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Dedicated to the World War Two Generation as they pass in to history

June 2012
FIREBALL FORWARD INTRODUCTION

INTRODUCTION
Miniatures wargaming is a blast thanks to a few basic ingredients: gorgeous
figures, an interesting scenario, a friendly atmosphere, and last but not least, a
good set of rules. Fireball Forward is our attempt at good rules. We aim to
emphasize story elements of the battle, in exchange for relaxed bookkeeping of
precise time and distance involved. We hope Fireball Forward games feel like you
are reading a fast-paced memoir from World War 2.

The rules are laid out as programmed rules. This means you will need to read until
you see STOP. YOU CAN NOW PLAY SCENARIO X. At that point you will know
all of the rules needed for that scenario. After that you only need to read the rules
that will allow you to play the next scenario. Eventually you will know all of the rules
and be able to play any scenario. Most of the scenarios that accompany the
programmed rules follow American paratroopers on D-Day. But additional
scenarios dealing with Pacific jungle fighting, early war (France 40) and a Soviet
river crossing are all represented so you can experience all aspects of WW2.

You can also read the rules straight through and just jump in if youd like!
CURAHEE!
Changes/additions to the 2nd edition are in italics.
WHAT YOU NEED TO GET STARTED
Besides a hardy group of gamers and these rules, you will need the following:

Referee or Gamemaster: The Referees job is to keep track of hidden elements,


direct the turn sequence and resolve any judgment calls that may arise. If you do
not have a referee you can use blinds to mark hidden units. (See optional rules)

Dice and Rulers: A maximum of 8 white six-sided (d6), 4 red six-sided (d6), 1
eight-sided (d8), 2 ten-sided (d10), 2 twelve-sided (d12), 1 four-sided (d4) and 3
twenty-sided dice (d20) are used. A tape measure or a couple of 12-inch rulers will
be needed to make various measurements.

Playing Pieces (Elements): Playing pieces are infantry or gun miniatures mounted
on bases or individual vehicles. There are six types of playing pieces (which are
referred to as elements); three are infantry and three are non-infantry. The game is
intended for 15mm or 20mm scale but there are no strict basing requirements and
any scale can be used.

Deck of cards: One normal deck of 52 cards with the jokers removed.

Markers: Various markers such as activation markers, suppression & broken


For the player rolling the dice, counters, and a 45-degree template, are provided in the back of the rulebook.
high rolls are always good and
low rolls are always bad.

Since bases do not have to be


an exact size, it's easy to play
with figures from other games;
like Flames of War.

Labeling your elements with


their historical identity (squad,
platoon & company) helps add
realism and limit confusion.
Color labels are available from
our website:
fireballforward.com

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TERMINOLOGY FIREBALL FORWARD

TERMINOLOGY
These rules use certain terms that describe the playing pieces and how they
interact. Familiarizing yourself with these terms will make understanding the rules
much easier.

Units and Elements EXAMPLE UNIT & MORALE


A unit is a group of elements (playing pieces) that activate on the same activation
card. Most units are platoons of various sizes. Some contain just one element Scenario 1 Easy Company
(Example: A command vehicle). The scenario setup specifies the units for each side The unit commanded by
and the elements in each unit. Lieutenant Dick Winters looks like
this:
ELEMENT TYPE EXAMPLES BASING
1x Company Headquarters
Small base (1x1), one 1 Company Leader, Lt. Winters
Individual Leader, Sniper, Forward Observer. etc.
figure. (3+)
Larger base (1x1.5) with 1 Rifle Team (4+)
Rifle Squad, Heavy Squad, Pioneer Squad, multiple figures.
Squad Mounted Cavalry Squads, Mounted
Motorcycle Squad, etc. One base per squad When Winters Company
Headquarters platoon (a unit
Small base (1x1), one or labeled in bold italics) is
Team Bazooka Team, MG Team, etc.
two figures. activated, the two elements of the
Larger base with crew. platoon (the Company Leader and
Crewed Weapon Anti-Tank Gun, Mortar, Artillery, etc. Weapon should be Rifle Team) may take actions.
removable.
Lt. Winters has a morale number
Tank, Self-Propelled Gun, Halftrack,
Armored Vehicle A single model. of 3+. The rifle teams morale
Armored Car, etc.
number is 4+.
Soft Vehicle Truck, Motorcycle, Jeep, etc. A single model.

Infantry Element Status


Infantry elements must be in one of three states: good-order, suppressed, or
broken.

A good-order element conducts actions as normal.


A suppressed element may not conduct opportunity fire actions. Suppressed
elements return to good-order at the beginning of their units activation.
A broken element must perform a successful rally action before it can
conduct any other actions.

Infantry Element Facing


Facing for all infantry elements does not matter. They can move and fire in any
direction (i.e. 360).

Morale Checks
Each element has a morale number listed next to it on the scenario sheet. When
called on to make a morale check the element succeeds by rolling equal to its
morale number or higher on a d6. An element touching its units (or higher HQ)
leader uses the leaders morale number when making the check.

Rally Checks
A rally check is different than a morale check. It only occurs during a rally action
when you are trying to change an element from broken to good-order. The morale
number of elements, other than leaders, are NOT used. An element making a rally
check without touching a leader needs to roll a 6 on a d6 to succeed. If touching a
leader the element succeeds by rolling equal to or higher than the leaders morale
number.

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FIREBALL FORWARD THE GAME TURN

THE GAME TURN


One game turn is a series of activations in which each unit will be activated at least
once, and possibly a second time. Units are normally activated once per turn, but
may be activated again if they use an Initiative Chip. After all of the units have been
activated once and any Initiative Chips that are going to be used are spent, the
turn ends.

1.1 Turn Sequence


EXAMPLE TURN SEQUENCE
Each turn has the following steps:
Scenario 1 Easy Company
Two black (Axis) cards come up,
1. A normal deck of 52 playing cards is shuffled each turn.
followed by a red (Allies) card.
The red card goes back on the
2. The Referee flips the top card face up so all can see its color. He keeps
deck and the Axis must perform
flipping until a card of the opposite color comes up, which he then puts back
two activations.
on the deck face down. The number of like-colored face-up cards gives the
number of units which must be activated. Red cards mean Allied units must
The Axis decides to first activate
be activated. Black means Axis. The activated side now places that many
the Battery Defense Platoon,
numbered markers next to the units that will activate, in the order in which
then the Battery Headquarters.
they are going to activate them. A unit that has been eliminated may be have a
They place a 1 marker near the
a card played on it for activation. The card is used but is in essence 'burned.'
Battery Defense Platoon, and a
3. Activate the unit with the lowest numbered marker that has not yet activated.
2 marker near the Battery
(Units are activated one at a time according to the numbered markers. Leave
Headquarters.
the numbered markers on the table after each activation to show that the unit
has completed its activation.) When a unit is activated, first remove all
The Axis conduct their two
suppression markers (if any) from elements in that unit. Following that,
activations and leave markers 1
elements of the unit may take their actions one at a time, in any order, and
and 2, on the table. The next
each element must finish all of its actions completely before the next
time they activate, theyll start
element begins.
with marker 3.
4. After completing the units activation, resolve any close combats which
contain elements of the activated unit.

5. If any vehicle unit (tanks, armored cars, etc.) had one or more elements
destroyed during the activation that unit must take a vehicle unit morale check
on the Vehicle Unit Morale table (p. 97).

6. Activate the unit with the next highest numbered marker until all units with the
currently placed (from step 2) numbered markers have activated.

7. Repeat steps 2 through 6 until every element in the game has been activated
this way. When the last one is finished, the turn is over. Clear all numbered
markers off the table, and begin the next turn with step 1.

A leader that starts the activation in good order that conducts a rally action while
touching one or more broken elements under his command confers a free rally
action on all those elements. These rally actions are executed separately for each
broken element in contact, and are resolved immediately.

EXAMPLE INITIATIVE 1.2 Initiative Chips

Scenario 1 Easy Company Initiative chips represent a general advantage such as better training, more
Turn one begins with one red card supplies, or superior coordination. Initiative Chips may be spent to restore
and Lt Buck Comptons Rifle ammunition or provide an extra free activation to any one unit. To use an Initiative
Platoon (Reduced) is activated. Chip, first you Declare, then Execute.
After completing all of his
activations Compton and his men Declare:
are one move away from You may declare any time, except during a unit activation, even if friendly. You
capturing and destroying a have to wait until the unit is finished, and declare before the next unit activation
105mm Howitzer. begins. You may declare in-between activations within a string of cards (friendly or
not) or you may declare right after your opponent declares his own chip but before

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INITIATIVE FIREBALL FORWARD

he executes, in which case both players roll a d6 (if you tie, repeat the roll). The The cards are turned again
high roller then proceeds to Execute and the low roller retains their chip un-spent, revealing two black cards. The
and may use it later in the same turn. German player indicated he will
activate his Battery Defense
Execute: Platoon and the Battery
The chip can be used to restore ammunition to all elements of ONE unit which has Headquarters. Compton suspects
run out. Just announce that ammo is restored and expend the chip. that these activations will allow
the Germans to protect the gun,
OR so he decides to spend the
American Permanent Initiative
The chip can be expended to provide any friendly unit with an immediate free chip, available in the scenario,
activation, whether that unit has already taken its card-driven activation or not. This and activate his Rifle Platoon
is a chip-driven activation, which is the same as a card-driven activation, except (Reduced) again to try and
you don't place a numbered marker next to the unit, as with card-driven capture the gun.
activations. The Initiative chip is now spent.
Compton declares that he is
A unit can be activated with an Initiative Chip only once per turn. So each unit gets using the initiative chip before the
at most two activations: one card-driven (mandatory), and one chip-driven German player begins his
(optional). activations and then executes
the activation of his unit. After the
Chip-driven activations never occur back-to-back. Once initiative is declared, chip is used it is discarded until
regardless of the outcome, another initiative (friendly or enemy) cannot be declared the next turn when it is available
again until after at least one card-driven activation occurs (either side). NOTE: If again.
both players try to use an initiative chip after the last card, whoever rolls lowest in
the roll-off will not get to use his chip that turn.

There are three types of Initiative Chips:

Single-Use Chips disappear immediately when spent.


Permanent Chips re-appear at the beginning of the next turn.
Revolving Chips re-appear at the beginning of the next turn, whether it was
used or not, on the opponents side, ready for use.

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FIREBALL FORWARD ELEMENT ACTIONS

ELEMENT ACTIONS
Once a unit has been activated its various elements each conduct a series of
actions. An element must complete all of the actions it wants to conduct that turn
before moving to the next element. When all of the elements in a unit have
completed their actions the unit is finished activating. There are also several
actions that occur outside of normal activation. These are called opportunity
actions and are discussed later.

2.1 Infantry Element Actions (Squads and Teams)

When a good order squad/team element becomes active, it may conduct each of
the following actions, except recover ammo, once in any order:

A Move action

A Fire action (or Spot action if the element is designated Recon.)

A Rally action
. Recover ammo/fix malfunction. An element may forgo
all other actions and try to recover ammo.

2.2 Individual Element Actions (Leaders, Snipers and Forward Observers


When a good order Leader element becomes active, it may conduct each of the
following actions once in any order:
A Move action
A Spot action
A Rally action
A Fire action (Snipers only. Leaders and FOs may never use a Fire action.)
Company (and higher ranking) Leaders and Forward Observers also have the
option to forgo all three of the above, and instead conduct a single Call for Artillery
action.

2.3 Broken Element Actions


A broken element may only conduct a rally action. If the element successfully
rallies it may then conduct any remaining actions.

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THE MOVE ACTION FIREBALL FORWARD

THE MOVE ACTION EXAMPLE MOVEMENT


3.1 Infantry Movement
All infantry elements trace ANY continuous path, convoluted or straight, as far as Scenario 1 Easy Company
A US rifle team at point * on the
they wish, provided no part of their path lies beyond the allowed movement radius
deployment map is activated and
from their start point. Its generally 12 inches for infantry and 6 inches for crewed decides to start with a move
weapons. (See reference chart.) action. The player indicates that
the rifle team wants to end its
NOTE: An elements movement path may be more than 12 or 6 inches, as long as
move in gun emplacement 1,
no point on the path is beyond its movement radius. After the move is complete, which is within its 12-inch
enemy elements may select any point along the path to conduct opportunity fire movement radius. The player then
actions. traces the path the rifle team will
take on the table for all to see. In
3.2 Terrain Crossing this case the path goes straight
Movement is limited by terrain crossings. When an element traces its movement over the hedgerow (first terrain
path during a move action it may cross into and/or out of non-open terrain, like crossing) and then into the trench
trenches and hedgerows. Each time this occurs the moving element must pay a (second terrain crossing) then
certain number of terrain crossings. down the trench to the gun
emplacement. The emplacement
Terrain costs one, two or three terrain crossings depending on their type. An is part of the trench so it is not a
infantry/leader element may pay up to two terrain crossings in one move action. third terrain crossing. If it was a
When the element touches a piece of terrain that would require it to pay a third third terrain crossing then the rifle
crossing it must end its move action. If two pieces of terrain are touching each team would have to stop and
other (a wooded zone touching a marsh for example) then the terrain edge could not enter the emplacement.
connecting the two uses the higher terrain crossing cost of the two; you do not add
the two costs together. EXAMPLE TERRAIN
CROSSINGS
ELEMENT TYPE TERRAIN CROSSING LIMIT
Scenario 1 Easy Company
A paratrooper rifle team starting
Individual, Squad or Team No more than TWO crossings allowed. its move action at the * on the
map traces a path to
Vehicles & Crewed Weapons No more than ONE crossing allowed. emplacement 1 which is within
12 of the teams starting position.
The team then determines if it can
Any Element Making Rout Move. No limit. pay all of the terrain crossings
for its move. Crossing the
hedgerow costs one (but since
3.3 Leader Movement and Tagging Along the team did not start touching
A good-order leader touching an element under his command may move with that the hedgerow it must forfeit its fire
element when it moves (i.e. tagging along), including rout moves, provided he action) and entering the trench
remains touching the element throughout the movement. This movement is free, costs nothing as the trench and
does not affect the Leaders good-order status, and does not interfere with the hedgerow touch so you only take
Leaders normal actions. The leader may take his normal activation before OR after the terrain crossing of the one
tagging along with the element he is touching. with the higher number. The
emplacement is part of the trench
3.4 Close Combat so it costs nothing. The rifle team
An element may only initiate close combat at the beginning of its move action. To can pay the one crossing so it
initiate close combat the element first makes a morale check. If it succeeds, it does ends up in the trench. It would be
a move action and ends up touching the enemy it wishes to close combat. It may able to exit the trench in the same
contact as many elements as is wishes as long as it can end its move touching move action as that would cost a
second terrain crossing.
them. If it fails, the element does not move and forfeits its move action for that
activation. (See rule 8.0. for how to resolve close combat.) Also, if an element is
EXAMPLE LEADER MOVEMENT
moving into or through a terrain piece (i.e. building, etc.) and a hidden enemy in the
terrain revels itself by taking opportunity fire at the moving element that element In the above example, if a leader
may make a morale check after surviving the opportunity fire to enter close combat started touching the rifle team
with the enemy as long as the enemy element started within the moving elements then the leader could move with
movement radius. (See rule 8.4) the team from its starting point to
the gun emplacement. After the
3.5 Spotting During The Move Action rifle teams actions are finished,
At the end of an elements move action it automatically spots any enemy in its line the Leader could then spot, move
of sight and not in concealment and it may choose one terrain piece (i.e. buildings, and rally on its own activation.
wooded zone, etc) within 3 inches of its ending location and all enemy elements in
that terrain piece are spotted and placed on the table.

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FIREBALL FORWARD THE FIRE ACTION

EXAMPLE LINE OF SIGHT THE FIRE ACTION


4.1 Elements may conduct one fire action per activation.
Scenario 1 Easy Company Elements never combine fire with other elements, and the target must always be
An American Rifle Team at point * either a single element (infantry or vehicle), a single element with a leader or one
wants to fire at a German gun building zone. Some elements, such as Leaders, cannot fire at all. Elements that
crew in Gun Emplacement 1. A are locked in close combat may not use fire actions or be targeted by fire actions.
direct line from the Rifle Team If the element is designated as Recon it may conduct a fire or a spot action
stand to the German gun crew explained in the rules for Spot actions.
crosses a hedgerow which
neither the shooter nor target is Most elements must have Line of Sight (LOS) to the target in order to shoot. A few
touching so the LOS is blocked elements, typically mortar teams, can fire without LOS (see rule 25.0).
and the fire action is not allowed.
Hidden elements are revealed and placed on the table when they fire if any enemy
element has LOS to them.

4.2 Line of Sight (LOS)


LOS requires that a straight line connecting any point of the shooting element to
any point of the target element must be free of obstruction. In addition, a corridor 1
inch wide, centered on that line (1/2 inch left & right of it) must also be free of
obstruction. LOS is obstructed by most types of terrain. Infantry elements block LOS
to other infantry elements. Infantry elements do NOT block LOS to/from/between vehicles.

EXAMPLE TARGET CHOICE 4.3 Restrictions on Target Choice


When a target element is selected, the target must be the closest enemy of any of
Scenario 1 Easy Company the six types (i.e. infantry, vehicle, gun), to the shooter. You may choose which
Lt Winters and a rifle team are in type you fire at.
gun emplacement 2. There is a
There are a few exceptions:
German rifle team in
emplacement 1 and a machine If a Leader is touching the shooter, any element can be targeted.
gun team in the V shaped
hedgerow to the south-east. You can always target any weapons team or crewed gun. (ie, Machine Gun,
When the US team does a fire Bazooka, etc)
action it would normally have to
Elements locked in close combat can never be targeted.
fire at the German rifle team
which is the closest target, but A vehicle or gun can target a building zone even if the zone has not been spotted
because (a) Winters is touching yet. Any elements in the zone that fail a morale check are placed on the table.
them and/or- (b) you can always . A sniper can always target any element.
target a special weapons team,
they can fire at the machine gun
team.

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THE FIRE ACTION FIREBALL FORWARD

4.4 Fire Actions vs. Infantry Targets EXAMPLE FIRE ACTION


There are three distinct items that determine whether a fire action causes hits to
the target: Scenario 1 Easy Company
An American rifle squad in gun
EFFECTIVE RANGE: This is the number of inches at which you are guaranteed to emplacement 4 wants to fire at a
have a possibility of getting a hit on the target. German machine gun team 13
RANGE DICE: The total of these dice (or die) affect the range and probability at inches away at the point of the V
which hits are scored. shaped edge hedgerow. The
squad rolls a RANGE DIE (d20)
HIT DICE: The results of these dice determine if a hit is scored on the target. Hit and HIT DICE (1 white d6 and 1
Dice are always d6s and are either white-colored or red-colored. White-colored red d6.) The rolls are RANGE DIE
dice hit depending on the cover of the target. Red-colored dice only hit on a 5, HIT DICE white 5 and red 5.
natural roll of 6. The red colored dice are never modified. Since the machine gun team is
within the RANGE DIE plus the
When you conduct a fire action at anything except an armored target (vehicle or
BASE RANGE (total of 15) you
bunker) here is what you do:
look at the HIT DICE to see if a hit
1. Roll the shooters RANGE DICE and HIT DICE (white & red d6s). is scored. Since the machine gun
team is in hard cover you need a
2. If the target is beyond RANGE DICE total plus EFFECTIVE RANGE in inches, you 6 on the white die and you always
miss. need a 6 on the red die. Because
5s were rolled there is no hit.
3. If the target is within the RANGE DICE total plus EFFECTIVE RANGE in inches,
check the HIT DICE for hits.
Now lets say in the same
4. Each natural 6 rolled on a red HIT DICE causes one hit. Each white HIT DICE situation the German machine
causes a hit on a roll of: gun team fires at the American
rifle squad and rolls a RANGE DIE
TARGET (Infantry or soft vehicle) WHITE HIT DICE ROLL NEEDED of d20 and HIT DICE of 2 white
and 2 red d6s. One of the white
dice is designated the ammo
Infantry or soft target moving in
4 or better (4+) die. The rolls are RANGE DIE 17
open ground. i.e. opportunity fire and HIT DICE white 5,4 and red
5, 6. Because the target is within
Infantry or soft target in cover or infantry the RANGE DIE you add +1 to the
5 or better (5+)
not moving in open ground white hit dice and check for hits.
The target is in hard cover so 6s
are needed. The white 5 becomes
There are two modifiers to the white HIT DIE roll:
a 6 causing one hit. One red 6
was rolled causing a second hit.
TARGET WHITE DICE ROLL MODIFIER The American rifle squad takes
two morale checks.
The target is within the sum of the Range
+1 DRM
Dice.

The target is an infantry/individual/gun


element in hard cover (this is in addition to
the Target in cover condition) or target is -1 DRM
an individual moving/not moving in open
ground.

4.5 Effect of Hits


Each hit causes a morale check. Elements failing one morale check are
immediately broken and may make a rout move (an opportunity action). If the
element was already broken, a failed morale check eliminates the element. Good-
order elements failing two or more morale checks are eliminated. If the target is hit
but passes all of its morale checks it is suppressed.

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FIREBALL FORWARD THE FIRE ACTION

EXAMPLE MORALE CHECK 4.6 Morale Checks

Hits from enemy elements cause morale checks.


Scenario 1 Easy Company
Lt Compton (3+) needs to take When called on to make a morale check the element must roll 1d6 equal to or
one morale check. He rolls a d6 higher than its morale number. If the element is touching a Company Leader or its
and gets a 3. He passes the Platoon Leader it rolls against the Leaders morale number. A die roll of 1
morale check and remains in ALWAYS fails a morale check regardless of modifiers.
good-order.
If it is in good order and passes all morale checks, it is suppressed.

If it is in good order and fails it becomes broken and may make a rout move (an
opportunity action).

If it is in good order and fails two or more morale checks it is eliminated.

If it is already broken and passes it makes a rout move.

If it is already broken and fails one or more it is eliminated.

For each morale check an element must take, a leader touching that element must
take the same number of morale checks.

4.7 Suppression
EXAMPLE SUPPRESSION
When a good-order element takes one or more hits but passes all morale checks it
Scenario 1 Easy Company is suppressed and marked accordingly. Elements never suffer suppression during
An American rifle team in gun their own activations, so opportunity fire actions cannot cause suppression.
emplacement 2 wants to move to
gun emplacement 3, but a An element that is suppressed cannot conduct opportunity fire.
German machine gun team in the When a unit begins its activation, all suppressed elements in that unit are
V shaped hedgerow will take immediately returned to good-order. All suppression is removed before any
opportunity fire at them as they element of the unit takes an action.
move. So the rifle team uses a fire
action and shoots at the machine Leaders can never be suppressed.
gun team first, causing one hit.
The machine gun team passes its
morale check and is suppressed.
The rifle team can then use a
move action and will not suer
opportunity fire from the machine
gun.

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THE SPOT ACTION FIREBALL FORWARD

THE SPOT ACTION EXAMPLE SPOT ACTION


All elements normally begin the game hidden and are kept off the table. They are
placed on the table when they either conduct a fire or opportunity fire action or are Scenario 1 Easy Company
spotted by a successful spot action or opportunity spotting. (See rule 7.4 for A paratrooper rifle team is in gun
opportunity spotting) emplacement 2 and wants to
know if there are any hidden
5.1 The Spot Action enemies in the V shaped
An Individual element (Leader, Sniper or Forward Observer) or Recon element hedgerow. The rifle team starts its
(only) or a vehicle Leader executes a spot action by rolling a d6. On a result of 5-6 activation with a move action and
choose one piece of terrain in its LOS (one zone of area terrain, or one interval of traces its movement path to a
linear terrain up to 12 inches long) and the opponent must reveal all elements point within 3 of the hedgerow.
hiding in that terrain. If the spotting element is a Recon Squad/Team, etc it may After his move is completed he
either do a Spot or Fire action but not both. There is no range restriction on what would spot the hedgerow and the
terrain can be spotted. It must just be in LOS. German player must place on the
table any elements in the
5.2 Spotting At The End of The Move Action hedgerow. (Or course if there
At the end of an elements move action it automatically spots any enemy in its LOS were unspotted Germans there
and not in concealment and it may choose one terrain piece (i.e. buildings, woods they would most likely take
zone, etc) within 3 of its ending location and all enemy elements in that terrain opportunity fire on the moving
piece are spotted and placed on the table. paratroopers firstthus revealing
themselves.)

THE RALLY ACTION EXAMPLE RALLY ACTION


Elements that are broken can use the rally action to change their state to good-
order. While an element is broken it can conduct no other actions but the rally Scenario 1 Easy Company
action or rout moves if fired on. The American Company
Headquarters has been activated.
6.1 Infantry Elements Rally Actions Lt Winters (the Company Leader)
Elements successfully recover good-order by passing a rally check. If the element and the rifle team are both in gun
is not touching its own Platoon, Company, Battalion or higher Leader then it emplacement 2 with their bases
passes its rally check on a d6 roll of 6. If successful, the element may then touching. Lt Winters is in good
continue its activation with a move and or fire action. order but the rifle team is broken.
Lt Winters activates first and
It the element is touching its own good order Platoon, Company, Battalion or decides to use a rally action.
higher Leader it must roll equal to or higher than the leaders morale to pass its Since he commands the broken
rally check. rifle team and they are touching,
the rifle team will make a rally
By its own Platoon Leader, we mean a squad from 2nd Platoon can not make a check based on Winters morale
rally check using the morale of the 3rd Platoons Leader. number (3+). It rolls a d6 getting a
2. This is lower than Winters
Elements designated as Recon always pass a rally check if they roll equal to morale number so the team fails
higher than their morale or a leader that is touching them. its rally check and remains
broken. Winters then does a spot
6.2 Leader Rally Actions action and decides not to use his
A leader that is broken may use a rally action to make a rally check and recover move action thus ending his
good-order. The leader passes the rally check if he rolls equal to or greater than his activation. The rifle team then
morale number. If successful the leader may then continue his activation with any activates and must do a rally
remaining actions. He may not do a call for fire action. action. It rolls a d6 getting a 3. It
succeeds in passing its rally
A leader that begins his activation in good-order may use a rally action to allow all check and changes to good
broken elements from his platoon (or company/battalion if he is a company/ order. It may then do a move
battalion leader) that he is touching to immediately make a rally check. If they roll action and or fire/spot action.
equal to or greater than the leaders morale number they immediately become
good-order but may not perform actions until they are activated. (You will notice in the above
example the broken element
Elements designated as Recon always pass a rally check if they roll equal to made multiple rally checks during
higher than their morale or a leader that is touching them. its units activation thanks to its
leader.)

11
FIREBALL FORWARD OPPORTUNITY ACTIONS

EXAMPLE OPPORTUNITY FIRE OPPORTUNITY ACTIONS


Scenario 1 Easy Company There are three actions that take place outside of the normal activation sequence.
Lt Comptons platoon activates These are opportunity fire (a fire action), rout moves (a move action) and
and one rifle team uses a move opportunity spotting (a spot action.)
action to move through the trench
from emplacement 2 to 7.1 Opportunity Fire
emplacement 3. A German squad Good-order elements that are not locked in close combat are allowed to use a
in the V shaped hedgerow has fire action against moving non-hidden enemies in their LOS. The shooter indicates
LOS to this move action and a position anywhere along the moving element's movement path within LOS and
decides to take opportunity fire. executes a fire action at that point. Opportunity fire never causes suppression, and
The squad conducts a fire action it can always be executed, except for the following restrictions:
and misses. The next rifle team in Targets moving within a building cannot be hit with opportunity fire, unless the firer
Lt Comptons platoon then is in the same building.
executes a move action using the Targets that are touching a linear obstacle and move away from the obstacle
same route as the first rifle team. breaking LOS to a shooter can not be fired at by Op fire. (i.e. hedgerow or ridge)
The German squad can not take
opportunity fire as it has already Non-Machine Gun Elements can op-fire just once per enemy unit activation.(i.e.,
fired during Lt Comptons Once per enemy card.) So, if an element takes op-fire on one squad in a platoon,
platoons activation. it cannot fire at the others in that platoon. Machine Gun and Heavy Machine Gun Teams
fire more than one op- fire shot. (see rule 9.4)
Suppressed elements may not use opportunity fire.
A vehicle or gun that only pivots during its move action does NOT draw opportuntiy fire.
An element that is hit by opportunity fire and fails one morale check may
immediately make a rout move. (see rout move below, rule 7.2) As soon as an
element goes to broken morale it may no longer be hit by opportunity fi re. This
includes leaders that are touching an element that is shot at by opportunity fire. If
the leader fails his morale check but the element passes then the leader can no
longer be hit by opportunity fire.
An element that is fired at by opportunity fire but receives no hits or passes all
morale checks caused by the opportunity fire, immediately makes one of three
decisions:
Continue its designated move and possibly take more op-fire.
End its move where it was shot at and possibly take more op-fire.
Return to where they started and possibly take more op-fire.

EXAMPLE ROUT MOVE 7.2 Rout Moves


Good OrderInfantry units that fail a morale check from fire, opportunity fire or
Scenario 1 Easy Company artillery and become broken may immediately make a rout move. Elements that
In the example above lets say the arealready broken and pass their morale checks maymake a rout move (see Fire
first rifle team was hit by Results, rule 4.6)Also - a broken element that is fired on but suffers no hits may
opportunity fire and failed one make a rout move.
morale check. It then decides if it
will stay where it was hit or make Rout movement is a normal move in every way except:
a rout move. If it chooses to make
a rout move place the 45-degree There are no limits on terrain crossings.
template next to the rifle team Direction of movement must be directly away from the incoming fire within 45
with the arrow pointing at the or if broken by opportunity fire, the element may return to where is started. If the
German squad in the V shaped direction of fire is not known, the rout move may go any direction. To determine
hedgerow that fired at them. The the 45 for a rout move place the 45 template touching the element making the
rifle team can either: return to rout move with the arrow pointing at the element that caused the rout (i.e. the
emplacement 2 (where it started shooter).
its move) or move anywhere from The move must end in cover or out of LOS to ALL enemy elements, if possible.
1 to 12] inches in the opposite The distance of a rout move is anywhere from 1 to 12 inches.
direction of the arrow and within Opportunity fire is not allowed against a rout move, but targeting fire is.
the arc described by the 45 arc Once an element becomes broken and makes a rout move it may not make
where it ends its move broken. voluntary rout moves on further turns. It can only rout again if fired at while
broken.

12
OPPORTUNITY ACTIONS FIREBALL FORWARD

7.3 Targeting Fire EXAMPLE TARGETING FIRE


Any element executing a rout move may be attacked with Targeting Fire if a good-
order enemy element, other than the element that caused the rout, is within its Scenario 1 Easy Company
effective range and has LOS to any point on the rout path in open terrain. The rifle team in the above
Targeting fire can be executed against the routing element just once per rout example completes its rout move
move, regardless of the number of enemies in LOS. Targeting fire is always just by moving out of the trench and
one die roll, which eliminates the target on a roll of "6", and otherwise has no over the hedgerow. Two German
effect. If a hidden element is used to cause targeting fire it must be placed on the machine gun teams have LOS to
table. the move. The German player
rolls 1d6 getting a 4 and the rifle
7.4 Opportunity Spotting team finishes its move ending
Opportunity spotting can happen in two situations: with broken morale. If a 6 had
been rolled the rifle team would
Both elements are in adjacent (i.e. sharing a zone line) terrain zones (like woods or have been eliminated.
a field) but in different zones. (see rule 35.2) If a concealed element moves into a
zone adjacent (including diagonally), to the enemy (concealed or revealed) element
then the moving element is placed on the table and the enemy make take
opportunity fire. If a concealed enemy element decides not to take opportunity fire EXAMPLE OPPORTUNITY
and the element moves into the zone with the concealed enemy BOTH elements SPOTTING WHEN BOTH
are placed on the table and the enemy is allowed to take opportunity fire. This is ELEMENTS ARE NOT IN THE
determined by the Referee. During an enemys activation a player may remind the SAME PIECE OF TERRAIN:
referee to check for an opportunity spotting.
Scenario 1 Easy Company
If both elements are NOT in the same piece of terrain then: A previously un-spotted A German squad behind the V
enemy element that moves without concealment within the LOS of a friendly shaped hedgerow which has
element is automatically spotted. This is determined by the Referee. During an never been spotted and is not on
enemys activation a player may remind the referee to check for an opportunity the table decides to execute a
spotting. move action. It decides to cross
the hedgerow and move to
If one element is in terrain that offers concealment and the other element is in open emplacement 3. Once it crosses
terrain or in terrain that is not adjacent to the enemy element then: There is no the hedgerow into the open
opportunity spotting. terrain several American elements
have LOS so the referee tells the
If one element is in the open and an enemy element moves into a terrain piece/ German player he must place the
zone within 3 inches then there no opportunity spotting and the moving enemy in squad on the table. The German
the terrain is not revealed. player then must trace the rest of
his move path for the US player
to see. US elements may now
take opportunity fire on the
German squad.

A B

Elements A and B are enemy elements. Element A is concealed and not on


the table. Element B is also concealed and also not on the table. Element B
activates and does a move action to the center terrain zone. At that point
Element A opportunity spots Element B. The player who controls Element A is
informed and may take opportunity fire.

13
FIREBALL FORWARD CLOSE COMBAT

CLOSE COMBAT EXAMPLE CLOSE COMBAT


Scenario 1 Easy Company Close Combats represent grenade attacks, point blank fire and melee. It is used
Lt Winters platoon is in when the activating player wants to force an enemy out of a position and capture
emplacement 2 when it begins its it. This is useful for capturing buildings and prepared positions. Close Combats are
activation. Winters decides that resolved when a unit that has elements in close combat finishes its activation.
he wants to capture
emplacement 3 which is 8.1 Initiating Close Combat
occupied by a German gun-crew. Good-order squads, rifle teams, and Leaders may initiate Close Combat. Other
elements (such as machine gun teams), including broken elements, may fight but
First, he activates his rifle team. not initiate. To initiate, the attacking element declares at the beginning of its move
They first conduct a fire action action, before any movement has occurred, that it intends to charge into close
and shoot but miss. Next they combat and it takes a morale check. If it fails, its move action is forfeit, and there is
conduct a move action to try and no other effect. If it passes, it conducts a normal move, but must end touching at
initiate close combat to capture least one enemy element (any type) if possible, and then no further actions are
emplacement 3. First the rifle allowed. The element may touch as many enemy elements as it can end in contact
team rolls a morale check. Since with. If a Leader is touching an element which passes its morale check then that
they are touching Winters they roll Leader can tag along (see rule 3.3) without having to make his own morale check.
against his morale number of 3+.
They roll a 3 and succeed. If they 8.2 Moving Into Contact With a Hidden Enemy Element
had failed they would forfeit the Sometimes your intended movement path will pass through a hidden enemy unit
move action. They then trace a (determined by the referee). If this happens, the hidden element is revealed and the
movement path through the moving element (after all opportunity fires are resolved) ends the move placed next
trench to emplacement 3. Since to the revealed element. The moving element then makes a normal morale check. If
Winters started touching them, he it passes it may either enter close combat or make a rout move ending in good
may tag along, and does so. morale. If it fails it immediately becomes broken morale and makes a rout move.

The Germans then conduct 8.3 When to Resolve Close Combat


opportunity fire at any point on After all elements in a unit have finished taking their actions, Close Combat is
the path. A machine gun team in resolved. Only those Close Combats which involve elements from the currently
the V shaped hedgerow fires at activated unit are resolved. Ongoing close combats from previous activations are
them causing not resolved unless an element from the current activation is involved.
one morale check. Winters and
the rifle each take one morale 8.4 Resolving Close Combat
check and pass. With all Each side rolls one d6 for each element they have in the close combat, not
opportunity fire completed counting Leaders (or individuals). A side with nothing but Leaders (or individuals)
Winters and his team finish their still gets one die. Modifiers given on the Close Combat Modifiers Table are applied
move and touch the gun-crew. separately to each die. The side with the highest single die roll is the winner. In the
case of a tie, there is no winner or loser and the elements are locked in
Since there are no other elements combat. (see below)
in the platoon (unit) the platoons
CLOSE COMBAT CIRCUMSTANCE DICE ROLL MODIFIER
activation is completed. The
close-combat is then resolved. At least one friendly, good-order Leader in the close +1
The paratroopers will roll 1d6 (for combat.
one team) with +1 for an attached
good order leader and -1 for Engineer/SMG/Pioneer element +1
being a team. They roll a 5. The
Banzai Charge +1
Germans roll 1d6 (for one crew)
with -2 for being a gun crew and Team element (rifle team, bazooka team, etc.) -1
roll a 4 giving a net result of 2.
The paratroopers win as their net Element is broken and/or Gun crew -2
roll of 5 is higher than a 2. The
gun-crew then takes 3 morale Enclosed Armored Vehicle +3
checks and rolls 5, 3, & 2, failing
two morale checks and thus Open-toppedarmored vehicle/soft vehicle +0
being eliminated.
Molotov Cocktails (against vehicles only) +1

Grenade Bundle/Magnetic Mine (against vehicles only) +2

Demo Charge (against vehicles only) +3

14
CLOSE COMBAT FIREBALL FORWARD

If the winning side includes only Leaders (or individuals) then they simply win the
chance to run away. They each immediately conduct a rout move, ending the rout
move in good-order.

In any other case, all elements on the losing side must take a number of morale
checks equal to the modified high roll from the winning side minus the modified
high roll from the losing side.

All elements failing two or more morale checks are eliminated. All broken elements
must immediately rout from the Close Combat. Also, elements of individual type
(i.e, Leaders, Forward Observers, etc.) can only stay if friendly squads or teams are
present. Otherwise, they too must make a rout move, and even if in good order,
they may be eliminated by targeting fire.

Following this, if elements from both sides still remain, they are "locked in close
combat" and none can take any actions until Close Combat resolution comes up
again later. They may not take any fire or opportunity fire actions while locked in
close combat, nor may they be fired on.

15
FIREBALL FORWARD WEAPONS & MACHINE GUN TEAMS

WEAPONS & MACHINE GUN TEAMS


Certain weapons like machine gun teams, flamethrower teams, mortar teams, etc
will have slightly different rules and attributes. For the first scenario all you need to
know about are machine gun teams.

9.1 Machine Gun Team Actions


Machine Gun Teams conduct actions like all other squads and teams with three
exceptions:
They may never initiate close combat but they may defend as normal.
The actions they may choose from are Rally, Move or Fire. If they fire they can
not move and if they move they can not fire.
After completing an opportunity fire action they may lay down grazing fire or
continue to take opportunity fire with a penalty.

9.2 Machine Gun Team Opportunity Fire


Machine Gun Teams conduct their first opportunity fire during an enemy activation
as normal. After completing its first op-fire action the machine gun team must
immediately decide whether it will lay down grazing fire or continue to conduct op-
fire actions during the same enemy activation. (This is the only element in the game
that may take multiple op-fire actions during a single activation.) If they continue
with op-fire actions they may take one op-fire at each enemy element that
conducts a move action within LOS but suffers a -1 modifier to the white hit dice.

EXAMPLE GRAZING FIRE 9.3 Machine Gun Team Grazing Fire


After a machine gun team conducts its first opportunity fire action it may choose to
Scenario 1 Easy Company lay down grazing fire until the end of the target units activation. Place a grazing fire
Lt. Comptons platoon is in marker at the end of the MGs LOS with the arrow pointing back toward the shooter
emplacement 2 and begins its to represent continuous fire. Any element that contacts the line between the MG
activation with one rifle team and the marker will be fired at by the machine gun as normal. Once a grazing fire
conducting a move action. The marker is on the board, the Machine Gun team does not have the option to take
team traces a path through the opportunity fire at any enemy elements during that activation unless they touch the
trench from emplacement 2 to grazing fire. Grazing fire remains until the activating unit ends its activation.
emplacement 1.
9.4 Ammunition/Weapon Malfunction
A German machine gun team in Each time a weapons team or vehicle element conducts a fire action one of its hit
the V shaped hedgerow takes dice must be designated at the ammo/malfunction die. The ammo/malfunction
opportunity fire at the rifle team die hits as normal but whenever it rolls a natural 1 you must roll another 1d6. On a
when it moves to the angle of the roll of 1 or 2 the element is out of ammunition or the weapon has malfunctioned.
trench, causing the team to When this occurs a weapons team element may no longer conduct fire actions. A
break. The team makes a rout vehicle element may conduct fire actions but may only roll its RED HIT Dice.
move back to emplacement 2
ending up touching Lt. Compton Recovering ammo/fixing malfunction
and does a rally action but fails. Ammo can be restored to all elements in one unit by using and initiative chip -OR-
an individual element can attempt to restore ammo by using a restore ammo action.
The German machine gun team
then decides to lay down grazing Restoring a units's ammo:
fire and places a grazing fire Ammunition can be restored (or the malfunction fixed) to all elements of ONE unit if
marker at the intersection of the the owning player expends an initiative chip. The initiative is expended as normal
hedgerows behind the trench with (see the initiative rules) but it is only used to restore ammunition/ fi x malfunctions.
the arrow pointing at the machine It may not be used to activate a unit.
gun team. The second rifle team
in Lt. Comptons unit then does a Restoring an individual elements ammo:
move action along the trench and Any element (infantry, guns or vehicles) can forgo using any other actions during
the move path contacts the its activation and try to restore ammo. They simply roll 1d6 and on a 5 or 6 they
grazing fire line. The machine gun
recovered ammo and my use fire actions as normal on their following activation.
team immediately conducts an
opportunity fire action at them.

16
TERRAIN FIREBALL FORWARD

TERRAIN EXAMPLE CONCEALMENT

All terrain features offer some form of cover (regular, hard or open), concealment Scenario 1 Easy Company
(or not), terrain crossings (movement penalties) and they may or may not block. Before play begins the German
player decides where to set up
10.1 Cover his elements. The gun-crews start
To gain the benefit of cover from terrain, the element being fired on must fulfill the in the emplacements (i.e. trench)
requirements listed for that type of terrain. Cover is classified as either cover or and the Battery Headquarters
hard cover. sets up in the trench between
emplacement 2 and 3. Since the
10.2 Concealment trench oers concealment the
Elements which start the game hidden in terrain that offers concealment are only elements are not placed on the
placed on the table when either: table. The German player records
their location on the map. The
They perform a fire or opportunity fire action. Battery Defense Platoon sets up
An enemy element conducts a successful spot action or opportunity spot action behind (on the south side) of the
against the terrain they occupy. V shaped hedgerow. The
An enemy element moves into the terrain zone they occupy. hedgerow provides concealment
from any enemy tracing LOS
Elements that are not yet on the table may conduct move actions and remain across the hedgerow so they are
hidden only if the enemy has LOS to the parts of their move through terrain that also not placed on the table.
offers concealment. The exception to this is opportunity spotting if spotter and
mover are in adjacent terrain. (see opportunity spotting rule 7.4) A paratrooper rifle team which
has not yet been spotted (so it is
Once an element has been placed on the table it remains for the rest of the game. not on the table) starts its
You cannot become hidden again even if terrain offers concealment. activation touching the north side
of the hedgerow between
10.3 Terrain Crossings (see rule 3.2) emplacements 2 and 3. It does a
move action tracing a path 12
10.4 Terrain Zones along the hedgerow to the east
Some pieces of terrain, like fields, woods and buildings, are comprised of a ending up between
number of adjacent zones. The zones are a varying size depending on the terrain emplacements 3 and 4. Since
they are modeling. The specifics of how LOS is handled in a zone is covered later the hedgerow provides
in rule 11.3. concealment the rifle team
remains hidden at the end of its
10.5 Stacking Limits move. The team then
Stacking limits are determined by the models and terrain on the table. If an automatically spots any enemy in
element cannot fit flat on the table and remain entirely within the desired terrain, open terrain in its line of sight and
then it cannot move into that position. Stacking applies to all elements except the referee tells him there is a
those of the individual type (Leaders, Snipers, etc.) German squad in LOS in the open
near emplacement 4. The
SPECIFIC TERRAIN TYPES German is placed on the table
and the rifle team decides to use
These are the rules for infantry interacting with terrain. There are slight differences a fire action to shoot. Once the
for vehicles. They are covered in the vehicle rules. team shoots it is placed on the
table for the rest of the game.
11.1 Trenches
Terrain crossings: Elements pay one terrain crossing to enter and one to exit.
Nothing if moving within the trench system.

Concealment: Yes.

Cover: Hard cover while element is in the trench.

Block LOS: No.

Mobility check to cross: Yes. (Mobility checks are explained in the vehicle rules.
See rule 15.6)

17
FIREBALL FORWARD SETTING UP A SCENARIO

11.2 Hedgerows
Terrain crossings: Elements pay one terrain crossing to cross. An element can only
cross a hedgerow if they start their movement action touching the hedgerow. An
infantry element may also cross if they forfeit their Fire Action. (If you start touching
a hedgerow you can, in your activation, cross two hedgerows if you forfeit your fire
action. If you do not start touching a hedgerow at most you can cross one by
giving up your fire action.) Non-tank vehicles can not cross at all. Individuals may
always cross a hedgerow for one terrain crossing regardless of where they started
their move action.

Concealment: Yes.

Cover: Any fire directed at an element up against a hedgerow receives hard cover
if the fire crosses a hedgerow.

Block LOS: Yes, unless an element is touching the hedgerow. If so it may be fired
at and may fire through the hedgerow. To determine if an LOS exists place the 45-
degree marker against the opposite side of the hedgerow from where the element
is touching. If an unobstructed line can be traced into/out of the 45-degree marker
then LOS exists. Hedgerows even block LOS from the 2nd floor of a building.

Mobility check to cross: Yes for tanks. Other vehicles can not cross.

EXAMPLE SETTING UP A
SCENARIO
SETTING UP A SCENARIO
You are almost ready to play! Here is how you set up the game using Scenario 1
Scenario 1 Easy Company Easy Company. Here are the steps to follow in setting up the game.
Both sides have recorded their
set up. The Referee looks at both 1. Players choose which side they will play. Either Easy Company or the German
maps and sees that Lt. artillery battery.
Comptons platoon of a Platoon 2. Each side rolls (secretly) its Variable Forces. These add special rules or extra
Leader and two rifle teams have elements based on what is rolled.
set up on the *. The German 3. Each side records on a copy of map where their elements will start or enter.
gun-crew in emplacement 2 has Check the Setup line on the scenario chart for info on starting positions. The
LOS to them. LOS exists because Americans have some elements that start on the board and some that enter
the emplacement is considered to on turn four. The Germans all start on the board as per the setup.
be touching the hedgerow. The 4. After both players record their starting positions the Referee checks to see if
45-degree marker is placed on LOS exists between elements that start in open terrain (does not offer
the opposite (north) side of the concealment) and enemy elements. If so the elements in the open are placed
hedgerow and the Germans can on the table.
draw a line from the emplacement 5. Flip the first card and begin the game!
through the 45-degree template
to the Americans. The Americans
are then placed on the table for STOP. YOU CAN NOW PLAY SCENARIO 1 EASY COMPANY!
all to see. The Germans are NOT
placed on the table because
although LOS exists the Germans
are in concealment. No other LOS
exists between Germans, who are
not in concealment, and
Americans so play begins.

18
MORE ABOUT TERRAIN FIREBALL FORWARD

MORE ABOUT TERRAIN


11.3 Terrain Zones:
Some pieces of terrain are comprised of a number of adjacent (connected) terrain
zones. Examples of terrain pieces that are made up of zones are woods (light and
heavy), fields with crops and buildings.

11.4 LOS into/out of terrain zones:


An element that is in a terrain zone has LOS to all adjacent terrain zones including
diagonal zones. It can also see out of the zone it occupies into a terrain zone of
another terrain piece as long as it only crosses ONE other terrain zone edge.
NOTE this allows for very clearly defined LOS between elements in terrainbut on
occasion it can produce some situations that seem counterintuitive, in those rare
cases use common sense or let the referee decide.

A
EXAMPLE HEDGE
B
F Scenario 2 Pouppeville
A German squad is in the upper
E floor of the building labeled 5. It
wants to fire at an American
squad occupying the bottom floor
C of the building directly south,
labeled 1. There is a hedge
between the buildings, but since
D the German squad is on the
second story the hedge does not
block LOS and the German may
fire at the American. If both
squads had been on the ground
Element A has Line of Sight to: E Element B has line of sight to: C floor then the hedge would block
Element C has Line of Sight to: B, D, E Element D has Line of Sight to: C LOS and there would be no
Element E has Line of Sight to: A, C, F Element F has Line of Sight to: E possibility of a shot.

11.5 Hedges
Terrain crossings: Infantry elements pay one terrain crossing to cross. EXAMPLE BUILDING

Concealment: No for vehicles. Yes for infantry and gun elements. The hedge must Scenario 2 Pouppeville
between the spotter and the spotee. In the above example where the
hedge does not block LOS, you
Cover: Any fire directed at an infantry element up against a hedge receives cover if now determine if the German
the fire crosses a hedge. squad has LOS to the room the
American squad occupies. Place
Block LOS: Yes, but only for infantry elements both on ground level if neither the the 45-degree marker against a
spotter or spotee is touching the hedge. LOS is not blocked for elements in window or door of that room.
second story of a building or a hill. The German squad also places a
45-degree marker against the
11.6 Buildings (Room Zones) window or door it wants to fire
Buildings are a collection of connected room zones. A room zone is defined by the out of. A line is drawn out of one
interior walls of the building and should be about 3 inches square. 45-degree marker into the other
successfully so LOS exists. The
Terrain crossings: Infantry elements pay one terrain crossing to enter and/or exit a German squad fires causing two
room zone. Movement between floors or between different rooms does cost a hits. In the target room there is
terrain crossing. Elements must enter or exit through a door or window that is an American squad and a Platoon
apparent on the building model. Vehicles can not enter. Leader. Both the squad and the
leader each take two morale
Concealment: Yes. checks.

19
FIREBALL FORWARD MORE ABOUT TERRAIN

Cover: Hard cover. (Certain scenarios might classify flimsy buildings as cover.)

Block LOS: LOS is traced to the center of a window or doorway into a room. The
model building itself therefore governs LOS. If a wall has no openings, LOS cannot
be traced there. To determine if LOS exists place the 45-degree marker against the
window or door. If an unobstructed line can be traced into/out of the 45-degree
marker then LOS exists. Elements within a building can fire. To determine LOS
between zones within a building see rule 11.4.

Effect of Enemy Fire Actions: Buildings are unique in that all elements that occupy
a room of a building are the target of any enemy fire actions that affect that room.
However many hits are inflicted on a room require all elements in that room to
make a number of morale checks equal to that number of hits.

Occupying a room: Any element in a room can fire out of, and be hit through, any
door or window in that room. You do not choose which door or window they are
at. They are assumed to be occupying the entire room.

Close Combat: All elements in a room defend together in a close combat.

11.7 Roads
Roads have no effect for infantry elements. Vehicles may follow a road making as
many turns as needed to follow the road.

11.8 Orchard
Terrain crossings: Infantry elements pay one terrain crossing to enter and/or exit.

Concealment: Yes.

Cover: Cover. Note if an element outside of an orchard fires through a light


orchard to an enemy outside of the orchard the enemy receives cover.

Block LOS: No. LOS is never blocked by an orchard.

20
SNIPERS FIREBALL FORWARD

EXAMPLE SNIPER
SNIPERS Scenario 2 Pouppeville
Snipers are individual type elements with the following special properties. The German sniper is in the
corner of the hedgerow above the
12.1 Morale Checks: word Road on the map.
Snipers are eliminated if they fail one morale check.
During an American activation an
12.2 Spotting a Sniper: American squad performs a move
Snipers are never revealed through spotting actions, including opportunity action tracing a path from the
spotting. Instead, they might be revealed when they perform a fire action. The only building in the south-east corner
exception is if the enemy moves into the same building room zone as a sniper. If of the crossroads to the building
this happens automatically resolve a close combat. No pre close combat morale marked 5. The sniper knows that
check is required. The sniper is considered a leader for close combat. (See rule the best he can do is cause the
8.4) squad to go into broken morale
so he decides not to take
Snipers are not revealed automatically when they fire. Instead, immediately after opportunity fire. After the
the fire action, the sniper makes a normal morale check (die roll for all to see). If the American squad is finished the
check is failed the opposing side chooses one terrain piece in their LOS where American player then moves a
they think he might be, if the sniper is in the Terrain Piece, then hes revealed put Platoon Leader along the same
the figure on the table. movement path. The sniper has
LOS to the leader and decides to
12.3 Fire Actions: take an opportunity fire action
Every Sniper begins the scenario with two secret prepared positions. They should and shoot at the Leader. He rolls
be marked on the map. Prepared positions may be located in any terrain piece. his d20 RANGE DIE and four
Prepared positions are considered hard cover. Snipers can only perform a fire white hit dice. The roll is RANGE
action when hes in a Prepared Position. DIE 18, White Hit Dice 4, 4, 5, 2.
Since the Leader is within 18 you
If the target is an individual (i.e. Leader, FO, Sniper, etc.), the fire is conducted as add 1 to all the hit dice which
normal. If the target is NOT an individual (ie. squad, team or gun crew) the target yields 3 hits as Leaders moving in
can only fail one morale check no matter how many are caused. the open are hit on a 5+. The
Leader fails two morale checks
12.4 Move Action: and is killed.
Unlike other units, snipers can return to hidden status after being revealed. If the
sniper moves to a spot where he is out of LOS of all enemies, he may be removed German sniper then rolls a morale
from the table. He can then use hidden movement as normal. check getting a 1 and fails. The
American player has LOS to the
12.5 Spot Action: second story of the building
Snipers may spot like leaders. (see rule 2.2) marked 2 and indicates that he
thinks the sniper is there. He tells
the American player the sniper is
STOP. YOU CAN NOW PLAY SCENARIO 2 POUPPEVILLE!! not there. If the American player
had chosen the hedgerow where
the sniper was located the
German player would then put
the sniper on the table.

21
FIREBALL FORWARD ARMORED VEHICLES

ARMORED VEHICLES
Armored vehicles are any vehicle with an armor value. If it does not, then it is a
soft vehicle, like a truck or jeep. Tanks, self-propelled guns, halftracks and
armored cars are all considered armored vehicles.

Unit Activation: Units that contain armored vehicle elements activate as normal.
The only difference is they perform some actions slightly differently.

Initiative: Units that contain armored vehicle elements use initiative as normal.

Unit Morale Checks: Unlike infantry elements armored (and soft) vehicles must
take a unit morale check at the end of any activation in which they suffer an
element eliminated. Roll 2d6 on the Vehicle Unit Morale Chart.

ARMORED VEHICLE ELEMENTS


13.0 An individual armored vehicle is considered an element. There are two types
of armored vehicle elements: Leader elements and non-leader elements. Leader
elements function very similarly to infantry leaders. They can:

Conduct spotting actions like infantry leaders.


They can rally but never provide a benefit to other elements
They can direct fire of other elements in their unit or- conduct their own fire
action
Company Leaders can also use formation moves

ARMORED VEHICLE ACTIONS


13.1 When a unit containing armored vehicle elements activates, choose one
vehicle and performs all of its actions to conclusion before moving on to the next
element, just as with an infantry elements.

Unlike infantry elements, once an armored vehicle is activated it must first declare
what type of movement it will conduct that turn before it begins to conduct any
actions. It can either declare: No move, Slow Move or Full Move. (see rule 15.0.)
Place a marker of the appropriate type behind the vehicle. The vehicle then
performs actions in any order desired. (It does not need to start with a move
EXAMPLE ARMORED VEHICLE action.) The movement marker remains in place until the elements next activation.
STARTING AN ACTIVATION
The actions that non-leader armored vehicle elements can perform are:
Scenario 3 Tank Attack at La Spot: The vehicle may choose one terrain piece/zone within 3 of the beginning
Fiere or end of its move. It will automatically reveal all hidden enemy elements in the
The H-39 starts its activation on terrain piece/zone it chooses.
the bridge. During its turn it Move Action: The vehicle may move either a slow move or a full move based on
wants to fire at an American its movement marker, which is chosen at the beginning of its activation. It can
machine gun team on the hill and also point its turret in any direction it chooses. As part of its move action it may
then move o of the bridge. conduct overrun attacks. If infantry is riding on an armored vehicle they can
Before it starts it decides whether dismount at the end of the move action.
it will Slow Move or Full Move Fire OR Rally Action: The element fires at the closest element. The player may
that turn. It decides to Slow choose what type of element, i.e. infantry, gun or vehicle. OR If the element is
Move and places a Slow Move broken morale it can make a rally check to recover good order morale. Vehicles
always do a rally check based on their morale number
marker behind the tank. It then
begins its activation and starts *Reload Ammo: The element may forgo all other actions and try to replenish ammo..
with a fire action (suering the 13.2 The Opportunity Actions that armored vehicle elements can perform are:
penalty for a Slow Move.) When Opportunity Fire: Elements conduct opportunity fire as normal but with
it completes its fire action it will restrictions on what elements may be fired at depending on turret/vehicle facing.
then conduct its move action. Opportunity Spotting: Elements conduct opportunity spotting as normal.

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ARMORED VEHICLE ACTIONS FIREBALL FORWARD

13.3 In addition to all the above actions, a Leader Armored Vehicle element can EXAMPLE SPOT ACTION
perform the following action:
Scenario 3 Tank Attack at La
Fire OR Rally OR Directing Fire: Instead of taking a fire or rally action a Leader Fiere
can use a direct fire action. A Direct Fire Action allows all other vehicle elements The H-39 is on the bridge with a
in his platoon to not have to fire at the closest element of type. They can fire at Full Move marker and moves to
any element in their LOS and in LOS of the Leader. which 3 of the closest building
Leaders conducting their own fire action can always choose any target in LOS if and declares a spot action
they pass a morale check. If they fail then that forfeit their fire action. against the building. An American
Leaders can also perform a formation move. (see rule 20.7) machine gun team on the hill 14
away takes an opportunity fire
ARMORED VEHICLE SPOT ACTION action against the tank before the
spot action takes place. It rolls:
14.0 Armored Vehicles spot/opportunity spot like infantry elements except that RANGE DIE 15, white 5,4 Red
enemy infantry elements that have LOS to the vehicle may take an opportunity fire 3,3. This causes one morale
action against the vehicle before the spot action is resolved. The procedure is: check on the H-39. Shooter
needs a 6 to hit (5+ Target in
1. The armored vehicle declares it will use a spot action. Cover, -1 target is a leader or in
2. Any one enemy infantry element that has LOS to the vehicle may take heavy cover) but since the target
opportunity fire against the vehicle as if it was an infantry leader in hard cover. is within the RANGE DIE -1 to all
(representing small arms fire against the exposed tank commander) white dice. The H-39 takes a
3. The armored vehicle takes any morale checks caused by the opportunity fire. morale check rolling a 3 and is
4. If it fails 1 morale check it is marked with broken morale and its spot action is marked with broken morale. The
finished for that activation. (No further actions until it passes a rally check.) tank may then take its rally action
5. If it fails 2 or more morale checks it is eliminated. (The tank commander has (if it has not already done so) to
been killed.) try and recover good morale.
6. If it passes all of its morale checks from the shooter it may either: Declare it
will not spot and then suffer no further opportunity fire. OR- it may then try to
spot.
7. If it tries to spot go back to step 1. A different enemy infantry element may
now fire opportunity fire.
8. Once there are no more opportunity fires and the vehicle is not broken or
eliminated the vehicle may then do a spot action.

ARMORED VEHICLE MOVE ACTION


15.0 Armored Vehicles move in a different manner than infantry elements. They
have two types of movement: Slow Moves and Full Moves. Slow movesmay only
be used by vehicles with a morale of (4+) or better, to move a short distance and
fire with reduced effectiveness (compared to firing while not moving). A Full
Moveallows any vehicle to utilize its entire movement allowance. Vehicles using a
Full Move receive a significant penalty to their attacks, but are harder to hit.

As mentioned in rule 13.1 as soon as a vehicle activates it first declares what type
of move it will use and places a No Move, Slow Move or Full Move marker behind
the vehicle. The vehicle then performs actions in any order desired. (It does not
need to start with a move action.) The movement marker remains in place until the
elements next activation.

15.1 Forward movement of an armored vehicle is conducted as follows:

1. Begin with a pivot in place up to 90.


2. Move along a straight line directly forward.
3. Pivot again up to 90 at another single point somewhere along their path,
including at the very end.
4. During the move the vehicle may do ONE terrain crossing.
5. Turrets may be rotated freely during movement.

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FIREBALL FORWARD ARMORED VEHICLE ACTIONS

EXAMPLE SLOW MOVE Maximum total distance moved cannot exceed the vehicles movement allowance.
ACTION Unlike infantry movement you do need to measure the total movement distance
traveled. Vehicles do NOT use the movement radius like infantry elements.
Scenario 3 Tank Attack at La
Fiere 15.2 Backward movement:
The H-39 is up against the Same as above, except maximum distance moved is quartered. Backwards
northern side of the northern- movement cannot be combined with forward movement in the same move action.
most building and is facing east. It can be either a full or slow move.
Its wants to move east around the
corner of the building so it can 15.3 No Move:
fire at the eastern-most building. Movement distance: None but may rotate the vehicle up to 180 and/or rotate
First it decides that it does not the turret.
want to start with a turn so it Fire Action Penalty: 0
forfeits its beginning turn. It then Target of Opportunity fire: No.
moves in a straight line 3 which
allows it to clear the building. It 15.4 Slow Move: (Only available if the vehicle has a morale of 4+ or better.)
then uses its second turn to turn Movement distance: 0-6
to face the eastern-most building. Fire Action Penalty: -1
Finally, it moves its last 3. Target of Opportunity fire: Yes, with a +1drm to the opportunity fire against the
Assuming it survives any vehicle.
opportunity fire it would then be
able to fire at the building with a 15.5 Full Move:
-1 penalty. Movement distance: 6 to full movement allowance
Fire Action Penalty: -3
EXAMPLE FULL MOVE ACTION Target of Opportunity fire: Yes.

Scenario 3 Tank Attack at La 15.6 Mobility Checks:


Fiere If a terrain type requires a mobility check the vehicle must roll 1d6 as soon as it
In the example above the only touches that piece of terrain. On a roll of 1 the vehicles movement action ends
dierence would be that the H-39 immediately. Its move marker automatically becomes a slow move marker.
would have to move more than 6
total (up to 18 the movement OVERRUN ATTACKS
allowance for an H-39), any
opportunity fire against it would 15.7 An armored vehicle may make overrun attacks against infantry and gun
suer a -1 and the H-39 would elements during its move action. Only vehicles with an armor value can make
fire with a -3 penalty. overrun attacks.

There is no limit to the amount of overrun attacks a vehicle may attempt during its
movement. However, targets of overruns must be in the armored vehicles LOS at
the beginning of the vehicles move action. Overrun attacks are performed when
an armored vehicle touches an enemy infantry element's base during the vehicle's
movement. When this happens:

1. The infantry element immediately takes a normal morale check.


2. If the infantry element fails it becomes broken and immediately makes a
normal rout move and the overrun is finished. Skip to step 6.
3. If the infantry is not broken, the infantry element must either:
Immediately make a rout move ending in good order. The overrun is finished,
skip to step 6.
or
Stand in place.
4. If the infantry element stands in place, the armored vehicleimmediately takes
a fire action against the infantry as if the vehiclehas a No Move marker.
5. If the Infantry element is not broken or eliminated, the infantry immediately
conducts aclose combat against the vehicle (see 16.2).
6. If the vehicle is not broken, it can continue the move action with itsremaining
inches of movement allowance (including conducting additional overrun
attacks.)If the target of the overrun was a gun it is destroyed at this point.

24
INFANTRY AND VEHICLES FIREBALL FORWARD

CLOSE COMBAT VS. VEHICLES


16.1 Infantry elements that may normally initiate close combat (ie. squads and rifle
teams) may close combat vehicles. They follow all of the same rules for initiating
infantry close combat (rule 8.0)

16.2 Resolving close combat vs. a vehicle


The infantry roll 1d6 per squad or rifle team and the vehicle rolls 1d6. Appropriate
modifiers are applied to the die rolls. If the vehicle rolls a modified die less than the
modified die of the infantry then the vehicle takes a number of morale checks equal
to the difference. Failing one it becomes broken morale, failing two or more it is
destroyed. The infantry element(s) immediately move anywhere within 3 of the
vehicle.

If the infantry rolls lower than the vehicle there is no effect and the infantry
element(s) remain in good order and immediately move anywhere within 3 of the
vehicle.

INFANTRY ELEMENTS MOVING WITH VEHICLES


17.1 Infantry elements may move along with a vehicle in several different ways:
passengers, tank riders or tank followers. Infantry may gain greater movement
and/or cover but if the vehicle they are riding is eliminated or broken so are they.

17.2 All vehicles except jeeps, kubelwagens, British Bren carriers or cars can carry
one infantry element plus up to three leaders. Jeeps, kubelwagens, Bren Carriers
or cars can carry one infantry team and up to three leaders.

PASSENGERS
17.3 Mounting a vehicle
Infantry elements may only mount a vehicle with a No Move marker. The element
simply moves to the vehicle using a move action and mounts up.

17.4 Dismounting from a vehicle with a No Move marker


Infantry elements in a vehicle (passengers) with a No Move marker can activate as
normal but they must perform a move action and dismount before they can do a
fire action.

17.5 Dismounting from a vehicle with a Slow or Full Move Marker


At the end of the vehicles move action, infantry elements may immediately
dismount and place themselves within 3 of the vehicles final position, This is
considered to be a normal move action except the move radius is 3 instead of the
normal 12. The infantry element has its two terrain crossings available and pays all
normal terrain crossings. The element may enter close combat as normal but if it
fails its pre-close combat morale check it is placed dismounted touching the
vehicle. After dismounting, the passenger may not perform any other actions for
the remainder of the turn unless activated by an initiative chip.

17.6 A passenger suffers the same results as the vehicle. If the vehicle suffers
broken morale the infantry is broken, if the vehicle is eliminated the infantry is also
eliminated. Infantry elements that become broken while riding in a vehicle
immediately dismount and may make a normal rout move. Tank Riders and Tank
Followers can also be targeted separate from the vehicle.

17.7 Passengers may conduct no actions while they are passengers.

25
FIREBALL FORWARD TANK RIDERS AND FOLLOWERS

EXAMPLE TANK RIDERS TANK RIDERS


Scenario 3 Tank Attack at La 17.8 An armored vehicle may carry one infantry element, plus any number of
Fiere infantry individuals (Leaders, etc.), as tank riders using the same rules for
The PzKpfw IIIJ is carrying an mounting & dismounting passengers above. Tank riders may be fired at by enemy
infantry squad as tank riders and infantry elements and are always considered to be moving in open ground if fired
begins its move on the Causeway upon. Neither tank riders, nor the armored vehicles they ride, may perform fire
6 west of the bridge. The actions. If tank riders are engaged in close combat while mounted on the tank they
PzKpfw IIIJ has a full move immediately dismount and fight normally.
marker and does a move action.
It moves straight east on the road 17.9 If tank riders suffer broken morale from opportunity fire while riding on a tank
12, does a 90 turn to the south they immediately make a normal rout move off of the tank.
and move up to the building. As it
moves, a US machine gun team 17.9.1 If a tank carrying tank riders is destroyed the tank riders are eliminated.
on the hill conducts opportunity
fire at the infantry squad on the 17.9.2 Tank riders may conduct no actions while they are tank riders.
tank. The machine gun needs 4
or better on the white hit dice. TANK FOLLOWERS
(Target in the open) It rolls no
hits. The PzKpfw IIIJ ends its 17.9.3 When an armored vehicle conducts a slow move, it may bring along one
move action within 3 of the infantry element, plus any number of infantry individuals (Leaders, etc.) as
building. The infantry squad then tank followers. Tank followers must be touching the rear of the vehicle when it
begins its move, and they remain touching for the entire move. Tank followers
dismounts into the building. If the
still activate on their own normally with no restrictions. The armored vehicles
building was occupied by enemy provide hard cover for infantry touching them, against incoming fire that
elements the tank riders would crosses a line drawn 180-degrees across the front of the vehicle.
have to pass a morale check to
enter close combat. 17.9.4 Tank Followers may conduct move, fire and rally actions while tank following.

26
ARMORED VEHICLE FIRE ACTION FIREBALL FORWARD

ARMORED VEHICLE FIRE ACTION EXAMPLE FIRE ACTION


AGAINST INFANTRY
18.1 Vehicles can use a fire action to shoot at either an infantry target or a vehicle.
They can only fire at one target with a fire action. When firing at an infantry target Scenario 3 Tank Attack at La
the procedure is very similar to the infantry fire action. When firing at vehicle it is a Fiere
little different. The H-39 is on the bridge with a
slow move marker and wants to
18.2 To fire at a target the vehicles turret must be pointed directly at the target. If use a fire action to shoot at a
the vehicle does not have a turret, it can fire at any target within 45-degrees of its bazooka team in a foxhole just o
front facing. Place the 45-degree template against the front of the vehicle and you the crossroad 3 away. The H-39
must be able to draw a straight line in and out of the template to the target. rolls RANGE DIE d12 and HIT
DICE 1 white and 1 red getting an
18.3 Vehicle Fire Actions against infantry targets: 11 on the RANGE DIE, 6 white
and 5 red. This causes 1 morale
Vehicles, like infantry, have RANGE DICE and HIT DICE (white and red.) Use the check on the bazooka team. The
same procedure to determine if a hit is scored that is used for infantry fire. (See white die hit because: Target in
rule 4.4) They may also go out of ammunition (See rule 9.1.) The only difference is cover means he needs a 5 to hit.
whether the vehicle has a Slow Move or Full Move Marker. The white die is modified by: -1
for heavy cover, -1 Shooter with
VEHICLE MOVE MARKER DICE ROLL MODIFIER slow move marker and +1 Target
in sum of all range dice.
White Hit Dice: -1
Slow Move Marker If in the above example, the H-39
Red Hit Dice: Need a 6
had a Full Move marker then it
would only roll one red die, hitting
Only a vehicles red on a 6. So, it would have missed.
hit dice are rolled.
Do not roll the
Full Move Marker RANGE DICE. Hits
can only be scored
out to the vehicles
effective range

18.4 Vehicle Fire Actions against Armored Vehicles:

A vehicle must have a penetration value of at least 0 to use a fire action to shoot at
an armored vehicle. (See armor list for penetration values.)

Vehicles cause hits on Armored Vehicles as follows:

1. One HIT DIE (d6) is rolled. The normal RANGE DICE are rolled.
2. The one HIT DIE uses the Armor Modifiers (listed below) to determine if a hit is
scored. NOTE A natural roll of 1 on the HIT DIE is always a miss and causes
an out of ammunition die roll. A natural roll of 6 is a critical hit. (see rule 18.6)

TO HIT ARMOR MODIFIERS DICE ROLL MODIFIER


Target Within Sum of the Range Dice +1

Target Has Slow Move or No Move Marker +1

Shooter Has a Slow Move Marker -1

Shooter Has a Fast Move Marker -3

Shooter Is A Hand-Held Shaped Charge Anti-Tank


Weapon (i.e. PIAT, Bazooka, Panzerfaust or -1
Panzerschreck.

27
FIREBALL FORWARD ARMORED VEHICLE FIRE ACTION

EXAMPLE FIRE ACTION Note: Vehicles never receive a benefit for Hard Cover. The best they can get is
AGAINST AN ARMORED cover meaning that before the modifiers are applied the shooter needs a 5+ to hit a
VEHICLE vehicle in any type of cover.
Scenario 3 Tank Attack at La
Fiere The procedure to determine the effect of the hit is:

The H-39 is on the bridge with a 1. Consult the armor chart to determine the penetration value of the shooter.
no move marker and a US
bazooka team 3 away near the 2. The penetration value is increased by +1 if the target is within the sum of the
crossroads uses a fire action to range dice; and another +1 if the highest range die is removed and the target
shoot at the tank. The bazooka is still within the remaining total; and an additional +1 if the next highest range
will roll one HIT DIE (d6) and a die is removed and the target is within 3rd highest range die (if there is one.)
range die of d3 (roll at d6 and half
the result rounding up) He needs 3. Total the original penetration value with any range die additions to give the
a 4 to hit. (4+ target in the open, final penetration value.
+1 drm Target has a No Move
marker, -1 drm Shooter is a hand- 4. Determine if the shot is against the targets front or flank armor. (See rule 18.5)
held AT weapon.) He rolls the The target now rolls 1d6 for each point of armor listed on the armor chart.
RANGE DIE for a 3 and the HIT Each 1 rolled blocks 0 penetration points.
DIE for a 3. Since the H-39 is Each 2-5 blocks 1 penetration point.
within the RANGE DIE the HIT Each 6 blocks 2 penetration points.
DIE gets a +1 making it a 4 which If a critical hit was scored then a 1 or 2 blocks 0 penetration points.
is a hit.
A vehicle with and armor value of 1* rolls 1d6 but a 1 or 2 blocks 0
Next, determine the final penetration points. 3-6 are as above.
penetration value. The Bazooka
44 has a penetration value of 3 5. If the target block MORE points of penetration than the final penetration value
and the target is with the sum of the hit has no effect.
the RANGE DIE so +1 giving you
a 4. If you remove the RANGE 6. If the target blocks penetration points EQUAL to the final penetration value then
DIE there are none left so there is the target takes a normal morale check. If it fails it becomes broken morale and
no more increase in penetration. its move marker is immediately replaced with a no move marker. If it is already
broken when it fails it is eliminated (crew bails out.) If it passes it becomes
The H-39 has an armor of 2 so it suppressed just like infantry and may not take any opportunity fire until it
rolls 2d6 and is trying to block the activates. (See Rule 4.6)
final penetration value of 4. It rolls
5,6. This blocks three points of 7. If the target blocks fewer points of penetration than the final penetration value
penetration which is less than the the target is destroyed. If the vehicle is destroyed the shooter immediately rolls
final penetration value and the 1d6; on a 6 his side receives a one-time use initiative chip. (see rule 18.0 Glory
H-39 is destroyed. Roll)

If the armor roll was 6, 6 it would 18.5 Front and Flank armor values
equal the final penetration value When determining if a target uses the front or flank armor values draw a straight
and the H-39 would take a morale parallel to the front of the target. If the shooter is entirely behind that line to the
check. side of the target then use the flank armor value. If not use the front armor value.

Determining Front or Flank Armor

28
ARMORED VEHICLE FIRE ACTION FIREBALL FORWARD

18.6 Critical Hits


If a vehicle is hit and the shooter rolled a natural 6 on the HIT DIE then armor die
rolls of 1 OR 2 block 0 penetration points. If the target has an armor of 1* then
armor die rolls of 1, 2 or 3 block 0 penetration points.

18.7 Weapons with a Penetration value of 0


If a weapon has a penetration of zero and hits an armored vehicle it will cause a
morale check (and suppress if the morale check is passed) if the defending
armored vehicle rolls all 1s for its armor block rolls. (i.e. a roll of 1 stops 0
penetration points which is what the weapons caused.) If a critical hit was scored
then the defending vehicle will fail if all the armor rolls are 1 or 2.

18.8 The Glory Roll


If any vehicle (including unarmored vehicles like jeeps or trucks) is destroyed, the
shooter immediately rolls 1d6; on a 6 his side receives a one-time use initiative
chip.

Design note: This rule exists for one primary reason; gamers always want to use
soft vehicles (trucks, jeeps, etc.) in ways that an actual truck driver would notlike
facing off a King Tiger to block his shot. We are not going to legislate tactics but we
do want to punish bad tactics. So, feel free to use your truck as a moving wall to
protect yourselfbut when the enemy destroys it he just might get an initiative
chip. We feel this represents that losing the truck has implications for both sides
that are apparent outside the scope of the battle.

18.9 Rapid Fire


Certain vehicles (primarily ones armed with auto-cannon) are marked on the
vehicle sheet as being able to Rapid Fire. Rapid Fire elements that fire at a vehicle
(only), even with opportunity fire, may immediately take a second fire action at the
target vehicle if it is not destroyed on the first fire action.

18.10 Vehicles with multiple weapons


Some vehicles have a line which lists another set of anti-vehicle RANGE DICE,
Effective Range and Penetration. This means the vehicle has multiple weapons
(like the Grant or the Char B1-bis.) During a fire action the vehicle can fire both
guns at the same or different targets.

18.11 Vehicle out of ammunition


Vehicles may run out of ammunition when conducting a fire action as per rule 9.4.

ARMORED VEHICLE RALLY ACTION


19.1 Armored Vehicles that have broken morale may use a rally action to recover
good morale. If they roll equal to or higher than their morale number they recover
good order. They always use their listed morale number and leaders never have
any effect.

29
FIREBALL FORWARD ARMORED VEHICLE ACTIONS & LEADERS

EXAMPLE ARMORED VEHICLE


OPPORTUNITY FIRE ACTION
ARMORED VEHICLE OPPORTUNITY ACTIONS
Scenario 3 Tank Attack at La 20.1 Armored Vehicle elements have two types of opportunity actions: Opportunity
Fiere Fire and Opportunity Spotting.

20.2 Armored Vehicle Opportunity Fire Action


The H-39 is on the bridge with its
turret facing towards the hill. A Like infantry elements, armored vehicles may take one fire action during each
US rifle squad behind the stone enemy unit activation. (ie. Once per enemy card.) The vehicle may fire at a moving
wall moves to close combat the non-hidden enemy (infantry or vehicle.) The shooter suffers the penalty that its
tank. The H-39 wants to conduct current move marker provides. The target must also be in the vehicles Opportunity
opportunity fire. It has an inferior Fire Zone. There are three zones based on the type of turret on a vehicle. They are:
turret so it places the 45 marker
against the front of the turret. Superior Turret: Draw a straight line parallel (180-degrees) to the front of the
When a straight line is drawn from shooting vehicles turret. Any target in front of that line (even partially) can be fired
the infantry squad, which is at by opportunity fire.
touching the rear of the tank, it
does not pass through the front
Inferior Turret: Place the 45-degree marker against the front of the turret. If you
of the 45 marker so there is no
opportunity fire. can draw a line from any part of the target into the 45-degree marker then
opportunity fire is allowed.

Fixed: Place the 45-degree marker parallel to the front of the vehicle. If you can
draw a line from any part of the target into the 45-degree marker then opportunity
fire is allowed.

If you determine that the moving target is in the opportunity zone then you may
fire using the appropriate fire action procedure for the target type (i.e. Infantry or
vehicles.)

20.3 Armored Vehicle Opportunity Spot Action


This is conducted exactly like Infantry Opportunity Spot Actions.

ARMORED VEHICLE LEADERS


20.4 Armored vehicle units may have leaders like infantry units. The scenario will
tell you if leaders are present. Leaders have one additional action not available to
non-leader vehicle elements: Directing Fire Action. Company Leaders may also do
a Formation Move action.

20.5 Vehicle Leader Directing Fire Action


Conducted as in rule 13.3.

20.6 Spotting
A vehicle leader passes a spot action just like an infantry leader. (see rule 5.0) But
after the vehicle leader declares that he will do a spot action the enemy make take
opportunity fire at the vehicle with any weapon that can fire at infantry targets. (see
rule 14.0) If the vehicle survives the opportunity fire in good order it may then
conduct a spot action.

20.7 Formation Activations


Company Leaders (only) have the ability to allow different platoons from the same
company to activate together as one unit. This imposes some restrictions on the
activated platoons but restricts the enemys opportunity fire as they are considered
only one activation.

Initiating a formation activation: When activation cards are drawn, a side with a
Company (vehicle) leader can opt to save the activation markers, without activating
units, if the Company leaders unit has NOT yet activated. The Company Leader

30
GUNS FIREBALL FORWARD

thus accumulates activation markers. When the Company Leaders unit activates EXAMPLE FORMATION MOVE
he may sacrifice his fire action to do a formation move. Scenario 3 Tank Attack at La
Fiere
Perform the formation activation as follows:
The German Tank Platoon of
1. When the unit with the Company Leader activates he distributes saved three tanks is lined up on the
activation markers to tank platoons under his command and in his LOS that causeway 6 from the west board
have not yet activated. edge. The German Tank
2. The player then places the SAME type of movement marker (either Full or Slow Company Headquarters (1
move) on all of the vehicles that just received activation markers. PzKpfw IIIJ) is right behind them.
3. Each unit that just received a marker then activates normally activating from The activation cards are turned
lowest numbered marker to highest. revealing one black card. The
4. All of these units are considered to be ONE UNIT for purposes of opportunity German Tank Company
fire until the last activation marker has been played. Thus the enemy may only Headquarters and Tank Platoon
take ONE opportunity fire action per element against the formation activation, have not yet activated so the
not against each unit. German player chooses to save
the activation in the Company
Benefits: Reduces the amount of enemy opportunity fire. HQ. When the next black card is
drawn the German player decides
Penalty: All tanks must have the same type of movement marker. All of the tanks in to assign it to the Company HQ.
the unit will suffer a penalty to hit based on the movement marker. The HQ then immediately assigns
the saved activation to the Tank
GUNS (Anti-Tank, Infantry Guns & Howitzers) Platoon. Since the Tank Platoons
activation number is smaller it
21.1 Gun Elements are composed of two parts; the gun and the crew. The crew activates first and it is decided
function like infantry team elements although their actions are slightly modified. that a full move marker will be
used and is placed on all the
21.2 Gun Crew Actions tanks, including the Company HQ
Move OR Fire: A gun crew element can either do a move or a fire action activation tank. Each tank then activates as
but not both. normal. A US Bazooka team fires
at one of the tanks using
Move Action: Some guns have a movement allowance of 6. These guns can be opportunity fire and misses. Then
moved just like infantry elements except that they are only allowed ONE terrain the Company HQ activates and
crossing. A crew can move 12 with two terrain crossings, just like infantry, if it is moves over the bridge. The
NOT moving with the gun model. Bazooka team can NOT use
opportunity fire even though the
Fire Action: If the gun crew is touching the gun model it may fire at either Company HQ is a dierent unit as
vehicles or infantry targets. Use the fire action procedure listed under armored it is moving in formation with the
vehicle fire actions. (Rule 17.0) A gun crew that is not touching a gun model can Tank Platoon.
not fire. In addition many guns can rapid fire against a vehicle. (Rule 18.8)

Rally Action: Gun crews always pass rally checks by rolling 1d6 equal to or higher
than their morale number. In some scenarios guns may be part of a large unit that
has a Platoon leader who may rally the guns as normal. EXAMPLE ANTI-TANK GUN
RALLY ACTION.
21.3 Routing Scenario 3 Tank Attack at La
When a gun crew fails a morale check and goes to broken morale it may make a Fiere
rout move just like infantry. The gun model does NOT make the rout move but
remains in place where the gun crew failed its morale check. The US 57mm Anti-Tank Gun is
on the hill while its gun crew is
Also see Rule 37.0 for Towed Guns. 10 away with broken morale. The
crew first does a rally action and
rolls a morale check getting a 4. It
rallies and then decides to use a
move action to move to the gun
model. The crew takes
opportunity fire from the Germans
but suers no hits. Its activation
is then finished.

31
FIREBALL FORWARD SPECIAL WEAPONS TEAMS

EXAMPLE HILL. SPECIAL WEAPONS TEAMS (Hand-Held Anti-Tank)


Scenario 3 Tank Attack at La
Fiere 22.1 Hand-Held Anti-Tank Weapons Teams (Bazooka Teams, Piat Teams, and
Panzerschreck Teams) function just like normal infantry elements. They have some
The US 57mm Anti-Tank Gun is special rules:
on the hill more than6 away
from the edge. The H-39 is on the These teams go out of ammunition like all Weapons Teams (Rule 9.1)
bridge and uses a move action to
touch the south edge of the hill Special Weapons Teams may never initiate close combat but they may defend
but not on the hill itself. As it normally with the -1drm for being a team.
moves the AT gun has LOS so
conducts opportunity fire but They may fire at vehicles as normal (Rule 17.0) with a -1drm to their HIT DIE. If
misses. Next the AT gun gets to they run out of ammo they may NOT fire as a rifle team. They may not fire at all
activate as a red card was pulled. unless they recover ammo.
It no longer has LOS to the H-39
which is touching the hills south 22.2 Panzerfausts
edgeso can not fire at it. An element (squad or team) may be armed with panzerfausts. If so, the element
conducts fire actions vs. vehicles using the armored vehicle fire action rules (Rule
17.0.) Panzerfausts go out of ammunition automatically if they roll a natural 1 or 2
on their HIT DIE. If an element runs out of Panzerfausts they may still continue to
fire as infantry.

SPECIFIC TERRAIN TYPES


23.1 Hills and Steep Hills
Terrain crossings:
Hills: Infantry elements pay one terrain crossing to cross onto or off a hill.
Steep Hills: Infantry elements pay two terrain crossing to cross onto or off a steep
hill. Impassable to vehicles.

Concealment: Yes.

Cover: Cover if the shooter is not on a hill of equal or higher level.

Block LOS:
Yes, if both elements are NOT on the hill and the hill is between them OR- One
element is on the hill and the other element is not on the hill but touching the hills
edge.
No, if the element on the hill is touching the hills edge and the other element is
either not touching the hill or touching the hill within 6 inches.

Hill Blocks Line of Sight Line of Sight Not Blocked


Line of Sight Blocked
(more than 6 distant)

Hill Blocks Line of Sight Line of Sight Not Blocked

32
SMOKE FIREBALL FORWARD

23.2 Walls
Terrain interactions: Infantry elements pay one terrain interaction to cross a wall.

Concealment: Yes the hidden element is touching the wall and the LOS crosses the
wall before touching the hidden element.

Cover: Any fire directed at an element up against a wall receives hard cover if the
fire crosses the wall.

Block LOS: No.

23.3 Bridges
Terrain interactions: None as long as an element enters the bridge along the road.
Otherwise it costs one to cross onto or off the bridge.

Concealment: Yes.

Cover: Any fire directed at an element stationary or moving on the bridge receives
cover.

Block LOS: No.

STOP. YOU CAN NOW PLAY SCENARIO 3 TANK ATTACK AT LA FIERE!!

SMOKE
24.1 Smoke can be placed on the table by vehicles, guns, off-boardartillery or
certain infantry elements. Smoke will interfere withLOS, can spread, and lasts for
anindeterminateamount of time.Smoke markers (or cotton balls of the
appropriate size) represent smoke onthe gaming table. A smoke marker is 1-inch
by 4. They can be either effective or ineffective smoke.

24.2 Wind direction


Before the game begins randomly determine the direction of the wind. When
smoke is placed on the table, place one end where the player wants the smoke to
land and then move the other end in the direction of the wind. The long (4-inch)
axis will be laid out in the direction of the wind. Wind direction does not change
during a scenario.

24.3 Placing smoke markers


Vehicle and gun smoke: Vehicles, guns and mortars can place smoke markers if
the scenario indicates they have smoke rounds. First, use a fire action to place one
marker anywhere within their LOS and effective range. Next roll to hit as normal as
if the target was a vehicle with a No Move marker. If a successful hit is rolled,
place an effective smoke marker. If a hit is not rolled place an ineffective smoke
marker.

Off-board artillery smoke: (See rule 32.7) Infantry smoke pots/tank smoke
dischargers: If a scenario indicates that smoke pots or tank smoke dischargers are
available the element may sacrifice its fire action to place a smoke marker
anywhere touching its own base. The element takes a normal morale check. If it
passes the smoke marker is effective smoke. If failed the smoke marker is
ineffective smoke.

24.4 Effective or Ineffective Smoke:


The smoke marker is always placed on the table where the firing player wants it to
land. It is then determined whether it is effective or ineffective. The procedure to

33
FIREBALL FORWARD MORTAR TEAMS & ARTILLERY

determine this depends on whether it is being placed by armored vehicles, guns,


off-board artillery or infantry smoke-generators.

Effective Smoke: Blocks LOS completely if the LOS line touches the marker.

Ineffective Smoke: Does not block LOS but any fire actions receive a -1drm to hit
for each ineffective smoke marker the LOS is traced through.

24.5 Expanding and Dissipating:


The turn a smoke marker is placed it neither expands or dissipates.

Expanding: At the start of every subsequent turn place one additional smoke
marker of the same type (effective or ineffective) touching the downwind side of
the marker pointing in the direction of the wind.

Dissipating: The turn after a smoke marker has been placed remove one marker,
starting with the original marker and moving downwind, each time an appropriate
card is used for activations. If the total number units in the game is 9 or less the
appropriate cards are King, Queen, Jack. If the total number of units in the game is
greater than 9 the appropriate cards are King and Queen. In games involving
Soviet units before 1944, smoke dissipates as per rule 39.2.

EXAMPLE MORTAR FIRE MORTAR TEAMS & ARTILLERY


ACTION
Scenario 4 Choctaw Warrior 25.1 Mortar Team/Artillery Actions
Move or Fire: A Mortar Team/Artillery element can either do a move or a fire action
The US light mortar team is in the each activation but not both.
open area near the word Road.
Lt. Turnbull (its Platoon Leader) is Move Action: Mortar Team/Artillery move just like infantry elements. Artillery can
touching the hedgerow just to the only do one terrain crossing, mortar teams can do two. (rule 3.0)
north. Three German infantry
squads are on the north side of Fire Action: A Mortar Team/Artillery can fire at any spotted enemy element on the
the hedgerow near the word board. The procedure used depends on if the enemy is in LOS or not.
Hedgerows. The light mortar
team activates and uses a fire Target in LOS: Fire action is conducted as normal (rule 4.0)
action. It can target one of the
German squads because Lt. Target not in LOS: If the mortar teams/artillerys leader has LOS to the target and
Turnbull is within 12 and has is within 12 of the mortar team the mortar team may fire as normal (rule 4.0) but
LOS to the Germans. The they are not placed on the table unless any enemy element has LOS to them. This
distance from the mortar team to is considered a Call For Fire action for the leader.
the Germans is 28. The mortar
rolls RANGE DIE 11 and white Resolving the Fire Action: Fire as normal (rule 4.0) but only hits scored on the white
dice 5,2; red hit dice 6,2. The hit dice affect the target; hits scored with the red hit dice hit the closest infantry/
Germans are in range (eective gun element within 4 of the target.
range 20 + RANGE DIE 11 = 31)
and hits are adjudicated. The Rally Action: Mortar teams/Artillery rally just like infantry elements. (rule 6.0)
white hit dice causes one morale
check on the target squad. The Spot Actions: Mortar/Artillery teams spot just like infantry elements. (rule 5.0)
red hit dice causes one hit which
aects a second German squad 25.2 Opportunity Fire Actions
within 4 of the target squad. The Mortar Teams/Artillery conduct opportunity fire as if they were a rifle team. Ie. they
third squad is unaected. roll RANGE DIE d20, one white and one red hit die. For any hit to count the red die
must be at least a 4+. The target must be in LOS.

25.3 Target in a building


If shooting at a building the white dice affect only elements in the top floor. The red
dice affect elements outside of the building within 4. Remember that if a room in a
building is hit, all elements in the room must make morale checks equal to the hits
scored.

34
BUNKERS FIREBALL FORWARD

25.4 Ammunition: EXAMPLE BUNKERS


Mortars / Artillery go out of ammunition as normal. Ie. rolling a 1 on a designated
Scenario 5 Devils in the
HIT DIE and then rolling a1d6 getting a 1 or 2.
Dark
FOXHOLES A US rifle team moves out of the
26.0 Foxhole orchard in the north-east corner
Terrain interactions: None. of the board. An Italian squad in
Pillbox 2 has LOS to the team
Concealment: No. and uses an opportunity fire
action to shoot at the team. The
Cover: Hard Cover. 45 template is placed against the
front of the bunker and a line can
Block LOS: No. be traced inside the template to
the team so the opportunity fire is
allowed. The squad fires but
GRENADE BUNDLES & MOLOTOV COCKTAILS misses. The rifle team chooses to
26.1 Elements armed with Grenade Bundles receive a +2drm in Close combat vs a move back to the orchard where
vehicle or bunker. Molotov Cocktails impart a +1drm. Neither has any effect it started. It then uses a fire action
against infantry elements. to shoot at the bunker. It can
trace a straight line into the 45
marker so the shoot is allowed. It
STOP. YOU CAN NOW PLAY SCENARIO 4 CHOCTAW WARRIOR!! fires and gets one hit. The Italian
squad passes its morale check,
so it remains in good morale and
is NOT suppressed. Next, a US
BUNKERS Bazooka team in the orchard
27.1 Bunkers are fortified structures with an armor value (like tanks) that can be uses a fire action to shoot at the
occupied by infantry and possibly gun elements. They can only be destroyed by a bunker. As the bunker is 6 away
fire action from an element that has a penetration of 0 or greater or by close it is extreme range but the
combat. bazooka team rolls a 6 (halved to
3) on the range die and manages
27.2 Firing out of a bunker to get a hit causing 2 penetration
Elements in a bunker may use fire actions normally but may only target elements in points. The bunker has an armor
their LOS. To determine LOS place the 45-degree template against any opening in value of 4 so rolls 4d6 getting
the bunker model. If a line can be traced from the target into the 45-degree marker 1,1,1,5. As this only stops one
then LOS exists. penetration point the bunker is
destroyed and the squad is
27.3 Firing into a bunker eliminated.
Elements with a penetration value of 0 or greater may fire at the bunker as long as
they have LOS to any part of the bunker. They do not need to trace into the 45-
degree marker.

Elements without a penetration value may fire at the bunker but must be able to
trace LOS into the 45-degree marker placed at on of the bunkers openings.

27.4 Opportunity Fire at a bunker


Movement within a bunker can not be targeted by opportunity fire.

27.5 Effects of shooting at a bunker


Elements with a penetration value of 0 or greater fire at a bunker as if it was a
vehicle not moving in cover. Follow the same procedure for firing at an armored
vehicle (see rule 18.1) The scenario will assign each bunker an armor value. Any
occupants of a bunker suffer the fate of the bunker itself. If it is destroyed then the
occupants are destroyed. If the bunker must take a morale check (i.e. penetration
value = the armor die rolls) then all the occupants must take a normal morale
check.

Elements without a penetration value fire at a bunker as if it were an infantry target


in hard cover. Any hits cause morale checks to all elements in the bunker as

35
FIREBALL FORWARD NIGHT

normal. Any morale checks caused by these hits can never cause an element in a
bunker to become broken or be eliminated. Instead, any number of failed morale
checks results in all elements in the bunker being suppressed. If the morale
checks are passed then theelements are NOT suppressed.

27.6 Close Combat against a bunker


Infantry elements may close combat a bunker just like they would an armored
vehicle. (see rule 16.0) However, the infantry element must touch the bunker at an
opening i.e. door or vision slit.

27.7 Movement into or out of a bunker costs one terrain crossing.

NIGHT
28.1 If a scenario takes place at night elements may only spot or fire at elements
within 12.

FLARE PISTOLS AND ILLUMINATION ROUNDS


29.1 If a scenario takes place at night elements may use flare pistols and
illumination rounds from mortars or on call barrages to negate the effects of night
(rule 28.1) on a particular area of the board. Illumination rounds can only be used if
the scenario indicates they are available.

29.2 Placing an illumination round on the table


Mortar Teams and elements with flare pistols place an illumination round marker
anywhere on the table, regardless of LOS, using a fire action or- if the shooter is a
leader with flare pistol he must sacrifice his rally action and rolls to hit as if he were
a rifle squad. Elements roll a normal fire action as if firing at infantry moving in the
open. If none of the HIT DICE score a hit then theflaremarkerdeviates from its
position on the table (See below). Flare Pistols roll to hit as if they were a mortar
team.

29.3 Effects of illumination rounds


If a successful hit was rolled when placing the illumination round then all elements
within 6 of the illumination round marker are considered to be in daylight and the
rules for night are ignored for purposes of spotting or shooting at them.

If a hit was not scored then the illumination round is moved 12 in a random
direction. All elements within 6 of the illumination round marker are considered to
be in daylight and the rules for night are ignored for purposes or spotting of
shooting at them.

If the illumination round marker was placed outside of the effective range + RANGE
DICE of the shooter then the round was a dud and the illumination round marker is
removed from the table immediately.

29.4 Removing illumination round markers


The illumination round marker remains on the table for the remainder of the turn
that it is placed. It is removed on any following turn on the first face card (Ace,
King, Queen, Jack) that is used for activation.

ITALIAN ARMY
30.1 Units from the Italian army use all the normal rules with one exception; units
being activated by an initiative chip may only use move actions if the unit leader
first passes a morale check. Elements may rally and fire as normal. If the unit is a
gun or vehicle unit without a leader then roll a morale check based on the element
in the unit with the best morale.

36
TERRAIN FIREBALL FORWARD

TERRAIN EXAMPLE BARBED WIRE


Scenario 5 Devils in the Dark
31.1 Barbed Wire
A US rifle team without
Terrain crossings: Elements pay one terrain crossing to cross. An infantry element wirecutters uses a move action to
can only cross barbed wire if they start their movement action touching the barbed touch a section of barbed wire
wire. just to the north of the 2-level
building. As it did not begin its
Concealment: No. move touching the wire, it cannot
cross. It stops immediately when
Cover: Open terrain. An infantry/individual element touching barbed wire is always it touches the wire. Its activation
considered moving in the open when fired at. is then completed. The US player
then uses his permanent initiative
Block LOS: No. chip to activate the rifle teams
unit. Therifle team then uses a
Mobility check to cross: Yes. move action to cross the barbed
wire (for one terrain crossing) and
31.2 Breaching Barbed Wire move into the building (its second
Elements that possess wirecutters or Bangalore torpedoes may create a 2-inch terrain crossing.)
hole in barbed wire it they expend a fire action while touching the barbed wire.
Vehicles that move through barbed wire also create a 2-inch hole. Elements may
move through a hole with no penalty.

31.3 Scrub

Terrain crossings: None.

Concealment: Yes for infantry. No for guns and vehicles.

Cover: Open terrain

Block LOS: No.

STOP. YOU CAN NOW PLAY SCENARIO 5 DEVILS IN THE DARK!!

37
FIREBALL FORWARD OFF-BOARD ARTILLERY

EXAMPLE OFF BOARD OFF-BOARD ARTILLERY


ARTILLERY
Scenario 6 The Road to 32.1 Artillery Support
Niscemi Off-Board artillery support is represented by On Call Fire Barrages, Registration
Points, Prep Fire Barrages or Interdiction Barrages. On Call Barrages and
The US Company Leader (Lt. Registration Points are used when a Company Commander or Forward Observer
Easton) activates and decides to uses a Call For Fire Action. Prep Fire is used after setup is complete but before
use a Call for Fire action to try to play starts. Interdiction is used when the enemy player uses an initiative chip.
use his On-Call Barrage to drop
artillery on some Italian infantry 32.2 On Call Barrages
squads in the gully just south- On Call Barrages represents Company Commanders and Forward Observers
west of the bridge. First he calling for fire support missions during combat. A Company Commander or
places his barrage marker in the Forward Observer can use a Call For Fire action to place On Call Barrages. The
gully where he wants the barrage leader or Forward Observer indicates where the center of the barrage will be and
centered. Then he rolls a morale then rolls a morale check. If the center of the barrage is in his line of sight the
check. As he has LOS to the morale check is made as normal. If it is not then the morale check is made with a
marker (he is in the 2nd level of -2 DRM. (This represents firing by map coordinates) A scenario will also provide
the building next to the word an Availability modifier which is applied to the morale check, If the morale check is
Building) it is a normal morale failed then there is no effect. If it is passed then roll 2d6 on the Artillery Chart and
check and he rolls a 4 which apply the results.
passes. Since he passed he is
allowed to roll on the Artillery 32.3 Registration Points
Chart for the eect of the A scenario will indicate how many registration points the player is given. Before
barrage. If he had failed he would play starts the player marks the registration points on his scenario map. If the
have removed the barrage marker Company Commander or Forward Observer does a Call For Fire action with the on
and his activation would be call barrage centered on a registration point they do NOT need to pass a morale
completed. He rolls a 7 on the check before rolling on the Artillery Chart. They immediately roll 2d6 on the Artillery
artillery chart which causes all Chart and apply the results.
elements within 6 of the barrage
marker to take a morale check. 32.4 Prep Fire Barrages
There are two Italian rifle squads Prep Fire Barrages represent artillery barrages that land before an attack is
in the radius. They are in the launched in hopes of softening up the enemys defenses. Before play starts but
gully which provides hard cover after the initial set up is completed the player with Prep Fire Barrages designates
so each squad has a +2drm their where the center of each of his Prep Fire Barrages will be and rolls on the Artillery
morale check. They roll a 1 and a Chart and applies the result listed for Prep Fire.
2. The 1 fails and the 2 passes.
The squad that passes is the 32.5 Interdiction Barrages
suppressed (as indicated on the Interdiction represents artillery fire that is directly behind the enemys front lines to
artillery chart.) isolate the battlefield and prevent resupply, reinforcement, etc. It is meant to bog
down an assaulting force or pin a defending force.

As soon as a player attempts to use an initiative chip an enemy player may use an
Interdiction barrage to negate the initiative chip. The interdicting player rolls 1d6
against the interdiction number of the barrage (listed on the scenario sheet.) If the
number rolled is equal to or greater than the interdiction number then the initiative
chip may not be played on that unit and no other initiative chips may be played on
that unit for the remainder of the turn. The initiative chip is not lost and may be
played on a different unit that turn.

32.6 Artillery Effect


When an On Call, Registered or Prep Fire Barrage lands successfully you roll 2d6
on the Artillery Chart and consult the result for the type of mission. Results that
call for morale checks will be modified by the type of barrage and cover. Unless
indicated on the chart a barrage is expended once it is played.

32.7 Concentrated Barrages


These function exactly the same as normal barrages but when the Artillery Chart
calls for elements to take morale checks they suffer a -1drm if being hit by a
concentrated barrage.

38
SOFT VEHICLES FIREBALL FORWARD

32.8 Smoke EXAMPLE SOFT VEHICLES


When using off-board artillery to place smoke markers, use the Smoke line on the
Scenario 6 The Road to
artillery chart to determine if the smoke is Effective or Ineffective and how many
smoke markers are placed. Place the end of the first smoke marker at the aim
Niscemi
point and then point the other end in the direction of the wind. (see rule 24.0) If
more than one smoke marker is called for place the additional markers touching An Italian truck (5+) carrying a
end to end in the direction of the wind. The smoke will dissipate as per the smoke Platoon Leader and Rifle Squad
rules. (24.0) as passengers moves across the
bridge toward the intersection. A
US anti-tank gun hidden in the
SOFT VEHICLES hedge along the intersection
33.1 Soft vehicles are any vehicles that do not have an armor value, such as a decides to take opportunity fire
truck, motorcycle or jeep. against the truck. It decides to
shoot at the truck as if it is a
33.2 Soft Vehicle elements may use all actions available to armored vehicle vehicle and rolls a hit die and a
elements and perform them in the same way. The only exception is that unlike d20 range die. He rolls a 5 hit die
armored vehicles, soft vehicles can make rout moves, just like infantry elements and 15 range die. The truck is
with the exception that the rout move can only make one terrain crossing. only 3 away so the anti-tank gun
gets a hit, and as the target is
33.3 Passengers mount/dismount soft vehicles same as armored vehicles. (see within the range die its
rule 17.3-.5) Passengers mounted in a soft vehicle can not use any actions of their penetration is increased by one;
own until they dismount. going from 2 to 3. The truck then
takes three morale checks rolling
33.4 Soft vehicles can carry a certain number of elements depending on the size of a 4,4,5. As the TRUCKS morale
the vehicle. Large vehicles like trucks can carry 3 leaders and one squad or two is 5+ it fails two morale checks.
teams. Small vehicles like jeeps can carry 3 leaders and one team. Motorcycles The truck, the Platoon Leader and
and horses are covered in their appropriate rules section. the rifle squad are eliminated.

33.5 Shooting at a soft vehicle element


Elements without a penetration value fire at a soft vehicle as if it were an infantry
target. (i.e. using white and red hit dice) Each hit scored causes a morale check on
the VEHICLE (not the passengers.) If the vehicle fails one morale check it goes to
broken morale and makes a rout move just like infantry. At the end of the rout
move all passengers MUST dismount with broken morale. If the vehicle fails two or
more then it and all passengers are eliminated.

Elements with a penetration value may choose to shoot at the soft vehicle as if it
were an infantry target (see above rule) OR- they may choose to shoot at it as if it
were a vehicle. (see rule 18.0) If shooting at it as a vehicle and a hit is scored, the
soft vehicle (not the passengers) must make a number of morale checks equal to
the penetration points of the hit. If the vehicle fails one morale check it goes to
broken morale and makes a rout move. At the end of the rout move all passengers
MUST dismount with broken morale. If the vehicle fails two or more then it and all
passengers are eliminated.

39
FIREBALL FORWARD MINEFIELDS

EXAMPLE MINEFIELD
Scenario 6 The Road to
MINEFIELDS
Niscemi 34.1 Minefields are considered terrain that can attack infantry and/or vehicle
elements. There are three types of minefields: Anti-Personnel, Anti-Vehicle and
The US player placed the Variable Mixed. Anti-Personnel minefields only affect infantry elements, Anti-Vehicle
Forces minefield on the road just minefields only affect vehicle elements and Mixed affect both.
north-west of the bridge. It starts
hidden and is not marked on the 34.2 Spotting a minefield
table. The Italian activates his Unless specifically stated in a scenario all minefields are placed hidden. It is
Tank platoon and uses a full move automatically spotted (put on the table) when an element that it can affect touches
action to cross the bridge and it. (Engineer elements can spot ANY type of minefield.) If a minefield has not been
enters the hidden minefield. The spotted (ie. placed on the table) then it costs 0 terrain crossings until the first
US player then informs him that element, that it can affect, moves into it. On entering the minefield the element
he is in a minefield and the R-35 must end its move action immediately. If the element is a vehicle its movement
must stop moving. As the R-35 marker is replaced with a slow move marker. Then use the rules below for
was touching the minefield while movement into and out of the minefield.
moving the US player then
attacks the tank by rolling 6d6. 34.3 Effects of a minefield on move actions
He rolls 2, 2, 3, 4, 4, 5, 6 causing Infantry elements pay TWO terrain interactions to enter or exit an anti-personnel or
one morale check to the tank. mixed minefield. They ignore anti-vehicle minefields.
The R-35 rolls a 1 and fails its
check. It goes to Vehicle elements in a minefield always have a slow move marker and pay ONE
broken morale and replaces its interaction to enter or exit an anti-vehicle or mixed minefield. They ignore anti-
full move marker with a slow personnel minefields.
move marker.
34.4 Effects while moving while touching a minefield
If an element is conducting a move action and any part of its movement path
touches the minefield (this includes leaving the minefield) the element is attacked
by the minefield.

The player owning the minefield rolls 6 RED HIT DICE. Each roll of a 6 causes one
morale check on the moving element.

An element conducting a rout move through a minefield is attacked by the


minefield.

34.5 Clearing a path in a minefield


Good order Engineer squads can create a 4-inch long, 3-inch wide path through a
minefield if they begin their activation in the minefield and forfeit their move action.
The path is created as soon as the engineer squad creating it completes its
activation.
34.6 Firing while in a minefield Elements in a minefield can fire as normal with
vehicles taking the -1 penalty for a slow move.

40
TERRAIN FIREBALL FORWARD

TERRAIN
35.1 Woods (Light and Heavy)
Woods have attributes like all other types of terrain (ie. block LOS, terrain
interactions, etc.) but they have one different aspect in that they are divided into
zones. Connected zones make up one large area of woods.

35.2 Woods Zones:


Woods zones are roughly 6-inch square for light woods and 4-inch square for
heavy woods. They have these attributes:

Terrain crossings: One crossing to cross a zone boundary.

Concealment: Yes, unless the target is an element conducting a move action in an


adjacent zone (including diagonally.) If you move into a zone adjacent to the
enemy, you are placed on the table and the enemy may take opportunity fire. (See
opportunity spotting rule 7.4)

Cover: Cover.

Woods Block LOS: See rule 11.4

35.3 Gullies
Terrain crossings: One crossing to enter or exit.

Concealment: Yes.

Cover: Heavy cover.

Block LOS: No.

Mobility check to cross: Yes, with a -1drm.

STOP. YOU CAN NOW PLAY SCENARIO 6 THE ROAD TO NISCEMI!!

41
FIREBALL FORWARD AIR SUPPORT

EXAMPLE TOWED GUNS AIR SUPPORT


Scenario 7 Taming the Tiger
36.1 Air Support represents air assets that have been assigned to the combat area
A jeep towing a 75mm PACK and are primarily looking for targets of opportunity. The players have only limited
Howitzer enters the board on the ability to control them. There are two kinds of missions that can be given in a
east road. The Jeep is doing a scenario: fighter-bomber and dive bomber.
slow move and drives 6 down
the road. At the end of its move it 36.2 Activating an air support mission: A player that has available air support
declares the howitzer is missions MUST roll once on the appropriate air support chart (fighter-bomber or
dismounted. The howitzer may dive bomber) on turn one after set up is complete but before any cards are drawn
the not fire but it may use and activations taken. Apply the results immediately.
opportunity fire.
TOWED GUNS
37.1 Guns with a movement allowance listed on the equipment chart may move as
infantry but are only allowed one terrain interaction (rule 21.2) -OR- they may be
towed by a vehicle. Guns without a movement allowance may only be moved by
being towed. The towing vehicle must be from the same platoon as the gun.

37.2 To move a gun with a vehicle the gun must be mounted as a passenger

For a gun to mount a vehicle, the vehicle must end its move action touching the
gun and its good order crew andannounce the gun is mounted. Guns may not
take any actions while mounted.

For a gun to dismount from a vehicle, the vehicle must have either a no move or
slow move marker.When the vehicle takes a move action it may announce at the
beginning or end of themove action that the gun is dismounted. This also
counts as the gun and crew's moveaction, so it may not then use a fire or a
move action during this activation.

TERRAIN
38.1 Railroad Embankment
Terrain crossings: One to cross.

Concealment: Yes if the element is touching the embankment and the LOS to the
element crosses the embankment.

Cover: If fire crosses the embankment, Heavy cover for elements touching the
embankment. Otherwise it is open ground.

Block LOS: No.

STOP. YOU CAN NOW PLAY SCENARIO 7 TAMING THE TIGER!!

42
SOVIETS FIREBALL FORWARD

SOVIETS EXAMPLE SOVIET


ACTIVATION
39.1 Any scenario set in the years 1939 1943 which involve Soviet units uses the
following rules for all Soviet units. These represent the various issues the Soviets
Scenario 8 The
had with insufficient training, command and doctrine in the early/mid periods of Bridegrooms of Death
World War Two.
A deck of activation cards is
39.2 Activation assembled consisting of RED
Activating Soviet units follows a different procedure than rule (1.1.2) A normal King, Queen, 10, 9, 8, 7, 6. They
deck of 52 playing cards is NOT used. Instead you must assemble a smaller deck are assigned thus: King =
out of the full deck. The deck is comprised of: Battalion HQ, 10 thru 6 are
specific Rifle Platoons. The Black
One Red Card for each Soviet unit. These cards are assigned to SPECIFIC Soviet cards consist of seven cards. Two
units which may only activate when their card is drawn. jokers are placed in the deck
also.
One Black Card per Axis unit OR- a number of Black Cards equal to the number
of Red Cards, which ever is greater. Any Axis unit may activate on any Black Card. The first run of cards pulled for
activation are: RED 7, King, 8.
Add two jokers to the deck. When these are drawn smoke and/or illumination will The Soviet play must then
dissipate in turns following the turn in which they were placed. If a joker is the last activate the Rifle Platoon
card drawn in a turn the smoke/illumination does NOT dissipate on that card. assigned to card 7. When that
Note- only jokers, not face cards as with normal decks, dissipate smoke and unit is finished activating the
illumination. Battalion HQ activates. When the
HQ is done the Rifle Platoon
Activation is conducted as per rule (1.1) with the following exceptions: assigned to card 8 activates.

Soviet units must activate when their assigned card is drawn. The next run of card is two Black
cards. The German player then
Axis units may activate any unit on any black card. If there are more Black Cards assigns activation flags 1 and 2
in the deck than Axis units the Axis player may Pass (ie. Not activate a unit) until as per rule: 1.1.2.
the number of Black cards remaining in the deck equals the number of Axis units in
the game.

39.3 Activating Armor/Vehicle Units


Soviet units composed of armor or vehicle elements use the activation rule above
(Rule 39.2) with one exception:

As soon as the unit is activated the SAME movement marker (Full Move, Slow
Move, No Move) must be placed on every vehicle in the unit. All elements in the
unit must use that movement marker for the entire turn. If any of the elements have
a morale of (5+) or (6+) then the only choice is Full Move or No Move. EXAMPLE COMMISSAR
Scenario 8 The
39.4 Commissars Bridegrooms of Death
Soviets do not receive initiative chips at the start of a scenario. Instead, they may
gain extra actions through use of a Commissar element. As part of the Battalion HQs
activation the Commissar is
The Commissar is considered a Battalion Leader element. This means he can use activated. He first uses a move
a Rally Action to allow any infantry element to make a rally check. All other rules action to move to and touch a
pertaining to Leaders apply to Commissars. rifle squad that is 6 east of the
southern building which is
The Commissar may try to increase the actions of a specific INFANTRY unit only. occupied by a Spanish Heavy
To do this he must be touching an element from the unit. He may then expend his Squad. He then uses his rally
Rally action to roll on the Commissar chart. Roll 2d6, consult the chart and action to roll on the Commissar
immediately apply the results. A Commissar that is a passenger in a vehicle may table. He rolls 2d6 and gets a 7.
NOT roll on the Commissar Table. If the result on the Commissar table indicated This means that all elements of
that any other unit in the Commissars LOS can also activate then that unit may be the unit that the Soviet Rifle
a vehicle unit. Squad belongs to must move at
least 6 ending closer to an
enemy element. They may initiate
close combat.

43
FIREBALL FORWARD SOVIET RULES

EXAMPLE SOVIET MASS 39.5 Soviet Mass Infantry Assaults (URRAH!)


INFANTRY ASSAULT The Soviet player may use Mass Infantry Assaults to automatically enter in close
Scenario 8 The Bridegrooms combats. These assaults are conducted using the following steps:
of Death
1. A Soviet Leader uses his Move Action to conduct a Mass Assault. During his
The Soviet player activates an activation the Leader may use his move action to move himself and all
infantry platoon that has its elements that he commands which are touching him, or touching elements in
Platoon leader and two rifle his command that are touching him, into close combat with an enemy
squads in the western most small element. This may include elements (other than the leader) that may have
light woods (in the middle of the activated earlier in the turn. The Leader and the elements do not need to make
board) which are all touching the a morale check before making a Mass Infantry Assault. All of these elements
Platoon leader. Two other rifle are now considered to be the Mass Assault.
squads are also in the woods 2. All of the opportunity fire actions for the enemy side are reset. All elements,
directly east. A Spanish machine regardless if they have already conducted opportunity fire this activation, can
gun team is in the house to the take one opportunity fire at the Mass Assault.
north and a Spanish rifle squad is 3. Mass Assaults must move in a straight line to the target enemy, paying all
in the woods directly west. The normal terrain interactions. The enemy element does not have to start in LOS.
two Soviet squads touching their The charge can engage in close combat with as many elements as it can
leader both activate and use fire touch at the end of its move. The Mass Assault does NOT have to pass a
actions to shoot at the Spanish morale check to enter close combatthey automatically goat this point the
MG causing no hits. The first Soviet players are encouraged to yell, URRAH!
Soviet squad in the woods to the 4. All enemy elements conduct opportunity fire at the Mass Assault. Opportunity
east then activates and does a fire is against the entire Mass Assault not an individual element in the Mass
fire action at the MG but misses. Assault. Each hit causes one morale check on EACH element in the charge.
It then uses a move action to The elements roll a morale check based on the Leaders morale. If an element
move into contact with the fails ONE morale check it is eliminated.
platoon leader. The MG takes 5. Surviving elements automatically enter close combat with the enemy. The
opportunity fire causing one hit close combat is resolved normally.
but the Soviets pass the morale
check. The last Soviet squad
does the same thing with the
same result. (When the MG fired
it suered the -1 for additional
opportunity fire in the same
activation.) The Soviet leader then
activates and declares he will use
his move action to launch a Mass
Infantry Assault to initiate close
combat with the Spanish Machine
Gun team. (He could also have
started with his spot and/or rally
action if needed.) The Leader and
all four squads then trace their
movement path in a straight line
to the MG team. The Spanish
opportunity fire is reset and all
Spanish units can take
opportunity fire as normal. The
Spanish Rifle squad fires and
causes one hit. The Leader and
all four squads then take one
morale check EACH. The leader
is a (4+) morale and the squads
(5+). The leader rolls a 4 and the
squads roll a 4,4,3,5. One squad
is eliminated. The MG then fires
and causes one hit (it does NOT
suer the -1 for additional
opportunity fire as the op fire was

44
RAFTS/SMALL BOATS FIREBALL FORWARD

RAFTS/SMALL BOATS reset.) The Leader rolls a 3 and is


eliminated. The squads roll a 4, 5,
40.1 Elements can use rafts/small boats to cross impassable rivers. 2. One more squad is eliminated.
The remaining two squads then
40.2 Activation enter close combat with the MG
A raft is allowed no activations by itself, rather it activates on the card of the unit and it is resolved as normal.
that is mounted in the raft. If no elements are mounted in a raft it may not activate
unless the raft is touching a river bank. At the end of each turn that a raft without a
passenger is touching a river bank it may automatically move to the opposite river
bank without making the movement die roll (see rule 40.3 below) but it is subject to
targeting fire while making this move. (See rule 7.3.)

40.3 Actions
The types of actions a raft can use depends whether the raft is on water or land.

Land Actions: The raft is allowed no actions by itself. Rafts are carried by elements
that are mounted in them in game terms. Use the same rule for mounting/ EXAMPLE BOATS
dismounting infantry from a vehicle. (see rule 17.3) If an infantry element (squad or Scenario 8 The Bridegrooms
team) is mounted in the raft then it may move 12 on land with one terrain of Death
crossing. (This represents an element carrying the raft.) Elements mounted in the
raft follow all rules for being mounted (with the except that when they are fired at The Soviet player has activated a
they are always considered moving in the open to hit. (ie. 4+ to hit) rifle platoon which starts o the
eastern board edge. A rifle squad
Water Actions: A raft with passengers which begins its move action in a river of that platoon actives and starts
designates where is wants to move to and rolls 1d6. +1drm if there is a Leader in mounted in a raft. It conducts a
the raft. move action and enters the board
directly west of the word River. It
traces its movement path from
D6 ROLL RESULT the board edge and enters the
river. As entering the river is one
1 The raft does not move that turn. terrain crossing it must stop its
move in the river. The Spanish
The raft is placed 12 downstream from the point it was player has no elements that can
2 see the move so there is no
designated to move to.
opportunity fire and the Soviet
The raft is placed 6 downstream from the point it was squad ends its activation. On the
3 following turn the Soviet squad in
designated to move to.
the raft activates again. It uses
4-6 The raft moves to its designated end point. its move action to move to the
opposite bank of the river. It
traces its path and rolls 1d6
While making this move the raft is subject to opportunity fire. Any hits against the getting a 2. The squad/raft is
raft cause morale checks against the rafts morale number (not the passengers.) If then placed on the opposite bank
the raft fails one morale check it and all passengers are eliminated. 12 downstream (south.) They
land east of the small woods
If a raft is touching a river bank then infantry elements may mount/dismount as which contains a Spanish squad
normal but the raft may not move on the activation that a squad mounts the raft. who takes opportunity fire getting
one hit. The Soviet squad rolls a 6
A maximum or 1 squad and 3 leaders or 2 teams and three leaders may be which passes. (If he had roll a
mounted in a raft. 1-3 the squad/raft would have
been eliminated.) The soviet
squad may now dismount against
the river bank. At the end of the
turn the raft can move back
directly across to the opposite
bank. When it does do the
Spanish can take targeting fire as
its move is in the open and in
LOS of a Spanish element.

45
FIREBALL FORWARD FLAMETHROWERS

FLAMETHROWERS
41.1 Terror
Flamethrowers cause terror the first time they use a fire action in a game. As soon
as one sides first flamethrowers fire action in a game is resolved all enemy
infantry elements within LOS and 12 of the target must take one morale check.

41.2 Out of Ammunition


A flamethrower does not use a designated ammo/weapon malfunction die.
Instead, ALL of its hit dice are treated as ammo/weapon malfunction dice, and any
that roll a '1' should be rerolled to see if the weapon has run out of ammo (on a 1
or 2 on the reroll as normal).
41.3 Opportunity Fire Flamethrowers may NOT take opportunity fire.

TERRAIN
42.1 Impassable Rivers

Terrain crossings: One crossing for rafts/small boats to enter or exit. Impassable to
all other elements.

Concealment: No.

Cover: Cover for elements that are touching a river bank and a direct line from the
shooter to target crosses the river bank before touching the target.

Block LOS: No.

42.2 Marsh/Swamp Zones


Zones should be about 3 square.

Terrain crossings: Two crossings to cross a marsh/swamp zone boundary for


infantry/individual elements. Impassable to vehicles.

Concealment: No.

Cover: Elements are ALWAYS considered moving in the open while in a marsh/
swamp.

Block LOS: No.

STOP. YOU CAN NOW PLAY SCENARIO 8 THE BRIDEGROOMS OF DEATH!!

46
JAPANESE FIREBALL FORWARD

JAPANESE EXAMPLE BANZAI CHARGE:


Scenario 9 The Bear
43.1 The Japanese use all of the normal infantry/vehicle rules except that they
never begin a scenario with initiative chips. Instead they have the Banzai Charge Three Rifle Squads and the
rule. Platoon Leader of a Japanese
Rifle Platoon are in the jungle
43.2 Banzai zone directly east of the zone with
The Japanese player may use Banzai Charges to engage in close combats and the word Fields activates. There
potentially gain one-use initiative chips. Banzai Charges are conducted using the is also a USMC Rifle Squad,
following steps: Platoon Leader and Machine Gun
Team in the same zone behind
1. A Japanese Leader uses his Move Action to conduct a Banzai Charge. During barbed wire. The Japanese
his activation the Leader may use his move action to move himself and all elements begin their activation
elements that he commands which are touching him or touching elements in touching the barbed wire so they
his command that are touching him into close combat with an enemy element. can cross it during their move
This may include elements that may have activated earlier in the turn. The action paying one terrain
Leader and the elements do not need to make a morale check before making crossing. The first Japanese rifle
a Banzai Charge. All of these elements are now considered to be the Banzai squad activates using a fire
Charge. action to shoot at the USMC
2. All of the opportunity fire actions for the enemy side are reset. All elements, machine gun team but causes no
regardless if they have already conducted opportunity fire this activation, can hits. It then decides to end its
take one opportunity fire at the Banzai Charge. activation. The next two rifle
3. The Banzai Charge must move in a straight line to the target enemy, paying all squads do the same but manage
normal terrain interactions. The enemy element does not have to start in LOS. to suppress the machine gun
The charge can engage in close combat with as many elements as it can team. The Japanese Platoon
touch at the end of its move. The Banzai Charge does NOT have to pass a Leader then activates and
morale check to enter close combatthey automatically goat this point the decides to use his move action to
Japanese players are encouraged to yell, BANZAI! launch a Banzai Charge. He
4. All enemy elements conduct opportunity fire at the Banzai charge. Opportunity traces a path in a straight line to
fire is against the entire Banzai charge not an individual element in the Banzai his target which is the USMC rifle
charge. Each hit causes one morale check on EACH element in the charge. squad, machine gun team and
The elements roll a morale check based on the Leaders morale. If an element leader. The USMC squad takes
fails ONE morale check it is eliminated. opportunity fire (if there were
5. Surviving elements automatically enter close combat with the enemy. The elements that had already taken
close combat is resolved normally with the Banzai Charge receiving an op fire during this activation they
additional +1 DRM. would be allowed to take op fire
6. If the Japanese win the close combat (they must win; a locked in combat again at this Banzai Charge) the
result does not count, rule 8.4) the Japanese player can either: squad fires and rolls a range die
7. Make one more Banzai Charge immediately with all normal Banzai Charge of 8 and hit dice of white 3 and
rules applying. (If they choose this option their activation ends at the red 4, causing one hit. (the
conclusion of the second Banzai Charge. They can not continue to make more barbed wire gives the USMC a 4+
charges this activation.) to hit and then +1 for the range
or die) each element in the Banzai
Take a one use initiative chip which may be used as normal on the following or Charge takes one morale check
any subsequent turn. based on the Platoon Leaders
morale of 3+. The squads roll,
1,3,5 and the leader rolls a 4.
One squad is eliminated. The
Banzai charge then enters close
combat which is resolved as
normal with an additional +1 drm
to each close combat die roll for
the Banzai Charge. The result is
that all of the USMC elements are
eliminated or broken and the
Japanese have a Leader and two
squads remaining in good order
so the Banzai Charge has won.
The Japanese player now has the

47
FIREBALL FORWARD JUNGLE TERRAIN

option to immediately launch


another Banzai Charge with the
JUNGLE TERRAIN
remaining leader and squads or 44.1 Jungle
take a one-use initiative chip. Jungles are comprised of a number of connected jungle zones. Jungle zones are
roughly 4 square. They have these attributes:

Terrain crossings: One crossing to cross a jungle zone boundary.

Concealment: Yes, but is subject to opportunity spotting. If a moving element


conducting a move action enters a zone occupied by an enemy element, both
enemy and friendly elements are placed on the table and the enemy may take
opportunity fire.

Cover: Light

Block LOS: LOS exists only if both elements are in the SAME jungle zone or if one
element is in a jungle zone and the other element is not in a jungle zone but can
trace a straight, unobstructed LOS path to the element in the jungle zone and
cross only one jungle zone boundary.

Special Jungle Movement: Whenever an element conducts a move action and


some part of the movement path is from a jungle zone to another jungle zone, and
not along a path, road, trail or stream then the moving elements must make a
Jungle Navigation die roll. Roll 1d6 and +1 if the element is a leader or touching a
leader.

D6 ROLL RESULT

The enemy player places the element in any zone it could


1 legally move to that is adjacent to the zone the element
wanted to end up in. If the element began its move action
hidden (ie. not on the table) then the element does not move
at all and forfeits its move action.
The element is placed one zone to left of the zone the
EXAMPLE JUNGLE element wanted to end up in. Left is determined by the
2
MOVEMENT direction in which the element would have entered the final
Scenario 9 The Bear zone.

A previously spotted USMC The element is placed one zone to right of the zone the
squad which is in the jungle zone 3 element wanted to end up in. Right is determined by the
two zones directly north of the direction in which the element would have entered the final
zone containing the word Jungle zone.
want to use a move action to
4-6 The elements movement succeeds.
enter the zone with the word
Jungle. It traces its movement
path straight south, expending 44.2 Trails:
both terrain crossings by crossing Trails that are placed in terrain pieces made up of zones allow elements to move
two jungle zone boundary lines. across zone boundaries and not pay any terrain crossings.
Although this is less than 12 it
must stop as it has already Terrain crossings: Negates any terrain crossings costs for crossing a terrain zone
expended all of its terrain boundary. If the trail occupies a jungle zone then an element that traces its
interactions. Before it moves it movement path along the trail does NOT have to make the jungle navigation die
rolls 1d6 for jungle navigation and roll.
rolls a 2. The squad ends its
movement in the jungle zone Concealment: Elements receive the concealment of the terrain zone the trail
directly east of the zone with the occupies.
word jungle. Any Japanese in
that zone or an adjacent field Cover: Elements receive the cover of the terrain zone the trail occupies.
zone may take op fire.
Block LOS: No.

48
FIELDS FIREBALL FORWARD

44.3 Fields
Fields provide concealment to infantry and gun elements but not vehicles. Fields
are divided into zones like woods.

44.4 Field zones


Field zones are roughly 6 square. They have these attributes:

Terrain crossings: One crossing to enter or exit for infantry elements and soft
vehicles. None for armored vehicles.

Concealment: Yes for infantry or gun elements but they are subject to opportunity
spotting (see rule 7.4) No for vehicles.

Cover: Open terrain for vehicles. Cover for stationary infantry. Open for moving
infantry.

Block LOS: A vehicle in a field can always be seen while in a field and they always
have LOS over the field to other terrain pieces. (i.e. they can see over the field to
buildings.) Also a vehicle ALWAYS has LOS to any element in any field zone
(adjacent or not) that has already been spotted.

STOP. YOU CAN NOW PLAY SCENARIO 9 THE BEAR!!

49
FIREBALL FORWARD CAVALRY

EXAMPLE CAVALRY CHARGE: CAVALRY


Scenario 10 Red Cavalry
45.1 Cavalry consists of two elements: a horse element and an infantry element.
A Soviet squad mounted on The infantry element can either be mounted on the horse element or dismounted.
horses is activated and wants to The actions they can use depend on which state they are in. A horse element can
use its move action to use a carry one element; a squad, a team or a leader.
cavalry charge to enter close
combat with a German squad 45.2 Infantry elements while dismounted can conduct all actions as normal. While
positioned next to the l in the mounted they may conduct no actions; instead the horse element conducts
word light in the eastern most actions.
light woods. The Soviet squad is
24 directly south in the open. 45.3 Horse elements that do not have a mounted infantry element may only
The Soviet player first rolls a conduct rally actions and rout moves. If they have a mounted infantry element the
morale check and passes so it horse may use move or charge, rally and spotting actions only (not fire actions).
can execute the charge. He then Any morale checks required are made on the horse elements moralenot the
decides to roll 2d6 for extra mounted infantry element.
movement inches to the charge.
He rolls 4,4 for a total charge 45.4 Mounting a horse element
move of 26. The squad and If the infantry element starts its move action within 3 of the horse element then the
horses are then moved in a infantry may mount the horse and the horse can conduct a move action. If the
straight line to the German squad. infantry element is greater than 3 (but within 12) from the horse it may use a
The squad takes op fire as well as move action to mount the horse but the horse element may not then conduct a
another squad in the small house. move action.
The first squad misses and the
second causes one hit. The 45.5 Dismounting a horse element
Soviet player rolls a 6 for his If the horse element does not use a move action then a mounted infantry element
morale check and passes. He may dismount and conduct actions as normal.
enters close combat and ends his
movement action. During the If the horse element does use a move action then at the end of its move the
close combat phase the German infantry element may immediately dismount and place themselves within 3 inches
element is eliminated. The Soviet of the horses final position, including directly into close combat. The usual pre-
squad then takes one morale close combat morale check is still required and if failed the element is placed
check with a -2 (-1 for each die within 3 of the vehicle but not in close combat. After dismounting, the infantry
rolled for extra movement) and may not perform a move action but may use fire and rally actions.
rolls a 6 which passes. It may
then choose immediately make 45.6 Horse element actions
one more cavalry charge. If it had Fire Action: Not allowed.
failed it would have become Move action: Same as an infantry move action except the horse element may not
broken. enter buildings.
Rally actions: Same as for infantry.

Rout moves: Same as for infantry.

Spotting: If the horse has a mounted leader element or recon element then it may
conduct spotting actions as normal. Horses with mounted non-leader elements
may also conduct opportunity spotting (see rule 7.4.)

Charge: Infantry mounted on a horse element may use a charge action to enter
close combat.

1. First the infantry element must pass a normal morale check. If it fails the
horse forfeits its move/charge action for that activation. If it passes then the
player decides how many d6s (from 1 to 3) that he will use to increase his
movement. You must roll at least 1d6.
2. He rolls the dice and adds the total to his movement of 18. This is the total
distance the horse element must try to move.
3. The horse element must then move in a straight line to the target enemy
element which must begin in LOS. It may pay ONE terrain crossing.

50
DEMO CHARGES FIREBALL FORWARD

4. At the end of the units activation resolve the close combat as normal. The EXAMPLE DEMO CHARGE:
charging element receives a +1drm. Scenario 10: Red Cavalry
5. If the horse mounted element wins the close combat (may not end in locked
on close combat) then it must make a morale check with a -1drm for EACH The German Pioneer platoon
d6 it used for extra movement. If it fails it becomes broken. If it remains in activates and has a squad in the
good order it may then make one more charge immediately. western most house. The Soviets
6. This second charge move is conducted as normal including extra movement have a rifle squad in the barn. The
dice AND all enemy elements may take opportunity fire even if they have fired pioneer squad first uses a fire
in this activation. action to shoot at the Soviet
7. On completion of this second charge the horse element is finished with its squad but causes no hits. The
activation. pioneer squad then does a move
action and traces a path out of
DEMO CHARGES the house to within 1 of the barn
and then on to the eastern house
to finish its movement path. The
46.1 If a unit has Demo Charges they may be used to attack vehicles/bunkers in Soviet squad takes opportunity
close combat or infantry elements during a move action. Any element in the unit fire at the pioneers when they are
with the demo charge may use it but once used it is expended for the remainder of 2 away and cause one hit. The
the game. pioneers pass the morale check
and state that when they are 1
46.2 Demo Charge vs a vehicle/bunker in close combat from the barn they will attack the
An infantry element in close combat with vehicle or bunker may expend a demo Soviet squad with the demo
charge and receive a +3drm to their close combat die roll. charge. They roll eight hit dice.
After determining the eect the
46.3 Demo Charge vs infantry targets pioneers finish their move taking
An element using a move action can attack any enemy infantry element with a any additional opportunity fire the
demo charge. The element traces its movement path as normal and may attack Soviet might have on the
any one infantry element anywhere within 1-inch along that path. It is subject to remaining movement path.
opportunity fire as normal. To resolve the attack roll 8 WHITE HIT DICE against the
target. These rolls are not modified by RANGE DICE as the demo charge has
none.

STOP. YOU CAN NOW PLAY SCENARIO 10 RED CAVALRY.

51
FIREBALL FORWARD EARLY WAR UNITS

MOTORCYCLES
47.1 Motorcycles are considered soft vehicles and use rule 33.0.

47.2 Each motorcycle can carry one element; a squad, a team or a leader.

EARLY WAR UNITS


48.1 Movement actions for Non-German Armor units in a scenario taking place
from 1939-1940 use the following rule:
As soon as the armored unit is activated the SAME movement marker (Full Move,
Slow Move, No Move) must be placed on every vehicle element in the unit. All
elements in the unit must use that movement marker for the entire turn.

STOP. YOU CAN NOW PLAY SCENARIO 11 THE ROAD TO BEAUMONT.

52
OPTIONAL RULES FIREBALL FORWARD

OPTIONAL RULE: BLINDS


Hidden Units and Spotting Without a Referee

49.1 You can use a version of hidden units if you do not have a referee by using
blinds. Blinds are pieces of paper in the shape of 6-inch oval. (There are
templates for you to print and cut out available as free download on the Fireball
Forward website.) You will need one blind per hidden unit plus 3-4 dummy
blinds. Each blind is assigned to a specific unit; the dummies are not.

49.2 Each blind is placed on the table where the unit sets up. Dummy blinds are
placed anywhere in the sides set up area as defined by the scenario. If the unit or
dummy does a movement action then you move the blind on the table. A blind
remains on the table until it is spotted at which time all the elements assigned to it
are placed on the table.

49.3 Elements spot blinds, and blinds spot blinds using the normal spotting rules.

49.4 Blinds may use move actions but no other actions including spot actions.

49.5 Blinds activate on their sides activation cards as normal until they are
removed from the game by being spotted.

53
FIREBALL FORWARD DESIGN NOTES

DESIGN NOTES
What do wargamers want in a 21st Century World War Two miniatures game?
There are probably as many answers to that as there are gamers. Some people will
love a certain set of rules while others will detest those very same rules. But I do
believe that all gamers love a fun and exciting game - a game that draws them into
the fight and puts them on edge with action that flows back and forth. A gamer has
a much more satisfying experience if they leave the game feeling exhilarated than if
they leave with a headache from working the rules. In essence that is the design
goal of Fireball Forward.

At some point in the mid-2000s Jonathan Miller came to me and proposed an


idea, what if we had a game that did not use any rulers. We both had been doing
lots of World War Two skirmish games and had begun to realize that we were
starting to lose interest as they were usually long (it took several meetings to play
them to conclusion) and could bog down in excessive die rolling and measuring.
This seemed to drain the fun out of the experience. So Jonathan started
experimenting with the idea of no rulers, simplified die rolling and broad sweeps of
action. He ran a game for me and I could not deny that, although it was very rough,
it was fun, action-packed and refreshing as a game. He asked me to collaborate
with him but that is always a challenge so I resisted. He ran another game and I
was hooked. We agreed that he would develop the Vietnam War version of the
game and I the World War Two version. Since then we have both collaborated
successfully on the WW2 game you have today.

Sequence of play
The main idea we tried to keep in our heads during the development was to create
a game that would have the feel and action of an exciting combat memoir. We did
not want it to feel like a technical manual or a map exercise. I believe we were able
to accomplish this in several ways, the most important being the sequence of play.
Our idea was to create a game turn in which everyone in the game is forced to
focus on the action throughout the entire turn. If it is your sides activation then first
you have to decide the order of activation which brings in all the players of your
side to make a plan. Your side decides who will activate when and accomplish
what task. While this activation is being played out the enemy players are looking
for chances to take opportunity actions. This tends to keep everyone focused on
the game which adds to the liveliness and excitement. Players are never irrelevant
to the action so they do not lose interest and end up in a side conversation with
other players. It also decreases down time when some players have nothing to do
while others are very active.

Activation order
The idea of committing your units to an order of activation also comes from our
idea that commanders would make a plan during a fight and try to execute it. In
reality this rarely happens with perfect coordination. The variable number of cards
used to determine the number of activations is our way at getting at the fog or war.
If only one activation card is pulled then this can be seen to represent that the
company commander was only able to get one platoon moving and the attack
becomes a little piecemeal.

Initiative
Along with this sequence of play is the innovation of the Initiative Chip. Initiative
serves two purposes in the game. First it helps keep players focused on the game.
If you have an initiative chip then you are always looking for that right moment to
use it, including interrupting your enemy. Second, it is an elegant and dynamic way
to represent differences between troop types and battlefield situations. We
decided that the vast majority of infantry would be classified as having a 4+
morale. This includes SS, US Marines, Commandos, Italians, Volkssturmit is only
on a rare occasion that a squad will have a morale of 5+ or 3+. Initiative chips (and
3+ leaders) are what make troops elite. Giving them the ability to activate multiple

54
DESIGN NOTES FIREBALL FORWARD

times in a turn represents their better training, battlefield awareness and ability to
execute a plan more efficiently than their enemy. Initiative Chips also represent
operational plans outside the scope of the game. If a side is executing a prepared
attack they might get a permanent chip. A confused meeting engagement might
warrant a revolving chip.

Movement
We were never able to eliminate rulers from the game but we did minimize them.
Nine times out of ten times the measurement/distance is obvious to the eye.
Infantry move anywhere within a 12 radiusmeaning an element can end up
anywhere with the distance of a normal rulerno need to actually count out
inches. Comically referred to in our group as the magic circle, this saves a lot of
time. It helps the game move along as players are not trying to break down a move
into its individual inches. We assume that the squad will move along the most
advantageous path to avoid enemy fire. It also allows each move to be fairly bold
and models what in a combat memoir might sound like, After first squad laid
down some covering fire, Sgt. Miller used a small stone wall as cover as he led
second squad in a dash across the field into the opposite hedgerow.

Range Dice
Range Dice are an elegant way to model long range, effective range and short
range. We felt that one element of games that we were not happy with was
knowing the exact distance at which a weapon goes from short to effective to long
range. This tends to give a cliff effect for shooting which gamers can exploit. For
example, if a game states that a 75mm AT gun has a 15 inch short range then a
player might say that he is moving his Sherman tank to a position 15.1 inches from
the AT gun, thus not placing his tank within the short range of the gun. The range
dice soften this cliff as the player with the tank does not know exactly were the
short range will be for that shot. The effective range, meanwhile, gives players a
good baseline to judge how much of the board they can expect to cover. All of this
actually makes the game move faster.

Range Dice also allow us to model crew skill and various types of ammunition for
vehicles. Early Soviet crews were not well trained so we reduced their range dice
but gave them decent penetration. This has the effect of forcing them to get fairly
close to the enemy to get the to hit bonus on the range dice. A German opponent
with better range dice will be able to get the to hit bonus at a greater distance. It
also let us play with the penetration of anti-armor weapons. For example; the M10
Tank Destroyers that engaged German Panthers in the hedgerows near Sainte-L
used High Explosive shells at close range to knock out the Germans. Instead of
giving different numbers for HE vs. AT ammo we assume the tank commander will
use what is best and gave the M10s three range dice (d10d10d20). This has the
effect that if the M10 is within at least 10: there is a chance its penetration will
increase by three pointsand have the potential to eliminate the Panther.

Terrain Crossing
In our effort to eliminate rulers we had to address moving through terrain. The
standard convention in games has been to reduce the movement allowance when
in terrain. This requires counting out individual inches and coming up with what
those restrictions are for all of the various types of terrain. Again, we find that this
slows a game down. Terrain crossings are our way of dealing with this issue.
Movement is limited by terrain crossings with no need to measure. It is also very
clear to everyone where the moving element must stop. This speeds up the game.

Terrain Zones
Our development of terrain crossings also led us to develop terrain zones. The
question was, How would terrain crossings work in a large woods? In thinking
about this I remember the one time I played the game Poor Bloody Infantry which
breaks the entire board up into zones. I decided to apply that concept to large
terrain areas like woods, swamps. large buildings, etc. It works well and we found

55
FIREBALL FORWARD DESIGN NOTES

that it gave us the added positive effect of helping to clarify line of sight in close
terrain. How many times have you played a game where LOS in a woods is a small
distance like 3 inches? It can be very frustrating and confusing to determine who
can see whom and at what point to they see each other. The terrain zones solve
that very easily. We did find that there can be some occasional circumstances
where the LOS between elements in a terrain piece and an element outside of that
terrain piece (i.e. a squad in a woods zone and an enemy squad in the open) can
be a little funky. We grappled with this issue for more than a year and in the end
decided that terrain zones make fighting the woods so clear to everyone that it is
worth the occasional oddity. Againit speeds up play and increases the fun as
you dont get bogged down in debates about LOS.

General
In the end I believe we have created a fun, faced paced game that can be finished
in one evening that models tactical combat in World War Two. The busy lives we
all lead in the early 21st Century dont allow for long games that need to be
completed over several gaming sessions. Fireball Forward gets around
that and allows for games to be played to conclusion in a few hours while giving
players a fulfilling gaming experience. Creating this game was very rewarding for
Jonathan, myself and our gaming groupbut it was not easy. The infantry rules
came together pretty quickly but once we started to add vehicles, artillery and
airpower the real difficulty began. I have found that many World War Two games
can bog down once you add vehicles or artillery; I was determined not to let that
happen. World War Two is a vast and incredibly complex event to model. Although
I stand by what we have created there may be something that arises that seems
odd to you or you might not just agree with how a particular piece of equipment is
represented. In those cases I urge you to first give the rules a fair chancebut if
you want to make your own house rules or tweak something you should feel free
I am confident it will not break the game.

In the end make sure you have funand you leave the game with a good
experience. That is what Fireball Forward is all about.

Mark Fastoso, 2012.

Fireball Forward originally grew from a different game inspired in 2003 from
research I was doing at the National Archives on the street fighting in Hue City,
Vietnam, during TET in 1968. I realized that none of the wargame rules I was
familiar with produced narratives that accurately matched the written records from
that battle, which are packed with accounts of movement under fire, especially
movement of leaders, while losses were actually light only 216 U.S. servicemen
were killed in the entire battle. I decided to try inventing a new set of rules which
would promote movement and reduce lethality, and this led me to allow each unit
to fire once and move once each activation not or. I also wanted to keep
measurement with rulers to a minimum, so troop movement is unrestricted they
can go as far as they like - no ruler needed provided they do not stray more than
12 inches from the start point. Keeps it simple. My co-designer Mark Fastoso
developed the range die, which also reduces ruler usage, while also removing the
cliff effect which comes from discrete range limits e.g. your range is 10 inches
therefore Ill be 10.1 inches away. We also deliberately emphasize opportunity fire.
Its important for realism, and it also keeps players focused on the game when its
not their turn dont miss those passing targets!

Initiative chips are also very important, and they make the game feel right in light
of written accounts. It has been a great joy working on Fireball Forward, and I am
indebted to Mark for doing all the heavy lifting!

Jonathan Tristram Miller, 2012.

56
SCENARIOS
57
EASY COMPANY
FIREBALL
FORWARD FIREBALL
PARATROOPERS FORWARD
ON D-DAY 1944

AMERICAN BRIEFING
AMERICAN BRIEFING
th
Elementsof
Elements ofCompany
Co. E, 506E, Regt., 101st Airborne
506th Regiment, Division
101st Airborne Division
, Company Headquarters
1x Variable Forces (roll 1d6):
1x Company Headquarters Variable Forces (roll 1d6):
1 Company Leader, Lt Winters (3+) 1-2 Lt. Peacock: Lt Comptons
1 1Company (4+) Lt. Winters (3+) 1-2 Lt.morale
Leader,
Rifle Team Peacock: Lt. Comptons
is changed to (4+).
1 Rifle Team (4+) morale is changed to (4+).
1x Rifle
1x Rifle Platoon
Platoon (Reduced)
(Reduced) 3-4 Opps!...dropped the grenade!:
1 Platoon Leader, Lt. Compton (3+) 3-4 Ooops! Dropped the grenade!:
EASY
EASY 1 2Platoon Leader,
Rifle Teams Lt. Compton (3+)
(4+)
The first time a Rifle Team rolls a
The first time a Rifle Team rolls 1
1 on its white die during a fire
2 Rifle Teams (4+) on its white die during a fire
COMPANY
COMPANY 1x Rifle
1x Rifle Platoon
Platoon (Reduced)
(Reduced)
action it immediately becomes
action it immediately becomes
broken morale.
1 Platoon Leader, Lt. Spiers (3+) broken morale.
6 June, 1944, morning 1 1Platoon Leader, Lt. Spiers (3+)
6 June 1944, morning Rifle Squad (4+) 5-6 Brass Knuckles: One Rifle Team
Brecourt Manor 1 Rifle Squad (4+) 5-6 Brass Knuckles: One Rifle Team
Brecourt Manor
The men of Easy Company, 506 th is a +0 in close combat instead
1x Machine isofa the
+0 in close -1.
combat instead
Regiment
The men ofwere Easybadly scattered
Company, 506th 1x Machine Gun Platoon
Gun Platoon normal
2 Machine Gun Teams (4+) of the normal -1.
during
Regiment their jump
were intoscattered
badly Normandy. 2 Machine Gun Teams (4+)
Troopers
during their landed
jump in a wide
into area
Normandy.
behind
Troopers Utah Beach
landed in aand
widestruggled
area
behind
to UtahD-Day
find their Beach objectives.
and struggled By
to find
the their D-Day
morning Lt. Dickobjectives.
Winters hadBy
the morning
made it to his Lt.battalions
Dick Wintersrallyhad American Victory Conditions: Prevent German victory.
madeat
point it to
thehis battalions
farm rally point
of Le Grand American Initiative: One permanent chip.
at the farm
Chemin near of Ste.
Le Grand Chemin
Marie-Du-Mont.
near Ste. Marie-Du-Mont. Asthe
he American Setup: All elements except Lt Spiers platoon enter anywhere on the
As he gathered up his men American
west Victory Conditions:
board edge Prevent
on turn one. Germanplatoon
Lt. Spiers victory.enters on turn four
gathered up his men the sound of
sound of German artillery firing on anywhere
American on the
Initiative: north boardinitiative
1 permanent edge. chip.
German artillery firing on Utah
Utah Beach was heard just two
Beach was heard just two fields
fields American Setup: All elements except Lt Spiers platoon enter anywhere on the
away.away.
He wasHe was ordered
ordered to take to
the west board edge on turn one. Lt. Spiers platoon enters on turn four
take
few menthe few menCompany
of Easy of Easy that
anywhere on the north board edge.
Company
were available that and
weretake
available
out theand GERMAN BRIEFING
take
German out guns.
the German guns.is(This
(This action Elements of 1st Company, 919th Grenadier Regiment, 709th Infantry Division
action
depicted is depicted Band of
in Band ofinBrothers,
Episode Two:
Brothers, DayTwo:
Episode of Days.)
Day of
Days)
1x BatteryGERMAN
HeadquartersBRIEFING Variable Forces (roll 1d6):
1 Company Leader (4+)
Aftermath: Elements of 1st Company, 919th Grenadier Regiment, 709th Infantry
1-2 Russiansactually Division
Georgians:
2 Rifle Teams (4+)
Change the Platoon Leaders morale
Easy Company destroyed all four
to (5+).
guns while suffering light 11x1x 105mm
1x Battery Artillery Battery
Headquarters Variable Forces (roll 1d6):
Aftermath:
casualties in what has become one
Easy Company destroyed all four 14Company
105mm Howitzers with crew (5+)
Leader (4+) Valiant Gun Crews:Georgians?:
3-4Russiansactually Change all of
of the most well-known small unit 1-2
guns while suffering light casualties in
actions of World War Two. As 2 Rifle Teams (4+) the 105mm
Change the HowitzerLeaders
Platoon crews morale
what has become one of the most 1x Battery Defense Platoon
such, it has spurred a lot of debate to (4+).to (5+).
morale
well-known small unit actions of 1 Platoon Leader (4+)
over what German unit was
World War Two. As such, it has 1x 105mm Artillery
1 Rifle Squads (4+)Battery
defending a lotthe guns. Dick
over Winters 43105mm howitzers w/ crew 3-4 Fallschirmjagers!:
5-6Valiant Change all
Gun Crews: Change theof
spurred of debate what Machine Gun Teams (4+) (5+)
German unit was defending thebut
said it was Fallschirmjgers guns. Platoon Leaders morale
the 105mm howitzer crews to 3+.
thereWinters
Dick is evidence
said it that
was they did not
1x Battery Defense Platoon morale to (4+).
move into the area
Fallschirmjagers until after
but there the
is evidence
fight.
that Thedid
they unit
notthat
move was
intoassigned
the area 1 Platoon Leader (4+)
the area
until after was the 1st
the fight. TheCompany,
unit that was 1 Rifle Squad (4+) 5-6 Fallschirmjgers!: Change the
919th Grenadier
assigned the area was Regiment,
the 1st 709th Platoon Leaders morale to (3+).
3 Machine Gun Teams (4+)
Infantry Division.
Company, There is Regiment,
919th Grenadier also
evidence
709th thatDivision.
Infantry a unit composed
There is also of
Georgians
evidence thatwas in the
a unit area...and
composed of
Georgians
considering was thein failed
the areaand
German
considering
defense, a case the failed
canGerman
be made that German Victory Conditions: Accumulate 24 victory points.
defense,
they were a case
there. can be made
Since therethat
is
they
nothingweredefinitive
there. Since there
I have is
decided to German Initiative: None.
nothing definitiveforces
I have die-roll
decided to let German Victory Conditions: Accumulate 24 victory points.
let the variable German Setup: The German force consists of 3 units. One 105mm howitzer
the variable
decide. As forces
you will die-roll decide.
see there is aAs German Initiative: None.
you will see with crew starts in each gun emplacement. The Battery Headquarters and
chance thatthere is a chance will
the defenders thatbethe
German Setup: The
one machine gun German
team must force consists
start of 3 units.within
in the trenches One 105mm gun
12 of the with crew
east
defenders will be either regular
either Fallschirmjgers,
Fallschirmjagers, regular Germans or starts
board in each
edge. Thegun
restemplacement.
of the Battery The Battery
Defense Headquarters
Platoon and oneonmachine
starts anywhere the
Germans or Georgians...good luck! gun side
teamofmust start V
in the trenches within 12-inches of the east board edge.
Georgiansgood luck! south the large shaped hedgerow.
The rest of the Battery Defense Platoon starts anywhere on the south side of
the large V shaped hedgerow.
58
SCENARIO 1: PARATROOPERS ON D-DAY 1
FIREBALL FORWARD EASY COMPANY

EASY
DEPLOYMENT MAPMAP
DEPLOYMENT (2x3)
(2 x 3)
North

COMPANY
Scenario Rules

Victory Points:
The German player receives victory
points for:
turn for each
d. +1 VP at the end of each turn for
each howitzer that is not Trench
destroyed.
gun with an +d3 VP per turn for each gun that
expends a fire action to shoot at
1 *
ends a fire Utah Beach. The points are
Beach. The acquired the moment gun fires, not
at the end of the turn. Hedgerows
moment the 2
of the turn. Terrain Features:
The gun emplacements and trench
provide hard cover. The gun
emplacements block LOS. The
trenches are considered touching
and trench the hedgerow but the gun
emplacements are not. Elements
gun that cross the hedgerow directly in
S. The front of a gun emplacement are
moving in open terrain.
touching the
V shaped
mplacementsElements that cross the hedgerow
oss the and enter directly into the trench hedgerow
are spotted but receive hard cover
t of a gun from opportunity fire.
g in open
Destroying the howitzers: 3
A leader touching a 105mm
Howitzer may spend his rally action
to destroy the gun.
hedgerow
e trench areHowitzer crews:
The Howitzer crews are busy
cover formmanning their guns to fire on Utah
Beach. They may never use fire
actions to shoot the howitzers at Gun
the paratroopers.
Emplacement
ers: The only combat they can
mm Howitzer participate in is close combat
on to destroywhere they can defend only. They
may only use move actions to 4
occupy gun emplacements.

Machine Gun Platoon:


NOTE The Machine Gun Platoon
has no Platoon Leader. The only
busy manning
leader that can use his morale to
Beach. They
rally the Machine Gun teams is the
Company Leader. (Lt. Winters)
ns to shoot
troopers. Game Length:
n participateThe game ends when all of the
artillery crews are eliminated or the
they can Germans accumulate 24 victory
points.
nly use move
mplacements.
59

n:
POUPPEVILLE FIREBALL FORWARD

AMERICAN BRIEFING
Elements of 3rd Battalion, 501st Regiment, 101st Airborne Division

1x Battalion Headquarters Variable Forces (roll 1d6):


1 Battalion Leader (3+) 1-2 Bring up the MG!: 1 Machine
1 Bazooka Team (4+) Gun Team (4+) is added to the
1 Rifle Team (4+) Battalion Headquarters.

2x Airborne Rifle Platoons 3-4 Momentum: As soon as the


1 Platoon Leader (3+) paratroopers capture 4 buildings
POUPPEVILLE 2 Heavy Squads (4+) they receive a one-use Initiative
Chip.
6 June 1944, 1130hrs
Pouppeville, Utah Beach Exit #1 5-6 Got An Early Start: At the end of
turn 4 inform the German player
Seaborne infantry landing on that the game is extended on
Utah Beach faced the problem of turn. Play one additional turn.
pushing off the beach across four
narrow causeways that crossed
flooded farmland. The inland end
of these causeways terminated at
small Norman towns. The
southern-most labeled Exit 4 was
at the town of Pouppeville. It was American Victory Conditions: Accumulate more victory points than the
one of the 101st D-Day objectives German player.
to capture it and link up with American Initiative: 1 permanent initiative chip.
armor coming in from Utah
Beach. Lt Col Julian Ewell, American Setup: The American force consists of 3 units. All elements enter on
commanding 3rd Battalion, 501st turn one anywhere on the south board edge.
Regiment had gathered about 40
men on the morning of D-Day
and, although it was not his
original objective, was ordered to
GERMAN BRIEFING
Elements of 919th Grenadier Regiment, 709th Infantry Division
proceed to Pouppeville and clear
it of German resistance.
1x Sniper Team Variable Forces (roll 1d6):
1 Sniper (4+)
1-2 Achtung!: Change the Company
Leaders morale to (3+).
1x Company Headquarters
1 Company Leader (4+) 3-4 Additional Sniper Team: 1
Aftermath:
Sniper (5+).
Col. Ewell gathered together his
most trusted killers and led them 2x Rifle Platoons
1 Platoon Leader (4+) 5-6 MG-42!: 1 Machine Gun Team
in an assault. He left behind a
3 Rifle Squads (5+) (4+) is added to the Company
significant portion of his
Headquarters.
command as he felt the
typewriter men of his HQ group
were not up to the task. His
attack swept into the hamlet and
proved to be too much for the
second rate German troops.
German Victory Conditions: Accumulate more victory points than the
Although sniper fire held up the
American Player.
paratroops, when the Wehrmacht
company headquarters was German Initiative: None.
captured (the building worth 5 German Setup: The German force consists of 4 units (5 if the additional sniper
victory points) the Germans team is used). All elements start anywhere more than 12 from the south
surrendered and the road to Utah board edge.
Beach was open.

60
FIREBALL FORWARD POUPPEVILLE
FIREBALL FORWARD SCENARIO #2: PARATROOPERS ON D-DAY 1944

POUPPEVILLE DEPLOYMENT MAP


POUPPEVILLE
Scenario Rules
DEPLOYMENT MAP North
Scenario Rules
Victory Points:
Victory Points:
Each building is labeled with a 2
Each building
number is labeled
that indicates with aof
the number
number
victory that
points indicates
it is worth. Thethelast
number
of victory
player to havepoints
had soleit isoccupation
worth. Theof
a building receives
last player to have thathad
number
soleof
victory points atofgames
occupation end. receives
a building A
building that contains elements of at 5 1
that number of victory points
both sides does not provide victory
games end. A building that Hedges
pints to either side.
contains elements of both sides
does not
Terrain provide victory points to
Features: Road
either
Note thatside.
there are both Hedges and 1 1
Hedgerows. 1
Terrain Features:
Game
NoteLength:
that there are both
4 turns.
Hedges and Hedgerows.
Aftermath: Orchard
Game Length: 1
Col. Ewell gathered together his
4 turns.
most trusted killers and led them 1
1 Buildings
in an assault. He left behind a
significant portion of his
command as he felt the 1
typewriter men of his HQ group
were not up to the task. His
attack swept into the hamlet and 1 Hedgerows
proved to be too much for the
second rate German troops.
Although sniper fire held up the
paratroops, when the Wermacht
company headquarters was
captured (the building worth 5
victory points) the Germans
surrendered and the road to Utah
Beach was open.

61
TANK ATTACK AT LA FIRE FIREBALL FORWARD

AMERICAN BRIEFING
Elements of Company A, 1st Battalion, 505th Regiment, 82nd Airborne
Division

1x Company Headquarters Variable Forces (roll 1d6):


1 Company Leader (3+) 1-2 Most Of The Ammo Was In The
3 Bazooka Team (4+) Glider That Crashed: The 57mm
1 Rifle Team (4+) AT Gun has only d3+1 fire and/or
opportunity fire actions.
2x Airborne Rifle Platoons
TANK ATTACK 1 Platoon Leader (3+) 3-4 Extra Ammo: Ignore the first out-
of-ammo roll result for a
AT LA FIRE 2 Rifle Squads (4+)
1x Anti-Tank Platoon
bazooka.

6 June 1944, 1130hrs 1 57mm AT Gun with crew (3+) 5-6 Bring up the MG!: Add 1
La Fire Manor, Normandy Machine Gun Team (4+) to the
Company Headquarters.
When the Germans began to
realize that the invasion had
begun they would inevitably move
towards Utah Beach and launch a
counterattack. It was the mission
of the paratroopers to disrupt that
counterattack. Seven roads in the
area all converged at the town of American Victory Conditions: Prevent German victory.
Sainte-Mre-glise. Whoever American Initiative: 2 one-time use initiative chips.
held it had the key to the success
American Setup: The American force consists of 4 units. All elements start
of any German offensive on D-
anywhere east of the Merderet River. All elements may start in foxholes.
Day. To get to Sainte-Mre-glise
German forces to the west would
need to cross the Merderet River.
A small farm known as La Fire
Manor overlooked one of the few
bridges over the river.
GERMAN BRIEFING
Elements of 1057th Grenadier Regiment and 100. Panzer Training and
Paratroopers from the 82nd Replacement Battalion
Airborne quickly captured the
bridge and prepared to resist any 1x Tank Platoon Variable Forces (roll 1d6):
German attempt to cross and 1 H-39 w/ Platoon Leader (4+)
drive on to Sainte-Mre-glise. 1-2 Tank Company Headquarters:
2 R-35 (4+) 1 PzKpfw IIIJ w/Company Leader
(4+).
*This was the historical action that 1x Company Headquarters
the final scene in Saving Private
1 Company Leader (3+) 3-4 O-Board Sniper
Ryan was based on.

2x Rifle Platoons 5-6 Achtung!: 1 one-time use


1 Platoon Leader (4+) initiative chip is available.
3 Rifle Squads (5+)

Aftermath: O-Board Machine Gun


The Germans led with their old
French tanks but several bazooka
teams quickly knocked out two of German Victory Conditions: Be the last sole occupant of any single building
the three. German infantry was at the end of the game.
trying to push across but was
held back by the paratroopers German Initiative: None.
small arms fire. The assault was German Setup: The German force consists of 5 units (6 if the variable Tank
finally defeated when the AT gun Company Headquarters or O-Board Sniper is used). All elements enter on
destroyed the final tank. turn one on the western road. No squads have panzerfausts.

62
FIREBALLFORWARD
FIREBALL FORWARD TANK ATTACKONATD-DAY
PARATROOPERS LA FIRE
1944

TANK
TANK ATTACK
ATTACK DEPLOYMENT MAP
DEPLOYMENT MAP North

AT
AT LA
LA FIERE
FIRE Causeway
Scenario
ScenarioRules
Rules OFF-BOARD
MACHINEGUN
Merderet River TEAM
Terrain
TerrainFeatures:
Features:
Causeway
Causewayand andflooded
floodedground:
ground:The Flooded Area
road that is bordered by the hedge is
The road that is bordered by the Hedge
a raised causeway that acts as normal
hedge is a raised causeway that
open ground. All of the area north of
acts
the as normal
Merderet open
River that ground.
is not onAllthe
of the area is
causeway northflooded
of the Merderet
and is Stonewall Bridge
River that istonotallon elements.
impassable the causeway The
is floodedisand
causeway is impassable
wide enough for to all
three
tanks. Road
elements. The causeway is wide
enough for three tanks.
The
TheMerderet
Merderet River may
River onlyonly
may be be
crossed at the bridge.
crossed at the bridge.
Thehedge
The hedge does
does NOT NOT block
block LOSLOSfrom Buildings
from elements
elements on But
on the hill. the Firing
hill. But
across
Firing
the across
hedge gives the
the hedge gives
target light the
cover. Hill
target
The light
hedge cover.
DOES TheLOS
block hedge
to tanks
on the causeway.
DOES block LOS to tanks on the
causeway.
Off Board Machinegun Team:
The
OMG-42
BoardisMachine
in a church Gun steeple
Team: off
of the west board edge 12-inches
The MG-42 is in a church steeple
from the north edge. It can only
o of the
perform fire west
actions. board
It hasedge
LOS12 over
from the north edge. It
the hedges and can target anywhere can only
onperform
the board.fire actions.
It fires as Itnormal
has LOS but to
over the distance
determine hedges and to itscan target
target
measure
anywhere from onitsthe
point on the
board. west as
It fires
board
normaledge buttotothe target anddistance
determine add 15-
inches. It can never
to its target measure be fired
fromatitsby the
Americans.
point on the west board edge to
the target and add 15. It can
Off-board Sniper Team:
never
The be fired
sniper teamatisby the off-board
placed
Americans.
anywhere on the west board edge.
It can only perform fire actions and
O-board range
determines Sniperthe
Team:
same as the
The sniper
Off-board team isGun
Machine placed o-
Team. It can
never beanywhere
board fired at. on the west
board edge. It can only perform
Skittish Crew:and determines range
fire actions
The 57mm Anti-tank Gun may only
the same as the O-board
activate by the use of an initiative
Machine
chip. Once Gun Team.
activated It can
it may never
conduct
be fired at.fire for the remainder of
opportunity
that turn.
Skittish Crew:
Game Length:
The 57mm Anti-tank Gun may
4only
turns.activate by the use of an
initiative chip. Once activated it
Aftermath:
may conduct opportunity fire for
The Germans led with their old French
the remainder of that turn.
tanks but several bazooka teams
quickly knocked out two of the three.
Game Length:
German infantry was trying to push
4 turns.
across but was held back by the
paratroopers small arms fire. The
assault was finally defeated when the
AT gun destroyed the final tank.

63
CHOCTAW WARRIOR FIREBALL FORWARD

AMERICAN BRIEFING
Elements of 3rd Platoon, Company D, 2nd Battalion, 505th Regiment, 82nd
Airborne Division

1x Rifle Platoon Variable Forces (roll 1d6):


1 Platoon Leader (2+) 1-2 Extra Ammo: Ignore the first out-
3 Heavy Squads (4+) of-ammo roll result.
1 Bazooka Team (4+)
1 Machine Gun Team (4+) 3-4 60mm Mortar: Add 1 Light
Mortar Team (4+) to the Rifle
1x Anti-Tank Platoon Platoon.
1 57mm AT Gun with crew (4+)
5-6 Extra Bazooka: Add 1 Bazooka
Team (4+) to the Rifle Platoon.

CHOCTAW
WARRIOR American Victory Conditions: Prevent German victory.
American Initiative: 1 permanent initiative chip.
6 June 1944, 1030hrs American Setup: The American force consists of 2 units. The Rifle Platoon
Neuville-au-Plain, north of sets up anywhere more than 12 from the north edge of the board. The
Sainte-Mre-glise Anti-Tank Platoon sets up anywhere more than 24 from the north board
edge. All elements may start in foxholes.
On the morning of D-Day
paratroopers from the 82nd
Airborne were gathering at the vital
crossroads town of Sainte-Mre-
glise. As they set up a defensive GERMAN BRIEFING
perimeter several companies were Elements of 1058th Grenadier Regiment
sent to Neuville-au- Plain that
covered the northern approach to
the town. But as morning wore on 1x Company Headquarters Variable Forces (roll 1d6):
it became apparent that a large
1 Company Leader (4+)
German attack was developing to 1-2 Flanking Attack: 1 Rifle Platoon
the south. All of the paratroopers 1 Machine Gun Team (4+) may enter on either the east or
except for one platoon were pulled 1 Light Mortar Team (4+) west board edge within 12 of
out and sent to counter this new the north board on turn 3. For
threat. 3x Rifle Platoons each turn after 3 they can enter a
1 Platoon Leader (4+) further 12 from the north.
The platoon was led by Lt. Turner
Turnbull from Oklahoma and of 3 Rifle Squads (4+)
3-4 Eastern Front Veteran: Change
Choctaw descent. He deployed his
men with good fields of fire and 1x Assault Gun Platoon the Company Leaders morale to
around 1030hrs he was (3+).
1 STuG IIIG (4+)
approached by a French civilian 2 Marder III(t)M (4+)
who told him a column of paras 5-6 Armor: Add 1 additional STuG
were leading German prisoners his IIIG to the Assault Gun Platoon.
way. Sure enough coming down
the road was a column led by
paratroopers waving orange
recognition panels. But Turnbull German Victory Conditions: Be the last player to have had sole occupation of
and Lt Col. Vandervoot, who was all 3 buildings OR 2 buildings and exit either 1 assault gun or a leader and 3
with him, were suspicious and squads o of the south board edge.
after letting them get in range they
had a machine gun fire across the German Initiative: None.
road. The large column quickly German Setup: The German force consists of 5 units. After the American
dispersed and started to assault player has set up, the American player places one German Rifle Platoon in
his positions. column anywhere on the road within 12 of the north edge. The remaining
Rifle Platoons and Company HQ enter on turn 1 anywhere within 6 of the
north road. The Assault Gun platoon must enter on turn 1 on the road.

64
FIREBALL FORWARD CHOCTAW WARRIOR
FIREBALL FORWARD PARATROOPER ON D-DAY 1944

CHOCTAW DEPLOYMENT MAP


CHOCTAW DEPLOYMENT MAP North
WARRIOR
WARRIOR
Scenario Rules
Scenario Rules
Hedgerows
Terrain Features:
Terrain Features:
The building to the west of the
The building
road is a largeto two-story
the west of the
structure.
road is a large
It DOES two-story
have LOS over the
structure.
HEDGE (not It DOES have LOS
the hedgerows.)
over the HEDGE (not the Hedge
hedgerows.)
Vehicle Movement:
The assault guns must make a
mobilityMovement:
Vehicle check when they cross a
hedgerow
The assaultand/or whenmake
guns must they do
a a
move action Orchard
mobility checkwhile
when not on cross
they a road.a
hedgerow and/or when they do a
Smoke:
move action while not on a road.
Each Assault Gun has d3 fire
actions of smoke rounds.
Smoke:
Each
GammonAssault Gun has d3 fire
grenades:
actions of smoke
All US Heavy Squadsrounds.
are armed
with Gammon grenades which
count as Grenade
Gammon grenades: Bundles in
close
All assaultSquads
US Heavy vs. vehicles.
are armed Road
with Gammon grenades which
Initiative:
count as Grenade
The German player Bundles
may make in
close assault vs.
Glory Rolls whenever hevehicles.
eliminates a US element.
The US player may NOT use his
Initiative:
permanent Buildings
The Germaninitiative
player may chipmake
while
Turnbull is broken
Glory Rolls whenever he morale.
eliminates a US element.
Game Length:
7 turns.
The US player may NOT use his
permanent
Aftermath:initiative chi while
Turnbull
Turnbulls is broken
men opened morale.
up on the
Germans and stopped them in
Game Length:
their tracks. The armor tried to
7push
turns.down the road but was
eventually destroyed by the AT
Gun. Turnbull had picked a prime
Aftermath:
position men
Turnbulls and opened
was able uptoonforce
the the
Germans
Germans and tostopped
deploy andthemwaste
in their
valuable
tracks. Thetimearmor in tried
their to
drive
pushondown
Sainte-Mre-glise.
the road but was eventually Theydestroyed
byeventually
the AT-gun. sent a forcehad
Turnbull to picked
flank a
Turnbulls
prime position menandandwashe was
able to forced
force
to Germans
the retire. But tofor all intents
deploy and
and waste
purposes
valuable timethe northern
in their drive German
on Ste.
pincer
Mere has been
Eglise. stopped for
They eventually sentthe
a
day.toHe
force returned
flank to Sainte-Mre-
Turnbulls men and he
glise
was with
forced to 16 menBut
retire. outfor
ofall
hisintents
original
and purposes41. the northern German
pincer has been stopped for the day.
HeThe next day
returned Turnbull
to Ste. Mere was
Egliseleading
with
16anmen
attack back
out of towards41.
his original Neuville-
au-Plain when he was killed by a
mortar
The next round.
day Turnbull was leading an
attack back towards Neuville-au-Plain
when he was killed by a mortar round.

65
DEVILS IN THE DARK FIREBALL FORWARD

AMERICAN BRIEFING
Elements of Company A, 1/505th Regiment, 82nd Airborne Division

1x Company Headquarters Variable Forces (roll 1d6):


1 Company Leader, Capt. Sayre (2+) 1-2 Trip Flare: Randomly choose 1
1 Rifle Team (4+) parachute unit. It must set up,
1 Bazooka Team (4+) visible, within 4 of any board
1 Light Mortar Team (4+) edge.
1 Machine Gun Team (4+)
3-4 Clerk with Rifles: Add 1 Rifle

DEVILS IN 2x Rifle Platoons (Reduced)


1 Platoon Leader (3+)
Team (4+) to the Company
Headquarters.
THE DARK 2 Rifle Teams (4+)
5-6 Wirecutting Team: Add 1 Rifle
10 July 1943, 0530hrs Team (4+) with wirecutters to the
Casa del Priolo Company Headquarters.

American Victory Conditions: Be the last player to have last sole occupation
Captain Edwin L. Sayre,
commander of Co. A, 1/505th of the winery. Broken enemy elements do not count for occupation.
Parachute Infantry Regiment, was American Initiative: 1 permanent initiative chip.
one of very few paratroopers to American Setup: The American force consists of 3 units. All units (except the
land near the actual drop zone
o-board units) may enter anywhere on any board edge:
during the jump into Sicily on D-1.
Though the rest of his unit was Units entering on the north or west board edges must do so on turn 1 or turn 2
widely scattered, Sayre managed Units entering on the south or east board edges must do so on turn 2
to gather about 45 men, 2 machine
guns and 2 60mm mortars before
dawn broke.
ITALIAN BRIEFING
Advancing toward the Regimental Elements of 207th Coastal Division and Panzer-Division Hermann Gring
Combat Teams objective of the
Piano Lupo road intersection, 1x German Liaison Group Variable Forces (roll 1d6):
Sayre discovered an outlying 1 Platoon Leader (4+)
strongpoint: a heavily fortified 1 Rifle Team (4+)
1-2 Flare Pistol: The German Platoon
winery surrounded by a network of Leader has a flare pistol with
pillboxes, trenches and wire 1x Coastal Battalion Headquarters 1+d2 illumination rounds.
entanglements. Without hesitation 1 Batallion Leader (5+)
Sayre decided to assault and clear 1 Company Leader (4+) 3-4 Lucky Lieutenant: The Platoon
the enemy fortifications. Leader of 1 Coastal Rifle Platoon
1 Rifle Team (5+)
has his morale changed to (4+).
Aftermath: 2x Coastal Rifle Platoons
1 Platoon Leader (5+) 5-6 Infantry Gun:
Sayres men quickly took a pillbox 2 Rifle Squads (5+) 1 65mm Infantry Gun w/crew (5+)
with bazookas and grenades. 1 Machine Gun Team (5+)
Having captured an Italian
machine gun in the pillbox, the 1x Coastal Machine Gun Platoon
paratroopers used it to suppress 1 Platoon Leader (5+)
the farmhouse, while Sayre led a
2 Machine Gun Team (5+)
charge under intense fire toward
the winery. He pushed open a door Fortifications
and tossed in a grenade, preparing 60 Barbed Wire
to assault the room, but shouts of
surrender were heard coming from
Italian Victory Conditions: Prevent American victory.
within. Out filed 10 Germans and
40 Italians. Italian Initiative: None.
Italian Setup: The Italian force consists of 5 units. All units must set up inside
Note: This scenario was originally the two-level building or in the pillboxes, except:
written by C. B. Stevens for the
SkirmishCampaigns scenario book At least 1 Machine Gun team must set up in pillboxes, no more than 1 gun per
Combat Jump Sicily. Thanks pillbox.
C.B.! The 65mm Infantry Gun itself may be set up anywhere except in a trench; the crew
must set up inside the two-level building.
The barbed wire may be set up anywhere on the board.

66
FIREBALL FORWARD D-DAY SICILY 1943

DEVILS FIREBALLIN THE


FORWARD
DEPLOYMENT MAP (4x4) North
DEVILS IN THE DARK

DARK
ScenarioDEVILS
Rules IN DEPLOYMENT MAP
THE
Scrub brush: DARK
Does not block line of
Scenario
sight. Provides Rules
concealment for
infantry and light cover for stationary Pillbox
Orch
elements.ScrubMoving Brush:
elements receive 1
no cover.Does not block line of sight.
Provides concealment for infantry
N d

Visibility:and
Start using
light night
cover forrules. At
stationary
the beginning of turnMoving
elements. 2 roll one d6: if
elements
the resultreceive
is equalno to cover.
or less than the
current turn number treat the next and Pillbox
Pillbox
all following turns as daylight. E.g.: If
Visibility:
on turn 3 Start
the roll is a night
using 3 or rules.
lower Atthen
the
treat turn beginning
3 as night offorturn
visibility,
2 roll and
one d6: if
treat turnsthe3 through
result is 4equal
as daylight for than
to or less
visibility. the current turn number treat the
Winery
next and all following turns as
Pillboxes: 180 arc of fire oriented in
daylight. E.g.: If on turn 3 the roll
the direction indicated by the arrow
is a 3 or lower then treat turn 3
on the map. They have an armor
as night for visibility, and treat
value of 4.
turns 3 through 4 as daylight for
Scrub 2-level
visibility.
Captured Machine Guns: If a US rifle bldg
Fortified
team eliminates an Italian Machine
Pillboxes: winery
Gun team in close combat, the rifle
180 arc of fire oriented in the Pillbox
team may be exchanged for a
direction indicated by the arrow 1-level 3
machine gun team. Pillbox
on the map. They have an armor bldg
value of 4.
Capt. Sayre: If the Company Leader
is present in a melee the US player
Captured Machine Guns:
gets a +2 drm instead of the normal
If a US rifle team eliminates an
+1 drm.
Italian Machine Gun team in close
combat, the rifle team may be
Game Length:
exchanged for a machine gun
4 Turns
team.

Aftermath: Capt. Sayre:


Sayres men If the quickly
Company took a pillbox
Leader is present
with bazookas and grenades. Having
in a melee the US player gets a
captured one Italian machinegun in
+2 drm instead of the normal +1
the pillbox, the paratroopers used it to
drm.
suppress the farmhouse, while Sayre
led a charge under intense fire toward
Game Length:
the winery. He pushed open a door
and tossed 4 Turns
in a grenade, preparing to
assault the room, but shouts of
surrender were heard coming from
within. Out trooped ten Germans and
forty Italians.

Note This scenario was originally


written by C. B. Stevens for the
SkirmishCampaigns scenario book
Combat Jump Sicily. Thanks C.B.!

67
THE ROAD TO NISCEMI FIREBALL FORWARD

AMERICAN BRIEFING
Elements of 82nd Airborne Division

1x Company Headquarters Variable Forces (roll 1d6):


1 Company Leader, Lt. Eaton (3+) 1-2 Mines: 1 1x3 Anti-Vehicle
1 Bazooka Team (4+) Minefield is available.
1 Machine Gun Team (4+)
1 On-Call Barrage (Availability +1) 3-4 Extra Ammo: 1 additional On-
Call Barrage is available.
1x Rifle Platoon
THE ROAD TO 1 Platoon Leader (3+) 5-6 Expert Mortar Team: +1 DRM
when rolling on the Artillery
NISCEMI 1 Rifle Squad (4+)
1x Rifle Platoon
Chart.

10 July 1943, 1230hrs 1 Platoon Leader (3+)


On the road between Niscemi 1 Rifle Squad (4+)
and Biscari, Sicily 1x Ad Hoc Anti-Tank Platoon
1 Platoon Leader (3+)
On the morning of 10 July, 2 Rifle Teams (4+)
Lieutenant Peter J. Eaton, 2 47mm Italian Anti-Tank Guns
Headquarters Company, 3d
Battalion Mortar Platoon, took
charge of 3 sticks of para-
troopers, rounded up all the
equipment and men he could American Victory Conditions: Prevent Italian victory.
find, and headed west toward American Initiative: 1 one-use initiative chip.
Niscemi. At 1200hrs, scouts American Setup: The American force consists of 5 units. All elements start
encountered 2 Italian cars towing anywhere more than 12 from the south board edge and more than 6 east
47mm anti-tank guns. They killed board edge. Minefields are buried and are placed hidden but may not be
the occupants and took the guns. placed on the bridge.
Positions were set up and
manned, minefields laid, and
guns placed covering roads
toward Biscari. ITALIAN BRIEFING
Elements of Gruppo Mobile E
Aftermath:
Sergeant Suggs of Company HQ
and 7 other men manned guns 1x Company Headquarters Variable Forces (roll 1d6):
they had no familiarity with, but 1 Batallion Leader (4+)
1 Company Leader (4+)
1-2 Deliberate Attack: The game is
fired them like veterans over bore extended to 6 turns. You do not
sights. About 1230, a column of 1 Car (5+)
need to inform the US player until
Italian motorized infantry the end of turn 5.
3x Rifle Platoons
appeared led by an old 11 ton
1 Platoon Leader (5+)
tank. Sergeant Suggs and his 3-4 Viva Italia!: 1 additional one-time
men knocked out the tank with 2 Rifle Squads (4+)
1 Machine Gun Team (4+) use initiative chip is available.
their Italian 47mm anti-tank guns.
Mortar fire then hit the Italians 2 Trucks (5+)
5-6 Italian (French) Steel: Add 1
causing them to retreat in 1x Tank Platoon R-35 (4+) is added to the Tank
confusion. Platoon.
1 R-35 (4+)

Italian Victory Conditions: Accumulate at least 3 victory points.


Italian Initiative: 1 one-time use initiative chip.
Italian Setup: The Italian force consists of 5 units. All Italian units enter on
either the southeast or south road on turn 1. All infantry elements start
mounted in trucks or the car. Elements may not dismount until an American
element has been spotted or revealed due to opportunity fire or the US o-
board artillery lands. If a US element has been spotted or fires Italian
elements not on the board may enter dismounted anywhere on the south
board edge.

68
E ROAD TO DEPLOYMENT MAP North
CEMI FIREBALL FORWARD THE ROAD TO NISCEMI
o Rules
THE ROAD TO DEPLOYMENT MAP
Points: NISCEMI
ans receive victory points
Scenario Rules

or each building that


Victory they
Points:
The Italians receive victory points
he last sole for:
occupants.
Orchard Road
there are no unbroken
+1VP for each building that they
were
can elements within the last6-
sole occupants.
+1VP if there are no unbroken
of the bridge at games
American elements within 6 of Building Light
the bridge at games end.
+1/2VP forGun
each 47mm AT Gun Woods
for each 47mm AT
the Italians recapture or destroy
lians recapture or destroy
at games end.
mes end. +1/2VP for each squad or team
exited o of the north board
for each squad
edge.
or team Gully
off of the north
+1VP board
for each tank exited o of
the north board edge.
or each tank Terrain
exitedFeatures:
off of
Bridge
rth board edge.
The gully is within the light woods
and it is impassable to vehicles
except at the bridge.
Features:
y is within the lightAnti-Tank
Italian woodsGuns: Hedge
impassable to vehiclesin the Ad Hoc
The rifle teams
Anti-Tank Platoon can crew the
t the bridge.guns and fire them as normal with
the exception that they may NOT Orchard
rapid fire. (see 21.2) The rifle
nti-Tank Guns:
teams may also function as a
Ad Hoc
teams in thenormal rifle teams if they choose
nk Platoon can crewthe
to abandon guns. If they are
the
engaged in close combat while
d fire them as normal
manning withthey use the
the guns
ption that they may(-1)
rifle team NOT
close combat
modifier not the gun crew (-2)
e. (see 21.2) The rifle
modifier.
ay also function as a
ifle teams if Ambush:
they choose
Italian elements may not
don the guns. If they are
dismount from their trucks until
in close combat while
an American element has been
the guns they use the
spotted or revealed due to
opportunity fire or the US o-
m (-1) close combat
board artillery lands. If a US
not the gunelement
crew (-2)as been spotted or fires
Italian elements not on the board
may enter dismounted anywhere
on the south board edge.
h:
ements mayGame not Length:
5 turns.
t from their trucks until
ican element has been
or revealed due to
nity fire OR- the US off-
69
tillery lands. If a US
as been spotted or fires
TAMING THE TIGER FIREBALL FORWARD

AMERICAN BRIEFING
Elements of 307th Airborne Combat Engineers and Company G, 3rd Battalion,
505th Regiment
1x Regimental Headquarters Variable Forces (roll 1d6):
1 Regiment Leader, Gen. Gavin (3+) 1-2 Anti-Tank Training: 1 Rifle Platoon has
2 On-Call Concentrated Barrages Molotov Cocktails.
(Availability +1)
3-4 .30cal: Add 1 Machine Gun Team (4+) to
1x Engineer Platoon
one Rifle Platoon.
TAMING THE 1 Platoon Leader (3+)
2 Engineer Squads (4+) 5-6 Inspired Leadership: 1 additional one-
TIGER 1 Bazooka Team (4+)
1x Company Headquarters
time use initiative chip is available.

1 Company Leader (3+)


11 July 1943, 0800hrs 1 Rifle Squad (4+)
Biazza Ridge, Sicily 1 Bazooka Team (4+)
1 Machine Gun Team (4+)
General James Gavin, 2x Airborne Rifle Platoons
commanding a regimental 1 Platoon Leader (3+)
combat team of the 82nd 3 Rifle Squads (4+)
Airborne Division, was scattered 1 Bazooka Team (4+)
in the drop on Sicily along with 1x Howitzer Battery
the rest if his men. Landing to the 2 75mm Pack Howitzers w/ crew (4+)
east of the invasion beaches he 2 Jeeps (5+)
gathered whoever he could and
headed west. By the second day
he had managed to put a sizeable American Victory Conditions: Accumulate more victory points than the Germans or have an
force into motion. Moving unbroken squad in the western-most building at the end of any turn (sudden death.)
towards Gela he ran into a American Initiative: 1 permanent initiative chip.
German force defending Biazza American Setup: The American force consists of 5 units. All elements start anywhere more
Ridge...which proved to be the than 12 from the south board edge and more than 6 east board edge.
eastern flank of the Hermann
Goering Divisions assault on the
invasion beaches.

GERMAN BRIEFING
Elements of Panzer Division Hermann Gring

2x Tank Platoons Variable Forces (roll 1d6):


2 PxKpfw VIE Tigers (4+) 1-2 Luftwaffe Support: 1 additional Fighter-
1x Company Headquarters Bomber Mission is available.
1 Company Leader (3+)
1 Forward Observer (4+) 3-4 Achtung Panzer!: Add 1 PzKpfw IIIN (4+)
to 1 Tank Platoon.
3 On Call Barrages (Availability +1)
1 Mortar Team (4+)
5-6 Dig In!: Both Rifle Platoon that set up on
2x Rifle Platoons the board may start in foxholes.
1 Platoon Leader (4+)
3 Rifle Squads (4+)
Aftermath: 1 Machine Gun Team (4+)
Gavin led his men in an assault in 2x Rifle Platoons
an attempt to capture the bridge 1 Platoon Leader (4+)
over the Acate River. Just as it 3 Rifle Squads (4+)
looked like he would succeed Air Support
four Tigers and more infantry 1 Fighter-Bomber Mission
appeared and launched a
counterattack driving the
paratroopers back to Biazza German Victory Conditions: Accumulate more victory points than the Americans or have an
Ridge. The timely arrival of a pair unbroken squad in the eastern-most building at the end of any turn (sudden death.)
of 75mm Pack Howitzers and the German Initiative: Three one-use initiative chips. (Available for use beginning on turn 4.)
support of a 155mm Artillery
German Setup: The German force consists of 7 units. See scenario rule. The Company
Battery hammered the Germans Headquarters and the 2 Rifle Platoons with Machine Gun Teams start anywhere within 24
and Gavin held the ridge. of the west board edge. 1 Rifle Platoon may start in foxholes. The Tank Platoons and the
other 2 Rifle Platoons enter on turn 4 anywhere on the west board edge.

70
FIREBALL FORWARD PARAS ON D-DAY, SICILY 1943

TAMING
FIREBALL FORWARD THE DEPLOYMENT MAP NorthTHE TIGER
TAMING

TIGER
TAMING THE DEPLOYMENT MAP
Scenario Rules
TIGER
Victory Points:
Scenario
The GermanRules
player receives victory
River bordered
points for:
with hedges
Victory
1VP for Points:
each building that they
wereGerman
The the last player
sole occupants.
receives
1VP forpoints
victory each hill
for:that they were the
last sole occupants.
+1VP for each building that they
1VP if Gen. Gavin is eliminated. Bridge
were the last sole occupants.
+1VP
The for each
American hill that
player they victory
receives were
the for:
points Railroad
last
1VPsole occupants.
for each building that they Embankment
were the
+1VP last sole
if Gen. Gavinoccupants.
is eliminated.
1VP for each Tiger destroyed.
1VP for each hill that they were the orchard
Hedges in an orchard
The American player receives Buildings
last sole occupants.
victory points for:
+1VP for each building that points
they Orchard
Besides winning on victory
were the last sole occupants.
each side may win a sudden death
+1VP for
victory. Seeeach Tiger
Victory destroyed.
Conditions. Road
+1VP for each hill that they were
Terrain
the Features:
Alllast
of the
solebuildings should be one
occupants.
story.
The river is uncrossable to all Hill
Besides winning on victory points
elements except at the bridge.
each side may win a sudden
death victory.
Grenade Bundles:See Victory
Conditions.
The US Engineer Squads have
grenade bundles.
Terrain Features:
Set
AllUp:
of the buildings should be one
Asstory.
the battle was already under way
all elements start on the board. There
The river is uncrossable to all
are no hidden units. The US player
elements
sets up first except
and thenatthe
theGerman
bridge.
player.
Grenade Bundles:
The
US US Engineer Squads have
Artillery:
Only Gen. Gavin
grenade can call for the off-
bundles.
board Concentrated Barrages.
Set Up:
Game
As theLength:
battle was already under
6 turns. General James Gavin
way all elements start on the
board. There are no hidden units.
The US player sets up first and
then the German player.

US Artillery:
Only Gen. Gavin can call for the
o- board Concentrated
Barrages.

Game Length:
6 turns.

71
THE BRIDEGROOMS OF DEATH FIREBALL FORWARD

SPANISH BRIEFING
Elements of Regimental Assault Section, 269th Regiment, Spanish Blue
Division

1x Company Headquarters Variable Forces (roll 1d6):


1 Company Leader, Lt. Galiana (3+) 1-2 Ammo!: Ignore the first 2 out-of-
1 Machine Gun Team (4+) ammo rolls.
1 Light Mortar Team (4+)
THE 2x Rifle Platoons
3-4 Companeros de armas!: Add 1
BRIDEGROOMS 1 Platoon Leader (3+)
Heavy Squad (4+) to the
Company Headquarters.
OF DEATH 2 Heavy Squads (4+)
1 Machine Gun Team (4+) 5-6 Viva Espana! Use both variable
16 October 1941, 1300hrs 1x Rifl e Platoon forces listed above.
Several miles north of 1 Platoon Leader (3+)
Novgorod
2 Heavy Squads (4+)
In the summer of 1941 Franco was
eager to appease Hitler while Spanish Victory Conditions: Eliminate 15+d6 points worth of Soviet elements.
radical Spanish Fascists were Before play starts determine the number of victory points are needed but
lobbying to join Operation do NOT reveal this number to the Soviet player. And hold one of the three
Barbarossa and join in the crusade Soviet victory objectives at games end.
to crush communism. A unique
political solution was found when Spanish Initiative: One permanent initiative chip.
Franco announced the formation of Spanish Setup: The Spanish force consists of 4 units. All units start HIDDEN
a division of Spanish volunteers anywhere within 12 of the west board edge. Determine and record set up
that would head east into the before the Soviet player sets up.
whirlwind of the Russian
Campaign. By the autumn of 1941
the Blue Division, named after the
color of the Spanish Flange party,
had moved into the line south of SOVIET BRIEFING
Leningrad. In October the Germans Elements of 1st Battalion, 848 Regiment, 267 Division
began an offensive to cut off
Leningrad and the Spaniards were 1x Battalion Headquarters (1) Variable Forces (roll 1d6):
ordered to pin the Soviets to their 1 Battalion Leader (4+) 1-2 More Rafts!: 3 additional rafts
front, across the Volkhov river. 1 Commissar (4+) are available for a total of 15.
Major Miguel Roman, commanding
the 2nd Battalion, 269th Regiment, 1x Company Headquarters (2)
was to send a combat patrol 1 Company Leader (3+) 3-4 URRAH!: The first time the
across the river and conduct a Soviet player wins a close
2 Machine Gun Teams (4+)
night raid. He sent the eager Lt. combat that was initiated by the
Jaime Galiana and the regimental 3x Rifle Platoons (3, 4, 5) URRAH! rule he receives a +1
assault section, knick-named The 1 Platoon Leader (4+) on the next Commissar die roll.
Bridegrooms of Death, to hit the 4 Rifle Squads (4+)
unsuspecting Russians...or so he 5-6 For Mother Russia!: The
thought. As Galiana approached 3x Rifle Platoons (6, 7, 8)
Battalion Leader may increase
the river bank he ran straight into a 1 Platoon Leader (4+)
his morale to (2+) for any single
unit of Soviets crossing onto the 4 Rifle Squads (5+)
turn, but he is eliminated at the
Spanish side...an entire battalion of
Ukrainians and Tartars were 12x Rafts (4+) end of that turn. (This does give
headed right at him. Victory Points to the Germans)

Aftermath:
Lt. Galiana deployed his men
Soviet Victory Conditions: End any turn with sole occupation of all three of
covering the river-bank as waves of
Soviets crossed on small rafts. the Soviet victory objectives. (See scenario rules.)
After a vicious fight that lasted all Soviet Initiative: Commissar Rules.
night the Soviets retreated leaving
the river-bank strewn with bodies. Soviet Setup: The Soviet force consists of 8 units. Set-up after the Spanish
The Spaniards took twenty-seven player has determined where his units will set up. All the rafts start in the
prisoners. river touching the east river bank. Elements may start mounted in the rafts.
All remaining elements start anywhere east of the river and are placed on
the board not hidden.

72
FIREBALL FORWARD THE BRIDEGROOMS OF DEATH
FIREBALL FORWARD RUSSIA 1941

THE
THE DEPLOYMENT MAP
MAP
DEPLOYMENT North
BRIDEGROOMS
BRIDEGROOMS
OFDEATH
OF DEATH
Scenario Rules
Scenario Rules Trail
Soviet element point value:
Soviet element point value: Marsh
Rifle Squad: 1 point
Rifle Squad 1 point
Platoon Leader: 2 points
Platoon Leader 2 points
Battalion Leader: 3 points
Battalion Leader 3 point
Commissar: 4 points
Commissar 4 points Volkhov
Machine Gun Team: 2 points
Machine Gun Team 2 points River
Hill
Soviet Victory objectives:
Soviet Victory objectives:
Before play starts roll 1d4. The
Before play starts roll 1d4. The
number rolled is the objective that
number rolled is the objective that
you do NOT have to achieve for
you do NOT have to achieve for
victory. You must achieve the
victory. You must achieve the
other three listed below.
other three listed below.
1 - Occupy the southern building
1 - Occupy the southern building
with a good order rifle squad Light
with a good order rifle squad
2 - Occupy the northern building
2 - Occupy the northern building
with a good order rifle squad
Woods
with
3 -aOccupy
good order riflewith
the hill squad
four good
3 -order
Occupy the hill
rifle squads
with four good
order rifle squads
4 - Occupy the trail junction with
4 -aOccupy the trail
good ordered junction
rifle squad.with
a good ordered rifle squad.
Night:
Night:
Night rules are in eect.
Night rules are in effect.
Illumination Rounds:
Illumination
The Spanish Rounds:
Mortar Team has
The oneSpanish Mortar
illumination Team has
round.
one illumination round.
Game Length:
Game Length:
The game ends at the end of any
The game
turn whenends at the
either sideend
firstof any
turn when either
achieves side first
its victory condition or
achieves
roll 1d6itsat victory
the startcondition
of every turn
OR- Roll 1d6
starting withatturn
the 7.
start
On of every
a roll of
4-6 the game ends.
of 4-6 the game ends.

Aftermath:
Lt.
turnGaliana
startingdeployed
with turnhis mena roll
7. On
covering the river-bank as waves
of Soviets crossed on small rafts.
After a vicious fight that lasted all
night the Soviets retreated
leaving the river-bank strewn with
bodies. The Spaniards took
twenty-seven prisoners.

73
THE BEAR FIREBALL FORWARD

US MARINES BRIEFING
Elements of Company K, 3rd Battalion, 1st Marine Division

1x Company Headquarters Variable Forces (roll 1d6):


1 Company Leader (3+) 1-2 Navy Cross!: Change the
1 Machine Gun Team (4+) Company Leaders morale to
(2+).
2x Rifle Platoons
THE BEAR 1 Platoon Leader (3+) 3-4 Firepower!: Add 1 Machine Gun
3 Rifle Squads (4+) Team (4+) to the Company
13 September 1942, 2330hrs 1 Heavy Squads (4+) Headquarters.
East of Edsons Ridge 1 Machine Gun Team (4+)
1x Outpost Unit 5-6 Call in the 81s!: 1 On Call
In the dark jungle south of Henderson
Field the Japanese stood ready to
Barrage (availability +0) is
2 Recon Rifle Teams (3+) available.
launch an offensive that they were sure
would sweep the US Marines into Fortifications
Pacific Ocean. The bald ridge to their
front offered them a clear path to the
8 1 x 4 sections of Barbed Wire
airfield and victory. But that ridge was
defended by Colonel Merritt Edson and USMC Victory Conditions: Prevent Japanese victory and do not lose more
his Marine Raiders and Parachutists elements eliminated than the Japanese lose.
and the Japanese knew they would
have to go through them. USMC Initiative: 1 one-use initiative chip.
USMC Setup: The USMC force consists of 4 units. The Company
In order to confuse the Americans as to Headquarters and the Rifle Platoons start anywhere within 12 of the west
the where the real assault was going to
board edge. The Outpost unit starts anywhere more than 18 from the
land several smaller attacks were to be
staged at different points around the west board edge. All elements start in foxholes.
Marine perimeter which ran the entire
distance around the airfield. To the
ridges east the Kuma (or Bear)
Battalion, commanded by Major
Takeshi Mizuno, was to cross the JAPANESE BRIEFING
Tenaru River and hit the USMC lines Elements of Battalion Headquarters & 1st Company, Kuma (Bear) Battalion
near Alligator Creek. The Kuma
Battalion were formed from the 1x Battalion Headquarters Variable Forces (roll 1d6):
survivors of Colonel Ichikis regiment
which had been decimated on the
1 Battalion Leader, Major Mizuno 1-2 Major Mizunos Guard: Change
sandbar at Alligator Creek in August. (4+) the Battalion Headquarters Rifle
Major Mizuno led his men through 1 Rifle Team (4+) Team to a Rifle Squad.
jungle and high kunai grass to find the
US lines whose location was a mystery 1x Company Headquarters
to the Japanese. Mizunos column 3-4 Engineers: Add one Engineer
1 Company Leader (3+)
became separated during the move Squad (4+) to the Battalion
and he only had his headquarters and 4x Rifle Platoons Headquarters. The Engineers
one infantry company when he ran into 1 Platoon Leader (4+) have wirecutters.
a USMC outpost.
1 Heavy Squad (4+)
4 Rifle Squads (4+) 5-6 Flamethrower Team: Add one
Flamethrower Team (4+) to any
Aftermath: Rifle Platoon.
The Japanese stumbled onto a USMC
outpost which they quickly overran.
Thinking it was the main Marine line
they quickly pushed forward only to run
into machine gun fire and barbed wire.
Mizuno led his headquarters group and
one infantry company forward in Banzai
charges to try and overrun the marines Japanese Victory Conditions: Eliminate at least 7 USMC elements and exit 1
only to leave himself and an entire
platoon dead on the wire. The squad and a leader anywhere off of the west board edge. Also if the
Japanese then pulled back hoping their Marines lose more elements than the Japanese the Japanese win
attack was forceful enough to draw the automatically.
Americans attention away form the
main assault on Edsons Ridge. Japanese Initiative: Banzai Rules.
Japanese Setup: The Japanese force consists of 6 units. All units enter on
turn 1 anywhere on the east board edge.

74
FIREBALL FORWARD THE BEAR
FIREBALL FORWARD GUADALCANAL 1942

THE BEAR
THE BEAR
Scenario Rules
DEPLOYMENT MAP
DEPLOYMENT MAP North
Scenario Rules
Night:
Night: Night rules are in eect.
Night rules are in effect.
Game Length:
Game Length:
5 Turns.
5 Turns

Aftermath:
The Japanese stumbled onto a USMC Fields (Kunai Grass)
outpost which they quickly overran.
Thinking it was the main marine line
they quickly pushed forward only to
run into machine gun fire and barbed
wire. Mizuno led his headquarters
group and one infantry company Jungle
forward in Banzi charges to try and
overrun the marines only to leave
himself and an entire platoon dead on
the wire. The Japanese then pulled
back hoping their attack was forceful
enough to draw the Americans
attention aware form the main assault
on Edsons Ridge.

75
RED CAVALRY FIREBALL FORWARD

SOVIET BRIEFING
Elements of the 14th Cavalry Division

1x Tank Platoon (Ace) Variable Forces (roll 1d6):


1 Company Leader (3+) 1 Tank Platoon (Nine):
1 Machine Gun Team (4+) 2 BT-7 (5+)
1x Company Headquarters (King) 2 Armored Car Platoon (Nine):
1 Company Leader (3+) 2 BA-10 (5+)
1 Rifle Squads (4+) 3 Anti-Tank Gun Section (Nine):

RED CAVALRY 2 Horses (5+)


3x Cavalry Rifle Platoons (Queen, Jack,
1 45mm AT Gun w/ crew (4+)
1 Horse (5+)

Ten) 4-5 Maxims!: Add to the Company


28 June 1941, 1300hrs Headquarters:
3km NW of Sitmoye, Ukraine 1 Platoon Leader (3+) 1 Medium Machine Gun Team (4+)
2 Rifle Squads (4+) 1 Horse (5+)
3 Horses (5+)
Afternoon on 28 June found the 6 Gun Section (Nine):
situation southwest of Dubno in a 1 76.2mm M1927 Infantry Gun w/ crew (4+)
melee. The Soviet 8th 1 Horse (5+)
Mechanized Corps had driven
deep into the rear of the German Soviet Victory Conditions: Prevent German victory conditions.
11th and 16th Panzer Divisions, Soviet Initiative: None.
but was unable to sustain the Soviet Setup: The Soviet force consists of 5-6 units. Enter from the south board edge.
territory gained. German follow- The Cavalry Rifle Platoons may enter from the south board edge or may enter
up infantry and motorized from the west board edge sometime between turn 1 and turn 4 (inclusive), roll d4 to
divisions provided unstoppable determine the turn of entry. The variable forces BT-7s, BA-10s, 45mm Model 1938
pressure forcing the 8th AT Gun and 76.2mm M1927 Infantry Gun enter from the south board edge
Mechanized Corps back and sometime between turn 1 and turn 3 (inclusive), roll d3 to determine the turn of
fragmenting its remains. Having entry. All entry positions must be recorded prior to play.
withdrawn from combat in the
early morning of 26 June, the
14th Cavalry Division was driving
north into the wake of the 34th GERMAN BRIEFING
and 12th Tank Divisions (8th Elements of the 75th Infantry Division
Mechanized Corps). The German
75th Infantry Division was 1x Armored Car Platoon Variable Forces (roll 1d6):
advancing from the north in order 1 PSW 222 (4+) 1-3 Rifle Platoon:
to clear the supply lines of the 1x Recon Platoon 1 Platoon Leader (3+)
now recoiling 16th Panzer 1 Platoon Leader (3+) 3 Rifle Squads (4+)
Division. 3 Recon Rifle Teams (4+) 3 Trucks (5+)
3 SdKfz 10/1 (5+)
4-5 MG Support: Add to the Company
1x Company Headquarters
Headquarters:
1 Company Leader (3+) 1 Medium Machine Gun Team (4+)
1 Anti-Tank Rifle Team (4+) 1 Kubelwagen (5+)
Aftermath: 1 Rifle Team (4+)
The 75th Infantry Division and 2 Kubelwagens (5+) 6 Pioneer Platoon:
14th Cavalry clashed for most of 1x Ri fle Platoon 1 Platoon Leader (3+)
28 June. The 14th Cavalry was 1 Platoon Leader (3+) 3 Pioneer Squads (4+)
able to hold its ground and halt 3 Rifle Squads (4+) 1 Flamethrower Team (4+)
the advance of the German 3 Trucks (5+) 1 Demo Charge
division for several days. Indeed, 4 Trucks (5+)
the 14th Cavalry Division proved
its mettle by holding position until
German Victory Conditions: Be the last player to have had sole occupation of all 3
early July. In December 1941 the
houses with a good order infantry squad or team.
14th Cavalry Division would go on
to be renamed the 6th Guards German Initiative: 1 one-use initiative chip.
Cavalry Division in recognition of German Setup: The German force consists of 4-5 units. Enter from the north board
its heroic record. edge. The Armored Car Platoon and Recon Platoon may enter from the north
board edge or may enter from the east board edge sometime between turn 1 and
turn 3 (inclusive), roll d3 to determine the turn of entry. All entry positions must be
recorded prior to play.

76
FIREBALL FORWARD BASED ON SKIRMISHCAMPAIGNS: RUSSIA 41 - INTO THE UKRAINE BARBAROSSA, 1941
FIREBALL FORWARD RED CAVALRY

RED CAVALRY DEPLOYMENT MAP


RED
Scenario Rules CAVALRY DEPLOYMENT MAP
Scenario Rules
Molotov Cocktails:
Molotov
All Soviet RifleCocktails:
Squads have
All Soviet
Molotov Rifle Squads have
Cocktails.
Molotov Cocktails.
Fields:
EachFields:
field should be broken into
four zones.
Each fieldVehicles
shouldmust pass ainto
be broken
mobility
fourtest while
zones. conducting
Vehicles must apass a
movemobility
action in a field.
test while conducting a
move action in a field.
Game Length:
Game Length:
4-6 turns. At the end of turn 4 roll
4-6 turns. At the end of turn 4 roll
1d6. 1 play two more turns. 2-4
1d6. If the result is:
play one more turn. 5-6 game
ends immediately.
1: play two more turns.
2-4: play one more turn.
5-6: ame ends immediately.

77
THE ROAD TO BEAUMONT FIREBALL FORWARD

FRENCH BRIEFING
Elements of the 25th Tank Battalion, 1st Armored Division, and remnants of
the 14th Motorized Dragoon Regiment, 5th Infantry Division

1x Tank Platoon Variable Forces (roll 1d6):


1 H-39 with Platoon Leader (4+) 1-3 Tank Platoon:
3 H-39 (4+) 2 H-39 (4+)
1x Company Headquarters 4-5 Motorcycle Platoon:
1 Company Leader (3+) 1 Platoon Leader (3+)
3 Heavy Squads (4+)
1 Rifle Squad (4+)
4 Motorcycles (5+)
2 Motorcycles (5+)

THE ROAD TO 2x Rifle Platoons


1 Platoon Leader (3+)
6 Anti-Tank Gun Section:
1 25mm AT Gun w/crew (4+)
BEAUMONT 3 Rifle Squads (4+)
3 Trucks (5+)
1 Truck (5+)
AND

15 May 1940, 1800hrs Motorcycle Platoon:


10 miles west of Phillippeville 1 Platoon Leader (3+)
3 Heavy Squads (4+)
After engaging and bypassing the 4 Motorcycles (5+)
1st Half-Brigade of the French 1st
French Victory Conditions: Accumulate 3 or more victory points.
Armored Division, the 7th Panzer
Division raced ahead to French Initiative: Revolving initiative chip (starts French).
Cerfontaine and Beaumont. This French Setup: The French force consists of 5 units. All forces enter from the east board
move helped shatter the edge. The variable forces Tank Platoon enters from the east board edge on turn 2.
communication lines of the All entry positions must be recorded prior to play.
French Ninth Army, breached the
intermediate withdraw line
established by General Corap,
and also placed the leading GERMAN BRIEFING
German armor ahead of the Elements of the 25th Panzer Regiment and the 37th Panzer Reconnaissance
withdrawing elements of the Battalion, 7th Panzer Division
French 1st Armored Division.
1x Tank Platoon Variable Forces (roll 1d6):
General Bruneau had belatedly
2 PzKpfw 38(t) B (4+) 1 Tank Platoon:
ordered his division to fall back,
1x Company Headquarters 2 PzKpfw 38(t) B (4+)
but the fighting earlier in the day
had nearly destroyed his two 1 Company Leader (3+) 2 Tank Platoon:
heavy tank battalions (the 28th 1 Anti-Tank Rifle Team (4+) 2 PzKpfw IIA B (4+)
and 37th had less than ten 1 Rifle Team (4+) 3 Tank Platoon:
operational tanks between them). 2 Kubelwagens (5+) 2 PzKpfw IVD B (4+)
The H-39s of the 2nd Half- 1x Ri fl e Platoon 4-6 Mechanized Pioneer Platoon:
Brigade (Col. Marc) were in better 1 Platoon Leader (3+) 1 Platoon Leader (3+)
shape. The 26th Tank Battalion 3 Heavy Squads (4+) 3 Heavy Squads (4+)
(Major Bonnot) had about 20 3 Trucks (5+) 1 Flamethrower Team (4+)
H-39s remaining, while the 25th 1x Infantry Gun Section 1 Demo Charge
Tank Battalion (Major Pruvost) 1 7.5cm ieIG 18 with crew (4+) 4 SdKfz 251/5 (4+)
had only lost a few vehicles. 1 Truck (5+)
However, with Rommels tanks
already ahead of them the French
faced a tough fighting withdrawal.
The desperate situation of the
remnants of the 2nd Half-Brigade
was complicated by the shortage German Victory Conditions: Prevent French victory.
of fuel that had so handicapped German Initiative: Revolving initiative chip (starts French) and 1 one-use initiative chip.
the 1st Half-Brigade. German Setup: The German force consists of 4-5 units. Set up anywhere within 60 of
the west board edge. The Infantry Gun Section enters from the north board edge
24 to 60 from the west board edge on either turn 1 or turn 2, determine the turn of
entry randomly. The variable forces Tank Platoons, and Mechanized Pioneer Platoon
enter from the north board edge 24 to 60 from the west board edge on either turn 2
or 3; randomly determine the turn of entry. All set-up and entry positions must be
recorded prior to play.

78
FIREBALL FORWARD BASED ON SKIRMISHCAMPAIGNS: FRANCE 40 THE GHOST DIVISION FRANCE, 1940
FIREBALL FORWARD THE ROAD TO BEAUMONT
THE ROAD TO DEPLOYMENT MAP
THE ROAD TO
BEAUMONT DEPLOYMENT MAP
BEAUMONT
Scenario Rules

Scenario
French RulesPoints:
Victory
1VP per tank or squad exited off
ofFrench
the westVictory
boardPoints:
edge.
+1VP
1VP perper tank orthat
building squad exited o
the French
of the
had lastwest
sole board edge.with a
occupation
+1VP
good per building
order squad. that the French
had last sole occupation with a
good order squad.
Fields:
Vehicles must pass a mobility test
Fields:
while conducting a move action in
a Vehicles
field. must pass a mobility test
while conducting a move action in
a field.
French Fuel Supply:
French Fuel
Whenever Supply:
a French vehicle (other
Whenever
than a French
a motorcycle) vehicle (other
conducts a
than action,
move a motorcycle) conducts
roll a d20, on a 20a it
ismove
out ofaction, rollisaimmobile.
fuel and d20, on a 20 it
is out of fuel and is immobile.

Game
GameLength:
Length:
6 6turns.
turns.

Aftermath:
Aftermath:
When
When General
General Bruneau
Bruneau meet up up
met with
th
the 25 the
with Tank25thBattalion early on 16
Tank Battalion early
May
on it16 had
Mayonly it about
had only 17 operational
about 17
tanks remaining, about one-third the
operational tanks remaining,
strength of the previous morning. The
about one-third the strength of the
other three battalions of his division
previous
had been almost morning. The other three
completely
battalions of his division
destroyed. The lack of fuel supplies had been
almost completely
contributed significantlydestroyed. The
to the debacle
aslack
many of vehicles
fuel supplieshad tocontributed
be
significantly
abandoned to the
during the debacle
night when asthey
many vehicles
exhausted their fuel. hadWhen to bein combat
st
abandoned
the tankers of the during the night
1 Armored when
Division
they
had foughtexhausted
well, buttheirit was fuel.
not When
enoughin
tocombat
make upthe for tankers
the superior of the 1st of
tactics
the panzer divisions,
Armored Division had especially
fought well,
th
Rommels
but it was hard-charging
not enough7toPanzer. make up
Interdiction by the Luftwaffe
for the superior tactics ofrendered
the
communications
panzer divisions, and especially
supply more
difficult, and also sapped the morale
Rommels hard-charging 7th st
of the troops. As a colonel in the 1
Panzer. Interdiction by the
Armored Division commented, as in
Luftwae
times gone past rendered
squadrons of
communications
cuirassiers were engaged, and supply
to covereven
a
more
rout. dicult, and
Unfortunately foralso sappedthe
the French,
the morale
sacrifice of theof1 the
st
troops.
Armored As a
Division
colonel
did little to in
slowthethe1stGerman
Armored advance.
ByDivision
16 May commented,
most of the German As in times
gone past
armored squadrons
divisions were in of open terrain
cuirassiers
and there waswere engaged,
little left to
on the Allied
side
coverto slow the panzer
a rout. tide.
Unfortunately for
the French, the sacrifice of the 1st
Armored Division did little to slow
the German advance. By 16 May
most of the German armored
divisions were in open terrain and
there was little left on the Allied
side to slow the panzer tide.

79
GUARDS COUNTERATTACK FIREBALL FORWARD

SOVIET BRIEFING
Elements of 308th Rifle Battalion and the 37th Guards

2x Company Headquarters (A, K) Variable Forces (roll 1d6):


1 Commissar (3+) 1-3 Light Artillery: The Soviets get 3 Light
2x Rifle Platoons (J, 10) Preparatory Barrages (4+)
1 Platoon Leader (4+) 4 Sniper (6): Add 1 Sniper (3+). He has
4 Rifle Squads (5+) only 1 prepared position in which to
set up.
1x Ri fle Platoon (9)
GUARDS 1 Platoon Leader (4+) 5 Good Planning: On the first turn the

COUNTER- 4 Rifle Squads (5+)


1 Machine Gun Team (5+)
Soviet player can choose the order of
his units activation.
ATTACK 2x Guards Rifle Platoons (8, 7) 6 Outstanding Leader: One Commissar
1 Platoon Leader (4+) rolls on the Initiative Chart with a +2
6 October 1942 4 SMG Squads (4+) bonus.
Near the Tractor Factory,
1 Machine Gun Team (5+)
Stalingrad

The Germans were flush with


success when they reached
Stalingrad. Instead of turning
south to the Caucasus oil fields Soviet Victory Conditions: Accumulate more victory points that the Germans.
as was originally planned, Hitler
suddenly decided to take Soviet Initiative: Use the Commissar Initiative Chart.
Stalingrad. A month of hard Soviet Setup: The Soviet force consists of 7 units. The 3 regular Rifle
fighting found the Soviet Army Platoons start in areas 1, 2, and 3. Some elements MUST be in each area.
decimated yet still tenaciously The Guards Platoons start anywhere within 12 of the south board edge.
holding on to the west bank of The variable Sniper can set up in a anywhere the Rifle or Guards Rifle
the Volga. platoons can set up.

On October 5th the Germans had


almost taken the key
Dzerhezinsky Tractor Factory.
The fighting had been fierce and
GERMAN BRIEFING
Elements of Company H, 389th Infantry Battalion
the German lines were thin, so
Soviet General Chuikov
1x Company Headquarters Variable Forces (roll 1d6):
counterattacked with the crack
37th Guards to break the ring the 1 Company Leader (3+) 1 Losing Hope: 1 Platoon Leaders morale
Germans had placed around the 1 Rifle Team (4+) is changed to (5+).
factory. 2x Rifle Platoons 2 Sniper: Add 1 Sniper (3+)
1 Platoon Leader (4+)
3 Rifle Squads (4+) 3-4 Artillery Support: The German player
1 Machine Gun Team (4+) gets 3 prep-fire heavy barrages.

1x Rifle Platoon 5 Extra Firepower: Add 1 Machine Gun


1 Platoon Leader (4+) Team (4+) to 1 Platoon.
3 Squads (4+) 6 Infanterie Angriff: All Platoon Leaders
morale is changed to (3+).

German Victory Conditions: Accumulate more victory points than the Soviets.
German Initiative: 3 one-use initiative chips.
German Setup: The German force consists of 4 units. All German forces are
set up in buildings A, B, and C, as per the map. The variable attachment
Sniper can set up in any of the three buildings or in any crater on the
board. This is his only prepared position; he cannot use Fire Actions from
anywhere else.

80
FIREBALL FORWARD GUARDS COUNTERATTACK
FIREBALL FORWARD STALINGRAD 1942

GUARDS
GUARDS DEPLOYMENT MAP
DEPLOYMENT MAP North
COUNTER-
COUNTERATTACK
ATTACK
Scenario Rules

Scenario
Victory Rules
Points:
1 VP per enemy squad, team
Victory Points:
or leader eliminated.
+1 VP
1 VP per enemy
per buildingsquad, team or
area in
leader eliminated.
which they were the last sole
+1 VP per building
occupant. Buildingarea in which
A has 8
they were the last sole occupant.
areas, building B has 2 areas
Building A has C
and building 8 areas,
has 6 building
areas. B
has 2 areas and building C has 6
areas.
Rubble
All buildings are divided into areas. Street
Rubble:
Crossing from one area to the next
All buildings
counts are divided
as one terrain into
interaction.
areas. Crossing from one area to
Crossing onto
the next a street
counts asorone
off a street
terrain
counts as a terrain interaction. A
interaction.
Crossing onto a street or o a
Game Length:
street counts as a terrain B
4 or 5 turns. At the end of turn four, C
interaction.
roll a die. On a 1 the game ends Buildings
immediately. On a 2-6 the game ends
afterGame Length:
5 turns.
4 or 5 turns. At the end of turn 4,
roll a d6. On a 1 the game ends
immediately. On a 2-6 the game
ends after 5 turns.

Set Up Area: 2

Set Up Area: 1
Set Up Area: 3

81
ST LAMBERT FIREBALL FORWARD

CANADIAN BRIEFING
Elements of C Squadron, South Alberta Regiment, Company B Argyll and
Sutherland Highlanders, 10th Canadian Infantry Brigade, 4th Canadian
Armoured Division
1x Tank Platoon Variable Forces (roll 1d6):
2 Sherman V (4+) 1 Dismounted Artillery Crew:
1x Rifle Platoon 1 Rifle Team (4+).
1 Platoon Leader (3+) 2-3 Recon Machine Gun Section:
3 Rifle Squads (4+) 1 Recon Bren MG Team (4+)
1 Bren Machine Gun Team (4+) 4-6 Company Headquarters:

ST. LAMBERT 1x Rifle Platoon


1 Platoon Leader (3+)
1 Company Leader, Major Currie (2+)
and
3 Rifle Squads (4+) 1 One-use Initiative Chip
20 August 1944
1 Bren Machine Gun Team (4+)
The village of St. Lambert-sur-
1 Piat Team (4+)
Dives

Early on the morning of 19 Canadian Victory Conditions: Prevent German victory.


August, a 4th Canadian Armoured Canadian Initiative: None (possible one-use initiative chip in Variable Forces.
Division task force attacked St. Canadian Setup: The Canadian force consists of 4 units. All units start
Lambert-sur-Dives with its vital anywhere within the deployment zone. The dismounted Artillery Crew
bridge over the Dives river. The enters on turn 2 at the Variable Entry Point. All infantry elements may start
force consisted of armor of the in foxholes.
division recce battalion (the South
Alberta Regiment [SAR]) and an
under-strength infantry company GERMAN BRIEFING
(B/Argyll & Sutherland Elements of II Battalion, 3rd Panzer Regiment, Panzer Abteilung (Fkl) 302 and
Highlanders [ASH]). By noon, they Panzer Grenadier Regiment 2, 2nd Panzer Division
had captured the village against
negligible opposition. Throughout 1x Rifl e Platoon Variable Forces (roll 1d6):
the afternoon small fire-fights 1 Platoon Leader (3+) 1-4 Company Headquarters:
flared up as Germans exiting the 1 Rifle Squad (4+) 1 Company Leader (3+)
pocket either fought with the 1 Machine Gun Team (4+) 1 Rifle Team (4+)
Canadians or chose to surrender.
In the late afternoon, C/ASH 2x Rifle Platoons 1 SdKfz 251/10 (4+)
arrived and was ordered to the 1 Platoon Leader (3+) 5-6 Anti-Aircraft Platoon:
ford at Moissy,1km southeast of 3 Rifle Squads (4+) 1 SdKfz 10/4 w/ 2cm AA (5+)
St Lambert. However after their 1x Rifl e Platoon
commander was wounded, they 1 Platoon Leader (3+)
fell back to St. Lambert. During
2 Rifle Teams (4+)
the night of 19/20 August, the
Fallschirmjgers of the 3rd 1x Assault Gun Platoon
Airborne Division infiltrated 1 StuG IIIG (4+)
through the SAR/ASH positions 1x Tank Platoon
due to the lack of Canadian
2 PzKpfw IVH (4+)
infantry. Early in the morning, the
2nd Panzer Division was ordered
to secure the bridge at St Lambert German Victory Conditions: Fulfill two of the following three conditions:
and thus open an escape route for Clear buildings a-e. Clear is defined as having a good order German squad pass through the
the rest of 7th Armee. Facing building and no Canadian squads or teams are in it at the end of the game.
them was a troop of tanks and Hold buildings h-i. Hold is defined as having a good order German squad in the building at the
two under-strength infantry end of the game,
platoons.
Exit 2 vehicles off the German Escape Zone.

Thanks to Tim Tilson for allowing German Initiative: 2 one-use initiative chips.
us to use this fine scenario from German Setup: The German force consists of 7 units. The Germans enter from the
his book: SkirmishCampaigns: west board edge on turn 1. Entry points must be pre-plotted. One infantry squad
Falaise Firestorm. may enter at the optional entry point. Its entry turn is determined by a die roll, odd =
turn 2, even = turn 3. AFVs enter on any turn. One Rifle Platoon has Panzerfausts.

82
FIREBALL FORWARD
FIREBALL FORWARD BASED ON SKIRMISHCAMPAIGNS: FALAISE FIRESTORM CANADIANS IN NORMANDY
ST LAMBERT
ANS AT FALAIH

ST LAMBERT
ST. LAMBERT DEPLOYMENT MAP
DEPLOYMENT MAP North
Scenario Rules
Scenario Rules
Smoke: German Optional
Smoke:
Each Canadian Sherman Entry
Each Canadian ShermanVVmay
may use
use a
a
fire fire
action to place one smoke marker.
action to place one smoke marker. !
Terrain Features:
Terrain Features: German Road
Vehicles may
Vehicles maycross the
cross river
the riveronly
onlyat
at
the the
bridge.
Escape
bridge. Zone
Bocage
Infantry elements
Infantry elementsmay may cross
crossthetheriver
river
by paying oneone
by paying terrain
terrain crossing.
crossing.
Infantry touching
Infantry thethe
touching east eastriver
riverbank
bank
receive hard
receive cover
hard coverif fire against
if fire againstthem
them
crosses thethe
crosses river bank.
river bank.

GameGameLength:
Length:
4 turns.
4 turns.

Bridge
a
AFTERMATH b
Around 0800, the 2nd Panzer Division
attacked along the Dives river. Their
main objective was the bridge at St
Lambert. The German attack was not d
AFTERMATH
a real attack but nd more of a ... mass
Around 0800, of
movement therifleman.
2 Panzer Division
However its
c
attacked along the
overwhelming Dives river.
numbers forcedTheirthe
main objective
front line back. wasMajor the bridge
Dave Currie, at St e
Lambert.
commander, The German
C Squadron attack SAR, was wasnotin Buildings
a real attack but
command of allmore of a mass
the Canadian forces
movement of rifleman.
in St Lambert. He retreatedHowever to theits
overwhelming
north end ofnumber the village forced
and heldthe front
on
line doggedly
back. Major there. Dave Currie, were
The Germans f River
commander,
not interested C Squadron
in pushingSAR, him out,wasonly in
command
holdingof theallsouthern
the Canadian end of the forces in
village
St Lambert.
to enableHe theirretreated
flight to the to the north
north-east.
g
endTheof the
SAR village
regimentaland held on
commander, LTC
doggedly
Swotty there. The Germans
Wotherspoon radioed were
for
not additional
interestedhelp. in pushing him out, only
As the retreating
holding
Germansthe southern
passed through end of the the village,
village h
to enable
Curriestheir menflight
harassedto thethem north-east.
with fire.
TheBy SAR lateregimental
afternoon Currie commander,had onlyLTC 5
Swotty
tanks Wotherspoon
remaining in hisradioed forand
additional help.
squadron i
less than 120As the retreating
infantry. Wotherspoon
Germans
refusedpassedto let him through
leave his theposition.
village,
Curries
Help menfinallyharassed
arrived in them the form with offire.
By late
Troopsafternoon
J & L, 103rd Currie had only
Battery, 5
6th Anti Light
tanksTankremaining
Regimentinthat his took
squadron a wrong and turn. Woods
lessTheir
thanocer.120 infantry.
Lt. J.R. Wotherspoon
Flowers,
refused let him
deployed hisleave
eight Ram his position.
towers and
Helpeight
finally17#arrived
gunsrdatinthe thenorth
formend of of the Canadian
th
Troops J &He
village. L,103
reduced Battery,
his crews 6 Antito the Deployment
Tank Regiment
bare minimumthat andtook a wrong
deployed the turn.
Their officer. Zone
excess as Lt J.R. Flowers,
infantry! By 1700 deployed
things
his eight Ram towers
had quieted and eightthe
down. However 17#
guns at the north
Germans continued end of to the village.
infiltrate
He reduced
throughout histhecrewsnight.toMajor
the bare Currie
minimum
received andthedeployed
Victoria Cross the excess
for his as
infantry!
actions,By the1700 only things had quieted
one awarded to a Canadian Variable
down. However
Canadian armor theocer
Germans in the Entry Area
continued
European to infiltrate
theater 1944- through 45. out the
night. Major Currie received the
Victoria Cross for his actions, the only
one awarded to a Canadian armor
office in the European theater 1944- 83
45.
FIREBALL FORWARD INDEX

INDEX
Air Support 36.0 Line of Sight (LOS) 4.2
Ammunition/Weapons Malfunction 9.4 Machine Gun teams 9.1
Anti-Tank (Hand Held) Weapons 22.1 Marsh 42.2
Armored Vehicles 13.0 Minefields 34.0
Armored Vehicle Fire Action 18.0 Mobility Checks 15.6
Armored Vehicle Leaders 20.4 Molotov Cocktails 26.1
Armored Vehicles Move Action 15.0 Morale Checks 4.5
Armored Vehicle Opportunity Fire 20.2 Mortar Teams /Artillery Crew 25.0
Armored Vehicle Opportunity Spot 20.3 Motorcycles 47.0
Armored Vehicle Rally Action 19.0 Mounting a vehicle 17.3
Armored Vehicles Spot Action 14.0 Move Action (Infantry) 3.0
Artillery (Off-board) 32.0 Night 28.1
Banzai Charge 43.2 Opportunity Actions 7.0
Barbed Wire 31.1 Opportunity Spotting 7.4
Blinds 49.0 Opportunity Fire 7.1
Boats 40.0 Orchards 11.8
Bridges 23.3 Overrun Attacks 15.7
Buildings 11.6 Passengers 17.0
Bunkers 27.0 Penetration value of 0 18.7
Cavalry 45.0 Railroad Embankment 38.1
Close Combat (Inf v. Inf) 8.0 Rally Action 6.0
Close Combat (Inf v. Vehicle) 16.0 Rapid Fire 18.9
Commissars 39.4 Rivers 42.1
Concealment 10.2 Roads 11.7
Cover 10.1 Rout Moves 7.2
Critical Hits 18.6 Scrub 31.3
Demo Charges 46.0 Smoke 24.0
Dismounting a vehicle 17.4 Snipers 12.0
Early War Units 48.0 Soft Vehicles (Trucks) 33.0
Element Actions 2.0 Soviets 39.0
Fields 44.3 Soviet Mass Infantry Assault 39.5
Fire Action 4.0 Spot Action 5.0
Flamethrowers 41.0 Suppression 4.6
Flank Armor 18.5 Tank Followers 17.9.2
Formation Activations 20.7 Tank Riders 17.8
Glory Roll 18.8 Target Choice 4.3
Grenade Bundles 26.1 Targeting Fire 7.3
Gullies 35.3 Terrain 10.0
Guns (AT, Infantry and Howitzer) 21.0 Terrain Crossings 3.2
Grazing Fire 9.3 Terrain Zones 10.4
Hedgerows 11.2 Terrain Zones LOS 11.4
Hedges 11.5 Towed Guns 37.0
Hills 23.1 Trenches 11.1
Illumination Rounds 29.0 Turn Sequence 1.1
Initiative Chips 1.2 Walls 23.2
Italian Army 30.1 Weapons Teams 9.0
Japanese Army 43.0 Woods 35.1
Jungle 44.0 Foxholes 26.0
Leader Movement (tagging along) 3.3

84
Choose NO MOVE, FAST MOVE (6" to max speed) or SLOW MOVE (6") at start of activation; mark vehicle.
Cross 1 terrain edge.
Choose any path inside a circle of 12" radius. Pivot up to 90 , go forward, pivot up to 90 again somewhere along path.
(Guns 6" radius). Reverse at 1/4 speed. Cannot be combined with forward move.
The path may incur two terrain crossings. Mobility Checks: roll d6 at start of move through terrain; stop on roll of 1.

Roll RANGE DICE and white and red HIT DICE. Any HIT DIE Roll RANGE DICE and one hit die (d6)
of 1 is a miss. The red hits on 6 only. If the target is beyond RANGE DICE total plus BASE RANGE in inches,
If the target is beyond RANGE DICE total plus BASE RANGE you miss.
in inches, you miss. A hit causes defender to roll armor dice vs penetration.
Each hit causes a morale check.

TO HIT
TARGET: INFANTRY or SOFT TARGET (Roll white and red hit dice + range dice. Number needed to hit on the white hit dice.)
NORMAL FIRE (not Op Fire) at target in open OP FIRE at target in open NORMAL FIRE or OP FIRE at target in cover NORMAL FIRE or OP FIRE at target in hard cover

5+ 4+ 5+ 6+
Die Roll Modifiers to the white hit dice:
+1 Target is in the sum of all Range Dice
-1 Target in an individual (leader, forward observer, sniper, etc.)
-1 Shooter is vehicle with Slow Move Marker (rule 18.3)
-1 Machine gun team on second or subsequent Op Fire shots in same activation

TARGET: ARMORED VEHICLE or BUNKER (Roll 1 d6 hit die plus range dice. Number needed to hit on the 1 d6 hit die.)
TARGET has a NO MOVE or SLOW MOVE marker in the OPEN TARGET has a FAST MOVE marker in the OPEN

Shooter is AT GUN or VEHICLE with NO MOVE marker: 3+ Shooter is AT GUN or VEHICLE with NO MOVE marker: 4+
Shooter is INFANTRY TEAM* or VEHICLE with SLOW MOVE marker: 4+ Shooter is INFANTRY TEAM* or VEHICLE with SLOW MOVE marker: 5+
Shooter is a VEHICLE with a FAST MOVE marker: 6+ Shooter is a VEHICLE with a FAST MOVE marker: 7+
TARGET has a NO MOVE or SLOW MOVE marker in COVER TARGET has a FAST MOVE marker in COVER

Shooter is AT GUN or VEHICLE with NO MOVE marker: 4+ Shooter is AT GUN or VEHICLE with NO MOVE marker: 5+
Shooter is INFANTRY TEAM* or VEHICLE with SLOW MOVE marker: 5+ Shooter is INFANTRY TEAM* or VEHICLE with SLOW MOVE marker: 6+
Shooter is a VEHICLE with a FAST MOVE marker: 7+ Shooter is a VEHICLE with a FAST MOVE marker: Not Possible
Die Roll Modifiers to the white hit dice: * Bazooka team, Piat Team, Panzerfaust, Panzerschreck Team
+1 Target is in the sum of all Range Dice
-1 Target is a vehicle that is 'dug in'
-1 Target is a bunker

If a HIT is scored then the DEFENDER rolls 1 d6 PER POINT of armor on the vehicle or bunker:
Each 1 rolled stops o points of penetration If the result of the armor dice EXCEEDS the penetration value of the shooter then NO EFFECT.
Each 2-5 rolled stops 1 point of penetration If the result of the armor dice EQUALS the penetration value of the shooter then target makes MORALE CHECK.
Each 6 rolled stops 2 points of penetration If the result of the armor dice IS LESS THAN the penetration value of the shooter then target is DESTROYED.
CRITICAL HIT: each 1 or 2 rolled stops O POINTS of penetration
FIREBALL FORWARD
QUICK REFERENCE CHART
SPECIAL WEAPONS & RULES RALLY AND COMMAND
When a unit activates, elements go one at a time. When a unit activates, elements go one at a time.
MORTARS
Finish
& ON-BOARD ARTILLERY
each one before going on to the next.
t#SPLFOFMFNFOUTUIBUBSFUPVDIJOHBHPPEPSEFSMFBEFSSPMME
Finish each one before going on to the next.
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Each element gets three actions:
FMFNFOUXJUIJO. Each element gets three actions:
UIFZSFUVSOUPHPPEPSEFS
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UIBOwGSPNUIFNPSUBSBSUJMMFSZBOEIBWF-04UPUBSHFU "DUJPOUPBMMDPOUBDUFECSPLFOFMFNFOUT
t"DUJPOT3BMMZ .PWF03'JSF t#SPLFOFMFNFOUTOPUJODPOUBDUXJUIBMFBEFSDBOSBMMZPOBSPMM
PGUIFOQFSGPSN.PWF'JSF"DUJPOT
SNIPERS
t4OJQFSTSFBTOPSNBMXJUI&GGFDUJWF3BOHFw 3"/(&%*&E 
BOEXIJUFEJDFSFEEJDF
t1SJPSUPTUBSUPGQMBZUXPQSFQBSFEQPTJUJPOTBSFTFMFDUFE TOJQFST
SPOTTING
NBZPOMZSFGSPNUIFTFQPTJUJPOT *OEJWJEVBMTBOE3FDPO&MFNFOUT
t*GSJOHBUBMFBEFSUIFOUIFFGGFDUJTOPSNBMJGTIPPUJOHBUBUFBN t3PMMEPO FOFNZJOPOFUFSSBJOQJFDFJTSFWFBMFE
PSTRVBEUIFNBYJNVNFGGFDUJTUIFUBSHFUFMFNFOUXJMMTVGGFSPOF
CSFBLSFTVMU"TOJQFSDBOOPUPVUSJHIUFMJNJOBUFBOFMFNFOUVOMFTT
JUJTBMSFBEZCSPLFO
t"GUFSUIFTOJQFSTIPPUTJUUBLFTBNPSBMFDIFDLJGJUQBTTFTJU
SFNBJOTIJEEFOJGJUGBJMTUIFFOFNZQPJOUTUPBUFSSBJOQJFDFPO CLOSE COMBAT
UIFCPBSEBOEJGUIFTOJQFSJTUIFSFIFJTQMBDFEPOUIFCPBSE
INFANTRY ATTACKING
t5IFTOJQFSNBZNPWFBOEJGUIFNPWFUBLFTJUTPVUPG-04UIF
TOJQFSJTSFNPWFEGSPNUIFUBCMFUIJTBMMPXTUIFTOJQFSUPNPWFUP *OGBOUSZNVTUUBLFNPSBMFDIFDLUPFOUFS$MPTF$PNCBU
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fire).
MINEFIELD
t#PUITJEFTSPMMEQFSFMFNFOU OPUMFBEFS
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t"OFMFNFOUUIBUFOUFSTBNJOFFMEJNNFEJBUFMZFOETJUTNPWFNFOU
MODIFIERS
*UJTBUUBDLFEBHBJOXIFOJUDPNNFODFTJUTNPWFNFOUUPFYJU $PNCBUJODMVEFTBUMFBTUPOFOPOCSPLFOGSJFOEMZMFBEFS
+1 Engineer/SMG/Pioneer Element
-1 Team Element
FIRE AGAINST SOFT VEHICLES &MFNFOUJT#SPLFOAND/OR(VO$SFX
5BSHFUJTFODMPTFEBSNPSFEWFIJDMF BHBJOTUWFIJDMFTPOMZ

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 JFBTJGJOGBOUSZTIPPUFS

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FIREBALL FORWARD
TERRAIN REFERENCE
TRENCHES HEDGEROWS
Terrain crossings: Elements pay one terrain crossing to enter and one to exit. Terrain crossings: Elements pay one terrain crossing to cross. An element can only cross a
Nothing if moving within the trench system. hedgerow if they start their movement action touching the hedgerow.
An infantry element may also cross if they forfeit their Fire Action. (If you
Concealment: Yes. start touching a hedgerow you can, in your activation, cross two
Cover: Hard cover while element is in the trench. Element that are moving within hedgerows if you forfeit your fire action. If you do not start touching a
a trench do NOT draw op fire. hedgerow at most you can cross one by giving up your fire action.)
Block LOS: No. Non-tank vehicles can not cross at all. Individuals may always cross a
Mobility check to cross: Yes. hedgerow for one terrain crossing regardless of where they started their
move action.

BUILDINGS Concealment: Yes.

Cover: Any fire directed at an infantry/individual element up against a hedgerow


Terrain crossings: Infantry elements pay one terrain crossing to enter and/or exit a room receives hard cover if the fire crosses a hedgerow. Vehicles receive cover.
zone. Movement between floors or between different rooms does cost a
terrain crossing. Elements must enter or exit through a door or window Yes, unless an element is touching the hedgerow. If so it may be fired at
Block LOS:
that is apparent on the building model. Vehicles can not enter. and may fire through the hedgerow. To determine if an LOS exists place
the 45-degree marker against the opposite side of the hedgerow from
Concealment: Yes. where the element is touching. If an unobstructed line can be traced
into/out of the 45 marker then LOS exists. Hedgerows even block LOS
Cover: Hard cover. (Certain scenarios might classify flimsy buildings as cover.) from the 2nd floor of a building.
Block LOS: LOS is traced to the center of a window or doorway into a room. The
Mobility check to cross: Yes for tanks. Other vehicles can not cross.
model building itself therefore governs LOS. If a wall has no openings,
LOS cannot be traced there. To determine if LOS exists place the 45
marker against the window or door. If an unobstructed line can be traced
into/out of the 45 marker then LOS exists. Elements within a building
can fire. To determine LOS between zones within a building see rule 11.4.
HEDGES
Terrain crossings: Infantry elements pay one terrain crossing to cross.
Effect of Enemy Fire: Buildings are unique in that all elements that occupy a room of a building
are the target of any enemy fire actions that affect that room. However Concealment: No for vehicles. Yes for infantry and gun elements. The hedge must
many hits are inflicted on a room require all elements in that room to between the spotter and the spotee.
make a number of morale checks equal to that number of hits.
Cover: Any fire directed at an infantry element up against a hedge receives
Occupying a Room: Any element in a room can fire out of, and be hit through, any door or cover if the fire crosses a hedge. Vehicle do not receive any cover.
window in that room. You do not choose which door or window they are at.
They are assumed to be occupying the entire room. Block LOS: Yes, but only for infantry elements both on ground level if neither the
spotter or spotee is touching the hedge. LOS is not blocked for
elements in second story of a building or a hill.
Close Combat: All elements in a room defend together in a close combat.

ORCHARD ROADS
Terrain crossings: Infantry elements pay one terrain crossing to enter and/or exit. Movement: Roads have no effect for infantry elements. Vehicles may follow a road
making as many turns as needed to follow the road.
Concealment: Yes.
Cover: Cover. Note: if an element outside of an orchard fires through a light
orchard to an enemy outside of the orchard the enemy receives cover. HILLS & STEEP HILLS
Block LOS: No. LOS is never blocked by a orchard. Terrain crossings: Hills: Infantry elements pay one terrain crossing to cross onto or off a hill.
Steep Hills: Infantry elements pay two terrain crossing to cross onto or
off a steep hill. Impassable to vehicles.

WALLS Concealment: Yes.


Terrain crossings: Infantry elements pay one terrain interaction to cross a wall. Cover: Light cover if the shooter is not on a hill
Concealment: Yes the hidden element is touching the wall and the LOS crosses the Block LOS: Yes, if both elements are NOT on the hill and the hill is between them or
wall before touching the hidden element. one element is on the hill and the other element is not on the hill but
Cover: Any fire directed at an element up against a wall receives hard cover touching the hills edge.
if the fire crosses the wall. No, if the element on the hill is touching the hills edge and the other
element is either not touching the hill or touching the hill within 6.
Block LOS: No. LOS is never blocked by a Light Orchard.

WOODS ZONES
BARBED WIRE Zones: Woods zones are roughly 6 square for light woods and 4 square for
Terrain crossings: Elements pay one terrain crossing to cross. An infantry element can only heavy woods.
cross barbed wire if they start their movement action touching the barbed
wire. Terrain crossings: One crossing to cross a zone boundary.
Vehicles can not enter heavy woods.
Concealment: Yes. Concealment: Yes, unless the target is an element conducting a move action in an
adjacent zone (including diagonally.) If you move into a zone adjacent to
Cover: Open terrain. An infantry/individual element touching barbed wire is the enemy, you are placed on the table and the enemy may take
always considered moving in the open when fired at. opportunity fire. (See opportunity spotting rule 7.4)

Block LOS: No. Cover: Cover for elements.

Mobility check to cross: Yes. Block LOS: See rule 11.4


FIREBALL FORWARD
TERRAIN REFERENCE
BRIDGES FIELD ZONES
Terrain crossings: None as long as an element enters the bridge along the road. Zones: Field zones are roughly 6 square.
Otherwise it costs one to cross onto or off the bridge.
Terrain crossings: One crossing to enter or exit for infantry elements and soft vehicles.
Concealment: None for armored vehicles.
Yes.
Cover: Concealment: Yes for infantry or gun elements but they are subject to opportunity
Any fire directed at an element stationary or moving on the bridge spotting (see rule 7.4) No for vehicles.
receives cover.
Block LOS: Cover: Open terrain for vehicles. Cover for stationary infantry.
No. Open for moving infantry.
Block LOS: A vehicle in a field can always be seen while in a field and they always
have LOS over the field to other terrain pieces. (i.e. they can see over
TRAILS the field to buildings.) Also a vehicle ALWAYS has LOS to any
element in any field zone (adjacent or not) that has already been
Zones: Trails that are placed in terrain pieces made up of zones allow elements to spotted.
move across zone boundaries and not pay any terrain crossings.

Terrain crossings: Negates any terrain crossings costs for crossing a terrain zone boundary.
If the trail occupies a jungle zone then an element that traces its
movement path along the trail does NOT have to make the jungle
SCRUB
navigation die roll. Terrain crossings: None.
Concealment: Elements receive the concealment of the terrain zone the trail occupies. Concealment: No for vehicles. Yes for infantry and gun elements.
Cover: Elements receive the cover of the terrain zone the trail occupies. Cover: Open terrain.
Block LOS: No.
Block LOS: No.

GULLIES JUNGLE
Terrain crossings: One terrain crossing to enter and/or exit.
Zones: Jungles are comprised of a number of connected jungle zones. Jungle
Concealment: Yes. zones are roughly 4-inches square.

Cover: Heavy cover. Terrain crossings: One crossing to cross a jungle zone boundary

Block LOS: No. Concealment: Yes, but is subject to opportunity spotting. If a moving element
conducting a move action enters a zone occupied by an enemy
Mobility check to cross: Yes, with a -1drm. element, both enemy and friendly elements are placed on the table
and the enemy may take opportunity fire.
Cover: Cover.
RAILROAD EMBANKMENT Block LOS: LOS exists only if both elements are in the SAME jungle zone or if one
element is in a jungle zone and the other element is not in a jungle
Terrain crossings: One to cross. zone but can trace a straight, unobstructed LOS path to the element
in the jungle zone and cross only one jungle zone boundary.
Concealment: Yes if the element is touching the embankment and the LOS to the element Special Jungle Movement: Whenever an element conducts a move action and some part of the
crosses the embankment. movement path is from a jungle zone to another jungle zone, and not
If fire crosses the embankment, Heavy cover for elements touching the along a path, road, trail or stream then the moving elements must
Cover: make a Jungle Navigation die roll. Roll 1d6 and +1 if the element is a
embankment. Otherwise it is open ground.
leader or touching a leader.

Block LOS: No. Die Roll: Result:

1 The enemy player places the element in any zone it


could legally move to that is adjacent to the zone the
IMPASSABLE RIVERS element wanted to end up in. If the element began its
move action hidden (ie. not on the table) then the
element does not move at all and forfeits its move action.
Terrain crossings: One crossing for rafts/small boats to enter or exit. Impassable
to all other elements. 2 The element is placed one zone to left of the zone the
element wanted to end up in. Left is determined by the
Concealment: No. direction in which the element would have entered the
final zone.
Cover: Cover for elements that are touching a river bank and a direct line from the
shooter to target crosses the river bank before touching the target. 3 The element is placed one zone to right of the zone the
element wanted to end up in. Right is determined by
the direction in which the element would have entered
Block LOS: No. the final zone.
4-6 The elements movement succeeds.

MARSH & SWAMP ZONES


Zones: Zones should be about 3-inches square.
FOXHOLES
Terrain crossings: Two crossings to cross a marsh/swamp zone boundary for Terrain crossings: None.
infantry/individual elements. Impassable to vehicles.
Concealment: No.
Concealment: Yes.
Cover: Hard cover.
Cover: Elements are ALWAYS considered moving in the open while in a
marsh/swamp. Block LOS: No.

Block LOS: No.


FIREBALL FORWARD UNIT & ARMOR REFERENCE
Infantry Type Movement Range Dice Eff. Range Penetration Armor F/S Anti-Inf W/R Turret Rapid Fire
Rifle Squad 12" d20 10" - - 1/1
Rifle Team 12" d20 10" - - 1/1 R>3
Heavy Squad 12" d20 10" - - 1/2
Pioneer/Engineer Squad 12" d20 10" - - 1/2
SMG Squad 12" d10 5" - - 2/2
MG Team 12" M/F d20 20" - - 2/2
Heavy MG Team 12" M/F d20 20" 0 - 2/2
Light Mortar Team 12 M/F d20 20 (min 6) - - 2/2
Mortar Team 12" M/F d20 30"(min 6) 0 - 2/4
Flamethrower Team 12" d3 3" 1(a) - 8/0
Minefield All elements are attacked by a minefield with 6 RED HIT DICE.
ATR Team 12" d12 10" 0 - 1/1 R>3 Yes
20mm ATR Team 12" d4d12 10" 0 1/1>3 Yes
Sniper 12" d20 20" - - 4/0
Demo Charge 0 0 +3 in CC 8/0
Horse 18"
Truck, Jeeps, etc. 24"

Britain Vehicle Movement Range Dice Eff. Range Penetration Armor F/S Anti-Inf W/R Turret Rapid Fire
Bren MG Team 12" M/F d20 20 - - 1/1
PIAT Team 12" d3 3 5 - 2/0 vs buildings
17pdr AT Gun 0" d20d20d20 40" 7 - 3/0 - Yes
18pdr Howitzer 0" d4d4d8 30" 2 - 3/1 -
2pdr AT Gun 6" M/F d8d12 30" 2 - 1/0 - Yes
2pdr Portee 24" d8d12 30" 2 - 1/0 Sup Yes
25pdr Gun-How 0" d4d8d8 40" 3 - 3/1 -
6pdr AT Gun 6" M/F d20d20 30" 4 - 2/0 - Yes
Daimler Dingo 24" d20 10" 1/1 1/1 Inf
Loyd Carrier 24" - - - - -
Marmon-Herr. ME 24" d12 10" 0 1*/1* 1/1 Inf Yes
Marmon-Herr. MFF 24" d12 10" 0 1*/1* 2/2 Inf Yes
Breda Portee 24" d4d12 30" 1 - 2/2 Sup Yes
Carrier A 24" d20 20" - 1*/1* 1/1 Fixed
Carrier MMG B 24" d20 30" - 1*/1* 2/2 Fixed
Wasp 24" d8 4" 1(a) 1*/1* 8/0 Fixed
Mk VIB 24" d20 20" 0 1/1 2/2 Inf
Mk VIC 24" d20 30" 0 1/1 1/2 Inf Yes
Stuart 1 (Honey) 24" d12d12 30" 2 2/1 1/1 Sup
A9 Cruiser Mk I 18" d8d12 30" 2 1/1* 1/1 Sup
A9 Cruiser Mk I CS 18" d4d4d8 30" 2 1/1* 3/2 Sup
A10 Cruiser Mk IIA 12" d8d12 30" 2 2/1 1/1 Sup
A10 Cruiser Mk IICS 12" d4d4d8 30" 2 2/1 3/1 Sup
A13 Cruiser Mk II 24" d8d12 30" 2 1/1 1/1 Sup
A13 Cruiser Mk III 24" d8d12 30" 2 2/1 1/1 Sup
A13 Mk IIICS 24" d4d4d8 30" 2 2/1 3/2 Sup
Matilda I 8" d20 30" 0 3/3 2/2 Inf
Matilda II 12" d8d12 30" 2 5/4 1/2 Sup
Valentine II 12" d8d12 30" 2 4/4 1/2 Inf
Valentine III 12" d8d12 30" 2 4/4 1/1 Sup
Valentine VIII 12" d20d20 30" 4 4/4 2/2 Inf
Churchill I 12" d8d12 30" 2 5/4 2/2 Sup
Churchill II, III, IV 12" d20d20 30" 4 5/4 2/2 Sup
Churchill V, VI CS 12" d4d4d8 30" 2 5/4 4/2 Sup
Churchill VI 12" d12d20 30" 3 5/4 3/2 Sup
Churchill VII 12" d12d20 30" 3 7/5 3/2 Sup
89
FIREBALL FORWARD UNIT & ARMOR REFERENCE
Britain Vehicle Movement Range Dice Eff. Range Penetration Armor F/S Anti-Inf W/R Turret Rapid Fire
Churchill Crocodile 12" d12d20 30" 3 7/5 3/2 Sup
(Hull flamethrower) d8 4" 1(a) 8/0 Fixed
Cromwell II-VII 24" d12d20 30" 3 4/2 3/2 Sup
Cromwell CS 24" d4d4d8 30" 2 4/2 4/2 Sup
Crusader I 24" d8d12 30" 2 2/1 1/2 Sup
Crusader I CS 24" d20 20" 1 2/1 3/1 Sup
Crusader III 24" d20d20 30" 4 3/2 2/2 Sup
Grant 18" d12d12 30" 2 3/2 3/2 Sup
d12d10 30" 3 Fixed
Sherman V 18" d12d20 30" 3 4/2 3/2 Sup
Sherman VC Firefly 18" d20d20d20 40" 7 4/2 3/2 Sup
Sexton 18" d4d8d8 40" 3 2/1 4/1 Fixed
Achilles 24" d20d20d20 40" 7 4/2 3/1 Sup
Archer 18" d20d20d20 40" 7 2/2 3/1 Fixed

France Vehicle Movement Range Dice Eff. Range Penetration Armor F/S Anti-Inf W/R Turret Rapid Fire
25mm AT Gun 6" M/F d4d10 20" 1 - 1/0 - Yes
47mm AT Gun 6" M/F d10d20 30" 2 - 1/1 - Yes
75mm Gun 1879 0" d4d8 30" 2 - 3/0 -
Lorraine APC 18" 1/1*
Panhard AMD 35 24" d4d10 20" 1 1/1 1/1 Sup Yes
H35 12" d12 20" 1 2/2 1/1 Inf
H35(L) 12" d20 20" 1 2/2 1/1 Inf
H39 18" d12 20" 1 2/2 1/1 Inf
H39(L) 18" d20 20" 1 2/2 1/1 Inf
R35 12" d12 20" 1 2/2 1/1 Inf
R35(L) 12" d20 20" 1 2/2 1/1 Inf
S35 18" d10d12 30" 2 3/2 1/2 Inf
Char B1-bis 12" d10d12 30" 2 4/3 3/1 Inf
d12 10" 0 Fixed

Germany Vehicle Movement Range Dice Eff. Range Penetration Armor F/S Anti-Inf W/R Turret Rapid Fire
Panzerfaust '43 12" d3 3 5 - 2/0 vs buildings
Panzerfaust '44 12" d3 3 6 - 2/0 vs buildings
Panzerschreck 12" d4 4 7 - 2/0 vs buildings
10.5cm leFH 18 0" d4d8d8 40" 3 - 4/0
2cm FlaK 38 6" M/F d4d12 20" 1 3/1 Yes
3.7cm FlaK 37 6" M/F d4d12 30" 1 3/1 Yes
3.7cm PaK 35/36 6" M/F d4d12 30" 2 1/1 Yes
5cm PaK 38 6" M/F d20d20 30" 4 2/0 Yes
7.5cm leIG 18 6" M/F d4d8 30" 2 3/0
7.5cm Pak 40 0" d20d20 40" 5 3/0 Yes
8.8cm Flak 18 0" d12d20d20 40" 6 3/0 Yes
8.8cm Pak 43 0" d20d20d20 50" 8 3/0 Yes
PSW 221 24" d20 20" 1/1* 1/1 Inf
PSW 222 24" d4d12 20" 1 1/1* 2/2 Inf Yes
PSW 231 (Poland only) 24" d4d12 20" 1 1/1 2/2 Inf Yes
PSW 231/232 24" d4d12 20" 1 2/1 2/2 Inf Yes
PSW 233 24" d20/d10 30" 1/5 2/1 3/1 Fixed
PSW 234/1 24" d4d12 20" 1 2/1 2/2 Inf Yes
PSW 234/2 24" d20d20 30" 3 2/1 2/1 Inf
PSW 234/3 24" d20 30" 1 2/1 3/1 Fixed
PSW 234/4 24" d20d20 40" 5 2/1 3/0 Fixed
PSW 263 24" d20 20" 1/1 1/1 Fixed

90
FIREBALL FORWARD UNIT & ARMOR REFERENCE
Germany Vehicle Movement Range Dice Eff. Range Penetration Armor F/S Anti-Inf W/R Turret Rapid Fire
SPW 250/1 24" d20 20" - 1/1* 1/1 Fixed
SPW 250/7 24" d20d20 30" (min 6) 0 1/1* 2/4 mortar Fixed
SPW 250/8 24" d20 30" 1 1/1* 3/0 Fixed
SPW 250/9 24" d4d12 20" 1 1/1* 2/3 Sup Yes
SPW 250/10 24" d4d12 30" 2 1/1* 1/1 Fixed
SPW 251/1 24" d20 20" - 1/1* 1/1 Fixed
SPW 251/2 24" d20d20 30" (min 6) 0 1/1* 2/4 mortar Fixed
SPW 251/9 24" d20 30" 1 1/1* 3/0 Fixed
SPW 251/10 24" d4d12 30" 2 1/1* 1/1 Fixed
SPW 251/16 Flamm 24" d8 4" 1(a) 1/1* 8/0 Fixed
SPW 251/21 24" d4d12 20" 1 1/1* 2/2 Sup Yes
SPW 251/22 24" d20d20 40" 5 1/1* 3/1 Fixed
PzKpfw IB 18" d20 20" 1/1 2/2 Inf
PzKfpw IIA, B 24" d4d12 20" 1 1/1 2/2 Sup Yes
PzKfpw IIC, F 24" d4d12 20" 1 2/1 2/2 Sup Yes
PzKfpw 38(t) B, C, D 18" d4d12 30" 2 2/1 1/2 Sup
PzKfpw 38(t) E, F, G 18" d4d12 30" 2 2/2 1/2 Sup
PzKfpw IIID 18" d4d12 30" 2 1/1* 1/2 Sup
PzKfpw IIIE 18" d4d12 30" 2 2/2 1/2 Sup
PzKfpw IIIG 18" d10d20 30" 3 2/2 2/2 Sup
PzKfpw IIIH 18" d10d20 30" 3 3/2 2/2 Sup
PzKfpw IIIM Flamm 18" d8 4" 1(a) 4/2 8/1 Sup
PzKfpw IIIJ 18" d20d20 30" 3 3/2 2/2 Sup
PzKfpw IIIL 18" d20d20 30" 3 4/2 2/2 Sup
PzKfpw IIIN 18" d20/d10 30" 1/5 4/2 3/2 Sup
PzKfpw IVD 18" d20 30" 1 2/1 3/2 Sup
PzKfpw IVE 18" d20 30" 1 3/2 3/2 Sup
PzKfpw IVF1 18" d20/d10 30" 1/5 3/2 3/2 Sup
PzKfpw IVF2 18" d20d20 40" 5 3/2 3/2 Sup
PzKfpw IVG 18" d20d20 40" 5 3/2 3/2 Sup
PzKfpw IVH 18" d20d20 40" 5 4/2 3/2 Sup
PzKfpw VD Panther 24" d20d20d20 40" 7 7/3 3/1 Sup
PzKfpw VG Panther 24" d20d20d20 40" 7 7/3 3/2 Sup
PzKfpw VIE Tiger 18" d12d20d20 40" 6 7/5 3/2 Sup
PzKfpw VI King Tiger 12" d20d20d20 50" 8 8/5 3/2 Sup
SdKfz 10/4 w/2.cmAA 18" d4d12 20" 1 - 3/1 Sup Yes
sIG 38(t)M 18" d4d8d8 40" 4 1/1* 5/0 Fixed
JgdPz IV 18" d20d20 40" 5 6/2 3/1 Fixed
JgdPz V 18" d20d20d20 50" 8 8/4 3/1 Fixed
JgdPz VI 12" d20d20d20 50" 9 9/5 4/1 Fixed
Marder I 18" d20d20 40" 5 1/1* 3/0 Fixed
Marder II (76.2mm) 18" d12d20 30" 4 2/1 3/1 Fixed
Marder III(t)H 18" d20d20 40" 5 3/1 3/2 Fixed
Marder III(t)M / Marder II 18" d20d20 40" 5 2/1 3/0 Fixed
StuG IIIB 18" d20/d10 30" 1/5 3/2 3/0 Fixed
StuG IIIG/F 18" d20d20 40" 5 4/2 3/1 Fixed
/StuH 42 18" d4d8d8 40" 3 4/2 4/1 Fixed
StuPz IV Brummbr 18" d4d8d8 40" 4 7/3 5/1 Fixed
Flakpanzer IV Wirbelwind 18" d4d12 20" 2 4/2 5/4 Sup Yes
Flakpanzer IV Ostwind 18" d4d12 30" 1 4/2 3/2 Sup Yes
Wespe 24" d4d8d8 40" 3 2/1 4/0 Fixed

Poland Vehicle Movement Range Dice Eff. Range Penetration Armor F/S Anti-Inf W/R Turret Rapid Fire
7TPjw 18" d4d12 30" 2 1/1 1/1 Inf

1/5 = choose to fire either range die d20 with penetration 1 -OR- range die d10 and penetration 5
91
FIREBALL FORWARD UNIT & ARMOR REFERENCE
Italy Vehicle Movement Range Dice Eff. Range Penetration Armor F/S Anti-Inf W/R Turret Rapid Fire
20mm ATR Team 12" d4d12 10" 0 1/1 Yes
Cannone da 47/32 6" M/F d8d8 30" 2 1/1 Yes
AB 40 Armored Car 24" d20 10" 1 1/1* 1/2 Inf
L3 aa 18" d20 20" - 1/1* 1/1 Fixed
L3 cc 18" d4d12 10" 0 1/1* 1/1 Fixed Yes
L3 Lf 18" d8 4" 1(a) 1/1* 8/0 Fixed
L6/40 18" d20 10" 1 2/1 1/2 Inf
M11/39 18" d4d10 20" 1 2/1 1/2 Fixed
M13/40 - M14/41 18" d8d8 30" 2 2/1 1/2 Inf
M40 18" d20 20" 2/1 1/1 Fixed
Semovente da 75/18 18" d4d4d8 30" 2 2/1 3/1 Fixed
Semovente da 90/53 18" d12d20d20 40" 6 2/1 3/0 Fixed

Japan Vehicle Movement Range Dice Eff. Range Penetration Armor F/S Anti-Inf W/R Turret Rapid Fire
Type 92 70mm Inf Gun 6" M/F d20 30" 0 3/0
Type 97 Auto Gun 6" d12 30" 1 2/2 Yes
Type 89B CHI-RO 12" d8d20 30" 1 1/1* 2/1 Inf
Type 97B TE-KE 24" d20 20" 1 2/1* 1/1 Inf
Type 95 HA-GO 24" d20 20" 1 1/1 1/2 Inf
Type 97A CHI-HA 18" d10d20 30" 1 2/1 2/1 Inf
Type 97B CHI-HA 18" d10d20 30" 2 2/1 2/1 Inf

Soviet Vehicle Movement Range Dice Eff. Range Penetration Armor F/S Anti-Inf W/R Turret Rapid Fire
45mm AT Gun 1937 6" M/F d12d12 20" 2 1/1 Yes
45mm AT Gun 1942 6" M/F d12d20 20" 2 1/1 Yes
57mm AT Gun 1943 6" M/F d12d20 30" 4 2/0 Yes
76mm Division Gun 0" d12d20 30" 4 3/0 Yes
76mm Inf Gun 6" M/F d10 30" 1 3/0
BA-6/10 Armored Car 18" d12d12 20" 2 1/1* 1/2 Inf
BA-64 Armored Car 24" d20 20" 0 1/1* 1/1 Inf
BT-7 24" d12d12 20" 2 2/1 1/1 Inf
BT-7 A 24" d10 30" 1 2/1 3/2 Inf
T26S 18" d12d12 20" 2 2/1 1/1 Inf
OT-26 18" d8 4" 1(a) 2/1 8/0 Inf
T-60/M40 18" d4d12 20" 1 2/1 1/1 Inf Yes
T-60/M42 18" d4d12 20" 1 3/2 1/2 Inf Yes
T-70 18" d12d12 20" 2 3/2 1/2 Inf
T-28M40 18" d10 20" 1 4/3 3/3 Inf
T-34 M40 24" d8d20 30" 3 4/3 3/2 Inf
T-34 M41/M42/M43 24" d12d20 30" 3 5/3 3/2 Inf
T-34/85 24" d10d10d20 40" 5 5/4 3/2 Sup
KV-1 M40 18" d12d20 30" 3 6/4 3/2 Inf
KV-1 M41/M42 18" d12d20 30" 3 7/5 3/2 Inf
KV-2 12" d4d8d8 40" 4 6/4 5/0 Inf
IS-2m 18" d12d12d20 40" 7 7/5 3/2 Sup
IS-3 18" d12d12d20 40" 7 8/5 3/2 Sup
SU-57 (a) 18" d12d20 30" 4 1/1 2/0 Fixed
SU-76 18" d12d20 30" 4 2/1 3/0 Fixed
SU-100 24" d12d20d20 50" 8 6/3 3/0 Fixed
SU-122 18" d4d8d8 40" 3 5/3 4/0 Fixed
FIREBALL FORWARD UNIT & ARMOR REFERENCE
United States Vehicle Movement Range Dice Eff. Range Penetration Armor F/S Anti-Inf W/R Turret Rapid Fire
Bazooka Team '43 12" d3 3 3 - 2/0 vs buildings
Bazooka Team '44 12" d3 4 4 - 2/0 vs buildings
105mm Howitzer 0" d4d8d8 30" 3 - 4/0
3-inch AT Gun 0" d10d10d20 40" 5 - 2/0 Yes
37mm AT Gun 6" M/F d12d12 30" 2 1/1 Yes
37mm cannister ammo d20 0" 4/0
57mm AT Gun 6" M/F d20d20 30" 4 2/0 Yes
75mm Pack Howitzer 6" M/F d4d4d8 30" 2 3/0
M3 Gun Motor Carriage 24" d10d20 30" 2 1/1* 3/0 Fixed
M3A1 Halftrack 24" d20 20" 1/1* 1/1 Sup
M3A1 White Scout Car 24" d20 20" 1/1* 1/1 Sup
M8 Greyhound 24" d12d12 30" 2 1/1 1/2 Sup
M8 cannister ammo d20 0" 4/2
M2A4/M3A1 Stuart 24" d12d12 30" 2 2/1 1/3 Sup
M5A1 Stuart 24" d12d12 30" 2 3/2 1/2 Sup
Stuart cannister ammo d20 0" 4/2
M3 Lee 18" d12d12 30" 2 3/2 3/2 Sup
d12d10 30" 3 Fixed
M4A1/A2/A3 Sherman 18" d12d20 30" 3 4/2 3/2 Sup
M4A3(105) Sherman 18" d4d8d8 30" 3 4/2 4/2 Sup
M4A1(76) Sherman 24" d10d10d20 40" 5 4/2 3/2 Sup
M4A3E8(76) Sherman 24" d10d10d20 40" 5 4/2 3/2 Sup
M4A3E2 Sherman 18" d12d20 30" 3 6/5 3/2 Sup
M4A3E2(L) Sherman 18" d10d10d20 40" 5 6/5 3/2 Sup
M7 Priest 18" d4d8d8 40" 3 2/1 4/1 Fixed
M10 Tank Destroyer 24" d10d10d20 40" 5 4/2 3/1 Sup
M36 Jackson 24" d10d20d20 40" 6 4/1 3/1 Sup
M18 Hellcat 24" d10d10d20 40" 5 2/1 3/1 Sup
Jeep w/Hvy MG 24" d20 30" 0 - 2/1 Sup

Penetration of 1(a): All armored vehicles and bunkers defend against 1 penetration with only 1 armor die.
Armor of 1*: Armor die rolls of 1 OR 2 stop 0 penetration points.
FIREBALL FORWARD
ARTILLERY REFERENCE
ARTILLERY SEQUENCE MODIFIERS
When a unit activates,
1. Designate barrage aimelements
point. go one at a time. FIRE REQUEST (MC) MC INFANTRY COVER BONUS VEHICLE ARMOR BONUS
Finish each one before going on to the next. +/- availability 0 Open, Linear Obstacles +0 Soft Vehicles
2. Forward
Each elementObserver makes
gets three Fire Request (Morale
actions:
Check), for pre-registered fire the Fire Request is -2 MapFire (i.e. 0 Woods, Orchard +1 Open Top AFV
always successful. Observer does +1 Light Cover (not Woods) +2 Closed Top AFV
3. If Fire Request is successful, roll 2d6 on the not have LOS to +2 Heavy Cover -1 Concentrated Barrage
Artillery Effects Table. the aim point) -1 Concentrated Barrage

ARTILLERY EFFECTS TABLE


Dont argue with me Lieutenant! An officer mistakes a friendly unit for the enemy and orders the FO to drop a fire mission on them...
Barrage: The barrage aim point lands on the friendly element that is furthest from the FO AND is within his LOS. (This result applies even if the request was
2 map, pre-registered or pre-planned fire). All elements within 6 of the new target point take a MC and are suppressed.
Smoke: Dud. No Effect. Smoke mission is expended and lost.
Sorry, 2nd Battalion Has Priority The FO has been informed that a hard-pressed unit on the flank has been given priority.
3 Barrage: No effect - the fire mission is lost and may not be rolled for again.
Smoke: Inferior rounds. Place one ineffective smoke marker.

Hello??? Hello??? Armor moving through the area has run over telephone lines interrupting communications. The FO struggles to get is his
request through.
4 Barrage: No effect the fire mission is NOT expended and may be used on another turn.
Smoke: Place two ineffective smoke markers.
Drop 100no wait!!! The FO did not get a good fix on the spotting round causing his correction to be faulty. The barrage lands, but not quite
on target.
5 Barrage: The barrage aim point moves 12 in a random direction. All elements within 6 take a MC at +1 and are suppressed.
Smoke: Place three ineffective smoke markers.
Fire for effect!
Barrage: All elements within 6 of the aim point take a MC and are suppressed.
6-8
Smoke: Place three effective smoke markers.

Converged Sheaf! The FO spots a juicy targer and calls for concentrated fire.
Barrage: FO may adjust the aim point up to 3. All elements within 3 of aim point take a MC at -1 and are suppressed. All other elements within 6 take
9 a MC at +1 and are suppressed.
Smoke: Place three effective smoke markers.

Caught em in the open! FO landed the barrage while the enemy was shifting positions.
Barrage: All elements within 6 of the target point take a MC with NO bonuses for cover and are suppressed (vehicle MC modifiers DO apply).
10 The FO MAY immediately expend another fire mission at the same target.
(This is treated as a new artillery request, but is resolved immediately.)
Smoke: Place three effective smoke markers.

Timed the fuses just right! The artillery officer times the fuses perfectly.
Barrage: All elements within 6 of the target point take a MC at -1 and are suppressed. One randomly determined vehicle or gun within 6 of the target
11 point is destroyed.
Smoke: Place three effective smoke markers.

King of the battlefield The artillery delivers a textbook perfect barrage!


Barrage: All elements within 6 of the target point take one MC at -1 and are suppressed. One random element of any type is destroyed.
12
Smoke: Place three effective smoke markers.
94
FIREBALL FORWARD
SPECIAL RULES
RED ARMY COMMISSAR INITIATIVE
! (Revolt!) The troops are fed up with the Commissars bullying and he falls victim to an accidental shot to the back of his head.
2 You lose the Commissar and use of the Initiative for the rest of the game and all elements of the unit must fall back a full move away from the enemy.
No element of this unit may use a Fire action this turn. The organization of the unit is disrupted, remove one element of your choice from the unit.

Out Of His League This Commissar is new to his position and when the time comes to make a command decision, he freezes, losing whatever
authority he may have had.
3 You lose the use of the Initiative for the rest of the game.

Coward! The Commissar is unstrung by the cacophony of combat and decides discretion is the better part of valor.
4 The unit activates but it must fall back a full move away from the enemy, into cover if possible.
Not One Step Backwardor Forward! The unit feels secure in the cover it occupies and will not move no matter how the Commissar
5 threatens them.
The unit does nothing this turn and you lose the initiative this turn as the Commissar restores order to his unit. The unit can activate normally on its next card.
UhhhNy! The unit refuses to press the attack.
6 The unit will not move or fire, but if the Commissar has not moved this turn he may move to another unit and attempt to motivate them instead.
If he can reach another unit with a normal move, he may roll again on the chart.

Surge Forward The unit hears the Commissars commands and advances into the teeth of the Fascist guns.
7 All elements of the unit must immediately make a move action of at least 6-inches where they end up closer to the nearest enemy element.
They may try to enter close combat. (If they fail their morale check to enter close combat they do not move as per the usual rule.)
Attack! The Commissar leads his men resolutely towards the enemy!
8 The unit can activate normally, but all elements MUST move towards the enemy. Also, one additional unit in LOS of the Commissar can take a Fire action.
A Job Well Done The Commissar has effectively assumed leadership of the unit and the men follow his orders to the letter.
9 The unit can be activated normally and used in whatever manner the Soviet player wishes. Also, one additional unit in LOS of the Commissar can take
a Move action.
For Mother Russia! The Commissar appeals to the troops love of their homeland, inspiring wavering men to do their duty.
10 The unit can be activated normally and used in whatever manner the Soviet player wishes. In addition, any broken elements rally automatically
at the start of the units activation.
CHARGE!! The Commissar leads from the front and the unit charges bravely towards the Fascist enemy!
11 The unit can be activated and must move towards the nearest known enemy unit, gaining a +1 to their Morale against incoming opportunity fire,
and a +1 to initiate Close Combat. Any broken elements rally automatically at the start of the units activation.

Crush the Fascists! The Commissars vengeful diatribe about the evils of the Fascist beast has enraged the men and inspired them to fight with
the ferocity of the fabled Russian bear, for the honor of their unit and their wounded country!
12 The unit can be activated normally. If any element moves it can interact with up to THREE terrain features and gains a +1 to their Morale against any
incoming opportunity fire, and a +1 to initiate Close Combat. Any broken elements rally automatically at the start of the units activation. If an element
does not use its Move action and is in contact with the Commissar, it gains a +1 to its To Hit number on the White die.

95
FIREBALL FORWARD
SPECIAL RULES
DIVE BOMBER AIR SUPPORT
Damn Air-Jockeys!!! A pair of aircraft are approaching the battlefield when they spot a column of vehicles. They dive in and strafe the column mercilessly causing
untold carnage and chaos. Unfortunately, the column was a friendly supply convoy bringing in needed supplies and reinforcements.
If your side has a:
2 t1FSNBOFOUDIJQNBZOPUCFVTFEGPSUIFOFYUEUVSOTPGUIFHBNF
t3FWPMWJOHDIJQNBZOPUCFVTFEUIFOFYUUJNFJUJTBWBJMBCMF
t0OFVTFDIJQTMPTFPOFPGZPVSPOFVTFDIJQT
t*GZPVIBWFOPJOJUJBUJWFDIJQTZPVSPQQPOFOUSFDFJWFTPOFPOFVTFDIJQ
0OF%JWF#PNCFS.JTTJPOJTFYQFOEFE

LOOK OUT!!! The scream of an aircraft in a dive is heard above the noise of battle. Everyone looks up as you are expecting some air supportthe planes hurtled
downwardsand are headed straight for your own troops!
3 3BOEPNMZEFUFSNJOFPOFGSJFOEMZFMFNFOUPOUIFCPBSE*UBOEUIFOFYUDMPTFTUFMFNFOUUBLFUISFFNPSBMFDIFDLTOR *GOPUGSJFOEMZFMFNFOUTBSFPOUIFCPBSESBOEPNMZ
EFUFSNJOFPOFMFNFOUPGGUIFCPBSEBOEJUJTFMJNJOBUFE0OF"JS4VQQPSU.JTTJPOJTFYQFOEFE

Confused Recognition Signals The enemy has sussed out your flare recognition system and fires them off at the same time as your men do. The pilots are
4 confused and break off the attack.
/PFGGFDUoUIF"JSTVQQPSUNJTTJPOJTFYQFOEFEBOENBZOPUCFSPMMFEGPSBHBJO

Trying to confirm targets The flight of aircraft circles the battle-zone but is unable to clearly identify any targets.
5-6 /PFGGFDUoUIF"JSTVQQPSUNJTTJPOJTFYQFOEFEBOENVTUCFSPMMFEGPSBHBJOBUUIFCFHJOOJOHPGUIFGPMMPXJOHUVSO

Target of opportunity! The flight spots an enemy troops moving in the battle area and dives in to strafe and bomb the scrambling infantrymen.
3BOEPNMZEFUFSNJOFPOFFMFNFOUJOUIFVOJUJOUIFPQFOBOEQMBDFJUBOEBMMPUIFSFMFNFOUTXJUIJOJODIFTPOUIFUBCMF UIFZBSFTQPUUFE
"MMFMFNFOUTTVQQSFTTFE POF
7-8 FMFNFOUUBLFTUXP.PSBMFDIFDLTBOEPOFFMFNFOUUBLFTPOFNPSBMFDIFDL0OF"JS4VQQPSU.JTTJPOJTFYQFOEFE
*GOPVOJUTBSFJOUIFPQFODIPPTFBUFSSBJOUZQF JFCVJMEJOHT XPPET IJMMT FUD
BOEPOFSBOEPNMZEFUFSNJOFEQJFDFPGUIBUUZQFJTBUUBDLFE3BOEPNMZEFUFSNJOFPOFFMFNFOUJO
UIBUUFSSBJOQJFDFJUBOEBMMPUIFSFMFNFOUTXJUIJOwBSFTVQQSFTTFE POFFMFNFOUUBLFTUXP.PSBMFDIFDLBOEPOFFMFNFOUUBLFTPOFNPSBMFDIFDL0OF"JS4VQQPSU
.JTTJPOJTFYQFOEFE

Flight of Dive Bombers! Two aircraft come diving down with their sirens blaring and drop bombs right on the heads of the enemy.
:PVNBZDIPTFUPUBSHFUFOFNZVOJUTJOUIFPQFOPSBUFSSBJOUZQF4FFCFMPX

9 Enemy in the open: 3BOEPNMZEFUFSNJOFPOFFMFNFOUJOUIFVOJUJOUIFPQFOBOEQMBDFJUBOEBMMPUIFSFMFNFOUTXJUIJOJODIFTPOUIFUBCMF UIFZBSFTQPUUFE


"MMFMFNFOUT
TVQQSFTTFE UXPFMFNFOUTUBLFUXP.PSBMFDIFDLTBOEUXPFMFNFOUTUBLFTPOFNPSBMFDIFDLT0OF"JS4VQQPSU.JTTJPOJTFYQFOEFE
Terrain target:*GOPVOJUTBSFJOUIFPQFODIPPTFBUFSSBJOUZQF JFCVJMEJOHT XPPET IJMMT FUD
BOEPOFSBOEPNMZEFUFSNJOFEQJFDFPGUIBUUZQFJTBUUBDLFE3BOEPNMZ
EFUFSNJOFPOFFMFNFOUJOUIBUUFSSBJOQJFDFJUBOEBMMPUIFSFMFNFOUTXJUIJOJODIFTBSFTVQQSFTTFE POFFMFNFOUUBLFTUXP.PSBMFDIFDLBOEPOFFMFNFOUUBLFTPOF
NPSBMFDIFDL0OF"JS4VQQPSU.JTTJPOJTFYQFOEFE

Tank Buster! This flight of aircraft specializes in destroying enemy armor. They circle the area looking for tanks to bomb.
10 3BOEPNMZEFTUSPZPOFFOFNZUBOLJOUIFPQFO*GOPUBOLTBSFJOUIFPQFOPOFSBOEPNMZEFUFSNJOFEPOFUBOLJODPWFS PUIFSUIBOMJHIUXPPET
UBLFTUISFFNPSBMFDIFDLT
*GOPUBOLTBSFBWJBCMFUBSHFUoOPFGGFDU0OF"JS4VQQPSU.JTTJPOJTFYQFOEFE

Air Superiority An entire squadron dives in one flight at a time.


11 "QQMZUIFFGGFDUTPGCPUI#9 Flight of Dive Bombers AND #10 Tank Buster!0OF"JS4VQQPSU.JTTJPOJTFYQFOEFE

Air Supremacy Several squadrons of dive-bombers are vectored to the area in an effort to destroy the enemy.
12 "QQMZUIFFGGFDUTPGCPUI#9 Flight of Dive Bombers AND #10 Tank Buster! AND 5IFFOFNZNBZOPUVTFBOZJOJUJBUJWFDIJQTPOUIFGPMMPXJOHUVSO*GUIFZIBWFB$PNNJTTBS
IFDBOOPUCFVTFEUIJTUVSOBTIFJTIJUUJOHUIFEJSU0OF"JS4VQQPSU.JTTJPOJTFYQFOEFE

96
FIREBALL FORWARD
SPECIAL RULES
FIGHTER-BOMBER ATTACK RESULTS
Damn Air Force! A pair of aircraft are approaching the battlefield when they spot a column of vehicles. They dive in and strafe the column
mercilessly causing untold carnage and chaos. Unfortunately, the column was a friendly supply convoy bringing in needed supplies and
2 reinforcements.
If your side has a permanent initiative chip it may not be used for the remainder of this turn or the following turn. If you do not have a permanent chip lose
one of your one-use chips. One Air Support Mission is expended.
Duck! The scream of an aircraft in a dive is heard above the noise of battle. Everyone looks up as you are expecting some air supportthe
3 planes hurtled downwardsand are headed straight for your own troops!
Randomly determine one friendly element on the board. It and the next closest element take three morale checks. One Air Support Mission is expended.

Cloud Cover A large cloud bank has rolled into the area. Although you can hear planes circling above none ever materialize.
4-5 No effect the Air support mission is expended and may not be rolled for again.

Trying to confirm targets The flight of aircraft circles the battle-zone but is unable to clearly identify any targets.
6-7 No effect the Air support mission is not expended and may be rolled for again on a following turn.

Target of opportunity! The flight spots an enemy column moving towards the battle area and dives in to strafe and bomb the exposed enemy vehicles.
8 The enemy player may not use any initiative chips for the remainder of the turn. One Air Support Mission is expended.

Strafing Run Two aircraft make a low-level pass strafing as they zoom past.
9 Randomly determine one enemy element on the board. It and the next closest element take two morale checks. One Air Support Mission is expended.

Tank Buster! This flight of aircraft specializes in destroying enemy armor. They circle the area looking for tanks to bust.
10 Randomly destroy one enemy tank in the open. If no tanks are in the open one randomly determined tank in cover takes three morale checks.
If there are no tanks on the board no effect. One Air Support Mission is expended.

Hunter-Killer Squadron An entire squadron of ground attack aircraft dive in one flight at a time.
11 Apply the effects of both #9 Strafing Run AND #10 Tank Buster! One Air Support Mission is expended.

Air Superiority Several squadrons of fighter-bombers are vectored to the area in an effort to destroy the enemy.
12 Apply the effects of both #9 Strafing Run AND- #10 Tank Buster! -AND- The enemy may not use an initiative chips for the remainder of the turn.
One Air Support Mission is expended.

VEHICLE UNIT MORALE Roll 2d6 and add the following modifiers: +1 if at least one good order element in the unit has a morale
of 3+ or 2+. / -1 if the unit has suffered more than one element destroyed OR has only one good order element remaining.
Save Yourselves!! A member of the unit that everyone loved was cleaved in half by an enemy shell. Word spreads and panic grips everyone.
2 All elements of the unit are immediately placed in broken morale. They may only use move actions for the reminder of the game to perform rout moves.

Theres too many of em! How long are they gonna keep comin??!!
3 All elements in the unit make a morale check and one randomly determined element becomes broken and may only use move actions for the remainder
of the game to make rout moves.

Where is he going??!!
4 All elements in the unit become suppressed and one randomly determined element becomes broken and may only use move actions for the remainder
of the game to make rout moves.
What is going on?
5 All elements in the unit must take one morale check. Elements that pass the morale check are suppressed.
Carry on!
6-10 No effect.

Those bastards!
11 The entire unit is suppressed except for one randomly determined element. That element immediately activates as if it had a oneuse initiative chip and a
morale rating of 2+.
They killed Kenny!
12
The unit immediately activates as if it was using a one-use initiative chip. Add This is considered a normal initiative chip. It does count as that units initiative
for the current turn. If they have already used an initiative chip this turn then use the result for number 11.
98
Initiative Chips

45-degree marker

45
ALLIED ALLIED AXIS AXIS

1 2 1 2 ALLIED ALLIED ALLIED

3 4 5
ALLIED ALLIED ALLIED

6 7 8
AXIS AXIS AXIS

3 4 5
AXIS AXIS AXIS

6 7 8
BARRAGE

For a color version of these markers, and unit labels visit:


www.fireballforward.com
99
EFFECTIVE SMOKE EFFECTIVE SMOKE

EFFECTIVE SMOKE EFFECTIVE SMOKE

EFFECTIVE SMOKE EFFECTIVE SMOKE

EFFECTIVE SMOKE EFFECTIVE SMOKE

EFFECTIVE SMOKE EFFECTIVE SMOKE

INEFFECTIVE SMOKE INEFFECTIVE SMOKE

INEFFECTIVE SMOKE INEFFECTIVE SMOKE

INEFFECTIVE SMOKE INEFFECTIVE SMOKE

INEFFECTIVE SMOKE INEFFECTIVE SMOKE

INEFFECTIVE SMOKE INEFFECTIVE SMOKE

100
YOUR SOURCE FOR RULES, SCENARIOS & CAMPAIGNS!
Maximum Replayability: the SkirmishCampaigns
system features a realistic variable order of
battle for each scenario, guaranteeing
countless unique scenario and campaign
replays.
Historical Research: Each book includes several
introduction sections, maps and photos that
contain background information on the
subject campaign.
Generic Order of Battle: The books also includes a
unique generic order of battle listing that can
be translated to almost any skirmish rule
system.
Compatible with these and other Rule-sets:
ARC of FIRE
SkirmishCampaigns Books in Print: Battlefront: WWII
Battleground
JDP-01-001 NORWAY!
JDP-01-002 France '40-Battles for the Meuse Beer and Pretzels (BAPS)
JDP-01-003 Russia '41-Drive on Minsk Disposable Heroes
JDP-01-004 Poland '39-The Black Brigade
JDP-01-005 France '40-The Ghost Division The Face of Battle
JDP-01-006 Russia '41-Into the Ukraine Flames of War (FoW)
JDP-01-007 Finland '39-'40-The Winter War
JDP-01-008 Normandy '44-First Hours WWII & Guts-N-Glory
JDP-01-009 Russia '41-Ghosts at Smolensk
JDP-01-010 Russia '43-Gross Deutschland at Kursk
Modern Panzer Marsch!
JDP-01-011 Russia 43-Red Guards at Kursk Skirmish I Aint Been Shot, Mum
JDP-01-012 Heroes of Omaha and Panzer Lehr
Rules + many, many more!
JDP-01-013 WWI- Rommels Route to Verdun
JDP-01-014 North Africa 40-41- Italian Misadventure & DAK
JDP-01-015 Normandy- Montys EPSOM
JDP-01-016 Belgium '40-Hunters of the Ardennes
JDP-01-017 Russia 41-North to Leningrad!
JDP-01-018 France 40-Withdrawal to Dunkirk
JDP-01-019 Normandy 44-Red Devils of the Orne
JDP-02-001 Skirmish Elite: Screaming Eagles in Vietnam
JDP-02-002 SkirmishElite: Crete- FJ Struggle for Maleme
JDP-02-003 SkirmishElite: Russo-Polish War 1919
JDP-02-004 SkirmishElite: Tanga 1914
JDP-02-005 SkirmishElite: Crete-Stalemate in the East
JDP-02-006 SkirmishElite: Aussies at Bardia
JDP-02-007 SkirmishElite: Combat Jump: Sicily

Colonial Campaigns Check Your 6! Scenario Books:


- Maximilian 1862 Upcoming Titles: OVER THE CHANNEL Battle of Britain (WWII)
- Sikh Wars 1879 - French Indo-China THE CACTUS AIR FORCE Guadalcanal 42 (WWII)
- Sudan 1884
- Ethiopia 1887 - Sudan 1896 FALCON OF THE DUCE Italy in the Med (WWII)
- Boxer Rebellion 1900 - Afghanistan 1879 ACES OVER HUNGARY Hungary vs. Allies (WWII)
BREAKING THE LUFTWAFFE 8th AF vs Germany (WWII)
Available from these & other vendors: DAYS OF GLORY France 1940 (WWII)
BRIGADEGAMES.COM AIR WAR KOREA Korean War (Modern)
NORTH STAR FIGURES (Europe) STAR AND PYRAMID Arab Israeli Wars (Modern)
ON MILITARY MATTERS
WARGAMES COMMAND POST (Europe) Publisher of CHECK YOUR 6!
Air Combat Rules and Scenario Books

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