Charge into Contact Concealed by terrain.
armour 1 or 2, they only Fall Back if two or more of them
(or all of them if fewer), are Bailed Out or Destroyed by
Defensive Fire, regardless of the number of hits they take.
When a Unit Falls Back, any Tanks that were Bailed Out by
the Defensive Fire also Fall Back to reflect being hit while
closing to contact.

Because they are Concealed and did not Move or Shoot this
turn, the infantry teams can sneak up on the tanks.

The infantry teams Charge into Contact


with two Panzer IV tanks. These two
tanks cannot shoot in Defensive Fire. The remaining Panzer IV tank can still shoot in Defensive Fire.

56
CONSCRIPT Each assaulting team rolls a die to hit, comparing The Boys anti-tank rifle is a
TRAINED the score against their Skill (or Assault) rating. Small Infantry Team, so has
VETERAN
its score needed to hit in an
Assault increased by +1 to 4+.

The Boys anti-tank rifle and a MG Team both hit.

The MG Team cant penetrate a tank, so chooses to use The Boys anti-tank rifle chooses to hit the tanks Side
improvised anti-tank weapons to hit the tanks Top armour and use its normal Anti-tank and Firepower.
armour with Anti-tank 2 and Firepower 1+.

It can use the Anti-tank rating of one of its normal weap-


ASSAULT RATING ons against the Tanks Side Armour rating (as long as the
A Units Assault rating is the same as its Skill rating unless Tank is in its Field of Fire).
modified by a special rule. It can use hand grenades and other improvised anti-tank
Skill Rating Assault Rating weapons, giving it an Anti-tank rating of 2 and Firepower
Veteran 3+ 1+ against the Tanks Top Armour.
Trained 4+
TANK ASSAULT #
Conscript 5+
Some specialist Teams have a higher Anti-tank rating against
a Tanks Top Armour and are indicated in the Arsenals as
3) ROLL TO HIT Tank Assault #. The # number shows the Anti-tank rating
If the Assaulting Unit was not forced to Fall Back by Defensive against a Tanks Top Armour in Assaults, which is used
Fire (and still has Teams in Contact with the enemy), roll instead of anti-tank 2.
one die for each Team in Contact with the enemy. The score
to hit is the Skill rating (or their Assault rating if different) ROLL SAVES FOR ARMOURED TANKS
of the Assaulting Team. The targeted player rolls a save for each hit on an Armoured
If the score is greater than or equal to the Assaulting Teams Tank Team in the same way as hits from Shooting are
rating, they have scored a hit on the Team they are in saved (see pages 36 to 37) with the same consequences for
Contact with. If they are in Contact with several Teams, failed saves.
the Defending player chooses which one is hit. Since Tanks
cannot Assault Tanks, a hit from a Tank cannot be assigned NO SAVES IF NOT ARMOURED
to another Tank. Infantry, Gun, and Unarmoured Tank Teams hit in an
A Unit hit in an Assault is immediately Pinned Down. Assault are automatically Destroyed. If a Transport Team is
Destroyed, all of its Passengers are also Destroyed.
SMALL INFANTRY TEAMS
Small two man teams of specialist dont have the same hit- 5) CHECK IF THE ASSAULT IS
ting power as larger infantry teams in assault combat.
OVER
Infantry Teams mounted on Small Bases with two or less The Assaulting Unit has won if all Defending Teams that
miniatures (as shown in their platoon diagram), excluding could be Contacted by the Assaulting Teams with a further
Unit Leaders and Formation Commanders, have their score 4/10cm Move have been Destroyed or are Bailed Out. If
needed To Hit in Assaults increased by +1. the Assaulting Unit has won, the Defending Units must now
Break Off (see page 59).
4) ROLL SAVES
The target player rolls Saves for each hit. 6) TEST TO COUNTERATTACK
If the Assaulting Unit did not win the Assault, the opponent
HIT TOP OR SIDE ARMOUR rolls a single die and compares it with the Motivation rating
When a hit is scored on an Armoured Tank Team, the (or the Counterattack rating if different) of each Defending
Assaulting Team has two options: Unit in turn.

57
The British Honey
Stuart tanks destroy
Tanks cant assault tanks, so
two Italian Infantry
the Italian M13/40 tank does
Teams in an assault
not stop the British tanks from
winning the Assault.

4/10cm

As there are no surviving Infantry teams within


4/10cm of the Assaulting Grant tanks, the
British win the Assault.

If the score is greater than or equal to the Units Motivation


or Counterattack rating (as appropriate), that Unit may COUNTERATTACK RATING
Counterattack or Break Off as the player chooses. A Units Counterattack rating is the same as its
Otherwise, that Unit must Break Off. Motivation unless modified by a special rule.
Motivation Rating Counterattack Rating
COMMANDERS LEADERSHIP Fearless 3+
If one or more Units failed to Counterattack, re-roll the die Confident 4+
and apply the new result to Units that failed to Counterattack
Reluctant 5+
and whose Commander is within 6/15cm and in Line
of Sight of the Unit Leader (including the Commanders
Contact with a Defending Team (even if Pinned Down).
own HQ Unit).
Even if a Tank Team doesnt move, it must still roll to Cross
any Difficult Terrain between it and the Defending Team.
7) COUNTERATTACK Any Teams that cant Contact an enemy Defending Team do
When the defender Counterattacks, all Teams from the not Assault.
Assaulting Unit become Defending Teams, and vice versa. The counterattacking player then continues with the Assault
The Assaulting Teams (previously Defending Teams) that in the same manner as the original Assaulting player, except
are not in Contact with a Defending Team can Charge into that there is no Defensive Fire against a Counterattack.

The infantry of Teams that cannot reach the enemy do


the Motor Platoon not charge and remain where they are.
Counterattack,
becoming the
assaulting side.

Any teams that can do so


now Charge into Contact
with German infantry teams.

58
The Germans Break Off from an assault.
Each team moves at Tactical speed until it is more
than 6/15cm away from the assaulting infantry.

The 88 has no
Tactical move, so
cant get far enough
away from the
assaulting infantry
and surrenders.

One of the tanks fails its Cross test, halting where it is, so cant get
far enough away from the assaulting infantry and surrenders.
The other tank successfully Breaks Off.

If the counterattacking teams do not win the Assault, the UNARMOURED AND TRANSPORT TEAMS
original Assaulting player then Tests to Counterattack. The Unarmoured Tank Teams and any Transport Teams must
assault continues back and forth like this until one side or Break Off.
the other wins.

OR BREAK OFF CONSOLIDATING


The victorious Unit may now Move up to 4/10cm in any
A Unit that Breaks Off is Pinned Down. All Teams from
direction, but cannot Charge into Contact. This Move may
the Unit immediately Move at Tactical speed the shortest
not bring them within 2/5cm of an enemy Team.
distance needed to be further than 6/15cm away from
all Assaulting Teams. If the Team cannot Move more than If the Move takes a Team back to a Foxhole occupied by one
6/15cm from all Assaulting Teams (or fails a roll to Cross of its Units Teams at the start of the Assault, it may reoccupy
terrain while attempting to do so), it immediately surrenders it. Any remaining unoccupied Foxholes are removed.
and is Destroyed.
KEEPING TRACK OF FOXHOLES
Once a Unit has Broken Off, it is no longer a Defending
If you plan on reoccupying your Foxholes after an assault,
Unit. If all Defending Units Break Off, the Assaulting Unit
remember to mark them before Charging into Contact.
automatically Wins the Assault and can Consolidate.

Having won the


Assault, the infantry
now Consolidate
4/10cm, preparing
for the inevitable
German response.

59
Most units will stand firm while their losses are light. But once the casualties mount, even the most battle-
hardened soldiers question the wisdom of staying in the fight, deciding that discretion is the better part of valour.

IN GOOD SPIRITS DESTROYED UNITS


A Unit is In Good Spirits if: When a Unit is Destroyed, all Destroyed and Bailed Out
it does not have any Teams Bailed Out or Destroyed, Armoured Tank Teams remain in place as Wrecks (page 21),
while all remaining Teams are removed.
or
it still has at least: If a Transport Unit fails its Last Stand Test, its Passengers are
Pinned Down and Dismount before the Unit is removed.
two Tank Teams that are not Bailed Out.
two Gun Teams,
COMMANDERS LEADERSHIP
three Infantry Teams, or
Re-roll all failed Last Stand Tests for Units whose Commander
one Aircraft Team. is within 6/15cm and in Line of Sight of the Unit Leader.
Only count Teams that are In Command (page 18). If the
Unit Leader has been Destroyed and not replaced, the unit COMMANDERS ALWAYS STAND AND FIGHT
is not In Good Spirits. Being heroic, HQ Units never have to take a Unit Last
Stand Test.
UNIT LAST STAND TEST
A Unit that is not In Good Spirits needs to take a Last Stand ATTACHMENTS
Test at the start of the players turn after testing to Remount A Unit that has an Attached Unit (page 7) treats the Attached
Bailed Out tanks. Unit as a separate Unit for Unit Last Stand Tests. However, if
When a Unit takes a Last Stand Test, roll a die: an Infantry or Gun Unit is Destroyed or fails its Last Stand
Test, its Transport Attachment is removed from the game,
If the score is greater than or equal to the Units
but is not Destroyed.
Motivation rating (or the Last Stand rating if different),
the Unit fights on. Other types of Attached Units, such as an Infantry
Otherwise, the Unit is Destroyed. Attachment to a Tank Unit, continue to fight if their core
Unit is Destroyed.

LAST STAND RATING Motivation Rating Last Stand Rating


A Units Last Stand rating is the same as its Motivation Fearless 3+
rating unless it has a separate Last Stand rating modified Confident 4+
by a special rule.
Reluctant 5+

A British Cromwell IV Armoured Platoon has lost one tank and has two Bailed Out. Having failed to Remount the
Bailed Out tanks, it doesnt have the required two tanks still active, so is not In Good Spirits and needs to take a Unit
Last Stand Test. If it fails, the crews of the Bailed Out tanks will Destroy their tanks and flee the battlefield with the
surviving tank.

The accompanying Rifle Platoon has taken some casualties, but still has the
required three infantry teams, so is In Good Spirits and will fight on.

60
The key figure in holding the company together in a crisis is the company commander. While the commander
stands firm, the company fights. One slip, one hesitation, however, and the companys faith is lost. Losses are
an unfortunate reality of war, but its when those losses begin to pile up that the spirit of a company can break.

IN GOOD SPIRITS FORMATION LAST STAND


A Formation is In Good Spirits if it has at least two Units A Formation that is not In Good Spirits at the start of a turn,
(including the HQ Unit, but not any Transport Units) after taking any required Last Stand tests, is automatically
from the Formation on the table or in Reserve (page 96). Destroyed and all remaining Units are Destroyed (page 60).
Remember, Support Units are not part of any Formation, so
will not keep them In Good Spirits. NO FORMATIONS LEFT
If a player has no Formations in Good Spirits (other than
Allied Formations), they lose the game and their opponent
takes all Objectives (page 93).

B Squadron has suffered severe casualties with just one Unit of Sherman tanks and
the supporting artillery troop still on table and nothing in reserve. Since Support
Units dont count, it doesnt have the required two Units on table, so is Destroyed.

61
Despite seeming outdated, in a war dominated by tanks, armoured trains performed well in Eastern Europe
where roads were few and poor, and distances to be covered were immense.

ARMOURED TRAINS SUPPORTING TANK ATTACHMENTS


The main parts of any Armoured Train are the Locomotive, Supporting Tank Units are Attachments (pages 7, 60, 93,
Artillery Cars, Infantry Cars (and the Infantry Units they 95-97). An Armoured Train Supporting Tank Unit is
carry), and Supporting Tank Attachments. deployed or arrives from Reserve with the Armoured Train.
The Locomotive and each Car or Wagon in an Armoured The tanks of Supporting Tank Attachments deploy evenly at
Train are separate Tank Teams, with the whole Armoured each end of the train.
Train operating as a single Unit.
An Armoured Train must always operate in the order shown PLACING RAILWAY LINES
in the Intelligence Briefing. It cannot uncouple cars or If the table has been set up with Railway Lines, use these
change their order, but it may travel in either direction and for the Armoured Train. Otherwise, at the start of the game
may enter the table facing either direction. before any Objectives or Fortifications are placed on the
table, the players place a Railway Line as follows:
ARTILLERY CARS 1. The player with the Armoured Train chooses two opposite
For the purposes of shooting the Artillery Cars of an table edges. The opposing player picks a point on one of the
Armoured Train are divided into Artillery Units, usually of chosen table edges.
one Artillery Car per Unit, although some have multiple cars 2. The Armoured Train player picks a point on the opposite
in a Unit as noted in the Intelligence Briefings. table edge.
3. The Armoured Train player then places a Railway Line
INFANTRY CARS AND INFANTRY running in a straight line between these two points.
ATTACHMENTS The line cuts through woods, fields, and other flat ground.
Supporting Infantry Units are Attachments (pages 7, 60, Rivers or streams are assumed to be crossed with culverts or
93, 95-97). An Armoured Train Supporting Infantry Unit bridges. Any buildings in the way should be moved aside
is deployed or arrives from Reserve with the Armoured by the minimum distance necessary. The Railway Line is
Train. An Armoured Train with an Infantry Car always diverted by the minimum distance necessary to go around
Deploys with its Infantry Attachment as Passengers in the hills (even gentle gradients are avoided by Railway Lines).
Infantry Car.
If both players have Armoured Trains, both place Railway
Lines, starting with the attacking player. Each players
Armoured Train must remain on its own track.

Opponents Table Edge


Player picks two
1 opposing table edges.

Buildings are moved aside


from Railway Line
Player places Railway Line
Opponent picks a point
4 between the two points.
2 on one table edge.
Railway line
diverts around
hills
Railway line bridges
streams and rivers

Railway Line passes through


Player picks a point on woods and fields
3 opposite table edge.

62
ARMOURED TRAIN DEPLOYMENT CANNOT MOVE THROUGH A TRAIN
Armoured trains can only move along railway lines, so their Teams cannot move through an Armoured Train unless the
deployment options are usually very limited. Locomotive has been Destroyed. Once the Locomotive is
An Armoured Train always begins the game off table, even if Destroyed, it and other Destroyed cars in the train become
not held in Reserves, and moves on to the table at the start Difficult Going. Armoured Trains cannot move through
of its first Movement Step. In the turn an Armoured Train other Armoured Trains, even when the other Armoured
moves onto the table, it always moves far enough to bring Train is Destroyed.
the entire train and its Supporting Tank Units onto the table.
The Armoured Train will move on from the point where the
ALWAYS IN COMMAND
Railway Line crosses the players Deployment Area, or if it An Armoured Train is a long line of Tank Teams lined up
does not do so, at the point the Railway Line crosses a table end to end, which would normally mean the end cars would
edge closest to the players Deployment Area. be Out of Command. However, the Locomotive and Car
Tank Teams of an Armoured Train are always In Command
Armoured Trains cannot be held in Ambush (see page95),
they are simply too big and obvious, but they may be held in
Reserves (see page 96). SHOOTING WITH ARMOURED
TRAINS
ARMOURED TRAIN MOVEMENT Armoured Trains do not suffer any penalty for shooting on
Armoured Trains can only move on Railway Lines. If the the move. They retain their Halted ROF when shooting
Locomotive is not Bailed Out, or Destroyed, an Armoured whilemoving. Each weapon on an Armoured Train can fire
Train can move up to 16/40cm forward or backward along at a different target from the other weapons.
the Railway Line each turn. An Armoured Train cannot Dash. Almost all guns (aside from machine-guns) on an Armoured
Train are mounted in Deck Turrets. As such, their Field of
MOVING OFF THE TABLE Fire is restricted by the superstructure and other turrets of
If any part of an Armoured Train leaves the table, the whole the Artillery Car they are mounted on, and possibly by other
Armoured Train is considered to have left the table and cars in the train.
cannot return.
TRAIN MACHINE-GUNS
MOVING THROUGH WRECKS The cars of an Armoured Train fire all of their Train MGs at
Move any wreck on the Railway Line by the smallest distance ROF2, even when other weapons are firing, including when
necessary for the Armoured Train to pass. other weapons are firing an Artillery Bombardment.
The Field of Fire of a Train MG mounted on the side of a car
MOVING THROUGH OTHER TEAMS includes everything to the side of a line drawn along the side
Armoured Trains may not move through friendly Teams. of the car. The Field of Fire of a Train MG mounted on the
Any friendly Team on the tracks must move off the tracks end of a car includes everything to the front of a line drawn
before the train can pass. across the end of the car.
Armoured Trains are not hindered by enemy Teams. Any
enemy Team is moved aside by the opposing player by the
smallest distance necessary for the train to pass, retaining its
current facing.

63
PASSENGER-FIRED MACHINE-GUNS SHOOTING ACROSS TRAINS
Each Passenger-fired Train MG requires an Infantry or In the same way that teams cannot shoot through any other
Heavy Weapon (Man-packed Gun) Team Mounted in an type of Friendly Team, Friendly Teams cannot shoot through
Infantry Car to fire it. The team does not need to be in the an Armoured Train.
same Infantry Car as the Train MG, and each team can fire Enemy Teams can shoot through an Armoured Train, but
any Train MG in the train (although only one Train MG per teams at least half obscured by the Armoured Train (includ-
Team at any one time). ing Destroyed cars) are Concealed.

ARTILLERY BOMBARDMENTS FROM TRAINS


Armoured Trains can fire Artillery Bombardments while
ARMOURED TRAINS IN ASSAULTS
moving. When an Armoured Train fires an Artillery Armoured Trains cannot Charge into Contact and do not
Bombardment, count each weapon firing as two move when Counterattacking.
weaponsfiring. If any part of an Armoured Train is assaulted, any part of the
All of the Artillery Batteries in an Armoured Train can train within 16/40cm of an Assaulting Team can Defensive
combine to fire a single bombardment instead of firing as Fire at Teams up to 16/40cm away.
separate Units. If the Locomotive can still move when an Armoured Train
Breaks Off from an assault, the train may move through or
past any enemy Teams without hindrance, and the train does
SHOOTING AT ARMOURED not need to be more than 4/10cm from enemy Teams for
TRAINS the assault to end. If the Locomotive cannot move when the
Armoured Trains are shot at in the same way as any Unit of train Breaks Off, any part of the train within 4/10cm of the
Tank Teams. If a car is Destroyed, it ceases to function along Assaulting Unit is captured and Destroyed.
with all of its weapons, but does not otherwise hinder the Any Infantry Unit or Supporting Tank Unit is a separate Unit
train. The Armoured Train moves with the Destroyed car from the Armoured Train. If the Infantry Unit is still mount-
still in place. ed in the Infantry Car when the Infantry Car is Destroyed
in an assault, the whole Infantry Unit will be Destroyed.
CAN THE ARMOURED TRAIN Infantry and Supporting Tank Units can Dismount to
Counterattack if they are assaulted.
MOVE
If the Locomotive is Bailed Out or Destroyed the Armoured
Train cannot move.
If the Locomotive can still move when the Armoured Train
fails a Unit Last Stand Test, the whole Armoured Train is
removed from the table as it steams off, dragging its wrecked
cars with it. If it cannot move, the whole Armoured Train is
Destroyed in place if it fails a Unit Last Stand Test.

64
LARGE GUN (HEAVY AND IMMOBILE GUNS)
Some guns are nearly as big as a tank. They are difficult to hide
and require a powerful gun tractor to move them more than a
Soldiers carry and tanks are fitted with various items of equip-
short distance.
ment. These special rules tell you how these affect the game.
Large Guns cannot be placed in buildings and cannot be
AMPHIBIOUS placed from Ambush (see page 95) within 16/40cm of
enemy Teams.
Many light tanks can swim, slowly, if needed, allowing them to
cross rivers without the need for a bridge.
MAN-PACKED GUN
Amphibious Teams treat Impassable Water as Difficult Terrain.
Man-packed guns are weapons light enough to keep pace with
the infantry.
BULLDOZER
Man-packed Guns are not Gun Teams, but are Infantry
Bulldozers are useful for filling in craters and anti-tank ditches,
Teams they use the Heavy Weapon special rule.
or burying anti-tank obstacles blocking the armours advance.
A Bulldozer Team uses the Bulldozer rules on page 80. MINE ROLLERS AND FLAILS
A Mine Roller or Mine Flail is a Mine Clearing Device
GUN
Anti-tank guns and field guns need a gun tractor to move quickly. MINE CLEARING DEVICES
Guns cannot be carried as Passengers in Transports. They Mine rollers and flails clear minefields by setting off the mines
must be towed by a Tractor and cannot Charge into by striking them with flailing chains or rolling over them with
Contact with enemy Teams, but can fight back if charged heavy steel drums.
by the enemy. Mine ploughs, rollers, and flails allow tanks to clear mine-
fields (see page 78).
GUN SHIELD
Anti-tank guns usually have a gun shield to protect the crew PORTEE
from enemy tanks machine-guns. Some guns were carried en porte on the load bed of a truck
A Gun Team with a Gun Shield is in Bulletproof Cover rather than towed to allow the gun to fire on the move.
when shot at from in front of the Teams base. A Gun Shield Before the start of the game you may swap Portee Tank Team
does not offer any protection against Bombardments or if for the ground mounted Gun Team version of the same
the Team moved at Dash speed. weapon (see appropriate Arsenal).

HEAVY WEAPON PROTECTED AMMO


Riflemen are backed by infantry heavy weapons like heavy Tanks with protected ammunition storage have their vulnerable
machine-guns and mortars. Although they are heavy by the rounds stored behind armoured bins or flame retardant liquid.
standards of a rifleman, they are still small and light enough for
Tank Teams with Protected Ammo reduces the score required
the crews to carry them on their backs, but not really suited for
to Remount by -1.
hand-to-hand combat.
A Heavy Weapon Team cannot Charge into Contact, but may TRACTOR
be an Assaulting Team if in Contact with an enemy Team.
Tractors move towed guns around the battlefield.
IMPROVISED TANK ASSAULT # A Tractor Team can tow a single Gun Team as a Passenger.
The gun model is placed behind the Tractor to show that it
Some of the anti-tank grenades issued in World War Two were
is being towed.
almost as dangerous to the troops using them as to the tanks they
attacked. A good example of this is the British Grenade, Hand, In a Unit diagram the Tractor is usually indicated by being
No. 74, commonly known as the Sticky Bomb. placed under or next to the Gun Team silhouette in the same
gun section.
If a Team with the Improvised Tank Assault attribute rolls
a 1 when rolling to hit in Assault combat, the team is
Destroyed. UNARMOURED
While mounting a gun on a truck or half-track gives it mobility,
The # number shows the Anti-tank rating against a Tanks
its still not a tank and cant assault.
Top Armour in Assaults.
An Unarmoured Tank team cannot Charge into Contact and
A Team armed with Improvised Tank Assault weapons may,
must Break Off if assaulted.
before rolling to hit, choose not to use them. In this case, the
team reverts to its normal Tank Assault rating of 2.

65
FLYING TANK
Heavily-armoured ground-attack aircraft like the Soviet Il-2
Shturmovik and the German Hs129 are known as Flying
Some weapons have features or technology that make them
Tanks because of their comparative invulnerability to anti-
more effective. These special rules reflect this.
aircraft fire. Only large-calibre anti-aircraft guns have much
chance of bringing down a flying tank.
ANTI-AIRCRAFT
Add +1 to the score needed for Firepower Tests against
Units tasked with air defence constantly scan the skies. They
Aircraft rated as Flying Tanks in their Arsenal entry. This
react quickly and lethally whenever enemy aircraft appear.
makes it impossible for a weapon with Firepower 6 to shoot
Anti-aircraft weapons can Shoot at Aircraft using their down a Flying Tank.
normal ROF.
FULL ROF WHEN MOVING
AA MGS, SELF-DEFENCE ANTI-AIRCRAFT, AND Submachine-gun and assault rifle-type weapons are very effective
HEAVY ANTI-AIRCRAFT on the move, but lose their effectiveness when Pinned Down.
Weapons need high-angle mountings and rapid traverse to track
These weapons have the same ROF whether Halted or
fast-moving aircraft.
Moving. However, the weapons ROF is 1 when Pinned Down.
AA MGs on Tank Teams, Self-defence Anti-aircraft, and
Heavy Anti-aircraft weapons can Shoot at Aircraft using HITS TOP ARMOUR
a ROF of 1. Some weapons either arrive at a step trajectory or take advan-
tage of armours weaknesses.
AWKWARD LAYOUT
Weapons with Hits Top Armour use their Anti-tank rating
Some tanks have awkward internal layouts making it impos-
against a target Teams Top Armour rating.
sible to fire the gun on the move. A number of truck mounted
guns also suffer from having to lower stabiliser jacks before being
HMG CARRIER
able to fire.
When they board their HMG carrier, the machine-gunners
Tank Team with Awkward Layout have a Moving ROF of 0. mount their machine-gun on their carrier so they can fire the
gun while mounted.
BOMBS AND ROCKETS
Aircraft bombs contain far more explosive than artillery shells, An HMG Team that started the turn as a Passenger in an
making them many times more effective. HMG Carrier may fire the carriers hull-mounted vehicle
machine-gun as an HMG team at their full ROF of 6 and
Bombs and Rockets do not need to re-roll successful rolls To
a range of 24/60cm as long as the vehicle does not move.
Hit for only having 1 or 2 weapons firing. Only Teams from
However when moving, the weapon is reduced to the usual
the Bombarding Unit can Spot for it.
ROF 3 and 16/40cm range of a vehiclehull-MG. While
firing the machine-gun as an HMG team, it counts as the
BREAKTHROUGH GUN vehicles Main Gun.
Large-calibre guns pack enough explosive to destroy any unpro-
The HMG team that fires cannot Dismount in the same
tected target outright.
turn, except to escape the destruction of their vehicle.
Infantry, Gun, and Unarmoured Tank Teams (includ-
ing when Passengers) re-roll successful Saves against
HULL MOUNTED AND GUN TEAMS
Breakthrough Gun Weapons.
Hull-mounted weapons and most towed guns cannot traverse to
track targets to the side of the weapon.
BUNKER BUSTER
Some Large-calibre guns are even more powerful and are often Hull Mounted and Gun Team Weapon can only target
used against well-protected fortifications. Teams fully in front of the shooting Team, and can only fire
an Artillery Bombardment if the Aiming Point is fully in
Bunker Buster weapons are Breakthrough Guns and have a front of the shooting Team.
Moving ROF of 0.
When a Bunker Buster weapon Hits a team in a Building IMPROVISED ARMOUR
in Shooting, is also Hits every other Infantry, Gun, and Often tank crews would add improvised arour to their vehicle.
Unarmoured Tank Team in the Building. If the building is This could be made of sandbags, tan tracks, or whatever they
divided into multiple rooms is only hits teams in the same could find and add it to the outside of their vehicle.
room as the target Team.
A Tank Team with Improvised Armour always makes an
Armour Save on a roll of 6 against weapons with a Firepower
CAN FIRE OVER FRIENDLY TEAMS
of 5+ or 6.
Light mortars sit back firing over the heads of the advancing
troops to knock out enemy machine-gun nests.
These Weapons can fire over friendly teams.

66
MINIMUM RANGE 8/20CM ROF 1 WEAPONS
Indirect firing weapons such as medium mortars lob their round Some weapons are slow to reload at the best of times, severely
in a high trajectory even when not firing bombardments, so limiting their ability to hit anything while moving.
cannot fire at targets that are close to them. ROF 1 weapons add +1 to the score needed To Hit
Weapons with a Minimum Range 8/20cm cannot target when moving.
Teams closer than 8/20cm from them when Shooting, hence
these weapon cannot conduct Defensive Fire in Assaults. SMOKE
Blowing the enemy up is always a good option, but sometimes
MULTIPLE WEAPONS blinding them is better.
Tanks like the US M3 Lee or Soviet T-35 have a hull-mounted Smoke weapons can Shoot Smoke ammunition (see page 42).
gun and a secondary turret or turrets. While these can be fired at
the same time, the tanks commander can only assist the gunner SMOKE BOMBARDMENT
of the main gun to find targets, leaving the other weapons gun- Artillery delivered smoke screens allow you to cover the flank of
ners to their own devices. your advance or blind the enemy defences as you advance.
When shooting multiple weapons (other than MGs), you Smoke Bombardment weapons can fire a Smoke Bombard
may choose which weapon is the Main Weapon. A Tank may ment once per game (see page 51).
fire its additional weapons (other than MGs) at ROF 1 at the
same time as its Main Weapon. If they do this, the additional
TURNTABLE
weapons suffer +1 penalty to hit. Each weapon may fire at a
Some guns, mostly anti-aircraft guns, are mounted on turntables
different target.
allowing then to turn in any direction.
NO HE Weapons with a Turntable have a 360 degree (all around)
Some specialist anti-tank weapons do not HE (High Explosive) firing arc.
ammunition making them much less effective against infantry
and other soft targets. TURRET-REAR MG
While not very practical for long-rang shooting, a machine-gun
A weapon with No HE targeting an Infantry or Gun Team,
mounted in the back of the turret is perfect for discouraging
adds +1 to the score needed to hit.
boarders in an assault.
ONE-MAN TURRET A Turret-rear MG may not shoot.
Some tanks and armoured cars have tiny one-man turrets, leav- In an Assault, if hit by an Infantry or Gun Team the Team
ing one man the job of commander, gunner, and loader. that Hit must re-roll its successful Skill Test to hit.
A One-man Turret main weapon adds +1 to the score needed Bailed Out Tank Teams cannot use the Turret-rear MG rule.
To Hit when moving.
UNRELIABLE
OVERLOADED Some vehicles are poorly designed, unsuitable for the conditions
Super-heavy tanks and heavily-laden assault guns often overload or just badly maintained.
their engines and suspensions, making them very poor at crossing Unreliable Teams reduce their Cross-country and Road
obstacles. Dash by 2/5cm.
Overloaded Tank Teams increase their Cross number by +1.
WIDE TRACKS
PASSENGER-FIRED WEAPONS Some excellent tank designs have successfully utilised wider
Some transport vehicles come equipped with an onboard tracks, allowing them to cross almost any terrain.
machine-gun, but are only crewed by the driver, meaning the Tank Teams with Wide Tracks reduce their Cross
weapon can only be fired when passengers are mounted. number by -1.
A Team with a Passenger-fired weapon must have a Passenger
mounted to be able to shoot the weapon. RULES NO LONGER USED
There are a few rules to be found in the older Intelligence
RECOILLESS Briefings Arsenals that no longer apply in the rules. These
Recoilless weapons vent propellant gases to the rear to offset the include: Limited Vision, Mobile Rocket Launcher, and Slow
recoil creating a large cloud of dust and debris behind the gun. Traverse.
Recoilless weapons never count as Concealed if they fired in
their last Shooting Step.

67
MOUNTAINEERS
Some infantry are trained as mountaineers. They can scale cliffs
that are impassable to normal infantry
CAVALRY
Mountaineers treat Steep Hills and Rocky Hills as Cross-
Horse-mounted cavalry may seem an anachronism in the age of
country Dash.
tanks and blitzkrieg, but they still have a role in less developed
areas like the Ardennes and Russias Pripyat Marshes where their Mountaineers can cross Impassable Cliffs, Cuttings, High
mobility is far greater than road-bound trucks. Seawall, or High Embankment (but not Impassable terrain
in general). To do so they must start the Movement Step
Cavalry Teams shooting add +1 to the score needed To Hit
touching the terrain. The Team crosses the terrain, halting at
when moving.
the top or bottom of the Impassable Terrain.
Cavalry Heavy Weapon Teams cannot shoot until
they dismount. OBSERVER
Friendly Teams cannot shoot over Cavalry Teams. Flat Artillery observers have extra radios and other specialist equip-
Terrain does not provide Concealment to Cavalry Teams ment to allow them to call in artillery fire quickly and accurately.
that did not move. They cannot be in Foxholes nor enter An Observer Team can Spot for any friendly Artillery Unit
a building. (see page 45). An Observer Team is Independent and a Scout.
A Cavalry Team can dismount as the equivalent Infantry
Team armed with the same weapons. Once they dismount RECONNAISSANCE AND RECCE
they are Infantry Teams for the remainder of the game. The purpose of reconnaissance units is reconnaissance and
Cavalry Teams cannot Sneak up on Tanks (page 56) and every soldier in the platoon is trained in the art of stealth and
cannot roll to hit an Armoured Tank Team in an Assault. observation.
Cavalry Teams can Assault if they are within 6/15cm of the Recce Teams and Teams in a Reconnaissance Platoon use the
enemy and can move up to 6/15cm when Charging into Scout rule. Reconnaissance Platoons use the Spearhead rule.
Contact (page 53). Unarmoured Tank Teams that are Recce Teams or are in a
A Unit entirely made up of Cavalry Teams decreases the score Reconnaissance Platoon have a 4+ Save.
needed to Rally (page 41) and to do a Follow Me Movement
Order by -1 (page 25). SCOUT
Scouts are there to keep track of the enemy, not to get into a fight.
HORSE ARTILLERY The best way to do this is sneak and peek.
Horse artillery has a long tradition of galloping the guns to the Scouts are Gone to Ground unless they Shoot or Assault (see
fore. Within 30 seconds of the order Into Action being given, page 33). This means that if they are Concealed, the enemy
the well-drilled crews have the guns unlimbered and are deliv- will suffer an additional +1 penalty to hit them (see page 33).
ering fire. Trading their horses for mechanical gun tractors has
changed the drill a little, but crash action remains. SPEARHEAD
Unlike most Gun Teams, Gun Teams that are Horse Artillery The spearhead travels ahead of the main force during advances
can do a Blitz Movement Order. and screens retreats. This allows the combat elements to move
quickly into position, secure in the knowledge that they will not
INDEPENDENT bump into unexpected enemy units.
The specialists of Independent Teams are valuable and are pro- When a Spearhead Unit is placed on table during Deployment
tected by those around them. (but not if it arrives from Reserves or is placed outside the
An Independent Team can use the Mistaken Target rule normal Deployment Area using this rule), the player may
(see page 35) to reassign hits to nearby Units, but cannot immediately Move its Teams at Tactical or Dash speed.
Charge into Contact (see page 52), nor take an Objective This movement may not use any Movement Orders, and
(see page 94). may not take a Team within:
16/40cm of an enemy Team it is not Concealed from,
MOTORCYCLE RECONNAISSANCE
8/20cm of any enemy Team,
Motorcycle scouts fight mounted against light opposition, but
16/40cm of the enemy Deployment Area or any
when things get tough, they dismount and finish the fight on foot.
Objective outside your own Deployment Area.
Motorcycle Reconnaissance Teams and Units use the
When Deploying their remaining Units, a player may treat
Reconnaissance and Recce rule.
the area entirely within 8/20cm of a Spearhead Team that
Motorcycle Reconnaissance Teams have a 4+ Save. is In Command as an extension of their Deployment Area.
When Motorcycle Reconnaissance Teams choose to dis- Teams placed here may not be placed in the areas that a
mount they replace their Team with an Infantry Team as Spearhead Team may not move into.
noted in their Arsenal entry and are no longer Motorcycle
Reconnaissance Teams. TRANSPORT PLATOONS
A Transport Platoon must be attached to a Unit before
deployment. It becomes that Units Transport Unit for
the entire game and follows the rules for Attachments on
pages 7 and 60.

68
AUTOMATIC RIFLES HEDGEROW CUTTERS
The US Army is equipped with the M1 Garand self-loading Many American tanks were fitted with the Cullin Device for
rifle, M1 Carbine, and the Browning Automatic Rifle (BAR), the breakout from Normandy. This allowed them to punch
giving their infantry the ability to maintain their rate of fire through the Bocage.
while moving. A Tank Team fitted with Hedgerow Cutters re-rolls unsuc-
Rifle and Carbine Teams with Automatic Rifles do not suffer cessful rolls to cross Hedge and Bocage Hedge terrain.
the usual +1 penalty to hit for firing while moving or Pinned
Down as a ROF 1 Weapon (page 67). MOUNTING HMGS AND LMGS
Up to two HMG or LMG Teams carried as Passengers in
DETROITS FINEST a half-track can fit their machine-guns to the sides of the
The Ford V8 engine improved the performance of the M4A3 vehicle, converting them to side-mounted AA MGs. When
series of tanks. Its power gave them a good top speed, while it the team Dismounts or is Destroyed, its machine-gun
robustness and reliability allowed them to take advantage of this goes with it.
without worrying about breaking down,
Tank Teams with Detroits Finest add +2/5cm to their SMOOTH RIDE
Terrain, Cross-country, and Road Dash movement. The driving force behind the development of HVSS (Horizontal
Volute Spring Suspension) was the need for wider tracks for
DISMOUNTING MACHINE-GUNS crossing soft ground, and a smoother ride.
Any Infantry Team carried as a Passenger in a Transport Tank Teams with Smooth Ride have a Cross of 2+.
team may Dismount in the Movement Step with the vehi-
cles Passenger-fired .50cal AA MG, becoming an M2 .50 STABILISER
cal Team, or with its Passenger-fired AA MG becoming Stabilisers keep the gun on target while moving across country.
a LMG Team. They are not perfect, especially at high speed, but they make
An Infantry Team normally mounted in a vehicle can start fighting on the move much more effective.
the game Dismounted with their vehicles Passenger-fired A weapon with a Stabiliser retains its Halted ROF on the
machine-gun. move, but increases the score needed To Hit by +1.
Once the machine-gun has been Dismounted from a vehi-
cle, all of the platoons vehicles must be Sent to the Rear (see TANK DESTROYERS
page 23) and cannot be Brought Forwardagain. The Tank Destroyer Command was tasked with stopped
You may not Dismount a Passenger-fired .50 cal AAMG or armoured breakthroughs and relied on massed ambushes to deal
AA MG unless you have the appropriate model to replace with fast moving enemy tank attacks.
the Infantry team that Dismounted it. The Tank Destroyer Section of a Tank Destroyer unit is a
separate Unit and uses Seek, Strike, and Destroy and Scout
DUCKBILLS special rules.
Duckbill tracks extensions gave the Sherman better mobility in The Security Section of a Tank Destroyer unit is a separate
boggy ground. However, they were attached to the pins linking Unit and uses the Spearhead and Scout rules (but not the
two pieces of track, so the tank had to keep its speed down to Seek, Strike, and Destroy special rule).
avoid breaking them off and throwing a track.
At the Start of the game a player may elect to fit all of their
allowed Tank Teams (as listed in the Intelligence Handbook)
with Duckbills. Tanks fitted with Duckbills change to Cross
on 2+, but their Mobility rating becomes Slow Tank.

69
SEEK, STRIKE, AND DESTROY UNDER COMMAND
American tank destroyer doctrine was based round a fast, mobile An excellent communication network allows the platoons of a
and aggressive defence against the German panzers. US company to quickly call for artillery support.
Tank Destroyer Units may attempt a Shoot and A US Unit Leader can a be Spotting Team for an Artillery
Scoot Movement Order after succeeding in another Bombardment.
Movement Order.
RULES NO LONGER USED
TIME ON TARGET The following US special rules are no longer used: Column
American artillery had a system of centralised control that Security, Excellent Communications, Hit em with
allowed them to coordinate the fire of all of their guns so that the Everything Youve Got, Jumbos Lead the Way, and Tank
entire first salvo landed on the target at the same time, catching Telephones.
the enemy before they have time to take cover.
If a US Artillery Unit with a Staff Team in their unit dia-
gram successfully Ranges In (page 47on the first attempt, all
Infantry and Gun Teams under the Template must Re-roll
successful Saves.

THE TRUSCOTT TROT


Long-distance speed marches were a major feature of an infan-
trymans training. Some officers, like General Truscott of the
3rd Infantry Division, trained their troops so hard that they
dubbed speed marching the Truscott Trot.
All this practice paid off during Pattons drive to Palermo in
the Sicily campaign. The men of the 3rd Infantry Division
marching on foot were able to keep pace with the neighbouring
2nd Armored Division!
US Infantry Teams increase their Cross-country and Road
Dash by 2/5cm.

70
SCHRZEN BEGLEIT ESCORTS
The Germans fitted their tanks with Schrzen to protect their The German copied the Soviet practice of providing their assault
tanks from hand-held anti-tank weapons. guns with Begleit, or escort, infantry to protect them against
A Tank Team with Schrzen increases their Side armour infantry assaults.
to5 against Infantry weapons with Firepower 5+ or 6. A Tank Team with Begleit Escorts increases its Vehicle MG
ROF by +1 at up to 8/20cm (Assault Rifle weapon Range).
STORMTROOPERS A Tank Team with Begleit Escorts re-rolls unsuccessful To
German stormtrooper tactics learned during the First World War Hit rolls in Assaults.
emphasised the importance of initiative and decisive action. A Tank Team with Begleit Escorts can Defensive Fire against
A German Unit may attempt a second Movement Order Infantry Teams sneaking up on it (see page 56) as an Assault
after succeeding in its first Movement Order. The second Rifle Team.
Movement Order must be different from the first.
STUKA ZU FUSS
MOUNTED ASSAULT Sd Kfz 251 half-tracks in the third platoon of the
German armoured half-tracks are unique in having a dedicated Panzerpionierkompanie are fitted with Wurfrahmen, frames for
vehicle commander (who crews the machine-gun) as well as a six huge 28cm rockets. These were so devastating that they were
driver. This gives them a greater degree of independence than called Stuka zu FussStuka onfoot.
similar vehicles in other armies. They have learned to fight from A Sd Kfz 251/1 (Stuka) half-track is a Rocket Launcher (see
their half-tracks in contrast to others who just use their half- page 50). Each Sd Kfz 251/1 (Stuka) half-track counts as
tracks as battle taxis. six 28cm sW40 Rocket Launcher weapons firing. All the Sd
A Mounted Assault Transport Team carrying Infantry Team Kfz 251/1 (Stuka) half-tracks in a Unit fire as one Artillery
Passengers may Charge into Contact and Counterattack Bombardment.
in Assaults. At the start of the game, place a Full Salvo marker with
Infantry Team Passengers carried in an Armoured Transport a Unit equipped with Sd Kfz 251/1 (Stuka) half-tracks.
Team with the Mounted Assault rule can roll to hit in Remove this marker after firing an Artillery Bombardment.
Assaults when their Transport Team is an Assaulting Team. If a Unit equipped with Super-heavy Rockets does not have
a Full Salvo marker when it fires an Artillery Bombardment,
TIGER ACE roll a Skill Test for each Rocket Launcher able to fire in the
German Tiger crews were hand picked as the best of the best. Bombardment. Only those that pass the Skill Test can fire as
They had confidence in themselves and their machines. part of the Bombardment.
A Unit with Tiger Ace reduces the number needed to pass Place a Full Salvo marker on a Unit equipped with Super-
Last Stand by -1. heavy Rockets at the end of any Shooting Step in which every
A Unit with Tiger Ace reduces the number needed to pass a Rocket Launcher in the Unit was able to fire an Artillery
Skill Test to make a Blitz move by -1. Bombardment, but none did so.
A Formation Commander Tank Team with Tiger Ace re-rolls The half-track is still available to transport its passengers
any failed roll to hit when shooting their main gun. after the Stuka zu Fuss fires.

RULES NO LONGER USED


The following German special rules are no longer used:
Armoured Rocket Launchers, Kampfgruppe, Mission
Tactics, and Reich Divided.

71
BAGPIPES NIGHT ATTACK
Nominate one Infantry Team in your Company HQ, other British infantry often timed major attacks to start in the middle
than your Commander, to be a Bagpiper. Any Unit within of the night. In theory this provided the infantry with a cloak of
6/15cm of the Bagpiper requires one extra hit in the Shooting darkness to conceal them from enemy fire until they had taken
Step and in Defensive Fire to become Pinned Down. their objectives and dug in to hold them.
In practice, delays often meant that the attack found itself still
BRITISH BULLDOG embroiled with the enemy at dawn and subjected to vicious
Some 200 years ago, a French general remarked that the British counterattacks as the day began.
troops his infantry attacked appeared to have taken root and A player commanding a British Infantry Company (as noted
be stuck to the ground. They refused to run away when other under the Formations title) may elect to make a Night Attack
troops would have. Nothing has changed and British soldiers in a mission where the defender has Minefields. If they do
still have a reputation for tenacity and stubbornly refusing to so, Night Fighting Dawn rules (see page 91) are in effect at
give up ground that they have taken. the start of the game.
British Units reduce the score required to pass a Motivation Units from Formations with Night Attack can move
Test to Counterattack by -1. freely from the start of the game. British Units from
other Formations or Support may not move out of their
DUCKBILLS Deployment Area until morning breaks.
Duckbill tracks extensions gave the Sherman better mobility in
boggy ground. However, they were attached to the pins linking TIP AND RUN
two pieces of track, so the tank had to keep its speed down to Portee-mounted anti-tank guns were originally meant to
avoid breaking them off and throwing a track. dismount to fight. Adventurous crews soon devised tactics for
At the Start of the game a player may elect to fit all of their hiding behind a ridge, scoring a quick, short-range volley, then
allowed Tank Teams (as listed in the Intelligence Handbook) running before the enemy can catch them out.
with Duckbills. Tanks fitted with Duckbills change to Cross Reduced the score required to pass a Skill Test to make a
on 2+, but their Mobility rating becomes Slow Tank. Blitz Move or Shoot and Scoot Movement Order by -1.

EIGHT-GUN OR TWELVE-GUN BATTERIES TOW HOOKS


British artillery batteries have two or three mostly independent The infantry often had difficulty getting their anti-tank guns
troops of four guns apiece. By comparison, most countries have forward after attacks, so an armoured brigade in Tunisia
only four guns in the wholebattery! devised a very clever solution. They fitted their tanks with tow
Each Gun Troop in any Battery, Royal Artillery or Royal hooks allowing them to tow the 6 pdr guns. It worked so well
Horse Artillery (or Commonwealth variant) operates as a that soon almost every British tank was fitted with a tow hook.
separate Artillery Unit. Tank Teams with Tow Hooks can be used as Tractors (see
pages 22 to 23).
HMG BOMBARDMENT
The British concentrated most of their Vickers medium TALLY HO!
machine-guns in specialist machine-gun battalions. These used Armed with short-ranged 2 pdr guns, British Cruiser tanks had
the full range of machine-gun tactics, including long range area to charge the enemy, throwing caution to the winds.
bombardments.
Tanks with Tally Ho increase the score needed to pass a
Some units, such as the machine-gun platoon of a motor bat- Tactics test by +1, but have their Tactical Speed increased
talion, did not receive such specialised training and used their by +2/5cm.
weapons in a more conventional fashion.
British Vickers HMG Teams, and HMG Carriers firing as SEMI-INDIRECT FIRE
HMG Teams, can fire Bombardments (unless their Unit British heavy tanks often open fire at very long ranges, where
entry specifically says otherwise). However, since they have their prolific use of ammunition can compensate for the difficul-
Anti-tank and Firepower ratings of -, they cannot harm ty of hitting the target. It means that their ammo racks empty
Armoured vehicles or Destroy Teams in Bulletproof Cover fast, but theres plenty more available for resupply.
(page 48), although they can still Pin them Down.
Weapons capable of Semi-indirect Fire that did not move
in the Movement Step may re-roll failed rolls To Hit when
MIKE TARGET targeting a Team more than 16/40cm away.
The British forces in the desert developed techniques allowing
them to respond to their observers orders incredibly quickly. RULES NO LONGER USED
When a Spotting Team successfully Ranges In an Artillery The following British special rules are no longer used:
Unit with Mike Target, they may immediately roll to Range Broadside, Carry On, Sergeant, Combined Bombardment,
In another Artillery Unit. If successful, the second Artillery Independent Command.
Unit is treated as Ranging In on the same attempt as the first.

72
KOMISSAR INFILTRATION
A Komissar is a Communist Party official who supervises the sol- Soviet soldiers have a reputation for being long-suffering and
diers to make sure they display the proper level of enthusiasm in tough-minded. They swim freezing rivers and wade through
battle. A lack of heroism in driving the Hitlerites from Mother trackless swamps in the pitch darkness to reach positions close to,
Russia is not acceptable and the Komissar will not hesitate to or even behind, the enemy before the battle begins.
shoot soldiers who show fear during battle. As Comrade Stalin A Soviet Unit with Infiltration is a Spearhead Unit, it uses the
said, It takes a brave man not to be a hero in the Red Army. Spearhead rules (see page 68) with the following exceptions.
A Komissar Team may Re-roll its Units Last Stand Test, Rally This Soviet Infiltration Spearhead may not take a Team within:
Tests, and Counterattack Tests as long as the Units Leader is 14/35cm (rather than 16/40cm) of an enemy Team it
within 6/15cm of the Units Komissar Team. The Komissar is not Concealed from,
destroys a Team from the Unit within 6/15cm to do so.
8/20cm of any enemy Team,
If the re-roll is a 1, the Komissar Team is Destroyed instead. 14/35cm (rather than 16/40cm) of the enemy
If the Motivation Test has already been re-rolled by the Deployment Area or any Objective outside your own
Formation Commander, a Komissar may attempt another Deployment Area.
re-roll as an exception to normal re-rolls rule (see page 4).
STEEL WALL
BATTALION KOMISSAR The Soviet Union combined 122mm howitzers with 76mm
As well as the Komissar assigned to each company, your battalion guns in their divisional artillery battalions. The lighter guns
has a senior Komissar responsible for the entire battalion. Their are deadly rolled forward to shoot over open sights while the
role is to assist their deputies in removing particularly dangerous howitzers bombard from behind.
traitors and restoring discipline should it break down. Each Soviet Battery in an artillery battalion operates as a
A Battalion Komissar Team is Independent. A Battalion separate Artillery Unit.
Komissar Team may Re-roll any Units Last Stand Test, Rally
Tests, and Counterattack Tests as long as the Units Leader VOLLEY FIRE
is within 6/15cm of the Battalion Komissar Team. The When the advancing Soviet army came across a German strong-
Battalion Komissar destroys a Team from the Unit within point, assault guns and artillery batteries stopped to blast it
6/15cm to do so. using a massive centralised volley.
If the re-roll is a 1, the Battalion Komissar Team is Teams with the Volley Fire rule that did not move in the
Destroyed instead. Movement Step may re-roll failed rolls To Hit when
If the Motivation Test has already been re-rolled by the shooting its main weapon, providing it is targeting a Team
Formation Commander, a Battalion Komissar may attempt within 16/40cm.
another re-roll as an exception to normal re-rolls rule The Volley Fire rule does not apply when firing Artillery
(see page 4). Bombardments, in Defensive Fire, or conducting an Ambush.

A Soviet Strelkovy Company was pinned


down by heavy enemy fire last turn.

At the start of the Soviet players


turn, they attempt to Rally, but
fail their Motivation Test.

Fortunately the Formation Commander, is within


6/15cm of the companys Unit Leader allowing it to
re-roll its failed Motivation Test, but again fails.

Not all is lost! The companys Komissar, is on hand (within 6/15cm of the Unit Leader). The
Soviet player Destroys a team and re-rolls a second time. This time the Komissars none-too-
subtle encouragement works. The company prepares to advance. Had the Komissar rolled a 1,
the soldiers would have rebelled and Destroyed him instead, and failed the test a third time!

73
CAT KILLERS HEN AND CHICKS
The medium self-propelled guns were used as long-range anti- Soviet tank losses were incredible. In 1942, they lost 16,000 of
tank weapons to support tanks and infantry against German them, far more tanks than any other army even possessed! The
tanks. Often their rate of fire was slow, but their accuracy was only way the Red Army could keep up with such losses was to
good when the crew took their time to line-up their shoots. rush tank crews into battle with minimal training. Combined
Weapons with the Cat Killers rule do not use the Volley Fire with a lack of radios and a preference for going into battle with
special rule. Instead, Weapons with Cat Killers that did not all hatches closed, this resulted in Soviet tanks blindly following
move in the Movement Step may re-roll failed rolls To Hit their company commander, as the Germans described it like
when targeting a Team more than 16/40cm away. chicks following the mother hen.
If a Soviet Tank Team moves, it and all the Tank Teams in
ROLL UP THE GUNS its Unit, no matter if they moved or not, add +1 to the score
The Red Army has a doctrine of keeping its guns right up in needed To Hit when Shooting with their main weapons.
the front line where they can fire over open sights. To make
this possible, they design their guns to be light enough for the TANKODESANTNIKI
crews to push. The tanks of the Red Army suffered heavy losses to infantry
Soviet Medium and Heavy Gun Teams move as if they tank-hunter teams. The solution was to protect the tanks with
were Light Gun Teams, but retain their Mobility rating tankodesantniki, submachine-gun armed troops who ride to
Cross number. battle on the back of their tanks.
A Tank Team with Tankodesantniki increases its Vehicle MG
SHTRAF COMPANIES ROF by +1 at up to 4/10cm (SMG weapon Range).
Stalins infamous Order 227Not One Step Backformed A Tank Team with Tankodesantniki re-rolls unsuccessful To
Shtrafniye Roti or Penal Companies in each Army. These were Hit rolls in Assaults.
used as assault troops on risky operations where they could A Tank Team with Tankodesantniki can Defensive Fire
redeem themselves with their blood. against Infantry Teams sneaking up on it (see page 56) as
A Shtraf Company can never attempt to Dig In and never an SMG Team.
benefits from Foxholes. A Shtraf Company passes Motivation
Tests on 2+. RULES NO LONGER USED
The following Soviet special rules are no longer used:
Centralised Control, Cupolas, Quality of Quantity, Tank-
rider Companies.

74
The hidden menace of buried land mines, the grim face of weather-worn bunkers, and the hard jut of anti-tank
obstacles are often the only thing that can halt the bold strokes of a Blitzkrieg advance. When combined with
tangled webs of barbed wire and carefully networked trenches they sway the tides of war in favour of the
defender. To defeat such measures pioneers creep forward, under the cover of immense artillery bombardments,
determined to open a path for the soldiers behind them. Once the way is clear the troops leading the assault
dash through the gaps, seeking to smash a hole in the enemy defences, opening the way once more for
sweeping advances.

ENTRENCHMENTS TANK PITS


Trench Lines are World War I-style trenches designed both A Tank in a Tank Pit ceases to be a Tank Team and becomes
as firing positions and as protected movement routes. Gun a Turret Bunker using the Bunker rules on page 76.
Pits are protected positions for machine-guns, anti-tank
guns, and artillery. Tank Pits are protected fighting positions
for tanks, making them into improvised bunkers.

TRENCH LINES AND GUN PITS


Teams always start the game in Fox Holes. However, you can
deploy Trench Line models on the table if your force comes
with Trench Lines. Trench Lines come in 8/20cm long sec-
tions. These can be broken up into smaller sections to make
it easier to build your trench system around the terrain.
Teams entirely within Trench Lines are Concealed and in
Bulletproof Cover. Teams spending their entire turn in a
Trench Line without shooting are Gone to Ground in the
opponents next turn, even if they moved.

75
There are three basic types of bunker: Nests, Pillboxes, and FIELD OF FIRE
Turrets. Where the rules refer to Bunkers, they cover all Turret Bunkers, Tobruk Pits, Normandy 5cmKwK Nest,
Nests, Pillboxes and Turrets. FlaK Nest (and others as noted it their intelligence briefing)
Nests are roofed foxholes or well-protected fighting pits. have an all-round Field of Fire.
They provide good protection, but are vulnerable to accurate All other Bunkers can only target Teams fully in front of the
close-range fire. shooting Bunker (or each firing slit if it has more then one),
Pillboxes are much more substantial constructions in con- and can only fire an Artillery Bombardment if the Aiming
crete and steel. Gunfire will not harm them and only close Point is fully in front of the shooting Bunker.
assault or a huge bunker-busting gun can knock them out.
Turrets are made by mounting a tank turret on an under- LINE OF SIGHT
ground bunker containing ammunition and accommoda- Line of Sight is measured to and from any part of a Nest with
tion for the crew. They combine the flexibility of a tank with an all-round Field of Fire or a Turret.
the defensive strength of a bunker. Line of Sight is measured from the Firing Slit or Slits of
other Nests and Pill Boxes.
BUNKERS ARE TEAMS AND UNITS
Pillbox and Nest Bunkers are Gun Teams. Turret Bunkers are CONCEALMENT
Tank Teams. Each individual Bunker is a Unit. Bunker cannot be concealed in the open.

BUNKER RATINGS BUNKERS ARE TOUGH


Bunkers have the following ratings: Bunkers are tough, so any weapon making a Firepower Test
Bunker Motivation Skill Is Hit On Save against them must re-roll any successful Firepower Test.
Nest 2+ 4+ 2+ 3+
TANKS ASSAULTING BUNKERS
Pillbox 2+ 4+ 2+ 2+
Tank Teams cannot Hit Bunkers in Assaults unless they are
Turret 2+ 4+ 2+ Armour as briefing fitted with a Bulldozer blade or is a Bulldozer (see page 80).
Bunkers cannot move.

Most Nests have a


180-degree field of fire
from their Firing Slit.

Tobruk Pits and Flak Nests Turrets can shoot in


can shoot in any direction. any direction.
Pillboxes have a 180-degree
field of fire from each of
their Firing Slits.

Defilade Walls
limit the field of
fire of Pillboxes.
Nests with no obvious
firing slit can shoot in
any direction.

76
OBSTACLES If it does so, any Infantry Team or any Tank Team fitted
with a Bulldozer blade or a Bulldozer from the Unit within
There are five basic types of Obstacles:
6/15cm of the Unit Leader may immediately remove
Barbed Wire Entanglements, a Obstacle within 2/5cm (having moved adjacent to the
Street Barricades, Obstacle on the previous turn) instead of Moving. The Team
Minefields, is counted as Moving, but does not Move, and cannot Move
Booby Traps, and further, Shoot or Assault.
Anti-tank Obstacles.
GAPPING STREET BARRICADES
Do not remove a Street Barricade when it is gapped. Instead,
OBSTACLE SECTIONS
remove the middle piece, creating a gap in the Street
Obstacles come in 8/20cm long by 2/5cm deep sections. Barricade rated as Difficult Going. The remainder of the
Booby Traps are different and use a 1/32mm by 1/25mm Street Barricade continues to function as normal.
small base as a marker.
You can reduce the length to fit between terrain features, for BUNKER BUSTERS AGAINST STREET
example to block a road between two buildings. BARRICADES
Weapons rated as Bunker Buster can attempt to gap a Street
CROSSING OBSTACLES Barricade. The Street Barricade is Hit On 2+. Roll a To Hit
Barbed Eire Entanglement, Street Barricade, and Anti-tank in the Shooting Step.
Obstacles are treated like terrain. See the Obstacles table
If Hit, the Street Barricade is gapped,
below to see their effects on movement.
Otherwise, it remains intact.
GAPPING OBSTACLES
A Unit Leader that is not Pinned Down may issue an GAPPING ANTI-TANK OBSTACLES
Obstacle Gapping Order as a Movement Order instead of Unlike other Obstacles, an Anti-tank Obstacle can only be
Moving in the Movement Step. removed by a Tank Team fitted with a Bulldozer blade, a
Bulldozer, or a AVRE Mortar.

DASH SPEED CROSS BULLETPROOF


CHECK HEIGHT COVER
OBSTACLE
Barbed Wire Entanglement Terrain Dash Skill Test for Infantry Flat No
Impassable to Cavalry Teams
Yes for others
Street Barricade Terrain Dash Skill Test for Infantry Short Yes
Yes for other
Anti-tank Obstacle Terrain Dash No for Infantry Short Yes
Impassable to others

Street Barricade

77
The location of a Minefield is shown by a Minefield CLEARING A MINEFIELD
Obstacle. Any Team moving through a Minefield risks being A Unit Leader that is not Pinned Down may issue a Mine
knocked out. Clearing Order as a Movement Order instead of Moving in
A Team that then Moves into a Minefield must roll a die. the Movement Step.
If the score is at least equal to the Units Skill rating If it does so, any Tank Team with a Mine Clearing Device
(or its Tactics rating if different), the Team crosses the (such as a plough, rollers, or flail) or any Infantry Team from
Minefield safely. the Unit within 6/15cm of the Unit Leader may immedi-
Otherwise, the Team was hit by a mine with Anti-tank ately remove a Minefield within 2/5cm (having moved into
5 and Firepower 1+ and must take a Save to survive the Minefield on a previous turn) instead of Moving. The
(using its Top armour if it is a Tank Team) (pages 36 to Team is counted as Moving, but does not Move, and cannot
39). If a Tank Team is Bailed Out or Destroyed, it halts Move further, Shoot or Assault.
in the middle of the Minefield. If it survives, it continues
moving unharmed.
A Unit that took hits from a Minefield will be Pinned Down
(page 41) when it finishes moving.

Like any other obstacle Teams that dont completely cross


a Minefield must Skill Test again next turn to move.

Teams can only move through gaps


between Obstacles that are wide
enough for them to fit through.

Minefields require a Skill Test to cross safely.

78
BOOBY TRAPS PLACING BOOBY TRAPS
A Booby Trap is represented by one small base marker. Booby Traps do not need to be deployed before the game
A Booby Trap only effects the first Team to move across or begins. Instead, they may be placed at the same time as
off the Booby Trap marker. After that the Booby Trap is Ambushing Units during each Starting Step.
expended and removed. Booby Traps may be placed anywhere in your own
A Team that Moves across or off a Booby Trap must roll a die. Deployment Area or No Mans Land, including under
enemy troops. However, you may not place Booby Traps
If the score is at least equal to the Units Skill rating, the
under Teams already on Booby Traps, nor under Teams
Team crossed it safely, and the Booby Trap is removed.
in Foxholes.
Otherwise, the Team was hit by a Booby Trap with Anti-
tank 3 and Firepower 2+ and must take a Save to survive
DISARMING BOOBY TRAPS
(using its Top armour if it is a Tank Team) (see pages 36 to
39). If a Tank Team is Bailed Out or Destroyed, it halts A Unit Leader that is not Pinned Down may issue a Booby
on the Booby Traps position. If it survives, it continues Trap Disarm Order as a Movement Order instead of Moving
moving unharmed. in the Movement Step.
A Unit that took hits from a Booby Trap will be Pinned If it does so, any Infantry Team or any Tank Team with a
Down (see page 41) when it finishes moving. Mine Clearing Device (such as a plough, rollers, or flail) from
the Unit within 6/15cm of the Unit Leader may immedi-
ately remove a Booby Trap adjacent to or under them instead
of Moving. The Team is counted as Moving, but does not
Move, and cannot Move further, Shoot or Assault.

79
BULLDOZERS ASSAULT BRIDGES
Bulldozers are useful for filling in craters and anti-tank A Team with an Assault Bridge can place it over an adjacent
ditches, or burying anti-tank obstacles blocking the Anti-tank Ditch in the Movement Step instead of Moving.
armours advance. The Team is counted as Moving, but does not Move, and
cannot Move further, Shoot or Assault.
BURYING BUNKERS Once placed, it cannot be retrieved. Bridges laid by Half-
Any Tank Team fitted with a Bulldozer blade or a Bulldozer tracked vehicles cannot be crossed by Fully-tracked vehicles.
can assault a Bunker in the same way as an Infantry Team.
If the Bunker is a Turret, it is automatically Destroyed if hit. BRIDGING STREAMS AND DITCHES
A vehicle with an Assault Bridge can also use the same
GAPPING ROUGH TERRAIN method to place its Assault Bridge across a crater, stream,
Bulldozers can create a gap in Difficult Going (such as a ditch or to provide a ramp up a bank up to 1/2.5cmhigh.
Bocage Hedgerow) in the same way as they gap Obstacles. In The terrain bridged no longer requires a Cross roll.
one turn they create a 2/5cm wide gap in a Linear Obstacle
or a gap 2/5cm wide by 4/10cm long in Area Terrain that
no longer requires a Cross test.
PIONEER SUPPLY VEHICLES
A Unit with a Pioneer Supply vehicle within 2/5cm of
the Unit Leader may re-roll unsuccessful rolls to Dig In
MINE FLAILS AND ROLLERS (see page 24).
Mine ploughs, rollers, and flails allow tanks to clear mine-
fields. They are Mine Clearing Devices (see page 78). DEPLOYING ADDITIONAL OBSTACLES
If the defender in a mission that has Minefields, you
may place:
one additional Minefield, or
three Barbed Wire Entanglements
in No Mans Land or your Deployment Area for each of your
Pioneer Supply vehicles that begins the game on the table.
Place these Obstacles when you place other fortifications.

Germany developed remote-controlled demolition carriers GOLIATH


as a way of destroying fortifications without risking pio- The Goliath is a 5/1.5m-long mini-tank carrying 132lb/60kg
neers lives. There were two types of demolition carriers, the of explosives. They are pulled by pioneers on a wheeled trol-
Goliath and the Borgward BIV. ley until they are in position to go.
Place the Goliath miniature with the Controlling Pioneer
CONTROLLING TEAMS Team to indicate its presence until it is Switched to Remote
Every Demolition Carrier must have a Controlling Team, Control. It counts as part of the Controlling Team and cannot
and each Controlling Team can only control their own be hit by Shooting separately from its ControllingTeam
Demolition Carrier. until it is Switched to Remote Control in the Assault Step.
If the controlling Team is Destroyed, the Demolition Carrier Mobility Front Side Top
is Destroyed as well. Since they are expendable machines,
Half-tracked 0 0 0
Demolition Carriers are ignored for Unit Last Stand.
A Goliath Demolition Carrier has Firepower 4+.
BORGWARD BIV
The Borgward BIV is controlled by a tank and carries SWITCH TO REMOTE CONTROL
1100lb/500kg (thats half a tonne!) of explosives on the At the beginning of an Assault Step the controlling player
front, making it vulnerable toshooting. may Assault an enemy Unit with the Demoliton Carrier. The
Demolition Carrier can Assault if they are within Tactical
A Borgward BIV Demolition Carrier is a Tank Team.
Move distance of the enemy and can move up to their Tactical
Borgward BIV Move when Charging into Contact. The Demolition Carrier
Mobility Front Side Top must be within Line of Sight of the controller for the entire
Half-tracked 0 0 0 movement. This movement may pass through friendly or
A Borgward BIV Demolition Carrier has Firepower 2+. enemy Teams without restriction.
Re-roll failed Firepower Tests to Destroy a Borgward BIV
when it is hit by shooting.

80
DEFENSIVE FIRE ATTACKING A BUILDING
The Demolition Carrier cannot not be forced to Fall Back by To attack a Building, the controlling player chooses one of
Defensive Fire (though it can be destroyed). the Buildings in contact with the Demolition Carrier. The
Demolition Carrier automatically Hits every Infantry, Gun,
ATTACKING A TEAM and Unarmoured Tank Team in the Building. If the building
A Demolition Carrier hits on a 2+ in Assaults and can hit any is divided into multiple rooms it must target one room and
adjacent Team, Building, Bunker, or Obstacle, Destroying only hits teams in that room.
itself in the process.
If an Infantry Team, Gun Team, or Unarmoured Tank Team ATTACKING AN OBSTACLE
takes a hit, it is Destroyed, unless it is a Pillbox Bunker. To attack an Obstacle, the controlling player picks an
Obstacle in contact with the Demolition Carrier and
If a Pillbox Bunker takes a hit, roll a save.
removes it.
If it passes it is unharmed.
A Demolition Carrier can blow a gap in an adjacent Bocage
If it fails it is destroyed.
Hedgerow in the same way as it gaps an Obstacle.
If an Armoured Tank Team is hit, take a Firepower Test for
the Demolition Carrier.
If it passes, the vehicle is Bailed Out.
If it was already Bailed Out, it is Bailed Out Again
(page 38).
If it fails, the vehicle is unharmed.

In the Assault Step a controlling Team can move its If a Demolition Carrier attacks a building,
Demolition Carrier 10/25cm Tactical Move, detonating it hits every Team inside on room.
it once it has Charged into Contact with its target.
Infantry, Gun, or Unarmoured Tank
Teams are Destroyed if hit.

A Firepower Test is needed to Bail


Out a hit Armoured Tank Team.

Borgward BIV If an Armoured Tank Team


was already Bailed Out,
Firepower Test will Bail Out the
Tank Team Again (page 38).

If a Demolition Carrier hits the


Pillbox Bunker in Assault, the
Pillbox Bunker rolls a 2+ to Save.

The Goliath Demolition Carrier has Half-tracked


mobility and moves 10/25cm Tactical Move to assault
the Bunker, making a Cross Check to cross the Hedge.

81
The core of the 79th Armoured Divisions strength is the versatile AVRE, the Armoured Vehicle, Royal Engineers.
This is a standard Churchill infantry tank with the main gun and ammunition racks removed and replaced with
a Petard demolition mortar and engineering equipment. Oddly, the plural of AVRE is AVsRE, Armoured Vehicles,
Royal Engineers.

FASCINE AND SBG BRIDGE PETARD MORTAR


AVsRE are often fitted to carry fascines or SBG bridges. The The AVRE is equipped with a Petard spigot mortar. This
fascine, a bundle of saplings used to fill a ditch, is carried on a strange weapon fires a 290mm bomb popularly known as a
frame on the front of the tank. When the tank reaches the ditch, Flying Dustbin.
it drops the fascine, and then resumes its demolition duties. The Petard mortar shoots as a normal (although very short-
The SBG (Small Box Girder) bridge is a standard British light ranged) gun.
bridge 34 (10 metres) long. An SBG bridge is carried on the
front of the tank and lowered across streams and ditches or DEMOLISHING TANKS
against seawalls and embankments to create a crossing. The Petard is a weapon that relies entirely on explosive effect.
At the start of the game after Fortifications (if any) are placed, If the Petard ever fired at a tank, its armour would be almost
but before Deployment, you may elect to mount a Fascine irrelevant. The blast is likely to blow off tracks and cause other
or Assault Bridge on any or all of your AVsRE. An AVRE damage without penetrating the armour.
that has a Fascine or Assault Bridge mounted cannot shoot. Any Armoured Tank Team hit by a Petard mortar uses its
In addition, an AVRE that has an Assault Bridge mounted is Top Armour rating for its Armour Saves.
Overloaded (see page 67) rather than Wide-tracked.
Fascines act as Assault Bridges (see page 80), but may only be DEMOLISHING OBSTACLES
used to bridge ditches and craters. The Petard fires such a big round that it can even demolish anti-
An AVRE may abandon its Fascine or Assault Bridge tank obstacles.
instead of shooting, removing the Fascine or Assault Bridge An AVRE may attempt to gap an Obstacle by shooting
from play. at it. The Obstacle is Hit On 2+. Roll a To Hit in the
Shooting Step.
If Hit, the Obstacle is gapped,
Otherwise, it remains intact.

82
DEPLOYING FORTIFICATIONS FORTIFIED PLATOONS
Bunkers and fortifications take a lot of time and effort to Fortified Platoon Units place their fortifications at the same
build and rarely come as a surprise to the enemy. time as other Fortifications before objectives are placed.
You must place all Fortifications before the opposing player Mark a spot on the table (use a die or counter) as the centre
places any Objectives (see page 94) unless the mission spec- of each Fortified Platoon Units position. All of the Units
ifies otherwise. Fortifications must be placed entirely within 12/30cm of
the marked point, but may not be placed within 6/15cm of
Entrenchments and Bunkers must be placed in your
any Fortification from another Fortified Platoon Unit or of
Deployment Area (see page 93). Obstacles may be placed in
either side table edge.
either your Deployment Area or in No Mans Land.
Entrenchments and Bunkers cannot be placed in a stream, DEPLOYING FORTIFIED PLATOONS
river, swamp, lake or other water feature.
When the Teams of a Fortified Platoon Unit are Deployed,
they must be placed in the Trench Lines, Gun Pits, and
AREA DEFENCES Tank Pits that come with their Unit, or placed in Foxholes
Fortifications that are Area Defences may be placed in either obeying the Fortified Platoon placement rules above. Only
your Deployment Area or in No Mans Land. Teams from the Fortified Platoon Unit may be deployed in
its Entrenchments.
BUNKER DEPLOYMENT
If a Fortified Platoon Unit elects not to place any of its
Bunkers are usually built with mutual support in mind and Fortifications, it is no longer a Fortified Platoon. However,
are usually not placed right next to each other. such a Unit does no start the game in Foxholes as they have
Bunkers may not be placed: not had time to dig alternative positions.
within 2/5cm of another Bunker, nor Fortified Platoon Units cannot be deployed in Ambush or
on a road, track, bridge, railway line, blocking a ford, or in Reserves of any sort unless it elects not to deploy any of its
any other way obstructing a constructed route. Fortifications.
Bunkers can be placed in the ground floor of Buildings. If the
Building is large enough, place the Bunker in the Building, DEPLOYING THE COMPANY HQ
otherwise, declare the whole Building to be a Bunker. Use The Company HQ Unit of a Fortified Company Formation
Openings in the Building as the Bunkers Firing Slits. may deploy as part of another Fortified Platoon Unit, amal-
Objectives may not be placed in, on or under Bunkers. gamating their Fortifications as a single position. If it does
not do this, it deploys in its own fortifications which are
placed as if it were a Fortified Platoon Unit on its own.
NOT PLACING YOUR FORTIFICATIONS
You may choose to not place any or all of your Fortifications
in a game. If you do this the Fortifications are not used
during the game.

All of the Fortifications of a Fortified Platoon must be


deployed entirely within 12/30cm of the centre point.

6/15cm

Centre Point

Fortified Platoons may not be placed


within 6/15cm of other Fortified
Platoons or the side table edges.

83
British troops launch Operation Goodwood to capture the city of Caen.

Panzergrenadiers from the 21. Panzerdivision prove difficult for British forces to dislodge as they fight
building by building.

84
The 21. Panzerdivision counterattacks with powerful PaK43 anti-tank guns and converted assault guns.

Caen finally falls to the determined British troops after finally overcoming the tough German defenders.

85
Before fighting a battle, you need to choose your force. The most common form of force selection, and the best
way of ensuring a fair fight and an interesting game, is to select your force based on the points given for each
unit in the Intelligence Briefings. The points value is calculated based upon the size and fighting capability of
each unitthe larger and more powerful a unit is the higher its points value.

Before a game, you need to pick the Formations (Company) PICK A NATION AND AN
and Units (Platoons) that will make up your force. There are
two ways to do this: INTELLIGENCE HANDBOOK
build to a points limit, or The first part of picking your force is to choose a Nation, the
Intelligence Handbook, and the Division or Brigade you will
build for a specific scenario.
pick your force from. Lets make a German Fhrer Begleit
Brigade force with about 1500 points from pages 122 to
POINTS LIMIT
147 of The Ardennes Offensive book.
Flames Of War uses a point system to ensure that games are
reasonably fair and balanced. Games are typically played with
PICKING FORMATIONS
around 1500 points, but you are certainly not limited to any
Next pick your Formations. There are four to choose from
particular value. You can play any point value you and your
the Fhrer Brigades section: tanks (Fhrer Panzerkompanie),
opponent decide from small 600point games in an hour, to
armoured infantry (Fhrer Panzerfsilierkompanie), motor-
mammoth games using armies that are 3000 or 5000 points
ised infantry (Fhrer Panzergrenadierkompanie) and infan-
or more! Once you and your opponent have agreed on
try (Fhrer Grenadierkompanie). You can take any or all of
a points limit, you can choose any Units allowed by your
these, or even several of the same Formation.
Formation (company) diagrams up to that total value.
We will just take one Formation of armoured infantry, a
SCENARIO Fhrer Panzerfsilierkompanie from page 130 of The Ardennes
You and a friend could organise a scenario game that tells Offensive.
the story of a specific battle. Linking your scenarios into
a campaign allows you to extend the story across multiple FIELDING A FORMATION
games. In a scenario, you decide on a situation that would Your Formations are made up of an HQ Unit and a number
provide an interesting challenge for both players and select of combat, weapon, and regimental (or brigade) Units. You
two forces that fit the scenario. must field the HQ Unit and one Unit from each black box,
The forces use in a scenario will usually be based on a Force and may field one Unit from each grey box.
Diagram, but may contain variations specific to the scenario. The sample Formation diagram on page 87 shows that a
The two forces might have the same points total, or they Fhrer Panzerfsilierkompanie has:
might not, it all depends on the scenario you are creating. If a Fhrer Panzerfsilierkompanie HQ Unit,
one force is much stronger than the other, the scenario will
two to three Fhrer Panzerfsilier Platoons, and
usually include some additional difficulty for the stronger
force to make the game fun for both players. up to one Fhrer Panzerfsilier Heavy Platoon.
In addition were can also take one each of six different weap-
ons platoons.
We will take an HQ Unit, and two Fhrer Panzerfsilier
Platoons to get started.

VARIANT FORCES
When building a Force that has several division variants, you
must chose one of the variants and stick to it. Your Unit HQ
and all of your Combat and Weapons Units (and usually
some of your Support Units) must match the division you
have chosen. To help, we have included divisional symbols
to distinguish the variants. Simply use the options showing
your divisional symbol when calculating points or choosing
optional upgrades.

86
Formations are the core of your force and your main fighting strength. A Formation is a group of Units under a single
Commander. Often it is based on a company, but in the case of Soviets and some other nations it can be a battalion. It
contains the Formations own troops and their slice of their parent formations specialist weapons and units. The Formation
Diagram is, in essence, a list of Units that you can choose from when creating that Formation.

INSTRUCTIONS
Some companies are based on a single division, but other companies, like the Fhrer Panzerfsilierkompanie page 130 of The
Ardennes Offensive for example, have number of variants: in this case Fhrer Begleit Brigade and Fhrer Grenadier Brigade.
The instructions box will also talk about any additional instructions for thevariants.

INSTRUCTIONS
The instructions box
will also talk about any FHRER PANZERFSILIERKOMPANIE
Leaders Armoured Fusilier Company
additional instructions
MechanIsed cOMPany
for thevariants.
HEADQUARTERS

HEADQUARTERS
You must field one platoon from each box shaded black and may field one platoon from each
box shaded grey.
Your Company HQ must be either Fhrer Begleit Brigade (marked ) or Fhrer Grenadier
HQ UNIT Fhrer Panzerfsilier-
Brigade (marked ). All other platoons and options with either of these symbols must be from
the same as your company HQ.
13

kompanie HQ
1

Every formation has


an HQ unit that SUPPORT PLATOONS

includes the formation


COMBAT PLATOONS

WEAPONS PLATOONS

INFANTRY ARTILLERY
ARMOUR ARTILLERY

commander.
Fhrer Panzerfsilier Fhrer Panzerfsilier
13

13

Platoon
1

Mortar Platoon Fhrer Artillery


3

14
Fhrer Panzer Platoon Battery

12

6
9
INFANTRY Fhrer Armoured

14
ARMOUR Fhrer Panzerjger Artillery Battery

13
COMPULSORY UNITS

5
Platoon

9
ARTILLERY
A formation must have Fhrer Panzerfsilier ARMOUR
13

Platoon Fhrer Panzerfsilier


1

13

Cannon Platoon
3

one unit from each of the INFANTRY


ANTI-AIRCRAFT Fhrer Artillery
black boxes.

14
Battery

6
Fhrer Panzer Platoon
12
9

Fhrer Heavy Artillery

14
Fhrer Panzerjger Battery

7
13

Fhrer Panzerfsilier Platoon


9
13

Platoon Fhrer Panzerfsilier Fhrer Armoured


1

13

14
FlaK Platoon Fhrer Assault Gun Artillery Battery
4

5
14

Platoon
4

UNIT CHOICES Fhrer Armoured

14
MACHINE-GUNS
Heavy Artillery Battery

5
INFANTRY
ARMOUR
Volks Rocket
A formation may
16
Launcher Battery

6
Fhrer Panzerfsilier
also include one
13

Heavy Platoon
2

Fhrer Panzerpionier ANTI-AIRCRAFT


13

Platoon
4

Fhrer Assault Gun


14

unit from each grey Platoon


4

FLAME-THROWERS
box. Grey boxes in Fhrer Anti-aircraft
13

INFANTRY Gun Platoon


5

Fhrer Heavy Anti-


the columns labelled
13

aircraft Gun Battery


5

Fhrer Armoured
13

Flame-thrower Platoon
4

Fhrer Panzergrenadier
Combat, Weapons, and
13

Platoon
7

ANTI-AIRCRAFT

sometimes Regimental ARTILLERY Fhrer Grenadier Platoon


14
1

Volksgrenadier Sturm
or Brigade Support are
15

Platoon Fhrer Anti-aircraft


9

13

Gun Platoon
5

Volksgrenadier Schtzen
15

optional parts of your Platoon


9

Fhrer Panzerfsilier
13

Infantry Gun Platoon


3

ANTI-AIRCRAFT

Formation. RECONNAISSANCE

Fhrer Anti-aircraft
13

Gun Platoon
5

Fhrer Panzersph
13

Platoon
9

Fhrer Half-tracked
13

Panzersph Platoon
9

130

SUPPORT UNITS
A formation may also include one unit from
each grey boxes in the columns labelled
Support. These can also be called Divisional or
Corps Support.
These units are not part of your Formation. If
your have more than one Formation in your
Force you may only take Support from one
Formations diagram.

87
Units are the fundamental building blocks of your force. The teams of a unit fight together as a closely-
coordinated group, supporting each other as they take the fight to the enemy.

BUILDING UNITS SUPPORT UNITS


Support Units are things like ARMOUR
Reading the instructions box and Formation (compa-
ny) diagram, I see that I need to field at least a Fhrer reconnaissance and artillery
Panzerfsilierkompanie HQ and two Fhrer Panzerfsilier that are held by the divisional
Platoons from the black boxes. I also need to choose one of commander and allocated out
Fhrer Panzer Platoon

12
the two variants available. I decided to field the Confident as needed. You can field one

9
FHRER PANZERFSILIERKOMPANIE
Veteran Fhrer Begleit Brigade company marked with the Unit from each box in the Fhrer Panzerjger

13
Platoon

9
motivation and skill
yellow helmet
A Fhrer ( ).from Fhrerbegleit-
Panzerfsilierkompanie
FHrerbegleitbrigade FHrergrenadierbrigade
support area.
RELUCTANT CONSCRIPT RELUCTANT CONSCRIPT
brigade is rated as Confident Veteran.
My Fhrer
One from Panzerfsilierkompanie
Fhrergrenadierbrigade is rated as HQ is a simple purchase
CONFIDENT TRAINED CONFIDENT TRAINED
Ill add some of the optional
ARMOUR
FEARLESS VETERAN FEARLESS VETERAN
Confident Trained.
as it had two Panzerfaust SMG Teams, a Sd Kfz 251/1 D and Support Units in grey boxes.
a Sd Kfz 251/17 D (2cm) HEADQUARTERS
half-tracks with no other options Some of the optional Units I
for 90 points.
F Hrer P anzerFsilierkomPanie would like to take are armour.

FHRER PANZERKOMPANIE
HAUPTmann
Hq HAUPTMANN
Looking at my three Armour
My two Fhrer Panzerfsilier Platoons are equally simple
Headquarters
Fhrer Panzer Platoon

12
boxes under my Support HEADQUARTERS
options

9
Company HQ 90 points 70 points Company Command 2iC Command
with options with either two or three Fhrer Panzerfsilier Panzerfaust SMG team Panzerfaust SMG team

I can takePup
fhrer to three Units,
anzerkOMPanIe hQ but Fhrer Panzerjger
HAUPTmann

13
Squads.
Teams from the I select
Company HQ of a three
Fhrer PanzerSquads
fsilier for both giving me seven Platoon

9
headQuarTers
kompanie may use the Mounted Assault special rule on page Sd Kfz 251/1 D half-track Sd Kfz 251/17 D (2cm) half-track
decide to take just two from the HAUPTMANN Unteroffizier

Panzerfaust MG Teams, a Sd Kfz 251/17


243 of the rulebook.
D (2cm) and threeCompany HQ 2 Panzer IV J 185 points -
Fhrer Assault Gun
first two IV J boxes. These
95 points two- boxes

14
Fhrer PanzerfsilierKompanie HQ 1 Panzer
Sd Kfz 251/1 D half-tracks for each Unit for 300 points. Platoon

4
Company
2 Panzer IV/70 (A) 280 points -
COMBAT PLATOONS contain options forpoints
armour - from
Command tank
1 Panzer IV/70 (A) 145 Recovery vehicle

FHrer PanzerFsilier Platoon Leutnant or Oberfeldwebel my Fhrer


2 Panther G Begleit -Brigade. I cant take the Fhrer Panzerjger
300 points
2iC Command
Recovery Section

1 Panther G - 155 points


Platoon
HQ Section with:
Leutnant or Oberfeldwebel
Platoon because
Add Recovery Section:
it is marked with a blue helmet ( ) tank
Company HQ

3 Panzerfsilier Squads 300 points 235 points Command Panzerfaust MG team Sd Kfz 251/17 D (2cm) half-track from Fhrer
1 Bergepanzer III Grenadier
+10 points Brigade,
- so Ive opted
Fhrer for twoHQ Fhrer
Panzerkompanie
2 Panzerfsilier Squads 220 points 175 points HQ Section 1 Bergepanther - +15 points

oPtion UNTERoffizier UNTERoffizier


Panzer Platoons (page 129 of The Ardennes Offensive).
Replace Command Panzerfaust MG team with Com-
mand Panzerfaust SMG team at no cost.
COMBAT PLATOONS
Panzerfaust Panzerfaust Panzerfaust Panzerfaust
MG team MG team MG team MG team
Fhrer Panzerfsilier Platoons may use the Mounted Assault fhrer Panzer PLaTOOn Leutnant
special rule on page 243 of the rulebook. PLaTOOn Leutnant
Sd Kfz 251/1 D half-track Sd Kfz 251/1 D half-track
The Panzerfsilier battalion was fully equipped with the latest Panzerfsilier Panzerfsilier 5 Panzer IV J 450 points -
Squad Squad
armoured half-tracks, including one armed with a 20mm 4 Panzer IV J 360 points -
anti-aircraft gun for defence against Allied aircraft. Both UNTERoffizier Command tank
3 Panzer IV J 270 points -
brigades led the advance with their Panzerfsilier battalions, HQ tank
seizing advanced positions while the rest of the brigade made 3 Panzer IV/70 (A) 415 points -
Panzerfaust MG team Panzerfaust MG team Sd Kfz 251/1 D half-track
its way forward. 3 Panther G - 440 points Unteroffizier Unteroffizier
Panzerfsilier Squad
Fhrer Panzerfsilier platoon
You must field at least one Fhrer Panzer Platoon entirely
Tank Tank
Because these Units are quite costly in points, I decide not to equipped with the same model of tank as the Fhrer Pan-
zerkompanie HQ.

add any Units from the Weapons Platoons column. The core of the brigades panzer regiment is its
Tank Tank
Panzer Section Panzer Section
panzer companies. These lead attacks and support
the infantry as they advance. The Fhrergrenadier- Fhrer Panzer Platoon

SUPPORT UNITS
brigade also had a company of StuG G assault guns, but these were detached to support 352nd Volksgrenadier Division
far off on its left flank.

On the right side of my Formation diagram there are WEAPONS PLATOONS


two columns labelled Support. These Units can be added fhrer Panzer Leutnant

to my force, but dont count as part of my Formation for131 anTI-aIrcrafT Gun PLaTOOn Leutnant
PLaTOOn
Formation Last Stand. So if I less than two Formation Units 4 Mbelwagen (3.7cm) 230 points 180 points

in my Formation is will break (page 61), my Support Units 3 Mbelwagen (3.7cm)


2 Mbelwagen (3.7cm)
175 points
120 points
140 points
100 points
Command Anti-aircraft tank
HQ Section
Anti-aircraft tank

quit the field and the game is over (page 93). 4 Wirbelwind (2cm) 230 points - Unteroffizier

3 Wirbelwind (2cm) 175 points -


In addition if I decide to take more than one Formation, 2 Wirbelwind (2cm) 120 points -
Anti-aircraft tank Anti-aircraft tank

I must choose one of my Formation diagrams to take The panzer regiments anti-aircraft platoons protect it from Anti-aircraft section
marauding Allied aircraft as it advances into battle. Fhrer Panzer Anti-aircraft gun platoon
my Support from. All my support must come from this
Formation diagram only. 129

88
Volks Rocket launcheR BatteRy
Once I have selected all of my platoons and totalled up my
Platoon points, I just have to gather my miniatures, set up a battle
HQ Section and:
2 Launcher Sections with: Command SMG team Kbelwagen field, and start playing!.
6 30cm NW42 195 points
6 21cm NW42 160 points
6 15cm NW41 135 points
1 Launcher Section with: Fhrerbegleit Brigade
Fhrer Panzerfsilierkompanie
3 30cm NW42 100 points
3 21cm NW42 85 points Rocket launcher Rocket launcher
3 15cm NW41 70 points

oPtion A Fhrer Panzerfsilierkompanie HQ


Add Kbelwagen jeep and Sd Kfz 11 half-tracks (Compulsory Headquarters)
+5 points for the battery. Rocket launcher Rocket launcher
Company HQ 90 points
A Volks Rocket Launcher
RELUCTANT TRAINED B Fhrer Panzerfsilier Platoon
Battery is rated Reluctant
Trained.
(Compulsory Combat Platoon)
Rocket launcher Rocket launcher
3 Panzerfsilier Squads 300 points
suPeR-heaVy Rockets
The massive 30cm rockets used by the NW42 rocket launchers Fhrer Panzerfsilier Platoon
are slow to load and therefore the full battery is not always
available to fire on command. A Volks Rocket Launcher Volks Rocket Launcher Battery
C (Compulsory Combat Platoon)
Battery equipped with 30cm NW42 rocket launchers uses the
Super-heavy Rockets special rule.
Five Volks-Werfer Brigaden (Peoples Rocket Launcher 3 Panzerfsilier Squads 300 points
Brigades) supported the German forces during the Ardennes
ForAt thethe Fhrer
start of the game, place a Panzer
Full Salvo markerPlatoon
with there are options to take
offensive. Each brigade consisted of two regiments with Fhrer Panzer Platoon
D (Support Platoon)
six batteries of 15cm NW41 rocket launchers and three
Panzer IV J tanks or Panzer
a platoon equipped with 30cm NW42 Super-heavy
Rockets. Remove this marker after firing an Artillery IV/70 (A) tank-hunters for the
heavy batteries of either 21cm NW42 or 30cm NW42
rocket launchers, depending on if it was the first or second 3 Panzer IV/70 (A) 415 points
Fhrer
Bombardment.
Begleit Brigade variant.
If a platoon with Super-heavy Rockets does not have a Full
In one
battalion. platoon Ive taken three
Panzer IV J for 270 points,
Salvo marker when it fires an Artillery Bombardment, roll
andabilityin
to the
saturate a second platoon
wide area quickly Ive
The biggest advantage of Nebelwerfer rocket launchers is their
with high-explosive
Fhrer Panzer Platoon
E (Support Platoon)
a Skill Test for each Rocket Launcher able to fire in the
rounds. They are ideal for pinning down an enemy position
taken three Panzer
as part of the Bombardment. IV/70 (A)
Bombardment. Only those that pass the Skill Test can fire
for
while415
attackingpoints.
forces approach for the assault. 3 Panzer IV J 270 points
Finally,
Rockets at theId like some form
Place a Full Salvo marker on a platoon with Super-heavy
end of any Shooting Step in which everyof artillery. I decide to take some Volks Rocket Launcher Battery
Rocket Launcher in the platoon was able to fire an Artillery
Nebelwerfer
Bombardment, but nonerocket launchers as they are reliable and cheap. (Support Platoon)
F 6 NW41 15cm
did so.
135 points
Ill take a Volks Rocket Launcher Battery from page 166 of
The Ardennes Offensive. This Unit has three different types of G 1 Observer Rifle Team 0 points
rocket launcher available, I selected the lightest option with Total1510 points
six NW41 15cm rocket launchers for 135 points. These troops
have the Reluctant Trained rating, but as they should spend
most of the game at the back firing bombardments I dont see ALLIED FORMATIONS
this as a problem. Remember you dont field the command I could have also taken some Allied Support as an Allied
infantry team in guns units, see page 7. Formation. However, this wasnt available because there
My force can have one Observer, so I take one Observer Rifle were no Allied Units available in the Support section of
166
Team from the Volks Rocket Launcher Battery as my forces my Formation Diagram. If I had been able to, an Allied
Independent Observer Team. I dont have to pay any extra Formation would obey all the rules for its own nationality
points for my Observer as that has already been included with and acts as a Formation in its own right (page 8).
the Volks Rocket Launcher Battery.

FHRER PANZERFSILIERKOMPANIE

C
G
F

E
B

89
While most battles take place in daylight, some were fought at night. Some armies even specialised in launching
their attacks at night. Moving at night, without lights, is slow and painstaking. In the darkness shapes blend
and blur turning tanks into houses, and rocks and trees into tanks. Few things are as difficult as finding targets
at night. Everything looks dangerous, making it tricky to pick your target, unless they shoot, then their muzzle
flash gives them away.

MOVING AT NIGHT NIGHT VISIBILITY TABLE


Teams may not move faster than their Terrain Dash speed
DIE ROLL DISTANCE
at Night. In addition, Teams add +1 to their Cross number
when moving through Difficult Terrain at night. 1 4/10cm
2 8/20cm
SHOOTING AT NIGHT
Teams shooting at Night always suffer an additional 3 12/30cm
+1 penalty on the score needed to Hit. 4 16/40cm

LINE OF SIGHT AT NIGHT 5 20/50cm


Units must roll on the Night Visibility Table to determine 6 24/60cm
their maximum Line of Sight distance. Teams from a Unit
do not have Line of Sight to Teams beyond the rolled dis-
tance. Roll immediately before checking Line of Sight. NO AIRCRAFT AT NIGHT
Do not roll for Aircraft to arrive at Night.
TARGET SHOT LAST TURN
The maximum distance does not limit Line of Sight to
enemy Teams that Shot in their previous Shooting step.
Shooting at Night token

BOMBARDMENTS AT NIGHT
Spotting Teams do not need to roll on the Night Visibility
Table. Their Line of Sight is not affected by Night. However,
attempts to Range In at Night add +1 to the score needed.

The Firefly VC tank and infantry teams want to shoot


the SdKfz251 half-track. As it is night, they must roll
to see how far they can see.

The infantry roll high enough to see the SdKfz251


half-track, so can shoot it. The Firefly VC tank did not.
However, since the Panther tank fired last turn, the
Firefly can see it at any distance.

90
The following rules encompass four times of day: Dawn, Daylight, Dusk, and Darkness.

TIME OF DAY NEW MOON


The first step for setting up a night battle is to decide with When rolling on the Night Visibility Table (see page 90), roll
your opponent what Time Of Day option to use. two dice and use the lowest result.
Alternatively, you can roll a die: Teams equipped with Infra-red Equipment use their normal
On a result of 1 or 2, the battle is fought at Dusk. rules instead.
On a result of 3 or 4, the battle is fought in Darkness.
On a result of 5 or 6, the battle is fought at Dawn. RECREATING NIGHT BATTLES
You can find the rules for Dusk, Dawn, and Darkness below. NIGHT SKIRMISH OR RAIDS
To simulate night skirmishes or raids, try using a mission
MARKING TEAMS THAT SHOOT AT NIGHT
that uses a blend of reserves with scattered deployment, such
After a Unit has fired, use the tokens in the Muzzle Flash
as Dust Up (page 98), Encounter (page 98), or Bridgehead
Token Set (TK905) to indicate which Teams have fired and
(page 102 of More Missions).
are therefore visible at any range in the next enemy turn (see
Shooting at Night on page 90). Such battles would usually take place at Dusk or in
the Darkness.
THE MOON FULL-SCALE NIGHT OPERATIONS
As an optional rule you may like to include Moon light in To simulate a full-scale night operation, try using a mission
your night battles. You can either select either Full Moon, or where the attacker has a focused objective, such as Rear
New Moon, or roll a die. Guard (page 100), Breakthrough (page 101), or No Retreat
On a 1 or 2 the Full Moon rules are in effect. (page 101).
On a 3 or 4 use the normal Night rules. Such battles would usually take place at Dawn to maximise
On a 5 or 6 the New Moon rules are in effect. the element of surprise and help speed up reinforcements
after sunrise.
FULL MOON
When rolling on the Night Visibility Table (see page 90), roll
two dice and use the highest result.

DAWN DUSK
In a game being played at Dawn, the game starts in Darkness, In a game being played at Dusk, the game starts in Daylight.
with the Night Fighting rules in effect. At the start of the Defenders third turn, roll a die:
At the start of the Defenders third turn, roll a die: On a score of 5+, night has fallen. Once night falls, the
On a score of 5+, morning has broken. Once morning Night Fighting rules come into effect and the rest of the
breaks, the Night Fighting rules are no longer used, and battle is fought in Darkness.
the rest of the battle is fought in Daylight. If the roll is unsuccessful, at the start of the Attackers
If the roll is unsuccessful, at the start of the Attackers turn four, they roll two dice with night falling on any
turn four, they roll two dice with morning breaking on roll of 5+.
any roll of 5+. If it is still light at the start of the Defenders next turn,
If it is still dark at the start of the Defenders next turn, they roll three dice, and so on with each player rolling
they roll three dice, and so on with each player rolling one more die until night falls on any roll of 5+.
one more die until morning breaks on any roll of 5+.
DARKNESS
DAYLIGHT In a game played in Darkness, the Night Fighting rules on
In a game being played in Daylight, the Night Fighting rules page 90 are used for the entire game.
are not used.

91
To reflect their unique circumstances most missions use a number of special rules that make them more realistic
and add exciting tactical twists to each engagement. Each mission tells you which special rules apply.

The army always has a plan, and your formation has a mis-
sion as part of that plan. While you can just stick your forces RANDOM MISSION TABLE
on the table and fight until one side is completely destroyed, DIE ROLL MISSION TYPE
missions and scenarios add a whole new level to the game
1 Annihilation
as players struggle to take or defend specific objectives or
achieve goals vital to their war effort. 2 Free for All
3 Dust Up
SELECTING A MISSION 4 Encounter
Your first mission should be Annihilation (page 97) as it is
a simple mission that pits one player against the other in a 5 Counterattack
fight to the death. This mission is ideal for smaller forces. 6 Hasty Attack
Once you've played Annihilation a few times, try Free forAll,
which adds Objectives (page 97) to the mission to bring in
new stratagems to defeat your opponent with. After that play WHO ATTACKS
Dust Up to add Reserves (page 98) and a new battlefield There are three ways to determine which player is the attacker.
layout to your games. The simplest is for both players to roll a die. The highest-
When you've got the hang of these missions, you and your scoring player is the Attacker. This method is particularly
opponent can either choose a mission, or one player can suited to Meeting Engagements like Annihilation, Free
roll on the Random Mission Table to select one of the six forAll, Encounter, and Dust Up.
easiest-to-play missions. Alternatively, both players choose whether they wish to
attack or defend, then reveal their choices at the same time.
MORE MISSIONS If both players want to attack or both want to defend, then
Once you've gained some experience with the first six roll a die as above.
missions, there are four more: Breakthrough, No Retreat, The third method is to have the player with more infantry
Rearguard, and Bridgehead for you to try. These missions formations defend. These last two methods are useful for
introduce new twists to your battles with ambushes, mine- missions with a distinct attacker and defender like Hasty
fields, and strategic withdrawals. These missions particularly Attack, Counterattack, and No Retreat.
suit infantry forces as the defender giving you the opportu-
nity to experiment with different types of force.

92
VICTORY POINTS TABLE
WINNERS LOSSES RESULT WINNERS VICTORY POINTS LOSERS VICTORY POINTS

0 or 1 Unit Stunning Victory 8 1

2 Units Major Victory 7 2

3 or more Units Minor Victory 6 3

DEPLOYMENT WINNING THE GAME


Each mission explains how both sides forces are deployed. The goal in most missions is to take or hold Objectives. If
Units can be held in Reserve, held in Ambush, or placed on a player has no Formations (other than Allied Formations)
the table. in Good Spirits (page 61), although they may have Support
Units left, their force flees the battlefield and the enemy wins.
PLACING UNITS IN COMMAND In missions with Objectives, this leaves all of the Objectives
You must place all of a Units Teams so that they are In in the hands of the enemy.
Command (page 18).
VICTORY POINTS
ATTACHMENTS Refer to the Winning the Game section of the mission
A Transport or Infantry Unit Attachment deploys at the same briefing to figure out who won. To determine the extent of
time, but separately from its core Unit. They may be placed the victory, count the number of Units from the Winner's
together or separately. The Passengers may be Mounted or Force that were Destroyed, including HQ Units, but not
Dismounted. Independent Teams. Count core Units and their Attachments
separately, so if both are Destroyed, this counts as two Units.
LEFT OUT OF BATTLE Look up the number of Units from the Winner's Force that
At the start of the game you may elect to leave Units that you were Destroyed on the Victory Points Table to see how many
do not think will contribute, but do not want to lose, out of Victory Points each side gains.
the battle. A Unit that is left out of battle takes no part in the
game and is ignored for all purposes. THERE ARE NO DRAWS
Both players lose a game that runs out oftimethere is no
NO LEAVING THE TABLE such thing as a draw in Flames Of War. If neither player won,
Once a Unit is placed on the table or arrives from Reserve, it both players look up the number of Surviving Units the
cannot move off the table. enemy force has as though their opponent was the winner
and use the Losers Points column to determine their own
START IN FOXHOLES AND GONE TO GROUND Victory Points.
All Infantry and Gun Teams start the game in Foxholes,
giving them Concealment and Bulletproof Cover.
All Teams start the game Gone to Ground.
MORE WAYS TO PLAY
Be sure to visit the website: www.FlamesOfWar.com for
WHO HAS THE FIRST TURN loads more exciting ways to play Flames Of War.
The Attacker has the first turn, except in Meeting The website has downloads giving you expanded mis-
Engagements where both players roll a die after setting up, sions, scenarios and campaigns, and much, much more.
with the higher rolling player having the first turn. Youll also find information on organising your own
escalation campaigns, leagues, tournaments, and other
forms of organised play, along with download packs to
get you started.
On top of this, theres loads of information on the units,
battles, and history of the period!

93
Objectives are markers to indicate the importance of this
point to the combatants. They are a standard large base MODELLING OBJECTIVES
(2/63mm wide by 2/50mm deep), either marked with a While you can use a spare large base as an objective
symbol representing your or your opponents army or with a marker, it is a lot more fun to do a little modelling and
small diorama modelled on it. stick a broken-down tank or stack of supplies on the base
Objectives are not Terrain, regardless of what is modelled and create a mini diorama.
on the base, and do not hinder movement or provide
Concealment or Bulletproof Cover, nor do they block
Line of Sight.

PLACING OBJECTIVES
You must place an Objective where it will sit flat (or relatively
flat) on the table or a piece of terrain where it is accessible to
the enemy. You may not lean it up against a hedge or a cliff
for instance, nor place it in the middle of an Impassable lake.

HOLDING OBJECTIVES
You are Holding an Objective if you have a Tank, Infantry, or
Gun Team within 4/10cm of the Objective, and the enemy
has no Tank, Infantry, or Gun Teams within 4/10cm of the
Objective, at the start of your turn after any Last Stand tests.
Objectives cannot be Held by Tank Teams that are Bailed
Out, Transports, or Independent Teams. Nor can these
teams prevent the enemy from Holding an Objective.
Teams that Moved at Dash speed cannot take an Objective
nor prevent the enemy from taking it.

Teams Hold an Objective if they are within 4/10cm at the start of their
turn, provided that there are no enemy teams within 4/10cm of it. Teams can't Hold
an Objective if they
moved at Dash speed
in their previous turn.

Objective

4/10cm

Bailed Out Tanks


cannot Hold or
contest Objectives.
Teams can Hold or
contest an Objective
while Pinned Down.

94
Each mission has a selection of special rules that set the PLACING AMBUSHES
scene and tell you how to run the mission. Mission special In real life, the minor details of the terrain and small pieces
rules include: of intelligence on the enemys activities give you clues as to
Ambush where they will attack, making it far easier to select the ideal
Meeting Engagements place for an ambush than it is in a game. To reflect this,
Reserves the ambushing player does not need to decide where their
Strategic Withdrawal ambush will take place until it is revealed.
At the start of your turn, in the Starting Step, you may place
AMBUSH any or all Units that you have been holding in Ambush. You
must place an entire Unit at a time, and the Unit must be
In missions with the Ambush special rule, the ambushing
placed with all of its Teams In Command (page 18).
player holds one or more Units (as specified in the mission)
in Ambush when they deploy. Units held in Ambush are You may place a Team from Ambush anywhere in your
treated as being on the table, but their location isnt specified Deployment Area (ignoring any extensions created by the
until they reveal themselves. They are held off the table at the Spearhead rule), provided that it is:
start of the game. at least 16/40cm from any enemy Tank, Infantry, or
Gun Team within Line of Sight, unless Concealed by
ALREADY THERE Terrain from it, and
Ambushing Teams do not have to move. They can remain at least 4/10cm from all enemy Tank, Infantry, or
where they are placed and shoot at their Halted ROF. Gun Teams.
Infantry and Gun Units are in Foxholes when they are placed
on the table from Ambush. ATTACHMENTS AND AMBUSHES
When you hold a Unit in Ambush, you may also hold its
Transport or Infantry Attachment in Ambush as well, or
Deploy them as normal. If you do hold both a Unit and
its Attachment in Ambush together, the Infantry must be
Mounted in their Transports when they are placed from
Ambush.

Teams must be revealed more than 16/40cm from


the enemy, or more than 4/10cm from the enemy
if Concealed by Terrain or out of Line of Sight.
Being stationary Conceals Infantry Teams, but they
Teams can Ambush are still not Concealed by Terrain, so still must be
if they are more 16/40cm
16"/40cm from the enemy.
than 4/10cm away
and Concealed
by Terrain.

Teams can
never Ambush
within 4/10cm
of the enemy.
4/10cm
Teams can Ambush out of sight
behind Terrain and more than
4"/10cm away, then move closer.

95
MEETING ENGAGEMENTS and their core Unit must arrive from the same point,
although Passengers may be Mounted or Dismounted.
In a Meeting Engagement (such as Annihilation, Free for
All, Encounter, and Dust Up), players do not place their A Unit may not use Movement Orders until it has moved
Ranged In markers as Preplanned Artillery Targets at the on to the table.
start of the game.
In addition, the following rules apply in the first Shooting IMMEDIATE RESERVES
Step of the player who has the first turn. They do not apply At the start of your first turn roll a die. On a roll of 5+ your
in the second players turn, nor in subsequent turns. first Unit arrives from the Reserve. It may be any Unit of
The first players Aircraft cannot arrive in their first turn. your choice, but must arrive now.
Treat all of the first players Teams as having moved At the start of your second turn roll two dice. Each roll of
when Shooting in their first Shooting Step, whether they 5+ results in another Unit arriving from your Reserves. So, if
actually moved or not. youre lucky, you could have up to two Units arriving from
The first players Teams cannot fire Artillery Bombard Reserve during your second turn.
ments in their first Shooting Step. Keep rolling at the start of each of your following turns
The first players Teams can still move or Go to Ground as adding one more die than the previous turn, so at the start
normal in their Movement Step, and launch assaults in the of turn three you roll three dice, at the start of turn four you
Assault Step. roll four dice, and so on. Each roll of 5+ brings another Unit
on from your Reserves.
If you rolled three or more dice to get Reserves in a turn, but
RESERVES failed to score any rolls of 5+, you automatically receive one
Some missions require you to hold part of your force in Unit from Reserve anyway.
Reserve. You may not deploy more than 60% of the agreed
points total for the game on the table. The remainder must DELAYED RESERVES
be held in Reserve.
If the mission has Delayed Reserves, use the same rules as
The Reserves Table helps you calculate the proportion of Immediate Reserves, except that you do not start rolling for
your force that you can deploy for a given Force size. You your Reserves until turn three, and then get one die. This
may deploy less and hold more in Reserve if you wish. increases by one die per turn as normal, so that on turn four
you roll two dice, on turn five you roll three dice, and so on.
RESERVES
FORCE SIZE ON TABLE
DEEP RESERVES
In a mission with Deep Reserves, you may only place
500 points 300 points either one Tank Unit with front armour of 3 or more, or
600 points 360 points one Aircraft Unit on the table at the start of the game. All
remaining Units of these types must be held in Reserve.
750 points 450 points
800 points 460 points FLANKING RESERVES
1000 points 600 points In a mission with Flanking Reserves, you may have a smaller
force in Reserve than usual. You must hold at least one Unit
1250 points 750 points in Reserve, but may hold more in Reserve if you wish. These
1500 points 900 points Reserves will arrive on the enemy flank.

1750 points 1050 points SCATTERED RESERVES


2000 points 1200 points When each Unit arrives from Scattered Reserve, the owning
player rolls a die to determine which table edge or corner it
2250 points 1350 points
will arrive from using the mission map as reference.
2500 points 1500 points If a Unit arrives from Scattered Reserves on a table edge, it
2750 points 1650 points may enter the table anywhere along that table edge. If the
Unit arrives from Reserves on a corner, it must enter the
3000 points 1800 points table within 16/40cm of the corner.
A Unit (along with its Attachments) must be kept together.
Either the whole Unit is in Reserve, or the whole Unit is
deployed on table. Units that are bought as one choice, but
operate as separate Units, are either all placed in Reserve, or
all deployed on table.
When a Unit arrives from Reserves, it and its Attachments
move onto the table from the table edge specified in the mis-
sion. The entire Unit must be In Command at the end of its
Movement in the turn it arrives from Reserves. Attachments

96
STRATEGIC WITHDRAWAL If they have less than six Units and Delay Counters com-
The Defender starts the game with no Delay Counters. bined, they gain a Delay Counter, but do not Withdraw
At the start of each turn from turn two onwards, after check- any Units.
ing Victory Conditions, the Defender counts the number of
Units (not counting their Attachments and any Independent WITHDRAWING UNITS
Teams) and Delay Counters that they have on table. When the Defender is required to Withdraw a Unit, all of
If the total is six or more, they must Withdraw one Unit the teams of that Unit (and its Attachments) are removed
(other than an Independent Team) and its Attachments from the table. If a Withdrawing Unit is not in Good Spirits,
and remove all Delay Counters. it will be treated as being Destroyed when working out
Victory Points.

These missions are the core missions for Flames Of War. As You can also use these missions to design scenarios recreating
a new player you should experiment with these missions historical battles. Pick a mission that suits the story you want
before moving on to more challenging ones. to tell and tweak it to match.

12/30cm

Total war means total victory or total annihilation.


SPECIAL RULES

Defender places their units here


Attacker places their units here
Meeting Engagement (Both players)
SETTING UP
The Attacker picks a long table edge to attack from. The
Defender defends from the opposite table edge.
DEPLOYMENT
Both players, starting with the Attacker, take turns
placing Units within 12/30cm of their own table edge
until all of their Units are deployed.
WINNING THE GAME
A player wins if their opponent has no Formations left 12/30cm
on the table.

12/30cm
8/20cm

The breakthrough was successful and the situation is


fluid. Find and destroy the enemy. 8/20cm 8/20cm

SPECIAL RULES
Defender places two objectives in this area

Attacker places two objectives in this area

Meeting Engagement (Both players)


SETTING UP
Defender places their units here
Attacker places their units here

The Attacker picks a long table edge to attack from. The


Defender defends from the opposite table edge.
Both players, starting with the Attacker, place two
Objectives within 8/20cm of the opponents table
edge, at least 8/20cm from the side table edges.

DEPLOYMENT
Both players, starting with the Attacker, then take turns
placing Units within 12/30cm of their own table edge
until all of their Units are deployed.
WINNING THE GAME
A player wins if they start their turn Holding one of
8/20cm
the Objectives that they placed on the opponents side
of the table.

97
Attacker places
their units here 8/20cm
The fighting is confused with the enemy in all direc-

Defenders Reserves arrive from Here


tions. Coordinate an attack with your scattered forces.
SPECIAL RULES
Meeting Engagement (Both players) Both players
place an
Delayed Reserves (Both players) Objective in this
area
SETTING UP
The Attacker picks a table quarter to attack from. The
Defender defends from the opposite quarter.
Both players, starting with the Attacker, place one 8/20cm
Objective in their own quarter, then both players,
again starting with the Attacker, place one Objective 12/
30cm
in their opponents quarter. Objectives must be at least
8/20cm from all table edges and at least 12/30cm

12
from the table centre.

/30
8/20cm

cm
Attackers Reserves arrive from Here
DEPLOYMENT
Both players place the required part of their force in
Delayed Reserve. These Units will arrive from the long
table edge adjacent to the players quarter. Both players
Both players, starting with the Attacker, then take place an
turns at placing Units in their own quarters, at least Objective in this
12/30cm from the table centre until all of their area

remaining Units are deployed.


WINNING THE GAME Defender places
A player wins if they start their turn Holding one of the 8/20cm their
Objectives in the opponents quarter. units here

8/20cm
12/30cm
Your forces have been scattered in heavy fighting.
Gather your forces and defeat the enemy.
SPECIAL RULES 8/20cm

Meeting Engagement (Both players)


Scattered Delayed Reserves (Both players)
Attacker rolls to see where their Reserves Arrive

Defender rolls to see where their Reserves Arrive


SETTING UP
Defender places two objectives in this area

Attacker places two objectives in this area

The Attacker picks a long table edge to attack from.


Defender places their units here
Attacker places their units here

The Defender defends from the opposite table edge.


Both players, starting with the Attacker, place two
Objectives within 8/20cm of the opponents table
edge, at least 8/20cm from the side table edges.
DEPLOYMENT
Both players place the required part of their force
in Scattered Delayed Reserve. The players will dice
to see where each Unit moves on from as it arrives
from reserve.
Both players, starting with the Attacker, then take
turns Units within 12/30cm of their own table edge
until all of their remaining Units are deployed.
WINNING THE GAME
A player wins if they start their turn Holding one of 8/20cm
the Objectives that they placed on the opponents side
of the table.
12/30cm
8/20cm

98
Defender places their
8/20cm
units here
You have broken through the enemy defences. Beat them
to the objective to seal your victory. 8/20cm
Attacker places
SPECIAL RULES
their units here Defender places
Ambush (Defender) an Objective in
Immediate Reserves (Defender) this area

SETTING UP
The Defender picks a table quarter to defend. The Attacker
picks an adjacent table quarter to attack from.
The Defender places one Objective in their table quarter.
The Attacker places one Objective in the quarter diagonally 8/20cm 0c
m
opposite to their own. Objectives must be at least 8/20cm /3
1 2
from all table edges and at least 12/30cm from the centre.

12
DEPLOYMENT

/30
8/20cm
The Defender places the required part of their force in

cm
Immediate Reserve and may hold one of their remaining
Units in Ambush. They then place their remaining Units
in their quarter at least 12/30cm from the table centre.
Reserves arrive within 16/40cm of the opposite corner.
Attacker places
The Attacker places all of their Units in their table
an Objective in
quarter at least 8/20cm from both centrelines. 16/40cm
this area

WINNING THE GAME


The game cannot be won before the sixth turn. The
Defenders Reserves
Attacker wins if they start their turn Holding an arrive from this corner
Objective. The Defender wins if they start their turn 8/20cm
with no Attacking Tank or Infantry Teams within 16/40cm
16/40cm of an Objective.

12/30cm 16/40cm

The enemy is weak, but getting stronger. You must


attack now, throwing in troops as they arrive.
12/30cm
SPECIAL RULES
Ambush (Defender)
Immediate Reserves (Attacker)
(Defenders Objective must be 8/20cm from the table edge.)

Scattered Delayed Reserves (Defender)


SETTING UP Defender rolls to see where their Reserves Arrive
Defender places an objective in this area
Attackers Reserves arrive from Here

Attacker places two objectives in this area

The Defender picks a long table edge to defend. The


Defender places their units here
Attacker places their units here

Defender places one objective and

Attacker attacks from the opposite table edge.


The Defender places an Objective within 8/20cm of
the Attackers edge and an Objective at least 8/20cm
from their own edge. The Attacker then places two
Objectives within 12/30cm of the Defenders edge.
Objectives must be at least 8/20cm from the side edges.
DEPLOYMENT
The Defender places the required part of their force in
Scattered Delayed Reserve and may hold one Unit in
Ambush. They then place their remaining Units within
16/40cm of their table edge.
The Attacker removes one of the Objectives that
they placed, places the required part of their force in
Immediate Reserve, then places their remaining Units in 8/20cm
their table quarter within 12/30cm of their table edge.
WINNING THE GAME 8/20cm 8/20cm
A player wins if they start their turn Holding one of the
Objectives on the opponents side of the table.

99
These missions are a little more complex than the basic mis- different reserves rules, and strategic withdrawalwhere the
sions in the previous section, adding new twists and chal- defender slowly removes parts of their force as they thin out
lenges for you to overcome. With the addition of minefields, the rearguard, there is lots to try out.

You have the enemy on the run. Dont let them get away. 8/20cm

SPECIAL RULES
Ambush (Defender) 16/40cm
Strategic Withdrawal (Defender)
SETTING UP
The Defender picks a long table edge to defend. The

Attacker places two objectives in this area


Attacker attacks from the opposite table edge.

Defender places their units here


Attacker places their units here
The Attacker places two Objectives within 16/40cm of
the Defenders edge and at least 16/40cm from the sides.
The Defender places one Minefield outside the oppo-
nents deployment area for each 750 points in their force.
DEPLOYMENT
The Defender may hold a Unit in Ambush and places
their remaining Units in their table half.
The Attacker places all of their Units within 8/20cm of
their table edge.
STRATEGIC WITHDRAWAL
The Defender will remove Units from their force as the
game progresses using the Strategic Withdrawal rule
(page 97).
WINNING THE GAME
16/40cm
The Attacker wins if they start their turn Holding one of
the Objectives. The Defender wins at the start of their
ninth turn after checking Formation Morale.

100
16/40cm

Defenders
You have outflanked the enemy. Seize the objectives Reserves arrive
before they can redeploy to protect them. from either corner

Attacker 8/20cm
SPECIAL RULES places their
Ambush (Defender) 16/40cm
units here
Immediate Reserves (Defender)
Flanking Delayed Reserves (Attacker)
SETTING UP Defender places their
The Defender picks two diagonally opposite table quarters units in either quarter
to defend. The Attacker picks a quarter to attack from.
The Attacker places two Objectives in the remaining 8/20cm
table quarter at least 8/20cm from all table edges.
DEPLOYMENT
The Defender places the required part of their force in
Immediate Reserve and may hold one Unit in Ambush.
Defender places their
Reserves arrive within 16/40cm of either of their table 8/20cm
units in either quarter
corners. They then place their remaining Units in their Attacker places
table quarters, divided as they wish. two objectives in
The Attacker places at least one Unit in Delayed Reserve. this area
These will arrive within 16/40cm of the Objective table
corner. They then place the remaining Units in their 16/40cm 16/40cm
table quarter at least 8/20cm from both centrelines.
Defenders
WINNING THE GAME Reserves arrive Attacker's Reserves
The game cannot be won before the sixth turn. The from either corner arrive from this corner
Attacker wins if they start their turn Holding an Objective. 8/20cm
The Defender wins if they start their turn with no Attacking 16/40cm 16/40cm
Tank or Infantry Units within 16/40cm of an Objective.

The enemy are on the defensive, smash them before


their reserves can arrive and save them.
Attacker places their units here
SPECIAL RULES
Ambush (Defender)
Deep Immediate Reserves (Defender)
SETTING UP
The Defender picks a short table edge to defend from.
The Attacker attacks from the opposite edge.
16/40cm
Both players, starting with the Defender, place one
Objective in the Defenders table half, at least 8/20cm
from table centre line and all table edges.
The Defender places one Minefield outside the oppo-
nents deployment area for each 750 points in their force. 8/20cm Defender places their units here
DEPLOYMENT
The Defender places the required part of their force in
Deep Immediate Reserve and may hold one Unit in
Ambush. Reserves arrive from their short table edge.
The Defender places their Units in their table half. 8/20cm Both players place an 8/20cm
The Attacker places all of their Units in their table half Objective in this area
at least 16/40cm from the table centre line.
WINNING THE GAME
The Attacker wins if they start their turn Holding an
Objective. The Defender wins if they start their turn on
or after the sixth turn with no Attacking Tank or Infantry 8/20cm

Units in their half.

101
8/20cm

The enemy has forced a bridgehead across a river with


light troops. Cut them off and destroy them.
SPECIAL RULES 28/70cm
Ambush (Defender)
Deep Scattered Immediate Reserves (Defender) 8/20cm

Defender rolls to see where their Reserves Arrive


SETTING UP
The Defender picks a long table edge to defend from.
The Attacker attacks from the opposite edge.

Attacker places their units here


8/20cm 8/20cm
The Attacker places two Objectives at least 8/20cm

objectives in this area


Attacker places two
from the centre line, at least 8/20cm from long table
edge, and at least 28/70cm from the short table edges.
The Defender places one Minefield outside the oppo-
nents deployment area for each 750 points in their force.

Defender places
their units here
DEPLOYMENT 16/40cm
The Defender places the required part of their force in
Deep Scattered Immediate Reserve and may hold one
Unit in Ambush. They place their remaining Units in
their half at least 20/50cm from the side edges.
The Attacker places their Units at least 16/40cm from
the centre line or within 8/20cm of the side edge.
WINNING THE GAME 20/50cm
The Attacker wins if they start their turn Holding an
Objective. The Defender wins if they start their turn
on or after the sixth turn with no Attacking Tank or 8/20cm
Infantry Units within 16/40cm of an Objective.

102
ABLE Consolidating . . . . . . . . 59 CHARLIE Duckbills . . . . . . . . . . . 69, 72
Anti-aircraft . . . . . . . . 27, 66 Counterattack . . . . . 57-58 Can Fire Over Dust Up Mission . . . . . . . 98
AA MGs . . . . . . . . . . . . 66 Defensive Fire . . . . . 55-56 Friendly Teams . . . . . . . 66
Fall Back . . . . . . . . . . . . 56
EASY
Self-defence Anti-aircraft66 Cavalry . . . . . . . . . . . . . . . . 68
Encounter Mission . . . . . 98
Heavy Anti-aircraft . . . 66 Gun Teams . . . . . . . . . . 52 Charge into Contact . . . . 53
Entrenchments . . . . . . . . . 75
Aircraft . . . . . . . . . . . . . 6, 44 Heavy Weapon . . . . . . . 52 Combat Attachments . . . . 7
Equipment Special Rules 65
Aircraft Saves . . . . . . . . 39 Is Assault Over . . . . . . . 57 Commander . . . 8, 34, 38, 40,
Amphibious . . . . . . . . . 65
Flying Tank . . . . . . . . . . 66 Roll Saves . . . . . . . . . . . . 57 53, 60, 61
Formation Last Stand . 61 Bulldozer . . . . . . . . . 65, 80
Meeting Engagements . 96 Roll to Hit . . . . . . . . . . . 57
Assaulting . . . . . . . . . . . 52 Duckbills . . . . . . . . . 69, 72
Safety Distance . . . . . . . 32 Shooting Before . . . . . . 52
Commanders Always Gun . . . . . . . . . . . . . . . . . 65
Shooting At . . . . 27, 31, 66 Small Infantry Teams . 57
Stand and Fight . . . . . . 60 Gun Shield . . . . . . . . . . 65
Spotting for Aircraft . . 45 Sneaking Up on Tanks 56
Commanders Leadership Heavy Weapon . . . . . . . 65
Aircraft Saves . . . . . . . . . . 39 Tank Flame-throwers . 42
. . . . . . . . . . . . 38, 41, 58, 60 Improvised Tank
Air Observation Post . . . . 50 Transport Teams . . 52, 59 Assault . . . . . . . . . . . . . . 65
Unarmoured Tank Killing Commanders . . 40
Allied Support . . . . . . . . . . 8 Large Gun . . . . . . . . . . . 65
Teams . . . . . . . . . . . . 52, 59 Leading from the Front 52
Ambush . . . . . . . . . . . . . . . 95 Schrzen . . . . . . . . . . . . 71
Attachments 7, 60, 93, 95-97 Switching to Another
Anti-tank Rating . 26, 36, 37 Team . . . . . . . . . . . . . . . . 40 Man-packed Gun . . . . . 65
Area Defences . . . . . . . . . . 83 Awkward Layout . . . . . . . 66 Mine Rollers and Flails 65
Unit Last Stand . . . . . . . 60
Armoured Tanks . . . . . . . . . 6 AVRE . . . . . . . . . . . . . . . . 82 Mine Clearing Devices 65
Commanders Leadership
Armour Saves . . . . . . . . . . . Portee . . . . . . . . . . . . . . . 65
36-37, 48, 57 BAKER . . . . . . . . . . . . 38, 41, 58, 60
Bailed Out . . . . . . . 23, 37, 38, Concealment . 30, 31, 42, 51 Protected Ammo . . . . . 65
Bailed Out . . . . . . . . . . . 38
57, 60, 67 Score to Hit . . . . . . . . . . 33 Tank Assault # . . . . . . . 57
Flame-throwers . . . . . . 42
Blitz Move . . . . . . . . . . . . . 24 Consolidating . . . . . . . . . . 59 Tow Hooks . . . . . . . . . . 72
Passengers . . . . . . . . . . . 41
Bogs and Marshes . . . . . . 21 Counterattack Mission . . 99 Tractor . . . . . . . . . . . 22, 65
Remount . . . . . . . . . . . . 16
Bombardments .see Artillery Counterattack in Unarmoured . . . . . . . . . 65
Sneaking up on Tanks . 56
Booby Traps . . . . . . . . . . . 79 assault . . . . . . . . . . . . 57, 58
Annihilation Mission . . . 97
Break Off . . . . . . . . . . . . . . 59 Cross Check . . . . . . . . 18, 20, FOX
Armoured Trains . . . . 62-64 21, 25, 77 Falling Back . . . . . . . . . . . 56
Breakthrough Mission . 101
Armour Saves . 36-37, 48, 57 Cross Here . . . . . . . . . . . . . 25 Firepower . 26, 37, 39, 49, 57
Breakthrough Gun . . . . . 66
Artillery . . . . . . . . 6-7, 45-51 Flame-throwers . . . . . . . . 42
British Special Rules . . . . 72 DOG
Aiming Point . . . . . . . . 46 Flat Terrain . . . . . . 14, 21, 30
Bagpipes . . . . . . . . . . . . 72
Bombardment Firepower Danger Close . . . . . . . . . . 46 Flying Tank . . . . . . . . . . . . 66
British Bulldog . . . . . . . 72
. . . . . . . . . . . . . . . . . . . . . 49 Dash Speed 17, 18, 21, 33, 52 Follow Me . . . . . . . . . . . . . 25
Duckbills . . . . . . . . . . . . 72
Bombardment Anti-tank Dawn . . . . . . . . . . . . . . . . 91 Formation Last Stand . . . 61
. . . . . . . . . . . . . . . . . . . . . 49 Eight-gun and Twelve-
gun Batteries . . . . . . . . . 72 Deep Reserves . . . . . . . . . 96 Formations . . . . 8, 61, 86-89
Bulletproof Cover . . . . 48 Defensive Fire . . . . . . . . . . 55 Commander . . . . 8, 60, 61
HMG Bombardments . 72
Danger Close . . . . . . . . 46 Delayed Reserves . . . . . . . 96 Formation Diagrams 8, 87
Mike Target . . . . . . . . . . 72
Meeting Engagements . 96 Demolition Carriers . . . . 80 HQ Unit . . . . . . . . 8, 60, 61
Night Attack . . . . . . . . . 72
Pre-planned . . . . . . . . . 49 Deployment . . . . . . . . 83, 93 Multiple Formations
Tip and Run . . . . . . . . . 72
Range In . . . . . . . . . . . . 47 Fortifications . . . . . . . . . 83 . . . . . . . . . . . . . . . . 8, 86-87
Tow Hooks . . . . . . . . . . 72
Repeat Bombardments 49 In Command . . . . . . . . 93 Fortifications . . . . . . . . 75-83
Tally Ho! . . . . . . . . . . . . 72
Roll to Hit . . . . . . . . . . . 48 Detroits Finest . . . . . . . . . 69 AVRE . . . . . . . . . . . . . . . 82
Semi-indirect Fire . . . . 72
Rocket Launchers . . . . 50 Die Rolls . . . . . . . . . . . . . . . 4 Booby Traps . . . . . . . . . 79
Rotate to Face . . . . . . . . 47 Bunker Buster . . . . . . . . . . 66 Re-rolls . . . . . . . . . . . . . . . 4 Bunkers . . . . . . . . . . . . . 76
Smoke Bombardments 51 Bunkers . . . . . . . . . . . . 76, 83
Difficult Going . . . . . . 20, 54 Demolition Carriers . . 80
Spotting Team . . . . . 45-47 Buildings . . . . . . . . 12-15, 21,
Difficult Terrain . . . . . . . . 12 Deploying
29, 31, 39
Templates . . . . . . . . 46, 50 Dig In . . . . . . . . . . . . . . . . 24 Fortifications . . . . . . . . . 83
Concealment . . . . . . . . . 31
Assault Bridges . . . . . . 80, 82 At Deployment . . . . . . . 93 Engineering Equipment80
Line of Sight . . . . . . . . . 29
Assault Rating . . . . . . . . . . 57 Dismounting Entrenchments . . . . . . . 75
Bulldozers . . . . . . . . . . . . . 80
Assaults . . . . . . . . . 16, 52-59 Machine-guns . . . . . . . . 69 Obstacles . . . . . . . . . . . . 77
Bulletproof Cover . . . 39, 48
Break Off . . . . . . . . . . . . 59 Dismounting Transports 23 Minefields . . . . . . . . . . . 78
Charge into Contact53, 58 Draws, Victory Points . . . 93 Fortified Platoons . . . . . 83

103
Foxholes . . . 24, 30, 39, 48, 93 Start Dug In . . . . . . . . . 93 Night Fighting Delayed . . . . . . . . . . . . . 96
At Deployment . . . . . . . 93 Infantry Units . . . . . . . . . . . 7 . . . . . . . . . . . . 33, 47, 90-91 Immediate . . . . . . . . . . . 96
Free for All Mission . . . . . 97 In Good Spirits . . . . . . . 60 Aircraft . . . . . . . . . . . . . . 90 Scattered . . . . . . . . . . . . 96
Full ROF When Moving . 66 Intelligence Bombardments . . . . . . . 90 ROF (Rate of Fire) . . . 26, 33
Handbooks . 3, 8, 9, 86-89 Moving at Night . . . . . . 90 Anti-aircraft . . . . . . . . . 66
GEORGE Night Visibility Table . . 90 ROF 1 . . . . . . . . . . . . . . . 67
Gaps . . . . . . . . . . . . . . 19, 29 JIG Ranging In . . . . . . . . . . . 47 ROF 1 Weapons . . . . . . . . 67
German Special Rules . . . 71 Joint Assault . . . . . . . . . . . 52 Score to Hit . . . . . . . . . . 33
Begleit Escorts . . . . . . . 71 Roll to Hit . . . . . . . 33, 48, 57
Shooting . . . . . . . . . . . . 90
Mounted Assault . . . . . 71 KING Rotate to Face . . . . . . . 32, 47
Night Visibility Table . . . . 90
Schrzen . . . . . . . . . . . . 71 Komissar . . . . . . . . . . . . . . 73 SUGAR
No HE . . . . . . . . . . . . . . . . 67
Stormtroopers . . . . . . . 71 LOVE Safety Distance . . . . . . . . . 46
Number of Passengers . . . 22
Stuka zu Fuss . . . . . . . . 71 Leaving the Table . . . . . . . 93 Saves . . . . . . 36-39, 48, 57
Tiger Ace . . . . . . . . . . . . 71 Left Out of Battle . . . . . . . 93 OBOE Aircraft . . . . . . . . . . . . . . 39
Gone to Ground . . 17, 24, 33 Line of Sight . . . . . 28-29, 49 Objectives . . . . . . . . . . . . . 94 Armour Saves
At Deployment . . . . . . . 93 Observer Team . . 6, 7, 45, 50 . . . . . . . . . . . . 36-37, 48, 57
Good Spirits, In . . . . . 60, 61 MIKE One-man Turret . . . . . . . . 67 Assaults . . . . . . . . . . . . . 57
Gun Teams . 6, 27, 39, 48, 65 Machine-guns (MG) . 26, 27 Out of Command . . . 19, 33 Infantry . . . . . . . . . . . . . 39
Gun Saves . . . . . . . . . . . . . 39 Main Weapons . . . . . . 26, 67 Overloaded . . . . . . . . . . . . 67 Tank . . . . . . . . . 36-37, 39
None in Assaults . . . . . 57 Man-packed Gun Teams . 6, Unarmoured Tank . . . . 39
Breakthrough Gun . . . . 66 Measuring . . . . . . . . . . . . . . 4
PETER
Scattered Reserves . . . . . . 96
Passengers . . . . . . . . . . 22-23
Repeat Bombardments 49 Meeting Engagements . . . 96 Score to Hit . . . . . . . . . 33, 48
Assaults . . . . . . . 57, 71, 74
Gun Units . . . . . . . . . . . . . . 7 Minefields . . . . . . . . . . . . . 78 Ambushes . . . . . . . . . . . 95 Scout . . . . . . . . . . . . . . . 68
In Good Spirits . . . . . . . 60 Clearing . . . . . . . . . . . . . 78 Self-defence Anti-aircraft 66
Missions . . . . . . . . . . . 92-102 Deployment . . . . . . . . . 93
Reserves . . . . . . . . . . . . . 96 Shoot and Scoot . . . . . . . . 24
HOW Mistaken Target . . . . . . . . 35 Shooting . . . . . . . . . . . 26-43
Halted ROF . . . 26, 33, 53, 55 Mixed-Rating Units . . . . . 10 Shooting at . . . . . . . . . . 23
Armour Saves . . . . . 36-37
Hasty Attack Mission . . . 99 Motorcycle Passenger-fired Weapons 67
Bailed Out . . . . . . . . 16, 38
Heavy Anti-aircraft . . . . . 66 Reconnaissance . . . . . . 68 Picking your Force . . . . . . 86 Before Assaulting . . . . . 52
Heavy Weapon Mountaineers . . . . . . . . . . 68 Pinned Down . 41, 49, 56, 59 Bulletproof Cover . . . . 39
. . . . . . . . . . . . . 6, 39, 52, 65 Mounting Transports . . . 23 Assaults . . . . . . . . . . 56, 59
Check Line of Sight 28-29
Hills . . . . . . . . 13, 21, 29, 31 Movement . . . . . . . . . . 17-25 Points . . . . . . . . . . . . 86, 96
Check Range . . . . . . . . . 28
Concealment . . . . . . 30-31 Aircraft . . . . . . . . . . . . . . 44 Pre-planned Artillery . . . 49 Commanders . . . . . 34, 40
Line of Sight . . . . . . 28-29 Cross Check . . . . . . 20, 21 Protected Ammo . . . . . . . 65 Concealment . . . . . . 30-31
Hits Top Armour . . . . . . . 42, Cross Here . . . . . . . . . . . 25
48, 57, 66 QUEEN Dash Speed,
Cross Number . . . . . . . 18 no shooting . . . . . . . . . . 33
Horse Artillery . . . . . . . . . 68 Dash Speed . . . . . . . . . . 18 ROGER Declare Targets . . . . . . . 32
HQ Units . . . . . . . 7, 8, 60, 61 Difficult Going . . . . 20, 21 Rally from Pinned Defensive Fire . . . . . . . . 55
Hull Mounted and In Command . . 18, 24-25 Down . . . . . . . . . . . . 16, 41 Mistaken Target . . . . . . 35
Gun Teams . . . . . . . . . . 66 Minefields . . . . . . . . . . . 78 Random Missions . . . . . . 92 Night . . . . . . . . . . . . 33, 90
ITEM Mobility Rating . . . . . . 18 Range . . . . . . . . . 28, 33, 36 Out of Command . . . . 33
Immediate Reserves . . . . 96 Moving Through Teams19 Range In . . . . . . . . 47, 49, 51 Passengers . . . . . . . . . . . 23
Improvised Armoured . . 66 Night . . . . . . . . . . . . . . . 90 Rate of Fire (ROF) . . . 26, 33 Pinned Down . . . . . 16, 41
In Command . 18, 24-25, 93 Obstacles . . . . . . . . . . . . 77 Ratings . . . . . . . . . . . . . . . . 10 Range . . . . . . . . . 28, 33, 36
Orders . . . . . . . . . . . 24-25 Mixed-Rating Units . . . 10 Roll Saves . . . . . . . . . 36-39
Independent Teams &
Units . . . . . . . . . . . 7, 35, 68 Out of Command . . . . 19 Motivation . . . . . . . . . . . 10 Roll to Hit . . . . . . . . . . . 33
Infantry Saves . . . . . . . . . . 39 Tactical Speed . . . . . 17, 18 Skill . . . . . . . . . . . . . . . . . 11 Rotate to Face . . . . . . . . 32
None in Assaults . . . . . 67 Terrain Chart . . . . . . . . 21 Recoilless . . . . . . . . . . . . . . 67 Score to Hit . . . . . . . . . . 33
Breakthrough Gun . . . . 66 Through Gaps . . . . . . . . 19 Reconnaissance . . . . . . . . 68 Smoke . . . . . 33, 42, 51, 67
Repeat Bombardments 49 Through Terrain . . . . . . 20 Recce . . . . . . . . . . . . . . . . 68 Short Terrain . . . . . 14, 21, 30
Infantry Teams . 6, 27, 39, 49 Mobility Rating . . . . . . . . 18 Remount Bailed Out . 16, 38 Side Armour . . . . . . . . 36, 57
Concealed In Flat Moving ROF . . . . . 26, 33, 96 Repeating Bombardments49 Smoke 16, 31, 33, 42, 51, 67
Terrain . . . . . . . . . . . . . . 30 Multiple Formations . . 8, 86 Replacing Unit Leaders . . 40 Score to Hit . . . . . . . . . . 33
Pinned Down . . . . . 41, 49 Multiple Weapons . . . . . . 67 Re-rolls . . . . . . . . . . . . . . . . 4 Smoke
Saves . . . . . . . . . 39, 48, 57 Reserves . . . . . . . . . . . . 16, 96 Bombardment . . . . 51, 67
Sneaking Up on Tanks 56 NAN Deep . . . . . . . . . . . . . . . 96

104
Sneaking Up on Tanks . . 56 Spearhead Units . . . . . . . . 68 Turntable . . . . . . . . . . . . . . 67 Awkward Layout . . . . . 66
Snipers . . . . . . . . . . . . . . . . 43 Spotting Team 45, 47, 49, 50 Turret-rear MG . . . . . . . . 67 Breakthrough Gun . . . . 66
Soviet Special Rules . . 73-74 Stabiliser . . . . . . . . . . . . . . 69 Turreted Tank . . . . . . . . . . 36 Bunker Buster . . . . . . . . 66
Battalion Komissar . . . 73 Stuka zu Fuss . . . . . . . . . . 71 Can Fire Over
Cat Killers . . . . . . . . . . . 73 Support Units . . 8, 61, 87, 88
UNCLE Friendly Teams . . . . . . . 66
Infiltration . . . . . . . . . . . 73 Unarmoured Saves Detroits Finest . . . . . . . 69
Hen and Chicks . . . . . . 74 TARE . . . . . . . . . . . . . . . 39, 42, 57
Dismounting
Tactical Speed . . . . . . . 17, 18 Unarmoured Tanks Machine-guns . . . . . . . . 69
Komissar . . . . . . . . . . . . 73
Through Terrain . . . . . . 20 . . . . . . . . . . . . . . . . 6, 39, 49
Roll up the Guns . . . . . 73 Flying Tank . . . . . . . . . . 66
Tall Terrain . . . 14, 21, 29, 31 No Charge
Shtraf Companies . . . . 73 into Contact . . . . . . . . . 52 Full ROF
Steel Wall . . . . . . . . . . . . 73 Tank Flame-throwers . . . 42 When Moving . . . . . . . 66
Pinned Down . . 41, 42, 49
Tankodesantniki . . . . . 74 Tank Teams 6, 19, 20, 23, 26, Heavy Anti-aircraft . . . 66
27, 36-39, 42, 48, 57 No Saves in Assaults . . 57
Volley Fire . . . . . . . . . . . 73 Hits Top Armour . . . . . 66
Armoured . . . . . . 6, 36-38, Unit Leader . . . . . . . . . . 7, 40
Special Abilities . . . . . . . . 68 HMG Carrier . . . . . . . . 66
42, 48, 57 Replacing . . . . . . . . . . . . 40
Begleit Escorts . . . . . . . 71 Hull Mounted and
Cannot Assault Tanks . 52 Unit Last Stand . . . . . . . . . 60 Gun Teams . . . . . . . . . . 66
British Bulldog . . . . . . . 72 Falling Back . . . . . . . . . . 56 Commanders
Cat Killer . . . . . . . . . . . . 73 Improvised Armoured 66
In Good Spirits . . . . . . . 60 Leadership . . . . . . . . . . . 60
Cavalry . . . . . . . . . . . . . . 68 No HE . . . . . . . . . . . . . . 67
Saves 36-37, 39, 42, 48, 57 Units . . . . . . . . . . . . . . 7, 60
Eight-gun and Twelve- Minimum
Sneaking Up on . . . . . . 56 Attachments . . . . 7, 60, 93,
gun Batteries . . . . . . . . . 72 Range 8/20cm . . . . . . . 67
Transport Teams 22-23, 52 95-97
Multiple Weapons . . . . 67
Independent . . . . . . . . . 68 HQ Units . . . . . . . 7, 34, 60
Unarmoured . 6, 39, 42, 57 Mounting HMGs
Infiltration . . . . . . . . . . . 73 Independent Units . . . . . 7,
Tank Team Saves . 36-37, 39, and LMGs . . . . . . . . . . . 69
Jumbos Lead the Way . 69 34, 68, 89
42, 48, 57 One-man Turret . . . . . . 67
Komissar . . . . . . . . . . . . 73 Support Units 8, 61, 86-89
Tank Units . . . . . . . . . . . 7, 60 Overloaded . . . . . . . . . . 67
Observer . . . . . . . . . . . . 68 Deep Reserves . . . . . . . 96 Under Command . . . . . . 70 Passenger-fired
Hen and Chicks . . . . . . 74 Unreliable . . . . . . . . . . . . . 67 Weapons . . . . . . . . . . . . 67
Templates . . . . . . . . . . 46, 50
Horse Artillery . . . . . . . 68 US Special Rules . . . . . 69-70 Recoilless . . . . . . . . . . . . 67
Terrain . . . . . . . . . . 12-15, 21
HMG Bombardments . 72 Assaulting across . . . . . 54 Automatic Rifles . . . . . . 69 ROF 1 Weapons . . . . . . 67
Mike Target . . . . . . . . . . 72 Cross Check . . . 20, 21, 54 Detroits Finest . . . . . . . 69 Self-defence Anti-
Motorcycle Cross Here . . . . . . . . . . . 25 Dismounting aircraft . . . . . . . . . . . . . . 66
Reconnaissance . . . . . . 68 Machine-guns . . . . . . . . 69 Smoke . . . . . 33, 42, 51, 67
Difficult Going . . . . 20, 25
Mountaineers . . . . . . . . 68 Duckbills . . . . . . . . . . . . 69 Smoke
Flat Terrain . . . . 14, 21, 30
Mounted Assault . . . . . 71 Hedgerow Cutters . . . . 69 Bombardment . . . . 51, 67
Impassable . . . . . . . . . . . 20
Night Attack . . . . . . . . . 72 Jumbos Lead the Way . 69 Smooth Ride . . . . . . . . . 69
Movement through . . . 20
Tank Destroyers . . . . . . 69 Mounting HMGs Stabiliser . . . . . . . . . . . . 69
Short Terrain . . . 14, 21, 30
Tankodesantniki . . . . . 74 and LMGs . . . . . . . . . . . 69 Stuka zu Fuss . . . . . . . . 71
Tall Terrain . 14, 21, 29, 31
Time on Target . . . . . . . 69 Seek, Strike, and Turntable . . . . . . . . . . . . 67
Terrain Chart . . . . . . . . 21 Destroy . . . . . . . . . . . . . 69
The Truscott Trot . . . . . 70 Turret-rear MG . . . . . . 67
Time of Day . . . . . . . . . . . 91 Smooth Ride . . . . . . . . . 69
Reconnaissance . . . . . . 68 Unreliable . . . . . . . . . . . 67
Darkness . . . . . . . . . . . . 91 Stabiliser . . . . . . . . . . . . 69
Recce . . . . . . . . . . . . . . . 68 Wide-tracks . . . . . . . . . . 67
Dawn . . . . . . . . . . . . . . . 91 Tank Destroyers . . . . . . 69
Scout . . . . . . . . . . . . . . . . 68 When Things Get Tricky . 5
Daylight . . . . . . . . . . . . . 91 Time on Target . . . . . . . 69
Seek, Strike, and Which Can Fire . . . . . . . . 27
Dusk . . . . . . . . . . . . . . . . 91 The Truscott Trot . . . . . 70
Destroy . . . . . . . . . . . . . 69
The Moon . . . . . . . . . . . 91 Weapons Characteristics 26
Semi-indirect Fire . . . . 72 Under Command . . . . . 70
Too Close for Error . . . . . 35 Wide-tracks . . . . . . . . . . . 67
Spearhead . . . . . . . . . . . 68
Shtraf Companies . . . . 73 Top Armour . . . . . 26, 42, 48, VICTOR WYSIWYG
57, 78, 79 Victory Points . . . . . . . . . . 93 (What You See Is What
Steel Wall . . . . . . . . . . . . 73 You Get) . . . . . . . . . . . 5, 15
Transports . . . . . . . 22-23, 52 Vineyards . . . . . . . . . . 14, 21
Stormtroopers . . . . . . . 71
Attachments . 7, 60, 93, 96 Volley Fire . . . . . . . . . . . . . 73 X-RAY
Tally Ho! . . . . . . . . . . . . 72
Dismounting . . . . . . . . . 23
Tank Destroyers . . . . . . 69 WILLIAM
Mounting . . . . . . . . . . . . 23 YORKE
Tiger Ace . . . . . . . . . . . . 71 Weapon Special Rules 66-67
Transport Teams . . 6, 22-23
Time on Target . . . . . . . 69
Assaults . . . . . . . . . . 52, 57 AA MG . . . . . . . . . . . . . . . 66 ZEBRA
Tip and Run . . . . . . . . . 72 Anti-aircraft . . . . 27, 39, 66
Transport Units . . . 7, 23, 60
Under Command . . . . . 70 Artillery . . . . . . . . . . . . . 45
Deployment . . . . . . . . . 93
Volley Fire . . . . . . . . . . . 73 Automatic Rifles . . . . . . 69
Reserves . . . . . . . . . . . . . 96

105
STARTING STEP (P. 16) BAILED OUT TANKS (P. 38) CHECK UNIT LAST STAND (P. 60)
1 Remount Bailed Out Tanks May not Move, Shoot, or Assault. Check unless:
2 Rally Pinned Down Units Score Motivation number to Remount. No Teams Bailed Out or Destroyed, or
3 Check Unit Last Stand 3+ Infantry Teams remain, or
Fearless 3+ 2+ Tank Teams (not Bailed Out), or
4 Check Formation Last Stand Confident 4+ 2+ Gun Teams remain
5 Check Victory Conditions Reluctant 5+
Score Motivation number or Destroyed.
6 Reveal Ambushes
PINNED DOWN UNITS (P. 41) Fearless 3+
STARTING

7 Roll for Reserves Confident 4+


Cannot Move closer to enemy in Line of
8 Roll for Aircraft Sight, cannot Shoot if they Move, and Reluctant 5+
9 Remove Friendly Smoke Markers Shoot with their Moving ROF.
CHECK FORMATION LAST STAND (P. 61)
Score Motivation number to Rally. In Good Spirits if have at least two Units
Fearless 3+ In Good Spirits (see Unit Last Stand).
Confident 4+ If not In Good Spirits the Formation is
Reluctant 5+ automatically Destroyed.
ROLL FOR AIRCRAFT (P. 44)
On a score of 4+, a Unit of Aircraft arrives
until the end of the turn.

STAYING IN COMMAND (P. 18) PASSENGERS (P. 23) FOLLOW ME! AFTER MOVING
In Command if end movement: Dismount at the start or Mount at the Move Unit Leader forward 4/10cm,
within 6/15cm of Unit Leader. end of movement. then Score Motivation number to Move
within 8/20cm of Unit Leader if Unit Transports can Move at Dash speed after Teams forward 4/10cm.
with eight or more Teams. Passengers mount. Teams within 6/15cm and Line of Sight
of Unit Leader cannot Shoot.
OUT OF COMMAND (P. 18) MOVEMENT ORDERS (P. 24)
If not In Command, must: Unit Leader can issue one Order per turn SHOOT AND SCOOT ASSAULT STEP
remain in place, to Teams within 6/15cm. Score Skill number to Move Teams that
move at Tactical with +1 penalty on did not Move, up to 4/10cm.
score to hit, or BLITZ MOVE BEFORE MOVING
Dash towards Unit Leader. Score Skill number to Move Teams up DIG IN MOVEMENT STEP
to 4/10cm. Can only move at Tactical
Score Skill number to dig Foxholes.
DASH SPEED (P. 17) speed this turn. If do not Move further,
Teams then shoot with Moving ROF and
Cannot Shoot or Assault. Shoot with Halted ROF.
cannot fire Bombardments.
Otherwise, Teams from the Unit cannot
MOVING THROUGH TERRAIN (P. 20) Dash and suffer the +1 to hit penalty for SKILL MOTIVATION
Move at Tactical and Shoot or Assault, Moving Out of Command. Veteran 3+ Fearless 3+
or Move at Terrain Dash. Trained 4+ Confident 4+
CROSS HERE WHILE MOVING Conscript 5+ Reluctant 5+
DIFFICULT TERRAIN (P. 20)
MOVEMENT

Teams Crossing Difficult Terrain within


Score Cross number or stop moving but 6/15cm reduce Cross number by 1.
still count as moving in Shooting Step.

MOBILITY AND MOVEMENT (P. 18)


CROSS-COUNTRY
MOBILITY RATING TACTICAL TERRAIN DASH DASH ROAD DASH CROSS
FULLY-TRACKED TANK TEAMS
Standard Tank 10/25cm 12/30cm 18/45cm 20/50cm 3+
Light Tank 12/30cm 16/40cm 28/70cm 32/80cm 3+
Fast Tank 12/30cm 16/40cm 24/60cm 28/70cm 3+
Slow Tank 8/20cm 12/30cm 14/35cm 15/40cm 3+
Very Slow Tank 6/15cm 8/20cm 8/20cm 8/20cm 3+
OTHER TANKS TEAMS
Jeep, Motorcycle 12/30cm 12/30cm 18/45cm 40/100cm 4+
Half-tracked 10/25cm 10/25cm 18/40cm 32/80cm 4+
Wheeled 8/20cm 8/20cm 14/35cm 32/80cm 5+
Slow Wheeled 8/20cm 8/20cm 10/25cm 24/60cm 5+
Wagon 6/15cm 6/15cm 6/15cm 8/20cm 5+
GUNS TEAMS
Light Gun 4/10cm 4/10cm 6/15cm 8/20cm 3+
Medium Gun 2/5cm 4/10cm 6/15cm 8/20cm 5+
Heavy Gun 2/5cm 2/5cm 4/10cm 6/15cm 5+
Immobile Gun - 2/5cm 4/10cm 4/10cm 6
INFANTRY TEAMS
Infantry 8/20cm 8/20cm 12/30cm 12/30cm Auto
Cavalry 6/15cm 10/25cm 20/50cm 20/50cm 2+
Man-packed Gun 8/20cm 8/20cm 12/30cm 12/30cm Auto

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SHOOTING STEP (P. 26) CONCEALMENT (P. 30-31) MISTAKEN TARGET (P. 35)
1 Check Range Concealed if entirely behind or in Tall or On 3+ target player can swap all swap-
2 Check Line of Sight Short terrain, or at least half hidden by pable hits between two Teams. If they
Buildings or Hills. succeed, they can roll again to swap hits
3 Check for Concealment
Stationary Infantry are Concealed. between another pair. Tanks must be
4 Declare Targets more than 8/20cm and Infantry or Guns
5 Rotate to Face Gun Teams in Foxholes are Concealed. more than 4/10cm away to swap.
6 Roll to Hit Aircraft are only affected by terrain
7 Assign Hits within 4/10cm of ground troops. ARMOURED TANK TEAMS (P. 36)
8 Roll Saves Front if in front of line across front of hull and
GONE TO GROUND (P. 33) turret. Side if behind both lines.
WHICH WEAPONS CAN FIRE (P. 27) Teams that dont Move, Shoot, or Roll if front and side both visible:
Assault are Gone to Ground. 1 to 3hit hull
A Tank or Aircraft Team may either fire:
4 to 6hit turret
all of its Machine-guns, or RATE OF FIRE (P. 33)
one other weapon. ROLL ARMOUR SAVES (P. 36)
Roll one die per point of ROF. Halted
An Infantry or Gun Team may fire one ROF if did not Move and not Pinned Target player rolls and adds:
weapon. Down, otherwise Moving ROF. Armour rating
+1 if range is over 16/40cm
SHOOTING AT AIRCRAFT (P. 27) SCORE TO HIT (P. 33)
Outcome:
Only Anti-aircraft, AA MGs, Self-defence Target Teams Is Hit On number: If less than Anti-tank, roll Firepower to
Anti-aircraft, and Heavy Anti-aircraft Veteran 4+ Destroy tank, otherwise Bail Out.
weapons can shoot at Aircraft. Trained 3+ If equal to Anti-tank, roll Firepower
Can shoot immediately before Aircraft Conscript 2+ Test to Bail Out tank.
SHOOTING

shoots in enemy Shooting Step. If they Add +1 to score needed if: Otherwise, no effect.
shoot at Aircraft in enemy Shooting Range is over 16/40cm
Step, they cannot Defensive Fire, Shoot Concealed (but not Gone to Ground) OTHER SAVES (P. 39)
next Shooting Step, or Assault next Shooter moved Out of Command Infantry, Heavy Weapons, and Cavalry
Assault Step. Shooting through Smoke Save on 3+
Aircraft are Hit On 5+. Shooting at Night Unarmoured Tank Teams Save on 5+
Add +2 to score needed if: Unarmoured Tank Teams with Gun
ANTI-AIRCRAFT ROF (P. 66) Concealed and Gone to Ground Shield Save on 4+
Anti-aircraft weapons shoot at full ROF.
Recce Unarmoured Tank Teams Save
AA MGs, Self-defence Anti-aircraft, and 7+ OR MORE TO HIT (P. 34) on 4+
Heavy Anti-aircraft weapons shoot at If need 7+, must roll 6 followed by 5+
ROF 1, with +1 to hit if already ROF 1. If need 8+, must roll 6 followed by 6 Aircraft Save on 3+
Score Save and unharmed, otherwise
LINE OF SIGHT (P. 28-29) SMOKE (P. 42) Destroyed. If Infantry or Gun in
Tall terrain blocks Line of Sight after Shooting places 2/5cm Smoke ball. Bulletproof Cover, or Aircraft, shooter
2/5cm unless Range is 6/15cm or less. must score Firepower to Destroy.
Buildings and Hills block Line of Sight. ASSIGN HITS (P. 34)
Nothing blocks Line of Sight for Aircraft. First hit must be assigned to target. DESTROYED UNIT LEADERS (P. 40)
Appoint another Team from the Unit
Remaining hits assigned evenly to: within 6/15cm as the Unit Leader.
AIRCRAFT SHOOTING (P. 44) Valid targets
MGs, Cannons, and Rockets have a Part of same Unit as target Team
range of 8/20cm. Bombs of a range of PINNED DOWN (P. 41)
Same type as target Team
6/15cm. Pinned Down if take a total of 5 hits. If at
Within 6/15cm of target Team
least 12 Teams, only Pinned Down if
Rockets and Bombs shoot as Artillery. take a total of 8 hits.
Aircraft are Veteran Skill rating. Armoured Tank Teams and Aircraft
Aircraft MGs have a Rate of Fire 3. cannot be Pinned Down.
Aircraft Cannons have a Rate of Fire 2.

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ROLL TO RANGE IN (P. 47) ROLL TO HIT (P. 48) ARTILLERY BOMBARDMENT ARSENAL
Three attempts to Range In on Skill. Roll to hit all Teams under Template. ARSENAL ADJUSTED
Veteran 3+ Base score is target Teams Is Hit On ANTI-TANK ANTI-TANK
Trained 4+ number, 6 3
Conscript 5+ Veteran 4+ 5 3
Add +1 to score needed if: Trained 3+ 4 3
Template would cover Short or Tall Conscript 2+ 3 2
Terrain or Smoke Screen modified by the following: 2 1
Ranging In at Night 1 0
Add +1 to score needed if:
Ranged in on Second Attempt ARSENAL ADJUSTED
SMOKE BOMBARDMENTS (P. 51)
Repeat Bombardment where Spotting FIREPOWER FIREPOWER
Bombardment places Smoke Screen
ARTILLERY

Team cant see Aiming Point. 1+ 1+


4/10cm long for each weapon firing. 2+ 2+
Bombardment must be fired at the Add +2 to score needed if:
beginning of Shooting Step. Ranged In on Third Attempt. 3+ 3+
4+ 3+
Smoke Screens block Line of Sight NUMBER OF WEAPONS FIRING (P. 48) 5+ 4+
unless Range is 6/15cm or less.
NUMBER MODIFIER 6 4+
ROCKET LAUNCHERS COUNT AS (P. 50) 1 or 2 Re-roll Hits
PINNED DOWN (P. 49)
WEAPONS TEMPLATE 5 or more Re-roll Misses
Infantry, Gun, and Unarmoured Tank
2 Double-wide Units are Pinned Down by 1 hit.
ROLL SAVES (P. 48)
4 Devastating
Roll saves as for Shooting, except
vehicles use Top armour, and no
Bulletproof Cover behind terrain.
If Repeat Bombardment Re-roll Infantry
and Gun Saves.

ASSAULT STEP (P. 52) OPPONENTS DEFENSIVE FIRE (P. 55) ROLL SAVES (P. 57)
1 Charge into Contact Defending Teams within 8/20cm of No saves for Infantry, Guns, or Unarmoured.
2 Opponents Defensive Fire Assaulting Teams fire at Halted ROF Choose to hit Side armour with Anti-tank
3 Roll to Hit (Moving ROF if Pinned Down). rating, or Top armour with Anti-tank 2
4 Roll Saves Tanks cannot Defensive Fire if Contacted or Tank Assault # and Firepower 1+.
5 Check if Assault is Over by Infantry that did not Move or Shoot
and were Concealed. CHECK IF ASSAULT IS OVER (P. 57)
6 Test to Counterattack Assaulter wins if Defenders within 4/10cm
Defensive Fire hits Side armour.
7 Counterattack or Break Off are Bailed Out.
FALL BACK FROM DEFENSIVE FIRE (P. 56) Move victorious Unit up to 4/10cm.
CHARGE INTO CONTACT (P. 53) Fall Back and Pinned Down if take a total
ASSAULT

Assaulting Teams move up to 4/10cm of 5 hits. If at least 12 Teams, only Fall TEST TO COUNTERATTACK (P. 57)
into Contact with the enemy. Infantry Back and Pinned Down if take 8 hits. Score Motivation number to
Teams can move into Contact with an Tanks with Top armour 1 or 2 only Fall Counterattack,
Infantry Team that is in Contact. Back if 2+ are Bailed Out or Destroyed. Fearless 3+
ASSAULTING ACROSS TERRAIN (P. 54) Fall Back 2/5cm from Defenders. Confident 4+
Reluctant 5+
Score Cross number to cross Difficult
Terrain, otherwise fall back 2/5cm. ROLL TO HIT (P. 57) otherwise Break Off.
All assaulting teams in Contact must
score Skill number to hit. COUNTERATTACK (P. 58)
Veteran 3+ Defenders become Assaulters Charge
Trained 4+ into Contact. No Defensive Fire.
Conscript 5+ OR BREAK OFF (P. 59)
Defenders retire 6/15cm or Destroyed.

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