Professional Documents
Culture Documents
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:
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.
2
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.
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.
3
FIREBALL FORWARD THE GAME TURN
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.
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
4
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.
5
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.
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 Rally action
. Recover ammo/fix malfunction. An element may forgo
all other actions and try to recover ammo.
6
THE MOVE ACTION FIREBALL FORWARD
7
FIREBALL FORWARD THE FIRE ACTION
8
THE FIRE ACTION FIREBALL FORWARD
9
FIREBALL FORWARD THE FIRE ACTION
If it is in good order and fails it becomes broken and may make a rout move (an
opportunity action).
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.
10
THE SPOT ACTION FIREBALL FORWARD
11
FIREBALL FORWARD OPPORTUNITY ACTIONS
12
OPPORTUNITY ACTIONS FIREBALL FORWARD
A B
13
FIREBALL FORWARD CLOSE COMBAT
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
16
TERRAIN FIREBALL FORWARD
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.
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
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.
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.
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.
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.
22
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.
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.
23
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.
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:
24
INFANTRY AND VEHICLES FIREBALL FORWARD
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.
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.
17.6 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.
25
FIREBALL FORWARD TANK RIDERS AND FOLLOWERS
26
ARMORED VEHICLE FIRE ACTION FIREBALL FORWARD
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.)
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)
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.
28
ARMORED VEHICLE FIRE ACTION FIREBALL FORWARD
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.
29
FIREBALL FORWARD ARMORED VEHICLE ACTIONS & LEADERS
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.)
20.6 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.
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
Concealment: Yes.
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.
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.
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.
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.
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.
33
FIREBALL FORWARD MORTAR TEAMS & ARTILLERY
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.
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.
34
BUNKERS FIREBALL FORWARD
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.
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.
NIGHT
28.1 If a scenario takes place at night elements may only spot or fire at elements
within 12.
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.
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
31.3 Scrub
37
FIREBALL FORWARD OFF-BOARD ARTILLERY
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.
38
SOFT VEHICLES FIREBALL FORWARD
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.
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.
Cover: Cover.
35.3 Gullies
Terrain crossings: One crossing to enter or exit.
Concealment: Yes.
41
FIREBALL FORWARD AIR SUPPORT
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.
42
SOVIETS FIREBALL FORWARD
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.
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
44
RAFTS/SMALL BOATS FIREBALL FORWARD
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.
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.
Concealment: No.
Cover: Elements are ALWAYS considered moving in the open while in a marsh/
swamp.
46
JAPANESE FIREBALL FORWARD
47
FIREBALL FORWARD JUNGLE TERRAIN
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.
D6 ROLL RESULT
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.
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.
49
FIREBALL FORWARD CAVALRY
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.
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.
52
OPTIONAL RULES FIREBALL FORWARD
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.
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.
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!
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.
n:
POUPPEVILLE FIREBALL FORWARD
AMERICAN BRIEFING
Elements of 3rd Battalion, 501st Regiment, 101st Airborne Division
60
FIREBALL FORWARD POUPPEVILLE
FIREBALL FORWARD SCENARIO #2: PARATROOPERS ON D-DAY 1944
61
TANK ATTACK AT LA FIRE
FIREBALL FORWARD
AMERICAN BRIEFING
Elements of Company A, 1st Battalion, 505th Regiment, 82nd Airborne
Division
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.
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
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
65
DEVILS IN THE DARK FIREBALL FORWARD
AMERICAN BRIEFING
Elements of Company A, 1/505th Regiment, 82nd Airborne Division
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
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.
67
THE ROAD TO NISCEMI FIREBALL FORWARD
AMERICAN BRIEFING
Elements of 82nd Airborne Division
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
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.
GERMAN BRIEFING
Elements of Panzer Division Hermann Gring
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
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
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
76
FIREBALL FORWARD BASED ON SKIRMISHCAMPAIGNS: RUSSIA 41 - INTO THE UKRAINE BARBAROSSA, 1941
FIREBALL FORWARD RED CAVALRY
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
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
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:
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.
t0OMZUIFXIJUFEJDFBGGFDUUIFUBSHFU3FEEJDFBGGFDUDMPTFTU *GUIFEJFSPMMJTHSFBUFSUIBOPSFRVBMUPUIF-FBEFShTNPSBMFUIFO
Each element gets three actions:
FMFNFOUXJUIJO. Each element gets three actions:
UIFZSFUVSOUPHPPEPSEFS
t'JSFEJSFDUPSJOEJSFDUGPSJOEJSFDU1MBUPPO-FBEFSNVTUCFMFTT t-FBEFSTJOHPPEPSEFSFYFDVUJOHB3BMMZ"DUJPOHJWFBGSFF3BMMZ
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
UIFTFDPOEQSFQBSFEQPTJUJPOPSGBMMCBDL t'BJMVSFGPSGFJUNPWFBDUJPO
t*GBTOJQFSGBJMTPOFNPSBMFDIFDLEVFUPFOFNZSFJUJTFMJNJOBUFE t1BTTNPWFTUPUPVDIPUIFS*OGBOUSZPS7FIJDMF UBLJOHBOZPQ
fire).
MINEFIELD
t#PUITJEFTSPMMEQFSFMFNFOU OPUMFBEFS
JOUIFDPNCBU
t8IFOBOFMFNFOUFYFDVUFTBNPWFBDUJPOBOEUPVDIFTB BEEJOHNPEJFST5IFEJGGFSFODFCFUXFFOUIFIJHIFTUSFTVMU
NJOFFMEUIFDPOUBDUJOHFOFNZSPMMTE POCPUITJEFTJTUIFOVNCFSPGNPSBMFDIFDLTUBLFOCZFBDI
t&BDIDBVTFTBNPSBMFDIFDLPOUIFNPWJOHFMFNFOU FMFNFOUPOUIFMPTJOHTJEF
$SPTTJOHJOUPPSPVUPGBNJOFFMEDPVOUTBTPOFUFSSBJOJOUFSBDUJPO
t"OFMFNFOUUIBUFOUFSTBNJOFFMEJNNFEJBUFMZFOETJUTNPWFNFOU
MODIFIERS
*UJTBUUBDLFEBHBJOXIFOJUDPNNFODFTJUTNPWFNFOUUPFYJU $PNCBUJODMVEFTBUMFBTUPOFOPOCSPLFOGSJFOEMZMFBEFS
+1 Engineer/SMG/Pioneer Element
-1 Team Element
FIRE AGAINST SOFT VEHICLES &MFNFOUJT#SPLFOAND/OR(VO$SFX
5BSHFUJTFODMPTFEBSNPSFEWFIJDMF BHBJOTUWFIJDMFTPOMZ
t5BOLTHVOTSFBUTPGUWFIJDMFTVTJOHUIFOPSNBMIJUEJDF BT .PMPUPW$PDLUBJMT BHBJOTUWFIJDMFTPOMZ
BHBJOTUBOPUIFS"'7
*GIJU
UIFTPGUWFIJDMFUBLFTBOVNCFSPG (SFOBEF#VOEMF.BHOFUJD.JOF BHBJOTUWFIJDMFTPOMZ
UIFUBSHFUGBJMTPOFPGUIFDIFDLTJUNVTUNBLFBSPVUNPWFMJLF
JOGBOUSZ*GJUGBJMTUXPPSNPSFDIFDLTJUJTEFTUSPZFEBOEBMM %VSJOHNPWFBDUJPO"'7TDBOPWFSSVOJOGBOUSZ OPNPSBMFDIFDL
QBTTFOHFSTBSFEFTUSPZFE OFFEFE
XIFO"'7UPVDIFTUIF*OGBOUSZTUBOE
UIFJOGBOUSZTUBOE
NBLFTBOJNNFEJBUFNPSBMFDIFDL
t'BJMVSF*OGBOUSZNVTUNBLFBOPSNBMSPVUNPWFFOEJOHCSPLFO
t1BTTFE*OGBOUSZNBZNBLFBOPSNBMSPVUNPWF/05CSPLFO03
SFNBJOJOQMBDF
t*GUIF*OGBOUSZSFNBJOTJOQMBDF
UIF"'7NBZUIFOSFJUTGVMM
TFUPGWTJOGBOUSZEJDF XIJUFBOESFE
BTJGJUXBT/05NPWJOH
*GUIF*OGBOUSZTVSWJWFTUIFOJNNFEJBUFMZSFTPMWFBDMPTF
DPNCBUBHBJOTUUIFUBOL
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.
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.
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)
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.
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
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.
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
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 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
3 4 5
ALLIED ALLIED ALLIED
6 7 8
AXIS AXIS AXIS
3 4 5
AXIS AXIS AXIS
6 7 8
BARRAGE
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
Email: fisherts@verizon.net
www.skirmishcampaigns.com
Our ranges include:
www.BrigadeGames.com
The best wargaming supplies since 2000
brigadegames@yahoo.com