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All of us here at Battlefront are proud to bring you this, the thitd installment of the world’s most popular World War II miniatures game. This is thanks tno small part wo the support and feedback of yourself and the thousands jound the globe. This edition retains all -n us so many hours of enjoyable historical ( CREDITS Phil Yates Game Design Casey Davies Graphic Design Peter Simunovich John-Paul Brisigotti Battlefront Design Studio: Tim Adcock, Evan Allen, James Brown, Blake Cost Mike Haught, Mike Haycock, Mark Hazell, Mac P Townley, Wayne Turner Sean Goodison, es, Victor Pesch, ch With Support From: Derek and Josh Forrester, Nick Garden, Marcelle Walden, and Battlefront Staff everywhere Internal Art: Vincent Wai Phaytest Groups: Arizona Desert Rats {Thomas Weller), Dad’s Army (Andy Duncan), Dog Kompanie (Troy Fuller), Einherjar (Gis Jokull Gislason), First Born Gamers (Charles McCall), Golf Kompanie (Jason Rose), Oregon Flames of War (Michael McSwincy), Spritz of War (Nicol Da Lio), La Brigada de Madrid (Jorge Sancho), The Rats Patrol (Ed Leland), The Regiment (Simon McBeth), Sons of Liberty (Paul Kitchin). Outstandi Andy Blezinski, Russell Briant, John Goetzinger, Aaron Hanten, Brjénn Jonasson, Bryan Koches, Tom Leamy; McCarthy, Alex McEwen, Chris Maddox, Francesco Mioni, Jeff Pla nes Pittman, Gavin van Rossum, Federico Sopracordevole Tony Vodanovich, Eric Warren. Playtest Proof Readers: Russell Briant, Tioy Fuller, Chris Maddox, Mark Sealeti, Gregg Site Neal Smith, Brian Wright, Photograph National Library of New Zealand, Imperial War Museum, NARA, Deutsches Bundestchiv ISBN 978-0-9864661-7-5 Praducs Code FWOO34 Flames Of War website: bxpllwwoxFlameOlWarcom he Bauefrone Miniacures Limited, ‘What is Flames Of War? 2 What You Need.......ee20 064 How Does it Work? . 6 Tank Teams....+.. “ul Transport Teams «6.6. 66666 11 Gun Tears ee Infantry Teams ... 4... 06+6 13 Command and Warrior Teams 13 Movorcycle Reconnaissance. Intelligence Briefings... . 14 Picking a Force... 15 Platoons. +++ 16 -18 Motivation. . 19 Playing Flames Of War ...... 20 Reading the Rules . 21 Sporting Play. hed Terrain.....+.+++ 22 Ground Conditions 24 Eastern Front Battlefields . 26 City Terrain. 28 ‘Terrain Summary. . 30 GAME TURNS...... al STARTING STEP......32 MOVEMENT.........33 Select a Platoon to Move. « Move Teams in the Platoon... 36 Wheeled Vehicles on Roads... 40 ‘Through Rough Terrain... 41 Making Bogging Checks... 43 Bogged Down Teams. ....... 44 Recovery Vehicles... eee e045 ‘Transports and Passengers... 46 ‘Towing Guns and Portes... 49 Moving At the Double....... 50 igging In. . 51 Moving in Bui 52 Crossing Rivers ...006..05 56 Normandy Bocage Hedgerows 58 Leaving the Battlefield... ... 60 Movement Special Rules ..... G1 Movement Summary. ......- 62 Command Distance... +4 65 Command and Movement. ... 66 Warrior Teams. wees 6B * Independent Teams +70 Allied Platoons .......+++. 70 SHOOTING..........71 Who Can Shoot... .. + 73 Select the Shooting Platoon. .. 73 Select the Target Platoon. 74 h ‘Check that the Target is Valid . 75 Check Your Line of Sight... 75 Shooting Near Friendly Teams 80 Check the Range « Check Your Field of Fire 82 Rotate to Face the Target... 84 Check if Target is Concealed. . 85 81 Gone to Ground wee 90 Roll to Hit... Boel Score to Hit. 92 Allocste Hits to Target Teams. 93 Roll Saves. .. 7 Bailed Out Vehicles ........ 102 Destroyed Teams 103 Pinned Down Platoons ..... 104 Command Casualties. ...... 105 Warrior Casualties. ......,. 106 Smoke Ammunition ....... 107 Buildings... 108 Snipers. sees 10 Vehiele Weapons issvs.cs.4 111 Infantry Weapons 114 Man-packed Guns 116 Larger Guns. . 117 Shooting Special Rules, ..... 118 Shooting Summary ........ 120 ARTILLERY.......... 121 Artillery... = oamlae Firinga Bombardment ..... 123 Select the Aiming Point..... 124 Spotting Teams ..... 126 Observer ‘Teams. 0127 Staff Teams 05. 128 Roll to Range in on the Target 129 Position the Template...... 130 Bigger and Smaller Batteries . 131 Roll to Hic Teams Under the Template... ., 132 133 Allocate Hits to Teams . . Scooke BossbardrseatFfay' g, 136 Rocket Launchers ......... 138 Air Observation Posts ...... 139 Artillery Summary. - 140 ASSAULTS .......... 141 Select the Assaulting Platoon. 143 Assaulting & Non-assaulting. 144 Charge into Contact ....... 145 Charging into Terrain... 148 Assault Abandoned Positions . 150 Which Platoons are Defending. 151 Conduct Defensive Fire... 152 Assault Falls Back . 154 Roll to Hit......... 155 Allocate Hits . 156 Roll Armoured Saves . 157 Others do not Roll Saves... 159 Push Into Enemy Positions .. 160 Has Assaulting Platoon Won. 161 Opponent ‘Tests Motivation . 162 Counterattacking.......... 163 Breaking Off. +: 165 Victor Consolidates . . 167 Warriors & Independents ... 169 Assault Special Rules....... 169 Assault Summary. .... 170 MORALE ........ Platoon Morale Checks. .... 172 Company Morale Checks ... 175 Sole Surviving Infantry Team 176 AIRCRAFT ..........177 171 Air Support Level... 178 Roll for Air Support. 79 Select the Target & Place Aircraft... - 180 Conduct Anti-aircraft Fire... 181 Roll to Range In on the Target 184 Position the ‘Template « 185 Roll to Hit. R 185 Allocate Hits to Teams 186 Pin Down All Platoons 187 Roll Saves 187 Aircraft Return to Base 189 Air Support Summary...... 190 SPECIALISTS ...,.... 191 Reconnaissance . 193 Motorcycle Reconnaissance, . 196 Cavalry Armoured Trains FORTIFICATIONS ... 21 Fortifications . Haseena Street Barricades .......... 228 Minefields ........ Booby Traps Anti-tank Obstacles. Demolition Carriers NATIONAL SPECIAL RULES vee. 235 MISSIONS Playing Missions... ....... 255 Which Mission to Play .. .». 25 Deciding Who Attacks... ... Mission Objectives Deploying Your Force . Deploying Fortifications . Mission Special Rules . Night Fighting. Time of Day . Ending the Battle. Deciding the Winner... COMBAT MISSIONS .271 Freefor-all . Encounter . Dust Up. No Retreat, Hold the Line Pincer .. Surrounded ..+.... Fighting Withdrawal Hasty Attack ....6s2ss008, 28 Cauldron .. Breakthrough. Counterattack © a3 z io} : ro bd 5 S a Ea lone jeep drives slowly down a deserted road as the rew scan the village ahead for signs of life. Without ripping the silenc arning the distinctive sound of a jerman machine-gun tea the driver throws the jeep into revers start barking as the fovering the jeep’s specdy revrcat. ching armoured ears op ding drama from the ‘OK John, ret’ The rearguard is no tank spoke into his throat mik ie there, Clear ‘em out. ( ntoaction. Tanks and armoured infantry 1g on the town as the artillery’ first shells stare A second mongst the defende oup swings uncruated by deeper cracks as the h in the norch vy tanks opened oods, a calmer voice the headphones, ‘I've lose wo tanks. I need IL back off and try to flank them, Over “The captain faces a dilemma. Should he call forward his ank platoc iger tanks? Or should he send it around the other flank, seeking route forward? : gainse th reser again easier The captain is you. What will you do? that you have just read is a description, not of an me being played. cs plave on a miniature battlefield, that represent the real-life s of the Second nent assun actual battle, but of a miniature All of the action with model tanks and soldie troops that foughtin the decisive batt World War. You and your opp the roles of the commanders, pitting your wits and cunning against one another to attain victory and, more importantly, to THE CHALLENGE OF COMMAND ‘War allows you to re-fight the decisive battles old k racton's spearhead or Monty's Desert Rats, Can you out-fox Rommel, the Desert Fox? Can you withstand Zhukor’s hammer blows? Hlarnes © © to find our War lets you recreate history ‘This rulebook is your guide to fighting historical bales in miniature, With it you can take command of a company of soldiers and pic yourself against cunning opponents oy the fied of batile, You will sce for yourself what made the Tiger tank so feared by every Allied soldier. You will find our if you have the guts to stop a massed infantry charge, or the cold-bloaded ruthlessness fo launch one! Flames Of War combines the joys of painting and mod elling your own miniature army with the challenge of facing off against your opponent across a gaming table ina social sexting, and you'll get to recreate history—or change it! GETTING STARTED Reality isimmensely complex and rather messy. This has the advantage of giving players virtually unlimited op- portunities to fight new battles and collect new armies, Unfortunately, it also requires a lot of rules to cover all of the many aspects of somethin World War, making this book rather long. The good news is that you dont need to know all of the rules to play the game. You can start with the basics and add as big as the Second fe, fortifications, and even armoured ady. ia i things like aire rains when you are The website also has the Flames Of War forum where players discuss tacties, meet new gamers, get feedback on the new army they are planning, ask for help with rules questions, or just ch WEBSITE The Flames Of War websive (wu.FlamesOfWarcom) has a imers. It has information on various armies, downloadable play aids, as well as piles of other hobby material “The to visit 4 store where the staff can rt you through an introductory game and introduce you to other players. [Fyou donte siest way of learning the rules have a store near you, the Op Boot Camp on the Flames Of War webs a quick-start introduction to the co you co start playing immediately and learn the detail provide of the rules later WHAT'S NEW Players who are familiar with Flames Of War will find) the core of the ne much the same, with a numbet of exciting changes. ‘The assault rules are cleaner and) simpler, making. getting easier than ever, Massed artillery delivers devastating) bombardments, while anti-tank guns go to ground, safe you up lose and personal until the time comes to strike. Aircraft and their arch= aft guns, are Armoured cus and transports are faster and: kers sweeping manoeuvres across the Steppes, enemy, anti-a sier to use and morg deadly. n conduct ng as they To top this off, thirteen new and much more eflective. Now, Soviet ta advance at speed revised missions provide a whole new set of challenges, lot of uscful matcrial for new and experienced x about the hobby. MTN Rae la ke) aALUt 8 Fr Zz 2 ° > @ Fy z= ES ‘AN OPPONENT THIs RULEBOOK Flames Of War is a social game played by wo or more This rulebook contains all the rules you players, so grab a friend and get st need co play Flames Of War TWO ARMIES “The Flames Of War range of 1Smm (1/100) scale miniatures is specifically designed for the game and is Available through all good hobby scores. — TEMPLATES Artillery and aircraft are not precision weapons. Thei shells atid bombs blanket a wide area, possibly wiping out dozens of the enemy at a time. Templates make ic easy to work out who is hit, and who isnit | A BATTLEFIELD Whether it’s the kitchen table or a custom-built table, you'll nced a large Rar surface to pla the game, A 6° x4’ (180cm x 120cm) sheet of custom board covered with a green sheet or painted and flocked makes an ideal battlefield TERRAIN You'll need a selection of terrain like hills, woods, hedges, buildings, and roads to create a realistic bat- ops to fight over. painted terrain in the Battlefield in a Box makes setting up a battlefield easy. Bem cole TOKENS 1 Even though they are toy soldiers, your troops react to heavy fire like real TAPE MEASURE You'll need a tape measure or ruler to measure Movement and shooting, ranges, You can use metric or Imperial measurements, whichever suits you best (oh, Ae) 40 um cel.t tae Ih Flames Of War the two sides take turns to move and fight with croops. Each player's turn has four steps: the Starting, Movement, Shooting and Assault Steps nceone side has finished their turn c other side takes f turn. The wwo sides keep alternating their urns until ‘ne side or the other wins by taking their objective Te SNA Ye) TH Ls e):1 Cae STARTING STEP (SEE PAGE 32) At the stare of each tum a player checks to sce if they have won. Ifthey haverit, they rally any of their troops that are pinned down by enemy fire, and drag bogged down tanks out of the mire, Thas done, they bring their reserves onto the battlefield, MOVED ALL OF THEIR TROCPS THEY WANT TO MOVE, THEY GO ONTO THE SHOOTING STE? IN WHICH THEY SHCOT WITH TROOP: ROLL SAVES (SEE PAGE 97) ‘THE OP?POSNG PLAYER ROLLS TO SAVE THEIR TROOPS FROM THE WORET EFFECTS OF YOUR FRE. INFANTRY GAVE ON A ROLL OF 8 OR MORE. TANKS APD THEIR ARMOUR TO THE DIE ROLL TRYNS TO BEAT THE ANTI-TANK CAPABILITY OF THE SHOCTNG WEAPON. Pe rrefen rhs X2 91) (eA) en ROLL To HiT (SEE PAGE 91) TARGET, THEY ROLL A DICE FOR EACH SHOT THEY HAVE, TIPICALLY ONE IF THEY MOVED, OR TWO OTHERWISE. THE score NEEDED TO HiT THE eh DEPENDS ON THINGS LIKE THE SSKILL OF THE ENEMY, THE INGE, AND WHETHER THEY ARE TAKING COVER. ROLL TO DESTROY (SEE PAGE 97) | THE OPPONENT FAILED THEIR SAVE, THE TEAM IS DESTROVED, UNLESS IT IS ARMOURED OR IN BULLETPROOF COVER, THESE HARDENED TARGETS NEED A SUCCESSFUL ROLL AGAINST THE SHOOTING WEAPON'S FIREPOWER RATNS TO DESTROY. — - { t } + { if i } r 4 t 4 PSTN [AFTER SHOOTING, THE PLAYER MAY LAUNCH ASSAULTS IN THE ASSALLT STEP. THESE REPRESENT | ‘SHORT RANGE BATTLES WITH BAYONETS AND GRENADES AS THE TROOPS ATTEWT TO STORM ROLL TO HIT Gee PAGE 155) ec Tea THAT Reaches THE DEFENSIVE FIRE (SEE PAGE 152) fear To ArT one any: Hoe THE Even RESPONDS TO THE CHARGE WITH A VOWLEY OF PIE, TO FaKD cOMBAT Is DEADLY, £0 ONLY OFF THE ASSAULT BEFORE TT ON CLOSE. F THEY SUCCEED, TH BSAA Meno veuenes Get Saves COUNTERATTACK OR BREAK OFF 4 CONSOLIDATE (SEE PAGES 163 AND 165) (SEE PAGE 164) THE ENEMY THEN ROLLS AGAINST THEIR MOTIA- ‘THE WINNER OF THE Flo4T TION RATING 70 SEE IF THEY WILL CHARGE BACK THEN REORSANISES THEIR Vic INTO THE FRAY, OR BREAK OFF AND RUN FROM 2 ‘ORIOUS TROOPS, THEN THE THe FIGHT, THE FIGHT GOES BACK AND FORTH 3 ASSAULTING PLAYER LAUNCHES UNTIL ONE SIDE OF THE OTHER BREAKS CFF. HEIR NEXT ASSAULT. MORALE CHECKS (SEE PAGE 171) No matter what the generals may want, soldiets don't usually fight to the death. When things look hopeless, they retreat to fight again another day: Soldiers in Flames Of War are the same. If they take heavy casualties, the phyer needs 10 roll better than their troops’ motivation rating to stop them leaving the battlefield. (ONCE ALL OF A PLAYER'S ASSAULTS ARE OVER, THEIR OPPONENT TAKES THEIR TURN, RUNNNS THROUGH THEIR STARTING, MOVENENT, SHOOTING, AND ASSAULT STEPS WITH THEIR TROOPS, ough the heroic acts of a few individuals are glorified by the med ty a soldier never does anything on their own. Soldiers are tained Ko operate as a ream, and it is chis tcamwork that keeps back home, in tes them alive, In Flames Of War your miniature soldiers also operate in teams. ‘There are four types of teams: Tank, Transport, Infantry, and Gun teams. Tank and ‘Transport teams are described collectively as vehicles. the the vehicl page 112. Every Intelligence Briefing has an ar Every team has a set of characteristics describing ivin the game, Here isa typical arsenal entry For MAAI Sherman tank, Vehicles and their weapons are described together in Arsenals. The first line describes «cond line in italics describes its main weapon, fone that can fire as artillery) will have additional weapons lines. Stand that describes the American ks with more d one main weapon (or rd vehicle machine-guns are shown on sams found in it Armour Name Mobility Front Side _——Top_—_Equipment and Notes Weapon Range ROF Anti-tank Firepower MAAI Sheeman Standard Tank 6 4 1 Coax MG, Hull MG, .50 cal AA MG. ‘M3 75mm gun 52°7800m 2 10. 3s Smoke, Sabiliser M4AT SHERMAN ‘MOBILITY fOne of the importaie characteristics of any team is how Hast it moves. This is given by its mobility rating. The Mifferent Mobility ratings are descril cd on page 36 FULLY-TRACKED VEHICLES IFully-tracked vehicles have tank tracks giving them good Eetoss-country mobility at the cost of road speed. Four mobility ratings are classed as Fully-tracked: Standard Tank, Light ‘Tank, Slow Tank, and Very Slow Tank. FULLY-TRACKED VEHICLES IN OLD ARSENALS Tn the past, Flames Of War showed the speed of Fully tracked vehicles inthe Equip in the Mobility colurnn anc and Notes rather tha y vehicle with Fully-tracked in its Mobility column and ro speed in the Equipment ARMOUR ‘Tanks, half-tracks, and armoured cars are protected by armour p ing. ‘The degree of procection is measured by an armour rating ranging from values of 0 t0 16 ot ‘more, the higher the number the thicker the A vehicle’ protection is divided into three arcas: the Front, Side, and Top armour ofa tank is usually the strongest part as that’s where the cnemy should be. ‘The side (and rear) armour of tanks is thinner than the front armour to save weight. ‘The ngs. The front armour top armour of a tank protects against infantry assaults, artillery, and aircraft bombs. ARMOURED VEHICLES Armoured vehicles are any vehicles with armour ratings ~. They are further subdivided into Fully armoured vehicles and Open-topped vehides other 1 FULLY-ARMOURED VEHICLES Armoured vehicles with Top armour 1 or 2 are described as Fully-armoured vehicles. They have complete protec- tion on the top of the vehicle OPEN-TOPPED ARMOURED VEHICLES Armoured veh les with Top armour 0 are described as Open-topped vehicles. They either have large openings the top of the vehicle or rubber tyres making them vulnerable to grenades at short range, UNARMOURED VEHICLES Unarmoured vehicles haye no armour protection, and are distinguished by having an armour rating of instead of a number. ras ‘WEAPONS No weap suited t0 is perfect and different \eapons are better erent jobs. For example, abig, high-velocity tank gun is very effective against tanks, but its low «s it a poor choice for knocking down. large numbers of infantry. rate of fire MAA SHERMAN WEAPONS com Consal Vehicle MG co Vehicle MG RANGE The range of a weapon tells you the maximum dis cover which the weapon can be fired effectively. This is given in both inches and centimetres. ROF (RATE OF FIRE) pons ROF (Rate Of Fite) reflects how quickly pon cin deli given is the maximum number of dice that the team Aw the w + rounds on target. ‘The number rolls when shooting this type of weapon. This ranges from 1 for a slow-firing heavy artillery piece, to 6 for a rapid-firing belt-fed heavy machine-g ANTI-TANK A weapon's anti-tank rating tells you how good the gun is a punching holes in armoured vehicles, Effective ‘weapons usually combine a good heavy shell and along, barrel to propel ic ara high velocity FIREPOWER A.weapon's firepower rating isbasically a measure of how big the weapon's explosive charge is, and therefore how likely it is t0 destroy a protected target. The firepower rating shows the score you need 10 roll ro destroy a pro- tected target like a tank or troops hiding. in trenches. FIREPOWER TESTS To make a Firepower Test, roll a die. If the score is at least equal to your weapon's Firepower rating, you have passed the Firepower Test. Ifthe score islower, you have failed the Firepower Test isis that describe how it operates In the game, These are its Range, ROF (Rate Of Fire) Anti-tank, and Firepower ratings. 7 Notes ‘Weapon 50-e| AA MG| FIRING BOMBARDMENTS Many weapons have theability to fire artillery bombard 2xura fine of weapon ments, ‘This will not ments, These weapons will have a characteristics for firing bomb: llery bombardments plaster af th shells rather than firing individual shots att specific targets. MULTIPLE WEAPONS Some teams are equipped with a choice of weapons} (uch as submachine-guns and Panzerfanst anci-cank launchers), or distinctly different ammunition for chet same weapon (like the German 3.7m PaK36 whid can fire normal ammunition or special muzzle-loaded anti-tank bombs). Teams with such choices have a extra line of weapon characteristics. Players can choose) which they will use each time they shoot, but must fi me weapon, all of their shots with SPECIAL ATTRIBUTES Some vehicles and weapons have special artributes 16 reflect their specific advantages and disadvantages, ‘These are listed after their normal characteristics. An} special cules thar a vehicle has a e shown in the notes a the end of the arsenal entry. T-34/E5 OBR 1BHB MEDIUM TANK KONIGSTISER HEAVY TAN STUG 6 ASSALLT GUN STASHOUND ARWOURED CAR SEXTON SELF-PROPELLED GUN 'UNARMOURED TANK TEAMS Unarmoired vehicles have no armour protection at all, leaving their crew exposed to enemy fire: They are distinguished by having an armour rating of instead of a number: 5 a z yj 5 et < BOFORS SELF-PROPELLED ANTI-AIRCRAFT GUN VEHICLE BASING Vehicles are not normally mounted on bases in Flamer Of War, although some vehicles are cast with a base. You can base other vehicles too if you want, but bases on. vehicles have no effect on the game. Some self-propelled artillery pieces don't have room on the vehicle for the entire erew. You can either model these on a large base containing both the vehicle and crew, or model the loading crew on a separate base, Infantry mounted on fast-moving vehicles like motor- In Flames Of War, these Motorcycle Recon cycles and jeeps are the ideal support for armoured cus. naissance teams area type of ‘Tank ceamy They have the speed to keep up, arc usually well-armed © Motorcycle Reconnaissance teams are unusual in to fight mounted, and can dismount when needed to that they are always based as shown below, lear stubborn enemy positions. METOROVCLE MG TEAM COMMAND SHG TEM Let Mera Tetm SMALL MOTORCYCLE LARGE MOTORCYCLE RECONNAISSANCE TEAMS RECONNAISSANCE TEAMS Motorcycle Reconnaissance teams with Wo MOL Motorcycle Reconnaissance teams with a single cycles and sidccars or joeps have a large base and face motorcycle and sidecar or jeep have a medium base and face the short edge. These teams dismount as the short edge. These teams dismount as Infantry teams of two or three miniatures. teams of four or five miniatures. Transport teams are vehicles whose main task is moving other teams around the battlefield, including armoured half-tracks, trucks, and jeeps. Supply, pioneer and demolition carriers, and recovery vehicles are also Transport teams “They have the same characteristics as Tank teams, ‘although few have much in the way of armament $0 Krz 9 RECOVERY VEHCLE (Ope. BuiTz TRUCK 216-5 PIONEER SUPPLY TRUCK Name Mobility Equipment and Notes M3 half-rack Halfracked Passenger-ied .50 eal AX MG. = Py F 4 5 o rended to fight the enemy at nachine-guns, mortars, anti- i-airerafi guns, rockets, and artillery BASE SIZES There are three standard base sizes: * Small: 1:4"/32mm wide by 1°/25mm deep Medium: 2°/50mm wide by 144°/32mm deep + Large: 2°/50mm by 2% /65mm deep. §] All Hammes Of War miniatures are supplied with the al appropriate bases. IAL 3° MORTAR MAN-PACKED GUN TEAMS Man-packed Gun teams such ay HMG and Mortar teams have a medium base and face the long edge. SMALL GUN TEAMS Other Gun teams with four crew have a medium base and face the short edge. LARGE GUN TEAMS. All Gun teams with five or more crew have a large base 8c PAKYB ANTI-TANK GUN Since Gun teams don't have armour their arsenal entr for their mo Weapon Sem PaK38 gun 15cm sFHI8 howiver icing bombardments Mobility Medium Immobile 247/600m 39 24°/60cm 1 B 80°/200em 5 base and face the shore edge she heli Sem PAK3B ANTI-TANK GUN a8 shown in the following examples, Range ROF Anti-tank Firepower Notes Each Gun team is mounted on a base to keep the gun and crew together. The size of the base depends on the size of the weapon and its crew as shown in the Intelligence Briefing, TEAMS THAT DON’T FIT Ifa team caninor easily fir on the normal base you might need to rotate the base so they face a larger base. Some gi re particularly large crews, making it easier (0 mount some of the crew on an additional mediium base, Any extra bases like this are ignored during play. 1 short edge or use teams h: (NL 4.2" MORTAR HEAVY MORTAR TEAMS Mortars that are not Man-Packed Guns have a large bw 61633 HeAVy INFANTRY GUN and face the short edge. Sn SFHIB HOWIT? ies only have weapons lines with an extra column, 4+ Gun shield, 1+ Bunker buster, Smoke. 2+ Smoke bombardment Infantry are expected to close with the e foot of on horseback, and destroy them. fight in small, mutually-supporting groups and. fire teams. SMALL INFANTRY TEAMS Infantry teams of one 1© three miniatures have @ small base and face the long edge. SMALL CAVALRY TEAMS Cavalry teams of one or two. miniatures have a medium base and face the short edge. “These teams dismount as Infantry teams of wo or three miniacures LARGE CAVALRY TEAMS. cavalry teams with chree or four miniatures have a large base and face the short edge. These mount as Infantry teams of four or five 167/40em, 1 #7100 Rifle eam SMG team, operate in teams mounted cogether on a common base. The size of the base depends on the number and type of troops and weapons in the team, LARGE INFANTRY TEAMS Infantry teams of four or five miniatures haye a medium base and face the long edge. RIFLE/MG TEAM. ry isthe same regardless of weaponry. Notes Full ROF when moving COMMAND TEAMS In Flames Of War, leadership is provided by command teams made up of an officer, theit assistant, and a mes senger ot signaller. In order of rank the four types of command teams are: + Higher Command teams, npany Command teams, (Sccond-in-Command) Command teams, and. + Platoon Command teams. WARRIOR TEAMS dicts who perform amazing cs, against COMMAND AND WARRIO the odds or inspiring leadership in desperate situations these warriors can change the outcome of battles b their strength of will and personal courage: Warriors can be any eype of team. While some warrior areinfantrymen, others are tank commanders, and som are even generals travelling in their transpore vehick Each Warrior tcam is unique. There can only be one @ ‘each particular Warrior in any force. INDEPENDENT TEAMS Scnior commanders and artillery observers follow th flow of the battle moving where they are needed mos These soldiers are known as Independent teams and at fice 10 mov e The most important thing you need to play Flames IOf War is a force co lead into batile. There area wide Wariety of different forces to choose from as cach army Gig that fought in World War I had their own way'of or : Ibanising their troops and fighting battles. These evolved fas the war continued in response to combat experierice, Beem combat losses, and the arrival of new weapons and fequipment. Blames Of War has an eyer ligence Briefings covering most of the armies that ought in the Second World War. ‘The core of every Iniclligence Briefing is the organisational diagrams that how the composition of the different combat forces ge of Iniel- increasing, Howl be able to create a force that is just ike its real-life ounterpart. Each handbook also contains an arsenal Isting the fand vehicle used by the forces covered. fof the armies described. By following these d same characteristics of every team, weapon, Puisaec a aad Planes Of War is am [War II, every army used a simi LIEUTENANT Commanding 25 1050 Soldiers or 10.5 Tanks A licutenanc (‘loo-tenant’ in the US Army and ‘lefi-cenane’ in the British Army!) com platoon of two to four sections or squads, ind a few extra weapons mortar or bazooka, ‘machine-gur "INTELLIGENCE BRIEFINGS Lee Neyer Commanding 100 to 200 Silden ares The normal force you will field in Flames Of Waris a company of two to four placoons. Rifle companies often have an additio platoon equipped with light and mortars. Aswell as game-based material, each Intellige also contains a wealth of information on the org tion, weapons, and battlefield tactics they used, as well as battle histories, famous warriors, and lots more The armies of the Second World War were constantly developing new weapons and tactics, ‘The heaviest tanks of 1940 would barely have rated as medium tanks by the end of the war, and even the lightest of battle tanks atthe end of the war totally outclass anything in service three yeats earlier. As a result Flames Of War divides the Second World War into three periods—Early War (1939-1941), Mid-War (1942-1943) and Late War (1944-1945), Every Intelligence Briefing is specific to ‘one or another of these periods and should only be used with other Incelligence Briefings from the same period. As well as publishing Intelligence Briefings like those shown below, there are a wide variety of Intelligence Briefings downloadable from, the Flames Of War website (wuz FlamesOfWar.com) ary simulation, so its helpful to know a little bit about military organisation. During World Ar structure to organise its troops as shown in this summary BATTALION LIEUTENANT COLONEL Commancling 500 t0 1,000 Soldier ‘or 3000 90 Tanks A battalion has three or four ‘companies plus a heavy weapons company of heavy machine-guns, weapons d light guns. Icis the biggest force you will see on a Hlames Of War battlefield, Before fighting a battle, you need to choose your force + ‘The most common form of force selection, and the best way of ensuring a fair fight and an interesting game, is to select your force based on the points given for each unit in the Incellig ¢ Briefings. The points value is calculated based upon the size and fighting capability of each unit—the larger and more powerful a unit is the higher its points value PoE support adds a hea Your headquarters represents you leading your combat and weapons platoons on the battlefield. Divisional punch from supporting tanks, yeavy anti-tank guns, artiller Agree with your opponent on the maximunt points value that yourmay both spend on you armies, 500, 750, or even 1000 points is a good place to start, while 1500 points is a good size fora to three hour game. Lat experienced commander you may want t0 build your army up to 2600-3000 points or even more! s you become a more skilled PN Pro Tepe er Piro aK eye Commanding 2,000 to 3,000 Soldiers ‘or 100 t0 300 Tanks A regiment groups together two ions of the same type, along with supporting arms. Abr usually combines a number of battalions of different types. b to four batt ade is like a regiment, but DIVISION MAJOR GENERAL Commanding 5,000 t0 25,000 Sellers ‘and up 10100 10 300 Tanks Divisions vary widely in strength, all havea similar o with ewo to four regiments of infantry (or tanks in armoured divisions) and another of artillery, along with supportin (eo) To) WN Ne fowl Commanding 50,000 or mare Soldiers rare is usually tasked with a major opsaton by the army commande sation 3g barralions. Flames Of War your force is usually a company of yy platoon in Flames Of War has two cha Fee or more platoons, cach of 30 10 60 men, oF three and Motivation. While planning and luck play a anks or guns, led by a lieutenant, In battle a t—icis the skilland bravery of the soldiers that oon operates together as a unit, ma US ARMORED RIFLE PLATOON MH AE a an Gennard — Rievean Berg ong ee i) CORO ther frie | ate eet ORR xs MBh . Cx) , Maat PLATOONS SPECIALIST PLATOONS While most platoons are ight-forward combat troops, some units are spec ways of fighting. lists with specific roles and MULTI-PART PLATOONS Some platoons, particularly reconnaissance platoons, operate as numerous detached patrols rather than as a le large entity. This allows them o spread out across the front probing for weaknesses, 4 Multi-part Plaivon is made up ofseveral platoons, each ich of the platoons is a separate platoon for all purposes, including deployment. with their own Platoon Command team. In missions with Ambushes or Rezerves (we pages 266 10 269), each platoon in a Multi-part Platoon is counted as «eseparate plaioon when working out how many plaroons may be held in Ambush or Reserves ASSAULT GROUPS When faced with a difficult task and given tir fully prepare an assault, a com inder may organise a special task-oriented platoon with just the right eq ment for the job. Pethaps the simplest example of this is the decision as to whether assault engineers should break out their flame-thrower equipment or not A platoon that is an Assault Group can change its come The Intelligence Briefing will describe the changes that the platoon can make in its equipment, position from game ta game RECONNAISSANCE PLATOONS Reconnaissance platoons (recceplatoons for short) are a com ders ‘eyes and ears) on the battlefield. Composed of htly-armoured vehicles or stealthy infanery, 3k is 10 push out in front of an adv and ascertain the strength and disposition of th enemy. This infor der to ditee ‘inst points in the enemy line where th oons ac a force ation allows a com opposition is the weakest. In defence cece ph as.a screen, keeping the enemy fiom learni ns while gathering information about wher and from where any attack will come dispo: A Reconnaisance Plaioon is any plawon noted a such in the Intelligence Handbooks, All teams in 4 Reconnaisance Platoon are Reece teams, Teams attache 10 a Reconnaissance Platoon are not Recce teams wnles they are attached from another Reconnaisance Platoon Recee teams use the special rls on pages 193 t0 195. TRANSPORT PLATOONS ‘Transport platoons are units of trucks, They haye ne combat capability whatsoever and spend most of thei time carrying supplies to and fio in the rear areas Sometimes command is need to move infantry faste than they can_max h and order transport platoons forward to get the in ay where they are needed. A Transpors Platoon is any platoon noted as such in th Intelligence Handbooks LOTR Ca igh a combination of basic iuaining and battlefield expe maining to survive your first few days of battle, but there field survival skills chat can a soldic: the first couple of weeks of combat then his ch: fof survival ger a lor higher. This is bec Hearn the unwritten rules of combac tha hardened comrades ince. You need the basic fre many imporcant b jonly be learnt on the fi se he begins co only his bactle- ach him, IA platoonis Skill rating is arguably the most important Bharacicristic they possess. Not only are skilful oops bee: land finishing off the enemy they also survive lon Ieover andl avoid being seen and hit by enemy shooting, at moving across treacherous terrain, digging in hand-to-hand combat 1 because they know how to take Troops are clasified according to their prior taining fand experience into three categories: = Conscript > Trained Veteran CONSCRIPT Consetipt platoons have been hustled into battle with are ignorant of even the most basic battlefield techniques. They are only used as a last resort buying their successes with horrendous casualties. little oF no training TRAINED. Trained platoons are those who have at least recei basic training and are ready for battle, but that haven’ had many opportunities to test their skills in combat VETERAN Veteran platoons are batile-tested oops, hardened under fire, or highly trained professionals. They have learned all the tricks they need to keep alive on the bat- field and are exceptionally effective soldiers, SKILL TESTS The skill and training of soldiers can affect how well they do all kinds of jobs—from crossing a river, to directing artillery fire, to fighting in an assaul ‘When your troops attempea task like thisin Flames Of War you may have to make a Skill Test To make a Still Test, roll a die and compare it 10 the platoon’ Skill ating on the table below. Ifthe rcore equals ‘or exceeds the seore needed, you have passed tse Skill Test Ifthe score is lower, you have failed the Skill ‘Team’s Skill Score Needed [See Test. Trained SHOOTING AND SKILL One of the things that makes Flames Of War unique as a ‘game is its use of the targets skill raci as the primary facror when working out the score needed to hita carget (most games use the skill rating of the shooting team) The reason for this is simply that it isa betcer reflection of modern combat, While silled troops certainly shoot more accurately than unskilled troops, this isnit the ‘most important factor in hitting the enemy. The most importa t factor is seeing the enemy in the first place! Modern weapons are so accurate and deadly that even ig down any target they can see. Given a machine-gun, anyone can mow down hordes of conscripts charging across an open field of the First World War attest to this, However, a unit of veteran commandos using, every available bit of cover the casualties and fire and movement tactics will cross the same open field with few if any casualties. Ik goes without saying that a battlefidld is a terrifying place to be. One thing soldiers always say about a ba agine yourself in a muddy trench as. high-explosive shells explode dangerously close, spraying mud and deadly mecal fragments through the ait, while machine-gun tlefield is that it is noisy—incredibly noisy, 1 bullets wl ine overhead like angry wasps. The e ‘gun next to you begins blasting back at the enemy, the ening as the weapon showers you with You realise your Lieutenant is shouting es you guess that staccato bark dea hot shell casing something above the by his gestu he is saying that your platoon is about to attack. It is no wonder that in an like this the motivation of your soldiers is a vitally important part of the battle. Sometimes theyll keep it together and do heroic things, and sometimes they'll crack under the pe In Flames Of War, the Motivation rating measures the courage and determination of your fighting soldi Troops are classified according to their motivation just like real people might do, three categories + Reluctant + Confident + Fearless RELUCTANT There are many reasons that oops can be reluctant, They may simply be unenthusiastic conscripts sent into batile against their will, or they might not cate wo cents about the cause they're fighting for. Maybe they're just good soldiers who have seen too much fighting, who have had their fill of batile and feel that its about ted taki reluctant troops are likely to breale under pressure e risks, Regardless, ‘CONFIDENT Faith in both yourself and your leaders can be my, Believing chat you can crust in the actions of your superiors and your fellows cam sustain you even when all else fails. Most confident troops have that faith aplenty. critical for an FEARLESS. In war there are always those who believe that the caus is bigger tha are fanatical zealots or just supremely confident, these themselves, Whether it's because they troops are nearly unbreakable. They will fight co. the last me . staying in bactle until there is absolutely no choice but to withdraw, For fearless troops, incredible heroism is commonplace and fleeing from. the eneruy unthinkable, MOTIVATION TESTS In Flames Of War the courage and enchu asm of yout miniature troops is checked by making Motivation Tests. To make a Motivation Test, voll a die and compare it t the platoon’ Motivation rating on the table below. Ifthe score equals or exceeds the score needed, you have passed the Motivation Test. If the core is lower, you have failed the Motivation Test. [eosin MIXED-RATING PLATOONS In some cases 2 platoon will have teams with different skill or motivation ratings. This can occur in ad hoe bavclegroups formed from bits and pieces of different platoons. It might also happen when a leader joins a platoon as well If a platoon has teams with different Skill or Motivation ratings, use the worst value in the platoon DIE ROLLS Flames Of War uses the same standard six-sided dice that games like Monopoly and Yahtzee use, When the rules say to roll a die, they give a number for example, 3+ (a roll Of 3, 4, 5, oF 6 means success), or 5+ (a roll of 5 or 6 means success). A the atcempr has failed that you must equal or excee roll lower chan the number means lInsomecascs, suchas shootingat partly concealed targets, ihe number needed for success will be modified. Add +1/t0 the requited score for each of the modifiers that apply ar the time. For instance, n enemy, but the target was both (a) lt long range and (b) concealed in a wood, the required Bcore on each die would go up 10 5+ If the score needed ever goes above 6 then the attempt Hill auromatically fai Hf the rules requite you 10 roll more than one die, treat feach roll as a separate success or failure RE-ROLLS Hn some situations, where your first roll fails, you may he allowed a re-roll. A re-roll is just what the name Says—you get to ignore the fi droll the die lagain. The score on the second dic roll is what counts. RYou never sc more than one te-roll per situation MEASURING PRlames Of War gives game n GGmperial) and centimetres ( surements in both inches etric), You should agree fon which system you and your opponent will use Before the game begins systems, not switch berween both. Generally, its a good idea to use the system you Wade kaa you must use one of these two tances on the battlefield any time you want to. You your weapons can shoot, how far the ‘opponent’s weapons can shoot, or even whether or not you have enough movement to assault at the end of the turn, After all, your soldiers have maps, range-finders, and binoculars to help them work these things out DECLARATIVE MEASURING You can make your game flow more easily by letting your opponent know what your intention is when moving your forces. If you tell them you are intend- ing to stay out of are completely out of or that you think your tops ight behind a wood, it reduces disputes ifa model gets bumped later Up TO HALF, AT LEAST HALF At times Flames Of War allows or requires you to do somerhing with up to half or at least half of your teams, When dealin staigheforward, With an odd number of teams, up to with an even number of teams this is half means that the odd team is excluded, while at least half requires the odd team to be included. Either way, always use the current strength of the unit. WYSIWYG Flames Of War is a What You See Is What You Get, or WYSIWYG soldier or vehicle. In many cases you can resolve dif ame, One miniature represents one ficulties by remembering this and taking look at the situ 1n from a model’-eye view, down on the ground so to speak. Hi sce from where they are or where they could go on the ve a look at what your miniature could terrain as modell To make the rules easier to read we have distinguished the explanations of the rules from the actual rules themselves. While the explanation n understanding and interpr printed in fale: and in the accompanying tables are only the text ing the rule actually rules. DIAGRAMS AND SUMMARIES You'll find diagrams and summary boxes throughout the cules. These make it easier to understand the rules and refresh your memory of them at a glance when you are looking, them up in a game. OF necessity the diagrams and summary boxes show a shortened version of the rules and may not have all of the details that apply to your situation. Always go to the rules themselves if you have run into a problem and need to clarify the situation, eae Sy ae eRe In « hobby, such as wargaming, i’s impossible to over-emphasise the importance of being a good sport hether you are crushing your opponent or you are on. the receiving end of an almighty pummelling, its always good to remember thar whatever the outcome of the bare, ying is all about having fun Some good basic rules are to play fais, follow the rules of the game, and treat your opponents with courtesy and nd don't give up! The odds may look grim with yourarmy setto be beaten, but hang in there Some of the best stories are about heroic last stands and. respect. Oh, that a few brave individuals turning the tide and holding out against the odds to finally snatch unlikely victory Remember that wh ether you are facing a friend or a new opponent treat them just the way you would like to be treated, and you will get so much more from the hobby SPECIAL RULES To keep things simple, the a Flames Of cases, Rules thy part of the ar rales only cover the more common re pecific ro certain weapons, vehicles platoons or armies are given as special rule These special rules eithet acl additional capab ties OF allow the teams and platoons chat ase them to bre the normal rules. When a special rule conflicts with they normal rules, apply the special rule. WHEN THINGS HAPPEN Normally turns in Flames Of War follow a straighfOry ard sequence, However, some rules, particulatly special rules, cause things to happen out of turn. An example of this would be reconnaissance troops disengaging when the enemy starts shooting at them. When this happens, interrupe the normal turn sequenceys resolve the unusual activity, then retutn to. where you were and continge the turn. WORKING IT OUT Lots of things happen in war, so naturally the Flamed Of War rulebook may not caver every possible situation) n occur in your battles. If something unexpected happens, alk with the other players and cry 10 come up with a good interpretation of what would happen that Ifyou can't come to.an agreement quickly just roll a diet * Ifyou roll 4, 5, or 6, use your interpretation of the rule for the rest of the + Aroll of 1 ave 10 accept your opponent’s interpretation of the rule for the! or 3, means that you rest of the game Afier the game, when you have more time for discus sion without holding up the battle, sit down and agreas how you'll handle the situation in the faeute. IF you still aren’e sure, you can always check out the forum at town FlamesOfWar.com and ask other players how they would handle the problem. Zz 3 = & # eg TFT FWorld War 1 was fought over almost every type of Rerrain, Battles ranged fiom the feozen arctic of northern Finland to the scorching heat of North African de fiom the grassy’ steppes of the Ukraine 10 the dense orests of the German Reichswald, and from the hedge Tows of France to the mountains of Italy Woods, hedges, bogs, bridges, rivers, lakes, rocks, Tubble, and buildings all break up the terrain and com pplicate the battles fadvancage, since your troops (whether riflemen Banners, or trucks) can hide themselves among, the Id. Sometimes this will be to your tanks, HEDSES AND WALLS HEDSES AND WALLS ARE LINEAR OBSTACLES. TH DOWN VEMICLES CROSSING THEIN AND CONCEAL SEEN ACROSS THEM HEDGES AND WALLS ARE NO COMMONLY USED TO KEEP ANIMALS QUT CF HOUSE GERTENS AND TO KEEP ANIWALS IN THER PASTURES. BUILDINGS Man-made structures like buildings are different from nacural certains: They are solid, $0 troops can't be seen on the other side, tbuc troops can enter them and fight through their jopenings, such as doors and windows. AREA TERRAIN Area Terrain, such as roads, rivers, forests, marshes, hills, snow, or mud, occupies an area of the table, Som iypes of Area Terrain like roads and hills can be easily modelled ia a realistic fashion, Ochers like woods need ipproach A more representat OPEN SPACES Open spaces are the areas of underl Jround the other terrain features. clutter and put something solid between them and any bullets lying around. Other times these features will be a hindrance, as they impede your movement, slowing your advance to a crawl CROP FIELDS VuLaces ace CFTEN SURROUNDED BY CROP TROOPS MOVING IN OR BEYOND THEM, VENI SLEW DOWN TO AVOID HDDEN OBSTACLES WHILE EROSEN BulLDINGs BUILDINGS ARE A UNIQUE TPE OF TeReAi TRCOPS CAN CMLY ENTER AND SHOOT THROUGH DOORS AND WINDOWS. BULDINGS ARE USLALLY FOUND CLUSTERED IN VILAGES 8 48 OUTLINS FARNOLSES. LINEAR OBSTACLES Some terrain features like hedges, walls, and streams are Linear Obstacles forming a line running from one point to another. In game terms the chief characteristic of these terrain features is their lack of depth. A team can be on one side or the other of them, but never actually in or on them, HILLS HLS ARE AREA TERRAN, THEY SLOCK VISIBILITY IND SLOW VEHICLES CROSSING THEM DOAN, 1 | ROSS, THEY CONCEAL TROCPS CN THE FAR SDE, HONG THOSE FURTHER AWAY, TREES ROWDS 70 PROVIDE SHADE FOR TRA € FOUND AS WIND BREAKS BETWEEN ROADS ARE AREA TERRAIN, THEY ALLOW WHEELED VEHICLES TO MOVE SUCH FASTER ON THEM THAN THEY WOULD CROSS-COUNTRY. Bogs AND MARSHES SOFT GRCIND LIKE BOGS AND MARSHES ARE ‘AREA TEREAN THAT SLONS VEHICLES DOWN ‘ND CAN CAUSE THEM TO GET STUCK CULT TO PLAGE NCDELS IN THE OR EN AROLND WSi INSTEAD, THIS TPE OF AREA TERRAIN IS TO SHOW THE LIMITS OF INSIDE AND WHT 1S OUTSIDE OF IT, WITH TREES PLACED OW TOP TO INDICATE THE TYPE AND HEIGHT OF THE TERRAIN The TREES CAN BE MOVED AROUND ON THE BASE (OR EVEN REMOVED ALTOGETHER) TO ALLOW YOUR FEANS TO WOVE NITHN THE AREA OF TEREAN, BUT ARE ASEVED TO BE LNFCRNLY DISTRIBUTED THROUSHOUT THE AREA RIVERS AND CROSSINGS RIVERS ARE AREA TERRAN, RIVER CROSENGS ARE OFTEN THE SITE OF BATTLES £S, UNLIKE STREAMS, RIVERS ARE SIGNFICANT CBSTACLES, THINK Bi PROUT Wh THE BATTLE Is BENG FOUGHT HEE ISTHE RVER A DFENGE LUNE? HAS THE ATTACKER ALREADY TAKEN & BRIDGEHEAD ACROSS THE RIVER, PLOUGHED FIELDS {AND THIS IS & COUNTERATTACK TO ELIMINATE THE BRIDGEHEAD? PLACE THE PLOUGHED FIELDS ARE AREA TERRAN., RIVER AND CROSSINGS ACCORDINGLY. I'S A GOOD IDEA TO HAVE AT LEAST ‘THEY SLOW VEHCLES DOWN, BUT SWE THREE CROSSING POINTS UNLESS YOU ARE PLANNING TO HAVE INFANTRY INO COVER TO TROOPS CROSSING THE: NACE AN ASSAULT CROSSING, WHAT YOU SEE Is WHAT YOU GET Most terrain features are represented quite literally on the table top. A house represents OPEN SPACES @ house, exactly as itis shown. A hill represents 2 hill, exactly as shown, A wall represents, ONLY BATTLES FOUGHT IN HUGE FORESTS LACK THE OPEN SPACES THAT ALLOW TROOPS SPACE TO This makes ic easy co work out the answer to questions like ‘Can my tank see over that qunceuyee Avr FRevire THE B'S | | wall” by looking ax the actual terrain feature placed on the table, Is the wall talleechan wall, exactly as shown, Bia Suns WITH & FIELD OF Fine your tank? If so, then it will probably have a great deal of difficulty seeing overt! Is the wall taller than the height of the gun barrel? Ifs0, the tank will not be able to shoot over it. [Fits lower than that; the tank should have slo problems sceing and shooting over the wall ‘One exception co the WYSIWYG principle is bases om teftain, A lot of area terrain is based (usually on a base 44"/3mm thick) for manufaccating reasons, This raises terrain like roads and fields above the surrounding terran, bux should be ignored during ph Bere are fourcategorics of ground conditions that units Roads, Cross-country, Rough Terrain, and Impassable. Rough Terrain is further divided into Slow going, Difficult Going, and Very Difficult Going, 4 ROADS BWhether concrete, brick, cobble, ordirt, a road provides B quick route from one place co another. Trucks and thalf-tracks travelling on a road move much faster than hey do cross-country. Even tanks benefit from roads Bince they bridge or cut thro most obstacles. MULTI-ROOM BUILDINGS B) BuLDNes wore THAN ABOUT B) G'/i5cm Across shown se pivneD B 00m. Tas Linirs THe erFecT OF WASSVE BLNKER-BUSTER WEAPONS FE TO & REASONABLE AREA WALLS WaLLs see DieULT GONG, AND GWE TROOPS. HONS BEHIND THEA BULLETPROO> COVER, OPEN SPACES ‘MOST BATTLEFELDS ARE CROss- ‘COUNTRY TERRAIN APART FROM SPECEIC TERRAIN FEATURES. GROUND CONDITIONS ree ROUGH TERRAIN There can be any number fof reasons why an environment is classed as rough terrain, ranging ground that has been chumed to sticky mud flo nacural obstructions such as woods, rocks, or deep ‘snow. This terrain will limic the speed at which vehicles Rough terrain is likely to cause vehicles crossing it to BAM bog, down’ getting stuck in the mud or trapped on an obstruction. Rough Terrain is rated as Slow Go Difficule Going, or Very Difficult Going, SLOW GOING Slow going is a ype of rough cerrain that slows vehicles down, without any risk of them boge eging, down. TOTP KX) Ya Co) CROSS-COUNTRY Terrain that is rated as cross-country is basically level and smooth enough that troops can eross it without much difficulty. Ic could be grassy or barren ficlds, expanses of firmly packed desert, of farmland. woos Woos age DeFicur GONG, Guns AND venicLes MOVING THROUGH A WCOD Sh RISE BOSGINS DOWN, % Med LS 4 CROP FIELDS a Sraons cers sxe Siow Gone, fl ences wons THROU THe Neco ro SLOW DOIN TO AVOD HADDIN casTacies \ AND POTENTIAL INFANTRY AMBUSHES, 5 4 hark # PLOUGHED FIELDS oe Pioushen FILES ARE DPFCILT TO : inove scnoss at SPEC, nakne Ten (a SLOW Gon oy, Lon GOR f DIFFICULT GOING Difficult going is rough terrain that presents 4 significant hindrance to movement. Vehicles ac tempting to move through this terrain must slow to a cravl and risk getting stuck ifthe driver isn careful RAILWAY EAMBANKMENTS RALWAY LINES ARE NORWALLY ELOW EN PLACED ON OF AN ENBANOVENT, THEY BEC GONG, OF F THE ENBANKMENT IS PARTICULARL HEDGES AND TREE LINES AND Tase LINES ARe DEFIOAT | GENTLE HILLS H coves us ate S.oH Gone, ut DON'T PRESENT ANY RISK OF Py CUTTINGS AND CLIFFS BS) curtinss AND cLiPrs ane B wwassaeve 10 SPEQALLY-TRAINED MOUNTAI BUILDINGS BULDINGS ARE VERY DFFICULT Goi BUT INFANTRY wan No ae . Waser ores ‘ONE-PIECE SOLID BUILDINGS COUNTRY TERRAN aN: The ideal model buildings for Flames Of War have remo’ 20 NOT HINDER Ve thle roofs so that mode's can he placed inside. F some buildings are made as solid piece with no room for models inside, With buildings like this, you can either place your oops VINEYARDS AND ORCHARDS agains: the outside walls ofthe building adjacent to the VINErARDS AND ORCHRES ARE opening they are occupying, and inform your oppenent GONG. VEHICLES NEED 70 BXERAISE CARE TO AVOD GETTNE BOSEED DOWN. re supposed tobe, or draw a floor plan of the building and place the models on that instead ‘VERY DIFFICULT GOING IMPASSABLE Very dificule going is rough terrain that is Some rerrain is just so dificult that ies impossible 1 barely passable. While soldiers on foot can scramble 4 ‘cross, such as deep rivers, fetid swamps, or sheer clifisy around or over most obstructions, most vehicles simply tee 3 cannot get through very difficult going, Only tanks and other tracked vehicles are able to force their wa Impassable tervain stops all movement, forcing you 1 to the objective unless you have special training or equipment. through TTT OTN Ce TT Te Eastern Europe differs from Wester Europe in being a Tot more open and less densely cultivated. The steppes ‘of central Russia are wide open grasslands of rolling hills GULLIES TRAVELLNG ALONG THE FLOOR OF & broken by gullies and ravines where streams cut through SG suaeone h the soft soil, flowing to wide, shallow sivers. Woods and ‘GENERALLY STEEP AND VERY D scattered peasant villages linked by dire roads break the Se eS ee rf 2 ° z MORE VARIED TERRAIN Nor all terrain needs to be the same ‘One of the great things about Flames Of War is that you can intioduce more variety into your battles by changing the terrain, NYou might abso like to bear in mind the season during which your Flames Of War battle is being fought, and adjust the effect of the terrain ‘on your table accordingly. For example, you could adjudge that a shallow river that would normally be Very Difficult Going, has frozen over making it easier to cross EPMEE 2nd chus raced as only Difficule Going (maybe instead of bogging down, vehicles risk through the ice!). Or perhaps itis the spring melt, making the river n Impassable Battles fought in particular places might have terrain that is slightly differenc than normal too, 30 German forests could be Very Difficult Go focusing the action towards the tracks through them. At the lother end of the spectrum, woods in Sicily might be so sparse that they are only Slow Going, Don't get too carried away though, ifthe te n is 10 diffculr, che game will slow to a crawl as troops spend more time fighting the terrain than the opposition! Rocky HILLS ND INPASSABLE CLIFFS. TRACKED 5 CAN CRAWL UP THE EASIER ROW Fences LIGHT-WEIGHT FENCES ARE ONLY $.0" Go! 70 STOP AV |CE FOR LON STREAMS STREUIS Wr TO 4/100 WDE ARE DIFFICULT GOING, MAKING THEN GROSSABLE BY ANY TROON, THEY DON'T GET STUCK cy HLLS ARE A WICTURE OF VERY DEFIOAT (GAS THEY ARENT LIKELY Woors Woons age DeFicur GONS. GINS AND VEs OVNE THRCUGH & NCOD sk BOSSING DOWN, | RAILWAY LINES J evar Lines aze SiON GON, SLOWING J veuicizs Down, Bur wiTa No wise oF BREAKING A TRACK AND BOEING DOUN wy WMTAOUT i240, AQROSS SHALLOW ARE DEFICULT GOING WITH THE ENGNE. BOGS AND MARSHES Boss are Deriaat Goins. Soccer MARSHES ARE VERY DIFICULT GOI HAYSTACKS P ARCUND HARVESTED FELDS ARE VERY SHALL RAIN. THEY ARE VERT DIFFICULT GONG, $0 VERY HARD TO ACTUALLY DRIVE THROUGH (BUT EASY TO SWWELY DRVE AROUND! ANYTHNG A WELL-POSITIONED HAYSTACK BETWEEN IT AND THE ENEMY. A VERY LARGE TANK WOULD BE CONCEALED BY WHAT MAKES A GOOD TABLE? Av good table represents che reablife terrain in the area being fought over in the way it combines open space, linear obstacles, area certain, and man-made features. The most important thing to consider isthe way real-life terrain tends to clump. Houses form villages surrounded by ctops, tees form woods, and boggy ground is found acound rivers Tn the same way, open spaces are usually lange as people clear space for crops and harvest wood, ‘These open spaces aren empty and are broken up by erop fields of fenesd or hedged grazing. bue they do offer extensive lines of sight As.av example, most tok batdes in Europe took place at ranges of half mile (800m) oF more (round 24°/60em on a Flames of War battlefield), while ranges were even greater con the Eastern Front z es Pa m4 ir = 3 is} The Battle of Stalingrad was pivotal 10 the outcome of the Second World War and remains th standard for urban warfare. Like all combat in cities, che fighting was brutal, bloody, land at very close quarters. Whole battles were flight over single buildings as fone side or the other tried to evice the enemy from their well-protected positions. Only powerful guns firing ac pointblank ran desperate assaults with hand grenades and sharpened entrenching tools could clear a building room-by. floor CITY STREETS 1 DISCUSS THE TERRAIN Ik is important to discuss the terrain on the table with your epponent before you start your Flames Of War game. By ageceing on how each piece of terrain will work in the game, you reduce the possibility of confusion and misunderstanding during play- Most terrain will be fairly obvious from looking at the model and comparing it with the examples in this section. Some terrain is less obvious and will need some thought, If you cantt reach an agreement, simply pick the most lkel candidates and roll a die «9 choose between them, TABLE SIZE Most games of Flames Of War are played FACTORIES AND WAREHOUSES INSUSTRAL BUILDINGS LIKE FACTORIES AND WAREHC SPACES INSIDE. RATHE on 6'x4’ (180cm x 120cm) tables, as chis while still being Battles fought in close terrain like cities and the Bocage x3 (120em x 90cm) tables. “This is useful as troops move more slowly and can only cover shorter frontages due restricted lines of sight small enough for convenient sor |ARE VERY DIFFICL.T GONG AND PROVIDE BLLLETPROF COVER TO ‘TROOPS INSIDE. of Normandy are usually played on a half Larger tables, say 12°x6" (360cm x 180cm), suit bigge games with kuger forces or multiple players RUINS BuLDNGs Recuine FoUR WALLS, INO MATTER HOW BATTERED. ANY STRUCTURE WITH FEWER WALLS Ig A RUN, RUINS ARE JUST A AREA OF RUBBLE, ALTHOUGH ‘SURECLADING WALLE AAKE IT EASER TO HIDE IN THEM RUBBLE PILES OF RUBBLE ARE AREA TERRANI THAT 1s VERY PASSAGE TO ALL BUT OLDIERS ON FOCT. INFANTRY AND GUNS SHELTERING IN LBBLE ARE CONCEALED AND IN BLLLETPRCOF COVER, TYPE : PEN SPACES e+ Open Space » Open Space ss or steppe Firm sand or thin snow sand, snow or mud Open Space Jeep snow or mud Open Space CONCEALMENT BULLETPROOF COVER GROUND CONDITION Cross-country ross-country. Slow Going xXx e Difficult Going Slow Going Difficult Going VEGETATION —_ i ss aoe ———— — —— ae: Mloughed field Open Space Slow Going x x op field or open scrub Area Terrain Slow Going A x Orchard or vineyard Area Terrain Difficult Going Ss x Woods Area Terrain Difficult Going JS x forest Arca Very Difficult Going x HEDGES AND WALLS: > Fence Liftegn Obstacle Slow Going oS x Hedge or line of ces Linear Obstacle Difficult Going A x 1 Difficult Going Jv Vv ILLS ——— —— ~~ “ — <_——_———-» s9-country x* x x x x Pome Gentle hill Ea Sisco il : Arca Terrain 2 z lly floor Area‘Terrain eB Gully accesses Area Terrain Fae Gully wall Linear Obstacle = teep bank, orlow sea wall Linear Obstacle iff, cutting, or high sea wall Linear Obstacle Terrain Terrain Terrain Area Terrain Bog, Area Terrain ‘Area‘Terrain Area'Terrain errain -a‘Terrain a g g xx ae Very Difficult Going BANKS, GULLIES, AND CLIFFS ——-=>———=>_——»#=- Slow Going, Difficult Going, Very Difficult Going Very Difficult Going Impassable KALK KKK Slow Going, Difficule Very Difficult Going Impassable Difficult Going Very Difficult Going Impassable XXRKKXX XXXKKKK Road Cross-country Area Terrain Linear Obstacle ity streets Terrain Slow Going. way Line errain Slow Going railway embankment Obstacle Difficult Going High railway embankment Linear Obstacle Very Difficult Going JUILDINGS pe — — - nilding, Building. Very Difficult Very Difficule Impassable KA | KERR troops. In real life so TURN ORDER A Flames Of War turn consists of one side playing their tum, then the other. When ita player's turn, they will perform all of the actions available to them, then the turn will switch co the other player. The players keep alternating theie turns like this until che game ends In Flames Of War, both players usually soll a die and whoever rolls the highest has the firse tur How some missions the attacker or defender always has the first curn Starting Step Movement Step Shooting Step Assault Step A THE STARTING STEP During the Starting Step you: page 1. Check Sole Surviving Infantry Teams 176 2. Check Company Morale 175 3. Cheek Victory Conditions 274 4, Reveal Ambushes 266 5. Roll for Air Support 178 6. Roll for Reserves 268 7. Rally Pinned Down Platoons 104 8. Remount Bailed Out Vehicles 102 9. Free Bogged Down Vehicles 44 10. Remove Friendly Smoke Markers 107 C THE SHOOTING STEP During the Shooting Step your page ct the Shooting Platoon 73 2. Select the Target Platoons 74 3. Decide Who will Shoot at each Platoon 74 4 Smoke Ammunition 107 5. Check that the Target is Valid 75 6, Rotate to Face the Target 84 7. Check if the Targetis Concealed 85 8 Roll to Hit 1 9. Allocate Hits to Target Teams 93 10. Roll Saves for Teams that were Hit 97 11, Roll Firepower Tests 7 12, Mark or Remove Destroyed Teams 103 13. Return to 1 and Select the Next Platoon Pin Down Platoons if Hit Five Times 104 Like Chess, Flames Of War is played with cach side taking turns to move and fight with the ers don’t move one at a time, so you move and fight with your entire force in your turn, then your opponent moves and fights with their entire force. “into four seeps the Searing ORDER OF A GAME TURN Rally your forces, bring up reserves and air support, and spring your ambushes Manoeuvre all of your teams into posi Shoot the enemy from a distance Charge the enemy defences in fierce hand-to-hand combat PLAYING A TURN To keep things organised, each player’ carn is divided p, the Movement Step, the Shooting Step, and the Assault Step. At the start of each of a players turn they reorganise their troops and decide what they are going to do, the they move all of their platoons, After that, they shoot at the enemy, nd finally they launch assaults on the enemy. When their turn is finished, the opposing playe plays their turn in the same order. B THE MOVEMENT STEP During the Movement Step you: page 1. Select a Platoon to Move 35 2. Bring Forward Transports 48 3. Move Teams in the Platoon 36 a. Dismount Passengers a7 b. Take Bogging Checks in Rough Terrain 43 ©. Take Skill Tests to Enter Buildings 52 d. Move Transports after Mounting 46 4, Send Empty Transports to the Rear. 48 Return to 1 and Select the Next Platoon D THE ASSAULT STEP During the Assault Step yout 1, Select the Assaulting Platoon 2. Charge into Contact 3. Opponent Conducts Defensive Fire 4. Roll to Hit with Assaulting Teams 5. Roll Saves for Armoured Vehicles 6. Mark or Remove Destroyed Teams 7. Push into Enemy Positions 8. Has Assaulting Platoon Won (iF so, Skip to 10) 9. Opponent Tests Motivation and either: * Counterattacks (Return to 2), or + Breaks Off f 165, 10. Victor Consolidates 167 . Return to 1 and Select the Next Platoon page 143 145 152 155 175. 103, 160 | 161 162 Ps Py # & re) ES P rf a he Starting Step is the administrative step in Flames Of War. It is here that you check and update the status of the units under your command, rallying your troops and carrying out various other tasks depend- ing upon the course of the battle, Because each of these tasks is just a small part of a bigger topic, for cxample Rolling for Air Support is a part of Air Support, we've left the explanation of them for their relevant section fof the rule book. As you read on, you'll find each task fully explained in those sections. SVs Pe elias ‘Check Sole Surviving Infantry Teams ‘Check Company Morale Check Victory Conditions Place Ambushes Roll for Air Support Roll for Reserves Rally Pinned Down Platoons Remount Bailed Out Vehicles Free Bogged Down Vehicles While a battle may seem to be all about shooting, an intelligent commander quickly learns that movement isa crucial component of victory. After all, before you can shoot your enemy you have to put yourself into a tactical position that lets you do so! While movement may seem a simple matter of getting in close and hitting your opponent with everything ‘you have, itis often worthwhile to use fire and movement tactics, where one part of your force fires to cover the movement of another. Where to advance is another important consideration. If you pick a place where the terrain is too dense and cluttered, your advance can be slowed to a cravil as your troops attempt to cross obstacle after obstacle. On the other hand, open ground can easily become a shooting gallery for your opponent's troops. r 1, Select a Platoon to Move 2. Bring Forward Transports 3. Move Teams in the Platoon 4. Dismount Passengers before moving Transports b. Move Transports before or after Mounting Passengers, c. Take Bogging Checks in Rough Terrain 4, Take Skill Tests to Enter Contested Buildings 4, Send Empty Transports to the Rear 5. Return to 1 and Select the Next Platoon to Move Select a Platoon to Move « Move Teams in the Platoon . Moving a Team ......2.. Moving Near the Enemy . Wheeled Vehicles on Roads . ‘Moving Through Rough Terrain . Making Bogging Checks . Vehicles in Rough Terrain Guns in Rough Ter Infantry and Man-packed Guns in Rough Terrain. Bogged Down Teams . evo i]y 1a Entering Buildings . Exiting Buil Moving Across Alleyways . ... Moving Up or Down Guns in Buildings Driving Through Buildings. .. Crossing Rivers..... Paddling Across the River .......0. Sitting Ducks. . Landing on the Other Side Normandy Bocage Hedgerows Bocage Hedgerows. . .. Narrow Lanes... .. Leaving the Battlefield ..... Movement Special Rules. Recovery Vehicles «22... ‘Transports and Passengers Mounting Transports, ..... Dismounting Transports. ‘Transport Platoons ..... +... Riding on Tanks .. Send Transports to the Rear... e.eesceees 48 Bring Transports Forward... seeees 48 Movement Summary ... - 49 Towing Guns and Portees. During your tum you are able to move each of your platoons one by one—though you dont have to move any at all, If you feel a platoon is in a good position ges to keeping it stationary, but if their location: isn’t ideal they can be manoeuvred into a better position. It doesn’ m: move your platoons, or the teams within each platoon, just remember to finish all of your movement with one there are advan ger in what order you platoon before moving on to the next one. During the Movement Step you may move cach of your plaroonss one at a time, They may be moved in any order you wish, but do not nced to be moved if you do not want to move ther. Once you have chosen a platoon, move any or all team from that platoon one at a time. Affer you want to mov moved all teams from a platoon that yeu choose another platoon to move and repeat When you have moved every platoon you wish to move the Movement Step end Gata Qr alsa TACTICS Don't Do THis! a ‘MOVING ALL YOUR TROCPS AT (ONCE LIMITS YOUR ABILITY TO EFFECTIVELY ENGAGE THE ENEMY, Leave some oF your ‘TROOPS STATIONARY TO WHLE OTHERS MOVE FROM COYER TO COVER, READY TO TACKLE THE ENEMY NEXT TURN, f MVC TINY ON IN THE PLATOON The amount of distance your team can move is dete mined by the type of toops that are moving. ‘Thé more mobile the team, the further it can move The Movement Distance table gives the maximum distances eams can move over Cross-country Terrain. Simply look up the relevant Arsenal to find the Mobility Wating of che team that you are irying t0 move to find the Maximum distance that the team can move, ree NE Ned FULLY-TRACKED TANKS AND TRANSPORTS Standard Tank Light Tank 16°/40em Slow Tank ery Slow Tank OTHER TANKS AND TRANSPORTS Jeep, Motorcycle 16"140em, Half-tracked, Wheeled 12"/30em Slow Wheeled, Wagon Man-packed and Light Guns 6°/1Sem Medium and Heavy Guns 4"/10em Immobil ‘Cannot Move MOVE TEAMS IN THE PLATOON INFANTRY Infantry @115em See page 62 for a summary of Movement Distances ees URE Ea PRR Pee STANDARD TANKS ae GuITE McBILE, MOVING 12*/20cM cRoSs-CCUNTR, LIGHT TANKS HAVE POWER-LL ENGINES AND ARE ‘MUCH FASTER, MOVING Ho'/HOCM, —_ HEAVY TANKS TEND TO Be SLOWER, MOVING 8'/20cm AS A SLOW TANK. ‘SOME REALLY OLD TANKS ADVANCE AT A WALKING SPEED AND MOVE G'/ISCA\ AS A VERY SLOW TANK. ASSAULT GINS MOVE LIKE TANKS. MOST MOVE 12'/80cM 8 A STANDARD TANK. SMALL TANKS LACK THE POWER OF FULL-GI2ED TANKS, MOVING 12°/30C AS HALF-TRACKED VEHICLES, ARMOURED CARS WITH HALE TRACKS, HALE WHEELS, MOVE 12°/20CM AS HALF-TRACKED VeHICLes. MOST ARMOURED CARS ARE WHEELED TANKS. THEY WOVE 12°/200M AS WHEELED VeHices, SWALLER, LIGHT WEIGHT ARMOURED CARS AND BiG MULTI-WHEELED VEHICLES move I6*/Hoem as JEEPS. ‘THE HEAVIEST ARMOURED CRS ARE NOT AS NIMBLE, MOVING 8°/200% AS SLOW WHEELED veHcies. TRUCK-MOUNTED GUNS FIGHT AS LNAR- MOLRED TANKS, MOVING [2°/BCCIN AS WHEELED vevicies, JEEPS AND MOTORCYCLES OFTEN ACT INFANTRY. INFANTRY ARE THE AUINSTAY OF ever’ agin. THEY move 6*/I5CA ON Foor, ry =e ~% HORSED CAVALRY STILL HAVE A PLAGE IN MODERN WARERE. THEY move I0"/28cin As CAVALRY. | Heavy macHINE-cuNs AND MORTARS ] ARE CARRIED BY THEIR CREWS, MOVING G/IBCIN As MAN-PACKED GUNS, LIGHTWEIGHT GUNS CAN BE PUSHED 8y THEIR CREWS. THEY Move G'/IBCM 48 LIGHT GUNS, HEAVIER GUNS CAN STILL 8 MOVED BY THEIR CREWS, MOVING 4 /IOCIN AS ‘MEDIUM OR HEAVY GUNS. ] THe HEAVIEST GINS NEED A TRACTOR TRANSPORTS — , COMMANDERS OFTEN USE FAST JEEPS | 18 THEIR PERSONAL TRANSPORT, MOWING 1° /40cH as Jeers.” — | HALF-TRACKED TRANSPORTS GVE 6000 CROSS-COLNTRY MOBLITY, ‘NOVING 12°/20CN AS HALF ‘TRACKED VEHICLES, & TRUCKS ARE CHEAP AND STILL MOVE 12°/800m AS WHEELED VEHIC.eS, | Heavy Trucks move 8°/200m As SLOW WHEELED veuicies } ALTHOUGH EXPENSIVE, SOME ARMIES | USE TRACKED TRANSPORTS. MOST | | Move 8°/20CN LIKE A SLOW TANK. | Pads HORSES ARE A MAJOR FORM OF AS RECONNAISSANCE VEHICLES, MOVING TO move. THEY ARE WMOBILE AND TRINSPORT FOR EUROPEAN ARMIES, Te Moc as JEEPS. CANNOT IMOVE ON THEIR OWN. ‘THEY MOVE 8'/Z0C AS WAGONS. | MOVING A TEAM When you move a platoon, all of the teams in the platoon are moved separately. You can choose to have a eam move in a differenc direction from the rest of the placoon or ro move some teams in a platoon while you Teave others in their current positions LA team may move in any direction and end up facing lany way you wish, just as long as the distance it covers fete mowement is no further than the tears maximum allowed movement distance. A team does not have to move in a siraight line, and lean deviate and zigzag as much as you like. Use the path iravelled to determine the distance moved, rather than Gjust the distance between the starting and end points. ROTATING TEAMS Troops in combat rend to move slowly in fis B pausing berwe fime their sprints 10 avoid getting shor. After they scop facing th dy to fight. dl spurts; dashes to look our for enemy fire and each dash Teams can rotate to fiace in any direction at any time when they move, as long as this docs not increase the total Vissance moved. Although Immobile Guns cannot mave any distance, they ean still rotate about their centre as their movement, IN ANY DIRECTION. MOVE TEAMS IN THE PLATOON Teas DONT HAVE TO Move. MOVE TEAMS UP TO THEIR FULL MOVEMENT DISTANCE. TEAMS CAN MOVE AROUND CBSTACLES AND CAN FACE MOVING THROUGH FRIENDLY TEAMS Soldiers and vehicles make way for friendly troops, and resume their positions once they pass. Teams can move through other friendly teams, but a team cannot end its movement on top of another team. MOVING NEAR THE ENEMY Movement towards an objective is quire a different m. noeuvre than simply rolling your way across an open ficld. You must take that you donk jeop- ardise your units or unnecessarily expose them to harm, Infanery and Gun teams may not move eloer than 2°75 to any visible enemy toa and must top moving when an unieen enemy team within 2” /Sem becomes visible to it (except in the Assault Step) Vehicles can move within 2°/Scm of enemy vehicles (even passing through their position), but cannot end their reverent on top of an enemy vehicle. However, vehicles ‘may not move closer than 2'/5cm ta an enemy Infantry or Gun tram thas is visible to it (escept in the Assault Step). MOVING A TEAM SS eS TeAIs CANNOT WOVE WITHIN SEM OF THE ENEMY [ALES BOTH ARE VEHICLES, Toe FRONT OF THE BASE TO 1 tHe Front OF THE Base —— Teams ist REWAIN 2°/5¢ FROM THE ENEMY Ine THROUGH OPENINGS, JF THERE Ave NO SNA WALL WS MUST STAY 2°/SCAL FROM ENEMY TEAMS IN THE MOVING NEAR THE ENEMY IN BUILDINGS The walls of a building allow opponents to sneak up on each other. Troops only move up to an enemy-occupied building when they are ready to assault and cleat it 4 team may move freely near an enemy Infariry Gun team ou the other side of the wall of a Building except that it may not move within 2'/5cn of an enem Infantry or Gun team measuring through an Opening within Line of Sig 7 team (except, as usual, in the Assault Step) As there is nothing to block Line of Sight, a seam may not move within 2°/5em of an enemy Infantry or Gun team that is in the same Building (again, except in the Assault Step). Ite dear) Sr ad route as long as the distance covered is no more than its Movement Distance. > Teams can rotate to face any direction eed Pee Drees em a SUMMARY a roeeke ent Puy aes PAO ere Cnn owed Crna na Roke cn 'on Roads All on Infantry (includin the same 5 + WHEELED VEHICLES ON ROADS Roads allow troops to avoid obstacles and move quickly from place to place. Roads are of particular benefit tc Whecled vehicles thac have relatively poor cross-country performance. Once on a road, the wheeled transport lean actually use their high speed Yep, Motorcycle, Half tracked, Wheeled, Slow Wheeled, fand Wagon vehicles move one and a half times as fas las normal when they spend their entire Movement Step 7 types of teams, including Fully-tracked vebicles Cavalry) and Gun tea oads as they do Cross-cou don ‘ALL WHEELED AND HALE-TRACKED VEHICLES MOVE ONE-AND-A-HALE Bp THES AS FAST ON ROADS. Wy. Z = cat od =e Daa P A aimee haa any MOVEMENT ON ROAD All Wheeled and Half-tracked vehicles move one~ and-a-half times ai ast on Roads. Jeep, Motorcycle 24” /60em. Half-wacked, Wheeled 18"/45em Slow Wheeled, Wagon See page 62 for a summary of Movement Distances ference SOUNTRY CAN MOVE 124/300 1 OW a Roso IT moves 18" /4ScM. A cpeereeeneerermerreeremerreret ie ~ While tanks aren't generally fast, they: most unstop- pable, Their tracks and powerful engines allow them to a tuck m if they start their movement in, enter or crass Rough Terrain plough through terrain that would immobilise Only troops on Foor can match them in rough Filly-tnached vebicles cannot move more than 8 (Gee page 24) Since Slow vehicles can only move 8'/20cm and Very Slow vebicles can only move 6'/15cm anyway, Rough Terrain does not slow them down ac alt. Jeep, Motorcycle, Halftracked, Wheeled, Slow Wheeled, and Wagon vebicles, and Guns (apart from Man-packed Guns) cannot move more than 4°/LOcm if they start their movement in, or enter ov cross Rough Terrain, All other types of teams including Infantry and Man- packed Gun teams, more at the same speed in Rough Terrain as they do normally NO STOPPING ON LINEAR OBSTACLES Balancing models on top of hedges is messy! A team may not end its movement on top of Linear Obstacles. It must be'on one side or the other. If a team does not have enough movement io crossa Linear Obstacle, it stops on reaching it MOVING THROUGH MIXED TERRAIN. To keep things simple, teams can only enter rough terrain if they move av the rough te speed for the whole turn, A team may not enter Reugh Termin if has already moved further than it it-allowed to in Rough Tern Instead the team muat stop at the edge of the Rough Terrain and wait until next turn to move into it, FULLY-TRACKED VEHICLES PN AM ICU ae MUy Standard Tank 8"/20cm ight Tank Very Slow Tank. COU a Aa ensy IONE LE Lea eg Ua Alll other ve 4°/10cm See page 62 for a summary of Movement Distances fect A FULLY-TRACKED TANK TEAM, ENTERING O8 MOVING IN ROUGH TERRAIN CAN ONLY MOVE 8°/200M. si 1/2000 Pere MOVE FROM COVER TO COVER Bq ove Fxom cover To coven WHENEVER POSSIBLE DONT STOP IN THE OFEN UNLESS YOu ABSOLUTELY HAVE 70, AS YOU GIVE THE ENEMY & PERFECT TARGET WHEN YOU DO. Run (A FULLY-TRACKED “Talc TEAM MOVING CROSS-COUNTRY CAN move 12°/80¢M, BUT ‘MAY NOT ENTER ROUGH TeRRAIN IT WOvES i z Po ed - a4 G 5 ° 4 x= icy =} ce} m = z re) r Ey io} 2 THe LARGE TIGER TANK IS 00 WDE TO FIT BETWEEN THE WRECKED SHERMAN ft. TANK AND THE HOUSE, MOVING THROUGH GaPs Sometimes the gaps between obstacles are too narrow for a vehicle ro pass through, forcing the driver to slow Mown and force their way through the obstacles. Uf the gap between two pieces of terrain, or between a Beam or wrecked vehicle and terrain, is too small for a Tank, Transport, or Gun team to fit between, the earn Iniust move through ‘vie o both pieces of through the gap. Uf their vebicle and gun models can fit through the gap, Whe team does not need t0 pass through the Rough Terrain in either side, even if their base is wider than the gap. Unjantry teams can move through any gap at least Wi5mm wide enore any bases that vehicles, infantry. or guns are Imounied on and assume that guns close their rails to move Wrrough gaps when deiermining if they can fis shrough. SINCE YOU IGNORE BASES. E TIGER CHOOSES TO GO ARCUND THE BUILDING RATHER THIN GONG THROUGH THE WRECK OR RISKING A SKILL TEST 70 60 THROUGH THE BUILDING TAKING THE SHORTEST ROUTE ‘SOMETIMES THE SHORTEST ROUTE IS NOT THE QUICKEST. IT'S NO GOOD TAKING THE SHORTEST ROUTE ‘TO WHERE YOU WANT TO O, IF THAT MEANS A COUPLE CE TEARS BVASSD veavnic THe Rest OF YOUR PLATOON LNSUPPORTED AND VULNERABLE TO 20M" YOUR PLATOON END LP STUCE, (ony ATTACK Discuss TERRAIN BEFORE THE GAME Since it is physically impossible for wo model terrain pieces to be perfectly touching, you should discuss with your opponent which pieces ofrerrain are supposed to be ind which are supposed to have a gap. le ma bea oor idea t9 move pieces a litde further apart where there is supposed to be a gap to make ie ¢ DOME ol CR ELULU) Sree nee Sn om Ca Peet ere Rens eee eee ee to 4”/10cm for other vehicles and guns. POG O ue ot ken ng petted eee ote ‘Teams cannot enter Rough Ten As well asslowing down, vehicles moving through rough terrain run the risk of breakdown or getting stuck. VEHICLES IN ROUGH TERRAIN Even tanks, which are specifically designed wo cross rough te matsh or getting hung up on a tree stump! ain, arent immune to sinking deep into a BOGGING DOWN ! Vehicles of all kinds have a habic of g ting stuck or ‘bogged down’ when crossing rough terrain. “The worse the going. the more likely they are to bog down. ) Each time a vehicle attempts to cross Difficult Going or Very Difficult Going it must pass a Bogging Check to cros safely. Teams take a Bogging Check as they enier Area } Terrain, start moving in Area Terrain, or attempt to cros a Linear Obstacle. Even if a vebicles movement is just rotating on the spot in Area Terrain, it still needs to take t 4 Bogging Check Ifa team attempts to cross multiple obstacles in the same urn, it takes a Bogging Check for each one. ; SLOW GOING ' Slow going forces drivers to slow down, but presents no } real risk of getting stuck. Slow Going is Rough Terrain and reduces the speed of vehicles crossing it accordingly, but docs not require « } Bogging peck 10 cross, DIFFICULT GOING Difficult going is the bane of vehic! No matter how carefully drivers. ‘ou proceed there is ahvays the chance that you and your vehicle will become stranded Difficult Going is Rough Terrain and reduces the speed o ebicles crossing it, and ean cause thera to become Bogged, Down. Each time a vehicle needs to take a Bogeing Check for crossing Difficult Going, rola die. * Ona roll of 2+ the team continues moving without any problems + A roll of 1 means shat the ream has Bogged Downy and may not move any further until iis freed VERY DIFFICULT GOING The only thing worse than crossing through muck that he got you stuck is going into stuff thar you know bog you down, Very Difficult Going is Rough Terrain and reduces tha sperd of vehicles crossing it, and can cause them to become Bogeed Down, Each time a Fully-tracked or Half-racked wehicle needs to rake a Bogging Check for crassing Ven Difficult Going, roll « Skill Test (sce page 18). If they pass the Skill Test the seam continues moving without any problems + If they fail, she ceam hus Bogged Dover, and may ne move any further until iti freed. Osher types of vehicles may not atiempe to cross Very Difficult Going THEY START MOVINS IN ROUGH TERRAN OF WHEN THEY ENTER RCUGH TERRAIN. ‘A ScoRE OF LIN DIFFICULT GONG suc AS A WCOD (OR A FAILED ‘SKILL CHECK IN VERT DiFicuLT GONe such As AA DENSE FOREST) RESULTS IN THE VEHICLE BECOMING Boaaep DOWN AND STOPPING MOVING. FULL-TRACKED AND HALP-TRACKED VEHICLES CAN ENTER CR CROSS VERY DIFFICULT GOING, OTHER VEHICLES CANNOT. ‘GUNS IN ROUGH TERRAIN Gun crews have even more trouble man guns ace andling their rough terrain than tanks, {GUNS IN DIFFICULT GOING Guns are manhandled into position, but if the terrain is difficult, they might find chemselves stuck instead. Light, Medium, or Heav Begging Check to cross Difficult Going in the same way Gun teams must pass a as vehicles. No GUNS IN VERY DIFFICULT GOING While gunners can move their guns through some ob: Btacles, they simply can't move through really difficule going ac all Light, Medium, or Heavy Gun teams may not aitempt to enter, exit, or cross Very Difficult Going, including when Limbered to a Transport team (see page 49). However, Gun teams may begin the game in Very Difficult IGoing—their crews having spent the time to haul them they nto position before dhe batle begins. Once there ll rake Gist as many howrs to haul them out again. Gun teams, wother than Man-packed Gun teams, may only be placed on he ground floor of a Building ‘earrnot move, even to ratate on the spot, since it INFANTRY AND MAN-PACKED GUNS IN ROUGH TERRAIN Unlike vehicles, troops on foot or horseback can go just about anywhere and make their way through all but truly impassable They can cross almost any obstacle Infanory teams (including Cavalry) and Man-packed Gun teams never become Bagged Down and do not need to take Bogging Checks regardless of the terrain encoun: tered. They move at the same rate on Roads, and through Crass Country and Rough Terrain. MAKING BOGGING CHECKS agteerike ame rey os Rat ule Gi aes eee atone Reed Po eae eee) gin Very Difficult Going. > z < a = Ey > Other vehicles and guns (unless Man-packed) cannot move in Very Difficult Goi CA cue tee Rena TS Tae ‘Once fix the problem. They may be directing the driver from chicle is bogged down, the crew dismounts to ng to wedge timber under the tread for BOGGED DOWN TEAMS Inaction, digging the wheels out of holes, or fixing a broken track, Whatever measures they are taking, they Kean’ fight uncil chey’re going again, Place a marker beside ichicles or Gun teams that have Bogged Down. They may not move or fight (including Shooting, firing Artillery Bombardments and fighting in Assaults) until she crew frees their vebicle or gun. Bagged Down guns and vehicles end their movement at the point they had to sake the Bogging Check. A team What Bogged Down entering a wood stops halfivay into the woods, w le one that Bogged Down within a wood Btops where it was. A team thas Bogged Down on a hedge Stops as it reaches the hedge, and one that Begged Down tntering a Building stops as it reaches the Building. Passengers may Dismount from a Bogged Down vehicle Whe start of their next Movement Step as normal. FREEING BOGGED DOWN TEAMS The problem isnt being stuck, it’s getting fiee before Your time runs out At the start of your turn, in the Starting Step, rolla Skill Tist for each Bogged Down team. he test is successftl, the crew manages to Free their techicle or gun + Uf you fail she est, the crew are still rrying to sore the problem out and remain Bogged Down. Roll again to free the team at the itart of your next turn A team that Frees itself can move, shoot and assault as normal that turn. If the team wishes to move through the same Rough Terrain again in the turn it Frees itself. it must cake a new Bogging Check. BOGGED DOWN COMMAND TANK Officers don't have time to wait around while their crew sec their tank back into operation after getting it bogged down, they simply commandeer someone else tank. Ifone of our Command Tank teams is Bogged Down, ou may take over another tank using the Bogged or Bailed Command Tanks rule on page 105. rest mea eerie OUR eT oan Test in the Starting Step to Free a Bogged Down team. Once Fre POR eee E 2 2 E d more expedient, to simply have another vehicle pull a bogged vehicle our rather than cd for themselves. This geeatly in- shicle unstuek and back ‘ercases the odds of getting the on the move, If a Recovery Vehicle that is not Bogged Down or Bailed Out ends the Movement Step touching a Bogged Down, Bailed Out, or Destroyed vebicle or Gun team, it can tow them instead of shooting Move the Recovery Vehicle and the team being towed up 10 4'/10cm, The team being towed is Freed and no longer Bogged Down, Ifit does this, neither the Recovery Vehicle nor the team it towed may move further, shoot, or take part in an ascault this turn. Ifthe Recovery Vebicle is in Rough Terrain when it starts towing the vehicle, it must take a Boeing Check before towing she vebicle. RECOVERY VEHICLES ARE INDEPENDENT TEAMS Recovery vehicles are manned by mechanics whose job is wo keep everyone else moving. When they see a vehicle in trouble, they head off to fx it Recovery Vehicles are Independent teams, so aré able to move wherever they need to go to do their job BOGGED DOWN MARKER If one of your vehicles bogs down, place a marker next to it to remind you thac it cannot move or shoot and to try to free, iar the start of your next urn, << Tow IT FREE IN THE SHOOTING sreP. ‘ Beal BALD O17, of DesTRoven veHiaes M0 IMPROVISED VEHICLE RECOVERY Almost any vehicle can be used to help a stuck vehicle, though they don't always have the proper tools and equipment to get the job done. Any vehicle shat i: not Bogged Down or Bailed Out cam attempt to tow a team as a Recovery Vebicle, provided tha: the model being toured is of the same size or smaller than the towing model. When towing a team with a vebicle shat ii not a Recovery Vehicle take a Skill Test for the towing team © Ifthe Skill Test succeedi, the vebicle tows the team a if tt were a Recovery Vehicle * Otherwise the team is not towed. Any attempt at towing, whether succesful or not, leaves the improvised Recovery Vehicle and the team being towed tunable to move further, shoot, oF assaul: this turn, a esa Cenc nee ts Down, Bailed Out, or Destroyed team may een hs ache 3 Fa ee ages a Pin mene Oe ea en ee pean Skill Test. Serene ger 2) rng eee eens eg sement, shooting, and assaults that turn, RECOVERY VEHICLES CAN TOW BoaaeD DOUN, (s FREED AFTER BEING NEXT TURN. Though troops on foor have their advantages, in general it is much easier, and more effective, 0 get soldiers to and from the battlefield in transport vehicles CARRYING CAPACITY A squad's vehicle is their home. It carries their personal belongings and spare ammunition, so naturally soldiers to allow others transport , if another squad's transport breaks down, they/ll give them a lift, buc there platoon is go borrow the no way another 1g 0 make off with their vehicles! Tronsport teams may carry Infantry and Man-packed Gun teams as Pasiengers and are able to tow other types lof Guin teams Transport teams may only be wed to carry teas from heir own platoon. Teams. ride in their owm section or Kiguadls Transport teams. If their own Transport team: is Destroyed, chey must be evenly diseribuied across their (platoon' other available Transport teams A Transport team can only carry @ maximum of six Wears as Passengers (including up to one towed Gun Team). Pioneer, Supply, Ammo, Demolition Carrier, and. Recovery vehicles may not carry any Passengers Ir is importane to. keap track of which ream is in whac Yehicle. You might do this by marking vehicles for par ticular squads, orby drawing abox for eich vehicle on a of paper and placing tears in the boxes INDEPENDENT TEAMS RIDE ANYWHERE While most of the time squads do their best to keep BEV Je) MPU E ICA a ty lother people out of their transports, no one can say no Iwhen the ‘Old Man’ asks for a ride Tndependent and Warrior teams are able te ride in any Transport team capable of carrying them, from any platoon. IGNORE PASSENGERS While infantry on foot are well positioned to ambush a vehicle attempting © drive through them, once mounted in a vehicle, they have no ability to interfere: with passing vebicles at al. While mounted, Passengers do not stop their vehicle from moving within 2”)5em of enemy vebicles, nor do they stop enemy vehicles moving within 2'T5em of their vehicle TANK ESCORTS Some tanks are particularly vulnerable to attacks by enemy infantry. They are given dedicated escorting infantry to procecs ther, Tank Escorts are part of their Tank team, they are not separate teams and are not Passengers. Tank teams wish Ta certs cannot carry Passengers MOUNTING TRANSPORTS When the time comes to move quickly, troops mount up ports to arrive frst, things ean take a lot longer: nd move out. If they have to wait for their trans- Unless otherwise stated, teams.an only Mounta Transport team in the Movement Step. Only teams that started their turn Dismounied may Mount Transport teams. Teams that move far enough 10 reach a Transport team's passenger compartment «an Mount it as Passengers If the Transport team as already moved when the Passengers Mount up, it cannot move any further If the Transport team has not yet moved when the Passengers Mount it, the Transport team can now move as normal. As long as the Pascengers did not move At the Dauble (see page 50) 10 reach their vehicle, the Transport tearm can move At the Double afier they Mount. aa TEAMS MOVE INTO THEIR TRANSPORT'S PASSENGER COMPARTMENT TO MOUNT LP. Pane Da pacer AneRien = ‘TRANSPORT Rewensen, A TRANSPORT DOES NOT HAVE TO DSMOUNT ALL OF ITS PASSENGERS, IF yoUR TRANSPORT HAS A PASSENGER-FIRED MG, CONSIDER LEAVING ONE OF THE TEAMS MOUNTED TO MAN THE MACHINE-GUN AND KEEP THE ‘TRANSPORT ON THE BATTLEFEL, DISMOUNTING TRANSPORTS “The whole point of cransporis is to get someone some- where, and then for them co get out and fight! Teams that started their urn Mounted may Dismount from Transport teams at the start of their Movement Step, prior to the Transport team moving. Unless otherwise stated, teams can anly Dismount from a Transport team in the Movement Step. When they Dismount, Pasiengers move as though they had begun their movement in the pastenger compartment of the Transpors team. A Transport team cannotmove before unloading Passengers and counts as moving, even if it does not move afier the Passengers Dismount An empty Transport team (unless a Pioneer, Supply Ammo, Demolition Carrien:or Recovery Transport team) must be Sent to the Rear when the last Passengers Dismount. Some German armoured balfracks are an exception to this, remaininig on table withous passengers using the Mounted Asiault special rule (ce page 243). TRANSPORT PLATOONS ‘Though some platoons have dedicated transports co support their activities, itis much more common to ask for a transport platoon when they need it. A Transport Platoon operates. as its own platoon. It ‘must openaie tagether picking up and dropping off other IF THE TRINSPORT STILL HAS PASSENGERS IT NOW MOVES ON Ie 17 Is ENPTY IT Is REMOVED FROM THE TABLE. platoons as needed. Teams from a Transport Platoon cat never be allocated out to other platoons. Transport teams from Transport Platoons may carry 0m tow teams from any other platoons without restriction, They can even carry seams from several platoons at once if uccesuary Transport teams from Transport Platoons can each carey up to six Infantry or Man-packed Gun teams. Thay irhaita ote Gaeniiba ni placed one af err ena Passenger teams, RIDING ON TANKS ) Often infantry *hitch a lift’ on the engine decking of ranks, It's not a particularly safe means of getting aboury and it certainly isnt comfortable, but it beats walking, Tank teams can carry up to chree lnfantry or Man-pac Gun cams in the same manner as Transport team carrying Passengers. Tears siding on tanks must be spread evenly across all tans in the platoon. A Tank team carrying Passengers must have infantry ‘models, or some other identifiable token, placed om the rear deck of he tank to indicate that tt is carrying passengers Passengers on Tank teain: Mount and Dismount in de samme waay as Passengers in any other sort of transport Flame-throwing tanks may not carry Passengers—no sae infaneryran cen be convinced 10 ride ona ‘mobile bomb They'd rather walk, no matier the discomfort. SEND TRANSPORTS TO THE REAR Because most transport vehicles are so. vulnerable— Jacking both firepower and armour—they ave normally Bent to the reat when their passengers dismount. You must remove empty Transport team: (unless Pioneer, Suppl, Ammo, Demolition Carrier, or Recovery Taansport Teams) from the table at the end of any Step. Transport seams removed in this fashion do not count as Destroyed. When a Bagged Down (ste page 43) or Bailed Out (see (page 102) Transport ream it Sent tothe Re the Bagged Down or Baile Out ar, it ceases to Te Mounted Asauls special rule (see page 243) allows lemmpty German armoured half-tracks to remain on table BRING TRANSPORTS FORWARD. When their charges need them aga n, the transports leome forw: d and pick them up. Before moving a platoon, you may place all ofits Transport ears (other than thove that have been Destroyed) that Yhave been Sent to the Rear or did not deploy on the table ack on che table The Transport teams must be placed within £/10em of a eam from their platoon, and may not be * within 16°/40cm of any enemy team within Line of Sigh, unless Concealed by Terrain from is, or * within 4110¢m of any enemy team, or within 8°120cm of any enemy Reece team that is in Line of Sight (apart from Recce teams that are Bogged Down, Bailed Out, or moved at the Double) TRANSPORTS AND PASSENGERS Once Brought Forward in this way, the Transport teams can mount Passenger teams and move in the normal way bus cannot shoot in the Shooting Step nor asiault in the Assaule Step They may however move in either step if they have a special rule such as Avanti or Stormtroopers that allows them to do sa Specialist Transport Platoons may be Brought Forward to load teams from any friendly platoon. BU POD Eat Deu cee eres > Dismounted teams move into a Transport team’s passenger compartment to Mount. The Transport team can then move. > Passengers move out of their Transport eee nets Dismount. Passengers must Dismount before the Transport team moves. Remove Pa ieee > Tank tcams without Tank Escorts may carry Und up to three Passengers. > Bring a platoon’s Transports Forward before it moves. Place each Transport ean ne wa Centra tea tay ena Sy ress Re ae Wet ee et Recee teams or 4”/10cm of other enemy Prerree eee a 16"/40cm if not Concealed. Passengers can then Mount and the Transport teams move em ties TRANSPORTS REMOVED FROM ‘THE TABLE CAN BE BROUGHT Seem EVN de) tee) AKO Baia 2 ent ‘THE TRANSPORTS MST BE CONCEALED FROM THE ENEMY OR FAR ENOUGH AWAY TO BE SAFE WHEN THEY RETURN, Pushing a gun is slow and backbreaking work, It isa lor quicker to limber the gun to a tractor (limbering is the n for hook gunner’ te ng the gun ‘0 the tractor) and tow it to where you want 10 unlimber. Transport teams can carry Gun teams as Passengers, While Man-packed Gun teams are carried in a vebicle like most Passenger teams, Light, Medium, Heavy, and Immobile Gurr teams are towed behind the vebicle. Towed Gun teams Limber and Unlimber their guns in the same way that other teams Mount and Dismount, except that each Transport eam can only tow one Gun team. When a Gun team Unlimbers from its Transport team it starts its movement in its current location, and moves {from there rather than from the pasienger compartment. PLACE LIMBERED GUNS BEHIND TRANSPORTS A towing vehicle and its gun form a single entity when ‘on the move, One is useless without the other until the crew dismount, unlimber their gun and go into action, When tt moves, & Towed Gun team is placed as though they were being towed behind the Tiansport team in which it is a Passenger. As Pasiengers, they do not need 10 take Bogging Checks separately from the vebicle The model of the Towed Gun and the Transport team towing it are both considered to be the Transport ream when shot at, bombarded, assaulted and so forth JEEPS AND MOTORCYCLES TOWING GUNS A jeep is barely able to tow a large gun and carry its am- munition, so it doesn’ have room for the crew as well, Asa result, the crew walk alongside, slowing progress The British and Americans sometimes used Buntan, Ford, and Willys jee motorcycles and Kerrenkrad sracked motorcycles in the 5.10 sow guns. The Germans used same role. Any of these vebicles towing a Gun team can anly move 8°/20em on Roads and Cross Country. CRASH ACTION Gun crews are tained to get their guns into action quickly. [fa gun comes under fire while being towed, the crew leap out of their vehicle, unlimber t gun, and open fire A Gun team is not considered 10 have moved when it Unlimbers as long as it docs not move other than rotating on the spot. DISMOUNTING PORTEE GUNS Some guns were carried ‘en portée’ on the load bed of at truck rather than being towed to allow the gun to fire on the move A Tank team with the Porte attribuie may Dismount its, weapon by Sending she vebicle to the Rear and replacing it with a Gun team equipped with the came weapon, asi it were Unlimbering from a Transport team. A Gun team Dismounted from a Porte may Mount again hy Bringing Forward the vehicle as if it were a Transport team. Replace the Gun team with the Porte Tank tearm rather than placing the vebicle near the Gun seam, Portee guns may deploy as Dismounted Gun reams having. already Sent their vehicle to the Rear. > Man-packed Gun Passengers. Other Gun teams Limbe Unlimber Ara the same way other teams SUMMARY Dent > Limbered Gun teams are placed behind their Transport teams, becoming part of the nsport team. > Gun tea 5 Unlimber in place and do not rants GUNS ARE PLACED BEIND THEIR TRACTORS WHEN BEING TOWED, WHILE LUMBERED GINS AND THER TRACTORS ARE BOTH CONSIDERED TO BE PART OF THE TRANSPORT TEHAN IF THE GUN DOESNT MOVE AFTER UNLINBERING, IT CAN SHOOT WITH ITS FULL EFI wy 3 Fy =} ° 4 m7 os =) = < re zi 5 fe] eS Sometimes speed is more important than safety. Maybe you have held a platoon in reserve waiting for that crucial breakthrough, and you want 10 move the fonce you know where it is going to happen. Maybe the only option isa quick retreat the double to gain you're surrounded a Regardless, a team can try to move this vital speed ny or all teams in a platoon shat is not Pinned Down Those move At the Double may move twice as fer Gee page 104) may elect tw move At the Double teams the Bs normal When moving At the Double, teams may not: © Puss within 8"/20cm of an enemy team (other than an Independent team that is not a Warrior), © Move dhrough Rough Terrain (sce page 41), STAKE THE MOST DIRECT ROUTE If you are moving fast you dorit have time for clever factical manoeuvres. You just point in the direction you need to go, and move! Teams that move At the Double must follow the mes direct oute and may only change direction to avoid Rough Terrain, lor coming within 8°/20cm of the enemy, or to follow a Road. They must end hey moved. vir movement facing in the direction NO TIME FOR DELAYS. When moving at the double there isn't time for slow terrain, combat or clever tactics. Ifa team moved At the Double, it may not take any further action this turn, It cannot move further, shoot, or assault Other teas in the platoon can operate as normal, TARGETS MOVING AT THE DOUBLE An‘enemy team moving at the double is not using con cealment and has thrown caution to the wind. Teams roll evice as many dice as normal when shooting at teams that moved At the Double. Artillery bombardment and air attacks against ams moving At the Double are no more effective than normal. > At the Double, teams move up to twice as far as normal. They must take the most direct route and end facing the direction travelled. Riis eed Sy Peo rect es Sire Ween eats Pee es eee PUA U eC URC TEAMS THAT MOVE AT THE DOUBLE MOVE TWICE AS FAR, BUT MusT FOLLOW THE MOST DIRECT ROUTE. Teans MOVING AT THE DOUBLE CAN ONLY TURN 70 AVOID ROUGH TERRAIN (OR THE ENEMY, OR TO FOLLOW A ROAD. 18-2 HEAVY TANKS ARE SLOW TRACKED, SO HAVE A Move! TEAMS NAY NOT MOVE AT THe Douste N) OR THROUGH ROUSH TERRAN, OR WITHIN 8°/200H OF THE ENEMY. DISTANCE OF 8°/20ch WHEN MOVING AT THE DOUBLE THEY WOvE 16"/4OcM. Most Dsstance When riflemen halt, the first thing they do is dig them- selves burrows in the earth for protection from enemy fire. They call their holes by many names: foxholes, slit trenches, slittes, and rifle pi proper slit trench i shell scrape is almost as effective when youare desperate. Regardless of the name, they all minimise the soldier's ny fire. Ies impossible to dig a a battle situation, but a shallow exposure to en Rather than move, a platoon can use their Movement Step to attempt to Dig In, Platoons can Dig In while Pinned Down (see page 104). To Dig In, the platoon takes a Skill Test. + If the Skill Test sueceeds, all Infantry and Gun teams 1n the platoon immediately dig themselves Fexboles. * Uf the Skill Test fails, the ground is too rocky or hard, or they havent dug deep enough yer and they remain tonprotected. Regardless of whether shey succeed or not, every team that attempted 10 Dig In is treated as having moved when determining its ROF if it shoots (ice page 91), but not for any other purpose. When a platoon Digs In, all Infantry and Gun teams in the Platoon that are not already in Bulletproof Cover must Dig In. Teams already in Bullesproof Cover and all tebicles und Cavalry, operate as normal since they do not Ese Duc IN MARKER Show that teams in a platoon are in Foxhoes by placing a matker with the Platoon Command team indicating thatthe whole platoon is Dug In or by patting Foshole markers in front of the teams, PIONEER SUPPLY VEHICLES Pioneer supply vehicles carry stocks of picks, shovels, and explosives that make digging in much easier. A platoon with a Pioneer Supply vebicle within 2"Z50n of the Platoon Command team, or any Independent team within 2°75cm of «Pioneer Supply vcbicl, may r-rel failed Skill tests to Dig In. WHERE CAN'T YOU DIG IN While infantry are very inventive, there are some places they just cant dig a foxhole—such as under water Teams that are in water terrain like streams, ‘rivers, idges or fords crossing them, cannot Dig In, so operate as norma. swamps and lakes, or on b occupying them, foxholes make their occupants” smaller targets, Unfortunately for most gun crews, thei weapon is too big to quickly dig a pit for-so it tema standing tall giving their position away. Dug In Infantry and Man-packed Gun teams ares Concealed and in Bulletproof Cover. As they did move, they are sill Concealed in the Open (sce page 89, if they failed their artempe to Dig In Dug In Light and Mediwm Gun teams (other than Anti aircraft guns) are Concealed and in Bullesproof Cover. Dug In Heavy and immobile Gun teams, and Light a Medium Anti-aircraft Gun teams, are not Concealed, bl are in Bulletproof Cover unless Concealed by Terrain. Teams that Dug In or attempted to Dig In can Go ta Ground (see page 90) if they do not shoot since they did not move LEAVING DUG IN POSITIONS ‘Though it is a miserable experience to dig a foxhole one minute and leave it the next, sometimies it has ta happ ied up exactly the same positions, or even find well-con- cealed foxholes, so will have to dig new positions. 1 Other troops atriving later are unlikely to tak Ifa Dug In team moves in any way, other than rotating on the spot, it immediately ceases to be Dug In. Ai an exception, you may mark the pasitions of the Dug I teams of a Defending platoon in an assault (see page 15 before moving them to Counterattack. Any team fron that platoon that ends the Assaule Step back in one of th marked positions hecomes Dug In again. Ifa team cannal reach an unoccupied marked position at the end of the Assault Step, it is no longer Dug In, Remove any unoes cupid markers remaining at the end of the Assault Step. Ic is not necessary for teams to return co che speci foxholes they began in—only for the platoon to retur to the foxholes they collectively dug. > Dug In Infantry and Gun teams are in EMER ET uke Heavy, Immobile, and Ant teams, are Concealed. As they did not move, ircraft Gun they can also Go to Ground. SUMMARY. » Teams cease to be Dug In if they move or sept when returning to their aes Prema Poets Idings, performing military manoeuvres within them fein be incredibly challenging. Every attempt to! move sks running into obstacles, and roundabout routes Imust be found co stay away from enemy fire OPENINGS |As in normal life, openings like doors and windows are fssential for enter i Byen the toughest serge NOpenings are gaps in she walls of Buildings chat are big fenough 10 move and shoot through, Windows, doors, and Holes blown in she walls are all Openingy (CHECKED BUILDINGS [Soldiers donic just dash inco a building withoue checking it first. They send scouts forward to sce who's holding ithe building, then they either dash inside or plan an assaule to push the enemy WA Building is a Checked Building if it either contdined ia friendly team. or a friendly team was touching an (Opening into the Building at the start of the current Step Note that « Building can be Checked even if there is an Henemy tear inside. ‘CONTESTED BUILDINGS Soldiers only sta re by being cautious. Any building noc know to be clear of the enemy has to be assumed fro be occupied by the enemy until checked out. WA Building shat is not Checked is Contested. A Contested Building cin be cither empty or occupied by the enemy ENTERING BUILDINGS Entering a'building ina combat situation matter of walking up and knocking on the door ENTERING CHECKED BUILDINGS Ie is easy enough to get into a building held by friends. They will have unbarred the door or help drag the new arrivals in through the window. An Infantry or Man-packed Gun tram can move into a Checked Building through any ground-floor Opening Measure the team’s movement up to the Opening and into the Building, just like moving across any other form of terrain, ENTERING CONTESTED BUILDINGS An unoceuj ed building also presents difficulties. Even if the door isn't bolted or barricaded by the owners hoping to protect their possessions, approaching infantry need to be prepared just in case it does turn out to be occupied—by the enemy’ When a moving Infantry or Man-packed Gun team atempis to enter a Contested Building through an Opening that they were not touching at the start of their movement, roll « Skill Test + [fit passes the Skill Tess, the team enters the Building shrough the Opening and the Building is now Checled for the rest of the Step. + Otherwise it failed the Skill Test and the team ends its movement for the Step outside the Building touching the Opening it atterupted to enter. This blocks further TK see) tery ‘A BUILONG (5 CHECKED F A FRENDLY TEAM STARTED N IT, OR THE BUILDING, ALLOWING IT AND OTHER TEAMS TO ENTER FREELY. | INFANTRY DON'T HAVE eNoUSH MOVEMENT TO FULLY ENTER A BUILONG, THEY CANNOT ENTER Likewise, 6 THEY [ia CAN ONLY MOVE PART WAY RCROSS THE ROOM, THEY STOP WHERE THEY GET TO, aa eee SRT ey rt IF THEY PASS, THEY ENTER THE BUILDING AND IT 1S NOW CHECKED. (OTHER TEMS CAN THEN FOLLOW THEM THROUGH THE OPENING ( THey Pall, THEY STOP )y OUTSIDE, BLOCKING THE OPENING TO FOLLOWING EVEN THOUGH ONE OPENING 1S BLOCKED, OTHER TEAMS CAN ATTEMPT TO CHECK AND ENTER THE BUILDING BY DIFFERENT CPENINeS. troops from using the same Opening this turn. Other EXITING BUILDINGS reams may sill attempt 10 enter and Check the Once building has been checked . nce a building has been checked out, troops can pass Pree eae a Be through ic at will as che occupying troops guide them Ifa modelled Opening is wider than the Checking base, it only blocks its base width of the Opening if' fails through the maze of rooms to the appropriate exit. Infantry or Man-packed Gun teamscan move through andy out of Checked Buildings using a ground-floor Opening. its Skill Test, allowing another team to attempt to enter through the remaining part of the Opening aaciaiea ere MOVING ITS NORMAL G'/ISCK MOVE OUT THROUGH AN OPENING. TEAMS CAN MOVE THEIR NORMAL GBC MOVEMENT DISTANCE THROUGH A CHECKED BULDING. WYeNint Naoxsw nts aN.\ G3 THE ALLEYWAY IS TOO SMALL FOR & TEAM TO STOP IN IT, $0 THE TEAM CROSSING INTO. ‘THE NEXT BULLING REMAINS WHERE ITS IF IT FAILS (TS ‘SLL TEST TO ENTER. ‘TREAT BUILDINSS SEPARATED BY A NARROW ALLEYWAY AS BENG ADJACENT, $0 A TEAK TOUCHNG THE EXIT IN ONE BUILDING CAN CHECK THE NEXT ONE. MOVING ACROSS ALLEYWAYS Soldiers in one building can cross a narrow alle foo much. If the other building tums out to be unoe ily check outa building ay without exposing, themselves feupied, they can quickly nip across the alley and into the other building, Uf tivo Buildings are separated by an alleyway that is too Diarrow 10 fit a ream, treat the two Buildings as being Eadjacent when crossing the alleyway. If an Infantry or [Man-packed Gun team failsto enter a Contested Building laeross such an alleyway, it remains at the Opening in its iow Building since i cannot be placed in the alleyway. onary MOVING UP OR DOWN Many un between the floors, allowing woops to move up land down. If the rubble and ladders to move up and down instead. dings have two or more floors or levels. Stairs irs have collapsed, soldiers will use Infintry and Man-packed Gun teams can move up ot down by a total of two floors at any time during their movement, This is additional to the normal Movement Distance, soa team can move its full Movement Distance and still move up or down two floors If your Buildings don't have any Openings modelled between floors, simply assume that there is a ladder or sufficient rubble to climb up to an Opening in the ceiling ofeach room. GUNS IN BUILDINGS Getting small, ceam-carried guns into a building is faisly easy, but it takes a huge amount of effort ro get a bigger gun inside Man-packed Gun teams enter and exit Buildings like Infantry teams Other Gun teams may not enter, exit, or move in a Building during a game, but they can be deplayed on the ground floor of a Building at she start of the game MULTI-STORY BUILDINGS REMEMBER! Ie THE BUILDING HASN'T BEEN (CLEARED BY ANOTHER Tet, TESMS NEED TO PASS A SKULL TEST TO ENTER THE BUILDING, INFANTRY AND MAN-PACKED GUN TEAMS CAN [MONE UP OR DOWN BY ONE OR TWO FLOORS IN ADDITION 70 THEIR NORMAL MOVEMENT. S ONLY FULLY-ARWOLRED VEHICLES CAN DRIVE INTO A BULDING, BUT PO (OT NEED AN OPENING TO DO $0. PY excnes Yr Or DRIVING THROUGH BUILDINGS A tank will never fit through a door, bur that doesnt ICMR TOTO er Checked or Contested. | matter at all—ic simply makes its own opening. Tanks 7 ° sin gal neers, uel ghey. iico @ elec «d Buildings contain a friendly team have the whole house collapse on top of them! CO Eun aa | Pally armoured vebicles are the only type of vebicles that Sa ey I in enter Buildings. Other types of vehicles cannot enter a Openings in Che Idings, but must Building or be deployed in one at the start of the game ppass a Skill Test to move into a Contested Fully-armoured vehicles do not need an Opening (and Building, and block the Opening if they fail. | cannot use Openings) to enter a Building, they simply drive straight through. As Buildings are Very Difficult Going, they still need to pass a Skill Test to enter, exit, o move within or through a Building > Man-packed Gun teams move through Buildings as Infantry. Other Gun teams TCR MICs eed Deere as > Teams can climb or descend up to two floors in a Building while movi SULA G The debris from falling walls and ceilings immediately closes off the hole smashed by the ank, leaving no Opening for infantry or other vehicles ta fi » Fully-armoured vehicles treat Bu Very Difficult Going. Other vehicles cannot PN ts nna When a river crossing was expected, special equipment das moved forward to assist the effort. Boats, ‘other floatation devices helped the men getacross, When crossing was ny means xvailable ro hastily cross the river. This would includelocal Dats, ras, or even suringing a rope actoss the rive expected, the unit would u PADDLING ACROSS THE RIVER When the infantry ser out actos the river, each was ven a landing point on the opposite bank WA wide River or canal is normally Impassuble, However Unfaniry (including Cavalry) and Man-packed Gun Heams can paddle across Impasiable Rivers up t0 8°/20em Wide. ‘To do so an Infantry or Man-packed Gun team frist begin its Movement Step square against the edge of the River Un the Movement Step the team moves directly across the River to touch the opposite bank. Ie is placed in the River io show that it is sill crossing Uf crossing the River would put the team within 2”/5cm lf an enemy team, the team cannot cross the Riven, The Ieeam must either move further along the bank and cross lin a subsequent cura, or wait until the enemy is cleared ifrom the far bank. INO SHOOTING OR ASSAULTING While paddling their assault boats across the river, the deas fat sy making their way across imen have one goal in mind—get to the other 428 possible. They are too bi to do anything * CROSSING RIVERS + While crossing the River, teams may not shoot, move, fasaul, or be assauled, and take no part in any assault happening around them. SITTING DUCKS Sicciny in a boat is not the best place to be in a fight. nowher ‘There 10 grab cover or dodge incoming fire. Teams cannot be Concealed in the Open (vee page 89) or Gone to Ground (1ee page 90) while in a River: The ‘exception to thisis that Smoke markers have their normal «effect of making teams seen through them Concealed and Gone to Ground (ee pages 107 and 137) Teams crossing a River do not have their normal Infantry or Gun Save. Instead, roll a die for each hit + Uf the result is 5+, the team manages to avoid any casualties despite their exposed position, * Otherwise, the team has been cur down during the cressing and is Destroyed. PIONEERS Pioneers have trained extensively on may h them to cross quickly and with lee difficulty givers and assault boats with outboard allowing Pioneer Infantry teams ignore the Sitting Ducks rule, and retain their normal 3» Infantry Save. LANDING ON THE OTHER SIDE ‘As soon as the soldiets got to the other side they moved quickly to clear the bank for the follow-up troops. In the turn after entering the River, a team that began the turn in the River completes its crossing The team moves as normal movement from its landing point on the River bank, rao en iaac) CINNOT BE CONGEALED IN THE OPEN OR GONE TO GROUND, AND ONLY HAVE A $+ SAVE UNLESS THEY ARE PIONEERS. TAINS CANNOT ENTER THE RIVER IF ENEMY TEMS ARE WITHIN IR EXIT POINT. STARTING THE TURN AT A RIVER BANK CAN START TO CROSS IT IN THE MOYEWENT STEP. NEXT TURN THE CROSSING TEA EXIT THE RIVER AND CARRY ON WITH A CONTESTED CROSSING Since you cannot enter the river if there are enemy within 2°/5em of your intended landing point, you may have to use firepower to make a gap before you can cross IF your opponent moves troops up to contest your cross after you have entered the river, they still can't cop you crossing as they can't come within 2"/Sem of the crossing team and cannot assault into the river, On the other hand, your teams can assault out of the tiveras they land, opening the way for others to cross afier ther Cae etry eked Gun teams can cross Impassable Rivers up t Ree (ey Seger oe Fa onc one eee Li eet re ee Chane gn > While crossing, teams can't shoot, assault or uence ocd ‘riers Ciera ea Pee Near a Td c At the Double. he Bocage is an area covering the southern and western [part of Normaridy. It is made up of many small imegular fields bordered by the hedgerows that give the area its name. Bocage hedgerows have thick stone banks, formed when the fields were cleared in antiquity, oped by F dense hedges of trees and bushes, While the hedgerows fre excellent for keeping cattle from straying, they are lalmost impassable to vehicles and even to troops on foot they present a major obstacle The area is rural, so most roads are small lanes designed for horse-drawn torised vehi le wider and more modern, but few and far between. Roads are usually banked up on both sides and lined ih crees that ofien meet overhead. Jy wide enough for a mo- roads between the towns The farm buildings are usually made of the same grey hedgerow banks. The tile-roofed house with litle in the way of decoration to break: their square lines The farmers of the ater mostly raise cattle to make the Faro nd grow apples to cheeses of the region make into potent Calyados brandy. Crops like com land wheat ily restricted to the flatcer open areas around Cac BOCAGE ON THE TABLETOP Mie Bocage extended 60 miles (100 km) from north 1 Bouth, and over half of that ease to west. Apart from Farmhouses, small villages, enclosed orchards, and oc Ieasional woods, the entire area of a battle fought in the Bocage should be covered in bocage hedgerows. Bocage Fighting requires far more wroops to del Frontage ally. As a result, you will need to fight over a half-sized fable (4°x3'/120cmx 90cm or 4'x4'/120em x 120cmn), Bocage fields typically scale out to be 6-12"/15-30em Facross by 8-16"/20-40cm long. They areusually entirely nded by bocage hedgerows with few gates through ihe banks. Some fields do not have a gate at all, juse an fey OND) Malar Cola id the same 1d slows down forward movement dramati- surre opening barely wide enough to allow a whe {or cow to pass through. Placing small patches of bocage « gaming table docs not tend 10 work well as it essentially ibecomes impassable terrain for tank forces and slows Mown infancy battles. In this situation, ic is better to treat bocage hedgerows as tall normal hedgerows as this {could be anywhere in Europe. and the difficulty of manocuyre require careful tactics to overcome, BOCAGE HEDGEROWS Hedgerows are the defining feature of the bocage. They make cross-country movement @ nightmare and give the enemy plenty of cover and concealment. CROSSING BOCAGE HEDGEROWS The banks of éocage hedgerows are stone walls 6 feet (1.8m) or more tall and up to pwice as thick, ‘The roots of the trees growing on the banks bind them together into an impenetrable mass. Bocage Hedgerous are Very Difficult Going, but only Infintry and Man-packed Gun teams on foot, and Fully- tracked vehicles can cross them at all In addition, the hedgerows are so overgrown that teams must stop their movement on reaching a Bocage Hedgerow, ready to crass next iurn. A team muse start their movement touching a Becage Hedgerow to eres it This can result in disjointed movement with a platoon taking several turns to cross a hedgerow as each echelon ‘moves up 10 the hedgerow and crosses in ern. Like any Linear Obstacle, teams cannot end a Step sitting on a Bocage Hedgerow. They must be on one side or the other and clearly either touching the Hedgerow or back from it MOVING THROUGH GATES IN BOCAGE While gates are much easier to travel throug! they are narrow and overgrown, making negotiating them slow and tricky. Gates in Bocage Hedgerows are Difficult Going. Like the Bocage Hedgerows, teams must start their movement touching a Gate to wse tt, and must stop cheir movement upon reaching a Gate in a Bocage Hedgerow, BELLY Up! Tanks stuck on boauge hedgerows usually found them- led with their nose pointing to the sky their belly pointing to the enemy! Any Armoured vebicle Bogged Down on a Bocage Hedgerow uses its Side armour rating as its Front armour raving when bit from the front. The hit still counts as being on the Front armour, just with a lower armour rating. pana rial Peo PANES > Bocage Hedgerows are Very Difficult ‘The narrow lanes often found Going, but only Infantry and Man-packed than the hedge oc any P Teeter advance must be on a o1 i So eRe Rare rer ea ec cecaee additional problems for in Bocage Hedgerows are Difficult Ge nor cuen in them. Pee ae coer re row Lane is a Road with some aa z a eee pe ee en 2 5 Ey ct the practical need 10 model a Narrow Lane wider FUR TEDU GS te cross them. Pe se ee ese use th Pete eae armour rating. face along a the side without era adjacen PACU MEU Re ee geo must face along the Road and cant pass Convenes che other Gun tcams and vehicles. detour into the neighb Xo eid seen Mhere are times when discretion is most definitely the better part of valour and troops must leave the battle field, It mighs be because th they can no lor are so badly batteréd tha ute to the fi 1 effectively contr I might be because they find themselves so badly out Igunmed and outnumbered shat retreat is the only viable foption. Or it could be that they have just performed their mission and are no longer required AWithdrawing is always a risk chough. Inexperienced ftoops sceing fiiendly troops leaving the battlefield are all coo likely to take thar asa too. Only well-handled veterans can pull it off without n that they should leave Konfision and potential disaster, any team that moves off one of the rable edges (either partially lr entirely) is removed from the game and cannot return. ny time that teams from a platoon move off the table ledge, the platoon must take a Skill Tes Uf they pass the Skill Test. they understand the tactical significance of the withdrawal and are unaffected. + Ifthey fail the Still Test, the entire platoon is Destroyed aa: the remaining teams think they have been aban doned and follow the departing teams. If the platoon remains on table, they do not count teams that left through their own Deployment Area or the table edge where their Reserves arrive as Destroyed, they are imply no longer part of their platoon. Teams that exit from a table edge other than their Deployment Are aluiays Destroyed, cven if the rest of the platoon remains on the table > Ifa team moves off the table, the platoon rete aren circ eee kee ey > & ef E Deployment Area or Reserves arrival area, it Dis Destroyed, eae ee nae LEAVING THE BATTLEFIELI IF A TEAM MOVES OFF & TABLE EDGE, THE PLATOON MUST PASS A SciLL TEST (OR FLEE OFF THE TABLE AFTER IT UNLESS IT moves: ACROSS A FRIENDLY TABLE EDSE, THE WW IS DESTROYED, The following rules represent the baitlefield performance of teams with unusual characteristics and supersede the normal movement rules for these teams. The Arsenals lise which atcributes apply to a par sular team, AMPHIBIOUS Amphibious vehicles are desi their passengers across rivers or lakes ned to swim, carrying Amphibious vebicles reat all Impasiable water terrain as Difficult Going instead of Impassable. If Passengers are forced to Dismount for any reason while in impassable water, they drown and count as Destroyed. FAST TANK Tanks based on Christie's design are built around encep- tionally powerful en; ly move when the throttle’s opened up. nes and flexible s pensions and Fast tanks can move up 10 32%800m At the Double However, they still only go 12°130em during normal movement. MOUNTAINEERS Some infantry are trained as mountaineers. They can scale cliffs that are impassable to normal infantry. Mountaineers treat steep bills as normal Cross-country Terrain (they can move At the Double across them) and rocky hills as Difficuls Going ‘Mountaineers can oress Impassable cliff and similar ob- stacles (but not Impassable terrain in general), To do 30 they must stare the Movemene Step touching the obstacle and not be Pinned Down (ee page 104). Roll « Skill Test for cach team instead of moving in'the Movement Step. + Iftheysucceed, the team crosses the obstacles halting at the top or botiom of the cliff «© If they fail. the team remains where it is, A team that attempt; to cross an Impassable obrtach cannot shoot this turn, although it can assdult OVERLOADED Super-heavy tanks and heavily-laden assault guns often overload their engines and suspensions, making them Very poor at crossing obstacles. When rguired to sake a Bogring Check co tos Digial Going, an Overloaded vehicle becomes Bogged Down on 4 roll of 1 or 2, rather than the usial 1 An Overloaded chicle must re-rollsuccesful Skill Tests tg crass Very Difficult Going. UNRELIABLE Whether poorly designed, unsuitable for the conditions or requiring more maintenance than current supply considerations will allow, these vehicles have a signifi cant chance of breakdown when pushed too hard. | Ifan Unreliable vebicle attempts to move As the Doubles roll a die. On a roll of I the vehicle becomes Bogged Down. WIDE TRACKS Some excellent tank designs have successfully utilised wider tracks, allowing them to cross almost any tert If vebicle with Wide Trucks becomes Bogged Down while attempting to eross Rough Terrain, roll again. On a rol of 4 the vehicle immediately fres itself and. continues moving. Next Tum, THE THINK A TURN AHEAD FAST TANKS ARE BETTER ABLE TO MAXE USE OF TERRAIN. THEY CAN MOvE 32'/B0CU INTC COVER CUT TANKS CAN MAKE USE OF THEIR WIDE TRACKS TO DRIVE THROUGH THE WOODS AND ATTACK THE GERMAN ARTILLERY BATTERY, 1 SELECT THE MOVING PLATOON Teams moving in or across Rough ‘Terrain may need to Select a platoon to Move. take a Bogging Check. Teams must pass a Still Test to Entera Contested Building, 2 BRING FORWARD TRANSPORTS brat may enter a Checked Building freely. Place a platoons empty Transport teams back on the table, ready to mount up and move out. The Transport team; 4 SEND EMPTY TRANSPORTS TO THE REAR leannot shoot or assault. All empty Transport teams must be removed and Sent to the Rear, 3 MOVE ALL TEAMS IN A PLATOON Move each team up 10 its Movement Distance. 5 RETURN TO J AND SELECT THE NEXT Uf moving across multiple remain types, use the slower PLATOON TO MOVE Movement Distance. IN THE STARTING STEP FREE BOGGED DOWN VEHICLES Pass a Skill Test in the Starting Step to Free a Bogged Down vehicle. Passengers can Dismount before they or their Transport eam moves. PTian:port teams can move before or after Mounting Passengers MOVEMENT DISTANCES TYPE (olor Reel Ltr) ClO) FULLY-TRACKED TANKS AND TRANSPORTS Standard Tank 12°/30cm. 12°/30em 8"/20cm Light Tank 16"/40cm. 16"/40cm 8/20cm, Slow Tank 8"/20em '/20cm 8°/20cm, Yery Slow Tank "15m, 6"/15em, 6"/15em, ‘OTHER TANKS AND TRANSPORTS. Jeeps Motorcycle 16"/40em, 24"/60em #7/10cm* Half-tracked 12"/30em, 18"/45em. #/10cm, Wheeled 12°/30cm 18°/45cm 4#°/10om* Slow Wheeled, Wagon 87/20cem, 12°/30em 4"/.0cm* MOVEMENT SUMMARY INFANTRY Cavalry 10”/25em 10"/25em 10°/25cm** Infantry @'N15em 6°/15em, 6°/15em** ‘GUNS Man-packed Guns "15cm. 6"/15em 6"/15em** Light Guns 6"/15em, 6"/15em. 4°/1.0em* Medium and Heavy Guns 4"/10cm, 4°/1.0cm 4°/1\0cn* Immobile Guns Cannot Move * Cannot move in Very Difficult Going ** No Bogging Checks required 8 “peek wan ‘wait around doing as close to nothing as possible. As soon as they are properly led, they become a deadly fighting unit. In a Flames Of War battle nportant for teams to remain closc cnough together to be able 0 receive orders from their officers. ‘Command and Movement . Moving While In Command. ... Moving When Out of Comiand ‘Stay Together Warrior Teams Joining Platoons . Who's In Charge . ‘Warrior Special Rules Independent Team: Allied Platoons « ry} Zz cf Bs Pa fe} is The ability of a platoon to sp depend on its training and experience, Battle-hardened out effectively will veterans have learned to spread out without losing their cohesion. Less experienced troops need 10 be closer together so their officers can supervise them more closely, The Command Distance table gives the maximum distance a team may be from another to be within Command Distance of in If two teams have different Command Diances, take the lower Command Distance t0 determine if they are within Command Distance of each other. Lene aeLiaceLd IN COMMAND In a Flames Of War battle, a team may be either in command or out of command. A team is In Cominand if i is ether: + within Command Distance of its Platvon Command within Command Distance of another team from the platoon that is itself In Command, thereby forming ai chain back to the Platoon Command tear. If neither of these applies soa team, then that team is Oud of Command. » Teams are In Command if they are within oemrer eens ‘Command team or within Command Cag nnn > Take the lower Command Distance if two teams have different Command Distances. aR ta 7 TEAMS ARE IN COWMAND IF THEY ARE WITHIN COMMAND DISTANCE (OF THE PLATOON COMNAND TEAM OR ANOTHER TEAM THAT IS IN TERAN TANK WITH & 8°/Z0CM AWIAND DISTANCE on VETERAN INFANTRY WITH A 6'/1SCM COMMAND DISTANCE BOTH TEAMS NEED TO BE WITHN COMMAND DISTANCE OF BACH OTHER TO BE IN COMMAND. $0, WHILE THE NEXT TEAM IN THE CHAIN IS WITHIN THE TANK'S COWMAND DISTANCE, THE TANK ISN'T WITHIN THE NEXT TEAM'S COMMAND DISTANCE, AND IS QUT OF COMMAND. |F THEY DO Move, TEAMS MUST RENAN IN COWMIND AT THE END OF THEIR MOVEMENT. MOVING WHILE IN COMMAND MOVING WHEN OUT OF COMMAND IA platoon moves together asa group. All of the soldiers It is sometimes useful co leave a team to guard a flank or Ssiay close enough to receive new orders. IF necessary, ire for your advance, Once the team’s the platoon commander can order individual t task is complete, ic must return (o its unic co receive new provide covet Wvehicles to hal e while the rese orders. Once they see where the rest of the platoon is ‘ofthe platoon advan going, they hasten to catch up. When moving, a team may either: Movement by teams that start the Movement Step Out © Move so as to be In Command at the end of the of Command takes place after all teams in their platoon Movement Step, or that started In Command have moved. © Remain in place without moving. When a team that was Out of Command moves, it mustdo 0.4510 be In Command, or asclose ro being In Command as possible, at the end of the Moveren Double, although it may do 5 0 if the owning player wishes it to. Tis allows you to leave team: in place to shoot while ‘others move off under their protection. Step. This does not require a team to move At t If the platoon does not have a Command team, its teams cannot move to be In Command, so cannot move at all. Wea kinelxco rw) ‘OUT OF COMMUND TEAS THAT MOVE BUT CANNOT GET IN COMWAND MUST GET AS CLOSE AS THEY CAN, a Our of Connmo “eas nove ave reas a a TAT ARE IN COMUWAD 489 THEY HOVE, 7 Tey hist vove Tose Como. 's job is to lead his unit, not to run off on s own leaving them wondering what to do. While 2 od officer will sometimes order a team oF two to sit back and cover the test, they'll qu platoon if their own party takes too many casualties, Should an officer find themselves cut off from theit surviving troops, they will work their way back to theit unit to rake them under command o: A Platoon C group with the If this is not possible, the moving Platoon Command am must move directly towar rams tha ommand (aveiding enc d Rough Terrain LOC aK ee nd teams move last and eee Pe en ro eke eee eR ert evened nd out from the rest. Their ourstand- ing performance in combat and strong leadership marks them out as warriors. Most warriors operate independ- ently, roving the battlefield, while others are pa plucoon, fighting their batcle with their comrade Some soldiers s Although they are no: a platoon, Warrior teams that are inot permanently part of a platoon move as a platoon on Wheir own. They do not need 10 remain within Command Distance of any other teare. Werriors har are Transport teamsarenever Sentto the Rear hror removed fiom the table unless they are Destroyed, BiC, Company, and Higher Command teams are always Warrior teams. Warrior teams are not Independent teams (se page 70) JOINING PLATOONS While mostly free to operate on their own, a warrior Will often want to join one of their platoons to lead it through a critical part of the battle, Warriors may Join friendly platoons at any time in either (players: turn. A Warrior tram can Join one friendly (platoon within Command Distance in each Step. Once they Join, they remain Joined until the end of the Step, lat which point they automatically leave the platoon. They tan Join the same or a different platoon in the next Step. [A Warrior team that ix a permanent part of a platoon cannot Join another platoon or team. WARRIOR TEAMS. WARRIOR TEAMS CAN JOIN A FRIENDLY PLATOON WITHIN CCONWMAND DISTANCE AT ANY TIVE, AND REMAIN JOINED 0 IT UNTIL THE END OF THE CURRENT STEP. i 4, | JOINING OTHER WARRIORS Sometimesva leader finds themselves with no friendly plutons to call upon for as gather any nearby troops and form an ad hoe platoon, vange. In that case they A Warrior team can Join any friendly Independent teanns and Warrior teams within Command Distance initead of Joining a platoon. If they do so, they become the Platoon Command ream of a temporary platoon that exists until the end of the Step. Other Warrior teams ean then Join the temporary platoon in the same way they would Join a normal plateon. ONLY JOIN OWN COMPANY While capeains and majors lead their own company, colonels and generals command the whole battle, welding their commands into a single seamless whole. Most Warrior teams can only Join platoons from their own company, but cannot Join an Allied platoon (see page 70) supporting their company. As an exception, Higher Command teams can Join platoons from any friendly company, again excepting Allied platoons WARRIOR'S TRANSPORT ALSO JOINS. A warrior’s vehicle is esi I for them to do their job. They stay with their leader come hell ot high water. A Transport team belonging to a Warrior always Joins the same platoon as the Warrior, but remains dedicated to that Warrior, Ie cannot carry reams from the joined platoon, BToNTINHeNne\o)\ en Bl Once Noerecent reas ice recover’ veniaes > Bl ARTILLERY OBSERVERS CANNOT VOLUNTARILY JOIN A PLATOON, PY 7 THey can Be FRED TO JON IF SHOT AT on assauLTeD. i Er EET PLATOONS LED BY & COMPANY OR HIGHER COMMAND TEAM RE-ROLL FAILED MOTIVATION TESTS, DOING $0 (ON THEIR OWN MOTIVATION RATING. WHO'S IN CHARGE? Company commanders can order anyone in theit company to do whatever is needed at the time. They simply walk over, give the order, and leave again. When a Warrior Command team Joins a platoon that does not have a Platoon Command team, they become the platoon’s Command team leading the platoon in place of the normal Platoon Command team. COMMAND LEADERSHIP The ‘Old Man’, has the experience t0 know just how critical the situation is and the leadership co encou his troops to hold ont for just a licee longer. A failed Motivation Tests shat it is required to take, except ‘when taking Company Morale Checks, unless the team is Bailed Out (see page 102). A platoon ar a team, unless Allied, from a platoon Joined by a Company or Higher Command team may re-roll any Motivation Tests it is required to take, unless the Company or Higher Command team is Bailed Out. Company or Higher Command tea always reroll JOIN AT ANY TIME ‘A Warrior team can Join a platoon at any time, This means that it can Join 2 platoon that has just failed a Moxivation Test before that failure takes effect, and allow it to reroll the failed test. Since iv is now part of the platoon (until the end of the Step) it will be affected by the outcome of the success 0 falure However, no matter when a Warrior team Joinsa platoon, neither it nor the platoon can benefit fiom a roll made previously by the other, So, the Company Command team could not Join a platoon that had passed its tes to make 2 Stormtroopers move (see page 241) and then make a Stocmuroopers move with them, STUN ou Zui aN ‘A CONFDENT COMPANY COMMAND TEN SUCLESSELLLY MOTIVATES FEIRESS (GUARDS HEAVY TANKS USE PLATOON’S MOTIVATION RATING. While the ‘Old Man? may be able to inspire troops (0 fight harder, the main factor in whether a platoon will stand ot fall in a crisis is their own belief in thei and their cause: Platoons always use their own Motivation rating, nathan than the Warrior's Motivation rating, when taking Motivation Tests, unteis the Warrior's special rules state) otherwise. WARRIOR SPECIAL RULES Warriors are by their very nature extraordinary, capable Idiers. of feats barely considered by common Warriors have heir oven special rules, and unless others wise specified in the special rule, Warrior teams are nob affected by the special rules of a platoon that they Join, ‘and conversely the platoon is not affected by the Warrior teams spectal rules. > 2iC, Company, and Higher Command me teams Ika oe ermine . platoon again at the end of the Ste; Poy raid ITV ean non Pad SMU cea CSc Co een Company or Higher tion Tests if Joined by = Py f= E Z & a Fe a Fy Ke Independent teams ate teams like company com: imanders and artillery observers that do not opera permanent members of any platoon. Instead thett roles Fequire them to move between platoons as the battle progresses, oF even to head offon their own, Although they are not a platoon, Independent teams move las a platoon on their own, They do not need to remain within Command Distance of any other teams. INDEPENDENT TEAM'S TRANSPORT Commanders often have their own personal transport order t0 move around the bauleficld quickly. This Vehicle is theirs and theirs alone, Uf an Independent team has a Tranyport team, the Transport team operates as part of the same platoon as its Independent ream, Uf the Independent team is Destroyed, the Transport team 4s alio Destroyed, but the Destruction of the Transport team has no effees on the Independent team itself A Transport team belonging 10 an Independent team cannoscarry any Passengers other than Independent teanns If its Independent team Dismounts, all other Passengers must alo Dismount, and the Transport team must be ‘Sento the Rear. Itcan be Brought Forward again later if the Independent team needs it again, < Poa oe oe eee eee Sane ts = i (PR haar een aces etre ad Ey ee eee ymetimes—in_ situations where this occurred hist- rically—forces will contain platoons from allied mies fighting alongside your main force. While allied plawoons have to obey your orders, they only answer to their own commanders An Allied plasoon is one of a different nationality from Whe Company HQ (or a different branch of service under ihe German Reich Divided special rule on page 242) Warrior teams and Independent team: may not voluniar- ily Join an Allied platoon, and cannot Spot for Allied Artillery Batteries (ee page 126). The exception to thisis that USand British teams ean Spot Yor cach osher’s Artillery Bombardments, and German Heams can Spot for German Ar regardless of branch. Ulery Bombardments, I ean er eer ae ac Pod Ueno at een een ny Join Allied Platoons, > ‘The exception is that US and British teams can Spot for each other's Artillery PO eee et ignore branch when Spotting for Arti Bombardments. RTS eee rw t \ \ ‘enemy and win the day for you: Modern warfare is all about guns. The entire array of weapons equipping an army are designed to destroy the . Once you have finished all of your movement, its time to shoot. Select the Shooting Platoon Select the Target Platoons Decide Who will Shoot at each Platoon Check that the Target is Valid a, Check Line of Sight b. Cheek Range . Check Field of Fire Rotate to Face the Target ‘Check if the Target is Concealed SeNe : 7 SHOOTING A) 0) 0) Nel Roll to Hit Allocate Hits to Target Teams 9. Roll Saves for Teams that were Hit 10. Roll Firepower Tests for Armoured Teams and ‘Teams in Bulletproof Cover 11, Mark or Remove Destroyed Teams 12, Return to 1 and Select the next Shooting, Platoon 13. Pin Down Platoons that were Hit Five Times | Who Can Shoot . Select the Shooting Platoon... sesseeeeeee+ 3 Select the Target Platoon Splitting Your Fire +74 ‘ Shooting at Isolated Groups +74 ej Warriors &Independent’Teams. -74 z ‘Check that the'Target is Valid, BeYB Check Your Line of Sight 4 Intervening Terrai ; bale Shooting Near Friendly Teams 80 MME Check the Range..... 81 Check Your Field of Fire... Rotate to Face the'Target . Check if the Target is Concealed ie Concealed by Linear Obstacles. = 86 Concealed by Hills... Concealed by Arca Terrain Concealed when Dug In Concealed in the Open . ; Looking through Multiple Features ....... 89 Gone to Ground . +90 Roll to Hit. 9 How Many Dice? +91 Score to Hi 92 locate Hits to Target Teams. Overkill ig ‘Shooting at Mixed Platoons . Hit Weakest Armour First. Gun Tanks .. Roll Saves for Teams that were ‘Armoured Vehicle Saves. Front or Side Armour . Unarmoured Vehicle Saves Infantry Saves « Gun Saves. No Saves from B f Bulletproof Cover - 100 Passengers in Transports . < 101 Passengers on Tanks - 101 Bailed Out Vehicles. + 102 Destroyed Teams. = 103 Pinned Down Platoons. + 104 Warriors and Independent Team: «104 Rallying From Pinned Down . - 104 Command Casualties ...... seeeess 105 Appointing New Commanders .......... 105 Warrior Casualties +. 106 Smoke Ammunition . - 107 Buildings. . Snipers .. 10 Vehicle Weapons uu Main Guns il Machine-guns . 12 Machine-gun Mountings. 13, Infantry Weapons 14 Man-packed Guns 116 Larger Guns . . 17 Gun Teams ean Fire as 117 Shooting Special Rules... 18 ‘Shooting Summary. Shooting is not as simple as just ordering your soldiers to ‘Fire!’ Ie is about maximising the effectiveness of every weapon at your disposal. Pick your targets care- fully—not every enemy soldier is worth expending your fi holding youe fire will pay divi epower upgn. Choose your moment well—sometimes nds, WHO CAN SHOOT Unsurprisingly, almost all of the soldiers on a battlefield capable of sho ngat the ener The few exceptions to this are troops with a specialist job, for example truck drivers, or weapons which have been developed to use a very specific method of attack, like rocket launchers which cannot shoot directly at the enemy, but can only fire bombardments Any team with weapons listed in their Arsenal is eligible to shoot at the enemy during the Shooting Step. Some teams may also have a line listing their characteristics for firing bombardments, Although this type of fire is conducted during the Shooting Step, it is distinct from normal shootin and must be conducted using the Artillery rules (se page 121), No SHOOTING AT THE DOUBLE When troops move at the double, reaching their ne position is their only concern, leaving no time to shoc accurately Ifa team moved At the Double, it may not shoot Pe eo RT a tere? listed in their Arsenal. Peart ead ts eg S % Es 5B 3 Pees re on a battlefield cis in fact usually Although ro the untrained observe may look chaotic and uncontrolled, well-coordinated and timed co achieve maximum effect » soldier has the luxury ofan unlimited ammo supply and the freedom to shoot at anything that moves In the Shooting Step, you shoot with any or all of your platoons one by one. When a platoon shoots, each team that warts 10 shoot in the platoon shoots its weapons at the enemy. Once you've finished shooting with one of your platoons, moveon to thenext until all of the platoons that you want ta shoot with have shot. (German The important thing to remember is thar you mul finish shooting with the whole platoon before movin on to shoot with other platoons. Not every platoon must shoot. Sometimes itis bet to hold your fire and go to ground rather than mah yourself a target by shooting, 2 > Choose a platoon and finish all of its Sco r Cts E Pe ee oo ces (eos Tn the excitement and confusion of battle [possible for your troops to pick out specific targets. They whatever they can ‘snot usually - To reflect this, teams specific teams. at enemy platoons rather tha You must sclecs an enemy platoon or Independent teara to shoot at with the platoon that is shooting SPLITTING YOUR PLATOON'’S FIRE Although your troops will usu ly concentrate their fire fon the most dangerous enemy platoon, you may oc- Casionally want to split the fire of one platoon across several enemy platoons. A platoon may split its fire to shoot at more than one lenemy platoon. Ta do so you must declare which of your Weems will root atcach enemy platoon before your platoon Degins shooting A team must shoot all of its weapons at the same enemy [platoon, «0 a tank firing its main gun and machine-guns must shoot them all at the same enemy platoon. If some fof tears weapons cantt damage she targes or are ous of ange, then you usually won't shoot with them. SHOOTING AT ISOLATED GROUPS Sometimes your opponent will split their platoons foto several groups, exch covering a different avenue of pproach, When th the most dangerous xy do this, you can direct your fire at oup and ignore the rest Ifan enemy platoon is sufficiently spread out that a part “of vis not within Command Distance of the rest, then the E platoon is broken into two or more Isolated Groups (one SELECT THE TARGET PLATOON lof which has the Platoon Command team). You may choese o shoot'at an Iiolated Group rather than he whole platoon. If you do so, treat the lolated Group is if it were a separate enemy platoon. You must declare What you are only targeting the Isolated Group before you roll the dice WARRIOR & INDEPENDENT TEAMS Commanders a int stupid. When moving around the ry 10 make sure they dont become battlefield they sitting ducks for enemy fire. By staying close to their men they make it difficult to be picked out ftom the ordinary soldiers and any shooting will have to target the whole group. When a Warrior team that bas not already Joined a platoon this Step is selecied us the target for the enemys shooting, it must, if posible, immediately Join a friendly platoon (vee page 68). It must Join a platoon with a team of the same type (Tank, Transport, Infantry. Gun) if one is available, otherwise it Joins any friendly platoon. When an Independent team (such as an artillery observer or recovery vehicle) is selected as the target for the enemy’ shooting, it must Join a platoon (if it can) as if they were a Warrior team. Shooting is then resolved against the combined platoon, including the Warrior and Independent teams. SHARING THE RISKS Sometimes commander needs to take a few risks to be in effective leader. As well as being forced to Join a platoon when targeted by enemy shooting, a Warrior team that has not Joined 4 platoon this Step and is within Command Distance of a friendly platoon that is selected as the target for the enemys shooting may Join the plateon if the owning player wishes ier Dees eee eee a platoon may shoot at different regs es Se ee eer ee > You may choose to shoot at an Isolated eet ements ret ea eens Cea ne > Warrior and Independent teams must Join a friendly platoon within Comm Before you shoot, you need to make sure your troops actually have some chance of hitting the target. For each team in the shooting platoon check that the target platoon is within: + Line of Sight, © Range, and © Field of Fir. At least one team from the target platoon must fulfil all of these criteria for the plawon w be a valid target. If cere are no valid targets in the target platoon, select another platoon for that team to shoot a Ideally, all of the tea fire thelr ns in your plavoon will be able to apons at the target platoon. Ifsome cannot, her select a different target for those teams or dont fire with them this cu : Put yourself in the place of your soldiers—iying, flat ; on your belly ying to be as inconspicuous as possible You catrt see much of what is in front of you, and you . definitely can't see what is beyond the next hill or in the 4 middle of those woods over there. A Line of Sight is the imaginary line along which your team sees the enemy. If the Line of Sight is blocked by : terrain, the eager is not valid. ‘ WHAT You SEE Is WHAT YOU GET ) The easiest way of deciding whether a miniature ean sto physically get down to the level of the , at what the miniature could rom its current position. So if, while looking from ; dlretly behind one of your tanks, you are unable to see ‘ some enemy tanks because some miniature houses on your tabletop are in the way, then it is safe to assume that . your tank commander could not sce them either ) IF.you are sll not sure after geting down and looking ask your opponent to havea look and get chee opinion 4 Ifyou cart come to a quick agreement, i’sobsiously too close co call, so roll adie-—1,2,3 you have Line of Sight ‘ 4,5,6 you dont DRAW A LINE OF Sich TO THE TARGET TO SHOOT. VeulcLes TRACE LINE OF SiGHT FROM THE WEAPON MOUNT. LOOKING TO AND FROM INFANTRY AND GUNS Infancry and gunners operate as part of a close Indivi whole. ‘The specific location of the individuals doesnt the location of the whole team. al soldiers aren’ as important as the veam as a matter as much Trace the Line of Sight of an Infantry or Gun team to or fiom any figure or weapon in the team. In addition, Line of Sight can be traced to and from the space thas would be occupied by a standing figure anywhere on the base (ar the figures on the base stood up and moved around). Ignore prowruding gun barrels, extra bases holding loading sews, and the like. Treat teams modelled with decorative terrain as ifthe figures were standing on the base. LOOKING TO AND FROM VEHICLES Vehicles fightas individuals, each standing alone, rather than as teams occupying a general area. Trace the Line of Sight of a vehicles weapon from the weapon's mounting point on the minianure. Trace Line of Sight to any point on a vehicle model, ignoring protrudes ing gun barrels, bases, lading crews, and other accesoriee except tailers and Towed Gun teams. OTHER Teams TaAace LNE OF SiciT |i FROIN ANY PART OF THE BASE. 5 re = 2 ° Zz | e Ry ° Es x iv a Pt u INTERVENING TERRAIN The world is not flat like a billiard table. Hills, gullies, Broods, hedges, crops, and buildings abound, breaking lup the line of sight of your troops, Terrain that is taller than both the shooting tear and its Harget blocks the Line Of Sight of teams looking across it TEAMS AGAINST OBSTACLES SEE THROUGH No matter how tall a hedges, troops thaccome right up to it will be able to find gaps and see what's on the other Side. In doing so, they give the enemy the opportunity to spot them too. (A team placed with a base edge or face of the model Mequare against « Linear Obstacle that would normally Block Line of Sight, can see anything on the other side of ithe Obstacle, even if the enemy is also touching the same "Obstacle further along it BA team at the intersection of two Linear Obstacles can see lacross either of them, including across the corner into the Wield diagonally acros from iself TEAMS CAN BE SEEN OVER LOWER TERRAIN IF the opponent is all enough, they can be seen sticking our above hedges and standing crops. Terrain does not block Line of Sight if either the shooting team or its target are taller than it. TEAMS ON HIGH GROUND SEE MORE A team occupying. hill or similar high ground (such as a church tower) has a much better field of view than a grunt hugging the ground below A team on higher ground may be able to see across Terrain that would normally block its Line of Sight. The only way 10 check whether they have a Line of Sight is to look from the miniature position and see if it can see the enemy, TEAMS AGAINST OBSTACLES SEE THROUGH THEM. ‘A TEAM IN THE CORNER OF TWO LINEAR OBSTACLES CAN SEE AND SHOOT ACROSS BOTH LINEAR OBSTACLES INTO THE FIELD DIAGONALLY AcROSS EROU IT. TEAMS AGAINST A LNEAR OssTACLE (CAN S26 AND SHOOT ANY TEAM CN THE OTHER SIDE OF A LINEAR OBSTACLE, EVEN TEAMS AGAINGT THE GAME OBSTACLE, g (A Tean Souste 1 scaiusr A.Lnene Osstace ox see all Axo shOoT TaRcUsH TT. ARN ihr Cea Seance: ay le ae 5 2 char ne Pac arr sa pean aca El Attica corsa an CHECK YOUR LINE OF SIGHT TALL TERRAIN BLOCKS THE LINE OF SIGHT OF ALL TROOPS. Ee Fs gZ Pa Oo 4 i = Py ie ES si i bd Es u TEAMS OUTSIDE AREA TERRAIN caN SEE Bl Teams on THe ence OF THE TERRAIN, THE 6” RULE—LOOKING INTO AREA TERRAIN Woods don’: just block visibility to troops on the far Side, they also hide troops within them as well Any team shat straddles the edge of Arca Terrain can be Been by troops on the same side of the Area Terrain, but is out of Line of Sight 10 teams on the far side of the Area Terrain. Teams completely within Area Terrain that is taller than both the shooting tear and the rarges cannot see or be seen by teams more than 6'7/15cm away distance is out of Line of Sight Any team beyond this TEAS INSIDE AREA TERRAN CAN ONLY SEE OTHER TEAUS WP To 6*/ISC Away, CAN ONLY SEE TEANS INS WP To G*/IBcM Awa ero Parner LOOKING THROUGH GaPs While a soldier might get a glimpse of the enemy through a small gap in the terrain, ie won't be enough to positively identify the tay You must bave a gap of at least 12.Sm between two Terrain Features to trace Line of Sight through it. Any narrower gap requires you to see through or over the serrain instead, BOCAGE HEDGEROWS: In the Bocage even the gates are massive! making them just as diffcul: o see through, ‘overgrown, Bacage Hedgerows, and gates and other gaps through them, are overgrown Linear Obstacles and block Line of Sight LOOKING THROUGH GAPS sn net nme Ba A tex sy ony shocr seraeen FRIENOLy Teas OR TERE PEATE te THEY Ae AT LEAST '/2Cn a0, diiiiaaaa Check for Line of Sight from the shooting are wargaming we cant give hard and fast See eee ees -apon on the shooting Infantry or Seen si rules about what your troops can and cannot see, ‘These a pages contain some guidelines but in the end ic is going, to come down to your imagination and common sense Be reasonable in this. For example, if a tank is almost taller than the shooting and target teams block Line of Sight, unless one or both teams are square up against i completely hidden by a building, and only has a bie of its crack or gun barrel showing, its not really enough to shoot at. IF in doubs, tell your opponent whether you think your tank is hidden or not when you move it into Pees cue Maar Tn ad position, Likewise itis a good idea to ell your opponent ‘Terrain up to 6”/15cm away. fou position a vehiele h Raivio Si yout intention whe down, behind a hill or « low rise > Gaps must be at least 1”/2.5em w es Tris nocenough to be able to see the enemy, you need to A team may only shoot between two friendly teams or a be able co shoot them without hitting fi nly ttoops. Terrain Feature and a friendly team if they are at least 1°12, Sem apart. SHOOTING THROUGH ENEMY TEAMS "You can always shoot through the position of an enemy SHOOTING OVER STATIONARY INFANTRY {eam to hit another bebind it. Your soldiers donit care if Shooting through your own troops is too tisky, but thicy accidentally hit enemy soldiers they weren't aiming shooting oyer them is ok: c hit the dire if they ha ft and the team in the way quickly gets out ofthe line of yehictes, Gun teams, and Bunkers can shoot over friendly Fire, thankful that you're not shooting at them instead. pyfenery (bue nox Cary) teams thar did nor moce. A team may shoot through any enemy team at another Infantry teams shooting at vehicles can shoot aver friendly Heam beyond it. Infantry (but not Cavalry) teams that did not move. NO SHOOTING THROUGH FRIENDLY TEAMS SHOOTING DOWN NARROW LANES Although it is possible to see through your own ahillora Duilding does—icwould be foolish co try firing through them as the risk of hitting them is too great e The narrow lanes ofien found in bocage county are dan: troops—they don't interfere with visibility lik gerous as any advance must be on a one-team frontage A team in a Narrow Lane is considered io be square up against the Bocage Hedgerows on both sides of the Lane, 40 friendly teams cannot shoot past it down the Lane A team may nor shoot through a friendly team. If you leannot draw a Line of Sight to dhe enemy team without A whidle ina Narrow Lane can fire turet-mounte [passing through a friendly team, you may not shoot at the f fi s ‘ enemy team, although you can still see it to Spot for an Arsillery Bombardment (see page 126). weapons freely. but can only fire hull-mounted weapons at targets in the Lane or touching the Lane’ Hedgerous. HA cam may fire over friendly troops at targets on higher fr lower ground, provided that the Line of Sight clearly Epases above the heads of te friendly team. See eae cee gt ht. > Teams can shoot through gaps at least "SHOOTING BETWEEN FRIENDLY TEAMS. For thesame reason, soldiers are reluctant fire through Nps SUMMARY gaps between friendly units unless the gap is sufficiendly ba as Deka Wide to guarantee they won't hit their own men. beblienis ule Aeh LRo GL Relea Uaa a a M ts Oy ‘A TEAM May ONLY SHOOT BETWEEN FRIENDLY TEMAS IF THEY ARE AT LEAST T/2S0M apart, THROUGH ENEMY TEAMS, BUT CANNOT SHOOT THRCUGH FRIENDLY Teas. i$ TEAM CAN SHOOT AT TWO OF THE ENEMY TEAMS, ‘BUT THE THIRD TARGET \S BLOCKED BY ANOTHER FRIENDLY TEAM, Pitouaars arten any Cir R Ko} THE HM\G TesN CAN FIRE OVER HEIDS TO stop ‘THe eNemy ATTACK. FIRE OVER IT NEIGHBOUR AT THE ENEMY TANK, Although moder weapons have the potential to fire Measure the range to or from the nearest point om a ‘over very long distances, on the battlefield amidst all vehicle model, ignoring protruding gun barrel, bases the noise and confusion, the effective distance of a loading crews, and other accesories except tuilers andl weapon is usually much shorter. The key is not how far Totued Gun teams. they can shoot, but how far away they can actually see Measure she nange to or from an Infanery or Gun team t0 cr from any point on the team’: base. Ignore protruding gun barrels, any extra bases bolding loading crews, andl the like their target. Your troops will not waste their precious ammunition shooting at targets they have almost no hance of hitting, Doing so would probably only result in drawing unwanted enemy fire upon themselves! Check the range from each team in the shooting platoon 40 the teams in the target platoon. 2 > Check that the target i i Loom iB Poreirart Oe etn Re ong ee eer Teams cannot hit enemy teams beyond the maximum 4 range oftheir weapons given by their Range cha in their Arsenal listing racteristc } eee 4 THs 66 Tea { CAN ONLY HIT THE 4 ANTIFTANK GUN, f 4 Curnccn ¥ Wim a eange cE U/IDcM, THis $MG TEAM CAN HIT THREE OF THE ENEMY INFanrey Teas. THE HING TEAN HAs A RANGE OF 24"/6OcM, wth Benoa 50 CAN HIT ALL OF THE ENEMY TEAMS. i > t 7 CHECK YOUR FIELD OF FIRE iiiateKela atts a ‘TURRET-MOUNTED GUNS CAN i ‘SHOOT IN ANY DRECTION. HULL-NOUNTED GUNS CAN ONLY 6HOOT AT TARGETS TO THEIR FRONT. four troops must be pointing their weapons at the nnemy to be able to shoot at them. Mostly thats not a [problem, but if someone sneaks up from behind, you sould be in trouble. Its easy enough to swing a rifle ound 0 shoot at someone behind you, but ies a lot aarder with an anti-tank gun weighing over a ton, weapon's Ficld of Fire isthe are through which it may ‘easily fire at the enemy. uithin their weapon's Field of Fi INFANTRY WEAPONS light and handy enough ch are qui nemy attacking from any direction. Infantry teams have no limits on their Field of Fire, Uh can fire at enemy teams in front of them, bebind them, or DECK TURRETS CANNOT SHOOT TANK TURRETS Most tai them to be brought to bear upon targets i tion, giving them great flexibility: apons are mounted in turrets that allow Vehicle turrets have no limits on their Field Deck TurRETs In the 19308, a number of de battleships on land and covered them in machine-gun turrets placed on the top deck of the rank. Guns and machine-guns mounted in Dec can all-round Field of Fire, except where their rotation is blocked by the vehicles superstructure. ners envisioned tanks as Turrets have Fe peat aS THROUGH THEIR Om VEWiae. te ae Be La Ny pa 7, ‘SIDE-MOUNTED GUNS CAN ONLY ‘SHOOT AT TARGETS TO THEIR sine. HULL-MOUNTED GUNS Some tanks mount weapons inthe front of the hull instead of in a turret to save weight oF to make them easier to produce. A hull-mounted weapon mounted in the front ofa vehicle has a 180-degree Field of Fire covering everything in front of a line drawn across the front of the vebicle. If the weapon is mounted at the rear of the vebicle, the Field of Fire covers everything to the rear of a line drawn across the rear of the vebicle ‘SIDE-MOUNTED GUNS Half-tracks sometimes mounted weapons on the sides 4 well asthe front of the crew comparur at. A side-mounted weapon on a vehicle has a 180-degree Field of Fire covering everything beyond a line drawn down the side of the vebicle from straight ahead to straight bebind. GUNS Most guns have a limited field of fire unless the erey pick up the trails and move the whole gun to face different direction. Gun teams (including Man-packed Gun tearm lke HMC teams) havea Field of Fire covering everything in front aa line drawn across the front of the base. GUNS ON TURNTABLES Some guns, mostly anti-aircraft guns, are mounted o1 turntables allowing them to turn in any direction. Gun teams on Turntables ean fire in any direction. ns, g ere a na nie eee iz ccs Werner es rae roa Pong tat Before they fire, all of your. weapons must be brought ro bear on the enemy. Your fim, and fire. (After determining your Field of Fire, bue before they shoot Rotate your teams to poirit directly atany team in she enemy (platoon they are dnoting at. Rotating a team within its Field of Fire like this does not count as movement, 0 team: fin Rough Terrain don'e need to take Bog Checks to do this: STANK TURRETS AThe whole point of a tank turret is that it can rota bvithout the whole vehicle needing to move. Sometimes though, itis better to curn the whole vehicle to face the ‘enemy, bringing thicker front armour to bea. Vehicle: fring sveapons mounted in turrets may either B+ rotate just the turret to point at the target, or creat the werret weapon as a Indll-mownted weapon and Rotate the whole vehicle (with the turret pointing straight ahead) to point at a target within the field of Fire of a hull-mounted weapon. No ROOM TO ROTATE 1 be able to rorate models in close terrain, so If « toa is square against a wall or similar item of terrain, Dug ln, or in a Building ov Entrenchments (wee page 215), ie does not need to, and may not, rotate to face the target. The tea bus can still shoot. n remains where itis without rotating, Ifa team is touching a wall or similar iter of terrain, or the able edge, it may necd to be moved slightly 0 allow it +0 rotate, but should remain touching the terrain or table edge. If there is still not room for it t0 rotat. shoot at that target it cannon A Gun team (unless a Man-packed Gun team) in Very Difficult Going does not need to, and may not, rotate 10 fice the target. The ream remains where it s without rotating, but can still shoot ern prot toa ronere est) ts turret) to point at one of Conve th peerae Been Pau ees rotate, but they can s SUMMARY WAS ROTATE TO PONT THEIR EAPONS AT THE PLATOON THEY RARE SHOOTING AT. ROTATE TO FACE THE TARGET THE TANK-HLNTER IS SQUIRE AGAINST THE BUILDING $0 IT DOES NOT ROTATE, BUT AN STILL 81007 As THE TARGET 1S IN ITS THIS RULE {S ALL ABOUT THE VISUAL APPEAL (OF THE GAME, IT LOOKS MUCH BETTER F YOUR WEAPONS ARE ACTUALLY POINTING AT THE ENEMY! IT DOGEN'T MATTER WHICH AMNIATURE IN THE ENE/NY PLATOON THE WEAPON FONTS AT, 8S LONG AS IT POINTS AT A VALID TARGET IN THE ENEMY PLATOON, UsusLty THS IS SINPLY A MATTER OF ROTATING THE TURRET OR GIN TO FACE AN ENEMY TEAM, THE TANK-HINTER CHECKS ‘THAT THE TARGET IS IN ITS FELD OF FIRE, THEN ROTATES 70 POINT AT I. a re ree The ability 0 conceal your troops from the «1 critical co victory. ‘the deadly accuracy, long rang firepower of modern weapons force soldiers to adopt nes and to make use of all available cover on the battlefield, ingenious camouflage sch You may know that the enemy is shooting at you from the edge of the woods, that doesn’t mean that you actually find the individual guns and hit them, quite large guns can be difficult to locate when firing from concealment. Concealing Terrain is any terrain fonture on the tabletop that provides Conceabnent to troops bebind or within it An enerny team that is within Line of Sigh dbus at least half hidden by terrain, is Concealed, Teams suffer a +1 penalty 10 shoot at or Range In an Artillery Bombardment on targets that are Concealed. DON'T LEAVE TEAMS HANGING OUT TO DRY If there isn’t enough concealed firing positions for the eatite platoon, its often a good idea to leave some of the platoon in reserve out of sight to the rear, Doing s0 ‘ensues that anyone attempting to shoot at your platoon will sur « penalty co hit them because the only teams they can sce are all concealed, whereas even a single team sitting out in the open gives away the positions of the whole platoon, + THE MANN PART OF THE TANK (Is VISIBLE BUT MORE THAN HALF HIDDEN BY THE BUILDING, ‘MAKING IT CONCEALED. MOST OF THE TANK IS VISIBLE WITH LESS THAN HALE OF IT HDDEN BY THE BUILOING, $0 IT Is NOT CONCEALED. 2 Et = Pt y Zz ° iv) 2 i my yg 7 rd = my = - i 4 yg Pd Eo u 'ONCEALED BY LINEAR OBSTACLES Fields throughout the world ate bounded by lines of trees, hedges, and stone walls. Although « warying din fof anyone trying to see beyond them. insions, in general they obstruct the view Feams seen through or across Linear Obstacles are gener: ally ‘As usual, the best method of confirming phis is to look from a models-eye perspective cealed. he main exception to this is that a team placed with a Fhase edge or face of the model square against a Linear WDbsracle cansee anything on the other side of the Obstacle Mlearly. The team itself will be concealed, but teams seen rough the Lincar Obstacle will not be CONCEALED BY HILLS Hills are probably the most significant terrain features ‘on any battlefield, and are certainly the largest Hille provide Concealment in the sume way as Linear Obstacles, If the bil is just low rise, teams can see over is and will be Concealed. Teams can usually adopt a ‘hull-down’ position on a bill where they are Concealed to teams on the far side, but can sce clearly over the bill. The easiest way to determine if this isso isto look from the siewepoint of each model and check what it can see TEAINS SEEN ACROSS LINEAR OBSTACLES ARE CONCEALED. TEAMS SEEN ACROSS LINEAR OBSTACLES } ‘ARE CONCEALED, a 'A TEAM RIGHT UP AGANST A TALL LINEAR OBSTACLE IS CONCEALED FROM TEMAS ON THE OTHER SIDE, BUT CAN SEE TEAMS ON THE OTHER SIDE CLEARLY. cr ‘A TEAIA RIGHT UP AGAINST A LOWER LINEAR OBSTACLE 15 STILL CONCEALED FROM TEAMS CN THE CTHER SIDE, AN? GAN SEE TEAS ON THE OTHER SDE CLEARLY. CONCEALED BY AREA TERRAIN Unlike solid objects like walls and hills chat completely Teams at east half in Arca Terrain, but straddling the lock line of sight, trees, bushes, and standing crops are edge, are Concealed, but can sec out of the Area Terrain harder co see into the further the target is inside them. IF without hindrance. Teams less than half in Area Terrain, hve made a model wood with a realistic number of trees are not Cécealed by it. If they are entirely within land a lifelike amount of scrub and undergrowth, there the Area Terrain, shen both they and she enemy will Would be no room for our models, so the usual visibility be Concealed. Tule of looking from the model’s position doesnt work Wvell with a miniature wood or forest. TEAS STRADDLING THE €D6E, BUT AT LE TERRAIN ARE CONCEALED, BLT CAN SEE TEAN'S OUTSIDE CLEARLY. TEAM'S INSIDE CONCEALNG TERRANN CANNOT SE TEAMS OUTSIDE G'/IBCAN ‘TEAMS ENTIRELY INSEE AREA TERRAN ARE CONCEALED AND RIVED ALL ENEMY TEAMS ARE CONCEALED TO THEM. TEAMS MUST AL Ean?! BE WITHIN G°/IBCIA TO SEE EACH OTHER, —~ — 8 s Ped i] 54 ce) is] i g 2 Kf < i 4 = = x iv] 4 FA 6 Ip BOTH TEAMS ARE IN THE SAME TERRAN FEATURE, BOTH ARE ) CONCEALED AND MUST BE WITHIN G'/IBCIA TO SEE EACH OTHER. J Stick TO Cover USING CONCEALMENT WELL 15 ONE OF THE KEYS TO SUCCESS ON THE BATTLEFIELD. REMEMBER, IT'S NOT JUST 1G AS INUCH DAMAGE ON YOUR OPPONENT'S FORCES AS POSSIBLE, YOU NEED TO PROTECT YOUR. SAME TINE THE COWRANDER WHO WAKES BEST USE OF AVAILABLE CONCEALING TERRAN WHY CAN'T | HIDE BEHIND MY OWN TANKS? People often think that it would be alo safer for infantry to advance behind tanks. than to spread out around chem, While ic sounds good in theory, there ate a lot of reasons why ic doesnt work in reality: The biggest problem is that infantry cant really stay close enough to the tank to actu aly getany protection fiom enemy machine-guns spread ss the baitlefield. Even if they did, they would be a prime target, being bunched up and easy to hit with a burst and ad. vaneingin open order, Unfortunately forthe infantry trying On top of this, tanks are bullet magnets, They are big obvious and attract 2 lot of fire, far more than infant to hie behind the tank, they donit have the tanks armour o stop most of these shots, IF this isn’t enough for the poor infancry, they run 2 serious risk of being*run over by the tank. Tanks cure sce infantry close to them and change direction re withoue warning, squashing any Infantry standing (09 close y are much safer a cs, Thaw iF shoc at can hic the dite Canadians cred 10 tell the Highland Division this atthe Battle of Cambrai in 1917, The Highlan listen and Jearned the fesson the hard way In practice, infa ‘order with the ta cing in open they ace spread out, and ke cover. The experienced CONCEALED WHEN DUG IN ‘One of the reasons for digging foxholes is to put a lot of dirt between you and the enemy’s bullets. Another reason is simply to get out of sight so they don't even shoot you! Unfortunately, some guns are just so big, that there is no way of hiding them shore of full-on gun picas pare ofa fortified posi Dug In Medium Gun teams (other 1 wry teams and Man-packed, Light, and in Anti-airenaft guns) are Concealed, Dug In Heawy and Immobile Gun teams and all Anti-aircraft guns are not Concealed unless Concealed by Terrain CONCEALED IN THE OPEN Infancry and small infantry support weapons like heavy machine-guns make use of eve ttle dip and hallow, bush and shrub ro conceal themselves from the enemy Most of these features are too small to be shown on the tabletop but they are still there and can be of benefit to your troops. Infantry teams and Man-packed Gun teams are Co or assault in their own turn, even if they are in the open and arent hidden fiom enemy view by any Concealing cealed in the following enemy turn if they don't move Terrain. These teams remain Concealed ifthey shoot, «as long as they don't move or assault. LOOKING THROUGH MULTIPLE FEATURES Whar matters is whether or not you can Infantry M et. It does not matter if the J Light Gua terrain that th is hiding behind is itself hidden by other, closer terrain, you Heavy Gun can still either sce the target or you can't z Ie does not matter how many terrain features lie its target. As long as the target can reason Vehicle tween the shooting tedm and CONCEALMENT STATUS SUMMARY ced Gun Medium Gan, Immobile Gun ably be seen and is more than half bidden by the terrain features it is Concealed. Additional intereening terrain features, such as several walls between the shooting teant ‘and she target, provide no additional bes Cea ai ar cam ect g ts) eae Ee hidden by Terrain are Concealed. Pe CUE ae ee eres Concealed, and all enemy are Concealed to Ces > Look from the model's perspective to check what is Concealed and what is not. > Dug In Infantry, Man-packed, Light, and Medium Gun teams (except Anti-aircraft guns) are Concealed, > Infantry and Man-packed Gun teams that didn’t move or assault are Concealed even if ceed Cue es RO nee Concealed enemy platoons. D ‘Concealed In byT 11 XX <4 KKKRARRE ray +A J Qo “A cc ° e we 4 fe) oO nfantry go 10 ground by stopping. shooting wugging the dirt. Vehicles and guns use trec branches ‘camouflage nets to hide themselves, as well n the shadows. ault in their a, all teams ire Gone to Ground at the start of the game unless therwise specified. ims suffer a +1 penalty to shoot at or bombard enemy troops that are both Concealed and Gone to Ground in iddition to he +1 penalty for ibe warget being Concealed, for « total penalty of +2. Ifa team is Gone to Ground, but is not Concealed, the only benefit it receives is a better Rirvning Place a marker with ew Ground platoon or team to remind you that ie did nox move, shoot, or assault. a > Teams that did not move, shoot, or assault in their own turn are Gone to Ground. Career shoot or bombard targets that Concealed and Gone to Ground. Pe ee aed ir) Peet enn ete COC Exerc GONE TO GROUND VEN IN THE IN Ligur AND MEDAN GUN [ARE CONCEALED IF THEY ARE JEN IN THE OPEN. HEAVY AND bi TERRA {OUND IF THEY Di IN AND GO TO GROUND INeAVTRY RENAN C¢ Ne Step. THEY ANTHER TANK-HUNTE HERMAN TANK FOR 41 TO HIT, AND AL 41 TO HIT. THEY Dis IN. THiS Leaves IRE (LIWITED BY THE FACT. THE BUT I$ NOT Cor CH DOES PENALTY TO HIT OR THE JAGDPANTHER BEING GONE TO GROUND. Having selected your target and checked chat it is in range and that you can see i, you need to roll to see if you can hit it. The roll to hit not only includes the ctual firing of your troops’ weapons at the enemy as and plain old luck, That is, a missed roll to hit may mean that your troops didn't see the target clearly enough to get a good shot, or they maybe didnt see the targetat all and never even shot! Or maybe their machine-gun jammed on them and it took most red. Anything can happen on youd expect, but also considers such things as vis of the turn to get it battlefield! When rolling to his the firs steps are to + work out how many dice each team’ weapons give you t0 shoot with, and shen + work out the score you need to hit with each die, Then you + rall the dice and count up your his —~ Different teams in a platoon may need different scores 10 Work out the score to hit for each shooting team depending on its circumstances. hiedepending on the targets available to the HOW MANY DICE? A weapons rate of fire (ROF) rating reflects the number of rounds a weapon can shoot in When a team shoots, roll one die. r each point of ROK There are some exceptions to this rule, such as that which reduces the ROF of vehicle MG when firing with ooher weapons (see page 112), SHOOTING WHILE MOVING ‘When moving, troops have less rime to shoot accurately. While they can fire from a quick hale, the number of shots they can get off is dramatically reduced. “teen titer A team that moved reduces the ROF of all ofits weapons 7 by half as shown in the ROF when Moving table { Roane | ROP ROF when Moving eee. [CRS oo tiectnantils IF some of the reams in your platoon did not move, thea those teams still shoor at theie full rate of fire, even if — swaying truck is impossible, a soldier needs solid ground beneath his feet to fire effective Passenger teams cannat shoot while Mounted in or 0 sebicles, but can fire Pasenger-fired IMG (see page 119), PASSENGERS CANNOT BE TARGETED Transport vehicles are much bigger targets than th passengers, so it makes sense to shoot at the vehicle wd ply catch the passengers in the same bust of ire Passenger teams cannot be the target of shoosing, Yo must shoot at the vebicle carrying them rather than dt the Pasiengers themselves. Passengers can be bie if dei sebicle is hit or Destroyed (see page JOL) Remember, he Gun team towed by a Transport team can be shot at as part of the Transpor: team (see page 49). TARGETS MOVING AT THE DOUBLE ‘ : An enemy team moving at the double is nor using cor and has thrown caution to the wind, maki it and any friendly troops nearby an easy target. Double the number of dice you voll To Hit if any val target in the enemy platoon moved At the Double. » Teams roll one die per point of ROF, a est eee sms iB > Passengers cannot shoot or be shot at Pee ne ese eS valid target team moved At the Double, SPEEDING THINGS UP Shooting can involve lots of dice rolls, Dont panic though—you don’ always have to roll for exch team separately. Because most platoons have the same weapons in each ream and often all ned the sn ic, you can generally roll al the dice for a platoon's shooting at the same time. ‘ For a platoon of tanks with both guns and machine-guns you could use ewo different coloured dice. Declare which colour is for each type of weapon, and roll rhe whole lor together. } If your opponent agrees, you can usually rll all of che dice for a platoon's shooting at once and simply leave your opponent to allocate the hits to eligible teams regardless of which exact ceam scored the hit In some cases however, taking it Slowly and resclving the shooting one team ata time makes complicated situations: ‘much simpler than they appearat frst glance Fihe single biggest factor in determining how many MOVING WITH ROF 1 field experience. Less Slow-firing guns take time to load, lim eed troops haven't learned how to use ferrain ro take snap shots on the move. adyantage and often dont recognise the danger JF she shooting weapon team has a ROF of 1 and moved in until itis too late. It only takes one soldier earlier in the turn, adil +1 to the score required to hit ing their ability Keasualtics « platoon takes is b rexperi t0 thei they Imoving about at the wrong time to give the whole uniies een on away.’ TARGETS REQUIRING DIFFERENT SCORES: The score required fr your team 1 bit the enemy depends "The hardest partis finding the enemy. Once you haw ion the targeted tears Skill ating modified assown in four one of then you know where to lok forthe ret he Roll to Hit table If the target platoon bras teams that would require differ cores to hit, select the easiest team to hit (out of the 5 A successful roll mean: that the shooting team located ent ‘the wares (not aloays easy to do) and managed 10 is valid targets) 10 caleulat the sare that a team needs to it and its platoon with one or more rounds hit, Remember, each shooting team calculates it score 10 hit separately. Once you have calculated the score to bie I A failed roll means either that the shooting team could the easiest team, all of what team's rolls to hit require the not find the target or were unable ro hit it. came score, but may hit any valid target in the platoon. Lol ode ‘Trained =f ‘Add +1 to the score to hit for each of the following: IMPOSSIBLE SHOTS Remember, if the score required co hit is more than 6, then the shooting team eannor score any bits > Score to hit depends on the t Skill rating, the range, whether it is Concealed and if it is also Gone to Ground. > Teams with ROF I that move and shoot add +1 to the score required to hit. B i > + “The range tothe targeted team is over 16”/40cm. ncealed. Target team is Pn eee ee Target team is Gone to Ground while Concealed. + SCORETOHIT - Pee eee enn te Shooting weapon has ROF 1 and moved. Lie) Th Celia | WHEN THE TANE-76- ‘STROYERS GET TO SHOOT BACK, THEY WILL NEED & Us AgANST A VETERIN TARGET, WITH 41 AS THEY ARE CONCEALED AND + AS THE RANGE IS OUER 16'/HOcM, FOR A FINAL SCORE NEEDED OF 6. EPERDS ON THE SKILL RATING OF THE EASIEST TARGET IN THE ENEIAY PLATOON, "THE SHERMAN TANKS ARE RATED AS TRANED, 60 THEY ARE WIT ON! A ROLL OF B+. EVEN “THOUGH ONE 1S CONCEALED, IT IS NOT THE EASIEST TARGET, $0 DOES NOT IMAKE THEM HARDER TO HIT AS THE OTHERS GIVE IT AWAY, WHEN THE SLRVIVING SHERMAN TANK SHOOTS BACK [AT THE VETERAN PANZER IV TANKS, IT WILL NEED When an important soldier like a bazooka gunner is hit, the platoon commander will attempt to keep the 1 by ordering another soldier to take ‘over the weapon. This is reflected by the targeted player allocating the hits to the more expendable elements of their platoon first. However, if there is enoug fire, the valuable weaponry will be at risk t00. coming. Your opponent allocates the bits you scored on their ‘plasoon to the teams in shat platoon There are some restrictions though * Only teams that are valid rargets—within Line of Sight, Range, and Field of Fire of the shooting team—can be allocated bits + Hits must be allocated evenly acros all of the eligible teams s0 as to maximise the number of teams that shave bits allocated to them. + Hits must be allocated to other teams before team that are Gone to Ground. + Hits must be allocated to operational ream: and other tearns (including Gone to Ground teams) befare Bogged Down or Bailed Out teams. Your opponent allecates all of the hits from your platoon’ shooting before any rolls to see the effect of your hits If after applying all of the above rules, there is still a choice af teams to allocate the his 10, shen teams closer than 167%40cm to te shooting team must be allocated hits before those beyond 16°/40cm. ALLOCATES THE HITS EVENLY AcROSS VALD TARGETS IN THEIR PLATOON. ALLOCATING MIXED RATINGS “The enemy arerit stupid, they spread their heavy firepower around, seeking out those valuable targets rather than, pounding the same spot over an over again Uf jor are allocating hits with different Anté-ranke Firepower ratings, you must allocate the hits of each typ as evenly as possible, subject to the normal hit allocatio rules. This means that no team takes a second hit fron the same type of weapon until all have taken one hit fron that weapon. Th you were shooting with weapons chat have different ank ratings, it is important to keep by which weapons as Firepower or Anti: track of which hits were score these will have different effects on the teams they hit OVERKILL Sometimes a well-armed platoon will score more hit than there are targets available If « platoon scores more hits than is has valid target allocate one hie 1o cach team, then apply the hie allocatio procedure again to allocate the remaining hit. SMOKE GRENADES AND SMOKE DISCHARGERS. Most arinies equip their soldiers with smoke grenades and dischargers. As a company commander. its not you job to cella private when to throw a smoke grenade, it juse pare oftheir training. In pace thats why the targets skill is the biggest factor in hitting the enemy. Yereran while Luoops make full use of tricks like smoke grenades, conscripts may not even know how to use them. i a ——e THEY MAY NOT. ALLOCATE AIT 10 THe Bae? (Our TANK UNTIL ALL ACTIVE TANKS ARE HIT FURR a ROMP 4 mts) THE SHOOTING PLAYER CAN HAVE TEAMS TARGET Tanks, INFANTRY, GINS, 02 TRANSPORT. HITS 4S THEY TARGETED TRANSPORTS. SHOOTING AT MIXED PLATOONS Some platoons combine troops or vehicles of differ- fent types infantry and their half-tracks. Troops firing at these platoons have little difficulty in picking out the best farget for their weapon, firing anti: iychicles and machine-guns at the ch as an a moured rifle platoon with both nk weapons at the fantry. BBefare rolling so his; you may nominate a Priority sarge lnpe for cach shooting team. The Priority target type cant be cither Tank, Infantry, Gun or Transport teams. A team an only have one Priority target even if it has multiple weapons Your opponent must allocate hits from that team to teams Of the Priority target type before other types of target, bubject co the usual rules about allocating bits, Exactly Wwhich teams of that type are hit is at your opponent's discretion. Biren weno eure ie MUST BE ALLOCATED TO THE CHOSEN TIPE FIRST. [i ‘THE BWM GUN HAS A FIREPOWER OF Ue, SO IT CAN TARGET THE MAN-PACKED GUN ‘TEAMS, ITS HIT IMIST BE ALLOCATED TO ONE OF THE ATTACHED HG TEAMS, i ah Seca ae THe Rive Teas WANT TO TARGET THE MAN-PACKED GuN TEAMS, BUT AS ‘THEIR FIREFOWER 15 ONLY G, THEY CANNOT DISTINGUISH ‘THEM FROW THE TARGETING MAN-PACKED GUN TEAMS While it is easy to spor a large gun sitting amongst an yon, machine-guns and anti-tank rifles are id to pick out with rifles and machine-guns that rely on volume of fire rather than accuracy for effec. When allocating hits from weapons with Firepower 5+ or 6 using the Shooting at Mixed Platoons rule, the opponent can allocate hits to Man-packed Gun teams as if they were either Infantry teams or Gun teams. This rule only affects hit allocation, it has no effect on Gun Saves. ALLOCATING FIREPOWER usually target the most d ero op. pone flemen and machine-gunners keep everyone else’ heads down. If hits are being allocated t0 both the chosen Priority target type and other teat, hits allocated to the Priority type must be the hits with the best Firepower. THE HITS ALLOCATED TO THE CHOSEN TARGET TYPE MIST BE THOSE WITH ‘THe BEST FREPOWER RATING. THE GERMAN PLAYER MUST ALLOCATE THE MAN GUN HIT TO AN ANT: HITS, THE REMAINING TWO MACHINE-GUN HITS ARE ALLOCATED TO THE BRITISH CROMWELL TUNKS TARGET THE ANTI-TANK GUNS AND SCORE ONE HIT WITH THEIR AMIN GUNS WITH FiRerOweR 3+ AND THREE WITH THEIR AMACHINE-GUNS WITH FiReroner 6 Nk GUN ALONG WITH ONE OF THE MACHINE-GLN, HIT WEAKEST ARMOUR FIRST ‘When given the option of shooting atthick front armour ke the easier shot. or thinner side armour, soldier If bits are being allocated 10 vehicles, they must be allocated to Unarmoured vebicles before Armoured uchicles, and Armoured vebicles with the lowest Armour rating before those with higher Armour ratings, subject to all previous rules about allocating hits MIXED ANTI-TANK RATINGS If given the choice, troops direct their most effective ti-tank weapons against armoured vehicles saving theirsmall arms for unprotected targets. If hits are being allocated to both Armoured vehicles and other teams, hits allocated to the Armoured vehicles must Cacti elt eae He BRITISH ANTI-TANK HITS ON A GERWAN PANZER PLATOON. ‘THE FIRST HIT HAS TO 6O ON THE TANG SHOWING ITS SIDE ARNCUR AT SHORT RANGE. THE SECOND HIT HAS TO 60 TO THE TANK SHOWING ITS FRONT ARMOUR AT SHORT RANGE, SINCE HITS HAVE TO BE ALLOCATED TO TEAMS WITHN IG" /UOCIA BEFORE THOSE AT LONGER RANGE. ‘THE THIRD HIT Is ALLOCATED TO THE TANK SHOWING ITS SPE ARMOUR AT LONG RANGE. be the bits with the highest Anti-tank rating. even if the have lower Firepower ratings. If hits with different Anti: tank ratings are being allocated t0 Armoured vehicles, th hits with the lower Anti-tank ratings must be allocate to targets with the lowert Armour ratings, subject to al previous rules about allocating bits. WHICH ARMOUR RATING TO USE If a tank only gives a gunner a partial shot airs weak side armour, they'll still take it ove If the shooting seam can his booh the Front and Sid armour of a tank (ce page 98), treat it as having th the thicker front, weaker of the two when allocating hits. Hits miust by placed against teams with only their weaker arma showing before they can be allocated to teams with boo Front and Side armour showing. HITS WITH A LOWER ANTI-TANK RATING ARE ALLOCATED TO TARGETS WITH THE LOWER ARMOUR RATING The FinsT 750" By HIT is auiccaTeD TO THe PANTHER TANK HITTING 175 PANZER IV TANK HITTING ITS FRONT ARNOUR OF @. il THE SECOND BAM! HIT If ALLOCATED TO THE ‘A BRITISH ARMOURED PLATOON SCORES A HIT WITH ITS BIG I? POR GUN (ANTI-TANK 13) AND TWO WITH ITS LIGHTER 754M GUNS CANTI-TANK 10) THE I? FoR HIT Is ALLOCATED 10 THE SECOND PANZER IV. meh as 4 BY a a o re < 5 ) iS 2 = bs r " Fi Py r = 3 CLO THE SHOOTING PLAYER MAY GERWAN TANKS SCORE FOUR HITS ON A BRITISH ARMOURED PLATCON. THEY i] ATTEMPT To Pick Our A ANT TO PICK OUT THE TWO LONS-BARRELLED I? PORARIVED FIREFLY VC TANKS, SPECIFIC TIPE OF TANK. ~ THE THREE ROLLS OF S+ MUST BE ALLOCATED TO THE FIREFLY TANKS. TWO TO THE FIRST, ONE TO THE OTHER. THE REMANING HIT WILL BE ALLOCATED TO REGULAR SHERVAN TANKS USING THE NORMAL ALLOCATION RULES. TANKS CHURCHILL IV WITH 6 POR VS. CHURCHILL VI WITH FEMM SUN SAME CHASSIS, DIFERENT GUN, PANZER IIIN wT Sci KWKBG GUN AND A PANZER IV F WITH 750M KWKBG GuN SAVE ,, DFERENT OUSSIS, PANZER Ill J (LATE) AND & PANZER Ill M—SANE GUN, SANE CHASSIS, BLT SPACED AROUE ON PANZER Il EXAMPLES OF INDISTINGUISHABLE TANKS QuaRcre IV ANAS), CHURCHILL VI, AND CHURCHILL VII-MINCR TiseR Il HENSCHEL AND TIGER II PORSCHE) GUN TANKS Distinguishing different marks or models of tanks from ‘one another on the battlefield can somerimes be difficult for your average soldier. However, even a raw recru fella giant Tiger tank fiom a tiny Luchs reconnaissane tank, or ell thata Sherman rank with a long 76mm gun is better armed than one with a short 75mm gun. (On the Flames OF War battlefield your troops are able 10 distinguish between different marks or models of tanks if tri ebassis are the same but they mount a different Main Gun hasis are different from one another, or if their Eprom each other, or if they differ in major fittings like German Schisrven skirting or docer blades Before you shoot ai a platoon shat contains Tank reams Dye may state that you wish to hit one particular mark lor model of tank that is distinguishable from the oshers in the platoon, Afier rolling 10 hit, take a second roll for each hit scored. + Ifyou roll a 5 or 6, you can choose which mark or ‘model of tank you are shocting at. * Otherwise, she bits are allocated as normal. Buen when you do get to choose which mark or model af tank is hit, your opponent still gets to choose which Upecific vebicle of that type was hit When used, the Gun Tank rule overrides all otber rules labout hit allocation except those regarding valid targets lalchough all of the hit allocation rules apply to how hits are allocated within tanks of cach mark and model, FENCES IN HATCHES AND TURRET SHAPE DON'T MATTER, BUNKER BUSTERS AGAINST TANKS Huge bunker-bustinggunshave great difficulryin hitting moving targets, especially when moving themselves. Hits from a Bunker Buster that moved cannot be allocated 10 a uehicle wnless it is Bogged Down or Bailed Out IRL NARCOTIC uns eae es > Only valid targets can be allocated hits. > Hits of each type must be allocated evenly > Hits must be allocated to operational vehi- cles before Bogged Down or Bailed Out. Pau Tron OWE re ete ra ers teams outside 16°/40cm, PAU age eee Tank, Infantry, Gun or Transport teams first. These teams must be allocated the hits SO ee oct SUMMARY > Hits on Armoured vehicles are allocated to weakest armour first, with the lowest Anti tank rating going to the weakest armour. > The shooting player may roll 5+ per hit to eee eer nen > Moving Bunker Busters can't hit vehicles unless Bailed Out or Bogged Down, ‘Now that your hits are allocated to the enemy teams, the next step is to determine the effects of your shooting. Like the roll to hit, the roll 0 save can represent a number of different things. For example, when a heavily armoured tank makes a successful save froma direct hit, it may be that the shell struck the tank at stich an acute angle that ic bounced sight off the thick stee! pla without penetrating. Likewise a burst of fire mighthave passed between the soldiers ofan infantry team without actually hitting anyone, Use your imagination when thinking about what may have happened to your mini~ ature troops on the battleh Rolling to save is done in two parts: + your opponent rolls to save their teams from the worst effects of your hits, then + if they failed vo save cheir teams, you roll t0 destroy them, although unprotected targets are destroyed outright if they fail their save ARMOURED VEHICLE SAVES For each hit on an enemy tank, your opponent rolls an armour save 10 see if their tanks amour stopped the shot, When a bit is scored onan Armoured vehicle, the owning player takes an Armour Save. They roll a die and add: + The vehicles Armour rating © An additional +1 if the range between the team that scored the hit and the team making the save is over 16°/40cm. a — —— PLAYER ROLLS A DIE AND AD0S THER ARMOUR RATING (HITH AN EXTRA #1 IF AT LONG RANGE), , | 5 es ‘THE FIRST TANIC'S ROLL CF & GIVES A TOTAL By) OF 12. THis EXCEEDS THE ANTI-TANK RATING, Bl so THE sHoT BOUNcES OFF, THE SECOND TANK'S ROLL OF SGWES A TOTAL OF Il THIS EQUALS THE ANTI-TANK RATING, I THE JASDPANDER waKES A FREPOWER ROLL OF Be, THE T-B4 WILL B= BAILED Our. eR aes Nas Vien an ARMOURED VEUICLE IS HIT, THE OWNING ae ‘THE THRO TANK ROLLS A 2, GIVING & TOTAL OF 8, This Is LESS THAN THE [ANTI-TANG RATING. IF THE JAGDPANZER MAKES ITS FIREPOWER ROLL OF 3+, ‘THe T-3H Witt BE DEsTROVED, OTHERWISE IT WILL ONLY B= BAILED Our. EXCEEDS ANTI-TANK RATING If your opponents Armour Save roll is greater than your weapon's Auti-tank rating, their Armour Save is succesful. The shot has no effect having bounces harmlessly off the tanks armour. EQUALS ANTI-TANK RATING If your opponents Armour Save roll exactly equal: your ‘weapons Anti-tank rating, they failed their Armour Save, Although your shot didn't penesrate the tanks armour, tt might still have some effect To determine che effect ofthe hit you must take a Firepower Test. Roll another die. + If the roll equals or exceeds your weapon’ Firepower rating, the crew panic and Bail Out. + Ifthe roll is lower than your weapon’s Firepower rating: the shot has no effet and the tank continues in action unharmed. LESS THAN ANTI-TANK RATING If your opponent Armour Save roll is less than your weapons Anti-tank rating they failed their Armour Save, Todetermine the effec ofthe hityou must take a Firepower test. Roll another die. + If the roll equals ar exceeds your weapon’ Firepower rating, the tank is Destroyed. + Ifthe roll is lower than your weapon's Firepower rating: the shor failed 10 do significant damage to the vehiele ‘bus the crew sill Bails Ous ofthe tak fearing tat the next shot might do worse i. Tugee T-34 TANKS WITH A FRONT ARWOLR RATING OF 6 HAVE BEEN HIT BY JAGOPANZER IV TANC-HUNTERS WITH AN ANTI-TANK RATING OF I, - : acuta Weir eae ON ARO OF H, 5, ORG, THE SHOT HITS THE TURRET. the front. Smart When rolling sheir Armour Save, the opponent uses thelr ‘oops will outflank an enemy tank to shoot its side or vehicle’ Front armour rating of Sight of the ar where their shots will penetrate more easily. iring team is in front of a line drawn across the front of red vehicle, they roll the bull or turret (whichever was his). Otherwise the Side armour rating i bse, Hbapotone hepa If the fring ta isin the font side of ath the ball it hite the hull and turret, there is no need to roll to see which ws hieles always bit the bull iN e yytus TAKES ITS LINE o ROLL SAVES FOR TEAMS THAT WERE HIT 1€ STUS G, THE FRONT ARMOUR. DRAW ITS LINE OF SIGHT FROM BEHIND $0 IT HITS UNARMOURED VEHICLE SAVES Sofi-skinned vehicles like crucks and jeeps have no armour at all, This makes them particularly vulnerable. When you hit an Unarmoured vehicle team (a Tank or Transport team with a Top armour rating of), your opponent must take an Unarmoured Vehicle Save to ee if ‘your shot caused any serious damage. The opposing player rolls a die. + Ifthe result is 5+, the vebicle survives unharmed apart from some holes in the bodywork + Otherwise, the vehicle is automatically Destrayed. GUN SHIELDS PROTECT VEHICLES When there aren't enough armoured self-propelled anti- tank guns to go around, soldiers start mounting guns con trucks to get mobility instead. While these portee mounts aren't armoured, at least the gun shield might give some protection Ifan Unarmoured Tank team with a Gun Shield on its tueapon is hit by a weapon firing from in front of a line drawn acros: the gun shield, the vehicle does not have a save at all, Instead, the shooting player must take a Firepower Test for each bit. + Uf che roll equals or exceeds the weapons Firepower rating, the vebicle is Destroyed, + Otherwise, the Gun Shield protects the vehicle and crew from harm. If hie in any other fashion, the vebicle ha: its usual 5+ Unarmoured Vebiele Save RECCE AND WARRIOR VEHICLE SAVES Reconnaissance jeeps and motorcycles are small and their crews are trained to move stealthily and take cover quickly under fire, Unarmoured vehicles that are Warrior, Independent, or Recce teams (including all Motorcycle Reconnaissance teams) save on a roll of 3+ instead of the usual 5+. INFANTRY SAVES Infantrymen rely upon whatever cover theycan find, orimprovise,to protect them from the effects of hits, Fortunately, even am apparenily open battlefield has many places in which troops can take temporary cover—dips and: hollows, or dense patches of undergrowth—and soldiers are trained to do just that! For each hit on an enemiy Infantry tearm, your opporient must take an Infantry Save to see if your shot caused any serious damage. The opposing player rolls a die. + Ffthe resul is 3, the team survives largely unharmed, * Otherwite, unless the team is in Bulletproof Cover, it is Destroyed. GUN SAVES While gunners can hit the dit, they have to getup again and move about to load and fire the gun, making them more vulnerable than infancry. When you hit an enemy Gun team, your opponent must take a Gun Save to see if your shot caused any Serious damage, The opposing player rolls a die, + If the result is 5+, they escape without serious injury + Otherwise, unless the team isin Bulletproof Cover, i 4s Destroyed. GONE TO GROUND GUN SAVES When working their gun, gunners are forced to clump together more than infantry. However, if they go to ground, they can spread out and take full advantage of cover, making them much less vulnerable. Any Gun teams that are Gone to Ground (that is, did not move and did not shoot), even if not Concealed, have d 3+ save instead of a 5+ save. This does not apply to teams that are only Gone to Ground because they are bebind a Smoke Marker. Remember, hits must be allocated 0 other teams before teams that are Gone to Ground. 4 BP TRUCKS ONLY HAVE A Se SAVE. IF THEY ARE DESTROVED, MAKING Bexar 70 Be IN unner Fiz. al THEM D A MM 33k GIMC Is UNERMOURED, HAS 4 GIN SHIELD. IT HAS NO SAVE FROM HITS CN ITS GUN SHIELD, INSTEAD, THE ENEMY NEEDS TO PASS & FIREPOWER TEST TO DESTROY IT Recce Teaus ARE SMALLER AND SREARIER, MAKING THEM HARDER TO a knock our, THEY HAVE & B+ Save. |O SAVES FROM BIG GUNS Some weapons are just so powerful that there is no Ichance of surviving a hic om them. ‘These heavy guns fare often mounted in tanks and self-propelled guns designed to break through enemy defensive lines Tafenry reams, Gun teams, Pasiengers, and Unarmoured Iuchicles automatically fail their Saves when hit by a Breakthrough Gun ora Bunker Buster. This does not lapply 10 Arillery Bombardments (sce page 121), BULLETPROOF COVER One of the chief make the maximum useof any av Jvantages of infancry is their ability to Although n trenches unprotected infantry are vulnerable, for other bulletproof cover can be very difficult to kill Although soft cover like trees and hedges conceals your Reams, making them harder to hie, it wor't stop a buller infantry find does nothing to protect them once hit FA Dug bn Infantry or Guin tcam, or one in a Building lerater, Trench Line, Gun Pis, or similar bulletproof Mervain is in Bulletproof Cover. Likewise, an Infantry lor Gun team Concealed by a Building, stone wall Bocage hedgerow, or similar bulletproof terrain is in Bullerproof Cover Uf she target Infanery or Gun teams are in Bulletproof Cover, the cover might protect therm, even though they + of the Bulletproof Yfailed their save. Tadetermine the ¢ Gover, take a Firepower Test. If the voll equals or exceeds your weapon's Firepower rating, your weapon blew through the cover and the target team is Destroyed, if the roll is lower shan your weapons Firepower rating, the cover protects the team fiom harm, GUN SHIELDS GIVE BULLETPROOF COVER Manning.a gun in the thick of battle isa hazardous job. “To offset the increased vulnerability of gun crews 0 ener {guns have a bullesproof gun shiee. Gun Shields provide your Gun teams with Bulletproof Cover from shoss fired from in front of a tine drawn across the front of the team’s base. Show fired from behind this line hit the unprotected crews bebind it Gun Shield: do not provide cover to teams moving At the Deuble, nor from artillery bombardments UNPROTECTED TEAMS ARE HIT FIRST Troops in the open are always targeted by enemy fire before those in cover: When you are shooting at a platoon that has some tears in Bulletproof Cover and others that are not, your opponent rust allocate hits to the unprotected teams hefore allocat- ing hits eo those in Bullesproof Coven, subject to the usual rules for allocating hits. The exception to this is that a bit from a weapon with the Bunker Buster attribute must ‘always be allocated to a team in a Building before a team ‘outside a Building. ‘MIXED FIREPOWER RATINGS Troops will always direct the fire of their heaviest ‘weapons against any enemy that are sheltering behind bulletproof cow If hits are being allocated to both teams in Bulletproof Cover and unprotected teams, bits allocated to the teams in Bullesproof Cover must be those with the beit Firepower rating. If Infantry or Gun teams are the Priority Target Type (see page 94), then the Allocating Firepower rule has prec- dence, otherwise the Mixed Anti-tank Rating rule (see page 95) has precedence ROLL SAVES FOR TEAMS THAT WERE HIT ‘SURVIVING PASSENGERS FROM A DESTROYED VEHICLE MUST DISMCUNT MOVING AWAY FROM THE ENEMY. Ergo SE trai micas? WHEN THEIR VEHICLE IS HIT, PASSENGERS IN UNARMCURED Infantry teams, Gun t e a thick metal shell filled with flammable fue! mmunition and their crews like being Tanks and explosive burnt alive about as much as the next guy. So when they hear a cound penetrate their tank, they usually jump out as fast as possible. After they're sure the tank isnt going to burn they'll get back in and carry on, In Flames Of War, we describe any armoured vehicle that isn't operational, bur at the same time isn’t obvi- lously destroyed; as bailed out. This covers a wide range of situations. A tank may be EEomplerely wrecked, bus because its not burning neither Bide can tell what's happening, or the crew could still be lunharmed inside the tank, but stunned from the impact ‘of high-velocity shells. Mostly, bailed our means that the crew have abandoned sheir ank and Isce if itis going to explode, or whether it is safe to iback in. Place « marker to indicate that an Armoured vebicle bas theen Bailed Out. Bailed Out vehicles Hight (including Shooting, firing Artillery Bombardments land fighting in Assaults) unsil the crew Remount the ¢ waiting to ay not move or vebicle. Passengers may Dismount from a Bailed Out vehicle at the start of their next Movement Step as normal. BAILED OUT A SECOND TIME ft takes guts co keep fixing your vehicle under fire. Mose troops simply cut and run when the enemy starts coring hits. ach time a vehicle that is already Bailed Out or Bogged Down would be forced to Bail Out again (whether hooting or from assault or any other reason), sake an BAILED OUT VEHICLES + immediate Motivation Test instead of placing a second marker. + Uf the testis pasied, the shot has no effect + If the test is failed, the crew decides that its too dan _gerous to Remount their vebicle and the vehicle i Destroyed. REMOUNTING BAILED OUT VEHICLES ‘A crew that has bailed out of its tank is understand: ably nervous about getting back in again, It mi explode, and even if it doesnt, the and could easily pu signs of life again. Hox hr yet nemy have its jother round into ic if it shows ever, once a brave crew has taken a mor icle is not going t0 blow up on them, they will get back in and continue to fight, snt to establish thar the ve During the Starting Step at the start of your turn, roll a tivation Test for each Bailed Out Armoured vebicle + Ifthe test is successful, the crew Remounts their vehicle. Remove she Bailed Out marker. The vebicle can now act as normal this turn, + If you fail the Motivation Test, the crew is still too shaken to fight, and you'll have to wait wntil the start of your next turn to roll again. > Bailed Out vehicles may not move or fight Petr Rea ern Pee ened yes Re pass a Motivation Test for each hit that forces it to Bail Out again or be Destroyed. SUMMARY. > Take a Motivation Test at the start of your erence erent In Flames Of War, a teams destroyed when, for whatever reason, it can no longer function. ‘This does not neces: sarily mean that all its soldiers ate dead. For example tank crews often survive their tank getting. knocked An in by an artillery bomb: jment that they have become psychological casualties and have fled to the rear areas to recover. These guys will be back, but not before the Flames Of War bates long over. Whatever the damage, the destroyed team is out of action for the duration of the battle, Remove all. destroyed Infantry and Gun teams and Unarmoured vehicles from the table DESTROYED ARMOURED VEHICLES The abandoned wrecks of destroyed tanks litter the bat- tlefield, often still burning. Leave Destroyed! Armoured vehicles on the table. Mark them as Destroyed by placing a plume of smoke on the ‘model representing smo) ind flame from internal fires. A Destroyed Armoured vebicle is not Terrainy but does have some similar effects to Terrain, Destroyed Armoured vebicles are Slow Going. Team ‘may not end their Movement on top of a Destroyed Armoured vebicle A Destroyed Armoured vehicle Conceals any team fee through it (ignoring the smoke plume), and provide Bullesproof Cover to teams immediately behind it in th same way as a Linear Obstacle. Like teams facing each other acros a wall in an assault teams on the other side of the wreck in an assault (sé page 148), sms touchring the wreck cow as being in Contact with > Remove all Destroyed Infantry teams and Unarmoured vehicles. > Leave Destroyed Armoured ve le as wrecks, which are Slow Conceal any team seen through them, sheet cit 44 Mi ICLES ARE LEFT ON THE TABLE AS WRECKS, WRECKS ARE SLOW GOINS, $0 0 NOT REQUIRE A BOSGNS CHECK TO CROSS. agi emmy Even if you dont manage to kill the enemy with your shou ingy the weight of fire may pin them down. For soldiers under such intense fir possible, and even shooting is difficult. Soldiets Kes How a profile as possible, only popping up oc fora quick shor before ducking back under cover forward progres sionally AA platoon that takes at least five hits in a single Shooting Step becomes Pinned Down. These hits can be from any bounce orcombination of vources, as longas all five its were inflicted in the same Shooting Step. In addition, a platoon hat takes a single hit from an Artillery Bombardment (Gee page 121) or Air Attack (sce page 177) also becomes Pinned Down. Place a Pinned Down marker with the Platoon Command (eam to show that « platoon is Pinned Down. MOVING WHILE PINNED DOWN Troops cither hit che dirt or retire when the incoming P 6 fire gets 100 heavy. On the other hand, armoured vehicles fare relatively unaffected by incoming fire. Unfantry and Gun tears: and Unarmoured vebicles in a Pinned Down platoon may not move closer to any enemy iteam in Line of Sight, nor move into Line of Sight of any lather enemy team. Armoured vehicles in a Pinned Down Iplaroon may move frely SHOOTING WHILE PINNED DOWN Pinned-down troops can sti shoot, but at reduced leffect from having to duck the enemies’ bursts of fire Infantry and Gun teams and Unarmoured vehicles in a PINNED DOWN PLATOONS Pinned Down platoon can still shoot, provided they do not move. While Pinned Down teams reduce theit ROF iy half as shown in the ROF When Moving ‘Table on Vpage 91, or if they started with ROF 1, add a +1 penalty to the score to hit the target FArmoured vehicles (whether Fully-armoured or Open Topped) do not reduce their ROF when Pinned Down. Pinned down teams cannot fire Artillery Bombardmenis (Gee page 121) unless they are Armoured vehicles. WARRIORS AND INDEPENDENTS Senior offiéers and artillery observers are relatively in: conspicuous targets and can moveabout and take cover quite freely, even under heavy fire Warrior teams and Independent teams cannot be Pinned Down except while they have joined a platoon. ‘A Warrior team or Independent team that has joined a platoon is Pinned Down if che platoon they have joined is Pinned Down, but ceases to be Pinned Down when they Leave the platoon ai the end of she Step. RALLYING FROM PINNED DOWN When the attack grinds to a halt, the men need to regather their wits and courage, and get moving again, If your platoon is Pinned Down, you may attept t0 Rally it in the Starting Step at the start of your turn. Roll a Motivation Test for the platoon © Ifthe testis successful, the platoon recovers filly and is immediately ready to continue the batile, Remove the Pinned Down marker + Otherwise, the plasoon remains Pinned Down. Since armoured vehicles are unaffected by being pinned down, id to record 4 platoon consist ing solely of armouted vehicles is pinned down. [So erent ra ee en Rr ean as its Armoured vehicles are not affected. lj > Other teams cannot move closer to visible if it was already 1, they add +1 to hit. They cannot fire Artillery Bombardments. Crepe ee en eae % < z Bs E > Take a Motivation Test at the start of your Perea es ng Pinned Down. TOWARD VISIBLE TeAUnS, [F THEY MOVE AT ALL, THEY CANNOT SHOOT. Teas WwAeT FROM ARCURED VEHICLES) REDUCE THEIR ROF By HALE, 8 400 «1 70 HiT THEY ARE ALREADY ROF I PLATOONS WITH NO COMMAND TEAM. The platoon commander is responsible for seeing that their platoon carries out its part in the overall batile pla leaving a plaoon leader If the platoons command. team is wiped out, 3s, the platoon's advance stalls Tewill fight on bravely, but it will fight where it stands. A platoon that does not have a Platoon Command team cannot move in the Movement Step but its teams can still rotate on the spot, Dismount, or Dig In Platoons can continue to fight and take Motivation Tests as normal without a Platoon Command tear. BOGGED OR BAILED COMMAND TANK When an officer’stank gets stuck or damaged, they simply swap it with some luckless junior tank commander and carry on. Ifone of your Command Tank teams is Bogged Down or Bailed Out, you may, at the end of any Step in your turn take over another tank (after any Platoon Morale Checks you need to take), Designate another Tank team that is within Command Distance of the old Command team as the new Command tear. Higher Command seams may take over any friendly rank. Company and 2iC Command teams may tank in their company (including artached supporting platoons). Platoon Command team: may only take over «2 tank from their own platoon. Howeve over a tank from an Allied platoon (see page 70) TheBogged DownorBailed Outtankremainsin play. How- even, its no longer the Command tank. Insteud it becontes part of the platoon the taken-over tank came from. ike over any none can take Since che Commund team takes their own crew with them 10 crew their new tank, giving their old tank to their new tanks crew, both tears retain their own Motinatian and Skill ratings and their own special rules. Any special abi ties such as the German Tiger Ace skills (see page 244) transfer with the Command team to their new webiele cand the platoon applies is skill to the vehicle they gained ‘from the Command team. Unless both vehicles are Recce seams (see page 193), neither vehicle is a Recce team after the transfer. No RE-ROLL WHILE BAILED OUT When a commander is forced out of his vehicle, his influence on the battle is temporarily curtailed, While a Higher or Company Command Tank team is Bailed Out, itno longer allows the platoon itis leading 10 re-oll failed Motivation Tests. However, in the Starting Step the Command Tank team may attempt to Remount their own tank fire (see page 102), then if successful grant the re-roll to the remainder of the platoon. APPOINTING NEW COMMANDERS When an attack stalls due 0 the loss of andl appoint a new leader to get the officer can go ov moving again If your Company or 21 Command team does not Jo any platoon in the Shooting Step and doer not shoot may appoint any Tank, Infantry, or Gun team that i within Command Distance, and from a platoon in thei own company (including atached supporsing platoons that docs not have a Platoon Command team, as the platoon’: new Platoon Command team. Ifthe appointed team is a Tank team, it becomes the news Platoon Command team. If the team is an Infantry 0 Gun team, replace it with the original Platoon Commant team if that tas an Infantry team, or a spare Commant Rifle eam orherwive ‘The new Platoon Command team is appointed at the start of the Shooting Step. he new Platoon Command teai can shoot this Step, only the Company or 2C Comman team is prevented from shooting while appointing a re command team, HIGHER COMMAND TEAMS Senior officers have the authority to appoint command= ers for any platoon in the force. ; A Higher Command team may appoint a new Plata Command team in the same way as a Compa Command team. - Haveves, while « Company Command team may only appoint a Platoon Command tears for their 0 company, a Higher Command team may appoint i Platoon Command team to any plateon in the force tha they can Join. > Platoons without a Command team cannot move except to Rorate, Dismount or Dig In. > Bailed Out or Bogged Down Command tanks can take over another tank within mmand Distance at the end of any step. meet gong feces >Hi a 4 cd ps Ps a » Higher, Company, and 2iC Command nta new Command team re instead of shooting Teams ¢ made up of work together to do their job. If several are killed or Syounded, the remaining individual soldiers fp continue alone, so carcy the wounded to the rear 0: soup of soldiers all of whom re Unable join another te Experienced officers however, are a different: matict a ichance chat an officer will survive the destruction of individual matters—a lot. There is a good their command team and. their experience allows them Ro reform it fiom nearby soldiers and continue with their job. Heroic soldiers are similar. Unlike normal soldiers, they don't stop just because the soldiers around ‘them do. ‘They simply The only ither mote soldiers together and carry on. ¥ t0 stop them is to actually kill them, REMEMBER ‘Company and 2iC Command teams are Warrior teams and take advantage of the Warrior Casualties rules WARRIOR TANK TEAM CASUALTIES Unless alucky shor kills or seriously wounds the warrior, the loss of their tank wont stop them, They simply walk lover to another tank and take it over from its previous commander, Uf you Destroy an enemy Warrior that is a Tank team by hooting or assault (but not asa result ofa failed Platoon Morule Check), © Ona roll of 4 you killed or seriously wounded the a die WARRIOR CASUALTIES warrior and the tcam is Destroyed. © Otherwise, she owning player may designate any other friendly T. of the Wa mew Warrior team. The tank that the warrior took nk team that is within Command Distance prior team for the warrior to take over as the over now counts as Destrayed 10 the platoon it came from. If there are no suitable Tank teams, she Warrior is Destroyed. Mince the warrior takes their own crew with them to crew Beheir new tank, they retain their own Motivation and SStill ratings and their own special rules. Unles: the tank Whey take over is also a Recce team, the W longer a Recce team if they were before. rior team is no WARRIOR INFANTRY TEAM CASUALTIES Warriors fighting on foor still fight as part of a team Byith other soldiers covering them and supplying extra igrenades and ammunition, While most tc: function after a few casualties, a warrior is not so easily deterred. As jong. as they aren't actually disabled, they Gimply gather a new ceam to themselves and Uf you Destroy an enemy Warrior that is an infantry Ieearn Ly shooting or assault (but not as a resuls of a failed. Platoon Morale Check), roll a die. * Ona rdll of 4+ you killed or seriously wounded the warrior and the team is Destroyed. + Otherwise, the owning player Destroys any other friendly Infantry team that is within Command Distance of the Warrior team instead as the warrior calls them over to form a new team. If there are no suitable Infantry reams, the Warrior is Destroyed. WARRIOR GUN TEAM CASUALTIES Gunners need guns, Warriors are too hard-fi let something minor like the loss of their own ighting co Jn stop them. If their own gun is next gun in the unit and « If you Destroy an enemy Warrior that is Gun team by shooting or assault (but not asa result of a failed Platoon Morale Check), roll a die. © Ona roll of 4+ you killed or seriously wounded the warrior and the team is Destroyed. knocked out, they run co the ce command of it instead. + Otherwise, replace any other friendly Gun team equipped wish the sume weapon that is. within Command Distance of the Warrior team with the Warrier Gun team. The Gun team that the warrior replaced is Destroyed. If there are no suitable Gun teams, the Warrior is Destroyed. WARRIOR TRANSPORT TEAM CASUALTIES The leadership of senior officers is more important than their combat ability. They tide in jeeps or half-tracks to get to where they are needed quickly. Fortunately, there isnt much ofa jeep that actually needs to keep working for it wo function. Itean be riddled with bullet holes and still get the officer to where they need to be. If you Destroy an enemy Warrior that is a Transport seam by shooting or assault (but not asa result ofa failed Platoon Morale Check), roll a die + Ona soll of 4+ you killed or seriously wounded the warrior and the team is Destroyed. + Otherwise, the Warrior's vehicle is riddled with bullet oles, but is stil driveable sues on unharmed and is not Destroyed. The Warrior team contin: Pe assault cern yer ed by shooting or only Destroyed on the roll ofa 4+, otherwise the owning player chooses another team of the same type within Skee td SUMMARY. a CLUE a eon ta eee een te 9 Sometimes your weapons won't destroy the enemy quickly enough to prevent them fiom wreaking havoc ‘on your own troops first. One way to protect your troops in the meanwhile is to f to temporatily impair their vision, ¢ smoke at the enemy Only weapons listed as having she Smoke attribute in their Arsenal may fire smoke. Some weapons can also fire Smoke Bombardments (se page 136). SHOOT SMOKE FIRST Smoke scr ins take time to develop. If you dont fin them at the first opportunity, the enemy will shoot back while you are still waiting for your screen to form, Weapons shooting Smoke must shoot before other weapons in the same platoon. FIRING SMOKE AMMUNITION ‘Smoke ammunition is used much like any other, except that when it hits it doesn't explode but gives off a dense cloud of white smoke instead. Use the normal shooting rules 10 determine the number of hits scored. Unlike normal shooting, the shooting player ‘may choose which teams out of the valid targets were hit when firing smoke ammunition. For each hit scored, place two Smoke markers 2'/5em in diameter and 2'75em tall (balls of cotton wool work well), one on either side of a line running between the centre of the shooting model and the centre of the target ‘model, to form a 4'/10em wide sereen directly in front of the selected tanget team. The hit has no other effect You can only fire smoke at enemy teams, While firing, smoke at friendly teams may seem like a good idea. the likelihood of confusion apd friendly casualties is coo to make it worthwhile AFTER THE SHERNAN TANC FIRES SMOKE, THE FIREFLY ‘SHOOTS AT THE PANTHER TANK, NOW CONCEALED AND GONE TO GROUND, Xo) dV Taio) is SMOKE AMMUNITION ‘SUOKE MUST BE FIRED BEFORE OTHER TEAMS IN THE SAVE PLATOON SHOOT. PLACE TWO SUX IN FRONT OF THE TARGET FOR EACH HIT SCORED, weapons have to produce a screen dense enough and long-lasting enough to completely block vision. A team cannot see another team as over 16°40em 4 all Lines of Sight between them enter or pass throvghh Smoke Markers fall Lines of Sight from a Shooting or Spotting teara 1 dan enemy team pats through Smoke markers, the enemy team: is both Concealed and Gone to Ground, regardless of all othe it only Conceal (sce page 152). considerations, except in Defensive Fire where If any Line of Sight from a Shooting or Sporting team 60h the enemy team docs not pass through a Smoke Marker the Smoke Screen has no effec. A Smoke Screen is not a Terrain SMOKE DISPERSES Smoke shells don't bumn for long so the smoke’ deifes away quite quickly. Within a few minutes the targee will be able to shoot again, so make sure you are ready when it happens. In the Starting Step at the start of your next turn, remove «all Smoke markers that you fired. > When a team is hit with smoke, place «wo ee ee uM cag ew ali Perron ot ac BITS Je screen between the target Peete es cee 3 Gone to Ground at shorter ranges. /40cm, and the target is Concealed and CE MIRCERS ‘THE OTHER PANTHER HES TO MOVE 10 SHOOT BACK AS IT CAN ONLY SEE Te'/Hocm THRUSH THE SMOKE. big solid objects. You cant see through Buildings them, but you may be able to see over them. Buildings block Line of Sight through them. Troops on one Iie of a Building are completely out of sight of any enemy lon the other side, unless of course they are positioned high lenowgh 10 see over the ro. SHOOTING FROM A BUILDING Though fercatly restrict the visibility of those taking, refugs cover, they dings provide exceptio Inside —Leaving large blind spots Tearnsin Buildingsonly have Line of Sight to team outside Uf they are square up against one or more Openings. The Field of Fire of a team firing out an Opening ts everything in fiont ofa line drason along she wall shat the Opening ii in. WAni Infaniry ream has a Field of Fite through any or all lf the Openings it is tquare up against, regardless of its Irormal Field of Fire. Gun teams can only shoot out an Opening in front of them Only one team can have Line of Sight through an Opening, unless the modelled Opening is wider than the PM earn’ bare. For wider Openings, as many teams at can SBE fit completely into the Opening together can we it at the FMM sc sie, with an additional team using the remaining FEMME space in the Opening if there is any. 3 Game TANKS SHOOTING FROM A BUILDING Ta tank drives out through a wall, swings its gun to the front, land backs into the hole it just made. ts t0 shoot out of a building, ir simply SHOOTING FROM A BUILDING Te front of a Tank team must be square up against a wali to shoot through it. Treat thar wall as having wn Opening through ie thas is occupied by the tank. The tank can only shoot through this Opening. It cannot Rotate its turret, so must move 10 shoot through a different wall. LOOPHOLES While troops cannot dig foxholes in a building, they can knock loopholes in the walls o give them a better field of fire Infantry teams that Dig In (see page 51) while in a Building do not ereate faxholes, Instead they Loophole she walls, giving ehem Line of Sight through all walls they are square against as if they were at an Opening. As with any Digging In, if the team moves, they lose the benefiss of their Loopholes Fnemy teams shooting at a team that has Loopholed a wall also shoot as if there were Openings in all walls that the team is square up against Loopholes cannot be used for any ovher purpose. You cannot move or assault through then. SHOOTING AT TEAMS IN A BUILDING Ieis almost impossible co distinguish che occupants of a dark building from outside, so most shooting is at the openings rather than a specific occupant. Teams with a Line of Sight to.an Opening into a Building have Line of Sight to every team in the Building. Tears in a Building always count as Concealed and in Bulletproof Cover, even to teams in the same Building, except against Defensive Fire during assaults (ce page 152). TeANS FIRING THRUSH OPENINGS CAN SHOOT ANYTHING IW FRONT oF THe OPENING ‘GIN Teams CAN Oty sH007 Ji THROUGH THE OPENING Ni FRONT OF THEM. Fy CANNOT SEE THROUGH THE BULDING, $0 IT CAN ONLY BUNKER BUSTERS SHOOTING BUILDINGS While buildings provide excellent protection from most weapons, some guns are big enough to make the building a deathtrap. One hie is likely to kill everyone inside When a weapon with the Bunker Buster attribute score a hit on a team in a Building, it also scores a hit on every other Infantry or Gun team in the Building. If the Building bas raultiple rooms, or the target platoon is 0¢ cupying several Buildings, the shooting player may choose which room and Building is bit by each shot. SHOOTING AT TANKS IN BUILDINGS Tanks make a total mess of a building when they drive through it, smashing walls and bringing down half of the ceiling, See PUAN eet es eA THe SHERMAN TANK CAN SEE THE GeRWN HUG TEAM THROUGH THE OPENING AND THE PaKH ‘ ANTI-TANK. GUN CONCEALED BEHIND THE BUILDING. i Because of the damage it has done to the Building while ‘moving in, a Tank team can be seen through any wall of the Building it ix in (but remains Concealed), éuen if there is no Opening modelled in that wall. Penne tiie ke tse ay inst an Open are squ a 3 i » Teams in Buildings are Concealed and in Bulletproof Cover. Pee enn Uecker Ly can see all tea No Open needed to sce a Tank team in a Building, SU Pee en ee cores team in a Building, it hits every t TANKS CAN ONLY SHOOT THROUGH THE WALL Th FRONT IS UP AGAINST, 60 THE PANZER IV CAN ONLY TARGET TWO OF THE THREE SHERAN TANKS. TAliks IN BUILDINGS CAN 8 SEEN THROUGH ANY WALL, EVEN IF THERE ARE NO OPENINGS. omer Shipers, solitary hunters with telescopic sights on theit Bifles, are the stuff of legends. They usually work in Pairs. One shoots while the other spots, telling them if they were high, low, left, or right. The pair spends hours Tying hidden, unable to mov leome into their sights. Then, with one shot they bring ing for their prey to the enemy down, snipersdon'ckillas many soldiers asa machine gun, the personal nature of their shooting makes therm far more fearsome than an indiscriminate t ichine-gun. der can rally his men to advance into machine n the act of waving your men forward ath in the face of a skilled sniper. All Snipers have she following characterises. Snipers Ware Independent Infantry teams and ahways rated as (Confident Veteran. Although Snipers are Independent eam, they may not Join platoons. Snipers are armed with a sniper rifle. Weapon — Range ROF Anti-tank Firepower Sniper rifle 167402 1 0 4s SNIPER'S HIDE BEBE Snipers sneak our in the dirlness before dawn, moving Btealthily into their chosen hide. Once in posit nly for their prey await p SNIPERS Sniper teams are never deployed at the start of the Igame. Instead, they are held off table in a Sniper Poo. Urimediately before you Roll for Reserves in the Starting Siep. you may place any of your Sniper teams in any Tertain Feature in your own Deployment Area or No Mani Land such that she Sniper team is not within 4/1 0c of any enemy team. ALTERNATE HIDES If the tactical situation changes or a sniper’s hide has bccn discovered, they will sneak off and occupy a previ- usly reconnoitred alternative position, During the Movement Step you may attempt to remove a Sniper team from the table, To do this, roll a die © Ona roll of 41, you can remove the Sniper and put it back into your pool of Snipers ready tobe placed again ina future tur, * Otherwise, she Sniper cannot move safely at the ‘moment and remains where they are Wide from being remove Sniper team cannot move like this, once positioned a for any reason. If they have fo. move for any reason, they are Destroyed and removed the game, PERFECTLY CAMOUFLAGED A good sniper’s hide is chosen so that the sniper will remain invisible, even when they shoot. Sniper teams are Concealed and Gone to Ground. even when they shoot. They are also in Bulletproof Coven A Sniper team may not fire if there are any friendly teams within 4°10, as the presence of hese troops will give away their hide EXPERT SHOT Snipers are excellent shots, shooting a yone who moves, ing it difficult to keep up the momentum of attacks. A Sniper may re-roll any failed Poll to Hit. Any platoon hit by a Sniper team is automatically Pinned Down. DRIVEN OFF If the enemy discover the sniper’ hide, a smart sniper realises the game's up and gets out If a Sniper team is Destroyed, the player that Destroyed itvolls.a die © Ona score of +, they knock out the sniper * Otherwite, the Sniper team slips away and is placed back into your pool of Snipers ready to return later Sniper teams cannot be asiaulted. Initead, ifa team that can Charge into Contact is within 4°/1 cm of an enenty Sniper team during the Assault Step (see page 141), it can attempt to catch the Sniper. To do so, the player roll adie + Ona score of $+, they knock out she sniper, removing the team from the game + Otherwise, the Sniper team slips away and is placed back into your pool of Snipers ready to return later Attempting to catch the Sniper does not prevene che team from taking part in an assault later in the Assault Step ers are placed at least 4"/L0cm from all ; They are always Concealed, Gone to Ground, and in Bulletproof Cover. » Snipers can't move but can be returned to the Sniper pool on the roll of a 4+. > Snipers re-roll any misses and any target hit is Pinned Down, but they cannot shoot if friendly teams are within 4”/10cm, SUMMARY. > Roll a die for a Sniper that is Destroyed or within 4”/10cm of the enemy in the Assault Step. On a 4+ it is Destroyed, otherwise it returns to the Sniper pool instead. Most tanks have a m inted in their turret and numerous machine-guns. MAIN GUNS A big main gun is important if a tank is going to knock out other tanks and shoot up infantry in fortified positions, A Main Gun isany vebicle-mounted weapon ather than the Vehicle Machine-gun: listed on the following pages. Some tanks are onl armed with machine-guns and do not have a Main Gun. TURRET MOUNTED Most main guns are mounted in rotating turrets allowing them to engage any rarget they can see. Unless otherwise indicated all main guns afe turret mounted, Turret-mounted guns have an all-round Field of Fire HULL MOUNTED Expense, the weight of the gun, or the size of the vehicle can force a tank to have its main gun mounted in the hull with a limited field of fire A Hull-mounted weapon has a 180-degree Field of Fire either in front of a line drawn across the front or to the rear ofa line drawn across the rear of the ebiele (depending on where the gun is mounted). MULTIPLE WEAPONS ’ Some tanks, sch as the US M3’medium rank (Grantin Bi h service), mount more than one main gun. This is not as useful as it may seem, since the gunners rely on the commander to give them targets and he can only do one thing at Vehicles with multiple Main Guns may fire both guns at the same time, at either the same platoon or different enemy platoons When firing multiple Main Guns, you may choose which Main Guc fire: ax its normal ROE All ovber Main Guns have ROE 1 Tanks do not have to fire all of their guns ac once, They may fire only some, one or even none of their weapons. Remember ifa tank moves the ROF of its ‘main gun drops to 1. Since any other main guns that fire already have ROE 1. they mustadd +1 to the score needed covhis, IE MAIN GLA) AND AMACHINE-GUNS AGLINGT INFANTRY IN TRENCHES AND BUILDINGS use Use mac WHEN SUPPORTING AN INFANTRY ATTACK 4 Fe = FA VEHICLE WEAPONS + MACHINE-GUNS Though every army has its own designs of chick: machine-guns, they ate all essen: Willy the same Vehicle machine-guns have a range of 16°!40cm, é ROF of 3, an Anti-tank rating lof 2, and a Firepower rating of 6 ‘The main exceprions to this are the various heavyweight .50 cal (half-inch) machine guns used by some countries for their extra Knockdown power against aircraft and Tight armoured vehicles. 950 cal uehicle machine-guns have « range af 16°40em, 2 ROF of 3, an Anti-tank rating of 4, and a Firepower rating of 5+ FIRING ON THE MOVE (One of the advantages of mounting a machine- on a vehicles that they tend fo provide good shooting placforms. AS a fesult vehicle machine-guns do not reduce itheir ROF when moving, Wehicle machine-guns do not reduce their ROF when moving or Pinned Down FIRING WITH OTHER WEAPONS A uank won't ger the full benefit of its machine-guns if it is busy firing other weapons as well Only one vehicle machine-gun can fire at it Uiull ROF 3 at a time and only if the vehicle dsn't firing its Main Gun, Under all other Kircimstances, vchicle machine-guns reduce Uir ROF to 1 All of a vehicles machine-guns must shoot iat the same platoon that the Main Gun is engaging. ‘Weapon Vebiele MG 50 cal Vehicle MG Range 16'/40en 160en (f [Wiese Mn Lan are MOVING T3407 STATIONARY 2 sucrs ‘STATIONARY OR MOVING ‘STATIONARY OR MOVING. 3 gu0TS +1 FoR STATIONARY Zsors FOR EA ING STATIONARY OR MOVING 3 svors Notes 6 ROF 1 ifther weapons fire 5 ROE 1 ifocher weapon: fire Machine-guns are mounted on vehicles in many dif- ferent ways, each of which bas its own advantages and limitations. Both the normal vehicle MG and the heavier .50 cal MG can be mounted on vehicles in dhe following ways AA MG (ANTFAIRCRAFT MG) Many vehicles are fitted with anti-aircraft machine-guns to protect the crews from strafing and dive-bombing aircraft. These are fired by the crew from the open hatches of their vehicles, Manning the anti-aircraft machine-gun during anassauleinvitesa grenade through the open hatch if the defensive fire isn't effective An AAMG has an all-round Field of Fire and is a Self defence Anti-aircraft weapon (see page 182) allowing it to engage aircraft as well as targets on the ground. However, firing an AA MG leaves the vehicle more vulnerable. ‘nn assaults a rank shat fired an AA MG in this or the previous players turn has a Top armour rating of 0. Anti-airerafi machine-guns can be fired ax the same time as other machine-guns, but not at the same time as a Main Gun, since the commander and gun crew cannot do twn things at once. CO-AX MG Coaxial or co-ax machine-guns are mounted beside the main gun and aim along the same axis. ‘This allows a gunner o keep shooting at the enemy using the co-axial machine-gun while he waits for the loader to reload the main gun, Go-axial machine-guns may fire atthe same time as the Main Gun it is mounted with, but only have ROF 1 if the Main Gun fires. CUPOLA MG Some tanks have their machine-gi small turret Or cupola above the main turret. Cupola machine-guns have an all-round Field of Fire they may fire at the same time as other machine-guns, bus noe ae the same tine as the turrets Main Gun, mounted in a DECK TURRET MG In the 1930's a number of designers envisioned tanks as battleships on and. Covered in guns, they would sceamn forward into enemy formations to wreak serious havoc. Allof these extra weapons were mounted in deck turrets placed on the top deck of the tank, ‘The biggest of the land batileships, the Soviet 1235 had four deck vurrews in addition to its main turret! Guns and machine-guns mounted in Deck Turres have aan all-round Field of Fire, except where their rotation is blocked by the vehicles superstructure. Ignore the facing of Deck Turrets when determining ifa shee hits the Front Most tanks mount a machine-gun in the front of the hull for extra firepower. The field of fire of a Hull MG include: eves rything in front of a tine across the front of vehicles bul. A Hull MG cannot fire at the same time as a bull mounted Main Gun, “HULL-REAR MG Some armoured cars mounted @ machine-gun in reat of the hull co cover their withdrawal if necessary, The field of fire of a Hull-rear MG includes everything brcbind a line across the rear ofthe vehicles bull TURRET-FRONT MG A turret-front MG is mounted beside the main gun, but unlike a co-ax MG the gunner must shift positions in the tank to operate it. A Turret front MG haa an all-round Field of Fire, but cannot fire at the same time as the vehicles Main Gun. TURRET-REAR MG While not very practical for long-range shooting, c ed in the back of the turret perfect for discouraging boarders in an assault. A Turret-rear MG may not shoos, itis purely defensive. In assault combat, if hit from an Infantry or Gen tea is allocated t0 a Tank seam armed with a Tarree-reap MG, the team that scored the hit must take another Skill Test. + If they pass the second Skill Test, the asiaulting tea gets pase the machine-gun to bit the tank and the tan ‘must take an Armour Save as normal. If they fail the second Skill Test, the machine-gun ‘managed to keep the infantry at bay and protect th sank, and che assaulting team fails 10 score a bit Bailed Out Tank teams do not benefit from their Tw rear MG. TWIN MG . A.win MGis simply ovo machine-guns mounted side by side, doubling the effective firepower of the mounting, A Twin MG functions as a standard vehicle MG but has ROF 4 when firing on its own or ROF 2 if the vebicle fires any other machine-guns at full ROR or its Main Gun.’ TWIN MG TURRETS Some tank designs from the early 1930's had ty ‘machine-gun turrets mounted side-by-side making tl Tech against infantry. S Tivin MG Turrets are Deck Turrets. Both wurrets can fi at their full ROP 3 at the same time, either at che same platoon or each at a different enemy platoon, ough the preference for any army isto use a combined arms attack, as often as not, the real work falls.on the Poor Bloody Infantry’. Limited to what they cat} carry on their backs, the perpetual trial of foot soldiers is co y 10 solve their problems using only what they have ith them, FLE TEAMS t the start of the Twentieth Century, infantry were all med with simple bolt-action rifles. They are typically jow (0 operate and only able to lay down a limited mount of fire, although mod e rifle tifle teams have a ROF of 1. Because their rate of fire is ready 1, iffa Rifle team moves or is Pinned Down, it dds +1 t0 the score required to hit a target cams surprisingly Aexible ion of rifles and light, -guns like the German in, Each squa n with the flexibility of a ile team ro form a pair of hybrid Rifle/ MG fle MG teams have a ROF of 2. Like other teams, if Rifle/MG team moves or is Pinned Down, its ROF is duced to | d combines MG TEAMS Mechanised troops can move lots of ammunition and heavier weapons in theit vehicles. Some units use this capability 10 give every team a light bipod-mounted squad machine-gun. This gives them immense firepower when stationary, but as they cannot fire th suns while moving, their rate of fie drops dramatically when doing so. Ie is to leave some teams halted to pin the 1 ROE while the rest of the p advances into an assault, MG teams have a ROK of 3. If a MG team moves, its ROF is reduced to 1 as usual. However, unlike other ‘ut gives often a good id enemy with theie toon teams, the sheer amount of fre they can kis them ROK 2 when they are Pinned Down. SMG TEAMS A submachine-gun, ot SMG, isa small, compac matic weapon designed for lightning-fast, close-rs engagements. They sacrifice long range for the ability to from the hip in assaults, SMG teams only have a rane of 4'/10cm compared with the 16°740cm range of Rifle teams. The advantage they have is that their ROF remains at 3, whesher they moved or not. However, if they are Pinned Down, their ROK drops to 1 RIFLE/MG TEAMS INFANTRY WEAPONS Needless to say, it is much easier to simply ‘same as one Rifle team and one MG te The differences between Rifle, RiflMG, and MG teams can be bit confusing for now player tion isthe number of machine-guns cartied by a squad of two teams. Rifle squads have none, Rifle! MG squads machine-gun per squad, while MG teams have two machine-gu . IF this was represented literally in Flames OF War, would mean that Rifle7MIG squads would have one MG team and one Rife ceam. The problem with this is keeping rac of the two types of average the two types into Rifle/MG teams, Two Rifle! MG ream n, without the extra hassle of keeping track of «wo different types of team, issued to each s 3s. Every time you moved or shot you would have to look carefully at each team to make sure that you had the right type of team, Team Rifle Range 16740em A Rifle/MG 16740em 2 MG 16°/40em 3 SMG 4"NN0cm 3 Assault Rifle 8°/20cn 3 Light Mortar 16"/40em 1 Fhme-thrower 4°Nocm 2 s Boysanti-tankrifle — 16"/40em 1 4 Bazooka 8°/20em 1 COMMON INFANTRY TEAMS ROF 2 when Pinned Down, Full ROF when moving. Full ROF when moving, Can fire over friendly teams 6 Remove afier shooting Tank Assault 3. Tank Assault 4. ASSAULT RIFLE TEAMS: An assaule rifle attempts to marry the ige of a rifle with che automatic fire of a sub- machine-gun. It uses a full length barrel, but has a smaller and lighter cartridge than a rifle round, making fully-automatic fire possible. Assault Rifle teams have a ROB of 3 and a range of 8°/20cm. Like SMG teams, movernent doesn't affect the ROF of Assault Rifle teams, so they shoot at a ROF of 3 even if they move, but drop to ROF 1 if Pinned Down. LIGHT MORTAR TEAMS Infantry have difficulty knocking our dug. in heavy machin machine-guns, but cannoc advance into their hail of fire until they do. One answer is the light morrar. ‘These grenade |: small bombs in a high arc aiming to get one into the machine-gun pit and knock it out. juns with their rifles and Light Mortar teams have a Firepower rating of £ making them excellent for knocking out teams in Bulletproof Coven Though they do not fire bombardments, light mortars are considered to be lobbing shir rounds in a high trajectory and so can fre over friendly teams as an exception to she normal Line of Sight rule. INFANTRY ANTI-TANK TEAMS Ever since the first tanks rolled across the bat- Ueficlds of Europe, armies have been tryin to gi to destroy or disable them. ‘The first versions their infantry light anti-tank weapons were anti-tank rifles, oversized rifles c of punching through the armour of a light tank. As armour got thicker, a new invention came along,,the Bazooka, a rocket launcher firing a high-explosive anti-tank (HEAT) round capable of knocking out any tank The characteristics of infantry anti-tank weapons like anti-tank rifles and bazookas vary greatly from weapon 1 weapon. The previve characteristics are given in their armys Arsenal. Some infantry anti-tank sweapons like the Panzerfaust are additional equipment for Rifle or other teams, Teams equipped with this type of weapon can either fire their normal weapons or fire the additional weapon. OTHER INFANTRY WEAPONS: Although the basic infantry teams are the pons that are unique to each army. The enal for an army describes its weapons and thein effeccs, Wetman CO} COMMON Seer RIFLE/MGS TEAM ) (si TIONARY A 2 sos ‘MOVING Dir Pane PAI sor am LT RIFLE TEAM ASSAUL 2 STATION! 98 NONE ‘3 sucrs e6e!} see pad a ‘STATIONARY 7 con ree over shor A Faenn.y Teaus INFANTRY, ANTI-TANK TEAM y Yale BETWEEN Wy (sa =) E are small and Ii y in the fro he enough to operate ling, but too big and feumbersome to take part in close-quarters fighting in assaults. HEAVY MACHINE-GUNS (HMG) [One weapo Imost every a TMG, a tripod-mounted heavy machine-gun, firing standard rifle bullets. ‘they have water-cooling jackets rely and plenty of is the munition so keep up a nse rate of fire almost indefi Initely. Even when under heavy fire, an HMG team can Ikecp up a good rate of fire making them ide Dwcapo: SHMG team: have a ROF of 6. Because of its bigh rate lof fire, ant HMG ream fires with ROF 3 when Pinned Down or moving. defensive LIGHT MACHINE-GUNS (LMG) Light machine Up by dropping the water-cooling for an ai sare heavy ns lightened Bupport, bur reduces their ability to keep up a high byolume of fie ac long range Jacket. This makes them more suitable for close in LMG teams have a ROF of 5. With a lower sustained rat Wf fire than an HIMG, an LMG team fires with ROP Wwhen Pinned Down or moving. PVN Ee Range M1917 HMG M1919 LMG 24°/60cm 16"40em 5 Mortars M2.60mm morar 24°N60em 2 1 Firing bombardments 327/80-m 1 Som GW34 mortar 24°160cm 2 2 Firing bombardments 40°1100em —~ 2 Light Anti-tank Weapons PTRD antictankrifle —16"/40em_— 2 5 2.8cmsPuB41 ATrifle —167/40em 3 7 8.8cm RW43 (Pippchen) 16°/40cm 1 u Seok ROF Anti-tank Firepower Notes MoRTARs Mortars are light enough to allow infantry co carry their very own artillery wherever they go, giving them fast The simplicity of operation allows them co be fired as quickly as new rounds can be dropped down che tube. OF course the guy that has to carty the base-pla accurate fire as required. other ideas about how light they really are. Lighter mortars like the US M2 60mm and M1 81mm mortars can be used as direct fire grenade launchers as well as ng bombardments, Mortars lob their rounds in a high rrajectory and so can fire over friendly teams as an exception to the normal shooting rules When firing directly at a target rather than firing an Artillery Bombardimen team: or ow self propelled mountings as Tank teams) have ‘a minimum range of 8°720«m. mortar teams (wheter Gun The characteristics of mortars vary satly from weapon to tucapon and are given in their army’ Arsenal. LIGHT ANTI-TANK WEAPONS Before the war many countries developed giant anti- tank rifles with calibres up co 20mm to overcome the incteasingly thick armour of the enemy tanks. While much smaller and more mobile than a true anti-tank gun, they are still cumbersome weapons barely able to crews, With the invention of the recoilless gun, a new gen: be carried by thei ion of heavy in wntry anti- nk weapons appeared using high-explosive (HEAT) rounds. anci-tank The characteristics of light anti-tank weapons wary greatly from weapon to weapon. the precive characteristics ofeach weapon are given in their army’ Arienal ROF 3 when moving or Pinned Down, 6 ROF 2.when moving oF Pinned Down imurn range 8°/20cm, 3+ Smoke, Minimum range 8°/20em, Smoke bombardment 5+ Tank Assaule 3. 5s NoHE 5 (Gak spee LARGER GUNS : Guns have many roles, They drop shells and rockets on » enemy infantcy and canks miles away, defend the skies este he git against incoming aircraft, and punch holes in enemy fielded its own range of arlery piece A armour so_their army can advance ferent guns in use is vast. Every country has their own selection. design The range of dif the Arsenals give the full details. Below is a sany with their own characteristics, HEAVY MORTARS ANTI-TANK GUNS Heavy mortars are just sealed up versions of their mane tank guns fire high-velocity armour piercing shots _ packed cousins. With calibres from 4.2” (107mm) @ directly at tanks. Most 160mm (6,3”), they pack a powerful punch for sud simple and cheap weapon: nk guns can also plosive, fragmenting rounds against infantey tay necessary. Every army developed its own range of anti- it sought co gain an edge on enemy armour. ROCKET LAUNCHERS table below shows two typical anti-tank guns, Each Rocket launchers were one of the secret weapons of the army's Arsenal describes their anti-tank guns. Red Army at the start of World War Two. By the end} of the war every army had their own version of these IRCRAFT GUNS. lighoweight weapons capable of delivering a stunning © principal dw shoot volume of fire and saturating the target area with raft, bue their high rate of fire and the velocity plosives. Each army's Arsenal describes. their rock shot makes them excellent, if rather lar nti- launchers. GUN TEAMS CAN FIRE AS RIFLES Gunners are usually equipped with rifles and the ARTILLERY, ‘machine-gun for self-defence! IF they aim ‘The main function of artillery is bombarding the enemy eae aimee attacked by infantry and don’ have time ro bring thei Se ase a ey ying, Teepe) bear, or their weapon is not going 0 have cops Ue na agri st infancry, they leave the gun where it to hic them with each shot. Artillery bombardments are s is, pick up their rifles, and open fire explained in more detail on page 121 Gun teams (including Man-packed Gun tearns) can GUNS AND HOWITZERS «as Rifle teams instead of shooting their main weapon, If Guns and howitzers are the most common form of aril. they do this, they have an all-round Field of Fire, but d ery. These are conventional guns lobbing heavier shells "9° rotate te face the sarget they are shooting at. than an guns over longer ranges. They aren't as Pian Weapon Mobility Range ROF Anti-tank Firepower Notes Anti-tank Guns OQE 6 pdr gun Medium 24"/60em 3 10 Ae Gun shield, 7.5cm Pak40 gun Medium 32"/80em 2 12. 3+ Gun shield, Anti-aircraft Guns { 20/65 gun Light 16"/40cm 4 5; 5+ Anti-aircraft, Tumtable. \ Artillery M2A1 105mm howitzer Immobile 24"/60cm 1 9 2 Breakthrough Gun, Gun shield, Smoke. Firing bombardments 72°71800m = 4 4+ Smoke bombardment. Heavy Mortar 120-PM-38 mortar Light 56”/140em. = 3 Bit ial Rocket Launcher 15am NW41 rocket launcher Light 64"/160em = 3 Smoke bombardment, ¢ following rules represent the battlefield perform= ince of weapons with unusual characteristics and super~ Bede the normal shooting rules. The Arscnals lise Which iiributes apply'to a particular weapon or vehicle, AWKWARD LAYOUT forme tank designs have such an awkward internal layout Mhat itis difficule for the crew to fire on the move. In he Archer, for example; the gun recoils into the drivers Dposition, requiring them to vacate before firing, fink teams cannot shoot any weapons with Aukward Hayout in their own Shooting Step if they move in the fovement Step. They may still shoot at Aireraft in the enemys Shooting Step (sce page 181). IMG CARRIER ren they board their HMG carriet, the machine Gunners mount their machine-gun on their carrier so fhey can fire the gun while mounted. An HMG team that started the turn as a Passenger in an SHMG Carrier may fire the carrier's hull-mounted vehicle achinexqun as an HMG veam at their full ROF of 6 find a range of 24°160im as long as the echicle does not nove, However when moving, the weapon is reduced to he usual ROF 3 and 16°/40cm range of a vehicle hull (G. While firing the machine-gun as an HMG team, it Heounts as the vehicle’ Main Gun. he HMG team that fires cannot Dismount in the same Burn, except to escape the destruction of their vebicke. HORSE ARTILLERY c artillery has a long tradition of galloping the Hguns.to the fore, Within 30 seconds of the order ‘Crash FAction!’ being given, the well-drilled crews. have the Eguns ul thorses for mechanical gun tractors has changed the drill alittle, bur crash action Aero eh ia .a/ Va ns) nbered and are delivering fire. ‘Trading theit WA Gun team rated ar Horse Artillery shat started its eurn Mounted may Unlimber at the end of its movement, less it moved At the Double. The Gun team remains Fecactly where it ended its movement, and the Transport iebicle ic Sent to the Rear Uf they do this, they can shoot on the move. However Whey cannot fire Artillery Bombardments in the turn hey Unlimber. IMPROVISED ARMOUR je was not uncommon for tank crews to add their own improvised armour—made of sandbags, tank tracks for whatever they could find—to the outside of their Wehicle for additional protection againsc short-range jnfancry anti-tank weapons. If vehicles with Improvised Armour fail an Armour Save against weapons with a Firepower rating of 54 or 6, roll another die + Ona roll of 5+ the Improvised Armour stopped the shot, ignore the failed save. + Otherwise, the resuls ofthe failed Armour Save stand. Improvised Armour has no effect against Flame-throwers, Artillery Bombardmens, or Aircraft. In assaults, it only protects against hits from Gu teams using the Tanks Hit by Gun Teams rule’on page 157. LIMITED VISION In onder to pack more into small tanks, some tank de- signers reduced the crew co limited the number of visi mi and severely Thus, the tanks require the commander to operate as a somewhat Vision-impaired gunner as wel Tanks with Limited Vision add +1 10 the score required to hit when shooting any weapon except an AA-MG at targets that are entirely behind a line drawn across the front of the sank’: turret before they rosate their turret to face the warget. Tanks with Limited Vision must rotate their turret to point straight abead when they move No HE Some weapons come equipped only with armour piercing ammuni n, and have no high explosive ammunition at all, reducing their effectiveness against infantry and ‘soft targets Hits from weapons with No HE cannot be allocated t0 Infantry or Gun teams. If only Infantry and Gun teams are valid targets, all hits from weapons with No HE are ctely as the anti-tank gun bas no targets. ignored compl Gun teams with No HE are not completely helpless against Infantry tears though as they can shoot as Rifle team if necessary (see page 117). ‘ONE-MAN TURRET French tanks retain the one-man turret of their First World War forebears. Although this is sufficient for infantry-support, in tank-versus-tank clashes the com- mander is faced with che impossible task of finding new targets, and loading and firing the gun, while directing the driver as well. Any tank with a One-man Turret that moves adds +1 10 the score required to hit when shooting with its mrret Main Gun. Machine-guns and Flame-throwers do not suffer this penaloy. In addition, a tank with a One-man Tarrer may not fire both the wurret Main Gun and the vurret machine-gun in eased TANKS WITH LIMITED VISION ADD + TO HIT WHEN SHCOTING AT TARGETS BEHIND KUED. TH Feovr oF tHe Tuener. Taxes we NS re 72 Lure Vision as fs RoraTe : the ue To The oeonr mie Ter NE TO ROTATE THE TURRET OR NOT? 118 orn BETTER To STAY IM Pace A DT RCTATE NOUR TURRET RATHER THEN MOVING, THAT WAY TOW RETAIN YOUR FULL RATE OF FRE, MITASER EVEN THOUGH YOU GET A #1 PENALTY ON YOUR ROLL TO HIT. PASSENGER-FIRED WEAPONS Some wansport ve les come equipped with an on board machine-gun, but are only crewed by the driver, meaning the weapon can only be fi are mounted in the vehicle -d when passengers Vehicles with Pastenger-fired weapons can only shoot those weapons if a Pasienger team is Mounted in the vehicle. A single Passenger team can fire all of « vehicle fired weapons Passenger A seam that fires a Passenger-fired weapon cannot Dismount in the sarne turn, except to escape the deseruc tion of their vebicle PROTECTED AMMO. Many tanks ate destroyed not by the enemy shell bur by thefr own ammunition being hit by white-hot frag- ments of armour and exploding. The chances of this minimised by providing a safe place for stowing. ammunition within the vehiele such as an armoured compartment or inside a water-filled jacket. If forced to bail out, crews of sanks with protected ammunition are far more confident when it comes to remounting their vehicle quickly. Tanks with Protected Ammo’ re-voll all failed Mot- ivation Tests 10 Remount Bailed Out vehicles in the Starting Step (see page 102). RECOILLESS GUNS Paratroops need light arillery. One solution is recoil less guns, These weapons nt propellant gasses from the rear of the gun to counteract the recoil of the shell being fired. Although this creates a large cloud of dust and Aying debris behind the gun, it do low ie t9 do away with the heavy recoil-absorbirig, carriage ol most artillery. Recoilless guns never count as Concealed if they fired in their last Shooting Step as the dust cloud giver awa their position. Because ofthe danger from flying debris you cannot fre @ Recoilles: gun when any part ofa friendly team is direc behind and within 2°15em of the Gun team, Recoile guns cannot fire from within Buildings, SLOW TRAVERSE Most tanks were either fitted with power traverse or had turrets that were light enough to be quiekly swung by hhand. Some designs suffered from heavy turrets lacking power traver Tanks with slow traverse add +1 to the score required 1 hit when shooting any turvet-mounsed weapon excepe ai AA MG at targets shat are entirely bebind a line drawml acres the font of the tank turret befare they rotate the turret to face the target STABILISER JACKS Heavy anti-aircraft guns are much more mobile when mounted on trucks, but they need outriggers and stam biliser jacks to stop them fiom tipping over when they fire. The addition of a gun shield makes thera seh anti-tank weapons too. Vehicles with Stabiliser Jacks have a Gun Shield for that Main Gun and use the Gun Shields Protece Vehicles rule ee page 99). / SELECT THE SHOOTING PLATOON lect one platoon to shoot with 2 SELECT THE TARGET PLATOONS WHO WILL SHOOT EACH PLATOON ide which enemy platoon each team will shoot at 4 FIRE SMOKE AMMUNITION joke muuit be fired before the rest of the platoon shoot: CHECK THAT THE TARGET IS VALID Lvalid sargee must be: in Line of Sight, in Range, and in Field of Fire. ROTATE TO FACE THE TARGET Tiern the weapon to face a team in the earge platoon (CHECK IF THE TARGET IS CONCEALED Targets at least half hidden by terrain are Concealed. Infantry and Man-packed Guns are always Concealed if they donit move. Teams that did not move, shoot, or assault are Gone to Ground. ROLL TO HIT IRol! one die per point of ROF far each shooting team. Teams that moved reduce their ROF by half. SHOOTING SUMMARY | Add +1 to the score 10 hit for each of the following: © Range is over 16°40em. + Target team is Concealed. + Target team is Gone to Ground while Concealed. * Shooting weapon has ROF | and moved. 9 ALLOCATE HITS TO TARGET TEAMS Opponens dlocates hits to teams within uargee platoon, Hits mst be allocated: + 10 valid target + evenly across teams + 10 operational vehicles before Bailed Out or Bagged Down ones + to sargets closer shan 16°40cm before those beyond. © 0 lowest Armour first 10 ROLL SAVES FOR TEAMS THAT WERE HIT Opponent rolls a die and adds the Armour rating of Armoured vehicles and compares the result to the Anti- tank rating No efict Firepower test to Bail Out Roll 5+ save for Unarmoured vehicles, except 3+ save for Warrior. Independent, and Recce teams. Roll 3 save for Infantry teams. Firepower test to Destroy otherwise Bail Out Roll 5+ save for Gun teams, unless Gene to Ground, then 34 save 11 ROLL FIREPOWER TESTS Roll Firepower Tests to Destroy Armoured vebicle, Infantry teams, and Gur: teams in Bulleiproof Cover 12 MARK OR REMOVE DESTROYED TEAMS Mark Destroyed Armoured vebicles as Wrecks. Remove other Destroyed reams, 13 RETURN TO 1 TO SELECT YOUR NEXT SHOOTING PLATOON 14 PIN DOWN PLATOONS HIT FIVE TIMES Platoons that take five or more hits in a Shooting Step are Pinned Down. IN THE STARTING STEP RALLY PINNED DOWN PLATOON Pass a Motivation Test in she Starting Step to Rally a Pinned Down platoon. REMOUNT BAILED OUT VEHICLES Pass a Mosivation Test in she Starting Step to Remount a Bailed Out vehicle, > 7 = & Ed ‘ancient science of artillery reached its destructive pinnacle in the bloody stalemate of the First World . There the armies of Europe learned the art of massed artillery fire to smash enemy defences and cut them ‘off from their reserves. Their technique was slow and methodical, but extremely deadly. Select the Aiming Point Nominate the Spotting Team Check that the Target is Ve a. Check Line of Sight b. Check Range ¢. Check Field of Fire Rotate to Face the Target Check if the Target is Concealed 6. Roll to Range In on the Target 7. Position the Template 8. Roll to Hit’Teams Under the Template 9 Roll Saves for Teams that were Hit 10. Mark or Remove Destroyed Teams 11. Pin Down all Platoons that were Hit Firing a Bombardment. ..... Select the Aiming Point . Rotate to Face Target: Firing Over Troops and fferratal tee Spotting Teams ....... Roll to Range in on the Target .....+++ Position the Template. . Double-width Templates. Devastating Bombardments .. Bigger and Smaller Batteries ... Mixed Bombardments.... ++... Roll to Hit Teams Under the Template Allocate Hits to Teams . Friendly Fire .......00000ee0 Pin Down All Platoons that were Hit « Roll Saves for’Teams that were Hic. Armoured Vehicle Saves. ....+.+ Unarmoured Vehicle Saves. « Infantry Saves Gun Saves. Bulletproof Cover « Passengers in Transports... Passengers on Tanks . Smoke Bombardments.. ++... Size of aSmoke Screen «+. Effect of a Smoke Screen... Wind Dire Rocket Launchers. ...++es6s0000+ Air Observation Posts. . Artillery Summary [Amtillery weapons are the big guns of the army. Most Iroops must be able ro se their enemy to shoot. Artillery allows you to quickly concentrate a lot of firepower Anywhere on the battlefield, way beyond the ra hormal weapons. ‘This is p: I for ut troublesome machine-guns and anti-tank guns ularly use Bombardments saturate the target area with high-explo- Give shells rather than hitting one specific target, making, it expecially useful against densely-packed enemy fo ns asall of them are hit ae the same time. Being on ithe receiving end of a bombardment is terrifying, Shells exploding everywhere tends to keep soldiers’ heads down. This makes an artillery bombardment the ideal piccursor 10 an all-ouvassauleon che cncuay position, ge of ARTILLERY TEAMS Firing an artillery bombardment is 2 very specialised task. Te requires the sight equipment and trai to mention literally tons of ammunition! 1G Hot Only Ariillery teams can fire Artillery Borabardmenss Artillery teams are those listed in the Arcenals with a line giving characterisics for firing Bombardments Some mortars and recket launchers cannot fire directly ata target and therefore only have a single line inthe Arvenals that lists their characteristics for firing Bombardments. These are also Artillery teams Light Mortar teams are Infantry teams and cannot fire bom- bardinenss, heir characteristics are for normal shooting. WHEN ARE BOMBARDMENTS FIRED Artillery batteries fire their long-range bombardments while other oops are engaging the enemy with direct fire at shorter ranges. Artillery teams fire Artillery Bombardments in. the Shooting Step at the same time as other weapons. Aniillery teams cannot fire Artillery Bomberdments as Defensive Fire during the Assault Step. The enemy is already 100 close to your own troops for a bombardment 10 be effective. WHO CAN FIRE A BOMBARDMENT It takes a lot of work to prepare a bombardment, and it takes even more time to ire enough rounds to make the bombardment effective. There is no way guns can fire an artillery bombardment from the move To fire a bombardment an Artillery eam must either + spend the whole turn stationary or * Unlimber in the Movement Step provided the Gun team remains where is started the turn aside from rotating. PINNED DOWN I is difficul fire, and impossible to fire fast enough to ma to load and fire an artillery piece under effective bombardment. Only self-propelled guns ca keep firing while under heavy fire. Only Armoured vehicles can fire Artillery Bombardment when their platoon is Pinned Down. Other types of teams cannot fire a bombardment while Pinned Down. ONE BOMBARDMENT PER TURN ° suming to allow an arillery battery to engage multiple and firing a bombardment is too time con- targets in a shore space of time. An Aniillery platoon can only fire one Artillery Bombard. ‘ment per turn. NO SPLITTING OF ARTILLERY FIRE The time required for a battery to coordinate @ bombardment firces it to ignore all other targets. When a placoon fires an. Arillery Bombardment, 18 Antllery teams cannot fire any other weapons this turn. If they do net fire in the Avvillery Bembsrdinent they canviat shoot at all. Non-arullery cams cannot fire Bombardonents, 10 are fre to conduct normal Shooting. RANGING ARTILLERY An artillery bombardment begins with the sporer giving 4 map reference for the target to the plociing team at the gun position. They calculate the bearing and range and the gunners fea round at chat map reference Usully, beoween difficulties in precisely locating, the target on a map, the round will land close, but not Fight on target. The spotter calls back a cortection sich as ‘Down 200, right 100.’ The gunners correct and fire another round. If this lands on ‘On targes, four rounds, fie the spotter eal ich gun fires four rounds dropping a salvo on the target. Fire mission complete! bee a Ea cree ers SG agement et teeny eer ts eee Re ee ee ee if the platoon is Pinned Down. stationas erg > Ifa platoon fires a Bombardment, all Teens shoot at all. A platoon can only fire one Pee se ea BNA aout > Remember, Bogged Down and Bailed Out ‘teams may not participate in a Bombardment. ARTILLERY MAY FIRE A BOMBARDMENT INSTEAD OF & “ARTILLERY MAY NOT FIRE A BOMBARDMENT iF mT Moves. ‘ALL ARTILLERY WEAPONS IN THE IW THE BOMBARD- MENT, OR NOT Although the idea of shelling every suspicious bush rock, or house makes perfect s front line, it doesn't work out that way in the real World. The amount of «mmunition needed would be leven if there were enough time to wait for endless se 10 the trooper at the bombardments. Before the gunners will expend their iprecious shells and sweat firing a bombardment, they have to be sure that there isa targec worth the effort The Aiming Point of an Artillery Bombardment must the the cenire of a specific enemy team. Place a suitable Inarker with the enemy scam to mark the Aiming Point of the Bombardment. “MAXIMUM BOMBARDMENT RANGE AVhile guns firing bombardments shoot at high angles of eles f There is still a limit to how far they can throw a shell. jon to achieve longer ranges than normal shoot An Anillery team may not fire in an Artillery Bombardment where the Aiming Point is further than their Bombardment Range away. [Measure the range from the closest partof the Anillery eam (excluding gun barrel) 10 the nearest part of the enemy team (excluding gun bartels) that isthe Aiming Point. ICheck the range sepa » in the Firing platoon. This may result in some teams not firing them, cy for each Artillery te While the rese conduct the bombardment withor MINIMUM BOMBARDMENT RANGE Ifthe enemy gets too close ro your guns, firing a bom- ardment becomes impractical Sita easels IOnly Artillery teams that are more than 8°/20em from Whe Aiming Point can fire an Artillery Bombardment. FIELD OF FIRE Most artillery weapons have li that restrict the targets they can engage without com- pletely realigning the guns, a rather time-consumi .d-traverse mountings operation. An Anillery team may not fire in an Artillery Bombardment where the Aiming Point is outside its Field of Fie (see page 82) ROTATE TO FACE TARGET ILof your weapons must be brought to my. Your gunners traverse their weapons, Before they fi bear on the en aim, and fir After determining your teams: Fields of Fire, but before they fire the Bombardment, rowaie your teams to point directly at the Aiming Point in the same way that teams rotate to face their target in normal shooting (see page 84), FIRING OVER TROOPS AND TERRAIN Anillery weaponslob their shellsin an arc high overhead. It is this high trajectory thar gives them their longer range and allows them to shoot ata distant enemy not even visible to the artillery crews themselves Artillery teams can fire a Bombardment over intervening troop: or ternain, They do not need a Line of Sight to the Aiming Point as long as their Spotting team has a Line of Sight. SELECT THE AIMING POINT THE AWINS POINT MUST BE MORE THAN 8"/20CM AWAY, ALTHOUGH TEAMS CLOSER THAN 8°/20C14 CAN BE INCLUDED UNDER THE TENPLATE. Fee AN ARTiLeRy Texan) CONNOT FIRE OvER TREES | 4 THE GERMAN HuMne, SELF PROPELLED GUN IS FAR ENOUGH FROM THE WOOD TO BOMBARD THE BRITISH SEXTON. J FAP AN ARTILLERY TEAM CANNOT [Rg meoerioumsoae | \dthatiine, 2.0568 70 1 THAN Ts Hel = HelcuT OF BUILDING EXCEPT MORTARS, WH CAN FIRE OVER ANY Bui WORE THAN 4 /10CM AW. FIRING OVER BUILDINGS tree lines) or Bocage Hedgerows within 4°/L0cm of the High obstacles such as buildings are a hazard for artil- seam. This prevents Artillery teams from firing Ariilleny lery crews. ‘They need to have sufficient clearance to lob Bombardments from completely within a Wood. their shells over the buildin, One of the advantages of mortars is thar their steep trajectory allows them to fire over buildings more easily than other artillery pieces. An Artillery team cannot fire an Artillery Bombardment if the Line of Sight between the Artillery team and the Aiming Point passes shrough a Building closer to the seam ne Ruane a Co Wea from the Aiming P Tenet ee ere et eke inc and within hav the height of the Building ee ee Re > ” The Aiming Point does not need to be in eee ee Linc of Sight, but must be in the Artillery matter how tall the Building i niches Artillery team: can never fire an Artillery Bombardment | Aaa eee ces from within a Building erry ening ans > Artillery cannot fire over a Building if it is Corre CU a Cte Stocg poate nea ee wae FIRING OVER Woops When positioning their weapons artillery crews are careful not to get too close to intervening trees. If they set up t00 close, their shells will hie che trees and blow Frasier reir: the battery 10 pieces! nn Leer An Antillery team canno: fre an Arillery Bombardment if the Line of Sight between the Artillery team and the Aiming Point passes through sees (such as woods or 2 4 # ey z = ° Ss Th order to range the guns in on the aiming point Someone has to spot the fall of shot and report the nec- fssary corrections back to the gunners, Bvery Artillery Bombardment requires a Spotting team. This can be one of the Artillery cams firing the bombard. ment, the Platoon Command team or Staff team of the [platoon firing the bombardment, any Company or Higher Command team, or a specialist Observer team. UA Spotting team can only Spot for one Artillery platoon land an Artillery platoon can only have one Spotting team Spor for it each surn, even if they fail 19 Range in The Spotting tean team chat is the Ai the Movement Step, must not shoot in the Shooting Step oher than to participate in this Artillery Bombardnent, land may not assault in the Assault Step. must have a Line of Sight to the enemty Point, must not have moved in SPOTTING WHILE PINNED DOWN Observers do not need to expose themselves much to do their job, They can continue to perform their task, even Under heavy enemy fire. However, they still need the tadios, so if chey abandon their tank, they cant call for bombardments Spotting team: can Spot while Pinned Down, but net if they are in a Bogged Down or Bailed Out vehicle SPOTTING WITH COMPANY COMMAND TEAMS Experienced officers can spot for any artillery under their command. They have less training in directing bombard ments though, so their bombardments will tend to be less accurate than that of a properly trained spot. Company and Higher Command teams can act as the Spotting team for any Artillery platoon under their command, but can only Spot for one platoon per turn. When acting as a Sporting team, they suffer an additional +1 penalty to the score required to Range In due to their lack of raining: Toro ne Gears erent ene frac een ares rere UV ane Petia Seren era move, shoot or assault > Teams can Spot while Pinned Down, but Ror ce no ie - STEEPLES OR OV His HLLS AT THE START OF TE Guwe WiRE THEY BI can vibe wie ORECTING emia sare a ion el ARTLAERY BATTERS NEED A SPOTTING TEAM, gly THER ONE OF THE GINS, THE BATTERY | bs POSITIONED AT THE EDSE OF A W000 CAN BONSERD TARGETS IN FRONT OF THEM Teans wrin) THE WOOP CANNOT FIRE A Artillery can fire much further than it can sce so it makes sense to have the weapons placed well back, sifely behind friendly lines, and send out small pa known as observer teams to seek out enemy targets in the front lines. Once the observers have found a target they use radios or telephone lines to communicare with their artillery bac cries to bring devastating fire down upon unsuspecting enemy troops. Observer team: are Independent teams and are either Infantry teams, such as Observer Rifle teams, or Tank teams, such a: an Observer Sherman tank An Observer team can act as the ‘own platoon from anywhere on the battlefield, tting team for their MULTIPLE OBSERVER TEAMS Large artillery platoons often have two or more observer teams. This allows them to have eyes all over the bat- tlefield t0 ensure that the enemy has nowhere to hide However, the artillery platoon can still only respond co A platoon with mulsiple Observer teams can only use one of them as a Spotting team each turn SPOTTING FOR OTHER PLATOONS aff teams are linked to cach other by radio or tele phone lines so as to form an effective communications network on the battlefield. This practice means that ‘observer teams can call for fie from any batiery within range ‘An Observer ream from an Artillery plawon with a Staff tearm mnay act as the Spotting team for another Artillery platoon with a Seaff team (aside from an Allied platoon, see page 70) instead of its own plaroon. When doing this they can still only Spot for one plaroon per urn. OBSERVERS MOVE CAUTIOUSLY Observers are wained to make the best use of any cover, even when on the y move, This allows them to get right up close to the enemy positions so they can watch theif every move and report it back to the artillery battery. Observer teams and their transports use the Cautious Movement rule umm DISMOUNTING OBSERVERS FROM TANKS: Sometimes a good observation post such asa chureh steeple is more important than armour protection and) mobility. In that case, the observer will dismount taking a portable radio and send their tank aw: You may Dismount an Observer Tank team that is nok Bailed Out as an Observer Rifle team. To do so, remoue the Tank team at the sure of your Movement Step or whet Deploying the tearn at the start ofthe game, and replace it swith an Observer Rifle team placed anywhere under the area covered by the lank team. When a Bogeed Down (see page 44) Observer Tank tear it immediately ceases being Bogeed Down and is removed. Dismounts Observer Tank teams may only Dismount if you bave am Observer Rifle earn to replace it, otherwise, it must stay in the vehicle erate C at eon ee on in Spot for their Artillery Battery. They also have the Cautious Movement abil Cena eee aed Org eee ere Perea a ee tea Batteries if both their platoon and the eT em tsa eee ee z Ey = = Fa eens en ae eg en oc Pm een a eR eeeareg {A staff team is an impor platoons. ‘The staff te efetence, radioed to them by the spotter, and conivere it 0 angles and clevations for the artillery weapons. Theit echnical expertise allows the staff to perform complex fealculations and communicate the results to the rest of n's job is to take the targ the artillery platoon quickly. IMortar platoons and rocket batteries lack artillery staf because their operation does not permit prolonged bombardments and sophisticated artillery tactics STAFF TEAMS Ho do their job, a staff team needs lors of maps, plotting boards, charts and tables, not to mention radios and tele- hones. All this equipment prevenss them from being very mobile or effective in combat. Although they are an Infantry team, Staff teams are part lof their Artillery platoon and move slowly as if they were fa Heavy Gun team. A Staff team can shoot as a Rifle eam, but cannot function as a Staff eam in the turn it does so A Staff team can function just as well when it is mounted in its own Transport ear as it can when Dismounted (a Vong as is is not Bailed Out or Bagged Down), but cannot Yinction at all when mounted in another Transport team, STAFF TEAMS ALL GUNS REPEAT! IF the spotter successfully ranged the artillery in last turn, the staff eam can order all of their guns to repeat the bombardment on exactly the same place. ‘The targ coordinates for a repeat bombardment are exactly the same as the previous bombardment, meaning all weapons ean in quickly and effectively An Artillery platoon ‘with a Staff team may Repeat an Artillery Bombardment fired in the previous turn. Because « Repeated Bombardment Ranged In on a previous turn, it automatically Ranges ln on the first attempt this The Repeated Bombardment must we the same Spotting seam as the original Artillery Bombardment, and it must still meet the other requirements for a Spotting team (see page 126), All Anillery wears that fired the original Bombardment shat stillcan must fre in che Repeated Bombardment, and 10 other teams may be added t0 the Bombardment. The Repeated Bombardment must use the same Templase (Gee page 130) as the previons turns Bombardment, unles there are insufficient weapons stil fring The Repeated Bombardment is centred on the original Aiming Point, regardies of whether or not the enemy team thas was originally rargeted is ill there or not aff teams are Infantry teams that move as, a Heavy Gun and shoot as a Rifle team Fou aa leoan octeee? as St Ea Teri Pere ee te ee Eee ete A eee a ne eae ate Having selected the aiming point, theartillery must range their guns in before they can fre the bombardment ith direct shooting, the most difficule part of g the artillery in is finding the enemy in the first ing team may make three attempss to Range In an Artillery platoon each turn + Hany roll to Range In is succesful, the Artillery platoon Ranges In on the Aiming Point, and can now fire the Bombardment, * Otherwise the Artillery teams fire their ranging shots (counting as shooting), but have no effect on the target The score required for your Artillery 10 Range In depends an the enemy’ Skill nating as shown in the Score Needed to Range In table Reo) Tt Od LO a A) Score Needed o Hi Add 41 to the score to range in for each of the following: + Target team is Concealed. + Target cam is Gone to Ground while Concealed + Spotting team is 2 Company or Higher ‘Command team. ae F MORTARS RE-ROLL FIRST ATTEMPT & R Mortars are closer to the scene of the action and fire much miore rapidly than guns. This allows them to ange in quicker and deliver an effective borne bardment alm mediately Ufan Artillery Bombardment is only being fired by Mortar teams, you may re-roll rhe first failed aurempe ro Range I If fuils on the re-roll, you still have two more Ranging In atsempts left as normal. The mortars do not get rea roll on their second and third attempts LOCATING AND HITTING THE TARGET Ranging in an artillery bombardment requires a similar score 10 that needed to hit the arget with normal shoot« ing. In both cases the erickiest part is actualy locating the «as opposed to actually hitting it once it i locared, Once the spotter has located the target itis then up co the skill of the gunners to deliver a timely and concentrated bombardment on the target. Skilful gunners will bave the rounds landing quickly i 2 ighe pattern, Conscripes con the other hand, take time to get on target, and even then splatter shells across the landscape > Scores to Range In depend on the t team’s Skill rating and concealn ent, Cae Nga a eed Oe a OM eee eses et the Artillery platoon Ranges In, Otherwise aa ener ts Se re-roll their first attempt to In if it fails. MONARO ruscoucu seriLLeey FRE A VIABLE TACTIC IT 2085 REDUCE THE TUNE YOU ARE EXPOSED ‘THE WESPE SELF-PROPELLED GUNS HAVE THREE ATTEMPTS TO RANGE IN. THE AUNING PONT IS & CONCEALED, TRAINED TANK NEEDING A SCORE CF He (Be FOR TRINED, 1 BECAUSE THE TARGET 16 CONCE: TARGETS MOVING AT THE DOUBLE (ONE OF THE MOST EFFECTIVE CCUNTERMEASURES AGAINST ARTILLERY IS GETTIN Re MOLT OF THE DINGER ZONE AS FAST AS POSSIBLE. THE ARTILLERY EITHER HAS TO KEEP SUETING THER FIRE OR CEASE FIRE, TIS MAKES MOVNG AT THE DOUBLE DOESN'T REDUC TO ARTILLERY BOMBAKDMENTS. casualres, Bur ‘Artillery bombardments differ from normal shooting in B that the gunners are attempting to hit all rargets in an ping huge explosive power down upon the target and the sur auca centred on the target team, The artillery is rounding area, Anyone close is likely to suffe Place the Artillery Template (a square measuring 6/1 Sem ton each side) centred over the Aiming Point. The sides lof the Template must be lined up pointing towards the entre of the Bombarding platoon. If several platoons lare combining to fire a Bombardment, by using the Hit tem With Fverything You've Got rule on page 240 for fxample, choose one of the Bombarding platoons and line Whe Template up with it All of the Artillery weapons in a Bombardment are firing Busch sume sarget poins, 0 you only use one Template, no Imutiter how many weapons the battery bas. DOUBLE-WIDTH TEMPLATES. If you gee enough gans fri fou can cover a much DEVASTATING BOMBARDMENTS Massed rocket launcherscan saturatea hugeate aking artillery bombardment look paltty. The she: area covered makes up for the lack of accuracy of each launcher A Devastating Bombardment Template is a tquare meas. uring 12°130em on cach side The sides of the Template must be lined up pointing towards the Bombarding platoon, > Centre the Artillery Template on the Aiming Point lined up towards the Ponerinae rent Oat osm renee etn ees Sire coed z Ed ps Ps > Artillery Templates are 6”/15em square. > Double-width Ten wide by 6”/15em deep. plates are 12”/30cm > Devastating Bombardment Templates are PPE enbetis Pap eer Me eileen points sey EAE platoon that is dispersed over a wide area EBA Double-widdh Tenplae is « rectangle measuring a 72°/30cm wide by 6'/15em deep. Align the ‘Template so cp. Mig A Seem #200 is cenrecover the Aiming Point with one 6'/1 Sem FoR iqueare template on cach side of the line running back to Pai Borsbardingplatcon cae at |=} FA fe gee ee ee a 4 (fa CENTRE THE ARTILLERY TEMPLATE CN z | Oa api TH EOUSAEOINS PLATOON xem Mia eS WHILE YOU CAN USE & TEMPLATE TO Plck ON THE ENENY’S COMMAND TEANNS, IT'S RATHER UNEPORTING TO DO SO AS YOUR GUNVERS REALLY CANT TELL THE COMMAND TEAM FROM ANY OTHER TEAM, I MULTPLE ARTILLERY BATTERIES FIRE A COMBINED BONBARDNENT (BY USING & SPECIAL RLLE), Pick ONE OF THEM TO LINE THE TEMPLATE TOWARDS, WHY ARE ARTILLERY TEMPLATES SQUARE? While che dang. for an artillery are spread out, for arillery ofall calibres because, althou shells, che overall effect is o ea for asingle artillery shell i anything bur square (more ofa butterfly shapein reality) the danger area sty is generally considered co be a square, ‘This reflecs the way the aiming points of the individual guns nd the dispersion of the individual shells land gi lcavy alley fires huge shells, while lighter weapons fite many ate a similar sized- danger area, cither from a few big explosions ot lots. of smaller ones. 1g Within the rarget area. We use the same size template Not all artillery bombardments are creared equal. A bombardment by one or two small guns is use serious harm, while a massed bombardment by a dozen or more heavy guns will smash almost any targer vo pulp in short order. SINGLE-GUN BATTERIES Good luck hitting anything with 2 bombardmencif you only have one weapon firing! Ifthe Bombarding platoon has only one weapon firing, you must use a standard Artillery Template and add +1 t0 the wore required to hit any target in addition w re-rlling succesful rollt To Hit TWO-GUN BATTERIES If you only have a few weapons firing, there going to be as many shells hitting the target and the casualties will be a lot less. If the Bombarding platoon ha: two weapons firing, yon ‘must use a standard Artillery Template and re-voll success ‘fed rolls To Hic to confirm your bits THREE TO FIVE-GUN BATTERIES Once you get sufficient weapons firing, a bombardment starts to take full effect on che enemy Ifthe Bombarding platoon has three 19 five weapons firing se a standard Artillery Template SIX TO EIGHT-GUN BATTERIES The more weapons you have firing, the more shells you an fire, the more explosives you deliver onto the carget area, and therefore the more likely you are to destroy your target " If the Bombarding platoon ha: six to eight weapons firing y0u may either re-roll failed roll To Hit, or use a Double- widdh Template NINE TO THIRTEEN-GUN BATTERIES Aca certain point the sheer number of guns firing allows you to spread your fre over a lar rca while retaining maximum effectiveness. if fring. you may either use a Double-width Template and fe Bombarding platoon has nine te thirteen weapons re-roll failed to hit rols, or wea Devastating Bombard- ment Templat. FOURTEEN OR MORE-GUN BATTERIES Gigantic bombardments are devastating. Everything in the entire area is pulverised. If the Bombarding pl firing, use a Devastating Bombardment Templaie and re« roll failed to hit roll oon has fourteen or more weapons MIXED BOMBARDMENTS Some artillery battalions have @ h battery different type of weapon, or flexible fire control that allowed batteries from different units to coordinate! theirfire. While the effect of the heavy weapons is dilured. by the lighter weapons, the mixed bombardment is still more deadly than the light weapons alone. When an Artillery Bombardment is fired by a combination of different Artillery weapons use the worst Skill rating, the lowest Anti-tank rating and the worse Firepower rating of all the types of weapon. If at least one third of weapons firing have a bester Anti-tank rating than the worst weapons, add 41 to the lowest Anui-tank rating, using this rating for the whole Bombardment. If ut least one third of weapons firing bave a beier Fircpower rating than the wore weapons, improve the worst Firepower rating by -1, using this rating for the whole Bombardment. EXAMPLE Ifa Soviet artillery battalion wich four 122mm howitzers (Anci-tanke 4, Firepower 34) and cight 76 tank 3, Firepower 6) fitesa bombardment, i does 40 with a Anci-tank rating of 4 and a Firepower rating of 5+ IF there were only two howitzers, the whole bombardment would hhave the ratings of the 76mm guns instezd. 1m guns (Anti PA en on eet eS RON score and re-roll successful rolls To Hit. 1) > Two-Gun Bombardments re-roll successful rolls To Hit PA ee eee re-roll failed rolls To Hit, or use a Double- wideh Template. > Nine to Thirtee ee ea > Peg eRe ue eee = _ toll failed rolls To Hit, or use a Devastating & Bombardment Template. “ » Fourteen or more-Gun Bombardments use Peper om tr mente Coat ree re- roll failed rolls To Hit. > Mixed bombardments use the worst Skill Soran ae caer et rae ey the weapons have better Anti-tank and ee se eRe cd eee these ratings by 1. (Once the guns are ranged in on the target point, they all open fire, saturating the target ar depend on how quickly and accuracely the gunn but the results all shell the target, Experienced gunners deliver a devastat ing, concentrated bombardment, while poorly trained conscripts scatter shells ineffectively over a wide area Bather than rolling one die per point of ROF as teams do when shooting normally count up the number of teams tat least partly under rhe Template, and roll that number lf dice. Roll hits separately for each platoon under the Template The wore needed to hie is bared on the bombarding teams’ WSkill rating, modified by the time taken 10 locate and Range In on the target as detailed in the Score Needed to Hit sable. © A successful to bit roll-means a team was bit by the Bombardment > A failed to bit roll means that the team twas lucky and escaped harm from the Bombardment MULTIPLE TARGET TYPES "Although soldiers can be ordered to man other weapons, f destroyed gun cannot be replaced with a truck! oll to hit each Type of team (Tank, Infantry. Gun, and Transport reains) in the plasoon separately A SIX ALWAYS HITS WITH ARTILLERY IA bunch of poorly-trained conscripts trying co get arti Tery on carget isn't che most impressive sight, but with fenough shells, close enough is good enough ROLL TO HIT TEAMS UNDER THE TEMPLATE The score to hit a team under an Artillery Bombardment is never mare than 6, provided two or more weapons are firing Rela aa mela Ls Firing Platoon’s Skill | Score Needed to Hit ‘Add +1 to the score to hit if + ‘The artillery ranged in on the second attempt. Add +2 to the score to hit + ‘The artillery ranged in on the thied attempt. ‘Add +1 to the score to hit if: + Only one weapon is firing. Y ic for cach team at least partly Pea a ees etetaeests Pconene ester ees ast SUMMARY. Peron ie ete CROs ee eee ced Se y score of 6 always hits as long as two or THE GERMAN ARMOURED INFANTRY PLATCON HAS SEVEN TEAWS UNDER THE TEMPLATE. ROLL THREE DICE TO) HIT THE INFANTRY TEAMS, TWO DICE TO HIT THE GUN TEAMS, AND TWO DICE TO HIT THE TRANSPORTS, Commanders order soldiers to replace casualties in Weapons teams to keep important weapons in actior Your opponent allocates hits t0 teams of the appropriate type under the Template from the platoon that was bit subject ro she fllawing rules in order of privity * Each team may only be allocated one bit © Unprotected teams must be alle in Bulleiproof Cover ated hits before teams © Hits must be allocated to operational vehicles and other teams (including Gone to Ground teams) before Bogged Down or Bailed Out vehicles = Unarmoured vehicles must be allocated hits before Armoured vehicles + Hits must be allocated 10 Armoured vehicles with lower Top armour ratings before chose with bigher Top armour ratings Hits must be allocated to other teams before teams that are Gone to Ground. RIDING ON TANKS. Riding on a tank is dangerous under artillery fire. Do not roll to hit Infantry or Man-packed Gun teams riding on a tank separately from their tank, Instead, ifthe Tank seam is bie, all eam: riding on it are also bit, HITTING TEAMS IN BUILDINGS Arillery fire on buildings is the same as any other those caught in the danger zone sk Check the teams! positions in the Building to determine which ones are under the Template of an Artillery Bombardment in the same way as if they were outside the Building FRIENDLY FIRE Antillery is indiscrinlinate and everyone under the bombardment, whether friend or foe, suffers Unforcunately this means that your own troops may be hic if they are too close co the enemy when the bom bardment is requested! If any fi Antllery Template during an Artillery Bombardment you must roll ro bit thera exactly as you would for enemy teams. If a friendly team is unlucky enough to be hit idly seams are under or partially under the during a bombardmene the effects will be exactly be same as for ai enemy tear! Peres cee eta es ) > Each team may only be allocated one hit. if > Hits must be allocated to unprotected tcams before teams in Bulletproof Cover. > Hits must be allocated to Unarmoured vehicles before Armoured vehicles. > Hits must be allocated to other vehicles before Bogged Down or Bailed Out o SUMMARY > Hits must be allocated to Armoured vehicles with the lowest Top armour first. PSE ae oes kee etd eae eek arte Seo at teams riding on it are also With shells exploding and shrapnel flying everywhere, it takes an exceptionally brave soldier to stick his head ‘out of his hole under an artillery bombardment If a platoon takes one or more hiss from an Artillery Bombardment, it is automatically Pinned Down (eel page 104), I hic means that a shell has landed close enough 10 an Fenemy team to be dangerous. ‘The roll 10 save deter- mines if the shell did any serious damage. ARMOURED VEHICLE SAVES Mostly the shells falling everywhere explode near the Ranks, and shake up che crew. Ifa shell does fa tank ic falls on the thin top armour. tually hit When you bie « vank;'the opposing player rolls w dic and Medd: the vebicles Top armour rating. Compare their revue Wuith your weapon’: Anti-tank rating for Bombardment: EXCEEDS ANTI-TANK RATING Uf your opponent's Armour Save roll is greater than your iueaponis Anti-iank rating for bombardments, PArmour Save is successful, and the shot has no effect Shaving bounced harmlessly off the tank's armour their EQUALS ANTI-TANK RATING Uf your opponent's Armour Save roll exactly equals your lweapon’s Anti-tank rating for bombardments, they failed heir Armour Save, Alibough your shot didn’ penetrate the tanks armour, it might still have some effect. Ta determine the effict ofthe hit you must take Firepower Test. Roll another die. Bf the roll equals or exceed: your weapon's Firepower rating, the crew panic and Bail Out, Ifthe rolls lower than your weapon’ Firepower rating the shot has no effect and the tank continues in action unharmed, LESS THAN ANTI-TANK RATING Uf your opponent Arntour Save roll is less than your fweaports Anui-tank rating for bombardments, they failed Wheir Armour Save ROLL SAVES FOR TEAMS THAT WERE HIT To determine che effect ofthe hit you must eake a Firepower Test. Roll another die B Uf the roll equal: or exceeds your weapon's Firepower rating, the tank is Destroyed, Ifthe roll is lower than your weapon's Firepower rating the shot failed to do significant damage to the vebicle but the crew still Bails Out of the tank fearing that the next shot might do wore. UNARMOURED VEHICLE SAVES Unarmoured vehicles have no protection from artillery. heir only hope of survival is that the exploding shells bwill do only minor damage. When your bombardment hits an Unarmoured vehicle eam (a Tank or Transport team with a Top armour rating of -), the opposing player rolls a die + If the result is 5+. the vehiele escapes unharmed, * Otherwise, the vehicle is automatically Destroyed. RECCE AND WARRIOR VEHICLE SAVES Small jesps and mororycles are fast-moving targets and tend to get out of the bombardment atea of nd out of danger quickly Unarmoured vebicles that are Warrior, Independent or Recce teams (including all Motorcycle Reconnaissance teams) save on a roll of 3+ instead of the usual 54 hollows INFANTRY SAVES Infantry caught in che open have very litle protection against the shells whistling down on their position. Their only hope is to hit che dirt, and fast! Lf che shelling continues, they should move out of the barrage as fast as possible. Infantry in bulletproof cover is a different matter. They are very hard to dig out. When your bombardment bits an Infantry team, the opposing player rolls a die + if the result is 3+ the team escapes with no serious injury. * Otherwise, unless the team is in Bulletproof Cover, it is Destroyed, GUN SAVES Guns are even more endangered by artillery bombard- ments than infantry, as the guns and crews are less able to disperse to avoid the falling shells, However, if the uns are dug in, they can be tough to destroy as only. a direct hit will wipe out the whole crew. When your bombardment hits a Gun team, the opposing player rolls a die + If the result ts 5+ the ream escapes with no serious injury + Otherwise, unless the team is in Bulletproof Coter, it is Destroyed. GONE TO GROUND GUN SAVES ‘When working their gun, gunners together more than infantry ground, they can spread out and take full advantage of cover, making them much less vuln Any Gun teams that are Gone to Ground have a 3+ save instead of a 5+ save. This does not apply to teams that are only Gone 10 Ground because they are behind Smoke. forced to clump However, if they go to BULLETPROOF COVER A bombardment renders cover that only protects from one direction useless Linear Obstacles like walle or Bocage Hedgerows, and Gun Shields do not provide Bulletproof Cover against Bombardmens, although other Bullesproof Cover (in cluding being Dug In or in Entrenchments) dacs. If the target Infianery or Gun teams are in Bullerproof Cover, take a Firepower Tet + Uf the voll equals or exceeds. your weapons Firepower rating, your weapon blew through the cover and target team is Destroyed. © Uf the roll is lower than your weapon’ Firepower rating, the cover protects the team from harm. PASSENGERS IN TRANSPORTS Transports are not intended to fight. ‘The batile when shot at out of the ARMOURED TRANSPORTS Armoured half-tracks were conceived as a way of getting troops safely through the artillery zone and into combat. They wonk stop under artillery fire while they can still move Armevered Transport teams roll saves in the same way that Armoured Tank teams do, However, they automatically Remount (see page 102) immediately when Bailed Out by an Artillery Bombardment. If you Destroy an Armoured Transport team, ever Passenger carried by the Transport team must pass a 5+ Passenger Sait or be Destroyed. Any surviving Passenge teams immediately Dismount Under Fire and the platoon is now Pinned Down (see page 104). UNARMOURED TRANSPORTS. The best thing to do under artillery fire is keep driving and pray that you don't get hit When you hit an Unarmoured Transport team (whethe or not you Destroy it), every Passenger carried by the Transport team must pass a 5+ Passenger Save or be Destroyed, If all of the Passengers in a Transport tearm are Destroyed but the veb Sent 10 the leis nos, the Transport teary i ear immediately. The platoon is now Pinned Down (see page 104). Surviving Unarmoured Travsport teams still carrying Passengers remain on table a} an artillery bombar if other Transport teams in the platoon were Destroy DISMOUNTING UNDER FIRE When vehicle, the survivors leap our seeking artillery round wrecks theif cover in the folds of the ground. If'ts ransport is Destroyed or removed asa result of a Bombardment, any surviving Passenger teams must immediately Dismount, moving no closer to. the shooting reams as ir doe so If necessary, Transport teams (other than Wrecks oft Armoured Transport seams) can be removed first ca create space for the Pas ngert to Dismoune. If there és no room for a Pasienger team to Dismount, then the Pasiengen team is Destroyed. PASSENGERS ON TANKS chicle is unsafe, clinging to the outside off a tank under fire is even more dangerous. Infantry or Man-packed Gun teams riding on a tanke must take a 5+ Save instead of their usual Infantry of Gun Save when hit. The Passengers are not in Bulletproof Cover, so no Firepower Test is needed to Destroy them. All surviving teams immediately Dismount Under Fire and the plaioon is now Pinned Down (see page 104). Loa SL Umar fe rn atc) Occ nhs secre entity and compare result to Anti-tank rating: Orne + Ifequal, Firepower Test to Bail Out * If less, Firepower test to Destroy, if fail the vehicle is Bailed Out. ec es trem nec > Unarmoured vehicles pass a save on a 54. PO Re CeCe Independent or Recce teams save on a 3+. ICC rrr crime on 5+, unless Gor we on 34. Gun teams save to Ground when they Cee eae ea UI itn kere eeat > A Firepower Test is required to Destroy teams in Bulletproc Cee Ree C Ce rts Bulletproof Cover against Bombardments. (onus > Passengers in Unarmoured transports that were hit or Destroyed Armoured transports Gd CeCe eee cette smount and are Pinned Down. IA smoke screen is created by firing shells filled with ichemicals thae burn quickly, givin White smoke. Enormous amounts of these shells must be fired onto a small area co creatc a smoke scteen large off clouds of dense land dense enough 10 provide complece concealment for your troops. Imprompru smoke screens of the type called down by a commander during a battle, while still mpressiveand quite effective, are nowhere near as dense land complete and cannot be mai tained indefinitely. (Only weapons listed as having the Smoke Bombardment Butribute in their Arenal listing may fire a Smoke Bombardment. FIRING SMOKE BOMBARDMENTS. Artillery follows the same process when firing smoke as Svhen firing normal ammunition, the only difference that smoke rounds cant hurt che target. When firing « Smoke Bombardment, use the normal Arillery Bombardment rales to Range in using an enemy eam as the Aimning Point as usual. If any roll to Range Un is successful, place a Smoke Screen. The Bombardment hhas no other effect. FIRE SMOKE BOMBARDMENTS FIRST Smoke bombardments require many shells and consid ferable time to take full effect. If you do not give them priory, they will not be effective in stopping the enemy from shooting the troops you are trying to screen Smoke Bombardment: must be fired at she beginning of the Shooting Step before all other shooting. SMOKE BOMBARDMENTS NO REPEAT BOMBARDMENTS Firing a smoke bombardment requires a different set of computations than firing a normal hombardmene Even when artillery fires a smoke bombardment on the same target, the delay in bringing up more specialist smoke ammunition and minor changes in wind speed and ditection mean new calculations, Artillery firing a Smoke Bombardment may not we the All Guns Repeat! rule to repeat a previous Bombardment, Smoke Bombardments must be Ranged In anew every turn shey are fired, even when the Aiming Point isthe same. SMOKE DISPERSES The shells generating the smoke don't burn for very long and the wind will blow the smoke away faitly quickly, In the Starting Step at the start of your next turn, remove all Smoke Screens that you have fired, SIZE OF A SMOKE SCREEN The size of the smoke screen created by a smoke bor bardment is directly related to the number of weapons This smoke sereen is then blown downwind of the target area, firing the bombardment When placing a Smoke Screen on the table, centre the 6°/15cm square Artillery Template on the target tear, but instead of lining the sides up with the firing batiery the Template sides are positioned parallel to the Wind Direction + If two weapons are firing, the Smoke S area of the Template. creen covers the SMOKE SCREENS, HEAP ize Suoce BovesconeNT Like £ Ws Noss Boaszouenr mar race LAs 5 ck= STEAD OF ROLLING TO I ST BE FIRED BEFORE ALL OTHER SHOOTING. COVER Two TEMPLATES, ae +... if — 4 370 § WEAPONS FIRING CAN : + 0 DIRECTION ; k Teas SEEN THROUGH SMOKE ARE CONCEALED ” AND GONE TO GROUND « . REGARDLESS OF WHETHER OR NOT THEY MOVED OR SHOT, If three to five weapons are firing, the Smoke Screen may be extended to cover the area of the Template and another Template downwind of anid adjacent t0 it + Ifsix or more weapons are firing, the Smoke Sercen may be estended to cover the area of the Template and another one or two Templates downwind of it * Ionl one weapon is firing, the smoke disperse at ft asthe twvapon cat: frei, 10 there is no Smoke Screen produced. The Smoke Sercen occupies all of the Templates and is 2'/sem high. Fill each Artillery Template with nine Smoke markers 2°!5cm in diameter and 2°/5em tall (halls of cotton wool work well) or a single large Smoke marker 6°115em square and 2°/5:m tall. EFFECT OF A SMOKE SCREEN The thick blanket of smoke generated by a bombard ment is difficult to see throug A team cannot ste another team at over 16°40em if all Lines of Sight between them pas: through Smoke Markers If all Lines of Sight from a Shooting or Spotting team 10 ‘an enemy team enter or pass through Smoke markers, the team is both Concealed and Gone 1 Ground, regardless af all orber considerations, except in Defensive Fire where in only Conceals (vee page 152) If any Line of Sight from « Shootin the enemy team does not pass through a Smoke Marker, the Smoke Screen has no effect or Spotting team to A Smoke Screen is not a Terrain Feature WIND DIRECTION Since smoke tends to drift downwind, one of the major factors to consider when firing a smoke bombardment is which way the wind is blowing, Either player can find out what Oe wind direction is at any sime not done 10 beforehand, a player must deter mine the Wind Direction when they fite the first Smoke Borabardment of the game Align the Artillery Temp of the short table edger. The defending player rolls a di and compares it to the Templaie to. determine the Wind Direction. The attacking player may re-rell the wind direction, reflecting their ability 10 choose the direction of the attack. If they do, this roll is final, even if less favourable than the first. Once determined, shis isthe re 0 that it points to one ming aril twind direction for the duration of the game Sere oe cee ne hae R TS eeeeceerrcer es > Smoke Bombardments must be fired before Bien CR Reco ces > Place the first Artillery Template of a Smoke Screen parallel to the wind direction, then CC car tae arian tea) Cree ec ues tel ae an te > Three- to Five-gun batteries create a Smoke een ul em ara ar Six-or-more-gun batteries create a Smoke Screen three Artillery Templates long. Pennetta an ees 16”/40cm, and the target is Concealed and Gone to Ground at shorter ranges THE DEFENDER ROLLS A DIE TO DETERMINE THE WIND DIRECTION. IT WILL BLOW FROM CONE OF THe coRNERS 02 ACROSS THE TABLE FROIN ONE LONG EDcE TO Th TTACRER DOESN'T LIKE THE RESULT, THEY CAN RE-ROLL THE WIND DIRECTION. ONCE eT |g THE SAME FoR THE REST OF THE GAWE, Balvo rocket launchers fire bombardments just like ny other artillery, but with one key difference. After ranging in as usual (usually by firing a single rocket ar Unfortunately, the smoke ira i time, just like ordinary antillery), they fire all of their ¢ away the Weapons’ position, allowing enemy artil- Rockets in one massive salvo. lery to range in on the rough area Ufun Arcillery Bombardment is only being fired by Rocket Place a Smoke Trail marker (a ball of cotton wool or Launcher teams, it does not suffer a To Hit penalty ifchey similar) 10 the rear of each Rocket Launcher team that Rariged In on their second or third attempt fires (including fuiled attempts to Range In). Spotting teams do not need a Line of Sight to Rocket ac ener pve 7 bah Launcher teams marked by a Smoke Trail to Range In on lockers are notoriously dificult to control in flight BWithout any on-board guidance system the rockers of World War Il could not hope to match the accuracy of fonventional artillery and very big salvoes would simply them as the smoke tails rise above all terrain. However if the Spotting team does not have a Line of Si Aiming Poini, the target team. counts as being Concealed, 1 t0 the because the smoke decs't give auvay the rocket launchers be spread across a wider area, Scie badion far Arcillery Bombardment is being fred by six 10 eight Rocher Launcher teams, you must wse a Double-wideh Template rather shan re-rolling failed rolls To Hit. Remove all smoke srail markers on your Rocket Launcher teams in the Starting Step of your next turn. Uf an Artillery Bombardment is being fired by nine fired by Rocket Launchers do not modify their To Hit rolls for Hip thirteen Rocket Launcher teams, you must vive a Devasiating Bombardment Template rather than ree Bolling failed rolls To Hit. in Arcillery Bombardment fired by fourieen or more Hecapons, wsesa Devastasing Bombardment Template and be-roll: failed To Hit roll Ranging In on the second or thied attempt. Present d re-roll failed To Hit roll ROCKET LAUNCHERS Flying low over the front line, an American L4 ‘Grasshopper’ or British Auster liaison aircraft operating as an ai observation post (AOP) is the bane of German soldiers, Any movem: radioed backs to the ficld artillery, who respond in ¢ at all is,instantly spotted and their usual brutal fashion by pounding the target until all movement ceases. By D-Day, every American and British division had light aircraft operating as AOP’s ig them unequalled artillery observation capability An Air Observation Post (AOP) is an Independent Observer team, but may never Join another Independent team or platoon, An AOD is not treated as an aircraft except for shooting at iz and Fighter Interception The AOP carries no weapons and cannot shoot, asvault ar be assanlied. An AOP cannot openate at night. If the mission uses the Daun rules (ee page 273), the AOP will move on 10 the table in its frst daylight turn. Ifthe mission uses the Dusk rules ice page 273), the AOP will leave the table in its first night turn. MOVING AN AOP The AOP flies low over the front looking for the enemy and report, to fighter (ore tremely fast compared to its earth-bound compatriots, cit positions, Although slow compared en bomber) aircraft, an AOP is still ex An AOP does not havea Movement Distance. Simply place the AOP where you want it to be in the Movement Step. An AOP may be placed within 2'I5em ofan enemy tear. and enemy teams may move within 2°/5em of an AOP, ARTILLERY OBSERVER The main role of an AOP aircraft is artillery observation, using its mobility to find « aircraft fic, Te ics low to avoid enemy fighter aircraft sand avoid enemy anti making it more like a ground vehicle than an aircraft An AOP is an Observer team that can act as the Spotting team for any Artillery platoon that ha: a Staff team. An AOP Spots ikea ground vehicle, drawing Line of Sight 10 and from the aircrafi model, jenoring its flight stand. Unlike other Observer teams, an AOP can Spot for arti Lery while moving. When using the All Guns Repeat! pecal an AOP can move, bue must still be ina rule on page 12 ‘postion 10 Spot the Aiming Point fom she previous turn. Duc to the difficulties in flying an aircraft and locating targets at the samme time, the AOP aircraft model (ignoring the flight stand) must be within 16"/40cm of the Aiming Point. Line of Sight from an AOP is taken from any part of the aircraft model, The AOP benefis froma ies height by allowing is 10 re-roll he third attempt so Range In if fled om thas atacmpe. SHOOTING AT AN AOP Even though they lying low, an AOP issuill moving too fast and high for anything but an anti= aircraft gun to hit An AOP can only be shot at using the rules for Conducting Anti-aircraft Fire on page 181 as if it was an Aireraf Self defence Ansi-aircrafe weapons can shoot at an AOR if not attacked by its As with all Anti-aircraft Firep the AOP is shat atin its own Shooting Step, not the enemy Shooting Step FIGHTER INTERCEPTION AOP pilots relied on being inconspicuous to survive if their defenceless light aircraft, Sometimes it workedy and sometimes ic didn’, If your opponent has Air Support, they can roll for Fighter Interception instead of Ground Attack at che beginning of their own turn. If they receive the the Fighter Interception, AOP is shot down and Destroyed If the AOP player alto has Air Support, they ray roll for Fighter Interception (as ifthe opponent had rolled for Ground Attack) to sop the opponents fighters before they shai down the AOR » Place an AOP anywhere on the table as its ets SOO aere. Ne eg acer eucaiet Per aeurg and must be within 16 Point to Spot. Te care ial Gg Roce 40cm of its Aiming PURO eeco ea i eC o ca Pan retest AOP using the Cond RNa PA rerers Anti-ai fe Penieenn cn te neal AOP instead of providing a Ground Attack Aram se Oe 1 SELECT THE AIMING POINT Select an enemy team as the aiming point 2 NOMINATE THE SPOTTING TEAM SSeleet one of the weapons firing, the Platoon Command lor Staff team, the Company or a Higher Command tearm, lor an Observer team as the Sporting team. 3 CHECK THAT THE TARGET Is VALID Target rust bein Line of Sight, Range, and Field of Fire A ROTATE TO FACE THE TARGET Drm the artillery co face che target of is bombardment. CHECK IF THE TARGET IS CONCEALED Targets at least half hidden by ternain are Concealed. Infantry and Man-packed Guns are always Concealed if they dan't move Teams that did not move, shoot, or astault are Gone 10 Ground. 6 ROLL TO RANGE IN ON THE TARGET Three attempts to range in Target Team's Skill Score Needed a Veteran Addl +1 t0 she score to range in for each of the following + Targeted team is Concealed. PV arent SALON UN * “Targeted team is Gane to Ground while Concealed. * Spotting team is a Company or Higher Command team. Mortars may re-roll a failed first attempt 10 Range In. 7 POSITION THE TEMPLATE IConire the template over Weapons Firing Aiming Point. Templare 2 | aris e675. | reo | 61S x 575m S50m x ison or 12°/30cem x 6"/15« No re-roll Oto 12°730cm x 6'/5em 12''30cm x 12'/30em | 8 ROLL TO HIT Roll one die per team under the template Add +1 t0.the score to hit if © The artillery ranged in on the second attempt. Add +2 00 the required score 1o bit if The arvillery ranged in on the third atterapt Add +1 10 the score to bit if Only a single weapon is firing Artillery with 2+ weapons fring always hits on a 6. 9 ROLL SAVES FOR TEAMS THAT WERE HIT. Artillery hits the Top armour of Armoured vehicles. Opponent rolls a die and adds their Top armour rating and compares the result t9 the Artillery Anti-tank rating 1 J geese) [ Noefce Firpower et Ball Out Firepower test io Destroy Roll 5 save for Unarmoured vehicles, except 3+ save for Warrior, Independent, and Reece teams, otherwise Bail Out Roll 3+ save for Infantry teams Roll 5+ save for Gun teams, unless Gone to Ground, then 3+ save Roll Firepower Tests to Destroy Infantry teams, and Gun teams in Bulleiproof Caver 10 MARK OR REMOVE DESTROYED TEAMS. Mark Destroyed Armoured vebicles as Wrecks Remove other Destroyed teams. 11 PIN DOWN PLATOONS THAT WERE HIT Any hit on a platoon from a Bombardment means the platoon is Pinned Down. Although youd think that the firepower of machine-guns and bunkers can withstand a heavy bombardment. In the deal with the most stubborn enemy, experience has repeatedly shown that well du ‘get up close and personal with bayonets and hand grenades. and artillery would be more than enough to infantry in trenches end, the only way to take their pos Select the Assaulting Platoon Mark or Remove Destroyed ‘Teams = ‘Test for Tank Terror Charge into Contact Opponent Conducts Defensive Fi 10: Roll to Hit with Assaulting Teams Roll Saves for Armoured Vehicles u Push into Enemy Positions Has Assaulting Platoon Won (ifso, Skip to 11) Opponent Tests Motivation and either: * Counterattacks, or * Breaks OfF Victor Consolidates Return to 1 and Select the Next Platoon lect the Assaulting Platoon...+...+++++++ 143 Other Teams do not Rolll Saves. 159 Tank Terror . +143 Unarmoured Vehicles... 159 A atl Non-usslalting Toa et Infantry and Gun Teams «02.4 159 2 Passengers .. Boat3 «byl FeMEe Charge into Contact........ 14s ae : oy Fr Motte Rocce 146 Pash into Enemy Positio . 160 5 ‘Charge Who You Shot At sereeecees 147 Has the Assaulting Platoon Won........... 161 FM Charging into Terrain........+. - 148 — Opponent Tests Motivation . 162 a inear Obstacles .... +148 Counterattacking ., ee 163 is Arca Terrains... 148 Chase Eg % urging into Contact 163 2 paper a ballding = 2) be Tanks Assaulting into Terrain... 164 Ps aa essa saint sae ospelay) Passengers Must Dismount. ... } Assault Always Continues. ...+..6+.+26. 149 No Dekwthe Fire fe Sakae BEBE Assaulting Abandoned Positions ........4.. 150 Fighting in Counterattacks. seeees 164 hich Platoons are Defending L151 Breaking Off... .ee.ceceeee 165 Who Can Defensive . 151 Captured if Too Slow. ..... 165 ‘Opponent Conducts Defensive Fire..... 4... 152 Dismounting to Break Off .... 166, fs Ona Bertie Seis Cannot Counterattack. .. 166 Shooting Over Infante: 152 Pinned Down if Break: OFF Lee Tanks and Defensive Fire . 153 es ene Leg Break Of th we Enemyse esses eos 166 Forcing the Assault to Fall Back... 154 ‘ropes B Falling Back LTS 1s4 Victor Consolidates... 167 ys “ Consolidation Movement .. 167 Roll to Hit with Assaulting Teams 2155 Defending Teams Retreat . 167 Boose Necded'eo H sea Dismount to Consolidate 168 Allocate Hits to Defending Teams ......+44. 156 Victor is Pinned Down 168 Roll Saves for Armoured Vehicles 157 Warriors and Independent Teams «+24. +4+. 169 197 : ; Assault Special Rules «4... 165 Tank Assault Ratings. .< 157] MS, a x Tanks Hit by Gun Teams 157 Assault Summary - 170 Readying grenades, your soldiers rise to their feet, the sun glinting off their bayonets, and charge towards the 1. While some of the fighting in an assault is hand-to-hand with bayonets and sharpened spades, much is simply close ‘quartets combat with submachine-guns and grenad enemy positions. The decisive momerit has co In the Assault Step, you launch a series of assaults, To heep things simple, each assault is fought in turn before the next assaule begins In cach assault, you select one of your platoons 10 charge the enemy. Each assault pits one of your platoons against ‘ane ar more of your opponent platoons. Your assaulting platoon charges into contact with the enemy, then the defenders conduct defensive fire in an effort 0 pin the assaulting platoon down and stop it. Ufthey fail, all assaulting teams attack a leshal flurry of bayonets and grenades. Ajier this terrifying onslaught, the defondem sts their willingness co counterattac their own wave ofs bayonets and grenades, Otherwise the defenders break off and the assaulb succeeds Should the defender fight back, she assanleing platoon needs to test their willingness in turn. If they are ready ta.carry on, they counterattack and the process continues until one side or the ovher breaks off Wher you have completed one platoon assaults, you selec another platoon to Launch an Assaule and charge in, > SELECT THE ASSA\ Your troops need to manoeuvre themselves co within striking distance of the enemy to launch an assault, Select one of your platoons or a Warrior team as the Assaulting platoon. Ie must be able to get into. base- to-base contact with an enemy team when it Charges into Contact (see page 145). PINNED DOWN PLATOONS CAN'T ASSAULT One of the easiest ways 0 stop the enemy from assault ing is to keep their heads down with heavy fire You may not select a Pinned Down plasoon containing Infantry teams as the Asiaulting platoon since they arcn't allowed t0 move closer to the enemy A Pinned Down platoon containing only Armoured Tank teams can be selreted as the Assaulting platoon vince being Pinned Down does not affect Armoured Tank teams. Coan aa istenaw anole LEADERLESS PLATOONS CANNOT ASSAULT Without someone to lead the way into the enemy posta tions, nothing happens You may not select a platoon without a Platoon Command team as the Assaulting platoon, although such a platoon can still Counterattack (see page 163). TANK TERROR Infantry ayoid assaulting tanks as they lack weapons thar can penetrate these well armoured beasts. Ifany Assaulting Infniry tearm is within 6°/L5em of ah enemy Armoured Tank team, the platoon must take a Motivation test before it can assault + Ona succesful roll, your infantry get up and assaulh the enemy * Ona failed roll they do not launch the assault, prefer ring ta remain where they are Ignore Bogged Down or Bailed Out Tank teams andl Independent teams (but nor Warr determining if an Assaudting platoon needs to take Motivation Test to assault teams) when een Rc nee k ee Ta peer tat) Tae be able to reach the enemy when it Charges into Contact. ert Pounce Doo ate mee unfess they are all Armoured Tank teams. SUMMARY. > Platoons without a Command team cannot ia Onna Cuber? Tomcat) eye cet Preece BWhile a smare officer tries to maximise the strength fof their eams behind WAll of the Infentry and Armoured Tank teams in the Assauliing platoon are Assaulting reams, aside from those that are identified as Non-asseulting teams auulting force, sometimes they have to leave Fhe assaulting player may declare any teams from the Wssaulting Platoon to be Non-assaulting team IMUST BE IN COMMAND: Bf che order to charge docant reach some of your troops in time, they won't be involved in the assault. Tears. that are Out of team Command are Nen-assaulting TOO FAR AWAY ioopscan only chargeso far Ifthee they can only watch the fight ting its outcome Teams more than 8°/200m from all Defending teams are Non-assculting teams. the Soviet Quality of Quantity Epecial rule (see page 251) extends this to 12°130cm in ome circwrnstances MUST SHOOT ON THE MOVE TO CHARGE Hn order co assault, croops need co work their way into a fgo0d jump-off position, close to the enemy. You cannot ido this while blasing away flat out at the enemy Tears that shoot with more than half of their ROF in the ISheoring Step are Non-ascaulting teams, unless they have la rule allowing them to shoot at their full ROF while moving. ‘CANNOT ASSAULT AT THE DOUBLE “The effort required to get your troops across the battle- icld quickly means that there is simply not enough time * ASSAULTING AND NON-ASSAULTING TEAMS. Hefe co organise an assault alter mon ng at the double, Teams thas moved As the Double are Normassaulting ears TTANKS CANNOT CHARGE TANKS Manks do not assault other ks, they shoot the Tnscead, they charge down the infantry, hoping that the defending tanks won't kill them first. Tank teams cannot Charge into Contact with Tank or Transport teams. They must Charge into Contact with Vafansry or Gun teams instead, -ASSAULTING:TEAMS SOFTSKINS CANNOT CHARGE Charging the enemy in’a ‘sofiskin’, or unarmoured vehicle, or even a lightly armoured transport, is a good way 10 ‘buy the farm’. Unarmoured Tank reams and any Transport reams in the Assaulting platoon are Non-assaulting teams An exception to this is German armoured halferacks that can charge into contact using their Mounted Assault ee page 243) special r GUNS AND ROCKETS CANNOT CHARGE ‘The domain of gunners is shooting, not launching wild bayonet charges. Gun team: (including Man-packed Gun teams), elf-pro- pelled armoured Rocket Launchers, and Staff teams in the Assaulting platoon are Non-assaulting teams, However, they may endl up fighting the enemy as the result of an enemy asault or Counterattack, ANTI-AIRCRAFT FIRE Troops shooting at aireraft are too busy with thar task Teams in the Anaulting platoon that Conducted Anti aircraft Fire during the enemy turn are Non-asiaulting teams. See page 181 for rules on shooting at aircraft WARRIOR TEAMS MUST JOIN BEFORE ASSAULT Heroic leaders dont sitbackand watch while theit troops attack, they get stuck in and lead from the front. In order to Join the Assaulting platoon as an Aswault " team, a Warrior tearm must Join it before it Charges into Comact. Any Warrior team that Joins the Asaulting platoon after it bas Charged into Couact is a Non: cassaulting team. > Only Infantry and Armoured Tank teams Pree ete oman ers ote + not have stopped to fire at full ROF, and + not have Moved at the Double. Tween UR acc Peon tenet a eset intents UIA a sms that fired at Aircraft in the enemy eee es LUCE Deegan ts The as enemy, bayonets glinting. Racing across the intervening, distance, the charging soldiers seck to gee to grips with theen fire they take from the defenders. Troops in the second. svave spread out to finish off any remaining resistance as possible to minimise the amount of Counterareacking team of the Countenattacking platoon, see page 163) into contact with the enemy I the following steps. Non-assaulting teams cannot Charge into Contact. 1. MOVE CLOSEST TEAM INTO CONTACT Those closest ro the enemy lead the way, closing rapidly with the nearest defenders. The troops following tackle whoever they can reach. Move the Assantiing (or Counterattacking) Infantry or Tank am that is clorest to the enemy up to-4°!10em into r-base contact with the nearest enemy team. 2. MOVE OTHER TEAMS INTO CONTACT Move all remaining Assauliing (or Counteratiacking) teams that can contact an enemy tearm. These teams maf move up 10 4/10em to contact an enemy team. You must (or Counteratiackingh teams as possible into contact, and must contact as many move as many of the Assaulting enemy tears as possible NeXT, MOVE ALL REMAINING TEAMS THAT CAN CONTAC ENEMY H"/ICCIN INTO CONTACT MOVE REMAINING TEAMS When all of the teams from the Assaulting (or 8"/20cm of a Defending team. Move these earns 4/1 0em (Counteratiacking) plaioon that can move into contact towards either any team that has already been contacted Rich enemy teams have done so, move all remaining by one of your teanis, or the nearest enemy team that has Assaulting (or Counterattacking) teams that are within not been contacted by one of your tears 3. MOVE TEAMS INTO ASSAULT RANGE FINALLY, MOVE ALL TEAMS WITHIN 8°/20¢M OF THE ENEMY 4 /10CIn TOWARDS THE NEAREST UNCONTACTED ENEWY, OR TOWARDS A TEAM THAT YOU HAVE ALREADY CONTACTED. THE MOST DIRECT ROUTE IGNORE TEAMS THAT ARE OUT OF REACH Brroops want to get into contact as fast as possible, bue While soldiers will hunt oue enemy hiding, behind buildings or in woods, there isnt mach that th 4 an do jor at the cost of getting stuck on che way. They will = i; Sie y about enemy troops up an impassable cliff Mivert slightly to avoid obstacles. CHARGE INTO CONTACT When Charging into Contact, teams ignore enemy teams that they cannot réach due to terrain that is impassable 10 them. Teams Charging into Contact must uake the shortest, most Mirect route into contact with the team they are charging This means that if there are-no obstacles between them Hand the enemy. they must move in a straight line towards Whe enemy. If shere is an obstacle between thein and the lencry, they may cither move straight towards the enemy MOVING NEAR THE ENEMY Assaults are all about closing with the enemy, Unlike ier he thence or tate the sheet ae eat, normal movement where you must keep your distance, lobstactet0 get to the enemy. you can move right up to the enemy when assaulting Teami may go around or through a friendly team that has Yettt Avaulting (or Counteratacking) teams may move lalready finished its Charge into Contact if this will get Whem closer to the team that they are charging. within 2"I5cm of enemy teams when they Charge into Contact, but may not move over or through an enemy team nor end their mouement with their base overlap- eas that contact ax enemy team rotate at the end. of ping any over reams base. An Assaulting team may not heir movement so that they are square up against a con acted enemy team. DO NoT NEED TO REMAIN IN COMMAND FOnce they ger the order to harge, soldiers done need to be told what ro do. pass chrough gaps between enemy teams less than its own hase width Mssaulting teams do not need t0,remain In Command when Charging into Contact. MOST DIRECT ROUTE CHARGE WHO YOU SHOT AT ‘Sometimes a platoon intending to assault will need to splic its fire co engage several platoons at once, ‘Charging into Contact an Assaulting ream that shot in the Shooting Step must char at. If it cannot Charge into Contact No all inner do this, it is enemy twassault with, mark the p. the Shooting Step 1o make it clear that you can stillassault your intended targct using the Assaulting Abandoned am within 8"/20cm ofthe platoon that you ion of the destroy Positions rule on page Rui an foe A oR SoCs > Starting with the nearest, move Assaulting teams up to 4”/10cm directly in to contact Smaart > Move remaining Assaulting teams 4”/10cm Porter eg cette etter enemy team or any team already contacted. Seen ean roe ‘can avoid obstacles and friendly teams. Seer neem as ect Se waco et ert em nes 4 z Py 4 Ff z ° ig Zi re z g 2 EY es) u LINEAR OBSTACLES is obviously impossible for your reams to be placed physical contact with fobstadle like a wall or hedge, In this case close enough is good enough. HA team in contact with @ Linear Obstacle, the Wreck of a Destroyed vebicle, an Opening in a Building, orany other $Obstacle shat physivally prevent: it from being placed loser to an enemy team it deemed 10 be in contact with ny enemy teams immediately across the obstacle from it. enemy team defending an Uf there isn't enough space between the enemy team and the Linear Obstacle for the Assaulting team to be placed (Plysically in touch with the enemy, it is still in contact ¢ of the Obstacle [Many types of area terrain are modelled with things like fees and rocks on them that li positioned, Once again, close enough is good enough. where teams can be Ufa team in Area Terrain is tmable 10 contact an enemy eam due to the way the terrain is modelled, it cow Bbcing in contact if i is asclose as it can get and is within 250m of the enemy team. CHARGING I ASSAULTING TEA CONTACTS THE ENEW ACROSS LINEAR TERRAIN {4S THERE IS NO ROOM BETWEEN THE WALL AND ASSAILTNG TEAM CONTACTS THE ENEMY IN THE BUILDING AS THERE 15 NO ROOM FOR THEM INSDE. CHARGING A BUILDING Once an assaulting team gets to the doors and windows of a building, they can throw in grenades and acempt Infantry teams charge through unoccupied Openings using the normal rules for entering Checked or Contested Buildings (see page 52). Uf there ix no space for the charging team inside the Building, it Charges into Contact with the nearest Opening, counting as being in contact with the nearest enemy team inside, If there is no space beside the Opening because of another nearby Building forming an alleyway, the charging team remains at the Opening in its own Building leading into the alleyway or at the end of the alleyway, but sill counss as being in contact with the nearest enemy team inside, Ia tear inside a Building is unable to contact an enemy team due 10 the construction of the Building, it counts as being in contact if it isa: close as it can get and is within 2°75cm of the enemy team. INTO TERRAIN ASSAULTING TEAM Moves Adem wre CONTACT WITH THE DESTROYED TANK TO CONTACT THE ENE. ASSALLTING TEAM, os CONTACTS THE EREINY ACROSS TEAMS ARE DEEMED TO HAVE CONTACTED THE ENEMY IF THEY HAVE INOVED AS CLOSE AS THE TERRAIN AND WRECKED TANKS ALLOW THEM TO DO. SOM ou) BOGSING CHECK IF ALL ENEIMY TEAMS WITHIN 2/82 A (N ROUGH TERRAIN, EVEN ‘THOUGH IT DOESN'T DiREcTLY TANKS IN TERRAIN If the enemy is trying to hide in terrain, your tanks have to go in after them. The normal rules for crossing or entering Rough Terrain apply while Charging into Contact. Tank teams must make the appropriate Bogging Checks as required. Even ifthe Tank team doesn’t actually enter ov eros: Rough Terrain, it must make a Bogeing Check as if entering or crossing the Rough Tervain when it Charges into Contact with an enemy team in or across Rough Terrain, unless it ic alo within 2°l5em of another enemy Infantry or Gun team that is not in or across Kough Terrain. TANKS CHARGING BUILDINGS Tanks are not really designed for fighting in built-up reas, but if they have to, they can attempt to bring the building down around the infantry hiding in i. Only Fully-armoured Tank teams page 8) can assault teams in Buildings. Ocher vehicles cannot assaul teams in Buildings as they cannot enter Buildings. The rules spor Tanks Aswaulting into Terrain apply to Tank teams Asiaulting (or Counterattacking) teams in Buildings Since Buildings are Very Difficult Going, the Tank team will need to pass Skill Test 9 avoid Bogging Down. Unlike Infeeary reams, Opening to assault into a Building. Instead, chey teat all wall: as Openings. Tank teams assaul: into Buildings im the same way that Infantry tears do, ink teams do not need an existing all other veipects Eully-armoured TANKS ASSAULTING TEAMS IN ROUGH B] TERRAIN TAKE A BOSSING CHECK WHEN INTO CONTACT. Tank teams cannot move up stairs, so they do not needs to move into Contact with Infantry teanis on the upper levels of « Building to assault them, but do have to move as close a: possible ASSAULT ALWAYS CONTINUES Sometimes your leading troops will find themselves stopped by obstacles before they reach theenemy, leaving) them exposed to enemy fie cerattacks, CHARGING INTO TERRAIN. 1d co Once you Launch an Assault, the asiault continues, evem if no Asiaulring (or Counterattacking) teams actually make contact with an enemy team when Charging inte Contact (because all of your tanks Bogged Down or your infantry got hung up on barbed wire for instance). Thi means that the defenders will sill conduct Defensive Fire see page 152). ce Race anes aa from actually contacting the enemy, they are considered to be in contact. Caen ene orn cele eet ing teams that are in Rough Terrain. > Fully-armoured Tank teams are the only vehicles that can assault teams in bui Uy > The assault continues even if no teams actu- ally contact the enemy due to terrain. 9 Z Q = 9° & ry 4 Q a 4 g Py < y z, = | 5 4 g BI IF your shooting was so successful that it destroyed ithe enemy Gssaulc can still rake place as the assaulting, platoon ams that you were about to assault, the Enoves forward and occupies the abandoned. enemy spositi thappen when two platoons Hirse platoon to assaule the position pushes the énemy unopposed. Sometimes s similar thing will sault side by side. IF the be left with an back, che second platoon to assault w easy wal Uf a team from your Waunch an Asault at the suart of the Shooting Step is Mable to Launch an Assault in the Assault Step, but ns that it would. have ase Buulied are no longer shere, your platoon may still Launch latoon that was in a position to Ipannor because the enemy its Assault Drstead of Charging inte. Contact with enemy team: Dre Accanlting teams must Charge into Contact with Whe missing enemy teams as ifthe enemy teams were still auhere they were at the start of the Shooting Step. MARK DESTROYED ENEMY POSITIONS IF you plan ro use the Assaulting Abandoned Positions rule, ican be helpful to mark the positions of the teams that you destroyed in the Shooting Step so that you can charge them in the Assault Step. STILL ENEMY CLOSE ENOUGH TO ASSAULT Hf the enemy platoons: have teams close enoug] It as normal, even though you won't make pu were intending to assault still to assault, you can continu the assa ontact with any enemy teams. Ufa least onc of your Assaulting seams is wishin 4110em lof'an enemy team after their Charge into Contact, the Mascault is conducted as normal. If there are no enemy teams within 2'l5em, the Assaulting teams cannot score any bits, bus the Defending platoons must still take a Motivation Test co Cowtteratack (ste page 162). NO ENEMY CLOSE ENOUGH TO ASSAULT If your shooting was spectacular or the enemy was widely dispersed, your troops may be able co simply walk in and take the enemy positions unopposed. Ifvione of your Asaulting teamscan get within 4°10 of an enemy team by Charging into Contact, the Aisaulting platoon still makes its Charge into Contact move to contact the positions of the vanquished enemy. It suffers 52) as usual, and if it doesn't ally Wins Defensive Fire (see page 1 Fall Back from the Defensive Fire, automat the Ascaule and Consolidates (ee page 167) » A platoon in position to launch an assault in the Shooting Step may still assault, even ca en tt ny are within 4”/10cm, they ion Test to Counterattack, must OTe ech a ett matically wins and Consolidates. YOu MUST HAVE BEEN ABLE TO ASSAULT The Assuulting Abandoned Posiions rule does wor allow you to just move at will afer siting still and shooting a their full ate. The assaulting teams would still have able to do tis, x otherwise they are nor eligible wo charge into contact. In Flames Of War you carit just decide to take the positions alter youve shot all of the enemy! a ae cs at en een Mee nce te Soins oe : vos eNO UYU De dent By vou ssauar asanroveo Positions, THe vereNoeRs Ii BA STi concucr cerensve rice. ALLOCATE HITS BEFORE ROLLING SAVES RENEMBER, YOU MUST ALLOCATE HITS BEFORE ROLLING SAVES. YO NNT SUUPLY CACOSE WHI TEAM IS DESTROTED 70 RENOVE THE ONE cLCGEST TO THE ENEMY. Generally anyone near enough to know what is hap pening will open fire on the attacki fixing far away to distinguish friend from foe can only warch and hope. troops before ‘onets ready to see the enemy off. ‘Those too Any enemy platoon that has teams within 8°/20em of an Assaulting team is a Defending platoon. A platoon does nor need to be in contact with the enemy t0 be a Definding platoon. Determine which plasoons are Defending platoons afie the Asaulting platoon has Charged into Contact NON-ASSAULTING TEAMS No one wants 0 expose themselves to fire unnecessarily so only troops being charged will open fire. Thove faced with troops giving covering fire will just ie low Enemy teams within 8°120cm of } are not being assaulted unless an Assaulting team is also 200m. von-assaulting teams within 8 WHO CAN DEFENSIVE FIRE ‘The enemy wonk take your charge lying down. When they sce your soldiers bearing down on them, they will redouble their fire in an effort to stop your troops from reaching them. After the attacking platoon has launched their assault, the def your attack with the nders get one last chance to stop defensive fire WITH THE ENEMY BEFORE WORKING OUT WAICH ENEMY TEAMS ARE VOLVED IN THE ASGAULT AND CIN DEFENSIVE FIRE. $Y PLATOONS WITHIN OF AN ASSAULTING TEAM ARE DEFENDING PLATOONS, Afier the Assaulting player Charges inti Contact, the defending player conducts Defensive Fire against the Asstulting platoon. Only scams within 8'/20cm of an Assauliing team ea shoot in Defensive Fire No DEFENSIVE FIRE AT THE DOUBLE the double are focused on seachin and are not Troops movin, their goal quickly ady for combat. A Defending team that moved At the Double in i previous Movement Step cannot conduct Defensive Fire NO FLAME-THROWERS IN DEFENSIVE FIRE Flame-throwers are offensive weapons. They to prepa ake tim ind cannot react quickly when surprised Teams cannot shoot Flame-throwers in Defensive Fir Infaritry Flame-thrower. teams can still shoot ai Rif teams (see pa Pegs a een ny POE UVeac ee) Riviera ony Assaulting team may Defensive Fire, unless they moved At the Double or are Flame- ‘ALL DEFENDING TEAMS WITHIN 8°/202M OF AN ASSALLTING Shooting ronets fined, is Imuch the same as shooting any other enemy, aside from the dite consequences of failing to shoot their charge down! ng you, bi Defensive Fire uses the normal shooting procedure (in- iluding checking that the tam is a valid target, rolling Bo bis, rolling saves, and rolling to destroy e lowing changes :) with the DEFENSIVE FIRE AT SHORT RANGE here is no time to pick your targets when the enemy is IPharging, you just shoot what's in front of you. LOnly Asiaulting teams within 8°720em are valid rargets Bin Defensive Fire, so bits must be allocated to Asiaulting Hears within 8°/20cm of the shooting team. DEFENSIVE FIRE FROM THE HALT HEven though they only have a short time to shoot modi weapons can pour on the lead when necessary, Mearns shooting in Defensive Fire do not count as moving, Fever if they moved in their previous turn, instead they fire lat their full ROE Hewwever, a team from a Pinned Down Eplatoon still reduces their ROF for being Pinned Down. CONCEALMENT FROM DEFENSIVE FIRE Wnless the defender is in the middle of a wood or the Hike, your attacking troops are going to be in clear view as they ch ge actoss the last gap and into the enemy Defensive Fire is conducted on the Assaulting teams where Whey are after Charging into Contact, so they only benefit fom Concealment they occupy at shat point. In most cases Bhi: means chat Assauliing teams will be in the open and Lunprotected. However, an assault in a wood or through a Broke screen would count as Concealed for instance. OPPONENT CONDUCTS DEFENSIVE FIRE ASSAULTING THROUGH SMOKE Although a'swirling smoke sercen hides the ene long range the pale smoke as they charge into contact they are clearly visible silhouetted agsinse As Deferive Fire is conducted at pointblank range Assaulting teams are only Concealed, but not Gone to Ground when seen through Smoke Markers ‘WHO CAN BE HIT If you are being charged, you naturally shoot at the troops charging you. Hits from Defensive Fire must be allocated to Asvaulting teams, and may not be allocated so Non-assauleing cams Aside from this, bits are allocated using the normal shooting rules NO BULLETPROOF COVER Your troops have to leave the safety of their own posi tions to charge into contact with the enemy, rendering, them more vulnerable to defensive fire As Defensive Fire is conducted on the Asaulting teams «as hey charge, shey never benefit from Bulletproof Cover ‘even in terrain that gives Bulletproof Cover SHOOTING OVER INFANTRY Ayvelllaidoutinfantry positionis likely oh gu As with other shooting, vehicles and Gun teams can nd anti-tank guns supporting the shoot over Infantry (bnt not Cavalry) tearns, as can other Infantry teams shooting at vehicles (see page 80). Menasha DESPITE CHARGING OUT OF ‘THE ASSAULTING TEAMS ARE N THE OPEN AND ARE NOT CONCEALED. ‘ASSAULTING TEAMS ONLY BENEFIT FROM CONCEALMENT THEY OCCUPY AFTER CHARGING INTO CONTACT /ND Rees NeveR BENEFIT FROM BULLETPROOF CoveR. — ‘OTHER VEHICLE WEAPONS CAN ONLY HIT F ASSALLTING TANKS TANKS AND DEFENSIVE FIRE Tanks have turrets so they can engage close-in threats from the flanks ina way that assaulr guns cannot TANK GUNS IN DEFENSIVE FIRE Rapid-firing machine-guns and turret-mounted weapons are the most effective weapons a tank has for halting infantry assaults. As well as its machine-guns, a vehicle can use any iurree-mounted weapons to shoot at Infantry teams in Defensive Fire All hits in Defensive Fire from other vehicle-mounted weapons must be allocated tv Tank reams. fonly Infantry teams are valid targets, those hits gre completely ignored. SNEAKING UP ON TANKS One of the weaknesses of tank design is that they have a huge blind area close to the tank making them vulner able to infantry attack. Tanks have to be very wary of driving into terrain occupied by infantry as the enemy can sneak up and blind it with smoke grenades, mud or flour bombs, before the crew even know that they are under attack, Once blinded, they less agains! virtually defence A Defending vehicle may not Defensive Fire at all ifit is in contact with an assaulting Infantry team that Sneaked Up on it, An Infantry team can Sneak Up on a vehicle if the + did not move in the Movement and Shooting Steps oD * started its Charge into Contact Concealed by Terrain. + did not shoot in © Shooting Step, and SNEAKING UP ON TANKS. VEHICLES THAT ARE CONTAC 8 INFANTRY THAT NEITHER MOVED NOR SHOT, AND THEN QHARCED OUT OF CONCEALNE TERRAIN, CANNOT DEFENSIVE FIRE, ALTHOUGH OTHER VEHICLES IN THE PLATOON CAN. DEFENSIVE FIRE HITS SIDE ARMOUR: Ac point blank range, anti-tank weapons are muc more effective. Their rounds hit harder and the gunnet vision slits, tracks and other vulnerable spa making them much more likely to penetrate the tank. Tanks use their Side armour for any Armour Saw against Defensive Fire, even when the model is facing t shooting team (Parormaanse cae Assaulting teams wit Pree t always fired as if statior emia ena exec) Cert CC era an ler eckenrss » Infantry can shoot at vehicles over other enter Teen een Pretest ttt Porieren eaten ener e ttt turret-mounted weapons to shoot at infantry in Defensive Fire, FS z 4 BS z Ea ere ener Dy ee ee started its Charge into Contact Concealed. erates Se cee ee eed Spent x“ 6 4 a | Fy ° e tt 3 = bs Be Py kd & re) rs ry P ° 2 FALL BACK FROM FIVE HITS Charging into a wall of bulless is nov a winning propos ftion. Ifthe defenders fire is heavy cnoughy the assault- fing platoon wil) break off the assault and fall back: Although throwing more troops at a problem normally Bust results in more casualties, there fextra numbers can make a difference, Uf she total number of hits from Defensive for more, the Assaulsing platoon is immediate 2 is five Pinned Down and must Fall Back. Their assault is now over, Whe Soviet Quality of Quantity special rule (see Bpage 251) requires ten hits to force infantry to Fall Back Gn some circumstances STANKS FALL BACK FROM TWO EFFECTIVE HITS While ry and open.topped vehicles can be driven Soff by a hail of bullets, battle tanks just wade on through thing that doesnt knock them out Il of the Assaulting teams are Fully-armoured vebicle other than Recce reams), they do not Fall Back if they tthe five or more hits from Defensive Fire. However, if, mo oF more Armoured vebicles (whether Open-topped or Fully-armoured) are Bailed Out or Destroyed by Defensive Fire, the platoon must Fall Back FALLING BACK If soldiers are unable to close with the enemy, they will hai the dirt just outside of grenade range Uf an Asseuling platoon Falls Back from Defernive Fire, fall reams within 2'/5cm of an enemy team immediately Imove by she most direct route until they are more than iendly teams are accupying the position that a tearm ceds to Fall Back 10, the friendly teams Fall Back the shortest distance required to make space for the Falling Back tearns pushing any teams in their way back in turn. icles do not need 10 rake Bogeing Checks for Rough Terrain while Falling Back. Any Dovn or were Bailed Out within 2 sanks that Bogged -m of the enemy, either during the Charge into Comate or by Defensive Fire still Fall Back uniil they are more than 2°/5em from the encmy as they vever got that close in the first place If the Fall Back takes a Bagged Down tank back out of the Rough Terrain it Bogged Down in, it i ne longer Bogged Down. A CHARGE TOO FAR Sometimes the defenders fire mows down the assaule ing troops before they get close enough to fight Uf there are no surviving Assaulting teams within 2°715em of any enemy team afier Defensive Fire, the Asiaulting platoon is Pinned Down and the assault over (even if the Assaulting platoon was not forced to Fall Back), unless is twas Asaulting Abandoned Positions (ee page 150). > Assaulting platoon must fall back outside Pee er or mote hits. If the platoon is all Fully-ar- alls Back if two or -d Out or Destroyed. i COU a cord i i cy DEUS cos Sa Pa Pa ee ern ts eae art ery teams wit Beer tats in 2” /Sem of the enemy inned Down. 25cm away from the enemy, ending facing the enemy. ASSAULTING PLATOONS Faun Back 2°/5cH, ENDING THE Assaul, | THEY Take ve HITS IN DEFENSIVE FRE, IF THE ASSAULTING PLATOON (S ENTIRELY FULLY- FF THEY HAVE TWO OR MORE TANKS BAILED OuT WHEN THE Tank THAT BoaceD DOWN ON AROLRED TANK TEAMS, THEY ONLY FALL Back ‘THE HEDGE IS FORCED TO FALL BACK, IT 1S NO LONGER BOGGED DOWN A$ IT DID (8 DESTROYED BY DEFENSIVE FIRE NOT ACTUALLY REACH THE HEDGE. Assault combat is quick, brutal, and confusing. Your soldiers use anything that comes to hand—subma chine-guns, grenades, bayonets and even. sharpened spades—as they set about clearing the enemy position Roll to Hit with all of the Tank, Infantry, and Gun teams that are in within 2°15em of a Defending team thac is in their Line of Sight Assailting (or Courterattacking) reams can fight through any friendly team and do net need to havea target within their Field of Fire to be able to Roll t0 Hit as they are close enough tw be able to avoid hitting thetr friends and to use personal weapons if necesiary Assaulting Gun teams will not be wit the enemy during the initial assauls, but may come within 25cm of the enemy asa result of a counterattack. 2715em of Transport teams and teams carried as Passengers cannot fight in an assault and do not Roll to Hit. An exception to this is German armoured half-tracks that can fight using the Mounted Asiaule special rule (see page 243). FIGHTING IN BUILDINGS Assaulting into a building is a difficult prospect as itis hard to bring numbers to bear on the enemy Infantry and Gun teams can only fight into or out of @ Building through Openings they are touching. Only one team cin fight chrough an Opening wales: the Opening is wider shan a stand width, in which case additional teams can fight alongiide the first until the Opening is full Teams fighting through an Opening or within a Building ‘must still be within 2°/5cm of the enemy to fight. Tank teams do not need Openings into a Building to fight as they can make their own. SCORE NEEDED TO HIT ‘Once you have detérmined which of your as saule s can fight, you need 10 roll to see iF they can score a hit. A successful roll shows that your team beat the ent ud grenade or jammed gun, inability to find the enemy, in the smoke and confusion, or the enemy partying @ bayonet with their entrenching tool. Assaults are a con= fu Each team fighting tn the assault rolls a Skill Test to hit the enemy. There are no modifiers to this roll ny to the punch, A missed rail could be a ng swirl of events where anything can happen. + Ufsuccessful, the team has hit an enemy team. + Otherwise, they failed wo score w telling blow and have no effet, SCORE TO HIT s Score Needed to Hit Olen cee ecu oroy Pen acc Pape REC Peres > Only one Infantry or Gun tean a Pach through each Opening in a Bui armoured tanks create their own Openings. { Teans wore Thaw BOM FROM THE ENEMY CANNOT ROLL TO HT AND GUN TEAMS WITHN 2'/5cm, CF VISIBLE ENEMY ROLL TO HIT CAN FIGHT THROUGH EACH OPENING, ALTHOUGH THEY CAN HIT ANY ENEMY TERM WITHIN 2'/5C1 THROUGH IT. Mr is rclatively casy for a brave soldier to keep the enemy laway from a valuable weapon, at least until they die! he player receiving the hits allocates each hit to any of Dheir trams within 2"IScm and in Line of Sight of the eam that caused the hit. The following restrictions apply: Hits must be allocated evenly across all of che eligible teams so as to macimise the number of teams that rave bits allocated to them. Teams that are Bogged Down or Bailed Out are only it after teams that are still fighting. ® Hits must be allocated to Tank, Infantry, or Gun teams (even those that are Bogged Down oF Bailed Out) before Transport teams. © Hits must be allocated 10 Armoured vehicles with lower Top armour ratings before those wich higher Top armour ratings Allocate all of the hits from an assaule before rolling to se ithe effect of the hits "ASSAULTING MIXED PLATOONS [A well planned assault ill see each squad given specific lorders about the target of their attack Before rolling to bit, you may nominate a Priority target ype for each Acsasilting (or Counterattacking) team. The Priority target type can be either Tank, Infantry or Gun teams. Your opponent muss allocate bits from shat Assaulting Iam 10 Defending teams of the Priority target type if [possible, alshaugh hits must till be allecated evenly across Grams of all ypes, Exactly which teams of hat type are hit Gs at your opponent’ distretion, subject to the usual rules tabu allocating hits ALLOCATE HITS TO DEFENDING TEAMS ALLOCATING HITS ACROSS PLATOONS TAc close quarters it is easy for a squad to dash co the rescue of a nearby véan (0 save a valuable weapon. The player being assaulted (or Counierattacked) may lllocate hits to teams from any platoon, just as long as the cam being allocated the hit is close enough to be hit by that Assaulting (or Counterartacking) team. 'ALLOCATING HITS IN BUILDINGS Only a few oops can fight at a time in the restricted Kconfines of a building. Hits from a team fighting into a Building throngh an Opening must be allocated to teams in the Building. Hits from a team fighting out of « Building through an Opening must be allocated to teams within 2"/Sem of the Opening. Hits foom a team fighting within a Building Ipust be allocated to teams in the same Building. TANKS ASSAULTING BUILDINGS If the enemy is trying to hide in buildings, your tanks have to go in after them. Hits from Fully-armoured Tank teams (and their Tank Escorts) can be a 2°/5em. Hits from other types of Tank seams cannot be allocated to teams in Buildings at all. Ignore any bits fo located ro any team in a Building within twhich there is no valid target. TANKS CANNOT HIT TANKS. Tanks car’e charge tanks, 50 all of their hits must be allocated to the guns and infantry that are their targets, A hit from a Tank team ov its Tank Escorts cannot be allocated to a vehicle. If only vehicles are available to allocate the hit to. then ignore the bit. IGNORE OUT OF REACH There isnt much that a soldier can do about enemy troops up an impassable cliff A hit from an Assaulting (or Counterattacking) team cannot be allocated t0 a team that the Assaulting (or Counterastacking) team cannos reach due to terrain that is impassable to it must be allocated to visible teams within 2”/Sem. They must be allocate evenly across eligible teams, to other teams before Transport teams, to active vehicles before Bogged Down Pare eee vehicles with lower Top armour before higher Top armour, with the highest Anti-tank ratings going to the best peor RUIN » ‘The Assaulting player may prioritise hits to ink, Infantry, Guns or Transport. > Hits can be allocated to any valid target, pec enon » Hits from Tank teams cannot be allocated TANKS HIT BY INFANTRY TEAMS While a tank’s armour is still a problem for infancry, big ac hic it where it really hures, ies this cop armour. When you bit an Armoured vebicle with an Infantry team in an assault, she owning player takes an Armour Save using its Top armour rating, The owning player rolls «adie for each hit scored on an Armoured vehicle and adds the vehicles Top armour rating to get their Armour Save, of getting close ro a tank is that you can EXCEEDS TANK ASSAULT RATING If the Armour Save exceeds the Infantry seams Tank Asucule rating, their Save succeeded and the team was unable 10 find any weakness in the vehicles armour and their attack has no effect. EQUALS TANK ASSAULT RATING If the Armour Save matches the Infantry team’s Tank Assault rating exactly the failed the Saveand the infantry ‘manage ro temporarily blind and immobilize the vebicl. Count the crew as having Bailed Out, although they are actually cowering in the bottom of their vebicle. Is Less THAN TANK ASSAULT RATING Ifthe Armour Save is less than the Infantry team’s Tank Assault rating, they failed the Save and the vehicle is Destroyed, FIRING ANTI-AIRCRAFT MACHINE-GUNS A cank has to keep its hatches open to fire anti machine-guns, leaving the tank vulnerable to Any vebicle that fired an AA MG or .50 cal AA MG in their previous Shooting Step, as Ajreraft in chis Shooting Step, or in Defensive Fire treats their Top armour as 0 rcrafit saul, when making Armour Saves in assaults. However, it does not become Open-topped as a result MIXED ARMOUR RATINGS Tank-hunters go for the easiest targets first. If hit: are being allocated to vebicle, they. must be allocated t0 Unarmoured vebicles before Armoured vebicles, and Armoured vehicles with the lowest Armow rating before those with bigher Armour nating, subject to all previous rules about allocating bits TANK ASSAULT RATINGS Infantry tank hunters use grenades and Moloro ‘Cocktail fire bombs rather than their normal weapons. All Infantry and Gun teams have an Tank Asaule ratin (for use against Armoured vebicles, This 1s always 2, ves ueardless of the normal Anti-tank rating of the weapons tunless they have special rules shat change it. MIXED TANK ASSAULT RATINGS Specialist tank hunters seek out the most dangerous foes, leaving the easier targets co regular soldiers. Ifhits are allocated to Armoured vehicles aed other teams, the bits allocated 10 the Armoured vehicles must be tho wwith the highest Tank Aswault ratings, with the hits with the lower Tank Assault ratings must be allocated to cargets twith the lowest Armour ratings TANKS HIT BY GUN TEAMS Infantey stalk tanks, bue guns just keep shooting as long as they can. Anything bur the biggest and most cumber- nge Gun teams that bit an Armoured vebiele in an assad can make it take ite saves with its Side armour rather than its Top armoter, Ta do this, the Gun team muse bave a ROF of 2 or more (ignoring any effects of being Pinned Down), or be a Man-pacted Gun team (other than a mortar), and the vebicle must be in its Field of Fire. some gun is still deadly at pointblank Derma ere ‘THE DEFENDING PLAYER ALLOCATES HITS TO ATEAM WITHIN 2'78CI OF THE ASSAULTING Beis TEAM. HITS MUST BE ALLOCATED EVENLY W TANKS USE THEIR TOP ARMOLR ACANET THE ASSAULTING TEAM TANK ASSAULT RATINGS WL eis HITS ON ARMOURED VEHICLES MUST BE Pe THOSE WITH HGHER TAN es HITS MUST BE ALLOCATED TO TEAMS THAT ARE STILL FIGHTING BEFORE THOSE TAT ARE BO&GED DOWN OR BAILED OLT. (GUNS WITH ROF 2 OR MORE AND MAN-PACKED GUN, TEAMS CEN USE THEIR NORMAL ANTI-TANK RATING Bf acainst THE Side ARUOUR OF ASSAULTING TANKS, ra = cy Fj ca A re} F Fy Q = Ps < Py 9 Kd ES Ky a st a 3° 4 GUN TEAMS USE THER TaN ASSAULT RATING AGAINST TOP ARMOUR WHEN FIGHTING TANKS OUTSIDE OF Fle oF FIRE. Uf a Gun team does this, these hits must be allocated io armoured vebicles with hefore higher Side armour ratings (rather chan Top larmour ratings) wer Side armour ratings EXCEEDS ANTI-TANK RATING If your opponent’ Armour Save roll (using Armour rating) is greater than your weapon’ normal Ansi-sank rating, their Armour Save is successful, and ‘the shot has no effec. EQUALS ANTI-TANK RATING Uf your opponent's Armour Save roll (using their Side Armour rating) exactly equals your weapon: Anti-tank rasing, they failed their Armour Save normal Mo determine the effect ofthe hit you must takea Firepower Test. Roll anocher dic > Uf the roll equals or exceeds your weapon's Firepo rating, she crew panic and Bail Out. Ifthe rolls lower than your weapon’ Firepower rating the shot has no effect LESS THAN ANTI-TANK RATING Uf your opponent Armour Save roll (using their Side Armour rating) is less than yout weapon's normal Anti lank rating they failed their Armour Save. To determine the effict ofthe hit you must take a Firepower Test, Roll another die. THE GUN TEAM ROLLS A SKILL TEST TO HIT 4S NORMAL FOR AN ASSAULT, BUT USES ITS AWTI- TANE RATING AGAINST THE TANK'S SDE ARMOUR, IF THE TANK FAILS THE SAVE, THE GUN NEEDS A FieeroweR Test 10 DesTRCy IT o2 Balt IT OUT. If the roll equals or exceeds your weapon’ Firepower rating, the tank is Destroyed. Ifthe roll is lower than your weapon's Firepower rating the shot has no effect. The sank is not Bailed Out, and continues in action unharmed. FIGHTING AS INFANTRY Gunnets taken from the flank, or crewing weapons too heavy to engage targets at pointblank range, are forced to fight as riflemen rather than using their guns. Ifthe Gun team is unable to or the assaulting player elects not to hit a vehicle in the Side armour, it hits the Top armour with its Tank Assault rating as usual eat a Center Ltd assaulting team’s Tank Assault rating, No repower Testis required to Destroy or Bail Outa vehicle that failed its save. Rtv sans a Comey special rule changes it. een One Rasen | Man-packed Guns (other than m may use their normal Anti-tank rating against Side armour instead. IF it does so, a Firepower Test is required to Destroy or Bail Out the vehicle, Failed Firepower tests Penner ete ct) UNARMOURED VEHICLES Unarmoured vehicles are pethaps the most vulnerable in’ an assault, One grenade is sufficient to sun them into flaming pyres. Unarmoured vehicles do not get any save in an assault When hit they are Destroyed and removed from the battlefield. INFANTRY AND GUN TEAMS Hitting che dire might protect you fiom @ rifleman hundreds of metres away, but it is useless against close- At short range shots, grenades, and bayonet thrusts range every hic is lethal There are ro saves for Infantry or Gun teams hit in an sssatilt, These teams are Destroyed and removed from the bautlefield. BULLETPROOF COVER Bulletproof cover is of no value once things get down to grenade dislodged with a g nge. Troops hiding in cover can generally be nade, and in a confined space the ments are even more deadly than in the open. SPEEDING THINGS UP As with shooting, the details of which team hit which involves lots of die rolls you don't always have to rol for cach team separately If your opponent agrees, you can usually rll all of the dige for a platoon’ essaule at once and simply leave your ‘opponent co allocate the hits to eligible reams regardless In some cases however, taking it slowly and resolving the assault one team ata time makes complicated situations much simpler than they appear at first glance. in an assault, Asaulting (or Counterattac teams do not necil «© make a Firepower Test againsh teams in Bulletproof Cover: PASSENGERS Vehicles are deathtraps in close-combat. ‘The assaulting force simply cuts down the passengers and crew ate tempting to escape their burning vehicle, Passengers in a uehicle (whether Armoured or not) that Destroyed in an assault are also Destroyed, It’s a good idea to dismount from a vehicle well away from the enemy so that you cant: be hit by a surprise assault while still mounted up. PASSENGERS RIDING ON TANKS While an armoured half-track may protect its passen= gets, tank riders on the outside of a rank ate bunched together and cotally unprotected, ‘They will be easly wiped out by troops attacking the tank. Passengers riding on top af'a Tank team are Destroyed if the vehicle they are riding on is hit im an assault, even if the vebicle is unharmed, > Infantry, Guns, and Unarmoured vehicles 22 areall automatically Destroyed when hit. > Bullerproof cover has no effect. D> Passengers in a Destroyed vehicle or on a EY See ee eect re Zz Q = ro 2 = A Fe F4 Fe O° iS 3 Fy 5 a Having disposed of the enemy immedia em, your assaulting teams can now swarm forward i ney teams it Destroys in an ross obstacles and into buildings co fight the énem ere Mere ft their own positions. shunt the tears WAn assaulting tearm thit was in contact with an enemy eam across a Linear Obitacle or through an Opening in Your men have done their best, wearing into the enemy If the only enemy teams shar are wisi m apart. If they have killed or captured 4'/0em of an Assaulting team are Tank and ripping everyone in the vicinity, they have won the assault. If o* Transport tedmns, and the only Assaulting (or not, the enemy may counterattack trying to regain their Counterattacking) teams within 4°/10cm of any enemy positions, teams are Tank teams, you have wen the assaulh You have won the assault if, after all hits have been allocated, saves made, and any teams pushing into enemy positions have done so, you have WINNING ASSAULTS IN BUILDINGS Infantry cannot see through solid walls, so it is entirely Idiers 1o be on different sides of ight. Measure the distance to the enemy teams through am possible for opposing * no enemy teams within 41cm of any Assaniing PONY 1" SPDISIE + theonly encmy teams within 410cm of any Assaulting ; . Opening when measuring tosceifyou have won an ass teams are Bailed Out or Bogged Down Tank teams or "8 nS eS eT Mf in a Building. Measure the distance to Fully-armoured) Tramport teams Tank team: in a straight line as they can drive straight Once you have won, you must Contolidate your position rbyrough wall (sce page 167) If you have not won, your opponent will test their Pe Cena cy with Motivation to Counteraitact and the fighting continues back and forth until one side is destroyed or runs away. Peep Cn tes iled Out 22 that are not Transport teams or Bi ip ‘or Bogged Down Tank teams. i = TANKS CAN'T ASSAULT TANKS Since tanks canit assault tanks, when your tank platoon > Ifyou have won, you must Consolidate, assaults a platoon of mixed tanks and infantry, the a oY Counterattack Per aes assault is ever once all ofthe infantry are wiped out. ee ee HAS ASSAULTING PLATOON WON THE ASSAULTING PLATOON HéS Won iF THERE ARE NO ENEMY rs pe TEAMS LEFT WITHIN 4*/10CM, TANKS CAN'T STOP ENEMNY TANKS FROM WINNING AN ASA BUT DO STOP ENEMY INFANTRY FROM WINNING AN ASSAULT, BALD Our sND BOsseD DOWN TANKS CANT 6TOP ENEMY INFANTRY FROM, WINNING AN’ ASSAULT. ved the initial onslaught, the defenders Took to fight back, throwing hand gret those attackers that have reached their positions. sand fighting Fpou bave'not won the assault, the Defending player rol Us single die. They ibien compare the Motivation rating of each Defending platoon. Ifthe score i¢ at ease as high as the Defending platoons Motivation rating, that platoon may choose to either Counterastack or Break Off If the score is less than the Defending platoons Motivation rating, chat platoon ruse Break Off the score of this die with RE-ROLLS TO COUNTERATTACK Some troops have a reputation for stubbornness, refusing to give ground unless they absolutely have to, Ufa special rule givesa re-roll to Motivation Test, work out which platoons passed on the original roll. then re-roll the die and apply the outcome to any platoons affected by che Via Ile that failed she original roll No TEST IF ASSAULT SCORES NO HITS If the enemy is so unsuccessful that th any hits at all, your soldiers have nothing to fear. y do not score Uf none of the Assaulting (or Coumterattacking) teams Bcored a hit (whether or not it actually Destroyed a team), all of the Defending platoons automatically pass their (Motivation Tests to Counteratiack or Break Off and can Limply choose which to do. ‘MUST TEST IF ASSAULTED BY TANKS Even if tanks just rumble causing any damage, they still scare infantry. OPPONENT TESTS MOTIVATION Uf any Asiaulting (or Counterattacking) team is an Armoured Tank team, all Defending platoons must take heir Motivation Test Counterastack or Break Off, even Ufrnone of them actually suffered any hits. This is not an additional rest, just a requirement toh ior not the enemy scored any hits. UNARMOURED TANKS MUST BREAK OFF While a real tank may scare infantry, the infantry terrify the unprotected crews of guns mounted on. A Defending platoon that has Unarmoured within 410m ofan enemy tearm may not Counterattack Jt must Break Offinstead. when the grenades stare Ayin, vehicles get out of the way as racks. lank teams INDEPENDENT TEAMS MUST BREAK OFF Only strong, leaders and he ic warriors hang round Observers and recovery st as they can, Independent tearns (but not Warrior Teams) must Break Off rather than Counteratiack, immediately leaving any platoon that they had Joined. > The defender rolls a single die to see who Beerenieetet aa. i eenntenatany their Motivation rating to that die roll. They may Counterattack if they pass, otherwise they must Break Off » Ifa special rule allows re-rolling failed ene ee eC eT Tg the new result to the platoons affected by fra Poe OetinM rere te aes Preset tanec hits, unless any of the Assa an Armoured tank, eer ig ne > Unarmoured Tank teams and Independent Penna ee cea IF THE ASSAULTNG PLAYER HASNT WON, THE DEFENDER ROLLS A DIE AND COMARES IT TO THE MOTIVATION RATING OF EACH DEFENDING PLATOON. ANY PLATOONS PASSING THE TEST MAY COLNTERATTACK, THE RELUCTANT AIR FORCE tH ANTI“ARCRAFT GIN NEEDS 4 Se, [fl BA <0 17 must Break OFF, |e THe Company COMMAND TEAIA JOINED THE GUNNERS, THEY COWD RE-ROLL TO $6 COULD COWNTERATTACK. ETT “ARLESS DEFENDING PARATROOPERS PASS ON A 3+, 80 THEY WILL COUNTERATTACK. Once the defenders are over the initial shock of the assault they are going to fight back viciously. If your assault docsn't destroy the defenders outright or force them to run, your opponent will u mediate counter eeempt an im. tack to regain their positions. Ifany of the Defending platoons passed their Motivation Tests and chose to Counterattach rather than Break Off both sides change roles The Assaulting (or Counteratiacking) platoon (or platoons if they are Counterattacking) now become Defending platoons and the Defending plaioon or platoons become Coumteratracking platoons. The platoons thet are now Counterattacking now have their turn 10 assault the platoons that previously assaulted them, MULTIPLE PLATOONS COUNTERATTACKING While coordinating a large-scale assault is difficult, everyonte who is attacked will fight back. Ifthe defender has more than one platoon engaged in the assault, any Defending platoons that Counterattack do so simultaneously CHARGING INTO CONTACT The enemy is upon your platoon, Now the rest of your platoon must charge into the fray, provided of course, that they are close enough to know whar's happening. Any teams in the 82cm of a Defending team that are not al contact with a Defending team move as if they were Charging into C Teams that are more than 87/20em from all Defending tears cannot Charge into Counterattacking platoon within eady in ontact. Contact and remain where they are Countenattacking teams may only charge teams from platoons that are or have been involved in the assault (the Defending platoons and any that have previously Broken Off. Counserartacking teams cannot move within 2°75cm of teams from other enemy platoons not involved in the assault You may elect to have seams become Non-assauliing tears instead of Charging IGNORE PINNED DOWN ‘Once the general melee begins, the attacking enemy troops mask the fire that was keeping the de= fenders pinned down, allowing chem co counterattack, Pinned Down plasoons may sill ignoring the effect of being Pinned Down bile Counterattacking Teams from Counterattac NO COUNTERATTACK IF NOT ASSAULTING The assaule isso confused, with friendly and enemy eves rywhere, that troops not involved in the inital assault cannot rake part in on-going counterattacks. Non-assaulting teams (ee page 144) may not Charge into Contact when Counterattacking, although they cam Sight if any enemy teams come close enough. GUN TEAMS CANNOT MOVE ‘Once the fighting starts, the role of guns guns is over, All they can do now is watch and wait. nd machines Gun teams and Staff teams cannot move to Counterattack so must remain where they are, alehough they can fight if any enemy are close enatigh SIT TIGHT IN BULLETPROOF COVER If you are occupying a building when a tank drives down the street, it might be wiser to wait for it to come to you rather than fixing bayonets and charging down the street at it Infantry seams in Bulletproof Cover do not need 10 Charge into Contact if they Counterattack. They may remain where they are and still Roll to bit against enemyp teams within 2'150m. ce z 4 u 4 < E iy Py = 4 =} ce} ie) ‘ALL COUNTERATTACKING PLATOONS (CHARGE INTO CONTACT AND FIGHT AS IF THEY WERE THE ASSAULTING PLATOON, GUN TEAS CANNOT MOVE TO COUNTERATTACK, BUT CAN FIGHT IF THEY ARE WITHIN THE PREVIOUS ASSAULTING PLATOON BECOMES THE DEFENDNG PLATOON. TANKS ASSAULTING INTO TERRAIN Although the models may notbe moving, any team Stays still for long in an assault is a dead one Hank teams must still take Bogging Checks for Charging Gnio Contact with troops in Rough Terrain (see page 41), tas they do when Charging into Contact, even if it sarted tre Counserattack in contact with the enemy PASSENGERS MUST DISMOUNT. Sitting in a truck while the enemy is throwing grenades Bs not much fun. Troops prefer to jump out of their Wehicles and storm into the ene Transport teams must either Break Off, or their Pasiengers Inst Dismount (see page 47) 10 Counterattack. They do Ibis as the start of their Charge into Contact movement 1s if thi ‘An exception 0 this is thar Passengers in sas the Movement Step, NO DEFENSIVE FIRE Tn an assault, troops are already too heavily engaged in ithe ebb and flow of the combat to pick out the enemy th so many friends close by. Tn a Counterattack, a Defending platoon does not get ive Fire at the Counterattacking troops as TEAMS IN BULLETPROOF Ci STAY THERE AND FIGHT ENEMY WITHIN 2"/8Ch, TEANS MORE THAN 8°/200m FROM THE ENEMY CANNOT NOVE ER CAN CHOOSE TO FIGHTING IN COUNTERATTACKS ‘Once battle is joined, the fighe swirls on until one side or the other is victorious. After Charging into Comach the sequence of events for 4 counterattack is the same as for the original assault, If the counterattacking side hasn't won, then the original atiackers will counseratiack, and so forth. the Assaulting platoon bec Donte be unterattack at the same time. ene eee ete except there is no Defensive Fire, > 4 = Pen) Paes > Gun teams cannot move and Infantry teams in Bulletproof Cover ci but both ar oer Ber Sometimes discretion is the better part of valour and running away to live and seek revenge later is the best Of course, a ferocious attack may leave you no choice if your soldiets lose their nerve and nun anyway. Ifa platoon Breaks Off, any or all teams in the Defending platoon thatare within 8°/20cm ofan Asiaulting team may ‘move up to a full move away fram the Assaulting teams. Teams do not have to move their ull move when Breaking Off, but any movement they make must be, as much as ‘posible, directly away from the Assaulting platoon. The movement may not take the team claser than 4/10cm to any enemy team in Line of Sight, nor closer to any enemy team already within 4710cm und in Line of Sight. Ignore enemy teams that are Bogged Down, Balled Out, or that moved At the Double. A platoon that is Breaking Off, ignores any movemnent restrictions due to being Pinned Down. Teams that are Breaking Off must attempt to remain In Command or return to being In Command at the end of this movement. Any teams that move off the rable while Breaking Off are Destroyed. TANKS AND GUNS IN ROUGH TERRAIN “The hazards of difficule going dont end when ic breaks off, it still risks bogging down and getting captured. If'a Defending vehicle or Gun team starts its Break Off movement in Rough Terrain (as eppesed to in contact with a team in Rough Terrain), or crosses Rough Terrain while Breaking Off. it must make a Bogging Check as normal for moving in Rough Terrain. PLATOONS BREAK OFF SEPARATELY Icis entirely possible fora brave platoon to fight back while another breaks off and flees the fight Each platoon Breaks Off separately The Assaulein (or Counterattacking) platoon dees not win uni alll Defending platoons have Broken Off or been Desirayed, CAPTURED IF TOO SLOW Sometimes troops find themselves trapped with nowhere to run. Maybe they have their backs to a tive or an impassable cliff, In that case, there is nothing to do bur surrender. At the end of their Break Off movemens, any Defending, teams that remain within 4°110em and in Line of Sight ofan Assaulting team (aside from an Arseulting Transport or Bogged Down or Bailed Out Tank team) are immedia ately Captured and Destroyed. Only Assaulting (or Counterattacking) teams can capturé Breaking Off teams. Other enemy teams can block shel movement, but cannot Capture them, GUNS FIGHT OR DIE Ies too late to pack up a gun and get it away once the enemy get within grenade range. ‘The only option then is to keep firing, hoping to drive the enemy off. If chat fails, they must abandon the gun and nun for it. A Gun team within 2USom of an Asaulting team that could Capture it may not move to Break Offand is auton matically Captured and Destroyed. Any remaining Gute teams must Break Off as normal or be Captured. BREAK OFF MOVE WP TO A FULL MOVE AWAY F2OM THE BY Guns wit 2'/500 BA oF THe evewy ane Aur z (NATWALLY CAPTURED. TEAMS CANNOT MOVE CLOSER ENEMY TEAMS WITHIN yy “ Teams STILL WITHIN H'/IOcA OF THE ENEMY AFTER BREAKING BREAKING OFF - OPPONENT WINS Leaving the fight concedes victory to your opponent Mall of the Defending platoons Break Off the Assaulting (or Counserattacking) platoons win the assault and Consolidaid (see page 1 A tank’s weapon is its gua. While the threar of this is lenough to make infantry and guns surrender, an enemy fank protected by armour plate is likely co be less im- pressed by another tank. Uf she only Asiaulving (or Counterassacking) ream that are within 4'H10em of a Defending Tank team are Terk BREAK OFF THROUGH THE ENEMY Beams, the Defending Tank team is not captured and so Gs not Destroyed. Tank teams dont have to revteat in order to break off combat. Being virwally unstoppable, tanks can simply DISMOUNTING TO BREAK OFF drive through infantry positions when they break off oops in transports usually fight dismounted, but are 2% teams in a platoon thar passed ther Motivation Sometimes caught by surprise still in. their vehicles. attack or break off Test to Counteratiack, but chose to Break Off instead may ‘move in any direction when they Break Off. they may even move straight through the enemy platoons they were Dismounting, whether vo count usually the top prio fighting in the assault, but they cannotend their movement Dyas carried as Pasetee A piey Dogue * TeSeE Whe start of sheir Break Off movement as if this was the Movement Step. Gun teams carried as Passengers may not Dismount as part of their Break Off movement. Teams Iruay not Mount wehicles while Breaking Off within 2"/5cm of an enemy Infantry o7 Gun tea Ifehe platoon failed the Motivation Test and was forced to Break Off, it must move away from the enemy as normal rather than passing through them. CANNOT COUNTERATTACK BREAKING OFF (Once a platoon starts running, it won't swop until the age el ee eer lenemy stops chasing it. SRE WP cee Comer tet Somecimes when 4 ‘plawoon Breaks Off while orber to their full move distance away from the ee EGE §—— Assaulting platoon. Teams cannot move Counteratiacking) platoon can end up back within Cera ue ware once aes 4/10cm of the platoon that Broke Off. If this happens. the iplaroon that Broke Off may not choose to Counterattack, but must Break Off again. > Teams that are left within 4"/10em of an ssaulting team are Destroyed, except that Paes tc arts BREAKING OFF {Once she assault is over, the placoon casces its breath and ds able to fighe as normal against other enemy platcons MU ULE Me uC Hater in the Assault Step. enn > Infantry may Dismount to Break Of PINNED DOWN IF BREAK OFF Breaking off from an assault is fraught with danger and OES ee esse aa” Counterattack until the assault is over. is an admission of defeat, A platoon requires time to properly reorganise its defences after breaking off, > If all Defending platoons Break Off, the A platoon that Breaks Off is immediately Pinned Down, CO lunes: it rook no hiss in the entire as ther than from eee > Tanks that pass the Motivation Test to cfensive Fire Counterattack may elect to Break Offi POR cetera int enti German infantry advancing rye crea After the hammering of machine-guns, the crack of grenades and the sh in combat, the sudden silence at its end is shocking {sand screams of the troops locked AAs fast as the assault began, it ends, and the victors set about regrouping to defend their new positions. If the Asaulting (or Counterattacking) platoon won the assault, they now Consolidate CONSOLIDATION MOVEMENT After the helter-skelter of an assault, your platoon will need (0 reorganise itself © prepa oF to organise a counterattack. IF the disorg for the next assault ised remnants of the defeated enemy are in the way, they are simply brushed aside, You may move any or all surviving teams from the victori- ‘ous Assaulting (or Counterattacking) platoon, including Non-assaulting teams, up w 4°/10cm in any direction. Platoons can Consolidate in any direction, even if they are Pinned Down. This movement may take Assaulting (or Counterattacking) teams, but not Non-assanlting teams, within 2°i5em of Defending teams. However, no team can move within 2'i5cm of any team from a platoon thai was not a Defending platoon. (COMMAND AND CONSOLIDATION With their job done, any teams left behind run to catch up with the platoon ro consolidate their gains. All teams that move while Consolidating must remain In Command, or attempt to return to being In Command, at che end of their Consolidation movement Platoons that do not have a Command team cannot move while Consolidating CONSOLIDATING IN ROUGH TERRAIN “Tanks have to take care when assau in rough terrain as even afier defeating the enemy, they could still be defeated by the terrain itself The normal ruler for trosiing or entering Rough Terrain apply to movement while Consolidating, so vehicles-and) Gun teams must make the appropriate Boxging Checks as required. DEFENDING TEAMS RETREAT “The defeated enemy are in no position vo interfere with your reorganisation. If your troops get too*close ta ply mele back further, hoping to avoid) another thrashing If the Consolidation mevernent ends with an Asiaultin team wishin 2°/50m of a Defending team, if it can the Defending teams must move the minimum distance neces sary so as to be more than 2”15em from your Consolidating team. Teams must take any Bogging Checks necessary for this movement. If the Defending team cannot move more than 2°5cm fiona the Assanlting team, or Bogs Down withii 2"/5cm of, the Defending team, itis Captured and Destroyed. them, they si TANKS CAN'T CAPTURE TANKS Tanks are more concerned by an enemy tanks gun cham f they cannot fall back far enough t@ they stll aren't going to surrender to its tracks. Even break clean a another rank. If the only Consolidating teams that are within Se of a Defending Tank team are Tank or Transport teams the Defending Tank team is not captured and so is nod Destroyed. VICTOR CONSOLIDATES AETER ALL DEFENDING PLATCONS BREAK OFF, THE VICTOR WOVES THEIR xt ‘ANY DEFENDING TEAMS WITHIN. J LISCM OF & CONSOLDATNG TEAM ARE PUSHED BACK. a e < a =| 3 Zz fe} iv] 4 ° i eh Ea ! off the enemy; troops quickly position co stop any. the start of thei ICTOR IS PINNED DOWN ix control of a platoon afier a vic forious assault. The attacking troops are vulnerable to a counterattack. Pinned Down in thea ARMOURED TRANSPORTS REMOUNT evived inte VICTOR CONSOLIDATES foremn ae eens cen to 4”/10cm in any direction, remaining or returning to be In Command. ier ae eC within 2”/5cm of Defending teams, but not teams from other platoons. ENN A PS users eat outside of 2”/5cm or be Destroyed. > Consolidating platoons are Pinned Down unless they took no hits in the Assault. Some officers take the heroic approach of leading, from the front, fighting at the head of their soldiers in exery fight. Others prefer a more considered approach planning the baule fro: exerything and issue the appropriate orders. INDEPENDENT TEAMS CANNOT ASSAULT Independent teams have their own tasks (© perform, leaving the cut and thrust of close combat to others Independent teams cannot Charge into Contact at all, and must Break Off at the earliest opportunity, immed ately leaving any platoon that they had Joined. mmber of units have unusual equipment and training lowing them to perform better in assaults. The follow- ing special rules reflect chis. Each army's Arsenal indi- cates which of their teams use these special rules. TANK ASSAULT While most ceoops have basic training in combating tanks, they have littleexperienceiand even fewer weapons to make the theory a reality. However, some troops are specifically trained and practised in renades mak nk-hunting and. have specialised ant: them deadly in close combat against tanks. Teams with a Tank Assaut: naving listed use this rating in assault combat, eg. Tank Assault 3 has an Tank Assault rating of 3. This rating wed in shooting as no effect on their normal Anti-tank WARRIORS MAY ASSAULT ALONE The lead-from-the-front type of fire eater takes every opportunity to lead their troops into battle, A Warrior team can Charge into Contact on its on, Om if it is not already part ofa platoon, it can Join a platoon so.Launch an Assauk along with it E Contact and must Break Off. 1 > Warrior teams can C (Eerie ng a platoon. Sa ee a eae ee Em Be Cee IMPROVISED TANK ASSAULT Some of the Two were almosi as dangerous to the troops using then nti-tank ‘grenades issued in World War as to the tanks they attacked. A good example of this i the British ‘Grenade, Hand, No. 74’, commonly known asthe ‘Sticky Bomb. if team with the Improvised Tank Assault atzibice rol #1 when rolling 10 Ir combat, the team scores an ‘own goal” and is Destroyed. it in an a A team armed with Improvised Tank Asault weapons may, before rolling 10 hit, choose not to use cher if chee target does not justify the risk involved. In this case, hel team reverts to its normal Tank Assault rating of 2 SELECT THE ATTACKING PLATOON Selec one platoon to assault, Muse puss « Mosivation Test to ascaule Tak seams CHARGE INTO CONTACT Move nearest seam 4/1 0cmn to contact enemy team: Move remaining teams 4° Dem to contact enemy teams, Move all teams within 8'120:m of she enemy #1 0em loward nearest unengaged enemy or any contacted enemy 3 OPPONENT CONDUCTS DEFENSIVE FIRE WAll Defending teams within 87200 of the Assaulting team conduct Defensive Fire Defensive Fire uses normal shooting procedure except: Full ROF even if moved, but not if Pinned Down, Tanks use Side armour for Armour Saves. Uf Asaulting plasoon takes 5 hits or two Tank reams Bailed Out or Destroyed from Defensive Fire, it falls back Hancil 2°/5cm away from the my. A ROLL TO HIT WITH TEAMS IN CONTACT Ul Asaulting teams (apart from Transport teams) within "/5em of the enemy rall a Skill Test to hit. 5 ALLOCATE HITS TO TARGET TEAMS SOpporent allocates hits to teams in target platoon Within 2"/5em. Hits must be allocated: ASSAULT SUMMARY evenly across team 10 operational vehicles first. to other targets before Transport teams, 10 lowest Armour first © ROLL SAVES FOR TEAMS THAT WERE HIT No save for Unarmoured vehicles, Infantry Gin assaults and no Firepower Test to Destroy 1 Gun teams them. When Armoured vehicles are hit, the opponent rolls a die land adds the Top armour rating and compares the result Wo the Tank Assaut rating (normaly 2): Roll is Result Gun teams with ROF 2 or more and Man-packed Gun teams (other than mortars) can use their normal Anti- tank rating against Side Armour rating instead. In this case, a Firepower Test is required to Bail Out or Destroy the target. 7 MARK OR REMOVE DESTROYED TEAMS Mark Destroyed Armoured vebicles as Wrecks Remave other Destroyed teams. 8 PUSH INTO ENEMY PLATOONS ‘Teams can advance into position of Desiroyed enemy team cecress Linear Obstacle or into Building, 9 HAS ASSAULTING PLATOON WON Assaulting platoon wins if no Defending tears left within 47/10cm. If won, Vietor Consolidate 10 OPPONENT TESTS MOTIVATION Opponent makes Motivation Test using the same die roll for all Defending platoons. + If pass, choose to Conterattack, or Break Off + If fiil, muse Break Off If ro teams were bis, pass Motivation Test automatically unless assaulting Tawb tears 11 COUNTERATTACK Defending platoons become Assaulting platoons and Charge into Contact without receiving Defensive Fire. 12 BREAK OFF Gun teams left within 2°I5em of the enemy are Destroyed, All other teams move to get at least 4°110cm away from enemy, Any reams left within 4/1 00m of assaulting teams are Destroyed. Breaking Off platoons are Pinned Down, 13 VICTOR CONSOLIDATES Move victorious teamsup t04°/10em to Consolidate. Push any Defending teams within 2°/5em away. Consolidating platoons are Pinned Down, 14 RETURN TO 1 TO SELECT YOUR NEXT ASSAULTING PLATOON FAlmost any force will stand firm while their losses are light. But once the casualtics mount, even the most Dattle-hardened soldiers question the wisdom of staying in the fight, deciding thac discretion is the better ‘cof valour, You can never be sure when this is going to happen. Some particularly stubborn, brave, or jpethaps foolhardy troops fight on long after others would have given up, while others break and run at the first sign of trouble. 175 175 175 , Company Morale Checks 172 When to Check . Check at the End of the Assault Step ..... 172 Checking Company Morale Checking Platoon Morale +173 More Platoons Destroyed than Still F 175 More'Teams Destroyed than Still Fi +173 More than One Company - 176 Boasesorabd Tadependent T-ameai ss: 7 Sole Surviving Infantry Teas. «++ ++0++++ = 176 (CHECK AT THE END OF THE CHECK AT THE END OF THE SHOOTING STEP ASSAULT STEP While fighting, soldiershave no idea oftheit losses. Once BWith the bullets lying and your buddies dropping they stop and learn the situation, they may break. around you, it can take an iron will to stand tough: You rust make a Platoon Morale Check for a platoon at You must make a Plateon Morale Check far a platoon at the end of a Shooting Step if the end of an Assault Step if the platoon has more teams Destroyed than still © the platoon has more teams Destroyed than still fighting, and fighting, and MS ic had teams Destrayed or forced to Bail Out during * it had teams Destrayed or forced to Bail Out during the Shooting Step. the Assault Step. PLATOON MORALE CHECK AFTER ASSAULTS Do not make Platoon Morale Checks until the end of the Assault Step, This check is separate from the Motivation Tests tae you take to Counterattack and only occurs afterall assaults are over. Your platoons could be reduced ro having more ad than stil fig ‘ends and they realise the extent of their losses. in an assault, continue fighting, and even win the assault, only co abandon the field when the + PLATOON MORALE CHECKS - LUM oleae sec) as — a PLATOONS MUST MAKE PLATOON MORALE CHECKS AT THE END OF THE YE SHOOTIN AND ASSAULT STEPS IF THEY TOOK CASUALTIES AND HAVE MORE TEAS DESTROYED THAN ARE STILL CAPABLE OF FIGHTING. “CHECKING PLATOON MORALE ‘Though the nerve of your soldiers plays a large part in whether they fight or flee, ultimately it comes down to the When you need to make a Platoon Morale Check roll a Motivation Test for that platoon. ipline of their training and a bit of luck. + Ifyou pdt: the Motivation Test, the platoon grits its teeth and continues fighting + Ifyou fail the Motivation Tet, the entire platoon is ranoved fiom the table and is considered Destroyed. Leave the wrecks of Destroyed Armoured vebicles in place when a platoon fails its Platoon Morale Check. If any of its Armoured vehicles are Bailed Out or Bogged Down, Leave them in place as Destroyed Wrecks as well, MORE TEAMS DESTROYED. THAN STILL FIGHTING There is always a point in the battle when an officer or NCO takes stock of whar' left of his fighting force and decides whether or not t0 go on IGNORE BOGGED DOWN AND BAILED OUT Bogged down and bailed out vehicles are not destroyed, but they are also not capable of fighting. They are neither a source of encouragement, nor a source of discourage ment like a destroyed tank. When deciding whether a platoon has more teams Destroyed than still fighting, do not count Bogeed Down cor Bailed Out sears us fighting. They do not come into the equation ar all er Destroyed or as capable of A platoon docs not need 10 ike a Platoon Morale Check ifit doesn’t have any Destroyed teams, even if every team in it ts Bailed Out. It may not b anything still fighting, but it abo doesn't have anything Destroyed. However, having a team Bailed Oucis sill a trigger for Checking Rlatoon Morale if you have more dead than still fighting ‘A platoon can have more teams destroyed than sti fighting (ic. the number of tanks destroyed exceeds the number of tanks still capable of fighting), and then return to having more teams fighting than destroyed again as bailed ou creasing the number of tanks capable of fighting. fews remount their vehicles, ind IGNORE TRANSPORT TEAMS. Thucks and gun tractors are not intended to fight, and the infantry and gunners don't expect them to hang) around once they have dropped off their passengers, moured infantry half-tracks usually only fight astlight opposition. Against anti-tank weapons, the half tracks are just too vulnerable. Ignore Transport teams, whether they are Destroyed om itill operational, when determining whether a platoon has more teams Destroyed than still fighting. MOTIVATION TESTS AND MORALE CHECKS The term Motivation Testis used when you are-required to toll a dic and compare it with a teams or platoons Morivat rmstances ranging from Rally Dow A Morale Check happens when a platoon. or company flee the bat co a Motivation Tes in rating, This happens under a variety of cir Pinned to stirring up the courage to charge the foe. has suffered heavy casualties and Taking a Morale Check req) but aside fiom this they ate rwo very different, though ‘occasionally confused, conceprs. IGNORE BOGGED DOWN AND BAILED OUT TANKS OUT TANKS WHEN WORKING OUT A PLATOON HAS MORE TANKS DESTROYED THAN STILL FIGHTING. IGNORING THE BOSCED DOWN AND BAILED OUT TANS, THE PLATOON HAS ONE TANK DESTROVED AND ONE STILL CAPABLE OF FIGHTING, $0 DOESN'T NEED TO TAKE A PLATOON MoniLe CHECK ‘THE PLATOON HAS ONE TANK DesTROYED, TWO TANKS BALE? (Our, ONE TaNk BOGGED DOWN AND ONLY ONE OPERATIONAL TANK. IGNORE TEAMS NOT ON THE TABLE Sometimes it is sensible to send troops to safety eat, rather th Ranger, With them gone; the remaining troops know the they no longer have their support Teams the Mire ignored in Platoon Morale Checks. They do not count are removed from the table but not Destroyed Mas Destroyed, but neither are they on the table 0 contrib lute to the platoon’ fighting strength. IGNORE PRE-GAME LOSSES While attrition from preliminary bombardments and fother misfortunes is demoralising, the soldiers’ spirits inevitably rise once the chance to fight back arrives. In certain missions itis possible for a force to incur cast lalties before she first turn of the garme. Any teams removed lor Destroyed before the first turn of the game never count platoon has They are com las Destroyed when more teams Destroyed than still fighting Hplecely ignored in Platoon Morale Checks. determining whether PLATOON MORALE CHECKS - WARRIOR AND INDEPENDENT TEAMS Soldiers care more abour their own than any officer that joins them in their position. Tenore Warrior teams that are not permanenily part of Whe platoon and Independent teams when determining if la platoon has more teams Destroyed than still fighting Whether fully operational or Destroyed, neither the Warrior teams nor the Independent seams are counted LOSS OF WARRIOR OR INDEPENDENT TEAMS {On the other hand, ifthe fof visiting officer can serve as a potent reminder that it are already abit shaky, the loss irould easily have been them that took the bullet Despite being ignored in determining if the platoon has move reams Destroyed than ssill fighting, a Warrior or Undependent seam that was Destroyed or Bailed Out will rigger a Platoon Morale Check in a platoon that it has Joined if that plasoon already has more teams Destroyed wy still fighting: CARRIED AWAY IN THE ROUT Senior officers can use their authority to steady the nerves of a jumpy platoon and keep it fighting, but should they fail, they can easily be swept away in the ensuing rout Warrior team: and Independent teams that have joined a platoon are Destroyed ifthe platoon fail: a Platoon Morale Check. Warrior and Independent team must still make a Platoon Morale Check for the platoon they have Joined, if they are the only reams left in the platoon at the end of the Step. PLATOON MORALE CHECKS cee aE PR u ou Destroyed than still fighting at the end of Ra Mtoe oo » A platoon taking a Platoon Morale Check presen en platoon is Destroyed. > Ignore Bogged Down and Bailed Out vehicles and Transport teams when deciding ene tensor ce eels RVI > Any teams Destroyed before the game Peete eee Cu arog game, but not Destroyed, are also ignored. Pork Sires Destroyed than still fighting, peer eCr ere eae ct eee en » Warrior and Independent teams 1 have joined a platoon are Destr Beton eres WHEN TO CHECK Confusion reigns on the battlefield and often forces are only aware of what is happening immediately beside them, So when a platoon recre platoons may see that as the whole situa and follow suit. ‘This could come from the feeling that their Hanks have been left 100 exposed by the retreat of their fellow platoons. Or perhaps they mistake the retreat for an order wo withdraw, Regardless, once you start losing platoons, the chances of your company falling apart increases exponentially. You must make a Company Morale Check in the Starting Step at the start of every one of your terns that your company has more platoons destroyed than sill fighting. CHECKING COMPANY MORALE, The key figure in holding the company cogether in a ciisis is the company commander. While the com- fights. One slip, one hesitation, however, and the company's ander stands firm, the company th is lost. When you need to make a Company Morale Check roll a Motivation Test for the Company Command team. © Uf you pass the Motivation Test, your commander's leadership holds the company together. © Ifyou fail, your shuttered forces retreat from the field of batile and the game is over: You have lost the battle Command teams never re-voll failed Company Morale Checks untess specifically allowed io by a special rate. If you are required to make a Company Morale Check aud the Company Command team bas already been Destroyed, ovis not on she table, the 2iC Command team ‘may take the Company Morale Check instead. If both ate Destroyed or not on the table, the game ends immediately asthe Mo ation USING HIGHER COMMAND TEAMS: When a senior oificer is on the field, itis their confidence in. victor; willing to continue sacrificing a company to win, they troops have no choice but to fight on. If the losses are roo heavy for the officer to stomach, they will order al retreat Ifa Higher Command team is on the table, they take they Motivation Test for a Company Morale Check, not the Company Command or 2iC Command team, MORE PLATOONS DESTROYED THAN STILL FIGHTING Losses are those losses begin to pile up th: can break, ‘WHEN IS A PLATOON DESTROYED. Even though they may be bloody and baxtered, a good commander wor Aight untill they have norhing left, Even a small cadre of survivors are enough to rebuild the unit again after the baile unfortunate reality of war, buc it's when the spirit of an army count a unit out of the A platoon is Destroyed when the last surviving team on te table is Destrayed. If she only reams left in the platoon are Warrior or Independent teams that have Joined ity the platoon is Destroyed at the end of the Step when the Warrior and Independent teams leave the platoon (having survived a Platoon Morale Check). It doesn’t matter how weak or battered a platoon i, dong as it still bas one team on she able, ici still func tioning platoon. B 4 s ES 4 E z Ei z Z 9 zi iS 5 z 2 =| ce} Mf IGNORE PLATOONS NOT ON THE TABLE Once a platoon is out of battle, ie will start to recover its strength as stragglers and lightly wounded soldiers etucn to the colours. Platoons that are not Destroyed, Hfor any reason (such as platoons that have been ient to Whe rear or are held in reserve) are simply ignored when but not on the table working out if your company bas more platoons Destroyed han still fighting IGNORE TRANSPORT PLATOONS Nobody expects transport units to fight, but their loss implies long marches on foot or shortages of food and lmmunition in the fucure Ugrore Transport Platoons when working out whether a lkompany has more platoons Destroyed than still fighting They are ignored in Company Morale Checks. IGNORE PRE-GAME Losses Some things, like the losses your force suffers in the lead bp to batie, just can't be helped. You just have to make anew plan and fight on, ny platoons removed or Destroyed before the first turn Of the game never count as Destroyed when determining whether Suill fighting Morale Checks. campany has more platoons Destroyed than completely ignored in Company IGNORE WARRIOR AND INDEPENDENT TEAMS Though the ‘Old Man’ and other key teams are vital assets t0 any force, one individual simply can't make up for the loss of an entite plavoon Upriore Warrior and Independent teams when determin: ling whether your company has more platoons Destroyed Dhan still fighting MORE THAN ONE COMPANY If you are fielding more than one company in your force, the other companies, seeing, one falling: back decide that things must be worse than they thought and The game ends when any company in a force fails its Company Morale Check, regardless of how mary other companies are still fighting 2a) Caeser Sora eatie platoons Destroyed than still fighting. Ser a On ee et oy eoreumetnt venta Cr eee ated eee entree coteg cd Sere eae > A Higher Command team takes the NONCUCee tua ker tg Co cron SUMMARY. > Ignore Transport platoons and Warrior BRON at eee estore company has more platoons Destroyed than Brien > Any platoons Destroyed before the game began or removed from the table during the game, but not Destroyed are also ignored. Even asingle squad can still be somewhat effective under the right circumstances, but when a platoon is reduced 0 justa single ream, the survivors have to weigh up how much they can achieve against the high probability o' becoming casualties Uf « plaioon bas been reduced by casualties to no mor Whar a single Infantry team and any number of Transport Heams, it must make a sole survivor Motivation Test at the start of each of your Starting Steps before making ICompany Morale Checks © they pass the Morination Test, they continue to fight and function as normal. Uf they fail the test, the team flees from the table and the platoon is Destroyed. A team that passes its Motination Text can voluntarily leave WARRIORS FIGHT ON ALONE Heroic soldiers are famous specifically because they fight on when others leave the fight Uf the sole surviving Infantry team is « Warrior team, it does not need 10 take a Motivation Tet. It can always fight on alone > Any platoon reduced to just one Infantry ee een start of each turn or be Destroyed. eee z b & co} 2 i Es SG 2 Air Support Pool . ses 178 Roll for Air Support..... s 179 Ground Attack... 179 Fighter Interception ...... 179 Select the Target and Place Aircraft ........+ 180 (Conduct Anti-aircraft Fire ........ 181 Who can Shoot ....++..0006 181 Number of Dice wo Roll. . 182 © Roll to Hit... 183 Roll to Destroy «0... 183 Roll to Range In on the Target. .2..e.2.04. 184 Position the Template. ......6.eece00.005 185 Roll to Hit Teams Under the Template Allocate Hits to Teams .........+ Pin Down All Platoons that were Hit ...0.+. Roll Saves for Teams that were Hit. Armoured Vehicle Saves. . Unarmoured Vehicle Saves Infantry Saves . Gun Saves. . " Bulletproof Cover .... Passengers in Transports .... Passengers on Tanks «41+. Aircraft Return to Base to Rearm. . Air Support Summary AIR SUPPORT LEVE In Flames Of War, aircraft come in two main types: Feround-attack aircraft and fighters. Ground-attack Bircrafe bomb, rocket, or strafe the enemy on the iground. Fighters protect your troops by shooting down lenemy aircraft. When you have air support, both types lof aircraft operate with your company, suppo. the ground and protecting it from enemy AIR SUPPORT POOL She air force isn’t directly under the army's control. You Buill make requests for air support, but ics entirely up co the air force whether you get it of not. Since ther Bnever enough ai SSupport you get depends on your pric ibactle plan. When you are organising your company for a battle, you fe0n choose to have Air Support if your Intelligence Briefing (provides it. There are three levels of Air Support IS Priority Air Support, Limited Air Support, and aft to go around, the amount of ait in the overall © Sporadic Air Support. The level of Air Support you have determines the number ‘of dice in the Air Support Pool you use to request Ground: Mattack Aircrafi and Fighter Interception. MA force only ever has one Air Support Pool shared across Fall of its companies. If multiple companies are playing on la side, cake the best level of Air Suppors as the level of Air Support for the entire force. PRIORITY AIR SUPPORT Your mission has been accorded the highest priority at headquarters. All available air support will support you. With an Air Support level of Priority Air Support you ave seven dice in your Air Support Pool. LIMITED AIR SUPPORT Despite your efforts your mission has been allocated lower priority by the air force. Ie doesn’t have enough aircraft to support you fully. With an Air Support level of Limited Air Support you ane five dice in your Air Support Pool. 29290 SPORADIC AIR SUPPORT Your ait force has few resources to support your mission. Either the aircraft are committed elsewhere orare simply not available, With an Air Support level of Sporadic Air Support you have three dice in your Air Support Pool. 29@ NO AIR SUPPORT Many battles are fought without air support, either by choice or simply because none is available. If you have no Air Support, you have no dice in your Air Support Pool and can never receive support from Air support requires considerable coordination and planning, Even the best air support could take an hour (0f more to organise All requests for Ground Attack Aircraft and Fighter Interception happen at the beginning of the turn in the Starting Step. GROUND ATTACK If you have air support, the air force will awempt to send request them. jound-attack aircraft to support you when you Ifyou choose to request Ground-attack Aircraft, roll all of the dice in your Air Support Pool. A die roll of 5+ on any of the dice results in a Flight of Ground-attack Aircraft arriving this turn 10 support your operations. You onl) receive one Plight no matter how many dice roll 5 Everyrequesi(successfulor noi) for Ground-atiack Aircraft permanently removes one die from your Air Support Pook although your peal cannot be reduced below one die HOW MANY AIRCRAFT Theair support that you receive will be a flight of one to three ground-ateack aircraft When Ground-attack Aircraft arrive to support you, roll on the How Many Aircraft Table to determine how strong the Flight is, Te ADA SUL Seg of Fgh FIGHTER INTERCEPTION Your fighters attempt to intercept the enemy aircraft before they reach the battlefield, Each time your opponent receives Ground-attack Airerafia you may attempt to intercept his planes. If you decide to ‘do 0, roll all of the dicelin your Air Support Pook Ang dhe roll of 6 is a success resulting in the enemy Aircraft being chased off or shot down so that your opponent gets no Ground-attack Aircraft this wurn Every request (successfil or not) for Fighter Interception permanenily removes one die fiom your Air Support Podh, although your pool cannot be reduced below one die There is no necd to put fighter wireraft on the table as this air combat takes place many miler away FIGHTER INTERCEPTION ONLY Some air forces did not provide ground-attack support to their army, attacking the enemy air foree instead Some Air Support is Fighter Interception Only, in whieh case it cannot be used for Ground Attack > Roll the dice in your Air Support Poo! DW no eer ce cca eee > Remoye one die from the Air Support Pool after each attempt. Pe Ses Cae rece ta > Ifyour opponent has Ground Attack Aircraft, you may roll the dice in your Ai Support Pool. Any roll of 6 shoots down the enemy Ground Attack Aircraft > z < 2 Bs 2 Wagrieaucr oar ken be used for Ground Attack, NST He WINN WA PV AN fOnce your aircraft have arrived over th ttlefield, the The Aircraft may be placed anywhere hat its flight stand hhext step is to non 1c che target that they will atcack. can fiton the table, but may not be placed so thet its flight Ic is important to pick your targets carefully as aircraft stand overlaps any team, a Linear Obstacle or wood, or fannot safely attack close to your own troops. is on a Building Se wt any enemy team. as the target term, Place an Airerat die on the flight stand to indicate the Strength of the Hlight. PLACE AIRCRAFT Aircraft move incredibly fast and can move anywhere Conn os Poa? Crees (rood fon the table without hindrance. Their biggest concerns ate attack on the target while fminimising incoming anti-aircraft fire and making sure Bg raft withi fare setting up an acc aes they don accidentally bomb the wrong, > Place an Aircraft die on the flight stand to Place the Aircraft so chat it is within 4°/10cm of and. indicate the Strength of the Flight. Piecing towards the target team (ignoring the flight stand). am areas ads ‘CHOOSE YOUR TARGET WITH CARE. Pick AN ENEMY TEAM AS THE | Any OF vOUR TaRseT ano piace THe AiRcearT XE TEAMS ARE WITHIN WITHIN 4" /1OCK OF THE TARGET. Ter /WOem oF THE AIRCRAFT WHEN IT MAKES ITS ATTACK, Tue atRcearT BORT THE MISSION THAN Risk NOY TROOPS BY wiSTAKE I (see PACE 184) THE AIRCRAFT Ay NOT BE PLACED ON Lineat OBsTAcies, ©R IN WOODS OF ON BUILDINGS, US PHF AIRCRAFT 1S PLACED WITHIN IG'/HOcM OF I] THE MOVEMENT STEP, THE SHERINN MOVES $0 AS NOT TO MAKE THE AIRCRAFT ABORT. ee rset h eae te Facing anti-aircraft fire is one of the nces a pilot will ever face. No matier how skilful the pilot is, the need to keep Worst exper ight and truc during an attack run you can't you just have to hope you dont get means that survival is pretty much pure luck take evasive actio hic Anti-aircraft Fire is conducted by the opposing player eral other shooting is complete, but before the Aircraft makes their attack It does mot matter hat the Anti- aircraft weapons are firing out of turn ‘WHO CAN SHOOT Shooting at aircraft requ mounting to allow the weapon to shoot at high angles and rotate rapidly to track fast-moving aircraft a special anti-aircraft Only weapons with the Anti-aircraft, Heary Anti- aircraft, or Selfedefence Anti-aircraft attribute can fire at Aironafi. Anti-aircraft weapons hat are sill being towed by o7 carried as Passengers in Transport vehicles cannot shoot at Airerafi Anti-aircraft weapons must have a Line Sight and be within Range to shoot at Aircraft Any teams that shoot at Aircraft can't move At the Double, Dig In, Shoot or Assauls in cheir next turn. Any weapons (other than Self defence Anti-aircraft weas (pons) that shoot at Airenaft cannot conduct Defensive Fire ‘fassaulted later in this tr. LINE OF SIGHT TO AIRCRAFT Aircraft dive steeply at the low-level king ther almost impossible to spot in time to engage if they are concealed by tall trees or building. gets or make strafing run directly over their carget, x The Line of Sight andl Range to Aircraft are measured ta the Aircrafi model (ignoring the flight stand). Smoke Markers block Line of Sight to Aircraft, even if the Aircraft is wishin 16" 0cm. However, if the Ansi-aircrafi weapon i far enough away, from the Smoke Markers i ‘may be able 10 see over them, just like any other terrain. WN cele ice eae ANTIAIRCRIET GUNS IAUST HAVE LINE OF SIGHT TO AN AIRCRAFT TO SHOOT ATT HE GERWAN WIRBELWIND SELF-PROPELLED ANTI-ARCRAFT GUN HAS A LINE OF SIGHT OVER THE RUINED HOUSE, SUT THE GROUND-MOLNTED QUAD 2cM FLAK3B (V) DOES NoT. ‘THE WIRBELWIND DOES NOT HAVE A LINE (OF SIGHT THROUGH THE WOOD, $0 CANNOT SHOOT AT THE SOVIET SHTURMOVIC. Aircraft are easy 10 engage at long range as intervening terrain does not get in the way. PAnit-aireraft weapons firing at Aircraft can fre 8'/20¢m grher than their normal Range characteristic PEN eG ced NUMBER OF DICE TO ROLL H target, the antiaircraft guns open fire, The rate of fire (ROF) rating of a Bee acs Fhow fast the weapon can shoot g selected the Anti-aircraft weapons roll one dice for each point of ROF Whey have when firing at Aircraft This is nos affected by any movement that the firing weapon may have mace in its last turn. However, ifthe fringteam isa Pinned Down unarmoured lnebicle, Infantry team, o”°Gun team it reduces its ROF by half as shown in the ROF when Pinned Down table. ROF WHEN PINNED DOWN fT vor | inne sor CONDUCT ANTI-AIRCRAFT FIRE HEAVY ANTI-AIRCRAFT GUNS While heavy anti-aircraft guns like the famous German 88" are very effective against h aks for chat matter), they fighter-bombers y bombers (and re not as useful against fast Heavy Anti-aircraft weapons only roll one die when firing at Aircraft regardless of their ROF rating SELF-DEFENCE ANTI-AIRCRAFT WEAPONS Some tanks hai nti-aireraft: machine-guns mounted for protection against air attacks, ‘These weapons are usually fired by the vehicle commander, requiring them to watch the skies for incoming, aircraft er than performing their own job. If the platoon isn't under ¢ commander focuses on their main task rather than worrying about providing anti-aircraft cov for other platoons. Self defence Anti-aircraft weapons, such as all AA MG, may onl fire Anti-aircraft Fire if one of the platoon’ teams would be under the Template (sce page 185) Self-defence Anti-aircrafi weapons only roll one die when ring at Aircraft regardless of their ROF rating Unlike other Anti-aircraft weapons firing at Aircraft, defence Anti-aircraft weapons can move At the Double, Dig In, Shoot or Asiaule in their next turn FIRING MULTIPLE PLATOONS As with all shoot Flame: Of War, each platoon completes its anti-aircraft fire before the next begins You must decide how many s in a platoon capable of Anti-aircraft Fire will fire before rolling any dice ta hit for thas platoon. You may wait until one platoons Anti-aircraft Fire bas been resolved before deciding how many teams to fire from she next platoon _ CONDUCT ANTI-AIRCRAFT FIRE Se ANTFAIRCRAFT GUNS ROLL A DIE FOR EACH PONNT OF ROF, NEEDING TO PASS A SeiL TEST TO AIT TWo GERMAN MBBELWACEN SELF-PROPELLED ANTI-AIRCRIFT GUNS SCORE & TOTAL OF FOUR HITS ON THE FLIGHT OF THREE Barris TYPHOON Ficurer-sowsers. ROLL TO HIT Unlike ground targets, aircraft have no cover stratagems available to make themselves harder to hit. However, a good gun crew will react quicker and estimate the lead and range better than a poor one giving chemselves a much better chance of bringing the aircraft down, Roll a Skill Text with each die using the Score Needed to ional Hit Table, Any successful roll score: a bit on th There are no modifiers to this roll. Reel Tass mena Firing Teams Skill aft isn't always enough to stop it from making its attack. Once the pilot is committed to his dive, litle shore of blowing the wing off can actu stop him. Rall « Firepower Test for each hit from Anti-aircraft Fir + If the Firepower Test is successful, reduce the Strength of the Flight by one If the Strength of the Flight is reduced to vere, remove the Aircraft © Otherwise, the fire was insufficient to stop the MMBBELWACEN PASS TWO OF THEIR FiRePOWER TesTs, SHOOTING DOWN TWO TYPHOONS AND REDUCN THE STRENGTH OF THE FLIGHT TO ONE AIRCRAFT. THE REMAINING ARCRAFT CONTI AND COMPLETES ITS ATTACK FLYING TANK Heavily-armoured ground-attack aircraft like the Soviet Il-2 ‘Shturmovik’ and che German Hs129 ar known as ‘Elying Tanks’ because of their comparative invulnerability craft fire. Only la anti-aircraft guns have much chance of bringing down a flying cank. (0 anti ge-calibre, Add +1 19 the score needed for Firepower Tests wgainie Aircraft rated as Flying Tanks in their Arsenal entry. This makes it imposible for a weapon with Firepower 6 10 shoot down a Flying Tank. |) > Only Anti-aireraft, Heavy Anti-aireraft, and Self-defence Anti-aircraft weapons can fire at aircraft and have 8"/20cm extra when they do so, ange eter aera eee Seer Sen net etre een > Roll one die to hit per point of ROF Pere een Tere Self-defence Anti-aircraft weapons only roll ee > Roll a Firepower Test to reduce the Strength aes areeet ns > Add +1 to the score needed for Firepower Tests if the aircraft are Flying Tanks. Aircraft flying ac high speed find ic difficult 10 locate targets. As the ener that fail to locate their target simply leave the batelefield. y are alerted by the fist pass, pilots (Once the Aireraft isin position you must Range In on the fhanget team. You only get one attempt to Range In. CONCEALMENT FROM AIRCRAFT ICrops and fosholes might provide good concealment from troops on the ground, but trails of flattened crops and b ho earth thrown up by digging just make troops obvious 10 aircraft. Heams are only Concealed to Aircraft if they are in or within 275cm of tree lines, Bocage Hedgerows; woods or Buildings, or entirely covered by Smoke Markers from a BiSmoke Bombardinent. RANGING IN ON THE TARGET The single biggest factor in determining if a platoon is Hocated is its experience. Aircraft have no difficulty locating targets that are not [Concealed and automatically Range In on thers Ge score required for Aircraft to Range In on a target What is Concealed is shown by the Score Needed to Range wcealed Targers ‘Table wn on this roll there are no modifiers to Uf their single Range in attempe fails, she Aircraft could Bpr0t find the target and leave the battlefield. Reo) a a on OU Cea KN Ray Target Team's Skill. | Score Needed to Range In a ROLL TO RANGE IN ON TARGET + TMU a Re Gae ‘AIRCRAFT AUTOMATICALLY RANGE IN ON TARGETS IN THE: OPEN. TARGETS WITHIN 2°/8CM OF WOODS OR BUILDINGS ARE CONCEALED FROM ARCRAET. THE SOVIET SHTURMOViK AIRCRAET WOULD AUTOMATICALLY RANGE IN ON THE HALE-TRACKS, BUT THEY CHOOSE TO TRY TO RANGE IN ON THE MORE IMPORTANT, BUT HARDER TO HIT, KINGTICER, SAFETY DISTANCE Troops on the ground aren't keen on being bombed by cither side, If a friendly aircraft gets too close, they'll ‘warn it off with flags and coloured smoke: Ifany friendly teams are within 16°140cm of the Aircraft model (ignoring the flight stand) when they attempt to Range in, the Aircraft aborts their attack and leave the battlefield. ORIGINAL TARGET DESTROYED If your ground tro tion of your aircra s' shooting resulted in the destruc target, they will continue their attack ifthey sce more targets in the area, otherwise they will abort the mission. If your Aircrafts original target is no longer there for any reason, you may select any other enemy team within £°(10:r of the aircraft model (ignoring the flight stand) 4s your target team instead. If there are no other enemy teams within 4°/10cm of the Aircraft, they abort sheir attack and leave the battlefield. > Aircraft automatically Range In on targets ene [Econo eer Ro cert iP eae Bree tes withi trees or buildings. The ee ons Cae eee ee Toe Cee ery aera Sa Liat AIRCRAFT MAKE ONE ATTEMPT TO RANGE IN ON CONCEALED TARGETS. IE THEY Prlb, THEY ABORT THE MISSIN, Air attacks differ from nort aircrafta shooting in that the ¢ plastering an area with bombs and rockets or strafing everything they can see, As a result everything around the target team is likely to be hie as well All air attacks, whether by bombs, rocket machine-guns or cannon, nse the Artillery Template to determine which teams they can bit Place the Ariillery Template (a square measuring 671. 50M on each side) centred directly over the target team with) the sides parallel 10 the table edges xem ana EAT CENTRE AN ARTILLERY TEMPLATE OVER THE TARSET Teavn WITH THE SIDES SQUARE WITH THE TABLE EDGES, Bf Ro. 10 v1 ExcH PLATOON UNDER fe TEMPLATE, AND EACH TYPE TEAM IN THE PLATCON, SEPARATELY, Wich bomb blasts and bulleis saturating the area around the target, ic is largely a matcer of luck whether any par ticular soldiers hit or not. Rather normal, count up the number of teame at least partly under the hits separately for e ran rolling one die per point of ROF as teams do Template, and roll that number of dice. Roll platoon under he Template, pon has a To Hit number in place of its ROP characteristic, the score required 10 hit depends As each Aircraft we on the weaponry the aircraft are using. + A successful 10 hit roll means that a tearm was hit by the air attack. © A failed to bit roll means that the team was lucky and escaped harm, Ifthe Aiveraft which the Airoraft are using before rolling any dice. have more than one weapon, you mustchoose ONE-AIRCRAFT FLIGHTS A single aircraft simply cannot deliver enough ordnance to be fully effective. If the Strength of the Flight isa single airen successful rolls to hit targets under the template. re-roll all by three aircraft makes hits more likely, i If the Strength of the Flight is three aircraft, re-roll all failed rolls to hit targets under the template MULTIPLE TARGET TYPES Tanks, infantry, and guns, are not interchangeable, so losses co one cannot be made good from another. Roll to his cach Type of team (Tank, Lafantry, Gun and Transport teami) in the platoon separately. > Roll one die under the template. Roll separately for each Ronen) eee mea See ry Set Pee coe re eM OME et Seen ceo eee INU KoY eG Teh KON TN Commanders can onder soldiers fiom one team 10 replace casualties in another to keep important weapons Your opponche allocates hiss to tears of the appropriate iype under the Template Ssubject tothe following rules in order of priority. from the platoon that was bit ® Fach team may only be allocated one hit. + Unprotected teams must be allocated hits before teams in Bulletproof Cover. Unarmoured vehicles must be allocated hits before Armoured vebicles. ¥ Hits must be allocated 10 operational vehicles and teams (including Gone to Ground teams) before Bogged Down or Bailed Out vehicles oth Hits must be allocated 10 Armoured vehicles with Lower armour ratings before those with higher armour ratings. Use Top or Side armour depending on the type -apon being wed (see next page). © Hits must be allocated to other teams before teams that are Gone to Ground. RIDING ON TANKS Ian aircraft hits their tank, any oops riding on it are in for alot of pain Do not roll 10 hit Infantry or Man-packed Gun teams Fiding on a tank Tank team is hit, all teams riding on it are also rately from their tank. Instead, if the ALLOCATE HITS HITTING TEAMS IN BUILDINGS When making bombing run, pilors just plaster an area centred on the target Check the teams positions in the Building to determine which ones are under the Template ofan Air Attack in the same way as if they were outside he Building am may only be allocated one hit. See teams before teams in Bulletproof Cover. Sed ae eee ROS) vehicles before Armoured vehicles. > Hits must be allocated to other vehicles iled Out ones. eres set end a eed cn yea vehicles with the lowest Top armour first. > Hits must be allocated to other teams before teams that are Gone to Ground, > Ifa tank is hit by air attack, any teams Dee os Alir attacks cause considerable confusion amongst their targets as men scatter for cover, Even if little actual damage is done, it before it can advance again. take time to reorganise the unit If platoon takes one or more hits from an af atiack, it is automatieally Pinned Down, ‘A hit on a team indicates that the bomb landed close cnough co be dangerous. The roll to save tells whether or not it actually destroyed the team. ARMOURED VEHICLE SAVES Armoured vehicles are well protected from most aerial weapons. It takes a lucky hit by a bomb or a heavy ank. cannon to knock out a BOMBS AND ROCKETS Bombs and rockets are not particularly accu they rely on shock and blast o damage vehicles rather than penetrating their armour directly. When your Aircraft hits an Armoured vehicle with Bombs or Rockets, the opposing player rolls a die and adds the vebicles Top armour rating to get their Armour Save score, CANNON AND MACHINE-GUNS Aircraft strafing with guns have to get in close to hitand penetrate the the deck, rather than diving from above, so shots have to penetrate the side ofa tank to hurt it target. This requires a flat approach ‘on When your Aircraft hits an Armoured vebicle with Cannon or Machine-guns, the owning player rol adi and add; the vehicles Side armour rating to get their Armour Save scare. EXCEEDS ANTI-TANK RATING If your opponent's Armour Save score is greater than the Airenaft’s Anti-tank rating, their Armour Save is success ful, and she shot has no effect having bounced harmlessly off the tanks armour EQUALS ANTI-TANK RATING If your opponent’ Armour Save score exactly equals your Aircrafts Anti-tank rating, they failed their Armour Save. Although your shot didn't penetrate the tant’ armour, itt might sill have some effect Todeterminetheeffct of the hit you must take a Firepower Test. Roll another die. + If the roll equals or exceeds your weapon's Firepower rating, the crew panic and Bail Out, Ifthe rolls lower than your weapon’ the shot has no effect and she tank continues in action) LESS THAN ANTI-TANK RATING Uf your opponents Armour Save score is less than your Aircrafts Anti-tank rating, they failed their Armour Save. Tadetermine che effect ofthe bit you must ake a Firepower ‘Test. Roll another die. + Tf the roll equals or exceeds your weapon’ Firepower rating, the tank is Destroyed. Ifthe rolls lower than your weapon Firepower rasing the shot failed 10 do significant damage to the vehicle but the crew still Bails Out of the tank, UNARMOURED VEHICLE SAVES Unarmoured vehicles are cotally unprotected from) airctafe weapons, Their only hope of survival is that the bullets and shrapnel will only do minor damage, When your Aircraft hits an Unarmoured vebicle (one! with a Top armour rating of “), the opposing player rolls adie. Uf the result is 5+, the vebicle is damaged, but still fully functional Otherwise, the vehicle is automatically Destroyed. RECCE AND WARRIOR VEHICLE SAVES ‘Small jecps and moxorcycles -moving targets and) hard for aircraft to hie Unarmoured vehicles thar are Warrior, Independent oF Recce teams (including all Motorcycle Reconnaissarice teams) save on a roll of 3% instead of the usual 5x: ‘power rating sagt Just as there are a huge variety of vehicles and ground weapons in World War Il, there is an abundance of different aircraft in the skies. This presents some of the more common attack aircraft. Aircraft Weapon To Hit Anti-tanke BRITISH Typhoon Cannon 34 8 5+ Rockets GERMAN Ju 87D Stuka Bombs Soviet I-2 Shurmovik Cannon 4 9 5 Flying tank. Bombs iy 5 Ir Rockets, us P47 Thunderbok — MG Bombs GUN SAVES ing When attack once they get into cover; they can be hard shields pr INFANTRY SAVES Infantry in the open are very vulnerable to ste aircrafi, but cd by aircraft diving from above, gun no protection to dig out When your Aircraft bits a Gun team, she opposing player When your Aircraft hits an Infantry team, the opposing rolls a dic, Player rolls a die, + Uf the result is 5+, the team escapes with no serious = Uf the result is 3+, the team escapes with no serious injury injury + Otherwise, unless the team is in Bullesproof Cover, it Osherwise, unless the team is in Bullerproof Cover, it is Destroyed is Destroyed, GONE TO GROUND GUN SAVES When working their gun, gunners are forced to clump together more than infantry. However, if they go to ground, they can spread out and rake full advantage of naking them much less vulnerable, ROLL SAVES FOR TEAMS THAT WERE HIT Any Gun teams that are Gone to Ground have a 3+ save instead of a 5+ save. This dees not apply to teams that are only Gone to Ground because they are behind Smoke. BULLETPROOF COVER To get any ceal protection from an acrial bombardment you nced a deep hole or a good fortified position. Linear Obstacles like wall: or Bocage Hedgerows, and Gun Shields do not provide Bulletproof Cover againss Aircraft, although other Bulletproof Cover, (including being Dug In or in Entrenchments) docs. If the target Infantry or Gun teams are in Bulletproof Cover, take a Firepower Test + Uf the roll equals or exceeds your weapons Firepower rating, your weapon blew through the cover and the target team is Destroyed. + if the roll is lower shan your weapon’ Firepower rating the cover protects the teayt from barn. PASSENGERS IN TRANSPORTS PASSENGERS ON TANKS The best thing to do under air attack is keep driving and hie. Air att is litle extra safety to the rear, so drivers carry more dangerous. on forward once the attack is over: If riding in a vehicle is unsafe, clinging pray that you dont g ks are over so fast, to the outside of a tank under fire is even and th Infantry or Man-patked Gun teams riding om a tank must take a 5+ Save instead of their usual ARMOURED TRANSPORTS Armoured vehicles like half-tracks just hope the aircraft doesnt score a direct hit! Infantry or Gun Save when bit. The Paisengers aré nok in Bulletproof Cover, so no Firepower Test is needed to Destroy them. All surviving Passenger teams immediitely Armoured Transport teams roll saves in the same way that Dismount Under Fire and the platoon is now Pinned Armoured Tank teams do. However, they automatically Down (see page 104). Remount (sce page 102) immediately when Bailed Out by an Air Attack. if ROUEN io a COLL URAreas Oe If you Destroy an Armoured Transport team, every Passenger carried by the Transport team must paisa S+ |i BN aN Pasenger Save or be Destroyed. Any surviving Passenger > Roll a die, add the vehicle’s Top armour (For teams immediately Dismount Under Fire and the platoon d Rockets), oF Side armour (f is now Pinned Down (see page 104). CD ee UNARMOURED TRANSPORTS Oe rarer coe re reer ere One of the last places you want to be under air attack is Se Me nee ecu crammed in a vehicle, hoping a bomb doesn't hit you. + Ifless, Firepower test 10 Destro} On the other hand, if you survive, the danger is gone the vehicle is Bailed O and you may as well carry on as go bac and ery on ss aes yee n aren When you hit an Unarmonred Tianport team (whesher | oe i rn or not you Destroy it), every Passenger carried by the Sr aE gic ct Transport team must pass a 5+ Passenger Save or be Destroyed. If all of the Passenge are Destroyed but the vehicle is not, the Transport team is tee entra ees SUMMARY in a Transport team oat tyr Sent to the Rear immediately. The platoon is now Pinned TSU Le CURE Down (see page 104) on 54, unless G Rn sy Surviving Unarmoured Transport teams still carrying ne Passengers remain on table after an air attack, even if BULLETPROOF COVER AND PASSENGERS other Transport teams in the platoon were Destroyed. PON reg eee Rd eet ns in Bulletproof Cover. Linear DISMOUNTING UNDER FIRE* Omer cetks, If their vehicle is destroyed, the surviving passengers get pepehnettenre out and hit the dirt as fast as possible ern SRE Unarmoured transports that were hit or Destroyed Arm: Cee ee {are Pinned Down If its transport ts Destroyed or removed as a result of air attack, any surviving Passenger teams must immediately Divmount, moving no closer to the shooting teams as it does so If necessary. Tramiport teams (other shan Wrecks of Armoured Transport teams) can be removed first to create space for the Passengers to Dismount. If there is no room for a Ps team is Destroyed. ssenger team to Dismouns, then the Passenger have made their attack, all aircraft return 10 peer) The amount oh ais SURES Sra lex ee A base to rearm for the next strike. be the same, No matter if you lose aircraft ar not, the air Remove the Aircraft from the table after it has made } force wil alyays manage to scrape up more aircraft from its attack. somewhere for the next aitack. Priority Air Support give: 7 dice. Limited Air Support gives 5 dice Sporadic Air Support gives 3 dice. IN THE STARTING STEP Roll all of the dice in the Air Support Pool. Ufuccesfdl, roll for Number of Aircraft received Your Air Support Level determines Air Support Pool. 1 ROLL FOR GROUND ATTACK AIRCRAFT P Ground-attack Aircraft arrive on any roll of 5+ * Each attemps reduces Air Support Pool by one die, 2 ROLL TO RANGE IN ON THE TARGET Range In atttomatically on a target in the open Roll once to Range In ona Concealed target (within 2°/Sem of trees, Bocage. woods, or Buildings, or in smoke). : Aircraft abort if any friendly teams within 167/40cm. Score Needed. 3 ROLL TO HIT Roll against Aircrafts To Hit rating. Re-roll if appropriate for the number of Aircraft 2 OPPONENT ROLLS FOR FIGHTER INTERCEPTION on any roll of 6. 3 CHOOSE TARGET AND POSITION AIRCRAFT elect any enemy team as the target Sata lag IN THE SHOOTING STEP fier all other shooting is completed: 1 CONDUCT ANTI-AIRCRAFT FIRE Miring at Aircraft. ‘one die, Firing Team's Skill 3105 2 aircraft 6 3 aircraft Opponent may roll the dice in their Air Support Pool. * Fighter Interception cancels Ground-attack Aireraft * Each attempt reduces Air Support Pool by one die. Place Aircraft model within 4°/100m of target team. = Unti-aircrafi weapons increase range by 8°1200m when Ami-aireraft weapons roll a die to hit for each ROF: Heavy and Self-defence Anti-aircraft weapons only roll Roll Firepower Test to Destroy Aircraft that were hin, Add se 10 she Firepower ifthe aircraft are Flying Tanks, t Re-roll hits “g No re-rolls 4 ROLL SAVES FOR TEAMS THAT WERE HIT Bombs and Rockets hit Top armour, Cannon and Machine guns hit Side armour, Opponent rolls a die and adds sheir armour rating and compare: the result to the Anti-tank rating Firepower text to Bail Out Less Firepower test to Destroy otherwise Bail Out Roll 5+ save for Unarmoured vehicles, except 3+ save for Warvion, Independent, and Reece teams. Roll 3+ save fo Roll 5+ save for Gun teams, unless Gone to Ground, then Infarery teams. Roll Firepower Tests to Desiray Infantry teams, and Gun teams in Bulletproof Cover: 5 MARK OR REMOVE DESTROYED TEAMS Mark Destroyed Armoured vehicles as Wrecks, Remove ovher Destroyed teams 6 PIN DOWN PLATOONS THAT WERE HIT Any hit on a platoon by air attack means the platoon is Pinned Down, 7 AIRCRAFT RETURN TO BASE TO REARM Shows over, the Aircraft leave the table, ich as reconnaissance troops, motorcycle scouts, horse- ounted cavalry, man-packed and tank-mounted flame-throwers, tank escort infantey emoured trains. Each of these fills a niche that no other troops can. Reconnaissance Platoons. .. oe , the Gallop .. Cautious Movement +193 Shooting from Horseback. Revealing Ambushes £ Cavalry Cannot Take Cover « Reconnaissance Deployment i Cavalry and Buildings Disengage! ‘ - 194 Cavalry Cannot Assault Tanks and eee Ride‘Them Down fotorcycle Reconn: Motorcycle Reconnaissance. jounting Motorcycles. _ Remounting Motorcycles lame-throwers. . laming Bunkers . Tank Flame-throwers. . Infantry Flame-thrower ie Armoured Trains in Assault Tank Escorts are not Teams. Demstshios hi ” i =|

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