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ffitrWem: . r : i : r g v o u r h i s . r h e r h i r d i n s t a l i m e n r \ , V h a t i s F l a m e sO f \ V ' a r ? . . . . . . 2
'lhis
ot lirr .' i . . r : i i i r l i r r u r c s g r m e. i s r h a n k s W h a t Y o uN e e d. , . . , . . . . . . . . 4
iti r,, .: ...:r.i!i ( r t - \
ourleli and the thousands H o w D o e s i t W o r k ? . . . . . . . . . . 6
OI ( ' i . : : - . : : . i : : r r g l o b . ' . i h i s e d i r i o n r e t a i n sa l i
TankTams. .......8
thc::.t: . . : : : . i r \ h o u r so i e n j o l a b l eh i s t o r i c a l
Motorcycle Reconnaissance. . . 11
r.t!::. , :r:-. ':...1 ,rt-pl.rr .rnclhou the rules are
TiansportTams........... 11
P . . ' -: :: -
GunTams... ...12
Infantry Tems . . . tJ

Command and'Warrior Tams 13


IntelligencB
e riefings....... 14

Ph;!.ltty3:, P i c k i n g a F o r c. e. . . . . . . . . . .
Platoons. .........
15
16
skilt.... .........18
Cd-t(tt Dnuies
- ,,.,..- r... I rrr Motivation ...... .. .. 19
Peter Sinttutouic/t e sf W ' a r. . . . . . 2 0
P l a y i n g F l a mO
I Jiror R e a d i n g t hReu l e s. . . . . . . . . . 2 l

Jolttt-Paul Bris iqotti


t,1',,,.
SportingPlay......
Terrain.. .........22
21

):.lg;l \iJit):
G r o u n dC o n d i t i o n s . . . . . . . . . 24
( , L , o Ji s on .
Eastern FrontBattle6elds .. . . 26
.I!): l)cs.h.
CityTrrain. ......28
T r r a i n S u m m a r y . . . . . . . . . . .3 0

.i ll:illrrronr
GAME
T U R N S .. . . . . 3 1
STARTINGSTEP......32
. ) - : ; : i . r : :. l ) o g M O V E M E N.T. . . . . . . 3 3
:-: ij,'r:r (,air.-rs S e l e c t aP l a t o o n t o M o v e . . . . . 3 5
.:::r. ,li \\ fr
Moye Teams in the Platoon. . . 36
r...:.r .lr \1rdrid
. ",'r \1;Berh) Wheeled Vehicles on Roads . . . 40
Through Rough Trrain..... . 47
MakingBogging Checks... . . 43
BoggedDown Tams... ... . . 44
. \':lirrrr
'::: R e c o v e r y V e h i c l e ' .- .- .-. - . . . 4 5
i)i.t:lr.
Tiansports and Passengers. . . , 46
Towing Guns and Portees . . . . 49

' :-::\ :.:. MovingAtthe Double... . ... 50


Diggingln. .......51
M o v i n g i n B u i l d i n g s. . . . . . . . 52
C r o s s i n g f u v e. r. s. . . . . . . . . . 56
Normandy Bocage Hedgerows 58
I5B!{978+9E6/r661-7-5 Leaving the Battleeld. . . . . . . 60
Morrement Special Rules . . . . . 61
M o r r e m e n tS u m m a r y , . . . . . , . 62
r:! sr+
c o M M N D . ' . . . . ...6. .3 s;"";.'.
. ."i''.'.'.'::':::'..'. ranK !scorts

CommandDistance........ 65 Smoke Bombardments. ... .. C a v a l r.y ..... ...202


Command and Movement. . . . 66 R o c k e t l a u n c h e r s. . . . . . . . . A r m o u r etda i n s . . , . . . . . . . 2 0 5 J-
'WarriorTams...........,.
68 Air Obsenation Posts . . . . . .
Artillery Summary
FORTIFICATIONS
...213 :j

I n d e p e n d e nT
t e a m s .. . . . . . . . 7 0
Fortications....... ,,,2I4
A l l i e d P l a t o o n. s. . . . . . . . . . . 70
ASSAULTS . . .147 Entrenchments..... )15

s H o o T I N.G
.........71 Select the Assaulting Platoon. 143 Bunkers. .,.. .... 217
'Who Assaulting & Non-assaulting.
C Shoot. . ..73 144 Obstacles ........223
Select the Shooting Platoon. . . 73 C h a r g ei n t o C o n t a c t . . . . . . . 145 GappingO b s t a c l e s . . . . .... . 2 2 5
Select the Target Platoon. . . . . 74 Charging into Terrain, . ., .. 148 BarbedTTireEntanglements. 227
Check that te Target is Valid . 75 Assault Abmdoned Positions . 1 5 0 Steet Buricades
CheckYour Line ofSight. . . . . 75 Which Platoons re Defending. 111 Minefields....,
Shooting Near Friendly Tams 80 Conduct Defensirre Fire. . . . . 152 BoobyTiaps .....23A
Check the Rmge ..81 A s s a u l tF a l l s B a c k . . . . . . . . . 154 Aati-tmkObstacles. . . . . . . . 231.
CheckYour Field of Fire . . . . . 82 RolltoHit. ......155 D e m o l i t i o nC u r i e r s . . . . . . . 232
Rotate to Face the Trget. . . . . 84 AllocateHits .....156 Bunl<ers md Fortifi cations
Check if Target is Concealed . . 85 RollArmoured Sales. . . .. .. 1i7 Summary . ..... 234
G o n e t oG r o u n d. . . . . . . . . . . 90 Others do not Roll Sares. . . . ti9
Push Into Enemr-Positions . . 160
NATIONAL
SPECIAL
RolltoHit. .......91
Has Assaulting Platoon \\bn . 16 I
RUrES
. ....235
ScoretoHit. ......92
Allocate Hits to Trget Tams. 93 Opponent Tests Motivation 162 MfsstoNs ...253
R o l lS a v e s . .... . . ..97 C o u n t e r a t t a c k i n g ...... . . . . 161 P l a y i n g M i s s i o. .n. s. . . . . . . 255
B a i l e dO u t V e h i c l e s . . . . . . . . 1 0 2 BreakingOff..... .....16i Which Missionto Play . . .. .256
D e s t r o y e d T e a m s . . . . . . . . . ,1 0 3 Victor Consolidates .. ... \67 Deciding Who Attacks. . . . . . 257
Pinned Down Platoons ... . . lO4 W'arriors & Independents . .. 169 M i s s i oO n b j e c t i v e. .s. . . . . . 2 5 8
C o m m a n d C a s u a l t i e s .. . . . . . 1 0 5 AssaultSpeciaR
l ules. . . .... 169 D e p l o y i n g Y o uFr o r c e. . . . . . 2 5 9
'WariorCasualties..... A s s a u l t S u m m a n ' . . . . . . . . . .1 7 0
. ... 106 DeployingFortications .... 262
SmokeAmmunition ... . ... 107 M i s s i o nS p e c i aRl u l e s. . . . . . 2 6 4
MORALE ....177
Buildings ........108 N i g hF t i g h t i n .g. . . . . . . . . . 2 7 2
Platoon Morale Checks. . .. . 172
Snipers.. ........ 110
C o m p a n y V o r a l e C h e c k s. . . l - 5
V e h i c l e ' V e a p o n. .s. . . . . . . . 111 EndingtheBattle... .,..... 27{.:,
Sole Sun'iving Infantry Tam 176
I n f a n t r v W e a p o n .s. . . . . . . . 114 Deciding the Winner. ..... .
M a n - p a c k eC
d uns....... .. 116 AIRCRAFT ...177
LargerGuns. Ai. (,,^-^-, I -,.-l 178 coMBATMISSTONS
.276
.....117
Free-for-all. ......276
Shooting Special Rules 118 R o l lf o r A i r S u p p o r t. . . . . . . 179
Encounter )^77
ShootingSummary.. .. . ... 120 Select the Target &
P l a c e A i r c r a. f. t. . . . . . . . . 180
Dust Up. 278
A R T f L L E .R. .Y. . . . . . 1 2 1 Conduct Arti-aircraft Fire. . . 181
No Retreat. 279
Artillery. ........ 122 Roll to Rmge in on the Trget 184
Hold the Line 280
FiringaBombudment ..... 123 P o s i t i o nt h e T m p l a t e . . . . . . 185
Pincer . . 281
Select theAiming Point. . . . . 124 Roll to Hit ......... 185 Surrounded 282
S p o t t i n g T e a m.s. . . . . . . . . . 126 Fighting Withdrawal. . . .. . . 283
Allocate Hits to Teams . .... 186
ObsenerTams........ - L27 Pin DownAll Platoons. .... 187
Hasty Attack 284
StaffTems ......128 RollSaves. .......187
Cauldron 285
Roll to Rmge in on rhe Txget 129 Aircraft Return to Be . .. . . 189
Breakthrough. 286
Positionthe Tmplate... . .. 130 Counterattack )Lf
AirSupportSummary.. .... 190
Bigger and Smaller Batteries . 131 No Man's Lmd 288
Roll to Hit Tams S P E C | A L |.S. .T. .S. . . 1 9 1
U n d e r t h e T m p l a t e. . . . . . 132 R e c o n n a i s s a n. c. .e. . . . . . . . 193
AllocateHitsto Tams ..... 133 Motorcycle Reconnaissance. . 196
-PinDqwe,! P-latoons..... 133 Flme-throwers........,.. 198
A lone jeep clri.,essloivlr- clolrr a descrted roird as rhc Ih...rpr.rin i:rcrs a clilemLne.Shoulcl hc call fbrrvard his
crew scan the rillaqe ahead lr signs of lif. \/irhour r ! \ c r \ ( r i n k l . i f , r o o u. l q r j n s tt h e T i g e r t a n k s ?O r s h o u l c l
rvarning rhc distincriie ripping canvas sound oi .r h c s e n d i r , r r o u n c l r h c o r h e r l l a n k , s e e k i n ga n e a s i e r
, u l l c t sw h i z z i n q
G e r m a n m a c h i n e - g u nt e a r st h e s i l e n c e b roLrtcfnr-ardi
pasr as rhe drirer rhrows the jeep into rcvcrse. CrLns nre capt:rin is vorr. \/hat will you do]
st,rrt berking rs the \\'atching arnoured cars open hre
\X4rat you have just read is a description. nol ot ln
. , , , . r i 1 , r h . ; . . 1 i . . p e e dr c r r e . r r .
actual battlc, but of a miniature warsamc bcing p1alctl.
thc caprrin rvatching the unfolding drama llorr the All of thc action takcs placc on a miniaturc battlchcld.
'OK
nrrrct oi his tirnk spoke into his thro:rt mike. John, rvith model tanks and soldiersrhat reprcscnr rhc rcal-life
thcrrre r]rere. Clear'em out. C)r'er'The rearguard is no troops thar f'ought in the decisivebarrlesof rhc Sccond
surprisc. His cornpanv ]r:rsdealt wirh a dozen just like -World -Jilar.You and your opponent ilsslrmethe roles of
it ln rh. Last*eek rrlonc. Likc a urell-oiled rnachine his the comrnanders, pirting vour rvits and cunning against
plaroon: sn i ng inro rrcrlcin.Tanks and arnourc<l infantrv one another to attain victorr and, more importanrlr'. to
a d r r n . i n q o n f l r c r o \ \ i l . r sr h c : r r t i l l e r v ' s r s r s h e l i ss r a r t have iur.
l l l i n q . : r r , n q ' r t F c . : c t . - n J c r s .\ s e c o n c {l r o u p s r v i n g s
J\ l i \' -' l \ THE CHALLENGE oF CoMMND
A n b u s h i T i g . r ' l . r ' i r . : i r . . i . , , i . . i . r r i . r s , r . r rt h c r a c l i o . I'/ruttc: OfWr allows you to re-hght the clecisivc brirtlcs
\/ar. You take charqc oi l'.rrrorrs
princtuarcd b r J c . p . r ! : . i - : : - . r . : r r !i r . . l , : . : r : r 'r , l , c n c . l of rhe SeconclWorld
'Three iperrheacl or Nlontr"s Ilesert Rats. (,an rou our ti,r
fire. T i q e r s i n f 1 ' . .l i r , r : i r , , , , , , . : ' . . r - . r i : : r . r . , ' i . .
c r c h l e si r t h e h e a d p h o n e s .I . c l , r . r r , . , , t . r : r ^ ' . I r . . . i I L o n r r r el . t h c D c s er t F o r ? C . r n r l L i u i r h . r . r r r l t h l L k o r ' r
'We'll
back oif and trv to tlank rhcrr. ()icr h r r r n r e r t , l , r . ,s i F i t i n e , O . l \ \ ' a r l e t . r o L rr . c r c . r r ch i s t o r r
to hnrl oLif.

1-.'.*
This rulebook is lour guide to fighting historical battles The easjestrvay oflearning the rulei
in miniature. \(ith ir you can take commancl of a to visit a store n4rere ahe staif can rn
company of solcliers and pit ,vourself against crurning you rhfough an introductorv game and
opponents on the fieki of battle. You rvili sec f'or introduce vou to other players.If1,ou dont T
vourself r.hat made the Tiger tank so lcarcd b,v orrv have a store near \ou, the Open Fire box and
Allied soldicr. You will {ind out if you har.e the gurs Boot Cianrp on the Fldmes Of lflzrrvebsite provide
to stop a massecl infantry charge, or the cold-biooded a quick-start introduction to tbe core rules, allorvingl
rurhlessnessto launch one! \.ou to strlrr playing inrnediately and learn the details
Fltmes OfWar conbines the joys oipainting and mod- of the rulcs later.
elling vour orm miniature army s'ith the challcnee of
fcine of against )rolir oPPonent across2 gaming rable
WHAT.SNEw
Players rvho re tmiliar wirh Flames OJ\Y/ar:vlll hn
in a social settinq, ancl vou'll get to recreatchistor_v-or
the core of the garne much the same, with a number
changc itl
of exciting changes. Ihe assault rules are cleaner and
GEfiING STARTED sirnpler, making getring 1ou up close:rnd personal
Realiw is immenselv conplex and rther me ssl'.This has easier than er.er. Massed artillery delivers devastating
the advantage of giving plavers r.irtuallv unlinitccl op- bonbardmcrts, while anti-tank guns go to ground, safe
portunitics to fight ncn'battlcs and collect new armies. until the time comes to strike. Aircraft and their arch-
Unfortulatelt', it also rcquircs a iot of rules ro cover all l l c l l l \ . J,n-l -l i ^
J l:r -L,".f., -l l+ g; l l l l \ . d r e s d \ l e f l O t l \ e d l l d m O r C

of rhe manv aspecrsol something as big as the Second deatllr'. Armouled cars and transports are ster and
Wbrld W'ar, making rhis book rather long. Thc good mucil more el}ctive. Nou', Soviet tankers can conduct
news is that you don't need to kno*' all of the rules to sweeping manoeuvres:rcrossthe Steppes,firing as thev
plav the ganre. You can start rvith thc basics and add advirncc :rt speeci. lb rop this ofi-, thirteen new ancl.
things like aircraft, fortications, and cvcn armourecl revised missions provide a whole new set of challenges.
t r a i n su h e n 1 o u a r e r c a d 1 .

WEBSITE
f\e l:/tanas O/ iTlzr rvebsitc (uuuFlamesOJ\Yar.com)6as ,r Lor of usclirl n:rreri:rl l'or ne rv ancl crpericnce cl
gamers.It iras informarion on various armies, downloadable plav:ricls,as l'ell as piLesof otheL hobbr.matcrial.
The website also has the FlarnesOJWdr forun rvhcrc pll,ers ciiscussractics. meet ncN qancrs, .qctfccdback on
rhe nerv arnr- they are plannin!!, ask for help rvith rules quesrions,or jusr chat about thc hobbr..

r
'.

',,'-'
,
-.:'a I
AN OPPoNFNT THIsRULEBooK
F/dmes Of V/dr is :r sociai .eirme plarccl bv m,o or rnore T h i s r u l c b o o k c o n t a i n sa l l t h e r u l c s v o u
players,so grab a fiiencl:urd get startecl. nced to pl:rv Flrrur Of Vlar.

Two ARMIES
The Flanes Of War nnge o1' l5mm (1/100") scale
miniatures is specilicallr,designecllirr thc game and is *
avirilablethrough all qoocl hobbi'srorcs.

#* *
f;:r,.

*;e*ii 4
'1

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

A BATTTEFIELD
\\.hcthcr ir'-. dr.- kiLcher reblc or l cusrorr bLrilr
q e m i n g t r b l c . r ' o r r ' l ln e e c ll l r r g c f l r r s L r r l a c . ' r op l r r
r l i c g n n e . A ( r ' r . i ( 1 8 0 c n rr 1l ( l c r r l s h c c ro 1 c u s r o n r
boarcl corcrcclrvirh a.green slrect or pailrtcl.rnd
Hocl<cc1nraliesan ideal lrrttlcficlcl.

TERRAIN
Y o d l l n e c < lr s c l ! - c r i o no l t r e r r r i n l i k c h i L 1 s *. o o c l s .
heclqes.builtlinqs, lntl ro,rclsLo cfrrrc l rc,rlistic b:rt-
rl.-lielclfirr \oLLrrroops to llshr orcr.
'& -!

1 h e p r e p a i n r e c lr e r r r i n j n r h . - B a t t l e c l d i n a B o r
rilnqc nrrl(esscrtine up,r b,rttleficlcle,rs,.. :'id*

*=rr ,-
"lj
* i.r

*t=

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::::i...

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.1:". +'. .
*9," -&
; F*r c egf-'
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F:. i
=
*_ -_ e*i

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

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

TAPEMEASURE
Ybu ll nrecl:I t.rpe measureor ruler to measure mo\-cnrcut and sho,.rinq L.rrr1rr.
\bu crn usc metric or lnrperi:rl nrcrsurcmcnts. l,hichever suiLsr ou best.
#
In Flames Of War the two sides take turns ro move and STEP(SEE
STARTING PAGE32)
fight rvith troops. Each playcr's turn has four steps: the At thc start ol each turn a plaver checks to sce il rhel'
Starting, Movement, Shooting arc{ Assault Steps. have rvon. If thel' haven't, they rally any of their troops
Once one side hasfinished tlreir turn, thc other sicletakes that are pirrned dowr by encrny llre, and drag bogged
-lhar
a turn. The m'o sides keep alternating their turns until down tanks out ofthe rnirc. clone, rhey bring their
one side or the other wins by taking rheir objective. reservesonto the [rattleficld.
FtReGee?Ace132)
DeFeNsrve
THE ENEMYRESPONDSTA THE CHAP^EWITHAVOLL/ OF FIR, RfING 1A DRIVE
ff CANCLO,E.lF THt \UCCEED,
B1FAR
oFF \H A33AUL1 AV1R.T.
THEA33AUL1
n;a_r,e-r!ii9teT_5:ry:

AR BREAK
COUNTER.ATTACK OFF CONSOLIDAT
Ge PA6163 AND165) tSec rAoc tvl)
THE NMf THEN ROLLS AAINST THER MATIVA. TH WINNERoF H FI6HT
ION RATING1A 3E F THEYV|ILL CHARGBACK THEN REORANISES THEIRVIC-
INTA lHE FRAY, OR BRAK OFF AND RI-IN FROM TORIOUSTROAPS,THN THE
lHE FI6HT, TH FI6ffi 6A BACK ANDFARTH A33AULTIN6 PLAYERLAUNCH3
UNTIL ON 1DE CR TH ATHP BREArc AFF. |HEIR NEXT A9gAULT.
ffi ei@r::1Yj.:i:Y::97

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

.l:.,1:,t;;::.:

': :ri::r'
',

t h e h e r o i c a . t . o f a e wi n d i v i d u a l sa r e a l w a y s them alive. In F/ames Of War your miniature soldiers


r i f i e d b y r h e m e d i a b a c k h o m e . i n r e a l i r ya s o l d i e r also operate in teams. There are four types of teams:
d o e s a n y r h i n g o n r h e i r o w n . S o l d i e r sa r e r r a i n e d Tank, Transport, Infantry and Gun teams. Tnk and
op.r,. a r e a m ,a n d i r i s * r i s r e m w o r k r h a r k e e p s 'ansport teams are described collectively as vehicles.
",
Every team has a set ofcharacteristics describing it in the game. Here is a
rypical arsenal entry for an American
. M4A1 Sherman tank. Vehicles and their weapons are described rogerher in Arsenals. The first line describes
; the vehicle. The second line in italics describes its nain weapon. Tnks with more than one main weapon (or
ne that cm fire as utillery) rvill have additional weapons lines. Standard vehicle machine-guns are shown on
, page I 12. Every Intelligence Briefing has an senal that describes the teams found in it.

Nme Mobility Fronr Side Top Equipnent md Notes


Wedpon Range ROF Atuti-tanh Firepower
M4A1 Sherman SrandardTnk 6 4 1 Co-u MG, Hull MG, .50 cal{ MG
M3 75mn gan 32"/80cm 2 l0 J- :mohe,Smbili,e,.

nk teams are vehicles whose primary purpose is to


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

ARMOUREDVEHICTES
Armoured vehicles are any vehicles with armour ratings
'-'.
other than They are further subdivided into Fully,
armoured vehicles and Open-topped vehicles.
BITITY
o f t h e i m p o r r a n r c h a r a r r e r i s r i ru. I a n 1 r e a m i s h o u FUI.LY-ARMOURED
VEHICLS
it moves. This is given by its mobiliry rating. The Armoured vehicles with Top armour 1 or 2 are described
t Mobiliry ratings are described on page 36 as Fuih-armoured vehicles. They have complete protec,
tion on the top ofthe vehicle.
Y-TMCKED VEHICLES
.trackedvehicles have tank tracks giving them good
OPEN-ToPPED
ARMoURED
VEHIcLEs
-country mobility at the cost of road speed. Four
Armoured vehicles with 1bp armour 0 are descril:ed as
radngs are classed as Fully-tracked: Standard Open-ropped vehicles. They either have lar6;eopenings
Light Tnk, SlowTank, and Very SlowTnk in the top of the vehicle or rubber tyres making rhem
vu.lnerable to grenades at short rnge.
FULIY.TMCKEDVEHIcLESIN OtD ARsENAI.S
In the past,FkmesOf\Y/arshowedthe speedof Fnlly-
tracked vehiclesin the Equipment and Notes rather than UNIRUoURED VEHIcIES
in the Mobiliry column. Aly rrchiclewith Full.vrracked Unarmoured vehicies have no armour protection, and
in is Mobiiiq' column and no speedin che Equipmenr are distinguished by having an armour rating of'-'
and Notes has a Mobility rating of StandardTnk. i n s t e a do f a n u m b e r .
No weapon is perfect and differenr weapons re better Io help de6ne those sengths and wek :
suited to different jobs. For example, a big, high-velocity nesses, each weapon has four characterl
anti-tank gun is very ellective against unks, but its low istics thar describe how it operates in th
rare of fire makes it a poor choice for knocking down game. These are its Rmge, ROF (Rate Of Fire),
large numbers of infantrl'. Anti-tmk. and Firepower rarings.

RANGE FIRINGBoMBARDMENTS
The range of a weapon tells you rhe muimum disrance Many weapons have the ability to {ire artillerv bomba
over which the weapon n be fired effectively. This is ments. These weapons will have an extra line ofwea
given in both inches and centimerres. c h a r a c t eir. t i . r l o r l i r i n g b o m b a r d m e n t r . T h i s w i l l n o r
list a ROF raring as artillery bombardments plter
ROF (RATEOF FIRE) area with shells rather than firirg individual shots ai
A weapon's ROF (Rate Of Fire) rellects how quicklv s p e ri c r t r g e l \ .
the weapon can deliver rounds on target. The number
given is the mdimum number of dice that rhe ream MULTIPLEWEAPONS
rolls when shoodng this type of rveapon. This ranges Some teams are equipped with a choice of we
fiom 1 for a slow-firing heaw artiilery piece, to 6 fbr a (uch as .ubmachine guns and Panzerrtousranri
rapid-ring belt-fed heary machnc-gun. launchers), or disrinctly different ammunition for
same wepon (like the German 3.7cm PaK36 rvhich:
ANTI-TI,NK can fire normal ammunition or special muzzleloaded
A weapont anti-tark rating rells you how good the gun anti-tank bomb.). lems wirh such choiceshave
is at punching holes in armoured vehicles. Effective extra line of weapon characteristics. Players can choose
weapons usually combine a good heary shell and a long which they will use each time they shoot, but must {ird
b a r r e lr o p r o p e l i r a r a h i g h v e l o c i r u . all of their shots with the same wcapon,

FIREPowER
A weapon's firepower rtlng is basically a measure ofhow
SPECIAIATTRIBUTES
big the weapon's explosiye charge is, and therefore how Some vehicies and weapons have spec.ial attributes
likely it is to destroy a protected rrget. The repower r e l l e c r r h e i r . p e c i 6 c a d v a n r a g e sa n d d i s a d v a n t a g e s .
rating shows the score you need to roll to destroy a pro- These are listed afier their normal characteristics. An

tected target like a tank or troops hiding in trenches. special rules thar a vehicle hs are shown in the notes.ai
the end of the arsenal entry.
FIREPOWER
TESTS
To make a Firepower Tst, roll a die. If dre score is at
least equal to your weapont Firepower rating, ,you hve
passed the Firepower Test. Ifthe score is lower, you have
failed rhe Firepower Te'r.
*"@@ T-U/ ogRIgu,A/ ED\W lANk

Unamored vehicles have no armour prorection at all, leaving their crew


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

"ku'#ffi$'*
ryb,ii,l"6 6 PW TORTEE BoFoRgs^t r-p?ozELLt ANT|-A|RjRAFT
6uN

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

WA-13KAIfUS'ia EOCKT
L/.UNCI{R
WITHLAADINCRe/( /AI?I/^^ GI'ACwtTHcRett
Infanry mounted on fast-moving vehicles like motor- In Flames OJ War, these Motorcvcle
rycles and jeeps re the ideal support for armoured cars. naissmce tems re a tlpe of Tank teaml
They have the speed to keep up, are usually well-armed Motorcycle Recnnaissance teams are unusual iri
to Iight mounted, and can dismount when needed to rhat thev are always based as shown below.
c l e a r. r u b b o r n e n e m l p o i i r i o n s .

MOTOR,jCLELI6HTfu\OETAR
TEA\A /ATARC1CLE
IIAGTEAA|
*

&
&

*-,%jg#
ffi
*

ffi
g

CO'AIAAND
3/A6 TEA^^ LI6HT MORARTEAM
sMALLMOTORCYCLE
RECONNAISSANCE
TE^AMS
Motorcycle Reconnaissance teams wirh a single Motorcycle Reconnaissance teams with two motor-
tnotorcl.cle and sidecar or jeep have a medium base c y c l e .a r r J . i d e c u s o r i e e p sh a r < a l a r g cb a . e a n d f a c e
and face the short edge. These teams dismount as r l r e ' h o r r e d g , c .T h c s c r e a m s d i s m o u n r a ' I n l a n t r y
I n h n r r y r e a m so l t w o o r r h r e em i n i a t u r e s . teams of four or ve miniatures.

Tiansport teams are vehicles whose main rask is


moving other teams around the banlefield, including
armoured half-taclc, trucks, and jeeps. Supply, pioneer
and demolirion carriers, and recovery vehicles are also
lransport tems.
They have the same characteristics as Tank teams,
although few have much in the way of arnament.

3D KFz 9 ?Eca/Ew vEHIct-E.

OPEL BLITZ TR,uck zl3-3 Ptoti'e?euwLYTRuck

Nme iqurpment mo l\orcs


M3 half track Passerger-red .50 cal AA MG.

::i::, .:
, .....:. ..

ir*,l.,
..'

un.tems re weapons intended to fight the enemy at Each Gun team is mounted on a base to keep the gun
q distance, such as healy machine-guns, morrars, anti- and crew together. The size of the base depends on
guns, antiaircraft guns, rocketE, and artillery. rhe size of the weapon and its crew as shown in the
I n r e l l i g e n c eB r i e n g .
BASE
SrzEs
There are three srandard base sizes: TEAMS THAT DoN.T FIT
Small:lV+"l32mmwideby 1"/25mmdeep l a t e a m c a n n o re a s i l ; f i r o n r h e n o r m a l b a . el s , r 1 * h t
.r
.' Medium:2"/50mm wide by IV<"l32mm eep need to rotate the base so they face the short edge or use
a larger base. Some gun teams have particularly large
. .. I 2"/50mm lty 2Yz"l65mm eep.
"rg.' crews, making it easier to mount some of the crew on
:,Nl Flamr OfWar mniaturesare suppliedwith the
an addirional medium base. Any extra baseslike this are
ignored during play.

VICKE?SHfu\G
/ L 3" /AORAR L\L 4.2" IA,TTAR

MAN-PACKEDGUN TEAMS HEAYYMoRTARTEAMS


Man-paekedGun teamssuchasHMG and Mortar Mortars that are not Man-Packed Guns have a large
teamshavea medium baseand facethe long edge. base and face the short edse.

SMALLGUN TEAMS
Other Gun teams with four
crew have a medium base
and face the short edge.

5C4\PAK38 ANII-IANK 6UN IsC^^ 5|633 HEAWINFANTKY


tJclv\ 0n 6UN
LARGEGUN TEAMS
All Gun teams with ve or more crew have a large base and face the short edge.

A.AC/^PAK43 ANTI.TANK
6UN lsci sFHlSHottrzeR
Since Gun teams dont have armour their arsenal entries only have weapons lines vsith an extra column
for their mobility, as shou,n in the lbllowing examples.

Wa1ren Mobility Rmge ROF Anri-tmk Firepower Notes


5cm PaK38gun Medium 24"/60cm 3 9 4+ Gun shieid.
t5cmsFHl8howitzer lmmobile 24"160cm 1 13 1+ BunkerbusrcrSmoke.
Firins bombardmenm 80"/200cm - 5 2+ Smokebombardmenr.

t.'...,,:::.l:li
. ::r:.i:j*
: i ]i.,'1' " :.i.

Inntry are expected to close wirh rhe enemy, either on ln a Flames Of\Y/arl:att\e, miniature sold
foot or on horseback, and destroy them. The soldiers operate inteams mounted together cin l. ',jS
fight in small, mutuallv-supporting groups and fire common base. The size of the base depends on th, 'i
teams. n u m b e r a n d r u p e o f t r o o p r a n d w e a p o n si n r h e t e m .

SMALT INFANTRY TEAMS LARCEINFANTRYTEAMS


Infantry teamsof one to three miniatureshave a I n l a n t r yt e a m "o f l o u r o r 6 v em i n i a r u r ehsa v e
small baseand fcethe long edge. a m e d i u mb a : ea n d l a c er h el o n ge d g e .

CaMMANDRIFI.ETEAM BAZOOKA
TM

SMALL CAVALRY TEAMS


Cavalry teams of one or rwo miniatures have
a medium base and face the short edge. These
teans dismount as Infantry teams of two or three
mlnlatures.

LARGE CAVALRY TEAMS


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

Arsenals only define the weponry oflnntrv tenns, as their mobility is the same regardless ofweaponry.

Tem Rmge ROF Anti-rmk Firepower Notes


Rifle team 16"ll\cm 1 2
SMG team 4"/10cm 3 1 Full ROF when moving.

CoutvtlNp Traus the odds or inspiring leadership in desperate situat


these warriors can change the outcome of battles
In Flames Of lYar,leadership is provided by command
rhelr strengrh of will and personal courage.
teams made up of an o{cer, their assistant, md a mes- 'S7arrior"
s e n g e ro r s i g n a l l e r .I n o r d e r o [ r a n k r h e f o u r r l p e s o [ can be any rype of team. While some wil
c o m m a n d r e a m sa r e ; are infantrymen, others are tank commanders, nd
. are even genera.ls travelling in their transport vehicl,
flrgher Lommand teams.
Each \(/arrior team is unique. There can only be one
. Company Command reams,
e a c h p a r r i c u l a rW a r r i o r i n a n y F o r c e .
. 2iC (Second-in-Command) Command teams, and
. P l a t o o nC o m m a n d r e a m s . INDEPENDENT
TEAMS
Senior commanders and artillery observers follow
WARRIoRTEAMS flow ofthe battle moving where they are needed
\ W a r r i o r sr r e o u r s r a n d i n gs o l d i c r sw h o p e r F o r m m a z i n g These soldier" ue known as Independenr rems and a
!!.rqirecliC4t q,.,bg9i to move at will.

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

most important thing you need to play Flames Aswell asgme-based material, each Intelligence Briefing
War is a force to lead into battle. There are a wide also contains a wealrh of information on the organisa-
of different forces to choose from as each army t i o n . * e a p o n s . a n J b a t l e l i e l d r r c r i c st h e y u . e d , a w e l l
fought in \Wbrld lWar II had their om way of or- as battle histories, fmous warriors, and lots more.
t h e i r t r o o p sa n d g h r i n gb a r r l e r . [ h e s ee v o h e d The armies of the Second 'Vorld War were consmntly
rhe war continued in response to combat experience, developing new weapons and tactics. Jhe heviest tnks
losses, and the arrival of new weapons and of 1940 would barely have rated as medium tanks by
the end ofthe war, and even the lightest ofbattle tanks
OfWar has an ever-increasing range of Intel- at the end of the war totally outclass an)'thing in service
Briefings covering most of the armies that even three years eadier. As a result Fmes OfWar divres
in the Second lflorld $(ar The core of every the Second \World \7ar into three periods-Early \War

lligence Briefing is the organisational diagrams that {1939-1941), Micl-\7ar (1942-1943) and Late War
the composition of the different combat forces (1944-1945). Every Intelligence Briefing is specific to
r h e a r m i e s d e s , r i b e d . B y l o l l o * i n g r h e s ed i a g r a m t one or another ofrhese periods and should only be used
'll
be able to creare a force that is just like its real-life with other Intelligence Briengs from the same period.
nterpart. Each handbook also contains an arsenal As well publishing Intelligence Briefings in books
ing the game characteristics of every team, weapon, like those shown below there are a wide variew of
uehiclc ut.d by rhe f-orcescovered Intelligence Briefings downloadable from rhe Flames Of
War website (uuu. FlamesOJVar. cont).

-;c#'

OfVaris a milkary simulation, so it's helpful ro know a little bit about milirary organisarion During
r II, every army used a similar structure to organise irs troops as shorvn in this summary.

PtATooN BATTATION
LIEUTENANT IIEUTENANTCOtONEt
Coumanding 25 to 50 Soldiers Commawling500 to 1,000 Soldiers
or .3 to 5 Thns or 30 to 9O Tnhs

'fhe
A lieutenant ('loo-tenant' in the normal lorce you rvill fielcl in A battalion has three or four
'left-tenant'
l:US Army and in Flames OfWar is a company of two companies plus a hearry wcapons
the British Army!) commands a to four plaroons. Ri{1ecompanies company of heaw machine-guns,
platoon oftwo to lour sections or often have an additional weapons m o r L a r . .a r r d l i g h r g u n s . l r i r r h e
scluads,and a few extra weapons platoon equipped with light biggest force vou will sce on a
like a light mortar or bazooka. machine-guns and mortars. F /am es Of War b attle eld.

...,...:::::::iT
Befre fighting a b:rttle, vou need to choosc votLr force. Agrce $'irh \.'our oppone[r ol dre nuimum :'i;t fi.tr,
lhe most colnmon frrn of lorce selecrion.ancl thc besr points valLrcthat vou nav both spcnd on your ;:'li.il
u r r o f e r r r r r r i r r g .' .i irr g l r rr r r J : n i n r e r < . r i r rgqa r n c .i . armies. 500. 750, or even 1000 points is a good
to select your fbrce bascd on rhe points 11ivenfr e:rch place to start, while 1500 points is :r good size for a two
unir in the Intelliscncc Brielings. The points value is to three hour qrme. 1,atcr,as you becone a morc skilled
caiculateclbasetlupon rhc sizeand 6gbting capabilitl of and experienced commalder you m)r want to build
each unit-thc Jargcrand more powerful a unit is the your arm]'up to 2000-3000 poinrs or even norel
iriqher its points v:rluc.

\bur hc:rcltlurrrers rcprcscnrs vou leacling rour combat


rnd l'eapons pl:rroons on rhc battlellelLi. l)ir-isional
supporr rdds e heaw punch fionr supporriog tanks,
inientrr', hean- anri,ranl< guns, artillcrr'. anci ri rcralt.

DvrsroN
MAJOR GENERAL
Commanding5,000to 25,000SoLdiers
and up to 100 to 300 1nhs

rceiment groups togethcr ttr-o A corps of two to fur divisions


to lbur barralions of the samc is tLsuallytaskedwith a major
tvpc, along rvith supporring arms. operation bv the armv commander.
A brigade is likc a rcgiment, but
An army of up to four corps is the
usually combines ir numbcr o1'
biggest formalon in most battles.
bartalions of dilTrenrn pes.

a
'In
F/arnes Of War your lbrce is rrsually a companv of Everl, platoon in Flarnes OJ War has nvo characteristics:
; three or more platoons, each of 30 to 60 men, or thrce Skill and Motivarion. \X/hile planning ancl luck plav a
. to six tarks or guns, led bv a lieutenant. In battle a larec part-it is rhe skill and bravery of the soldiers that
p l a lo o n o p e r a t c rr u g . eh{e r d \ a u n i t . t r a n o c u r t i n g a c r o . . n'ins battles. These two ratings reflect the training and
the battlelield and engaging the same foes clerernination of rour lbrce.

#
PTATOONS
SPCIAIIST RECONNAISSANCE
PLATOONS
platoors (recceplatoons
Reconnaissance
\{hile most plaroons are straight-lbnvarrl conbat
for shorr) are a commander's'eps and
troops, some units are specialistsrvirh specihc roies ancl
(.r'\ un rhe I'arrlelield. Compr.eJ of
u'avs oflighting.
l i q h r l l - r r m o u r e J ' e h i c l eo' r . I e a l r h v i n l a n l r v .

MULTI-PART PLATOONS rheir task is to push out in front of an advancing

Some platoons, particuiarlv recolnaissalce platoons, army and ascerrainthe strength and disposirion of the

operate as nllnerous cletached patrols rather than as a enerrrr This information allows a comnander to.lirect

single largc entinr This allorvsthem ro spreadout across his attacks against poinrs in the enemy line where the
r l r . t r o n r p r o l ' i n gf o r q e r k t t e . ' e r . opposition is the u'eakesr.In defnce,recceplatoons act
as a screenJkeeping the enemy from learning a forces
Muhi-S'art Platoon is made up oJ seueralplatoons, each
dispositions rvhile gathering information about when
uith their oun Platoon Comtnand team. Each o.f'tlte
and from uhcre iuv attack rvill conre.
pldtoots is a septrate platoon for all pwposes, including
A Reconnaissance Platoon is dtry p/atoon noted as
dePlolment.
such in rbe Intelligence Handbooks. All taarns in a
Iu missiotts witb ,Anbushes or Reserues6ee pages 266 to
Reconnaissdru'eP/ttoon dre Reccetedtns. Tamsattacbed
269), each platoon in d Multi-part Pl,ttaon is caunted as
to a Reconndi:sdtlce Platoon are not Recce teams unl.ess
d separntepln.tIoil when tuorhing out hou) mdn)t ?ldt0011s
they are attached Jron anotber ReconnaissancePlatoon.
mq be he/t/ ir Anbush ar Reserues.
Recceteams use he spcia/ ruls on pagr 193 to 195.

ASSAULT
GRoUPS
TRA,NsPORT PIATOONS
\ilhen laced with a clifficult rask and siven time to care-
T}ansport platoors are units of trucks. They have no
lullv preparc an assault, :r commander rnay organise a
combat capabiliw whatsoever and spend most of their
speci:rlrask-oriented platoon rvirh just the right equip-
time carrying supplies to and fio in the rear afes.
nenr lbr rhc job. Perhaps the simplesr example of rhis
Sometimes commanders need to move infantrv faster
is rhe decision as to q,hether assault engineers should
than ther can march and order transport platoons
L , r e " lo, u ' r l r . i r l l . r m e . r h r o t ueeqr r r i p m ne r o r r r o r .
lorrvard to get the infantrv where the-v are needed.
A p/atoon thdt is dn Assau/t Oruup cau change its com-
.4 Tiansport PLatoon is dn),p/dtooil noted as such in tbe
position ft'otn g/lme t0 gd//t(. 7he Intelligence BrieJing
lntelligence Hanllho ok:.
wil/ describe the chdnges tbdt tha Plntlan can make irt
ttt equtPmenL

..'
.oldier gains skill rhrough a combination of basic CoNScRIPT
and battlefield experience. You need the basic Conscript platoons have been hustled into battle with
to suwive your rst lew days ofbartle, bui there little or no training and are ignorant of even the most
mmy important battlefield survival skills that can basic batdefield techniques. They are only used as a last
y be learnt on the front line. If a soldier survives resort bufng their successeswith horrendous casulties.
rst couple of weeks of combat then his chances
survival ger a lot higher. This is because he begins ro TRAINED

n the unwritren rules ofcombat that only his battle- Trained platoons are those who have at least received
red comrades can teach him basic training and are ready fbr batde, but that haven't
had rnany opportuniries to rest their skills in combat.
platoon's Skill rating is arguably the most importanr
aracteristic they possess.Not only are skilful troops VETERAN
tter at moving across treacherous terrain, digging in, Veteran piatoons are battle-tesred troops, hardened
d finishing off the enemy in hand-to-hand combat, undcr fire, or highlv trained professionals.Trel'have
also survive ionger because they klow how to take learnecl all the tricks they need to keep alive on the bar-
and avoid being seen and hit by eneniy shooring rlefleld and are cxceptionally ef1'ectivesoldiers.
i o o p s a r e . l a s s i f i e da . . o r d i n g r o r h e i r p r i o r r r r i n i r r g
experience into three categories: SKrrrTEsrs
The skill and training ofsoldiers can affect horv well they
Conscript
do all kinds of .jobs-from crossilg a river, to directing
Tiairred ::|:'li... artillerv re, to fighting in an assault.
\(/hen your rroops arrempr a task like this in Flames Of
. :r:: : r-l,i War you may have to make a Skill Tst.
i..r,::l,li:. Tb mabe a Sbill Tst, roll a die and comparc it to il)
platooni Skill rnting on the table below. Ifthe scoreequak
or exceedsthe score needed,1ou hdue pdssedthe Ski/l nsL
IJ the score is lower, you haue failed the Skill Te*.

Teamt Skill Score Needed

Conscript
Tlained 4+
Veterm )+

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

l
It goes without saying that a batdeeld is a terrif ing CoNFIDENT
place to be. One thing soldiers alwa,vssay about a bat- Faith in both yourself and -vour leaders can b
rleeld is that it is noisy incredibly noisy. Lnagine critical for an armv Believing that you cm trusil
l o u r s e l f i n a m u d d l r r e n c h a s h i g h e x p l o s i v e. h e l l r in the actions of your superiors and your fllows
explode dangerously close, spraying mud and deadiy sustain vou even when all else fails. Most confide
metal fragments through the air, while machine-gun r r o o p sh a v et h a t l a i t h a p J e n r y .
bullets whine overhead like angry wasps. The machine-
gun nexr to you begins blasting back at the enemy, the FEARLEsS
staccato bark deafening as the weapon showers you with In war there are always those who believe that the
hot shell casings.You realiseyour Lieutenant is shouting i s b i g g e r r h m r h e m s e l v e sW
. hether it . because
something above the din, by his gestures you guess that are fanatical zealots or just supremeiy condent, t
he is saying that your platoon is about to attack. rroops are nearly unbreakable. They will fight to r

It is no wonder that in an environment like this the last man, staying in battle until. rhere is absolutely

morivarion of your soldiers is a vitally important part choice but to withdraw. For fearless troops, incredi

ofthe battle. Sometimes they'Il keep it together and do heroism is commonplace md eeing from the

heroic things, and sometimes they'll crack under the unrhinLable.

pressure,just like real people might do.


MOTIVATION TESTS
In Flames OJ WaL the Motivation rating measures th
ln Flames Of War the courage and enthusiasm of you
courage and determination of vour ghting soldiers.
miniarure troop. is checked by making Morivarion
Tioops are classified according to their morivation into
Tsts.
three categories:
T make a Motiuatian'lest, roll a die dnd compar it
. Reluctant
the platoon's Motiuation ldting on the able bel0zu.If
. Confident scoreequak or exceedsthe score needed,you haue
-fest.
. Fearless the Motiuation Ifthe score is lower, you haue
tlrc Moriuarion Ii'r.
RELUCTANT
There are mny reasons rhar troops can be reluctant.
T h e r m r y s i m p l yb e u n e n t l r u s i a s tci o
c n r c r i p t .\ e n Li n t o
battle against their will, or they might not care nvo
cents about the cause they're fighting for. Mavbe they're
q,ho have seer too much fighting,
.jusr good soldiers
rvho have had their fill ofbattle and fel that it's about
time someone else started takin$ the risks. Regardless,
MIXED-R,TINGPITOONS
reluctant troops are likelv to break under pressurc.
l n s o m e . a s e ' r p l r r o o n r v i l l h a v e t e a m su i t h d i
skill or motivation ratings. This can occur in ad
battlegroups f'ormed lrom bits and pieces of differen
piatoons. It might also happen when a leader ioins
p l a t r o n* u e l l .
If a platoon hasteamsuith dffirent Skill or
ratings,usethe uorst ualuein tbeplatoon.

{*!
i9' ;r
IE ROTLS Unlike some games, you are allowed to measure any dis-
tances on the battlefield any time you want to. You can
AJ\Y/ar ssesthe same srandard six-sided dice thar
measure how far your weapons can shoot, how far rhe
l i k e M o n o p o l y a n d Y a h t z e eu s e .
opponent's weapons an shoot, or even whether or not
the rule, .av ro roll a die. rhey gire a number
vou have enough movement to assault at the end ofthe
.t you must equal or exced, for example, 3+ (a roll
turn. Alter all, your soldiers have maps, range-finders,
3, 4, 5, or 6 means success),or 5+ (a roll of 5 or 6 and binoculars to help them work these things out.
success).Any roll lower than the number means
attempt has filed DEcLARATIVE MEASURING
som cses,such sshootitrgat ptrtlyconcealed rrgets, You can make your game {low more easill. by letting
nurnber needed for successwill be modied. your opponent know what your intention is when
+1 to the required score for each ofthe modifiers moving your forces. If you tell them vou are intend-
at apply at the time. For instance, if you normally ing to stav out of range, or thar you think your troops
a 3+ to hit the enem)., but the trget was both (a) are completely out of sight behind a wood, it reduces
long range and (b) concealed in a wood, the required disputes if a model gets bumped later.
on each die would go up to 5+
the score needed ever goes above 6 then the attempt UP TO HALF, AT LESTHAIF
automatically fail. At times Flames Of War allows or requires vou to do
f the rules require you to roll more than one die, trear something with up to halfor at least halfofyour teams.
r4ren dealing with an even number
roll as a sepuate successor failure of teams rhis is
straightforward. \[ith an odd number ofteams, up to
halfmeans that the odd team is excluded, while at least
n some situations, where your rst ro11fails, you may halfrequires the odd team to be included. Either way,
allowed a re-roll. A re-roll is just what the name always use the current strength of the unit.
sys-you get to ignore the first attempr and roll the die
T h e s c o r eo n t h e t e c o n d d i e r o l l i s u h a r c o u n r ' . WYSIWYG
n e v e rg e r m o r e r h a n o n e r e . r o l l p e r s i r u a r i o n . Flames Of War is a rWhat You See Is \What You Get,
o r \ 7 Y S I \ X / Y C . g a m e . O n e m i n i a r u r e r e p r e \ e n r \o n e
EASURING soldier or vehicle. In many cases ).ou can resolve dif"
Of\Yar gives game measurements in both inches Iiculties by remembering this and taking a look at the
) and centimetres (metric). You should agree situation from a modelt-eye view, down on the ground
which system you and vour opponent will use so ro speak, Have a look at what your miniature could
the game begins-you must use one of these rwo see from where they are or rvhere they coulcl go on the
not switch between both. Generall,v, iis a good terrain as modelled.
to use the system you are most familiar with

lf'o
-l
.,;-
an:.$
ir' ,tl
t:: ,

To make the rules easier to read we have distinguishecl SPECIAIRULES


the explanations of the rules lrom the actual rules
To keep things.simile, the main part of the
rhemselves. \X/hile the explanarion may be useful in
F/ames Of War rules only cover the more commoii
understanding and interpreaing the rules, only the rxr
cases.Rules that ue specific to certin weapons, vehicles;i
printed in italics an in the accompanving tables are
platoons or armies re gi\n as special ruls.
actually rules.
T h e s es p e c i a lr u l e . e i r h e r a d d a d d i t i o n a l c a p a b i l i r i e so r
DIAGRAMS AND SUMMARIES allow the teams and platoons that use rhem to break
You'll nd diagrams and summar,rr boxes throughout the normal rules. S(lhen special rule conflicts rvirh
the rules. These make it easier to understand the rules normal rules, apply the special rule.
ancl refresh your memory of them at a glance when vou
are looking rhem up in a game. WHEN THINGS H.appsN
Of necessitl' the diagrams and sumtnary boxes show a Normally turns in Flames Of Var follow a straightfor"
shortened version of rire rules and mv not have all of w a r d s e q u e n c eH
. o w e v e r .s o m e r u l e s .p a r r i c u l a r l ys p e c
the details that apply to your situation. Always 96 1o rules, cause things to happen out of turn. Ar exmple of
the rules themselves ifyou have run into a problem and rhis would be reconnaissance troops disengaging when.
need to clari$' the situation. the enemy starts shooting at them.
-When this happens, interrupt
the normal turn
r e s o l u et h e u n u s u a la c r i r i g . r h e n r e r u r n l o n h e r e ; o u
were and continue the turn.

In a hobby such as wargaming, itt impossible to WoRKINGIT OUT


over-emphasise the importance of being a good sport. Lots of things happen in war, so naturally the
rX/hether you are crushing your
opponenr or you are on OfWar rulebook n)/ not cover everv possible situation
the receiving end of an almighry pummelling, itt alwavs that can occLrr in your batdes. Ifsomething unex
good to remember that whatever the outcome of the happens, talk with the other players and try to come
battle, playing is all about having fun. with a good interpretation ofwhat would happen.
Some good basic rules are to play fair, follow the rules of Ifyou cant come to an agreement quickly just roll a die:
the game, and eat your opponents with courtesy and . Ifyou roll 4, 5, or 6, use your interpretarion of
respect. Oh, that and dont give upl The odds may look
r u l e F o rr h e r e r r o f r h e g a m e .
grim with your army ser ro be beaten, but hmg in there.
. A roll of 1, 2, or 3, means that you have to
Some ofthe best stories are about heroic last stands and
your opponentt interpretation of the rule for
a fw brave individuals turning the tide and holding out
r e s ro I t h e g a m e.
against the odds to iinalll' snatch an unlikelv victory.
After the game, when you have more time for di
Remember that whether you e facing a friend or a
sion without holding up the battle, sit dom and
new opponent tret rhem just the wav you would like
how you ll handle the siruation in the future .
to be treated, and you will get so much more from
the hobbv. If you still aren't sure, you can always check out
forum at wwu.FlzmesOJVarcom and ask other pl
Vorld \(ar II u'as fought over airnost everv type of clutter:rnd pul somerhjng solid benveen rhen and any
terrail. Barrles ranged lron the l'rozen arctic ofnorthern bullers flving around. Other times rhesefatureswill bc
Finland to rhe scorching heat of North African descrts, a hindrance, as they iinpede 1,our movement, slowine
from the grassv steppes of ihe Ukrainc to the dense vour advance ro a crlrvl.
forests of the German Reichs*'alcl, irnd from the hedee-
rows of France to the nounrains of ltah,. CRaPFIELDS
VILI-AGZ9APE aqN suPRouNDDBy CRaP
\floods, hedges, bogs, bridges, rivers, lakes. rochs, FIELDS.THesE AREAREAT6RR/IN 1AT caNcEALs
IROA% |\AAVINJNOR BEyON, TH9M.V'ELS
rubble, and buildings all break up the terrajn irnd com- SLOWDANN1A AVAD 4IADENABSTACLCS WHILE
plicate the battlefield. Sometimes this rvill bc to vour cRasstNi lHE^t,.
advanrage,since;'our troops (whethcr riilemen, tanks,
llunners, or rrucks) can hicle rhemselves among thc

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

BUIIDINGS
]v1an-matle srnlctures
like buildines are diflcrcnt
fi'on natLrraltcrrain. lhel'are solicl,
so troops can't be seen on the other sidc,
but troops can enter them ancl figlrt rh rough their BUILDIN6S
BUILDINSAREA uvlcue PE cF 'RRIN.
openings, such as cloorsand rvindou,s. TROCPSCANCNLYENRANDSHOC
-/PC-3-
)CO<3 !.0 4rNt04S. B.trr\i5
ARE USUALLYFAUN?CLUSTERED IN VILLAGS
AREA TERRAIN AR CUTLYINEFARMHOUSCS.
Are:r Trrain, such as roads, rir-crs, fbresr.-. rnarshes,
hills, snorv,or mud. occupiesan rrca ofrhe table. Sorre
types of Area Trrain like roacisand hiils can be easilv LINEAROBSTACLES
modelled in a re;rlisticfshion, C)rhcrslike rvoods need S o t n . ' r r r r i r r i . r r L r n .l j k . l r e , l 3 . ' *. . r ' , .
a more rePresentil\'eaPproach. and streiltrrs irrc Line:rr Obstacles frming a linc
runninq from one point to illrothcr. In game rerms the
OPENSPACES chiefcharacteristic ofrhesc terrain laturesis thcir lLrcl<
Oper spaces are the areas of underlving table rop ofdepth. A reiur can be on onc side or thc other of
around the other terrain ieatures them, but never actuailv in or on them.
TReUNes
u|t< (c: -r\c> Ai: tKc A-- =))c-'. dc' -JJ ARg
-:
-r\.4( -D: 4,-l> kcc -,\:: AR: ,,rrl-LLT
HILLS AP]EARCARRA/N,fu6y ELC'K V]5]BJL]y
cR03a. i+r caNaat TRccPS0N FAP'tDe,
ANDSLtt VEH\CLaSa(CSSINiil,rl trl,/N.
ilI'ING IIICS' NRI.]R
A/r'AT TR6ESCFT6NLINE
ECAOSIC ?R.OVIDE SNADEFCRT?AVELLERS ANDCAN
86 FC|IN' A5 /]IN' 3RSAK5BE1IECNFIELDS.

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

l:, . ;i'

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

woaDS
VlCCD5AREII!,?RACT]'ALIF Til? APC UCDELLED
RAtlSltCALLltN A w3lv,ry6 /SHICN.li ['CiLt
Be zlFFlaUL lC TAC| vCDZLSJN llEiti C(
,r,cvi ie, 4R0uN, 1Ns19t.

.ffi"' lNaitD, tNtS 7wt. c Aea TPeAlNla


**.*llJg#"
,\ACDELL'D AS A BA3' T' 5CIi TIE L|N\\TSAF
,-r.14,-ERRAJN A\, trfl/i lS iNsirf ANt r'/f4T ls
CUl3lDE CF lT, tilTq 1RSPLAaE CN laP iC
tND)aAiaii4e. faa ANc tGtl c !E ,-5RRA]N.
lt: TRE cAu 9E i{cvE r'RciN, or tft6 BAs6
(CF.ZVetrt<c-ittOVeti,loaElrE4 TC AlLtr'i lCrR
eAl' tC tlCve /,rlItslN,-rl9 AP1ACF aaRRAlN,
tsu Aee ASSU,VC.D Ta B5 llNlaeL) ,lSlRl1uED
RCfiAt i AP..A.

?IVERg ANDCRO33IN63
-a
K,\)\: \:l c\\4\. K,.=a -<->>,\; A<a:F-a\ 31-l :c
BAIII-8. A5,;Nr]K 51REAy5,RIV' s A E SJjNIFJ.ANI cB.AcLE., TI|I1K
Ac:-' .- - - i t . ' - E 2.L2 a .'c\.
r"- ,9\3c-.r'rt?l
L;NE?HAs a FaAaKgR ALRatviAk6N A BRtxeAaA, aaess e atvee
?Lou6HeDFELD9 /Nt iils JSA aC)\)RA.ACKC ELLT,INATa ile \Rl)eaAr? ?i)ae tua
PLou6HE, Ftat a ARt AREAe /1\. RIV Nt iaaSSJN6a aa1?P|\atr. |l'a A 6CCD lreA iO rAlE At ttsr
El SLC'tlV1NICLES
DCilN, Bvl atta TNF.''RC331\3 PClNis I'NLE6SYC! AREPIINN]N5 C tsAVINFAN V
\ic ccvR 1 TRac?s aRasslNa eil, MAKAN ASSA!! .RC551\G,

W H A TY O U S E E1 5W H A TY o U C E T
N l o s t t c r r a i t r i c r t u r c s : r r c t c p r e s c n t r d r l r r i r el i t e r r l l r . o n t h e t r b l e t o p . A h r n s e r e p r e s e n t s
o?Ns?Aces e housc. crrctlv as it is shou n. ,\ h il I rcprcsenrs r h ill. exactll' as shotn. A wal I represents
otrLf BtilLJ F0u61 tN NuGa
r rvrll, errcrlv es shorvn.
?ARCSISACK TH CPCNSPACCS
1I1A ALLC'il|RA?S S?A'E IC this maLcs it casv ro rvorl< ont the rnsr.er to rlucstions lil<e'Can rrv tllnl< see over tlrat
ANOEI]VREANDTRAVIDETh' BIE
urlli bv lookins ar rhe acrurl rcrnjn iietLrc pl,rccclon Lhc t:rblc. ls rhc wall ralicr th:rn
6UN3 ilti A FtL' CF FtRe.
lourt:rlk?ll-so.thcnitrillprob,rbh harcrqrerrciealofdillcllwseeingoveritlIsrhe
tell tallcr than thc hejsht of rhc gun b,rrrcl? 11-so. Lhc Lank rvili nor bc ,rb1c to shoot
o v e r i r . i l i r s l o * c r r h a t t r h e t . t h e t r n l i s h o r L l i lh a v e n o ; . r o b l e r n ss e e i r g r n c l s h o o t i n g
or.cr rh.'$-alL.

Onc crceptior tr rhe \\'\'Sl\\iYC, principlc is L-asc's


on Ierrain. A lot ofrrca rcrrin is
bas.-c1iusu,rLh.on a bas.- l,'s',/.lnrrr thicL) lirr rnarrufcturinq reasons. Jhrs rliscs ferr.rin
lilie ro.rds and tiel<1sabove rhe surrounding tcrrain, bur should bc ignortcl drLring plar'.
Thete are four cirtcgoricsofgrouncl conditions Lhatunits CRoss-coUNTRY
can encounter: lLoads, Cross-corrntrr'.Rough TLrrain, -lerrain
that is rateclascross-coultry is basicallylevelarrcl
and Impass:rble.Rough Terr:rin is further dir.jdecl irto
slnootb enough th:rt troops can cross it rvithout much
Slorv going, Difiicult Cloing. irnclVcrv Dilicult Going.
be qrassvor barren {iclcls,expansesof
dilculti.. lr cou1c1
firrnly packecldescrt, oL frmLancl.
RoADS
\(/heLher concrete,brick. cobble. or dirt, a road pror-ides wooDS
a quicli rorLte fi'on one pl:rce to another. Tiuchs ancl \lacDs AReDtFFtcuLT
GCIN6. 6UNS lND VEAELE'
halflrracks travelling on a road nor.e much fsrer rhan il\cvt\6 AFCU6NA ilOAD
r l - . r , { o . r . \ \ - , , , r ' r . - r I r , r ' . ' l k . I ' c r r c l tr o r n r i , a d , RlSK30661N6'Cr{N.

since thev briclge or cur throLrgh rnost obstacles.

I- RaotA BuILDtN6s
AAULT
BtiiLzN6s ,{ioR TNANBou,-
6'/l5cl AcRossscuLDae DtvtDED:,
\ - j P , - C t5 B E - \ E E \ 3 ? . s a v '
A\) 6 tscv a9:ar. TQa'ta-- :

i-:
;;
IC A REASANABLC
AREA

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

RoUGH
TERRAIN CR)T FELDS
-I-
STAN'IN6 'ROPS ARESLCII 6CIN6,
VEHICLE3ft\vINGiRauH iHeM N1EDc
of re:rsons whl. :tn environnrcnL
3LOW'Ot,4NC AVCTDHTDDEN CB9'IACLF-9
i , , ' r . . e J 1 . 1 e 1 , . 1 11 p 1 1 ; 1 r1..r r r g i r r gl r o n ANDPOTNi]ALINFANC/A'\BI]SH6S.
grouncl that has becn churnccl to stickv nul
to natural obsrructions srrch as woocls, rocks, or dccp
?LOU6HED
FIELDS
snorq Jhis terrain l.ill lirrit the specd ar s.hich vehicles PLU^I]" FIELDSAREDIFFICULT I
all n10vc. ,t\AV ACPCSSAT S?EED,/AKINTIEM
SLOri 6tNc.
Rouqh tcrrain is li]<eiv to causevehiclcs crossing it to
'h,'5,1'uI
g c t t i r t " - , r r . i. r' it t h e n , ' r . l" r f . r f I \ \ (ol r . , n
ry
obstructjon. Rough'Irrain is rated r Slorv Going.
Dillicult Goiug, or Ven' L)iffrculL(loine. D I I F I C U L TG o I N G
I l i l l i . r l r g , ' r r i . . r i ' r . g Fr . r - . r i r r h . , r1 . r . . e r u .
stow GorNG a signicant hinclr:rncc ro novemenr. \rehicles at
Slox. going is a n.pc of roueh terrain that siorvsvch iclcs - _r r r_' ri ' : ' _1' 1 ' l_n i' p' -1-1' _
r_e- m - 6_.'1bo' '1r_l1- i . r e r r a i r rD l u ' r J L , \ \ r o . -
clou-n,n irhour anr. risk olt them bogeinq dorn. crirr4 irncL risk gettinq sruck if rhe driver isn't carefut.

i:'i
RAILWAYE/ABANKA4ENIS
RAIL.1/AY
LINSARENCRI4ALIYSLCr'/ GOIN6.WHT.N?!-ACE7AN 1?
OF AN EMBANKNI,H/ BECC\ADIFFICULGCING,AR F iHE
AUBANK,44ENT E PARICUIARLYNIG,VEPYDIFFICULT
6AINC. RCO?S HEDC!ANDTRC,
LNES
NI'IN6 38I,1]ND
AN ]'I4BANKI4N
RE IN BULLEPRaF
ccvzR. HD6ESANDTPLIN AREDIFFICULT
GAIN, P?AUIRING aAUIAN FROi\^VH\CL.S
ATTEIr',PIN6
TC 'RAgS TIlEil|

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

;
..Lt.l #.
CUTTIN^9 ANDCLIFF'
. Ch'lTlNGSAND:LlFt-s ARE
luza-4eete rc ALLEIzi
t=..: .: SpectALLy-iRltN9140UN1/tNaRs.

:rli
""I \'--
.G
'
* -"" @
BUILDIN6s
ButLDtN6sApe vaRy DtFFtcuL 6ctN6, gui tNF4 re/
alN ofll-v EN,TER
ANt E\lT Et1t,THPCUG|ICPENtt\)3s
LlkE tocRs ANt t/iNtors. 3lrtl2N6s StvE lp.oc?s
IN9IDCBULL1 PRCOF'CVC.R.

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

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

ffi
#"
)il:H;'':lJ:' eble r:ooli so rhat rroLlels cen be placed inside. Hou,ever,
sonre builclings are m:rde as a solid piecc-s.ith uo roon
for nroclcls insicle.
.
ffi
Vririr bildinqs like this, r'ou can eirhcr place l.our rroops

- VINYARD9ANDORCHARDS aqainst the ourside s-irlls of rhe builcling irdjaccnt ro rhe


V]NY/RDS AN' CRCI+APDS
AREDIFFICULI opcnin.g thcv irc occupt,ing, atrd inlornt \our oppollcllr
6AN. VZHZLESNEE, c .xER.IsE1ARE
rvhere exacrll ther-are su;rposetl ro be, or drarv:r floor plan
1o AvoID G71N6Ba56EDD)'IN,
ofthe builcling irnd place the rnodels on rh:rt insread. ::r,-'1

VERYDIFFIcULT
,-..
GoINc IMPASSABtE t.a

\/crt'difllcult
going is rou{lr rerrain thar is
Sorne terrain is just so di(iculr that it's inrpossible ro r:..
barclv passable. While soldierson foot can scramble
afound or over nosr otrstnrctions.mosr i'eh iciessimph'
cross, such as deep rilers, fetid swamps, or sheer clifls_ .:. ,.'
Inpirssable tcrrain stops ali movement, forcing rrcu ro
cannor qer rhrough vcn- difTiculr goine. Onlu ranks
look fbr irn alternarive route to the objective unlessyou
rrnd othcr tracked vchicles irrc abie to frce rheir nav
have speci:rl..aining or equipment.
rr fo ugn
ii*s,?g!
Eastern Europe clillirs lr-orr Vcstertt l-uropc in LreirtgI
l o t m o r c o p e n a n c l l e s s c l e n s c l vc u l r i r a t e c l . ' l h c s r e p p c s
::: o1'ccntral Russia,rrc t-i<1eopetr gr,rssl,rnds o1'rolline hills
TEA'/ELL)NE !'CN' lIE 'LCCR CF A
hroken br. gullies :rncl rlvincs *hete srLcanrrctrt thfouqh 3)LLY IS SLCI| G'IN, T|E 'IDCS ARE
thc soli soil. llol'ing ro s'idc. slrallotv rir-crs.\\irocls atrtl 3t\iRALtralae? ANDveRf DlFFlauLT
6atNG Itli+ CCCAS0N'LDlFFlatJLl
scirttere.lpeasant villaqes linkecl lrl clirt roaclsbrcak Lhe GC\N6 aaaEasa) ,Cr'/\l lNit Ii.
m 0n{tforll.
N,loclcrn Soviet lLussir is ovcrlaicl on tlris tinrclcss
l a r r c l s c , r pnci t h c o n c r c r cc i t i e s o i f i r c t o r i c si r r r l
\
'1 -

:rpirrtmcnt bloc*s, dcprrfnrcnt :tores atlcl


s c l u a r c sc, o l i e c r i | c f l i l | s . , r u c L r u i l r l r v s
-!. "-**=.-*
l i n k i n . qL h c n a l l t o s c t h c r .

sTE'? HILLS
sleeP tlLLS AeE 2|tcDtl 61\.
AS CNtf va?f ?CriRFDt-v.1aL83 ..
.AN lIElR SLCP1S, .'.
"ALE e..i. I
-3,,",,,

:l,-:t
.t't. ._ i;-
*ri+-'+"-'
+E '*
-a
..:.:t


=*' -*
# \,,....'.J

**
RweRs ,.ra*"tl-..;;.-,.
-:
'di,-At. R:.9RS-r I 2CC\ .. ft ae .------a '",4r:!!:j:,,;::
.ac. DF,---- 6--\j 7cacl 2 .a?-< { _,*'e.
2tl:a5- t---),(-,\Fr\_? j r \ C" P
rt
.:_ :,,
,
t\ AssAi)Ll BCA19. elvzRs stlcrL, Ave A1 tl;*.:ir,;
LEASTIiC CR RE <ADCR RAILBRIDSES
-t t--!,. -?c:a -:
c-aR :2:s3.

M O R E V A R I E DT E R R A I N
Not all terrair necrl.ro irc rh srrrc
Onc o1'thegrcrt things rrbout l /,rrttt O.fVirt
i5 lhltt \!tr cart ittttcttlttce Illof! \llflcr\ lllt() \1)Lll

I;::;:l :l:;lil:ili
:ili;:,1:; :lt: :'ltil:::lt,r;:,.
ijt:it Jr|ft- c l i r Lr s h l l l c , * r i v e r
o n r o r i r t e b l c , r c c o r c l i n g l rl i' o. r c r r r t r p l e .r ' o t rc o L t l d. r c l i u . l g L
t h : r t r . o u l c ln o r r t r e l l tb c \ t c r r i ) i i l i c u l r C o i n g . l r . t s l r o z e t t o v c r m r l . i n ' 1irr.{\rir L',.fo\\
a n c ld n s r a t ec La s o n l v L ) i l l : l c u i (t , oj t r q ( r l r v b c i r t st ea c lo i b o g s j n q . l o u n . t e i r i c i es r i s k f l l i n e
r h r o u g h t h e i c c l ) .O l p c r h a p si r i s r h c s p r i n g m e l r . r l a l i n q r h c r i l c r e n I r r r p a s s r r brL. ct g i n gt o r r e n t l
Battles ught in parLicularpl:rcesrnieht hlvc rcrr.rirrthat is sliehth. tliflerent tlr,rtt troLnt,rltoo. s<r
Gerrlan trcsts coLrl.lbc \lcri DiliiculL ('oing. focrrsing rhe :rction rowarclsrlrc Lrlclis rhrouqh thent
o t h c r e n c lo l : r h c s p e c r r u n r r, v o o t l si n S i c i l v r n i g h r b e s o s p a r s ct h a r t h e v a r c o n l l S l o u C l o i n q .
Don'r ger too carrierl rLr.avthouqh, il'rhe tcrrain is roo clilliculL, the g,rurct'ill slou to,r cr:rl.l as tfooPs spettcltlorc
r i n r c q h t i n q t h e L e r r r r i nt h a n r h c o p p o s i t i o r r l
?,OCKY
HILLS
R.KY ILLSAPA MIXTURC CF V.RYDIF'ICULT wooDS
6CIN' ANDIlAPAssAaLeCLIFFS.TRA.<eD V'/AC% AR' DIFFICUL
-. 2o,->,3-- 6ctN6. 6NS ANDVE\\CLS
vEPtcLtS:A\.t:eAt _ -2 as,ae
cAN',l 6aT U7 TAe aUFs. {r',VtNTilRAU6t1A WCD
RISKBO36]N6DCr'/N-.

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

FcRDs AaRss sReA,trs


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

BA AND
AAArcHes

FeNces WHAT MAKE5A GooD TABLE?


Ll5t+-rietGni FENce.sARNtY ..\ goocl Lrble fcpr(sr-rrs rhc rcal-lil tcrrain in rhc erca
SLOrl 601115Aa ,-r.]aY
/QEN' Ll<i!:
IO 'TCP A VE\'L FCR LCN3. bcing iouqLr orcr i1r rhc \\..r\.il corrbines opcn space, lircer
obsteclcs. .rrca tcrrxin, Jnd nrn adc llrtures. 1he most ,'il
i m p o r t e n r f h i l s r o c o n s i d c r i s r h e w a r r c a l - l i l t c r f i n r e n d s
:i
to .lnrp. I lorrses tbm villages surrorrnrlcd Lry cr,rlrs, tr.,es
fornr u,cxrc1s,
rncl bogqr grouncl is forrnct :lr()Lrnd n\'crs.

STReA/A3 In tht sanre \rar'. opcn spaccs ire usuallr lerqe as people
SfPgA,fs t? rc 1l',/lAciv, ,,|DF-aae DFFIaULT clc:1r space f-or crops ancl har vcsr mocL. Thesc open spacrs
6atN5, hA<tNc H6i4 aRossABlt Br 4Ny
IRAC%, IF IHEY DON' 3E STUCK, afenr cnrptv ilDCl:lfe bfoken up br.crop ileicls. or ftncecl oL
hcclqerl grazing. bur rho clo otlcr exrensivc lines of sighr.
As arr example, most rll( barrlcs in firropc rook placc er
rangcs ,rf half,r nrile iE00rn) or mofc (round f,l l60cm on
a Fltnts ttJ \11" bnnlelleld). rvhilc rangcs u,ere cvcn grearcr
on the EasLcrn Fronr.
lhe Bartle of Stalingrad u.as pir.otal ro the outconte of the SeconclWorkl \!hr ancl remains the
stancl:rrdfor urb:rn l.arfirre. Likc all combirt il citics. the lightine l'as brutal. blooclv.
t,7holcbattles rvere fusht over single buildines as
ancl at verv close quarters.
onc side or the other triecl to er.icrrhe cncmr'-otn thcir rvell-prorcctccl
POSruOns.
Onl,v poiverful guns lirin{ et pointblank r:rnqc,or i
clesperateassaultsrvi dr h ancl .qrenaclesancl
sharpencd entretrching tools could
clear a buildinq room-br-
room, floor-bt'
floor.

IAULT\-ROA\
BU\LD\N^S
BulL9tN63M)RE TtlAt'l A3aui
G',/15c1/,ACROSS'AULD Be DIVIDD
JNIO ROO/'IISBTNEEN3' /7.5CM
AND6" /I5CA^ ACRAS1.TRA EACH
: KOA$ AS A SCPARAi' BUILDIN3WITH
.
OPENINGS NA EAC ADJAC'NI
ROt^.Til) ALSOLl/Alrc l\e
FFC| CF lt\ASslVBiINKR-BL]ST'R
NEAPCNSTA A RASANABLEARA.

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

It is important to cliscnss rhe Lcrrain on the tlblc rvirh vour oPPonerll bcforc votl stert
votr Fhnrs OfVit qlne. Br agrceing on hol c,rch piece of terrain rvill l'ork i n thc qulc. r'ou
rtcluce the possibilitv o1-confusiotr rncl nristurderstanclirtg cluring plal \4ost tcrrain rvill be lirll
obvious frorn looking rt thc nodel :rrrclcornparinq ir *,itli thc crilmplcs in this sccLion. Some tetrain
is less obvious rncl will neerl somc rhought. Ifvoq cani reach rn rgrecmcnt. sirrpll pick Ihe most likclv
cendidates ancl roll a die to choosc bem'eerr theor.
FACTARES
ANDWAREHOrcES TABTESIZE
LAR6 INDUSTRIAL BUILDINGSLIK FACTCRIESAND\IIAREHAUS.S Mo.r gr nrer of F/an et Orf\l t, arepl aved
AFTN HAVHUGESPACgINSID.RAHER THANREAING 11,]IS
IT IilORKSBETTC.R
AS A BUILDINC, TC lREAl THEiNIERIORS AN on 6'x4' (18Ocm x t20crn) tables, as this
APENSPACESURROUNDED BY FOURWALL3. gives room for manoeuvre, rvhile stiil being
GIVzN THe t1t\AjtllN<f ANQEN;RAL CLUTT1RNSID.,FACTARES
snall enough f'or conrcnient storage. BattJes
ARVERYDIFFICUL6OIN6 ANDPROVID BULLETPRAAF COV,R
1O
TRAA?SN3IDE, liughr in close terrair like cities and the Bocage
of Normandv arc usually p1a1'edon a half-size 4'x 3'
(120crn x 90cm) tables. This is useful s troops move
morc slorvlv and can only cover shorter frontages due to
restricted iines of sight.
Larger tables, say 12'x6' (360cm x l8Ocm), suit bigger
qames with larger forces or multiple players.

'.:

:i:,,

\ '- *;s{r *
-' - -- .{' -%- *'
* -_
- !*J
- -E
- - -.-e

:,t4.

.;.i;,.ir
,,*irji.:
.3:::::, I
u" 1' '

TYPE GROUND CONCALMENT BULLTPROOF


CoNDITIoN COVER
SPAcES
of srepp Open Space Cross-county x x
sand or thin snow Open Space Cross-country x x
sand. snow or mud Open Space SIou,Going x x
snow or mud Open Space Difficult Going x x
ATION
oughed held
eld or open scrub
Open Space
Area Trrain
Slow Going
Slorv Going
x

x
x
or vineyard Area Terrain n:c-..1.
ulrrLuLL
r-^:--
uu,ir5 v x
Are a Terrain Difficult Going v x
Area Terrain Very Diflicult Going v x
I inearOb.tacle :low Coing vv x
\ga-tl
or line of rrees Linear Obsracle
I-inear Obstacle
Difficult Going
Difficult Going v
t x
{
LS
r$e Area Terrain Cross-country X* x
tle hill AreaTerrain Slow Going X8 x
hill Area Trrain Dificult Going Xo x
ky hill Area Grrain Very Dificult Going X8 x
AND CTIFF
GULLIES,
y floor Area Terrain S I o wG o i n g x x
ly accesses Area Trrain Dificult Going x, x
ly wall Linear C)bstacle VeryDifficult Going v x
bank, or low sea rvall
Cliff. cutring, or high 'ea u'all
Linear Obstacle
Linear Obstacle
Very Difficult Going
lmpassable
v
v
vv
ATERFEATURES
across stfeam AreaTrrain Slou'Cioing X x
am or ford across a river Area Trrain Dilcult Going X x
Area Terrain Ver,v Dificulr Going X x
Area Terrain lmpassable X x
AreaTerrain Di{licuh Going X x
rsh AreaTrrain Vcr;. Difficult Going X x
$wamp or )ake Area Trrain lmpassable X x
AND RAILWAY LINES
Road or airfield Area Terrain Road x x
Track Area'lerrain Cross-country x x
Area Trrain Slorv Going x X
Railway Line
liow railway embankment
Area'Ierrain
Linear Obstacle
Slow Going
Difficult Going ' V
X,
-/
x
\//
igh railway embanknent Linear Obstacle Very Difficult Going { {

ilding
'Rubble, ruin or factorv space
Building
AreaTrrain
Ver.'-Diiicult
Very Dificult
v
4
vv
Facrory wal1s Linear Obstacle Impsable 4

:,:...:,..:,j:
t :li

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

TURN ORDER PTAYINGA TURN


A Flames Ofwar nrn consists of one side playing their I o k e e p r h i n g ' o r g a n i s e d .e a c h p l a l e r , r u r n i s d i v i d e d
turn, then the other. \fhen ir's a playert turn, they will i n r o f o u r r r e p ' : r h e S r a r n g 5 r e p . L h eM o v e m e n r S r e p .
perform all of the actions available to them, then the the Shooting Step, and the Assault Step.
turn rvill switch to rhe other plal'er. The players keep
At rhe start of each of a player's turn rhev
a l r c r n a r i n rgh c i r r u r r , I i k e r h i , u n t i l r h e g a n r ee n d . .
their troops anci decide what they are going ro do, t
\n Flames OJ War, hoth plal'ers usually roil a die and ther. move all of their platoons. After rhat, thev shoorl
rvhoever rolls the highest has rhe first rurn. Horvevel in r r r h e c r r e m ; .a r r d 6 n a l l y t h e y l a u n . h a s s a u l ros n r h e
some missions the attacker or defender always has the e n e m r .W h e n r h e i rr u r n i r f l n i s h e dr. h eo p p o s i r g p l a y e r
6rst turn. p l a l s r h e i rt u r n i r r r h e s : m e o r d e r .

A. Starting Step Rally your forces, bring up reserves md air support, md spring your ambushs
B . Movement Step Mmoeuvre all of your teams into position
C. Shooting Step Shoot the enemy from a distance
D , Assault Step Charge the enemy defences in fierce hmd-to-hmd combat

A THE STARTINGSTEP B THEMoVEMENTSTEP


During tbe Starting Stelt yu: poge During the Mouement Stry, lou:
l. CheckSoleSunivinglnfantryTems 176 1. Select a Platoon to Moye
2. CheckCompmyMorale 175 2, BringFomrdTimsports
3, CheckVictory Conditions 274 J. Move Tems in rhe Platoon
4, RevealAmtrushes 266 a, Dismomt Psengers
5. Roll forAirSupport 178 b. TkeBoggingChecks
6. Roll for Reserves 268 in Rough Terrain
7. Rally Pinned Dolm Platoons lO4 c. Take Skill Tststo Enter Buildings
8. Remount Bailed OutVehicles lO2 d, Move Trmsports after Mounting
9, FreeBoggedDownVehicles 44 4. Send Emptytmsports to the Re,
10. RemoveFriendly Smoke Markers lO7 5. Retum to 1 md Selectthe Nqt Platoon

C THESHooTINGSTEP D THE ASSAULTSTEP


During the Shooting Stelt you: DuringtheAssauh Stepyou: ?age
l. Select the Shooting Platoon 1. Selectthe Assaulting Platoon 143
2, Select theTrget Platoons 2. Chage into Contact 145
3. DecideWho will Shoot at each Platoon 74 3. Opponent Conducts DefensiveFire 152
4. Fire Smoke Ammuaition 4. Roll to Hit with AssaultirgTms lS5
5, CheckthattheTrgetisValid 5. Roll Savesfor Armoued Vehicles 175
6. Rotateto FacetheTget 6. MarkorRemoveDestroyedTems f03
7. Check if the Tget is Concealed 7. PushintoBnemyPositions 160
8. Roll to Hit 8 . H A s s a u l t i n gP l a r o o nW o n 16l
9. AllocateHitstoTilgetTems 93 (ifso, Skip ro l0)
10. Roll Saves for Tams that were Hit 97 9, Opponent TestsMorivation and either:
11. RollFirepowerTests 97 . Counterattacks (Return to 2), or 162
12. MakorRemoveDstroyedTems f03 . Breaks O{f 165
13. Return to I and Select the Next Platoon 10. Mctor Consolidates 167
14. Pin Down Platoons if Hit Fiv Times 104 I 1. Retwn to I md Select the Next Platoon
The Stting Step is the administrative step in Flames Of rVar,lt is hete that you check md update the
status of the units under your commmd, rallying your troops and c*rying out vrious other tks depend-
ing upon the course of the batde. Beause each of these tls is just a small put of a bigger topic, for example
Rolling for Air Support is a pt of Air Support, we're left the explmation of them for their relevmt section
of the rule book. As you read on, you'll fiad each tk fully explained in those sections.

-#n i

#
*
ib
e3

:f, ;# q
'': . ''
,i:li.:;i.afi:

,,::i.
,
...+:1

L
*

+:r.1 ,:1i.!::::--+
.." -.i.:::
ii:l:r:

may seem to be all about shooting, m intelligent rirOYement


a crucial component ofvictory. After all, before you cm shoot your enemy you have to put yourselfinto a
position that lets you do so!
movement may seen a simple matter of getting in close md hitting your opponent with werlthing
have, it is often worthwhile to use fire md movement tactia, where one part of your force fires to cover
movement of mothen
to advalrce is mother important considntion. If you pick a place where the terrain is too dense md
rered, your advmce cm be slowed to a crawl tr your troops attempt to cross obstacle after obstacle. On
other hmd, open ground cm eily becone a shooting gallery for your opponentt troops.

l. Select a Platoon to Move


2. Bring Forwrd Trmsports
3. Move Tems in the Platoon
a Dismount Psengers before moving Timsports
b, Move Timsports before or after Mounting Psengers
c. Tiake Bogging Checks in Rough Terrain
d. Tke Skill Tsts to Enter Contsted Buildhgs
4. SendEmptyTransportstotheReu
5. Return to I md Select the Next Platoon to Move

a Platoon to Move 35 MovingAttheDouble.. ..........50


Tems in the Platoon .. . . 36 Diggingln. .....5f
Moving aTem 38 LeavingDuglnPositions., ...., 5f
Moving Ner the Enemy , 38 MovinginBuildings.... .......... 52
Vehicles on Roads 40 E n t e r i n g B u i l d i n g. s. . . . ....... 52
Through Rough Train 4r ExitingBuildings ......53
MovingAcrossAlleyways. ...... 54
Bogging Checks 43 MovingUporDown, ...,......54
Vehiclesin Rough Terrain 43 GmsinBuildings.....,....... 54
Guns in Rough brrain . , . ryl
DrivingThroughBuildings. ..... 55
Infmtry md Mm-packed Guns in
RoughTerain, ..... 44 CrossingRivers. ......... 56
PaddlingAcrossthe River .. .., .. 56
DownTems ,.... 44 SittingDucks. ......,.56
V e h i c l e. s .,..,.. 45 LmdingontheOtherSide ...... 56
imsportsmdPsengers .,,..,.., 46 NormmdyBocageHedgerows, .,.., 58
MountingTransports.., ....,... 46 BocageHedgerows...... ....... 58
Dismomtingtmsports., ...,.. 47 Nrrowl-mes. ........59
TrmspotPlatoons..... ....... 47 Leavingthe
Battlefield ... ,....... , 60
RidingonTn-ks ..,,,.47
MovementSpecialRules. .....,..,, 6f
SendTimsportstotheRer ...,. 48
BringTimsportsFomrd. ...... 48 MovementSummary.,., ......,..62
bwingGunsmdPortees.,....,,,. 49

' ll::::.
"*
#: ;&"
:-"e,

I)uring t'our LLln) \'ou arc :rble to mor'e cach oir voru I)trriug tl,c,)Jorcryrn/ SttV 1,ou nul.y trtot,e
plaroons onc bt onc though vou cion't havc fo mor.c ttth o.f'.yorr1,/,tto07/!.ot/( .tt n tin.. 7/trt' ,1t1,
anl.:lt all. Ifrriu ficl:r pleroon is in r eood position /, .,. ,t...,,,, a
y'e
t,,, u . 1 , , , t t t . 1 . ,t . o , t,t
..

thcre arc adlanr,rgcs to kceping ir srarion:rri. bur i1' bc not,rrl if .youdo nat Lunrr tu notc thcxt.
their Iocirtion isn't icleal ther can bc mnnoeur-rcclirrto
Orttt'),otr Lrtu cbo:et t p/tttoott, Lnot//lt.j)a)t Ltll ttl/ntJ
r b e t t e r p o s i t i o n . l L c ] o e s n i r D a t r e ri n w l r , r r o r d c r t . o u
ftvtu tlnt p/,rtoan out,tt n tltTt(.
nlove \1)uf platoons, or rhc tealls rvithin each platool.
j u s r r e n r e n b c r r o l i n i s h a l l o f v o l r r n r o v e r r c n tr v i r h o r c fftcr 1,pttl,auc rnot,td t/l tuus;t'roru d p/itot)n ltnr yau
uril1t ra no!\', chooselnolher pLtroon lo uot.\. tuld rc!ut.
p l a t o o n b c f o r . -n r o r . i r r go n r o L l r cn e \ r o u e .
\lfl,ot.:,orr l,trc uoutd (t)(r.)t])/itt)or )iau u)isft to rlot)(,
tlt,Ylot'uttL,tt/,\t cp cttl:.

,,r cvi\ ALL youR lRCC?a Al


;1i@
cNaE ttillrs ycuR ap,'Ltj,l rc
EFFEalVaLf ENOAGE r.t gNE41)
.. .
'*kF qj
DAN'I D: THI'! ^
*fi#-*_ ,,I .i
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,,.,lLaalaaRs ,fcva FRC,N\


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

STAT{DARDTNIKS AREAUffE MOBILE,MAVIN

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

t-
l. Hetw r*'txs reNDTo BEsLovER.,
lnovNl a'/70c/v,

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

ASSAULT 6UNS MOVE LIKE ANK9. MOST MOVE


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

rffr
SMALLTANKSLACKTH?OwE?OF FULL-SIEDTANKg,
t^ovtN6 l2'/304A AS H\LF-TRD veHta:s.
AP,MOURDCA?,3WITHHALFTRACKS, INFAI.fiR/ ARETHC/Vu.N'TAY CaMAAND,R3 aFrcN usE FASTJEEP9
HALFV|HEELS,
l\OVe 12'/30C A A3 AF a/ER'/ ARttAv.
THl lAAVE6"/l!2C/1A N THEIRPEPSONAL 1RAN37OR1,
H/{J-TRACffi ve\rcL, l^ovtN6 IG"/L10ci^As JWg.

MaST AR,MaUPED
)ARS AR.
wg.ELED HOP,SEDCAVALW STILL HAVE A HALF.TRACKEDTRANSPO3I3 6IVE
TANKS.THI MAVE12'/OC/^AS PLACE IN MADRN VIARFARE.TH7I 6000 1Ro99-C,UNTWMOBtLtTf,
WHEafr veHELEs. ^ ovel0'/25c^ AscAvAlR/. IAAVIN12'/30CtAAs HAIJ-
TRN@ VEHICL.E9.

SMALLER,
LI6HTV,/,I6HT
APJA)UR1D HEAWMACHNE-6UN3 ANDMOKTARS
CARSAND816MULTFWHEELED ARECARR,IEDBI |HEIPRANg, MOVIN
VEHrcLMAV16'/I^OC/^AS JP3. 6'/l3c^ As t AilirPA&@ AnE.

THe HEAVIES.I
AP,M?1P,D1ARSARE LIHMIHT6UN3CANBEPUSHED
NAl N NIMBLE,/AAV\N6a',/70AU AS By THEIRCpA49.TH./A^OV.
6" /l11l^
gwttl WHffifr veHrcr-Es. ASLI*T| AT,B.

TPUCK-IAAUNTED6UN3FI6HTAS UNAR- HEAVIEP.


GUNSCAN9TI|L B,lAOVD ALTHOUGH EXPNgIVE, 9AME AR4^IES
MAURED TANK9,/AAV\N612',/3AC,1A
A3 MOV\N'11"
Bv IHE\RCPV|S, /l1CM As U9 TRACKEDT?ANSPORTS.MOST
WIEA.vHtcL. /AEDUM ORIEAW GLIT.IS. ,MOVE 8'/2OC,M LIK,A 3I.O'II TII,IK,

'**!e.{qr::raii::::::a:i:lr:::::':r-"'
i
JeErcA\D^^aroP.c*+.s
o'tEN
AcI THeHeAvEsTGuNsNDA lRAcIoR HOR1Eg AREAMAJORFOPJAOF I
A3 RECONNAISSANCE
VEHICLES,MOV IN6 ro Mdle. THf Are ll,lt4l6il.E, AND TRANSjPART FOR, EUP,OPANARAI. i
16'/4Ac/\^
As,lW9. CANNOT MOVEONTHIPOilN. THl l o/E 1',/20c/A A3 WA,#. :
Jr-'' -'.
MoVING
Soldiers and vehicles make way for friendly toops, md
you move a platoon, all of the teams in the
resume theif positions once they pass.
are moved separately. You can choose to have a
move in a differenL direcrion lrom rhe rerr of Lhe Teamscan moue through otherfiendly teamL but a team
or to move some teams in a platoon while you cannot end its moument on top of another team.
others in their currenr positions
tcam mal moue in any direcrion and end up facing MOVINGNEARTHEENEMY
way you wish, just as long as tlte distance it couers Movement towards an ob.jective is quite a different ma-
its coffiPlete mouement is no further thau the teami noeuvre than simply rolling your way across n open
a! /owed m ouemen t di'tance Iield. You must take cre to ensure that you dontjeop-

team does not haue to moae in a straight line, and ardise your units or unnecessarily expose them to harm.

d,euiateand zigzag as much as you like. Use the path Infantry and Gun tedms mdl not moue c\oserthan 2"/5cm
to determine the distance moued, rather tban to any uisible enemy team and must stop mouing when an
the distance betueen the stdrting and end points. unseen enem! team within 2"/5cm becomesuisible to it
(except in the Asauh Step).
lrrNc Tplus Whicles can moue uithin 2"/5cm of enemy uehicles (euen
in combat tend to move slowly in 6ts and spurts; passing through their position), but cdftnlt end their
between dashes to look out for enemy re and mouement on top of an eneml uehicle. Howeuer, uehicles
their sprints to avoid getting shot. After each dash may not moue closerthan 2"/5cm to an eneml Infintry or
stop facing the enemy, ready to fight. Gun tadm that is uisible to it (except in theA:sauh Step).
can rotate to face in any direction at an! time
they moue, as long as this does not incredsethe total
nce noued.
Immobile Guns cannot moue an1 distance, they
'dnJtill rotate about t/teir cenile as their mouement

-;:,: i.; ..,r,.'.:.::iri'r']:'


i,'i;,:;1.:.;1,1
,',
r:
:i:.lii;::a'::::.
MOVING NEAR TH ENEMY IN BUILDINGS
l 1 r e n a l l s o f a b u i l d i n g a l l o r vo p p o n e n t st o : n e a k u p o n
each other. ltoops onlr rnove up ro an enenrroccripiecl
building u'hen rhey :rre reaclvro :lssaulrand clear ir.
A team ma1 moue Jieal nedr du neLil1tlrlntry or
(|un team 0n the other side of the u,a// oJ'd Builrling,
,/5cn
cxce?t thiT it ma1 not moue utithin 2 af dn enern.y
InJann'.y or Gun tedm netsuring through an Opening
uithin Line of .Sight o.f'1our tearn ($c?t, ts nutl, in the
Assault Step).
As there is nothing to block Line of Sight, d teirl tnn.y
not mat)e witbin 2"/5cm a.f dn enerul, IuJut1, py a2
tilm rhlt is iu t/te same Bui/ding (dgain, cxctpt in the
Assdult Step).

1,
' :.

Roirclsallow troops to aroicl obstirclcsirnd nor-c quicklv


.l.i trorn place to place. ll.oirdsare of pirrticular benet tcr
*r rvheclcd r.ehiclcsth:rr havc rclarivclv poor cross-coLrnLn
All Wheeled and Half-tracked rrehicles move one-
perform:rnce. ()nce on ,r roircl, rhc rvhee)ed rransporr
and-a-half times as fast on Roads.
\rn J.I rJll.rr'r tlr.irL, l' .1'cc-
.feep,Motorcyclc
.fccp, Motorc.yclc, Htlf 2r,r1rrr1, \Yl,rchd, 5i/ou, \Yltcclcd,
anrl Wgon ucltic/rs not,c ona tnd t htlf'tlntcs a fust Half-trached, \il/heeled 18"/45crrr
as ruorrualtthcn tbt1,sl,cnd lbalr (/!tlrc Mouon.Ttt S;Tq)
Slou,-Whccled, 'Vagon
on Rotd:.
All othar t.yptsoJ tcaws, irttlullng FuL/.1,-trnchrdt.chiclei,
lnfanx'.y (inc/uding ()ttulr.1) attd (jun tcrtms, nouc tt
th( r1t/netPeedan Roals r tbe.ydo (,rosstourtttl.

ALL WHELDA,NDHI,LF-IPACKID
:- vEHrcLA^,cvEaNE-AND-A-ALF
IMES AS FA31 AN RCADS

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

c .l
.'

-i,* ,ui. ,. a.; " 'J ,,*-ttr. - . ;.u

tsii--,1
':;i.l
'While
tanks arent generally ft, they are almost unstop- MOVINGTHROUCH
MIXED
pable. Their tracks and powerful engines allow them to To keep things simple, teams can only entei:
plough through terrain that would immobilise a truck. rough terrain if they move at rhe rough
Only troops on foot can match them in rough terrain. s p e e dl o r t h e w h o l e t u r n .
Fully-tracleed,uehiclescannot moue more than 8"/21cm if A team may not entr Rough Tnain if t hn
the! start their mouement in, enter or crossRough nrrdin moue further than lt is,.allowed to in Rough
(seepage 2'tr). Since SIozuuehiclescan on$ moue 8"/20cm Instead the tam must tto? dt the ege of the
and Wry Slou uehicles can only moue 6"/15cm anyway, Terrain and wait until next turn 10 moue into it-
Rough Terrain does not slow them down at all.

Jeep, Motorq,cle, Half-trached, \Yheeled, Slow Wheeled,


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

No SToPPING
oN LINEAROBSTACLES
Balancing models on top ofhedges is messvl
A team ma1, not end its mluemenT on top oJ Linear
Obstacles, [t must be on one side or the other. If a team
doesnot haue enougb mouement to cro!sa Linear Obstacle,
it stops on reaching it.
MoVINc THRoUGHGAPS
DISCUSS TERRAIN BEFORE THE GAME
Sonetincs the gaps benveen obsraclesafe too narrow
Sincc ir is phvsicallv imfq55i$lg f-or two nroilel rerrain
fbr a vehiclc to passthrourh, l:orcinq the clrir-crro slo*
pit'ces to bc pcrfcctlr. touchinq. rou shoriLd discuss n,ith
clorvn and force their u,av rhrough the obsracles.
lour opponeur rvhich pieces ofterrain arc stpposed ro bc
If the gap bctu)eail tu.,oliercs 0f tctin, nr bctu,eot rt touching end rvhich arc supposecl to har,e a gep. Ir rrav
tetu or wrachcd ueLicle ant/ tcnttlrt, is too .,mtll Ji d bc a goocl idca ro rnove pieces :r lirrle liLrther aparr ri hcrc
7nk, Ttansport, or Ouu tetru to.fit bturut, /hc rct.ru therc is supposerl to bc r gap ro rrake ir clc:rr.

must nrur( througlt ont: or both pieces oJ tiliil to g


tbrough tLe gal.
If t/teir t.'ehicleturl guu noiels can.fit thnu,qh rlte yap,
tht tctn does 1nt nrcd ta ?ts! y1ryt11,4h thc Rottgh Tirrain
an either sida, cuan iJ tltt'ir btsc is u,idt thtn tha gt/t.
In/antr.y tetms ciil rn0r( through an.y.{n[) nt /ensr
y't"/5mn u,it/c.

Ignort any baes tLdt uchiclcs. irtJtntry, o gtrlts dr(.


mrnnte d on tnd assumethtt guns clos( tltlr tru)ls to nou(
through gdps uthn dettrmlnlng iJ'tlry can Jit throtrl,.
As well as slowing down, vehicles moving through rough D I F F I C U L TG O I N G
tetrain run rhe risk of breakdown or getting stuck. Dilficult going is the bane of vehicle drivers
No matter how cuefully you proceed there is
YEHICLESIN ROUGHTERRAIN always the chmce that you and your vehicle will
Even tanks, which are specilically designed to cross srranded.
rough terrain, aren't immune ro sinking deep into a Dificulr Going is Rough Trrain and ,cduces the speed
marsh or getting hung up on a tree stump! uehiclescrosing it, and cn causetheru to become
Down. Edch tine a uehicle needs to tahe a Bogging
BoGGINGDowN for croxing Dificub Going roll a die.
Vehicles of all kinds have a habir of getting stuck or . On a roll of 2+ the team continues mouing
'bogged
down when crossing rough terrain. The worse a ny problcms.
rhe going, the more likely they are to bog down.
. A roll of I means that the team has Boged
Each time a uehicle attempts to ros Dfficub Going or and ma1 not moue any further uil it t freed
Wr1, Dfficuh Going it must par a Bogging Check to cros
safely. Teams tahe a Boging Checb as thE enter Aea VERYDIFFICULT
GoING
Terrain, start mouing in Area Trrain. or t1(mpt to crors The only thing worse than crossing through muck rh
a Linear Obacle. Euen if a uehicle'smouement is just might get you stuck is going into stuff that you
rltating on the tpot in Area 7rrain, it still needs to tabe will bogyou down.
a Bogging Chech.
Very Diffcult Go)ng is Rough Trrain and reduces
If a team attemPts t0 crossmuhiple obstaclesin the same speed ofuehicles rossing it, and can cause them to
turn, it takes a Bogging Cbeckfor each orue. Bogged Doun. Each time a Fully+rached or Half-
uehicle needs to take a Bagging Chech for roring
SLow GoING Diffcult Going roll a Skill T (seepage 18).
Slow going forces drivers to slow down, but presents no
. If they pax the Shill Tlst the tem clnttnaes
real risk ofgetdng stuck.
without an1,problems.
SIou Going is Rougb krrain an reuces the speed of
. IJ thel,fail, the team has Bogged Down, and ma1
uehicles crosing it accordingfu, but does not require a
moue any further until it is freed.
Boging Check to cros.
Other 4tpes of uehicles ma)t not dttempt to Uoss
DfficultGoing.
*..
:,/

RRAIN NF YAND
n crews have even more trouble manhandling their GUNSIN ROUGH TERRAIN
acrossrough terrain rhan tanks.
Unlike vehicles, rroops on loot or horseback can go jusr
about an)ryhere. They can cross almost any obstacle
IN DIFFICULTGOING
and make their way through all but truly impassable
n s a r e m a n h a n d l e di n r o p o s i r i o n .b u r i F r h e r e r r a i ni s
r e r r ani .
6cult, they might find rhemselves stuck instead.
Infantry teams (including Caualrl and Man-packed
, Medium, or Heauy Gun teams must patt d
Gun teams neuer become Bogged Doun and do not need
Check to cross Dificult Going in the same way
to tabe Bogging Checles regardles oftlte terrain encoun-
uehicles.
tered. They moue at tlte sdme rate on Roads, and through
Crass Countrl and Rough Terrairt.
GUNSIN VERYDIFFICUIT
GoING
4rile gunners can moye their guns through some ob-
acles, they simply can't move through really difficult
inq at all.

, Medium, or Heaul Gun teams may not ttempt to


exit, or cross Wry Dfficub Going, including when
to /1 Tiant?ort tdm (seepage 49).
,euer,Gun tearu may beginthegamein Wry Dificub
crew: hauing spcnr the tirue to haul thcm
position before the battle begins. Once there, they
moue, euefl to rotdte on the tpot, siilce it ui// tal<e
t .1srun] hours to haul them out again. Gun teams,
than Man-pacleed Gun teams, may only bepkced on
groundfoor of a Bullding.

a v e h i c l ei . b o g g e dd o * n , r h e . r e u d i . n r o u n r . r o . Ifthe test is successful, the creu manages to Free tlteir


the problem. They may be direcring the driver from uehicle or gun.
ground, trying to wedge rimber under the tread for . If yufail the test, the crew dre sti/J tryting to slrt the
tion, digging the wheels out of holes, or fixing a
?llblm out and remaln Bogged Down. Ro// again to
rrack. \X/hatever measures they are taking, thev
Jiee the team at the start oflour next turn.
t fight until thefre going again
A team that Frees itself can moue, shoot and assault as
a marker bride iehicles or Gun teams that haue normal that turn. Ifthe team wishes to moue t/trough the
Down. They ma)/ not moue or f.ght (including same Rough Terrain again in the turn it Frees itse$ it
fring Artiller1 Bombardments andfghting in must tnke a new Bogging Chech.
until the creufreestheir uehic/eor gun.
Down guns and uehicles end their moremeilt at BoGGEDDowN CoMMANDTANK
point they bad to take the Bogging Chech. A team O1cers clon't have time to wait around while their crew
Bogget! Down entering a wood stops hafua1t into get their tank back into operation after getting ir bogged
woods, while one thdt Boggad Doun within a wood dolvn, they sinply commandeer someone eise'stank.
where it uas. A team that Boged Down on a hedge If one of your Commawl Taruhteams is BoggedDown, you
as it reachesthe hedge, and one that Bogged Down may td/<eouer nnothar tanh uting the Bogged or Balled
a Building stops ts it raaches the Building. Command I)zn/esrule on page 105.
may Dismountfrom a Bogged Down uehicle at
start of their next Mluement Stcp as norma/

BOGGED
DOWNTEAMS
problem isn't being stuck, it's getting free before
Ilme funs out.
tbe start of),our turn, in the Starting Step, roll a Ski/l
Tstfor each Bogged Down rcam
:1r:.1,;il

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


VEHICLERECoVERY
mother vehicle pull a bogged vehicle our rather than Almost any vehicle can be used ro help a
leave the crew to fend for themselves. This greatly in- vehicle, though i:hey dont always have the propei
l
creasesthe odds ofgetting the vehicle unstuck and back tools and equipment to get the job done.
on the move, Any uehicle tl)ar i' not Bogged Down or Bailed Our
lf a Rccouerl Vehicle that is nor Boged Down or Bailed drr(mpl to low a lcam a a Rerouery Vchicle.
Out ends the Mouement Step touching a Bogged Down, that tbe model being towed is of the same size or
Bailed OuL or Des*oyed uehicle or Gun team, it can tou rhan rhe nwing nodel.
them instead of shooting. tYhen towing a team with a aehicle that is not a
Moue tlte Recouery Vehicle and the team being toued up Vehiclc rake a skill Tat for the towing rearu.
to 4"/ I0cn. The team being towed is Freed and no longer . ( the Skill Tst succeeds, the rchicle tous the team
Boged Doun. tf it dor this, neitber the RecoueryWhicle ifit were a RecoueryVehicle.
nor the tem it towed ma1 moue further, shoot, or tabe . Otherwi,e Ihe Rom is not towcty'.
part in an assaub this turn.
Aryt attem?t at touing, whether suctessful or not,
If the RecouerytWhicle is in Rough Terrain uhen it starts
the improuised Recouerl Vehicle and the team being
toaing the uehiie, it must tde a Bogging Checle before
unable to mouefurther, s/toot, or assauh this turn.
touing the uehicle.

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

BOGGEDDOWN MARKER
If oneofyour vehicles
bogsdown,place
a marker next to it to remind you that it
cannot moye or shoot and to try to free
ir ar rhe'urt of)our nexrtrrrn.
l

oops on foot hye their advantages, in general IGNORE


PA5SENGERS
is much eier, and more effective, to get soljiers to Vhile infantry on foot are well positioned to mbush
&orn the battlefield in transport vehicles a vehicle attempting to drive through them, once
mounted in a vehicle, they have no ability to interfere
.RRYINGCAPACITY with psing vehiclesat all.
squadt vehicle is their home. It carries rheir personal
Vhile mounted, Paxengers do not stop tbeir uehicle from
and spare ammunition, so naturally soldiers
mouing within 2"/5cm ofenemy uehicles,nor do they stop
reluctant to allow others to borrow their transport.
eneml uehiclesmouing uithin 2"/5cm of their uehicle.
course, if another squadt rransporr breal<s down,
'll
give rhem a lifi, but there is no way nother
TANKEscoRTs
is going to make offwith their vehiclesl S o m e r a n k s a r e p a r r i c u l a r l yv u l n e r a b l e r o a r r a c k sb y
Tansport teams ma! cdrr] Infantrl and Man-pacbed enemy infantry. They are given dedicated escorting
ru teams as Pasengers and art able to tou lther 4tpeJ infantry to protect them.
Gun teams
Tnh Escorts are part of their Tank team, tlrql are not
teams mal only be used to canl teams from separate teams antl are not Passengers,Tank teams uith
otun platoon. Teams ride in thetr oun sectnn ol Thnk Escorts cannot carr1, Paxengers.
'i
Tiansport teams. If their oun Tidns?ort tedm iJ
,yed, rhcy must be euenly distibured acrz)' rh(ir
MOUNTING TRANSPORTS
\ other autilable Transport teams
\X4ren the time comes to move quickly, oops mounr
Tianspart tedm cdn only carrlt a maximum of six up and move out. If they have to wait for their trans-
a Passengers (including ap to one toued Gun ports to arrive first, things can take a lot longer.
Pioneea SuppQ, Ammo, Demolition Canier and
Unles otheruise stated, teams can onll Mount a Tiansport
uehiclesmay not Mrr! anj Pars(ngers
team in the Mouement Step,
'
It is importanr to keep track of which team is in what Only reams rhat ,tarred thcir turn Ditmountrrl may
'fqns?ort
. vehicle. You might do rhis bv marking vehicles for par- Mount teami Teams that moue far enough
ticular squads, or by drawing a box for each vehicle on a to reach /1 Tiansport teami pasenger compartment cdn
piece ofpaper and placing teams in rhe boxes. Mount it as Passengers.
If the Transport team has alreadl' moued uhen the
PENDENT
TEAMSRIDEANYWHERE Pasengers Mount up, it cannot moue an1 further.
ile most of the time squads do their best to keep
If the Tiansport team has not let moued when the
people out of their transports, no one can sy no
'Old Paxengers Mount it, the Tiansport team can nou moae
the Man asks for a ride.
as normal. As long as the Passengersdid not moue At the
and Warrior teams are ab le to rie in any Double (seepage 50) to reach their uehicle, the Transport
Vansport team capable ofcarrying them, from any plntoon. team can moue At tbe Double afer the1,Mount.
DISMOUNTING TRANSPORTS p/atolns as needed. Teamsfrom a Transport Platoon c
neuer be a//ocatetl out to other platoons.
The whole point of transports is ro get someone sone-
where, and then for then to ger out and lightl Tiansport teams Jiom Tiansport Platoons may carry
tou teams fom any other platoons without restriction;
Teams that ttarted their turn Mountetl may Dismount 'lhe1
can euen cany teams from seuenxlplatoons dt
fom Transport teamt dt the stdrt of thdr Mouement Step,
prior to the Transport team moulng. Unles otheruise t necerdr!.
stated, teams can only Dismount lom a liansport tedm Tiansport teamsfrom Tiansport Platoons can eaclt
in the Mouement Step. up ta six Infantry or Man-packed Gun teams.
rudl tou one Gan team in p/ace of one of their
When thel Dismount, Pasengers moae ds though thql
PdJsenger teams.
had begun their mouement in the passengercompartment
of the Transport team.
A'llans?ort team cdnnot moue beforeunloading Passengers
RIDING oN TANKS
an./ counts as mouirtg, euen if it does not moue afier the Often infantry'hitch a lift' on the engine decking
Parengers Dismount. tanks. It's not a parricularlv safe means ofgetting abot
a n d i t c e r t a i r r l yi s n i r o m l o r r r b l e . b u r i r b e a t sw a l h l n g .
An empty Tiansport team (unless a Pioneer, Supply,
Ammo, Demolition Carrier, or Recouerl Tiansport Tan/t teams can carryt up t0 three Infantry or Mdn
team) mut be Sent to the Rear when tbe last Pasengers Gun teants in tbe same mannr ds Tiantport tea
Dismount. Some German armoare half-tracks are art carrying Pasengers. Teams riding on tdnhs must be sp
excePti7n to thir, remaining on table tuithout ?dfenge\ euenly acrossall tanbs in the platoon
using the Mounted Assault special rule (s page 243). A Tan/z team carrying Pasengers must haue
models, or sone other identtfabk token, placed
TRANsPoRT
PLATooNs the rear decb of the tank to indicdte that it it

Though some platoons have dedicated transporrs to ?attengers.


support their acriviries, ir is much more common ro ask Pasengers on Thnk teains Mount and Dismount in
for a transport platoon when they need it. sary( wdJ as Patsengersin an)/ otber sort of trant?orr.

A Transport Platoon operates dt its own platoott. lt Flamrthrouing tanl<s may not carry ?asengers-no
'mobilc
must operdte together picbing up and drapping of other infanrryman can be ronuinced ro ride on a
ENDTRANSPORTS
TO THE REAR Or* B,lough, Forward iq ,hi, u)1. ,,h" Trorcpor, ,ro^
cdn maunt PdsJengerteam: anr/ rnaue in the normal way,
Because most transport vehicles are so vulnerable-
bat cdnnlt shlot in the Shaoting Step nlr ttssdult in the
lacking both firepower ard armour-thev are rormally
Assdult Step. They rua1 ltoueuer moue in either step tf
sent to the rear when rheir passengersdismount.
thel haue a specia/ rule such ds Audnti or Stonn*oopers
You must remlue emptJ Tiansport teams (unle:s Pioneer,
that a/louts them to do so.
Supply Ammo, Demolition Carrier, or Recouerl Tiansport
Specialist Tiansporr Pldto0/6 may be Brought Foruard to
tear6) f'lm the tttble dt the end ofany Step Tiarusport
load tedmsfom an1,friendly platoon.
leams remaued in this -/ashion do illt (lunt ds Destro.yed.
\Yhen a Bogged Doun (seepage 13) or Brtiled Out (see
page 102) Iiansport team is Sent to tha Raar, it ceasesta
be Bogged l)oun or Bailed Out.
Tbe Mounted Assaub special rule (seepage 24-1) allous
empry German armoured half-tmchs to ranain on ttb/e.

BRINGTRANSPoRTS
FoRWARD
\fhen their charges need rhem :rgain, the trarsports
comelor*rrd and pickrhemrrp.
Befora nauing a platlot1, Jou tldy plltce alL ofits Transport
tearr (other than tho:e that haue brcn Destroyed) that
haue been Sent to the Rear or did not deploy on the table,
back on the table.
'Iba
Tidnsport tedms must be placed within 1"/l)cm oJ'd
tearn from their p/atoon, dnd mty not be:
. within 16"/40cm ofany enernl team within Line oJ'
'lerrain
Sight, unles Concetled by Jrom it, or
, uithin 1"/))cm of any enelny t?am, or
. utithin 8"/20cm oJ arey enem.y Reccetdn thdt is i7t
Line oJ Sight (apart from Reccetedms thtt ne Boggetl
Down, Bailed Out, or moued at the Double).

-*
Pushing a gun is slow and backbreaking work. It is a lot CRASH
AcTIoN
quicker to limber the gun ro a tracror (limbering is rhe Gun crews are trained ro get rheir gr.. i;,;
gunner's term for hooking the gun to the tractor) and action quickly. Ifa gun comes under fire while
tow it to where you want to unlimber. towed, the crew leap out of their vehicle, unlimber
TVansport teatns can carry Gun teams as Paxengers. Vhile gun. and open re.
Man-packed Gun teams are carrie in a uehicle like most A Gun ream is not ontidered n haue moued when
Pasenger teams, Light, Medium, Heauy, and Immobile Unlimbers as long as it des not moue othel than
Gun teams are toued behind the uehicle. on rhe spot.
Toued Gun teams Limber and Unlimber their guns in the
same aa! thdt other teams Mount and Dismount, except DISMoUNTING
PoRTEE
GUNs
that eaclt Tiansport team cdn on/y tow one Gun team. Some guns were carried'en porte'on the load bed of
When a Gun team [,Inlimbers from its Tiansport tedm truck rather than being towed to allow the gun to fi
h starts its mouement in its current location, and moues on tne move.

from there rather than from tlte pasenger compartnenT. A Tanh team with the Portee axribute may Dismount
ueapon b1 Sending the uehicle to the Rear an
PLACE
UMBERED
GUNSBEHIND
TRANsPoRTs it with a Gun team equipped witb rhe same ueapon, as
A towing vehicle and its gun form a single enriw when ir werc Unlimberiugfrom a Transport tearu.
on the move. One is uselesswithout the other until the
A Gun team Dismountetlfrom a Portee m/q Mount
crew dismount, unlimber their gun and go into acrion.
b1 Bringing Foruard the uehicle a ifit were a ?1
lYhen it mouel a Toued Gun team
is placed as though team. Replace the Gun team with the Portee Tanh
they were being towed bebind the Tians?ort team in rather than placing the uehicb near the Gun team.
which it is a Paxenger As Pasengers, tbey d.o not need to
Partee guns may dcplol as Dismounterl Gun tettmJ
take Bogging Checks separateQ from the uehicle.
alreadl Sent their uehicle to the Rear
Ibe model of the Tbwed Gun and the Tiansport team
towing it are both considered to be the Iidnsport team
uhen thot at, bombarded, asaulted and so
forth.

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

't,.,:
:' ":.

s p e e di s m o r e i m p o r r a n r r h a n s a f e r y M
. aybe No TIMEFoRDELAYS
have held a platoon in teserve waiting lor that tX/hen moving at the double there isnt time for slow

ial breakthrough, and you want to move the'm fast r e r r a i n ,c o m b a t o r c l e v e rt a c t i . s .


you know where it is going to happen. Maybe Ifa team mouedAt the Double, it may not tahe anyfurther
're
surrounded and the only option is a quick retreat. action this turn. It cannot mouefurther, shoot, or assaub.
[ess,a tem can try to moye at the double ro gain Other teams in the platoon can operate as normal.

or all teams in a platoon that is not Pinned Down MOVINCAT THEDOUBLE


TARGETS
page 104) ma1 elect to morc At tbe Double. Those An enemy team moving at the double is not using con-
that moue At the Double may moue twice as far cealment and has thrown caution to the wind.
normal. Ti:amsro/l twice as many dice as normal when sbooting at
mouing At the Double, teams ma)t not tedms that moued At the Double. Artillery bombardments
and air attacks agdinst tedms mouing At the Double are
Pas within 8"/2)cm ofan enemy team (other than an
no more efectiue than normal.
Independent tean thdt is not a Varrior),
Moue through Rough Trrain (seepage 41),

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

t.
\fhen riflemen halt, the 6rst thing they do is dig them- DIGGINGIN ANDCoNCEAIMENT
selves burrows in the earth for protection from enemy As well as providing protection for the troops
re. They call their holes by many names; foxholes, slit occupving them, foxholes make their occupants
trenches, slitdes, and ri{le pits. It's impossible to dig a smaller targets. Unfortunately for most gun crews,
proper slit trench in a battle situation, but a shallow weaponis roo big ro quicldy dig a pir for..o it remains
shell scrape is almost as effective when you are desperate. stmding tall giving their position awa)I
Regardless of the name, they all minimise the soldier's
Dug In Infantry and Man-packed Gun teams
exposure to enemy fire.
Concealed and in Bulletproof Couer. As they did ni
Rather than moue, a p/atoon can use their Mouement moue, the! are still Concealed in the Open (seepage
SteP to dttempt to Dig In. Platoons can Dig In while if they failed their anempt to Dig In.
Pinned Doun (seepage 104). To Dig In, the platoon
Dug In Light and Medium Gun teams (other tltan
tabes a Shill Ti:st.
aircraJt guns) are Concealed and in Bulletproof Couer
. Ifthe Shill Testsucceeds,all Irefantry and Gun teams
Dug In Heauy and Immobile Gun teams, and Ligbt
in the platoon immediateQ dig themselues Foxlto/es.
Medium Anti-aircraf Oun teams, are not Concealed, bai.
. IJ the Skill Tx fails, the grourul is too rocley or berd, are in Bulletproof Couer unless Concealecl by I?rrain
0r the! hauen't dug deep enough yet dnd the! remain
Tams that Dug In or attempted to Dig In can Go t.
unProtected.
Ground (seepage 90) ifthey do not sltoot since they
Regardles ofzuhetber thel succeedor not, euery team tbdt not moue.
attempted to Dig In h treated as hauing moue when
determining its ROF ifit shoots(:eepage 9l), but notfor
LEAVINGDUG IN POSITIONS
aryt 0tber purPose.
Though it is a miserable experience to dig a foxh
When a platoon Digs In, a// Infantrl and Gun teams
one minute and leave it the next, sometimes it has
in tbe Platoon that ale not alreadl, in BulletproofCouer
happen. Other troops arriving later are unlikely to t
must Dig In. Tamsalread1 in Bulletproof Couer and all
up exactlv the same positions, or even nd well-con:
uebiclesand Caulry, operate as normal since they do not
c e a l e dl o r h o l e s ., o u i l l h a v e r o d i g n e w p o 5 i r i o n ( .
need to Dig In.
tfa Dug Ix tedm moas in an1 way, other than rottl
on the spot, it immedidteb ceasesto be Dug In.

ffiDUG IN MARKER
Show that teams in a plaroon are in Foxholes by placing
As an exception,you may mar the positions of the Dug In
teams of a Defending platoon in an araub (see page ) 5 I )
before mouing them to Counterattack. An1 team
that platoon that enclsthe Asaub Step bach in one of
a marker with the Plaroon Comm3nd ream indicating
marbed positions becomesDug In again. Ifa team
thar rhe whole platoon is Dug In or bv putring Foxhole
reach an unoccupied marked position at the end of
markers in front of the teams.
Asaub Step, it is no longer Dug In. Remoue anJ unoc.
PIoNEER
SUPPLY
VEHIctES cu?ied markers remaining at the end of the Axaub Step,
Pioneer supply vehicles carry stocks of picks, shovels, It is not necessary for teams to rerurn to the
a n d e x p l o r i u e .r h a r m a k e d i g g i n g i n m u c h e a s i e r . loxholes they began in-onlv for the platoon to retu
A platoon uith a Pioneer Suppl reh;cle within 2"/5cm to the foxholes they collectively dug.
of the Platoon Command team, or dn)t Independent team
uithin 2"/5m oJa Pioneer Supply uehicle, may re-rollfailrd
Skill teststo Dig In.

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

.
, i, I

rhe facLrhar we live our lire. in and uound ENTERINGBUILDINGS


, performing militry manoeuvres within them
Entering a builcling in a combat situation isnt just a
be incredibly challenging. Every attempt to move
matter ofwalking up and knocking on the door.
running into obstacles, and roundabout routes
be found to stay away from enemy fire. ENTERING BUITDINGS
CHECKED
It is easy enough to gt into a building held by friends.
They rvill have unbarred the door or help drag the new
i n n o r m a l l i l e . o p e n i n g sl i k e d o o r r a n d w i n d o u s : r e
arrivals in through the window.
ial for entering and exiting buildings. Even the
An lnfantry o, Man-parhed Gun team can ryouc inro
st sergeant cn't s'alk through walls.
a Checbed Building through any ground-f.oor Opening.
are gaps in the walk of Buildings that are big
Measure tlte team's mouement uP to th Opening and
to moue and sltoot through. Windous, doors, and
into the Building just lihe mouing aooss an1,other form
blown in the walls are all Openings
ofterrain.

HECKED
BUILDINGS ENTERINC CONTESTED BUILDINGS
donT just dash into a building without checking An unoccupied building also presents dilficulties. ,ven
rst. They send scouts forward to see whot holding if the door isn't bolted or barricaded by the owners
building, then they either dh inside or plan an hoping to protect their possessions, approaching
It to push the enemy out infanty need to be prepared just in case it does turn
BaiMing is a Checked Building if it either contained out to be occupied-by the enemy!

fiend$ team, or a friendly tedm was touching an When a mouing Infuntrl or Man-packed Gun tedm
ing into the Building dt the start ofthe current Step. dttempti to nter a Contetted Building through an
that a Building can be Checked euen if there is an Opening that they uere n7t t|uching at the start oftheir
team inside moemenL roll a Skill Tst.
. If it passes the Skill Tst, the team enters the Building
D BUILDINGS through the Opening and the Building is nou Checked
only stay alive by being cautious. Any building
Jr the rest ofthe Step.
known to be clear of the enemy has to be assumed . Otheruise it failed the Skill T and the team ends its
be occupied by the enemy until checked out
mouement for the Step ouxide tbe Building toucbing
Building that is not Checlied is Contested. A Contested the Opening it attempted to enter This blochsfurther
ran be eirher empty or oecupied by the enery)t.
TEAi\A9NEED10 TAKEA SKILL
T.sTTa CHECKANDENTEPA BulLriN6 ANDt'l ls No,r'tCHECKED
CANI.STEDBUILDIN', OTH,R,TEAM' cANTH1NFoLLovI
THEHROUH lHE OPENIN6, '':.:
:;ii:
.fl
:: tF TH'YFA|L,rHEf sloP y.+,
-:,
CU|SIDE,
BLOCKIN THE
OP6NIN;fc FCLLctllN3
'+
e
TEAMS. ii.'
* r,q16 -.' r.- .---.:,f

'-"T * i- :
,' t .,.
i -,,- , * ,,j;

*&.
-
e\.\ 1-a-3- a\E o'5\'\3 ,5 a, ,..
,'
tr -,
-
a
BLa-K1D. 3--Ee
-tavs
-a\ ,sl
o--arr- -O C-EC<a\) er,-f< t"S
B-l-tr\3 a' )Fc-?t\- Oo6\l\i5.

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


EXITING BUIIDINGS
tcnru! nn.Jt still tttcrnpr to ctrer ntr/ Ohccl< the
L)ncc a builtling has bccn chcckcd our, rroops can
t ' t t , i lI , r . r / 0 . . . , / , , t h c t ) J . t . . j t t ? . l)ass
throLrgh it at rvill as thc occupving troops guiclc rhem
( d rnodtllcd Optrting is u,)tlrr thtr tl,c Llrctkino tetm\
t l r r i ' t t l ltrl , r t r / r , ' r i r o 1 r r. , ' I r c . r l \ l \ r 1 ,lpl (r i\ . \ i r .
ba:c. ir oul1, b/ocLsits ht:c u,itltl, o.l'lr Opaning lf it.fi/.t
htJntry or lVIdt pachcd ('urt tcdrtLstLttt uot,t through and
it: 5il<ill Test, tLl7u,ing,untha t(.nfil rc tttef|ryt o (rtrar
our o.f CLtckrrl BtLlirtgi tuiug a grout14 oor Oputittg.
t/trough tha rcurlnlng pttrr oJ'ilr ()pertirt3 f

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

-'
, , .- ; *
;i

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


MOVING ACROSSATLEYWAYS
down b.y a tott/ o.f tun foor: dt nny titne lurin3 rhcir
Soldiers in one buil<ling can easilt'check out a buildine 'lhis
tt|t)o1?stt. is adt/itiortal to the ilorn\dl hlotvuent
across nrrow allew'av v'ithout exposing themselves
I)istanw, t0 d tedm ctn nuue tts.fl/ Mot,etncnt [)istttut'e
too much. If the other builcling rurns out to be unoc-
tnd still mouc up or doun tuo.floors.
cupied, they can quicklv nip across the allev ancl inro
If .tour [3ttil.ling, don't lnuc tny Openings notlclled
the other building.
between foon, rimpfi, a*ume that tbcre is t /at/der or
IJ nao Buildings de sc?nrut?d by an dllaywa.y that is toa
sulJicienr rubb/e to clinb up to tn Opcning in the ceilin,<
ildrrltu to ft n te/tru, tredt the two Btilc/ings as being
of eacb roon.
adjdcenr when oossing the al/e1u,dJ. If an lttJntr1 or
Man-pacleed Gun tedm.fails to enter,t Corttested.Bttildiug
acrosssuch an alleyuttl, it remdins at the Opening in its
GUNS IN BUILDINGS
(ietring small. tean-carrieclguns into a building is fairlv
oun Bui/ding since it carmoT ba plrtced in tfu a//e1un.y.
easy,but it rakesa huge amount of elort to eet a bigger

MOVING UP OR DOWN grLn insicle.


Mdu-y,atbel (lun tetrn: cutet itntl ttit Bui/c/ittgs likt
Mani. builclings have nvo oL ntore flooLsot levels.Stairs
htfantrj' tedms.
run benveel the fioors. allolving troops to rrloye uP
ancl dov'n. lf the stairs har-ecollapsed,soldiers rvill use Otbar Gun t(dm.s m.d! tioT cntcr, cxit, or ttot t' itt ,t
rubble and ladclersto move up irncldorvn instead. Building duriug t gdntt, but thc.yctu bc depla_iLtlott tl't
,4roLrntl.floor o.f,t Btti/ding nt the stdft of tlt (nr!(.
DRIVINGTHRoUGHBUILDINGS
A tank rvill never lit through a door, but that c{oesn't
mattef at all-it sirnplv makes irs own opening. Tanks
can go almost anpvhere, until they fall into a cellar or
h:l.e the whole house collapseon top of theml
|\\/1-arnoured uehic/esare the only tlpe oJ'uehiclesthdt
ctn enter Bui/dings. Other rypesofueltic/es umnot entar a
Building or be dep/oyed in otta at the start ofthe game.
'ully-armoured uehic/es do not need an Opening (attt/
cnnnot use Opening:) to ents d Building, thel siupll
drire rtraight through. As Buildings are Wry Dificub
Goirug, thel xi// need to pas t S/eill Tstto enter, exit, 0r
rnoue witbin or thrlugh a Bttildiug.
The debris fom fnllbtg walls an7 ccilings immediatel1
claseso.f the hole smashedby the tank, /eauing no Open.ing
far inJantrl or other uehiclesto fo//ow.
river crossing was,expected, spcil equipment SITTINGDUCKS
moved fomard to sist the effort. Boats, rafts md
Sitting in a boat is not the best place to be in a fight.
t floatation devices helped the men get across.lX4ren
There is nowhere to grab cover or dodge incoming fire.
ngwas unexpected, the unit would use any ineans
l-eams Mnnot be Loneealed )n rhe Oprn ftee page 89)
able to hastily crossthe rivel This would include local
or Gone to Ground (seepage 90) uhih in a Rirer. lhe
rafts, or even stringing a rope acrossthe river.
exception to this is thl1t Smoke marl<ershaue their normal

ADDTINGACROSSTHE RIVER ffict of making teams seen through them Concealezland


Gone to Ground (seepages I 07 and 137)
the infantry set out across rhe river, each was
Tbamscrosing a Riuer do not ltaue tlteir normal [nfantry
a landing point on the opposite bnk.
or Gun Saue. Instead, roll a die for each hit:
uide Riuer or canal is norma/ly Impasab/e. Hozueuer
. If the resub is 5+, the team managet to aaoid an1
(including Caualry) and Man-packed Gun
casuabiesdespite their exposedposition.
canpaddle acrossImpatsableRiursup to 8"/20cm
. Otheruise, the team has been cut down during the
To do so tn lffin*y or Man-pachedGun team
begin itsMouemrntStep,quareagainstrhe cdgeof uossing and is I)estroyed.

Riuet
PIoNEERS
the Mouement Step the team moues directly across the
Pioneers have trained extensively on crossing rivers and
to touch the opposite bank. h is placed in the Riuer
may have assault boats with outboard engines, allowing
show that it is still croxing.
r h e m r o c r o s , q u i c k J ya n d * i r h I i L r l ed i l l c u l r l .
crossing the Riuer would put the team within 2"/5cm
Pioneer Infantry teams ignore the Sitting Ducks rule, and
an enem) rcam, the lca (annot crossthe Riuer. lhe
retain their normal 3+ Infantry Saue.
mutt either mouefurther along the bank and cros
n a subsequent tuln, or wait until the enemy is cleared
the.farbanb
LANDINGoN THE OTHERSIDE
As soon as the soldiers got to the other side they moved
SHooTINGORASSAULTING quicklv to clear the bank for the follow-up troops.
paddling their assault boats across the river, the In the turn aJter entering the Riuer a tedm thdt began the
have one goal in mind-get to the other side as fast rurn in rhc Riucrcomplete: its tro*ing.
. hey are too busy making rheir way acro\\
p o s s i b l eT Tbe team moues as normal mouement from ix landing
do anything else! p o i n r o n r h e R i te r b a n k .
crosing the Riuer, teams ma! not shoot, moue,
..:,].t:,
or be assauhed, and tahe no part in any assauh :';
around them
lr:'.i

'
:
-..-- f
- i,:
..]+j#::*;:!#
;];as-si*L;:::*:*;*;' i TEA^4S
CANNOENTER
THER|VR
WHTLE tN THERtv1p.,TH 4 IF ,NEMYTEAM, AP.Er'/ITHIN
E
.ANNOIBCANCEALED : 2'/5cA/, oF THER exff potNT.
IN'IHE ?
OPENaP.6oNTTa RouND,
ANDONL!HAVEA 5+ SAVE
UNLESS HY ARE7N8Pg : l

INFANIRy, CAVALFy AND MAN,PACKED uN T.AM1


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

1,.ffi
, f

.-."
4n!

,,. *Jh

A C O N T E S T ECDR o S S I N G
Slnce rou canor enter thc rir-er if there arc cnenrr
rvithin 2"/5cm of vour intcnded landing poinr.
_younar
have to usc frreprxver to mirke a gap before lou can cross
the river.

lfvorLr opponcnr moves aroops up to cotesf vour cr()ss


ing after 1'ou have enteretl rhe river, rhev stiLl clr'r sto;r
rou crossing as thcv crn't comc uithin 2"/5cm ol- the
crossing te:rm and cannor ass:rult into the river. On the
other irant]. r'our reans can assault our ofthc river as rhev
l " t r r . , t < i . q t \ . s . t o r o r h e ' r r o . r n . . J t e . ) ,1 r .

.;.:
.-:,'
U
in the Bocage is essentially the sme fighting anlvhere else. However, the ratricted fields of fire
the difficulty of mmoeuvre require crerl tactics to oyercome,

Bocageis an xea covering the southern and western BocAGE HEDGEROWS


o f N o r m a n d y . l L i s m a d e u p o f m a n y s m a l Ji r r e g u l a r
Hedgerows are the defining feature ofthe bocage.lhey
bordered by the hedgerows that give the area its
make cross-country movement a nightmare and give
Bocagehedgerowshave thick stone banks, formed
the enemy plenry of cover and concealment.
the elds were cleared in antiquity, ropped by
hedges oftrees and bushes. Vhile the hedgerows CRoSSING
BocAGEHEDGERoWS
excellent for keeping cttle f-rom straying, they ue The banks of bocage hedgerows re stone walls 6 fet !
impassable to vehicles and even to troops on foot (1.8m) or more tall and up to twice as thick. The roots l
present a major obstacle. of the trees growing on the banks bind them together r
area is rural, so most roads are small lanes designed i n r o a n i m p e n e r r a b l em a . s .
horse-drawn carts, barely wide enough for a mo- Bocage Hedgerous are Wry Dfficuh Going, but only
ised vehicle. The main roads between the towns Infantry and Man-packed Gun teams on foot, and Fully-
wider and more modetn. but few and far between. tracked uehiclescan crossthem at all.
are usually banked up on both sides and lined
In addition, the hedgerous are so luergrown that
ees that often meet overhead
teams must stop their mouement on reaching a Bocage
farm buildings are usually made of the sme grey Hedgerow, ready to cross next turn. A team mutt stdrt
as the hedserow banks. The tile-roofed houses are their mouement touching a Bocage Hedgerow to crossit.
rather plain with little in the way ofdecoration to break This can resuh in disjointed mouement uith a platoon
their square lines. tahing seueral turnt to crzssa hedgerou as each echelon
fumers of the area mostly raise cartle ro make mouc: up tu the hedgrrow and rro'scsin turn.
famous cheeses of the region and grow apples to Like any Linear Obstdcl, tedms cannot end a Step sittittg
.ke into potent Calvados brandy. Crops like corn on a Bocage Hedgerou. They must be on one side or the
wheat are mainly restricted to the fltter open areas other and clearly either touching the Hedgerow or back
Caen
Jlom it.

ON THETABLETOP MOVINC THROUGH GATES IN BOCAGE


Bocage extended 60 miles (100 km) from north to \While gates are much easier to travel through, they are
sourh. and over half of that eastto ue.L. Apart from narrow and overgrown, making negotiating them slow
mhouses, small vlllages, enclosed orchards, and oc- and tricky.
al woods, the entire area of a battle fought in the
Gates in Bocage Hedgerous are Dif;cult Going. Lihe
shoulcl be coverd in bocagehedgerows. Bocage
the Bocage Hedgerows, teams must stdrt their mouement
ing requires far more troops to defend the smre
t7uchiilg d Gate to use it, and must st|P tbeir mauement
a n d s l o w t d o w n f o r w a r d m o u e m e n td r a m a t i -
upon reachiruga Gate in a BocageHedgerow.
ally. As a result, you will need to fight over a half-sized
(4'x3'l120cmx 90cmor 4'x4'l120cmx120cm).
BELLY
UP!
fieldsrypicallyscaleout to be 6-12"/15-30cm Tanks stuck on bocagehedgerows usually found them-
by 8-16"/20-4Ocm long. They are usually entirely selvesstranded with their nose pointing to the s$ and
ndedby bocagehedgerows with ferv gates through their belly pointing to the enemy!
the banks. Some fields do not have a gate at all, jusr an
Any Armoured uehicle Bogged Doun on a Bocage
ing barely wide enough to allow a wheelbarrow
Hedgerow usesits Side armour rdting is its Front drmour
cow to pass through
rdting uhen hitfrom thefiont. 7he hit still counts as being
ing small patches of bocage terrain on a normal 0n the Frlnt drmour, just with a lower armour rating.
ing table does not tend to lvork well as it essentiallv
i m p a . s a b l er e r r a i n l o r t a n k f o r c e sa n d ' l o w '
infantry battles. In this situarion, it is better to
bocagehedgerows as tall normal hedgerows as this
be anpvhere in Europe

:,t.. l.:.:::ilJ
''i:, i,ii:aai:*:
- a;.:

.E'

g*

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

ff
$
*$
'..]:
.i'::ar
'l:'
There are times u.hen discretiorr is nrost dchnitclv the . lJ thcyJ)til tlte Shill Test,the cntira phtoon i: Desrrol,ed
better p:rrt of valour and troops must le:rveLhe battle- n! The rc\lrtiiliLtg t/tn| thiilk tbe1,lnrc bcot tbtu-
fielcl. lt might bc becausethel'are so badly battered that rloned aud Jo/10u,Thadc?niilg tn%.
tbe)'can no loneer cfectivell'contribute to the iight. IJ'tba phtoou remrins on tabk, thel,da ilot (aLtqt tenms
It might be bec:ruscthcv rrclthetnsclvesso birdlv out- that Le.ftthrough their oun Deplolment Ared or tha tiblc
gun.ed and outnumbcrccl that retreat is rhe onlv viablc edge u,here their Rc:crucsttrriLte tts Destralad, they arc
option. C)r iL could bc tirat ther' have iust perfbrnrccl
:imply rta longtr part of their pldnton. Titns thttt cxit
their nission:rncl arc ro krnger reqrrirecl.
.lnn a tthle erlgc otltcr than their Deplo,ltnent Aret tra
Virhdr:rrving is ahvavs a risk rhouqh. Inexperiencecl a/ud.1,s[)estroyed, euen ifthe rcst oJ the p/atoon reudin:
troops seeing lriendlv troops leaving the battlefleld are on thr tdble.
all too likely to take drat as a sign thar thev should lcave
too. Onlv rvell-hanclie.lveter?nscan pull it off rvithout
L o n l r \ i n , , n d p " t c r t i . r lr l . ' r . r c r .
Afl! tedLilth/tt mouesofi'one oJ'thanblc cdges(eitba'partial\,
or entirel) is retnouer/t'tnt tbe ganc tnd utnnot rehrrn.
Any time thdt trnn: fon t Pldtoon noue ofi tht trtble
edge, thc pltttoon muit tnke n Skill lst.
. ( thq pds the SLll/'lcst, thI, understand tb( tiltical
signiJicante o.f the withdrtwal mtl trt unnfJcted.

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

UNLEsg IT MOVES
ACP,O'9 A FPIENDLY
TABL ED', H

s
|AM 13 DESTRC|ED

r..p
".^doe' Je- i
%," --
.,* t:a@l!::t", !if14i,l:t;.

.li:
f: }trl.

The following rules represenr rh bartlelield performance Ifthey succeed, the team t'rossest/te
ofteams with unusual characteristics and supersede the hahing at the top or bottom ofthe clilf
normal movement rules for these tems. The Arsenals . Iftheyfail, tlte team remains ultere it is.
list which attributes apply ro a particular ream.
A ream thot arrcmpts to erors on lrupassqbk

AMPHIBIoUS eannot shoot this turn, although it can usault.

Amphibious vehicles are designed to swim, carrving


OVERLoADFD
their psengers across rivers or lakes.
Super-healy tnks and heavilyJaden assault guns
Amphibious uehicles treat all [mpassable w/1ter terdin ds
overload their engines and suspensions, making
Dfficuh Going instead of Impasable. ( Passengersare very poor at crossing obsacles.
forred to Dismount for an1 redsotr while in Impasable
\Y/ben reqaired to take a Bogging Chech to cross
udter, theJt droun and count Destroyed.
Going, an Ouerloaded uehicle becomes Boged Down

FASTTANK d roll of 1 or 2, rather than the usual l.

Tnlc based on Christie's design are built around excep- An Ouerloadeduehiclemust re-roll succasfulSkill T*s
tionally powerful engines and llexible suspensions and cros:Wry Difiiculr Going.
can really move when the throrle's opened up.
UNRELIABTE
Fast tanles c.1n mtre up to 32"/80cm At the Double.
Whether poorly designed, unsuitable for the condit
Howeuer, they, still only go 12"/30cm during normal
or requiring more maintenance thn current
motement.
considerations will alloq these vehicles have a sisnj

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

Some infantt/ are trained as mountaineers,'Ihev can (an Unreliable uehicle attempts to moue At the Double;
scale cliffs that are impassable ro normal infanrry. roll a die. On a roll of I the uehicle becomes

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

Terrain (the1 can moue At the DoubJe dcrl$ them) and


WtDE TRACKS
rocky hills as Dfficult Going.
Some excellent tank designs have successfully utiiised
Mountaineers can cros Impassdble clifs and similar ob-
wider tracla, allowing them ro cross almost any terr
stacles (but not Impassable terrain in general). To do s0
If a uehicle withWitle 7aclesbecomesBoggeDotun
the), must ttart tbe Mluement Step touching the obstade
dttemPting to cros Rough 7rrain, ro/l again. On a
and not be Pinned Down (seepage 101).
of '/+ the uehicle immediatelyfrees itself and
Roll a Shill Tstfor each team instead of mouing in the
nouing.
Mouewen t Srcp.

HINK A TURNAH1AD
FAST IANKS A E BE1R AELETo
I^AKE USEOF IERRAIN. TNY CAN
Mav 32'/g1ca lNTo caveR auT
AF SrcHTCF TE ENEMY,
.. 1

THEMOYING PLATOON
SELECT Teams mouing in or across Rough Trrain may need to
tahe a Bogging Checl<.
a platoon to Moue.
7lams must pas a ShillTest to Enter a ContestedBuilding,
BRING FORWARD TRANSPORTS but mal ?nter a Checbcd Buildingfreely.
a Platoon's em?ry Transport teams back on the table,
to mlant up and maue out. The Transport teams
TO THE REAR
4 SENDEMPTYTRANSPORTS
not sJtootor nssaul, All enpty Tiansport tearns must be remoued and Sent to
the Rear.
MOVE ALL TEAMSIN A PLATOON
each team up to its Mouement Dist/lnce.
THE NEXT
5 RETURNTO 1 AND SETECT
PTATOONTO MOVE
mouing across mubiple terrain lPes, use the slowest
Distance
IN THE STARTING STEP
un Dismount belorc they or th(ir TrantPort
moue5.
FREEBOGGEDDOWNVEHICTES
Pas a Slzill Test in the Starting Step to Free a Boged
iansport teams can mo?e before or afer Mounting
Down rchicle.

FULLY.TMCKEDTANKSANDTR^NSPORTS
Stmdard Thk 12" l3cm 12"l3cm 8"l20cm
Light Tnk 16" l40cm 16"l4cm 8"/20cm
Slow Tnk 8"/20cm 8"l2cm 8" l20cm
Very Slow Tmk o /I)cm 6" ll5cm 6" I l5cm

OTHERTANKSAND TRANSPORTS
Jeep, Motorcycle 16"l40cm 24" l60cm 4"/lOcm*

Half-tracked 12" l3cm 18"l45cm 4" ll0cm


\il/heeled 12" l30cm 18"l45cm 4"/1Ocm*

Slowwheeled, V'agon 8"/20cm 12"l30cm 4" Il0cm*

INFANTRY
Cavalry 10"l25cm 10" l25cm 10"/25cm"*
Infmtry o /l)cm 6" ll5cm 6" ll5cm*.

GUNS
Man-packed Guns 6" I l5cm 6" tr5cm 6 " / I 5 c m" -
Light Guns b / l)cm 6" ll5cm 4" ll}cn*
Medium md Heary Guns 4" ll0cm 4" l l0cm 4" llDcm*
Immobile Guns Cmnot Move

':'t..::'
:,::.,
r..l:: r,.

i:t.;.r',
without leadership re like mts without a queen. Without orders and dircction, they will tend to
wait around doing clos to nothing as possible. As soon they are properly led, they become a deadly
fighting unit. In a Flames Of War battle it is important for teams to remain close enough together to be able
to receive orders from their ofcers.

CommandDistance.... .......... 65

CommmdmdMoYement ......... 66
Movingwhileln Commmd............. 66
Moving'*/hen Out of Commmd, ...., ... 66
StayTother. ........67

WmiorTems. .......... 68
JoiningPlatoons......,....... 68
V/ho'slnCharge. .....69
WmiorSpecialRules.. .,...... 69

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

AlliedPlatoons ..........7O

]h:,ail

ffi
The ability of a platoon to spread out effectively will IN CoMMAND
depend on its training and experience. Battle-hardened In a Flames Ofwar battle, a team may be eithei
veterans have learned to spread out without losing in command or ut of command.
their cohesion. Less experienced troops need to be A team is In Command if it is either:
closer together so their oficers can supervise them . wirhin Command Ditanre of its I'latoon
more closely.
tegm, or .:i
7he Commant{ Distance table giues the maximum
. within Command Distance of another team from thd,.
distance a team mal be Ji'om another to be uithin
phtoon that is itself In Command, therefu forming
Command Distance of it. If two teams haue dffirent
chain back to the Platoon Command team.
Command Distances, tahe the /ower Command Distance
to determine if they are uithin Command Distance of Ifneither ofthese applies to a team, then that team is
each other. of Command.

b / I)cm
MovING WHILE IN CoMMAND MOYINGWHEN OI,TTOF COMMAND
A platoon moves together as a group. A1l of the soldiers It is sometimes uselirl to leave a team to guard a Ilank or
stay close enough to receive new orders. If necessary, provide covering 6re for your advance. Once the teamt
the platoon commander can orcler individual teams or r \ k i \ ! o m p l ( l e . i r m u s t r e t u r n I o i r \ u n i r t o r e c e i v cn e w
vehicles to halt and provide covering fire while the rest orders. Once they sce where the rest of the platoon is
of the platoon advances. going, thev hasten to catch up.
\ilhen mouing, a team may eitlter: Mouement by teams that staft the Mouement Step Out
Moue so as to be In Command at the end of the oJ'Command tabesp/ace aJier alL teams in their platoon
Mouemerut Step, or thit stafted Ift Command. haue mouec/.
\ilhen a team that was Out of Command moues,it must do
Remain in place uithout mong.
so as to be In Command, or ds c/oseto being In Command
This allows you to leaue teams in place t0 shoot uhile
aspoxib/e, at the entl of the Moueruent Step. lhis doesnot
othersmoue of under their protecrion.
rquire a team to moueAt the Double, ahhough it ma1 c/o
s0 if the ouningplayer wishes it to.
If the p/atoon does not haue a Commant/ team, lts tetms
cdnnot moue to be In Command. so cannot moue at d/1.

'..::l::.:::
.-'..]

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

1,'
Some soldiers stand out from the rest. Their outstand JoININGOTHERW^A.RRIORS
ing performance in combat and strong leadership marks Sometimes a leader finds themselves with no friendly
out as warriors. Most warriors operate independ- platoons to call upon fot assistance. In that case they
ndy, roving the battle6eld, while others ae part of a gather any nearby troops and form an ad hoc platoon.
atoon, fighting their batde with their comrades. AWarrior team can Join any fiendly Independent teams
Ahhough the\ are not a platoon, Warrior teams that are andWarrior teams within Command Distance insteai oJ
not permdnentb ?art of a platoon mou l1sd Platoon on Joining a platoon Ifthey do so, thel beclme the Platoon
r own. They do not ned t0 remain witbin Command Command team ofa temporary platoon that exkts until
Distance of any otber teams the end of the Step. Other Wanior teams can thn Jlin
Warriors that areliansplrtteams dre neuerSent to TheRear the temPoraryiPldtlon in the same aal thql wluld Join a
ior remouedfrom the tab/e unlev thel are Destroyed. normal platoon.
',
Company, and Higher Command teams are aluays
ONLY JOIN OWN COMPANY
Warrior teams. 'Silhile
captains and majors lead their own compny,
Varrior teams are not Independent teams (seepage 70). colonels and generals command the whole battle,
welding their commands into a single seamlesswhole.
OINING PLATOONS Most Warrior teams can onl Join pktoons fom tbeir
lX4rile mostly free to operate on their own, a warrior 7wn c7mp!1ft], but cannot Join an Allied platoon (see
will often want to join one of their platoons to lead it page 70) supporting their compdnl. As 4n exception,
through a critical part of the battle. Higher Command teams can Join platoons from any
WarriorsmayJoinfriendly platoonsat aryt time in either friendly compaq,, again excePtingAllied platoons.
4er's turn. A \Yarrior team can Join one friendly
within Command Distance in each Step. Once WARRIOR'S TR,NSPORT ALSO JOINS

tbey Joire, they remain Joined until the end of the Step, A warrior's vehicle is essential for rhem to do their .job.

at which point they dutlmaticallJ ledue the platlon. The! They stay with their leader come hell or high water.

Join the same or a dffirent platoon in the next Step. A Tidnsport tedm belonging to a Warrior always Joins the

A Warrior team thdt is a permanent palt 0f a Pldtoon sameplatoon as theWarrior, but remains dedicated to that

cannot Join dnother pll1to7n or tedm. Warrior. It cannot carry teamsfrom the Joined platoon.

'.;. :.'':ll.
:.tl'l;::.':,'
ti,ti.:..:r.:-
.'l

WHO,S IN CI{ARGE? UsE PL.TooN'sMoTIVATIoN RATING


'Old
\Iy'hile the Man may be able to inspire troops
Company commanders can order anyone in their
ght harder, the main factor in whether a platoon will
company to do whatever is needed ar the time. They
stand or fall in a crisis is rheir own beliefin tieir abiliti
simply walk over, give the order, and leave again.
and rheir quse.
When a Warrior Command team Joins platlon that
Pl.atoons aluay use their oun Motiutttion rating,
doesnot ltaue a Pktoon Command teatn, they becomethe
than the Warrior', Motiuation rating. when
platoon's Command team leading the pldtoon in ptace of
Motiuarion fest,. un/es, the Warrior's ,pecial rules srate
the normal Platoon Commantl team.
otberuise
CoMMANDLEADERSHIP
The
'Old
Man', has the experience to know just how WARRIoRSPECIAL
RUtEs
'Silarriors
critical the situation is and the leadership to encourage are by their very nature extraordinary,
his troops to hold out for just a little longer. of feats barely considered by common soldiers.
A Company or Higher Command team alway re-rtlk Warriors haue their own specia/ rules, and unles ot/tet-
failed Motiuation Tests that it is required to take, except wi'e spccifcd in rhe sperial ru/e. Warrior t(ams are
when tahing ComPany Morale Cltecks, unless the team is afected by the special rules of a platoon that thelt
Bailed Out (seepage 102). and conuerselythe platoon is not afected by the Warrio
A platoon or /1 tem, unlessAllied, fom a platoon Joined reams special rulet
by a Company or Higher Command team may re-ro//
any Motiuation nsh it ^ required to tahe, unless the
Company or Higher Command team is Bailed Out.

JoIN AT ANY TIME


A Varrior team canJoin a platoonat any time. This
means that it can Join a platoon that has just failed a
Motivation Test before that failure takes effect, and allow
it ro re-roll the failed test. Since it is now part of the
platoon (until the end of the Step), it will be afi'ecred by
the outcome ofthe success or failurc.

Howeve! no matter when a\farrior teamJoins a platoon,


neither it nor rhe plaroon can benet from a roll made
previously by rhe other. So, the Company Command
team could not Join a platoon that had passed irs test
to make a Stormtroopers move (see page 241) and rhen
make a Stormtroopers mole with rhes.
!.:,
:t'

t' ::: Independelt teanls are reams iike compan]'com- )fthe Independent tedm ls Destrol'ed, the Tnnsport tearn
manders and artillerr. observersthat do not operate as is tlso Destroyd, but thc l)estructian of tLe Transport
permanent menbers of anv platoon. Instead their roles tedrn lt/tt no efct ox the hilepeudertt tedm itse/J
require them to move benveen platoons as the barde A Traxsport team be/ouging to tn Indepandctt rearn
progresses,or eyen to head o1Ton their own. ctnnot cdrry au1 Passengers
otber than lndepend(ilt Tunxt.
A/though they are ilot d ?/dtoail, [ndependent tearnsrnoue If itt Independant tedm Disntount5 al/ other PaserLgers
as d ?/atoon on their au,n. Thcl do xot need to remain nutt dlso l)ismottnt, tnl tl,e 1)un:port tenm lilust be
within Command Distdnce of an.1,otlter tentns. Sent to thc Rear. [t un he Brought ];orwnd again kter iJ
rl', I'td' p, qJ. q, ,il'q tcel, ir tg,,iq.
INDEPENDENT TEAM'S TRANSPORT
Commanders often hirrretheir orvn personal tr,rnsport
in order to move around the battlefield quickl1.. This
vehiclc is rheirs and theirs alone.
If an Independent teitn hit a Transport team, the
Tinnsport ledm operatesa: ptrt oJ the sameplatoon as its
Independent tenm.

Sometimes-in situations s'here this occurrcd hist-


orically-forces n'iil contain platoons ron allied
armies fighting alongsidc 1'our main force. Vhile allied
platoons have to obey vour orders, thev onlv ansrverro
their own commande rs.
An Allied platoon is one of a difirenr ndtionality from
the Companl HQhr d diJferent hrdnch o.fsaruice under
the German Reich Diuided special rule on page 242).
Warrior teamsand Independentteamsmal not rc/untdr-
il1, Join an AIIied platoon, and tannot Spot for A\lied
Artiller1, Batteries (seepage 126)
The exception to th^ is that US dnr) Britisb teaus can Spot
(lerman
for each otheri Artil/ery Bombardments, dnd
tedmt can Spot Jr ()erman Artillery Bombardments,
regardles: of brancb.

%
;;;i;;';;'Ji';;"; g";".'rh.'",ti;,;t ;i;;"p;;; ;q;ippt"s;;';;; ;" ;; J;;; .
md win the day for yout side. Once you have frnished all of your movement, it's time to shoot.

Select the Shooting Platoon 7. Roll to Hit


Select the Trget Platoons 8. Allocate Hits to Trget Teams
Decide'(/,ho will Shoot at each Platoon 9. Roll Savs forTams thatwere FIit
Check that the Target is Valid 10. Roll Firepower Tests for Amoured Teams md
a. Checkline ofSight Teams in Bulletproof Cover
tr. Check Range ll. Mark or Remove Destroyed Teams
c. CheckFieldofFire
12. Return to 1 md Select the next Shooting
Rotate to Face the Target
Platoon
Check if the Trget is Concealed
13. Pin Down Platoons that were Hit Five Times

Cm Shoot .. , . ..... 73 R o l l S a v e sf o r T e m s t h a t w e r e H i t . . . . . . , . . . . 97

theShootingPlatoon...,.,.. A r m o u r e d V e h i c l e S a v e s ., . .. .... 97
73
FrontorSideArmour.... ...... 98
t h e T g e t P l a t o o.n. . . . . .........,,. 74 UnrmouredVehicleSaves,,,... 99
SplittingYourFire...... .......74 InfantrySaves ...,....99
Shooting at Isolated Groups . . . .. 74 GunSaves. ....,......99
W a r r i o r s& I n d e p e n d e n t T e m s . . ..., . . , , , 7 4 NoSavesfromBigGuns ....... 100
CheckthattheTirgetisvalid. ...... 75 BulletproofCover...... ..... . f00

Y o u rL i n eo f S i g h.t ......... 75 Psengersintmsports .....,. fOl

lnteroeningTerrain..... .......76 Psengero


snTnks . ,....., .. l0l

..... 80 Bailed OutVehicles. ..,. . . . . . . . . . 102


$hootingNeuFriendiyTems.
C h e c k t h eR m g e . . ....... 81 DestroyedTems ...,.... 103

CheckYourFieldofFire.. ......... 82 PinnedDownPlatoons. ...,...... 104


Wrriors mdlndependentTems.. ...... f04
t o F a c e t h e T g e. t. . . . . . . . . . . . , . , . . 84
RallyingFrom PinnedDown ........... lO4
i f t h e T r g e t i s C o n c e a l e d. . . . . . . . . . . . 85
CommmdCualties... .,....,.. f05
C o n c e a l e db y L i n e r Obstacles........... 86
AppointingNewCommmders.. ..,.,... f05
ConcealedbyHills..... ....... 87
ConcealedbyAreaTerrain ...,.. 88 WrriorCualties..... ......... 106
. ConcealedwhenDugln ........89 SmokeAmmunition.... ....,..,. 107
ConcealedintheOpen ...,..... 89 Buildings. .... . 108
, L o o k i n g t h r o u g h M u l t i p l eF e a t u r s . . . . . , . 8 9
S n i p e r s. ...... flO
G o n e t oG r o u n d . ........ 90
VehicleVeapons ... .. .,. lll
RolltoHit. .....91 MainGuns. ...,.,...111
. HowMmyDice?,... .,.......,91 Machine-guns ..,...,ll2
Machine-gunMountings. ...... ff3
HitstorgetTems.............., 93 InfmtryVeapons,..,,.. ....,,..ll4
Overkill ..... 93
Mm-packedGms...... ......,.f16
ShootingatMixedPlatoons ..... 94
HitVeakestArmourFirst. Lrger Gms . ..... ., ... ll7
...... 95
GunTanks ..,.......,96 GunTeamscm Fire fufes. .. ......... ll7

B u n k e r B u t e r sa g a i n s t T m k s . . . . . . . . . . . . 9 6 ShootingSpecialRules... ...,.,.. ll8

ShootingSummary..,., .........120

' :1.:,:.
.,j.:i ,::r.:,:t.::
Shooting is nor as simplc as just ordering vour soldiers Some teans nav also havc:r linc listing
to'Firel'It i s a b o u t m a i m i s i n g t h e e l } c r i v e n e sosf dreir char:rcteristicsfor firing bombardments.
every wepon at vour disposal. Pick vour targets cirrc- Alrhough rhi. wpe oi tire i. ,ondu.r.d during
fu1lr.-not every enernt,solclieris worth expendirg your rhe Shooring Step. it is distinct f'rom normal shooting
repon-erupon. Choose lout moncnt well-sometimes ancl must be conducted using the Artillerl. rules (see
holding 1.our fire u'ill pav divjdends. p a g e 12 1 ) .

WHO CAN SHOOT NO SHOOTINC


AT THEDOUBLE
Unsurprisinelv, almost all ofthe soldierson a battlefield \ilhen troops mo\re at the double, reaching their new
are capableofshooting:rt the enenl'. The ferv cxceprions position is their onlv concern, leaving no time to shoot
to this re troops with a specialistjob, fr ex:rmpletruck accurateh-.
drivers, or rveaponsu'hicb have bccn dcvclopccl ro use If a tedm nouad At tlta Doub/e, it ma1 nat shoot.
a verv specific metlrod of attack, like rocket launchers
rvhich cannot shoot dircctlv at thc cnemr'. but can only
llrc bombardncnrs.
Any tean wltb tuedl,onsli:ted in their Arsendl is eligible
ta shoot at the enem1,durlru" the Shooting Stap.

s'ii

Although to the untraincd observer iire on a battlelleld Tire inporrant rhing to remember is that _you rnust
r n r r l o o l <t h . r o t i .r n d u l L o n l r o l l e ( 1. .r i . i r r L r ,r u . u . L l l ) finish shooting rviLh rhe rvhole plaroon before noving
well-coordinated and timed to achievenruimum eflct. on to shoot t'ith other plaroons.
No soldier has the luxun'of an rLrrlimiredirmmo supplv Not cvcrl'plaroon nusr shoor. Sometimes it is better
a n d t l r . f l e e d , ' mt o \ l - u , , r. r Lr r r i t l r i n g t h r t m o v r r l to bold rrcur rc and go to ground rather than make
In the Sltooting Step, yott shoot utith an.y or a// ofl,our voursell a trget br shooting.
platoons one b1 orte. rYhen n p/dtoon sboots, each teant
that uauts to sboat in the p/atoott sltoots its uetpolr.tt
the enemy.
Once yoube fnished shooting with one oJ'.yourplatoons,
moue on a tht next until all ofthe p/ataons tl)dt !0u adnt
to sboot with haae shot.

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

l3;
ihe excitement md confusion of batde, itt not usually WARRIOR& INDEPENDENT
TEAMS
ble for your troops to pick out specic targets. They
Commmdrs arent stupid. lfhen moving around the
at whatever they cn see. To reflect this,.teams
b a r r l e f i e l dt h e y r r y r o m e s u r e t h e y d o n ' r b e c o m e
at enemy platoons rther thn at specific tems.
s i r t i n g d u c k s f o r e n e m y l i r e . B y s t a y i n gc l o s e r o r h e i r
must selectan enem! Pla.toon or Independent team to men they make it difficult to be picked out from the
at uith the platoon tbat is shooting. ordinary soldiers and any shooting will have to tilget
the whole group.
PLITTINGYOUR PLATOON'SFIR.E \Yhen t Warrior team rhat has not already Joined a
vour trooos will usuallv concentrate their fire platoon this Step is selected as the target for the enemy's
the most dangerous enemy platoon, you may oc- shooting. it must, if possible, immediately Join a friendl,
want to split the Iire of one platoon across platoon (seepage 68). It must Join a ?latoon uith a team
enemy Platoons ofthe same type (Thnk, Tiansport, Infantry, Gun) ifone
platoon may s?lit its fre to shoot dt more tban one is auailable, otherwise it Joins any friendly platoon.
pktoon. Tb do so you nust declarc uhich ofyour When an lndeprndent rilry ('uch os an artil/ery obseruer
will sh0ot dt edch enem] ?latoon beforeyour platoon or recoury uehicle) is se/ected as the tllrget for the enemy's
shooting. shooting, it must Join a platoon (f it can) as if the1,uere
team must shoot dll of its ueapons dt tl)e same enemj a W'arrior team.
so a tan/efring its main gun and machine-guns Shooting is then resoluedagainst the combined platoon,
thoot them all at the same enemy platoon. If some including the \X/arrior and Independent teams.
a teami ueapons ran| amage the rarget or are our of
tben you usualQ uon't shoot with them. SHARING
THERIsKs
Sometimes a cornmander needs ro take a lew risks ro be
G AT ISOLATEDGROUPS a n e f f e c t i r el e a d e r .

your opponent will split their platoons As well as being furced to Join a platoon when targeted
to several groups, each covering a different avenue of by enemy shooting, a W'arrior team that h not Joined
ach. V/hen they do this, you can direct your fire at a platoon thls Step and is uithin Command Distance
most dangerous group md ignore the rest of a fiendlJ platoln that is selected as the target for the
enemy| shooting may Join the platoon if the owning
an enem1p/dtoon is suffcientQ spread out that a part
player wishes.
it is not uithinCommand Distance of the rest, then the
is brohen into two 0r more Isolated Groups (one
which has the Platoon Command tean).
may chooseto shoot at an Isllated Group rather than
whole platoon. Ifyou do so, treat the Isolated Group
if it were d separate enem! platlon. You must declare
you are onl, targetingthe IsolatedGroup before,ou
the dice.
Before you shoot, you need to make sure your rroops Ar lcast one team from thc rargetplatoon
a c t u a l l l h a v es o m e c h a n c eo f h i r t i n g r h e t a r g e r . fulfl all ofthese criteria for the platoon to be a
For each team in the shooting platoon checb that the ualid target. Iftltere are no ?alid targea in the targit
target platoon is within: platoon, se/ectanother platoon for that team to shoot /1t.
. Lin( ofSighr.
ldeally, all of the teams in your platoon will be able to
. Range, antl fire their weaponsat the iarget platoon, If some cannor,
. Field of Fire. e i r l r e r l e c rr d i l l r e n r a r g efro r r h o s er e a m ro r d o n L f i r e
".
w i t h t h e mt h i r r u r n .

Put yourself in the place of your soldiers lying flat [ooKING To /A.ND
IRoM INFANTRY
^A.ND
GUNS:
on your belly trying to be as inconspicuous as possible. I n l a n rr y a n d g u n n e r so p e r r l e p a r t o f a c l o s e - k nri r e r m
You cmt see much of what is in front of you, and you Individual solcliers arent as important as the team as
definitely cant seewhat is beyond rhe nexr hill or in rhe whole. The specific location of the individuals doesnt:
middle of those woods over there. matter as much as the location of the whole rem.
A Line of Sigbt is the imaginarl line along uhicb your Trace tbe Line ofSight ofan Infantry or Gun team to
tedm tees the enemy. If the Line of Sight is blocked b1 fron any fgurc or wcapln in the team. ln addition, L
terrdin, the tdrget is not aalid. ofSight can be traced to andfrom the space that would
1ccapied b)t a srandingfgure anyuhere on tbe base (m
WHAT YOU SEEISWHAT YOU GET the fgures on the basestooclup and moued around).
'lhe
easiest way of deciding whether a miniarure can
lgnore prorrudinggun barels, extra basesho/dingloadi
see another is to physically gcr down to the level of the
miniature and tal<e a look at what the miniarure could
crews, and the lib. Tiedt teams modelled with
see from its current position. So il while looking from terrain ds ifthe fgures uere standing ox the base.
directly behind one ofyour tanls, you are unable to see
solte enemy tanks because some miniature houses on LooKINGTo A,NDFRoMVEHICLES
your tabletop are in the way, then it is safe to sume thar Vehicles ght as individuals, each standing alone, r
your tank commander could not see rhem either. than as teams occupying a general area.
Ifyou are still not sure after getting down and looking, Tiace the Line of Sight of a uehicle's ueapon from
ask your opponent to have a look and get their opinion. uel1poni mounting point on the miniature. Tiace Line
Ifyou can't come to a quick agreement, itt obviously too
Sight to ary point on a uehicle model, ignoring
close to call, so roll a die-l,2,3 yu have Line of Sight,
inggun barreh, bases,Ioaing creus, and other
4.),b you don t.
excePt trailers and nued Gun tedms.

a.f
r+'
lr

TNTERYENINGTERRAIN TEAMSCNBESEENOVERIOWERTERRAIN
lfthe opponent is tal1enough, they can be seensticking
The world is not flat like a billiard table. Ilills, gullics,
out above lredgesand standing crops.
woods, hcdges, crops, and buildings abound, breaking
up the line ofsight ofyour troops. Terraln rl.oesnot bloch Line oJ'Sight ifeither the shooting
t,ary or j/, tarTtr dE raller than it.
Terrain tbat is taller tlnn both the:hooting tetm and its
target blocks the Line OJ Sight oJ'tearnslooLing acro:s it.
T E A M S o N H I G H G R O U N D S E EM O R E
A tean occrLpvinga hill or sinilar high ground (such as
TEAMS AGAINST OBSTACLES SEE THROUGH
a church tower) has a much better field of vierv thal a
No matter how tall a hedge is, troops thar come right up
grutrt hugging the ground bcJou'.
to it rvill be able to hnd gaps and seewhlt's on the other
side. In doing so, thev sive the enemv the opportunitv A teant on higher grotrnd runy be able to seeatross Trrain
to spot thern roo. t/tat uould nornafu blotk lts Line of Sight. lhe only ua.y
to check uhether thcl ltdue a Line rfSight is to looh Jtom
A tedm placed utith a base edge or fdce of tlte model
the mi.niaturei position dntl see if it cdu seethe enem1,.
tquare agdinsT d Linear Obstdcle that would norma/ly
block Line oJ Sight, cau seetnltbing on the other side oJ
tbe Obstdc/e, euen iJ'the encmy is aho touching the sdme
Obxacle further along it.
A tedn the iutersection of twa Linmr Obstaclescdn sea
acrox eitber oJ'them, including acrox tht conter inta the
feld dinqounll.vt, tu" fi,'n ir,,lI

i:,.:r-;1,
T1AMSSauAREuP AAINST
L]NEARlgRRAiNcAN3E ANDBE SEENfHRou^H If
-..,
t!::,_.-:**..:

TERRAINSHARTER11,]ANON6 OR AATH TEAMS CAN BE SEN AVER BY BATH TEAA^,S.

TEAMS SHARTERHAN ERRAIN 'ANNCI 9E EA AP,E, A5 IH' IERRI]zLCCK1 T\.IR LIN CF 3I6HT

"e.g*-
'tAvS j?J-\) -?+r\
J\ - iite --r'\ aa a\) ), S;E\ j,;F
78Ail3 IN OR CN lHE E%E TAtAslNstz ARA '.
CF ]/ICCD' APECCN'EALED ; .AN ONLy ]
*oh' 7A A)LLC\ER 1TAM3, :
TERRAIN
>cc i fraK iaAr\> u.
---.-ii:r!.i i::.:.,.-:- -. -
:i... tk ic 6',/15ail AttAf.

o*-

T.AIA,5CU31'EAREA
ERRAIN .N 56
7EI1SCN TEED6E
AF lHE TRRAIN. ;r
=5 c"
r1 ,
ir:i',.t

a
,;T -{ t -aa
\' -<-'--;Da A?ea
-l"<bt\
;, ^, -EavS
1 4 ar'\ -'\-' SeE l\al)E

THE 6'. RUtE_LooKING INTo AREA TERRAIN LOOKING THROUGH GAPS


\boclsdon'r jusr block visitrilin to troops orr rhe hr \\'lillc'r s o l c l i e rr r i q l r t q e t a g l i r r p s e o l r l r c c n e n r ,
s i c l e ,t i t o , a l s o h i c l et r o o p s u i t L r i t rt h e r r e sl ' c l l . t h r o t r q he s n i e l lq a p i n r h e r e rr e i n . i r u o n t b r e n o u g h r o
-llrrtin p o s i t i r c h l c l c n t i h t h c r a f q c ti l s e l ) r n i \ .
Ait.tt ldtt th,zt snLrrlr/lts tlt crlgt ol rct u;t bc
seeu b-1,111sp.;
ott tl,t s,trut silt o-ftltt,'1tu Ttnnin, Lut Iitr tittrr l\!t( t! :<t!l o.f,rr ltrsr l i,l.ltitt i,Lrti',t'i :ir l
'/i,ti,tiit
is out a.l'Litrc ol'5iglr ro t(/.trt! o]t rltc .fr :ilt o.l tl,L ltct/rrc: rti tnr. Liil( a.l'Si.<l'til,ittt.!i, ir. l,tt
Area Terrtiu. ilrlli'0il' .,4tp rttlttirL: .),au la !f( tltrotgi, oi Oic, il,,
'letns 'lirtrltt t(ivtit iltrlanil.
u'lthirt lrcr
contS,Lctcl.l, rlurt i: r,tlkr tluu
borl, tbc shaotin:<tcnnt in11 ilt( 1lIt::d L'lti1ror!cL'0i b( .\r.il
bl,ttt;tLs ittort'thut 6"/l jctit turtl,. ;Ltl ttttu lt.tnttr/ thl:
B O C A G EH E D G E R o w S
Iti Lhc Bor,l,:,'cvcn tirc gatrs rrc nrrssivelr'o\arqr(r\\'r.
di'nutt ii orr o.fI.itt ol .\igLt
mlling L h c r n j u s r e s c l i l l i c r L l rr o \ c c f h r o l r q h .

Ilottgr Hrrl.g;r't,. ,iitl .,!.,rtt, ,titri oti,c, t;,11,, 1it1ltlait


ti,citt. ,tit t)i.i,a!.)ailitl.itttti (),l,ttl,, ,titri i,l,,,i: I t,tL

ol 5i.<i,r.

A IE.AII /l|AV CNLY 'IIOCT tsTTilCN


KltsN!L/ ts4vl: L K :K<AIN tstsA i r<ts>
-
c --at t?t. t- -aa'- I 2.5Cv pte- {r;

f /2.5ct\^

*. :i9+
-.,t ,t:t. -

\ !,', "l
t-'r'
;.'-'-.:
'1.J ":t f,-r
.f.
, '-*
,;-,$ n* *
sAsEls l'/2.5a,r, ?,rriEfir'KrN6
A S:AALL

:;:.Lit:.a.-..=:

i:
';-1ry-:

i FAI/ s FAIR! lF THeReEN'TNouH


oF A TEAMTo sHoar A1,THN rsNi ENaulHFaRrr r sgoor gAcKeHeR!
THER

NOT ENOUGH
TO SHOOTAT
-fhere
are quite often tirnes when you look to see if IJ only d smt/l part oJ the enerny team, sucL as t ttnk's
lou have line of sight to rn enelny teanr and can only gun bdrrel or mudgl{drd, or part oJ dn inJ)mtry Jigure, is
see tinl part of rhe te:rm- This isn't enough to sitoot in Line oJ Sight, then it b not a ualid target dnd cdnnot
at, as even if you did shoot at it, you wouldn'r hit be shot t. Cortterse/y, it cannot shoot back either.
arlything cfitisal.

TATKTo YoUR OPPoNENT


Because terrain and scenerl. arc one of the mosr variable
things in m iniarurc wargam ing rve can't give hard and fst
rules aborLt rvhat your troops ctl ancl crnnot see. Thcse
pges conrain somc guidelines bur in the end ir is goins
to come down to voLrr imagination and comnon sense.
Be reasonable in this. For cxample, if a r:rnk is almosr
completell hidden by a building, ancl onlv has a bit of
its track or gun barrel shorving, it's not rcally enough to
shooL ar. If in doubr, rcll your opporcnr wherher you
rh'n\ ).ur rrrr. ir \iJJc- or rr'' \'o|il\( :r irro
"1.
position. Lil<ervise,it is a sood ide:r to rell your opponent

Iour i[tention wher] you position a vehiclc hull dolvn


behincl a hill or a lorv rise.

iii!
rI:i
j::'
."...

i is not enough to be able to see the enemy, you need to A team may only shoot betueen tuo Jriendly teams or a
able to shoorrhem withour hirring friendll troops. Trrain Feature and a friendly team if thel are at least
| /2.)(m apart.
THRoUGH ENEMYTEiA.MS
can always shoot through the position ofm enemy INFANTRY
SHOOTINGOVERSTATIONARY
ro hit another behind it. Your soldiers dont care if Shooring rhrough your own rroops is too risky, bur
accidentally hit enemy soldiers they werent aiming ' h o o r i n g o \ e r t h e m i s o k a y i f r h e y h a v eh i t r h e d i r r .
and the team in the way quickly gets out ofthe line of Whic/es, Gun teamt and Bunkers can shoot ouerfriendly
re, rhankful that youre not shooting at them instead. Infantrl (but not Caualry) teams that did not moue.
tedm mal shoot through dnl enem! tdm 4t another Infantry teams shooting dt uehiclrs can shoot ouerfiendly
beyondit Infantry (but not Caualry) tearus that did not moue.

SHOOTINGTHROUGH FRIENDLYTE^AMS SHooTINGDOWNNARROW


LANES
it is possible to see through your own The narrow lanes often found in bocage corntry are dan-
they don't interfere with visibiliry like a hill or a gerous any advance must be on a one-team frontage.
does-it would be foolish to try firing through
A team in a Nanow Lane is considered to be square up
asrhe ritk ofhirring rhem i. too great.
against tlte Bocage Hedgerows on both sides ofthe Lane,
team may not shoot through a friendly team. If you sofriendly teams cannot shootpast it doun the Lane.
draw a Line ofSight to tbe eneml te4m without
A uehicle in a Narrou Lane can fre turret-mountecl
tbrough afriendf tedm, lou ma! nlt shoot dt the
ueapons freely, but can only fre hull-mounted weapons
team, abhough yu can still see it to Spot Jr an
dt tdrgets in the Lane or touching the Lane's Hedgerous.
Bombardment (seepage 126)
leam may f.re ouerfriendlj, trooPs at targets on higher
lower ground, prouided that the Line of Slght ckarlt
aboue rhe heads ofrhefriendly rcam

FRIENDLY
NG BETWEEN TEAMS
the same reason, soldiers are reluctant to fire through
ps between friendly units unless the gap is su{ficiently
wide to quarantee ther. won't hit their own men.

:.r:::',
-:
Although modcrn rveirpons havc thc potcntial to lire tVetstrre thc mngc to or f'an the neircst Paint ail d
oler verl' long clist,rnces,on rhe battlefielcl anidst all uablclc nodaL igtaring protrudiilg luil birrck. bniet,
the noise ancl coniusion, the ellecrive clistancc of ir /oddiug creu,:, tnd other accessoricsexcept tni/ert iud
rvcapon is usually rruch shorter. llle kev is nor hou, lr lbuct! (jun tcttts.
thev can shoot, bur hos' f:rr ,rrv:rv rhev c:ur acrually see Mctsurc the rntga to or Jiont tn lt.flntr.), or Gun tettLil to
their rarger. Your rroops will nor rvaste their precious or f'om txy paint on thc tatn\ bne. Ignora protruding
mmunitioll slrootinq:rt targers they have almost no gut birrcl!, ir.l,extri basesho/diug loading leur, ntd
c h a n c co f h i t t i n s . D o i n s s o n o u l d p r o b a b l v o n l v r c s u l r tltt likt.
in clraning unrvanteclenemr,fire ilpon thensclvesl
Cherb the r.lugefroLn etcb tearn in tLe sLootirtg pltoort
! , , r / t , ! 4 , n j i , , r h . 1 , 1 , g1,1 , / a 1 " a . ,
'ltnu
cdrnot hit enem1, tetns bq,ond thc rytxirnunt
nnge of tlteir u)il?oilt Sir(t b.ye ir Rttgc cl,nrtr:teri:Tit'
iu thelr Ar:end/ /istittg.

/AuslBEiltTHlN, 211'/6Ac/v'
TeAMs & I
***_=-
*31t
THIS SM6 TAI\^
PAN6E F HEIP APGES
TA HI THEM,
CAN ANLy HIT IHE
ANll-i-/NK 6UN. 5
11 l1c\^

1
r +- : E Er*'r
t * dt

l-J
WITH A RANGEaF 11,/IA)^A, i-*
']i'-+ I
THIS 3/A6 TEAM CANHIf s
THREE AF THE ENEMY
]NFANIRv 1Alr4S. THEHMG l1Alv\HAsA RANEoF 2q,/6Ac/A
3C CANHITALLCF lHE ENEMYIEAMS.

'ai
luRR-,{4cui\ite,irNs aN aEa<P?ElS a/NNCl SirCal
sHcc tN r'NvilReai-tcN. HRCDalltllR Cr'iN\"/t1iaL.

=*- ' --
,r.
'i ri-

i ''.:l'
,:,t"*

'r,

HNLL-,\\CniiED NNS a/N CNrv s,tCC


AT iAR3aiS C ll.llR l\l... Rr' -/l/,cu\Ttt.

J
Your rloops nirrsL bc PoinLing Llrcir t.-;r;rons lr rh. TANK TURRET5
fneJll t o b c r b l t - L o s h c , o r e r r l r c n r . \ l o s t l l r h . t Ls n o L e N l o s Lt r u r k\ \ e r p l r r s i l c n r o r u r t e ci n
l tLrrcr'I ,, , ,,r'
problcnr. but ifsonriorc s r r c . L i . -L* L p f r o n r b i h i n r l . rou r h c t l i o i r c l , r o r r q h tr o b c a r r r l r c , r r r q t r . i r , r r ,:r..
cottLcl bc in Lroublt. I L s r . r s v c n L r L r g l rt o s r i i n q r r r i 1 1 . ,i.'ii.i.
rttounrl Lo shooL eL sorreonr bclrinrl rou. brLr ir's e lor | r ' l , j ti t i t t :i t , r :i , , i i ' L, r , t l i ; t t j t ,o t t t l , t i r l ; t i r i r i i ' ,
hrrrlcr lirh ln rltl-Lrin]. qurr *cighin.g o\'.i .r fon.

,1 r,t,tVoit': liiL/tl ol I:irt it tl,r,t;r tl,trtr!1, LLititit ir tt,t.t DECK TURRT5


c,til.1,Jitt ,rr tl,r ,ttLrtt '. I r l h ! I L ) . l i:r. , r r r u n r b c or i c l c s i q n c r s c r r r i s i o nr c. rLrll . , . t ,
(.ltccl< ti,L Fitli o/ itL f)r u;i, tc,i;t ;;t ri,t ii,o,,rtir.,:
l . r L r l , ' : l r l t , . , rLr . r r L l , : n .t o
] \ e r . ( ] t h ! - n li r r t r t r c l r i n rg L r n
p l t t o o i t . , 7 r ! i t a n t , i t l r l t i i r . t , , r . r l , , t tt ! ) i t t i i r t t ! t l i ! r t i ) l r r r r t r ' p . 1 1 . , ., 1r ' r i l r . t o P . l c c ko i t h e r r n l i .
tl /, . .. 1 (tt!it! i;j/i , t t i,;;r" trrt; )launt(:l irt Dcil: ]j',:,r' i,,ri,
, t r , i i i t t ' r , , , r l i t t r i r , t l i n , t . t t L 1 , ti r L c t r t l , c i l o r t r j t , , , ' ,
I N F A N T R YW E A P o N S i,iorl:t,i i,.t :i,L r.i,tiir', t!/lriitrt!atria.
l n l : u r L rnr c r p o n sr r c l i g h t , r n ,hl . r r d rc r r o u g h
rhrrrhtl
ere r1ui.k ro firc at en.'nrl rrrrcl.rng lr-orr .Lnr clire.rion.

JttJ)urttl tttn; l,,ttt ra lirtii, oit ii,ci, l-i,lrl tt/ li,t l1,t,
ilu fit tT (t(ntl' tttlt: itt Jnnt 0.t'tltLitt. ltLl,ittrl ri,titt. or
to tlt si/a sJ yllrtrt.

--','i?:
-t*
\

lNANrRv tI,1/s a/\ 6rN 9A1.15


it\ cN-Lvsrcri
Sfacl i\r ANYDiREariaN. a r-r5lReCNi.
A 14R34,15

r,
i"

...:;i r, ::...,..li

w *'ffi
3lDt-ilt,CUltED rNS aA a\lLY irR\agLE 6rN"5 a,4\'
a\cc'i '; IAQeEs Tc rNatR stDE 5r'CCr 1\ 4trY tiRtdi-lrN.

__:
i
HULL-MoUNTED
GUNs GUNs
S o n r c r a t r k s n l ( ) L u r t \ \ e J l ) o n s i n t h r ' f r - L r n to i t ] r c h u l l \ l o s r q r r n s h a r c r l i n r i t e c lf l r l t l o f f l r e u n l c s s r h c c r e r v
i n s L e a c lo l i r r r t r L r r c r r r . r r r c ncighr ol ro nrrl'e thcnr p r i c kL r p Lr h c L r r i l sr n r L r n , r l c f h c u h o l c q u n t o l a c e : r
crrsier ro procluct. 'ir,r.''

I l,rrll-ilorrirtcr! rt,tt![)(it]ittit!itL'.! ;j! rl,t ljott a.f,t t'cl,t;ic ( i rt' r r,,i i i t' I j It | | u.!i Itg,\l t Ir r t I ci (, tt tt tt,,tt rt: I i ltt H,\'t G
l)
I us,i | 80- lt,atr t l' i r ir/ o.i l :I r, ; n 1 ; 1i, 13, 1 i t ; r l, i i t g i i t.t')'oi t i rt,r;tt:) i,tt L ,i Fitlr! o.fl lr cotcritt,! tt'ctt,rl,itt.<ir.f)ont of
,,t't liitt /rttt tt ii.ioi! !l)(.t)oit o-l ri,t ttl,ttlt. r !i,tt l;tu,r ,tcn.,.'/l,t l)oli o.fr/rc b,t:t.
l-l tltt u,c,tlott l! iroililTt'/l,rf ll'1,\',r ot' tl,c t,cl,iclt, tl:t
l:lcld oJ liitc cor trs tt.ct.1il,iitp, To rht rttt
GUNs oN TURNTABLES
of'r li,t,,dr,tu tt
ttnt:: 1/t, rt,tr al tltL t cltitlt.
S o r n r g L r n s .n r o s r ] r ' r r n r i - r r i r c r rqr lui r r . . : r r c n r o u n t c c lo n
L t r r n r r r b l er sl l o r i n q r h c m t o t r r r n i n a n r d i r c c t i o n .
SIDE-MoUNTED CUNs O r r t t t c , t i t t :o t l t t i t i l b l t . 1 1 n r t ] r i i t i t t l , 7 1 1 i , , ' r 1 u ' , .
H r l f - t r l c ] <sso n r c r i n r rn-rso u n r r c\lv e a p o l rosn r h c s i r l e s
r s . t c l lr s t h c f i o n to i r h cc r . r rc o n r l ) r l r n r c n r .
) :,1,1c-;itotrittcc/ ilrttloit 0t),i ttl,itlt ht,,t Ifi0-rl(trtL
I itlr! of' l:ir,' coi tritta,, cr tt.)tltit1,q itt.lo;trl ti liitc lr,tti it
rlot,l rl,t :irlL 0.t'' tltc t'cltclL .l).o;,t .,ruiKl,i rl,crr/ n
:tr'r){tt hLirttl.
nt'

they re, ail ofyour weapons must be brought to NO ROOMTO ROTATE


on the enemy. Your gunners traverse their weapons, You may not be able to rotate models in close terrain, so
.L-,, ---^i- ^-,L-., ^--
, and fire
drteminingyour Field of Fire, but beforetheyshoot, If a team is square against a uall or similar item of
llur lums n poinr direcrly at any team in the eneml terrain, Dug In, or in a Building or Entrenchnents (see
thel are shooting at. Rltdting a team within its page 2 I 5), it does not need to, and ma1 not, rotaTeto face
of Fire like this doa not count as mouement, so tedms the target. 7he team remains zuhereit h without rotating,
Rough Tirrain donl need to take Bog Chrcks to do this. but can still shoor.
If a team is touching a wall or similar item of tenain, or
ANK TURRETS the table edge, it may need to be moaed slightly to allow it
whole point of a tank turret is that it cm rotate
to rotdte, but thould remain toaching the terrdin or table
thout the whole vehicle needine to move. Sometimes
edge. If there is still not room for it to rotate, it cannot
it is better to turn the whole vehicle to face the
shoot at that target.
bringing thicker front armour to bear.
A Gun team (unless a Man-pacbed Gun team) in Wry
fring weapons mounte in tunets may either
Diffcub Going does not need to, and may not, rltAte
rotate jutt the turret to point at the target, 0r to face the tl1rget. The team remains uhere it is uithout
treat the turret weapon as a hull-mounted. weapon rotating, but cdn still shoot.
antl Rotate the uhole uehicle (uith the turret pointing
straigbt ahead) to point dt a target within the feld of
Fire of a hull-mounted weapon.

,'r:.::,'
Tre abiliqv to conceal vour troops from the enemy is An eneml tettm that is uithin Line of Sight,
critical to victory. The deadlv accuracy, long range and but at least halfhidden b1 terraln, is Concealed.
fireporver of modern weapons force soldiers to adopt Teamssufer d + 1 penaby to thoot dt or Range In an
ingenious camouflage schcmes and to make use of all Artillerl Rombardment on tdrgtt tltat are Concealed.
a v a i l a b l cc o v e ro n r h e I t a r r l c 6 e l d .
You may loow that the enemy is shooring at you fiorn DON'T LEAYETEAMSHANGINGOUT TO DRY
lf there isn'I enough concealed firing positions fr the
the edge of the woods, that doesn't mean that you can
entire platoon, itt olien a good idea Io leave sorne of
actually 6nd the individual guns and hit them. Even
the platoon in resene out of sight to the rear. I)oing so
quite large guns can be diitrcult to locate when firing
cnsures that anyone attempting to shoot at your platoon
from concealment. wili sufier a penalry to hit them because the only teams
Concea/ing'farrain is any terrui/l fedture on the tabletop they can see are all concealed, whereas even a single team
that prot,ides Concea/ment to troops bebind or zuithin it. sirting out irr the open gives away the positions of the
whole platooo.

THE MAIN PART OF THE TANK MOST OF HE TANK 13 VISIBLE


13 VlSlBL.BUT t\^OReTHAN VlITH LESS THAN HALF OF IT
HALF HIDDENBY lHC BUILDIN6, HIDDENBY lHE BUILDIN,SA
MAKIN ff CANCEAI.ED. IT NAT CANCEALED.

THe TEAMS ARe VISIBLEBffi AaRT.THAN HALF P,IDDN


9f E .ToN,,|ALL, ,\\AKIN THEM CaNceALEO

BIN6VISIBLEBaTHovER IHe qALL ANDARaUND


TH.fEAMs AR,LEss HAN HALFcoNcEALED I7

.-ra'
i:
-,
l,

NER ACTES CEALEDBY HIttS


throughout the world are bounded by lines of Hills are probably the most significant terrain features
, hedges, and stone walls. Although these are of o n a n y b a r r l e f i e l da. n d a r e c e r t a i n l yr h e l a r g e . t .
ng dimensions, in general they obstruct the view Hilh prouide Concealment in the same way as Linear
anyone trying to see beyond rhem Ob'tacles. lf the hill is just a low rite, t(amt rcn s( ou(r
seen through or across Linear Obstacles are gener- it and wil/ be Concealed.
Concealed. As usual, the best method of confrming 'hull-down'positioil
Tams can usuafu adopt a on a hill
is to looh from a ruodcli-eyc perspcctiue. where they are Concealed to teams on thefar side, but can
mdin excEtion to this is that a team Placed uith /1 seeclearl, our the hil/.
edge or face of the model squ/1redgainst a Linear The easiest way to determine ifthis is so is to lookfom the
cdn seeanJthing on the other side ofthe Obstacle uiewpoint ofeach model and checb uhat it can see.
The team itself will be concealed, but teams seen
the Linear Obstacle uill not be.
REE9 La\l'IeRIHAN oNE cR EITHERTEAIII.AN BE sEgN avER, 1uT CaN1EAL l1Ahg SEIN ovER THEM.
'truq
ffi\

HILLS TALLERTHIN ONE CR IHER EAM BLOCKLINE AF 5I6H CAMPLETELI

A EAAT ALF.IDDENBy (cR HI]LL ,0,{N tsEI.1IN')A I|ILL Is C)N..ALE, a ftIMs aN fH ofHER
1lD BUl lF HIG ENCUGI+UP 14e AILL. rllLL BE AtstE C saE EAi|^S CN THe CTHERS|DE CLEARLf.

.:..1"l;1
a _5r3r _

:=::*-:*--
,+

BY AREA TERRAIN
ONCE,A.IED
'l'errain,
Unlike solid ob.jects like walls and hills that completely Tbants at leax ha('in Area but straddling the
block line ofsight, trees,bushes,and standing crops are edge, are Concea/ed, but can seeotrt oJ the Area Terrain
harder to seejnto the further rhe target is inside them. If without hindrance. 7ttmt lessthdn halfin Area Tirrain,
rve made a model wood with a re:rlisticnumbe r of rrees nre not Concealed fu it. If thel tre erttirely within
and a lifelike amount of scrub and undergrowth, there the Area Tirrain, then bath they and the enawl will
:woulcl be no room for our nodels, so the usualvisibilitv be Concea/ed,
rule of looking from rhe nodel's position doesn't work
well wirh a miniature wood or frr.st.
WHY CN'TI HIDEBEHINDMY OWN TANKS?
Peopleoftenthink that it wouldbea lot saferfor infantry to hide behind the tank, they doni have
'.il
to advance behind ranks than to spread out around tankl armour to stop most of dreseshots, :
them. Ifrhis isn't enough for the poor infantry, theyruti
-Mrile ir sounds good in theory, theLeare a loc -x
of reasons a seriou' rirk of being run over by rhe ruk. Tanls
why it doesn'twork in reality.The biggesrproblem is rhat cm'r see infantry close to them and change direoiixi
infantry can't reallv stay closeenough ro the tank to actu- or even go into reversewithout warning, squashirigany.,
ally get any prorection from enemy machine-gunsspread i n f t n t r y ' r n n J i n gt o o c l o , e .
out crossthe banieeld. Even if they did, they would be In gractice, infantry aie much safer advancing in.open
a prime target, being bunched up and easy to hir with a order with the tanks. Tha! way they are spread our, and
singleburst. if shor at caa hit tbe din and take cover The experienced.
On top of tlis, tanls are bullet magnets.They are big and Canadians tried to tell the Highland Division this ar rhe
obvious and attract a lot of lre, r more than infmtry ad- Battle of Cambrai in 19i7. The Highlanders refused to
vancing in open order.Unforrunarely for the infantry trying listen and learnedthe lessonthe hard lvay.

CoNCEITTp wHEN DUG IN ably be seen and is more than half hiden by the

O n e o f t h e r e a s o n sl o r d i g g i r r gf o r h o l e . i s r o p u r a l o r features it is Concealed. Additional interuening


of clirt between you and the enemy's bullets. Another features, sucb as seueral ualls betueen the shooting teai
and the target, ?rouidt no additional beneft.
reson is simply to get out ofsight so they dont even
shoot you! Unfortunately, solne guns are just so big
that there is no way of hiding them short of digging a
full-on gun pit as part ofa fortied position.
Dug In Infantry teams and Man-packed, Light, and
Medium Gun teams (other than Anti-airraf guns) are
Concealed.
Dug In Heauy and Immobile Gun teams and all
Anti-aircraf guns are not Concealed unley Concealed
by Terrain.

CoNcEAtED IN THE OpTN


Infantry and small infantry support weapons like heaw
machine-guns make use of every little c{ip and hollow,
bush and shrub ro conceal themselves from the enemy.
Most of these features are too small to be shown on the
tabletop but they are still there and can be ofbenefit to
your tfooPs.
Infdntryt teams and Man-packed Gun teams are
Concea/edin thefollouing enemy turn if they don't moue
or assaub in their oun turn, eaen ifthey are in the open
and aren't bidden fom enemy uieu by ary Concealing
terrdtn.
Theseteams remain Concealed ifthey shoot,
as long as they don\ moue or axaub.

LooKING THRoUGH
In lanuy
MULTIPLEFEATURES
Man-Packed Gm
\7hat matters is whether or nor you can
see th trget. It does not matter if the Light Gun
terrain rhat the target is hiding behind is Medium Gun
i r r e l F h i d d e nb y o r h e r .c l o s e rr e r r a i n .y o u
Heavy Gun
cm still either see the target or you cant.
lmmOOlle (rlln
It does not marter how man)t trdin
Jatures lie betueen the shootingteam and Vehicle

iR tdr4et. As long as tlte nrpet can rc6on-

j .
Infantry go to ground by stopping shooting and
hugging rhe dirt. Vehicles and guns use trec branches
and camouflage nets ro hide themselves, as rvell as
simply remaining immobile in the shrdorvs.
r'J
tilr:rIril "ffi
:*';
Tams tltdt did not moae, shoot,0r assault in their
otun turn a.re Gone to (lround. In ddditlon, a/l tuws
art Gone to Ground nt the stdrt oJ'the gtme un/ess
otherwise speciJi.ed.
Tamssulfer a +1 pertaLty to shoot at ar bombdrd enemy
troops t/tdt are both Concealed and Gone to Ground in
ddition to the + 1 penalry Jr the target being Concealed,
(]one to Gtound,
for a totdl penal4, of +2. Ifa tean is
but is not Concealed, the onLy beneJit it receit,esis a better
Gun Sarc (seepage 99).

,1:.:,
Having selected your rarget and checked thar it is in PASSENGERS
CANNoTSHooT
range and that you can see it, r'ou need to roll to see Shootingaccuratelvfrom the back of..towded, "
if you can hit it. The roll to hir not only includcs rhe swaying truck is impossible, a soldier needs solid
actual firing of your rroops' weapons af rhe enemv s ground beneath his feet to fire ellectively.
vou'd expect, bur also considers such things as visibiliry
Passengerteams cdnillt shoot uhile Mounted in or on
communications and plain old luck. That is, a missed
uehicles, but can fre Passenger-fretl MGI (seepage I I 9).
roll to hit may mean rhr your troops didnt see the
target clearly enough to get a good shot, or they ma1'be PASSENGERS CANNOT BE T,ARGETED
didnt seethe target at ll and never even shot! Or maybe l r a n r p o r rv e h i c l cisr r em u c h b i g g e rr a r g e r r l r a n
their machine-gun .jammed on rhem and it took mosr passengers, so it makessnseto shoot at the vehicle
ofthe turn ro ger ir cleared.Alything can happen on a simply catch the passengersin the same burst offire
battlefieldl
Parenger teams c/1nnlt be the tdrget of shooting.
\Yhen rolling to hit the frst stepsare to: must shoot at tbe uehicle caffying tl:em rather thail at
. work out how many dice each tedmi wedplns giue tbe Passengers themselaes. Pasengers can be hit if tbeii
lou
to shoot uith, dnd then uehiclci' hir 0r Dc:ttqted tse(pag( I0l ).
. uork out the scoreyou need to hit with each die. Remember the Gun team towetl by a Tiansport team
Then you: be ,hot ar as Tart ofrhe frurrpori,ro, rsrcpdg( 4g)
. roll the dice and count up lour hits.
TARGETS
MoVINc AT THEDoUBLE
Different teams in a platoon may need di$erent scores ro An enemy team moving at the double is not using con-
hit depending on the targers available to thern. Work out cealment and has thrown caution ro the wind, makin$
the score ro hit for each shooring team clepending on its , r a n d a n y f r i e n d l y r r o o p ' n e a r b ; a n e J 5 yr d r g e r .
clrcumstances.
D,'uble the number ef 611a yau roll Th Hir if ary ualid
tdrget in the enemJtp/atoon moued At the Double
How MANYDICE?
A weapont rate offire (ROF) rting reflecrs the number
ofrounds a weapon can shoot in a turn,
r/hen a leam shoots, roll one
die for each point oJ ROF,
There are some exce?tionsto this ru/e, such as that wbich
reducesthe ROF of uehicle MGI when fring uith other
weapons (seepage I l2).

SHooTINGwHItE MoVING
lWhen moving, troops
have less time ro shoor accurarely.
\While thev can fire from a
quick halt, rhe number of
shots they can get offis dramrically reduced.
A team that moued reduces the ROF of all of its weapons
by half a: shown in the ROF when Mouing table.

Ifsome ofthe teamsin your platoon did not move, then


those teams still shoot at their full rare of re, even if
otnI teamsmoved.
single biggeit factor.in determining how many MoVING WITHROF 1
altis a platoon takes is battlefield experiene. Less taketimeto load,limitingtheirabiliry
Slow-firing,guns
nced troops havent lerned how to use ierrain ro take snap shors on the move.
tireii advantage md often don't recognise the dmger If the shooting weapon team ltas a ROF of I and moued
are in uritiL it is too late. It only takes one soldier earlier in the turn, add +l to th score required to hit.
ng about at the wrong time to give the whole unit's
on away, TARGETS
REQUIRING SCORES
DIFFERENT
scorerequiredfor Tour tean to hit the eneml depends The hardest prt is finding the enemy. Once you have
the targeted te/tm's Skill rating modifed as shown in fouird one of them, you know where to look for the rest.
Roll to Hit table. Ifthe targ* platoon has teams that uould require difer'
A successful roll means tltat tlte shooting team located ent sc7resto hit, select the e/lsiesttedm to hit (out ofthe
the target (not alway ea:y to do) and managed to hit ualid targets) to calculate the score that a team needs to
it and. its platoon uith one or more roun*. hit. Remember, each shooting team calculates its sclre to
hit separately. Once you haue calculated the sclre to hit
Afailed roll neans either that the shooting team could
the eiest team, all ofthat team's rolh to hit require the
noTfnd the target or were unable to hit it.
same score, but ma1 hit any ualid target in the platoon

IMPOSSIBTESHOTS
Remembetif the scorerequiredto hir is morethan 6,
then the shooting team cannot score any hits.

Add +l to the score to hit for each ofthe following:


. The mge to the tugeted tem is over 16"/40cm.
. Targettemis Concealed'

I Taget team is Gone to Gromd while Concealed.


' , Shooting weapon has ROF I md moved.

THE1HRfu\AN ANKSAREqATDA3 TF,'INED,


30 TH,|A?E HITONA ROLLOF A+. CVN
THOU^HONE13CONAI2,IT IS NOATHE
EASIEST|AR6E1,30 DOESNOTMAKETHEM
MRDERTO HITA3 THEOTHERS 6IV If AWAY,

, t...,::i,r:
:, it::1,;:r:,:;
'S7hen
an important soldier like a bazooka gunner is ALTOCATING
MIXEDRATINGS
hit, the platoon commmder will attempt to keep the The enemy arent stupid, they spread theii'17
weapon in action by ordering another soldier to take heary firepower around, seeking out those valuable
over the weapon. This is reflected by the targeted player targets rther than pounding the sme spot oyer
allocating the hits to the more expendable elements of over again.
their platoon rst. However, ifthere is enough incoming
If you are allocating hix with dffirent Anti-tanh
fire, the valuable weaponry will be at risk too.
Firepower ratings, lou milst alllcate tbe hits ofeach typ
Y1ur oP?onent allocates the hits you scored on their euenly as posible, sufiect ro the normal hit allocarion
platoon to the teams in that platoon. rules. This meanstltat no team tabesa secondhit
Thereare some restrictions though: thesametypeofweaponuntil all hauetakenonehit
. Only teams that are ualid targets-within Line
that ueapon.
of Sight, Range, lxnd Field of Fire of the sbooting
If you were shooting with weapons thar have diferent
team-can be allocated hits. Firepower or Anti-tank ratings, it is important to keep
. Hits must be allocated euenly acros all ofthe eligible rrack of which hits were scored by which weapons as
teams so as to maximise tbe number of teams that thesewill have different effectson the teams rhey hit.
haue hits allocated to them.
. Hits muit be allocated to other teams before teams
OVERKITL
that are Gone to Ground. Somerimes a well-armed platoon will score more hirs
. than there re targts available.
Hits must be allocated to operational teams and
other teams (including Gone to Ground teams) before If a ptatoon sclr(t morc hir, rhan it hat ualid
Bogged Down or Bailed Out teams. allocare one hit to each team, then apply rhe hir allocation
procedure again to allocate the remaining hits.
Your opponent allocates all of the hits fom your platooni
shooting before anl rolh to seethe ffict of ltour hits.
SMOKE GRENADE5AND SMOKE DISCHARGERS
If afiu applying all of the aboue rules, there is still a Most armies equip their soldiers with smoke grenades
cboice ofteams to allocate the hit to, then teams closer and dischargers.As a company commander, irt not your
than 16"/40cm to tbe shooting tedm must be allocated job to teli a private when to throw a smoke grenade,it's
hits before those beyond 16"/40cm. just part oftheir rraining, In parr rhat'swhy the targett
skill is the biggest factor in hirring the enemy. Veteran
troops make full useoftricks like smoke grenades,while
conscriotsmav not even know how to use them.
b THEs\oolN, ?LA\ERcANHAvereA\s TARGET TI,E AMERICAN<IFLE EAMS SCARETTIC HIT', V.IHICII
14\<S, l\FaN-e', u\5, JR T<a\9rAsf. Hr13 ALLOCATE;
r aERMAN?LAfER TA TI/OM6 TEAM3.
-C'E
\\q3T BE tc"OCa'ED Cr'OSEN Fle-<'

f TFLET'AM.
'!A\r.:a t!?:l_
.blr
S '\':::::"--:i:
"1 lHE MAN-PACKED
-;*- : 6ur't rclus, gur ls
f *{ ' .: ruep FR1?aNER
.
'-'.. : EONLy6,THEf
-

) THEgAzAaKA,s
. etlt
t MUST
v u > ) BE
5E -
;-::'.):.)--- f
i

;;'-::;';:xr:",,"'Es*
iA";;o;;;-
-'
, ,,
-.*'.
.-
i
cF q+, so tr .aN rAR*ErrE
THEz\t!Ai\^6uN HAsA FtRpo',^/eR MAN-,A,KED
Gr)N
TEAMS. 113 HIT MUST BE ALLACATEDTA ANE CF ft18 ATTACHEDHMG I'AM'.

AT MIXEDPLATOONS
SHOOTING TARGETING MAN-PAGKED GUN TEAM5
\ \ I ' i l . i r , . < . r \ \ 1 , ,\ l ' , , r. r L r r e .g r r n. i r . n F , . r n . o r r :, . 'r
Some pl:ltoons combine troops of vehicles o1'diilr
infantrv platoon. machirre-guns:rnc1:rnri-t:rnk rilles lre
ent types such,rs an amouted ri{1eplatoon with both
h . . r J r o I ' i . 1 .o L t tr , j r l ' r i H < .r r J n r r . l t i r t . q r r ' . r l r .r r r l \
infantry :rnd thcir hirlfltracks. Tloops liring at these
on rolrrnrc of lirc rather than ,rccurecvlr el]ecr.
plaroons have iittle di{ficuln in picking out the best
rarger fr their wcapon, firing anti tank *,eapons :rt Lhe WLcn d/lotatitp, Lits.['on u.tttports wlth FirepotL,tr 5+ ot
vehiclcs irnd machine-guns at the inf:rntrv. 6 il:iug tl)e Slnotlttg tt tVixt./ Ititt.ton: tuh, ilt oppotLtiLt
cdil /tLloil( l)i/! to illdit !i(ltL'd Gtru re,trtts rs if rl,ey
BeJire ro//ing to hlt. 1,sv mal,uonintte t Prioriry nrger
u,erceiil,cr JuJittttt.l,taatnsor (ruit tc,tiil:. lJ,i: rth oil!t,
rypeJitr edch shooting tctrn. 7ha'litnsport
I'riorl4t htrgci t)tp( cnr
jt /tt: tto efJit att (itut .\,tt'c:.
a.ftts ltir,tllonriou,
be either Tiutk, InJmtrl,, Gun or tadnts.A tatn
cdtt only hdue one Priori4r tiro\ et)eu iJ'it ht: multip/e
ALLOCATING FIREPOWER
uedPons.
lhe biil euns usually target Lhe mosr t1:rngerousop-
Your opS,ortentmust alloctte bit: .fi 0n thnt teril ta tenni ponenrs u,hile thc rillenen:rnd rnachine-gunnersL.'e;.
o.f tbe ['riority tdrget ,]Pe be.frc othcr t.l,Pc: C tryet, evervouc else'rheads clont.
subjilt ta the ustra/ rtr/e: about a//octtitg hit!. ,Lxtt://),
lf' hit: trc bcltg dllocared to botlt tbe thosen Prtorirt
uhich tearu oJ tLat type drc hit is nl ltaui appatcn|!
t/ug(t r,1,P(rtitr/ othar teants, hits tt//ocated ta tlt Prtorrr.t
di:cretiort..
t-),?.ilut:t ht tl:t hit: utlth tha brst Firepouer.

.!
it
,! i
'. THE3RI1I3HCRaAM,.LL i
1
THE HI13 ALLACATED1 THE CHOSN
j, reeeer
rypluus'tB.r,asl'/rF; .- effiir*-*^ sy....-. )':Y'-:!:':1,:'f,
4N1I-ANK 6UNS AN'
T|E BE3T FIRE?AWERRATIN.
4.
F
qrnffi FtPPa^Pl+a\:
' -' -
&LE --:
f f i ' -
*- & 'fS -F wc*\E-3'\' '/ --

?rF .
F" q j
" :iD F'FE,I^ER6
ry; &
-ry
- -.f.$.

-i f**-* ___#,u I
THEERMAN ZLATER rH MAIN6uNHff Ta ANANI-ANK 6uN AL?NG'/ilTtcNEaF H tj,acHINE-uN
Musf ALLacATe j
MO M,ACHINE'6UN
HITS.THEPA^AINING H|TSAREALLACATED 1A INFANTRY
TEAMS. J I
. . 1 . - l : r :t r r ' r . . 1: : r _ r : . _ ' : .'...:t,:.
"'.:.._:::.1,.

'ie*ii*o
: . :r,i'l-lli'
HITSIAuSf BEALL))AIEDTo TANKS THEgRtflal /NTI-TANKGuNsscoR7lHR.F ;
,1. vlru vcaK.. ARtAauR
tsFoRe HilS cN A 6ERT44NPAN^ER
?#'TccN. :,.+-
THCSEilIH STRCN6TRARMAUP ''i --ft:;;i6;iniff+-
-]|et1es+!ry@

ItsE ttK)1 hlt HA5 TA GA AN THE TANK .


SHAIIIN' ITS SIDE ARAAAURA1 SHORT RAN6E. :

.!:
TI\E THIRDHIT I.
ALLACATED1A fHE
ANK 3HO!(JN6115
SIDE ARTVAUR AT
LON6 RAN.
HE scoN2 Hll HAs Tc 60 io lHE
/NK 5I.]OI{JN6113 FRAN ARMAURA1
sHORl RANGE,SINC HITS tlAVE TA BE
ALLJCATED -o
TEAv5 ^IT-1\ 16 /UOcv
BEFORTHOSEAT LON6ERRAN6E

HIT WEAKESTARMOURFIRST be thc hits u,itlt the highest Anti taul< rtttittg, et,en iJ'the)
\Whcn gir.ctrdte option oishortrine lttuc lou,er Flrapou.,errating:. ( /tits u'ith diffrcnt Anti-
irLrhick fronL armour
or rhinner side arnour, solclicrsLakerhc casiershot. htn/< rttiugs tra beitry a//ocdttd to At'nouret/ t.,ebic/es,the
hits u,itlt tbc /.ou,o Ant.i-tanle rntings nLltt be il/outed
If hits trc belng t//oct.red to khic/(!, tl:e1' nut bt
to ttil.<(tt u,ith tLe ltwa:t Armour rdtitg:, rtLbj.ct T0 d//
d/located to Llnnnourtd t,chicles hcJore ArntourerJ
rcblc/e:. tnrl Armowcd uhiclcs u,itlt iltc /ou,estArnour 7 r t i u t , . t ' 1 , ,. , l , o u ," l . , . r i ' r y / . r . . .

uting bcJoretLo:e uiLh bigher Arm.our ntirtgs, vb.jcct ro WHICHARMoURRATING


To UsE
all prauious ru/es tbout al/otat.lnc ltits. Ii a tank onh. givcs il gllnner ir plrrial shot :rr its u-eak
sicle:rrnour, Lhev'llsrill t:rke it or,er rhc thiclier fr.onr.
MIXED ANTI-TANK RATIN6S
lf thc :hooring tetln tltt hit horlt the Front and .Side
ll gir.cn rhe choicc, rroops direc rheir rnosr ellecrir.e
Ltrmour 0-l d tiilL (i( pdge 98), trcdt it ns hduing the
anti-tank u.capons against arnourccl vehiclcs savin::
t.ucdktr of tbc ru,o u.,hat d//octting hlt:. Hits LLU:t bc
thcjr small f ns fbr unprotccted r:lfgcrs.
?l/]ce.l dg.liult ttttns uith oull,tbt'it tptukc trtxour
lJ' Lits trc bairy, r llocttcd to both ArnouretL t,elticlcsnil sl,outing brlore tLel' 1p 6, tl/ocnted to ttdurs u,ith both
othel turns, hlt: t/ktcatu/ to tLe Arruourerl ychlcL's ntuit Frant aud Side unour shouing.

HITS NITH A LOWERANI-IANK A BRIII'H AR/A)\RED


?LAlocNscoR1sA HlTIITH lls BIe 17 PDe6uN =
-: -aeja-a -
<A-)\G aqt a--:ca-E) (A\-l-r'\< 131r'\, .C ,,.-r r-a l3Ja1q ?5V v i,L\,s,A\-J -4\< lO'.
t'llTq HE. LA"//ERARMOURRATIN3

lh tstK:1 t5MM
HIl 13 ALLOCAED
TA THE ?ANTH.R
TANK HI'IIING ITS
SIDE AR.MouP,aF 5
ry" gT

THEsEcaND75MMHIl I3 ALL)1ATED c TH THE11 PDRHIl 13ALL)1ATED


?ANaERIV ANKHI11IN6IT3 FR]NI Aw\auRoF 6. TOTHSECAND ?AN?ER IV.

;f*;*egc;ffi
:r:.1'ri:

10 THE
THETHR1ROLLSOF 5+ MUSTBEALLACAED
FIRFLI TA\<5. TV,O fA UE FRSI, ONE TO lAE OfE<, E

TANKS
OFDISTINUISHABLE
OTHEREXAAA?L
CHURCHILL
CHURCHILL WITH 6
IV WITH
IV b PDR VS. CHURCHILL
PDR VS. CHURCHILLVI 'NITq
VI WITH 75MM
I'MM GUN .sA/r'\E
AUN4AME CHA''IS, DFFEREN
CHAE'I) UN.
VIEKCNI AUN'
?ANZER lll N wtTH 7.5C/\4 KilKZb 6uN AND A TANLER lV a WllH 1.9C/^ KwK36 G1N,-SAM 6uN, DIFFRNT CHASsts. a
?ANZERIIIJ 0LfiANDAPANZRIIIM .5AMECUN,SAMECASSIS,AUTSPACEDARMOURAN?ANZERIIIM.

T ANKS
OF INDI9TINUISHABLE
XAAAPLES
CH\R)HILL IV (NA79, CHUR]HILLVI, ANDHURCHILLVII_,MINORDIFFERNC IN HfiCH ANDTURR3I4A?EDON'TI^ATTZ
TICERII (HENSCH ANDTrcEP II (PORSCH '4AINOR
DFFERENCES]N TI,]RREISHATEDAN,I MfiER.
MI{AI SHERMANWITH75MAI' 6UN VS. MU.A3 SHERAI.AN(LAld WITH75MM 6UN1AM GUN, SAMC CHA33I3,

GUN TANKS AGAINSTTANKS


BUNKERBUSTERS
Disringuishing different marks or models of tanks liom Huge bunker-bustingguns havegreatdilTiculrvin hirring
:loneanother on the battlefield can sometimes be dimcuit moving targets,espccialll.when movilg themselves.
for your averagesoldier. However, even a ras'recruit can Hitsfr om d Bunher Bustr thdt m0ued cannot be a/louted
tell a giant Tiger tank flom a tiny Luchs reconnaissance to d uehicle unless it is Bogged Dou,r or Bailed Out.
tank, or tell that a Sherman tank rvith a long 76mn gun
lis better armed than one s'ith a short 75mm gun.
',.On .War
the Flames Of bdttlefetd 1,our troops are able
to distingrish between diferent marks or modals of tanks
their chasis are diferent from one another, or iJ theit
arc rhe,ame but rhey aouur a diflerenr Matn Cu't
eaclt other, or if they diJJr in major fttings lilee
:German Schirzen sbirting or dozer blades.
aBefore
lou shoot at a ?ldtoon that contains Tanb teanu,
Jou m/ry state tltdt )10u wish to hit one Partirular mdrb
|r modeL 0I
or mqaeL tanle that is distinguishabh from the others
of ,t
in tlte platoon
'Afer rolling to hit, taleea second rollfor each hit scored

' If yu rol/ a 5 or 6, you can cboose which mark or


model oftank you dle shooting dt.
. Otherwise, the hits dre dllocdted ds normaL.
Euen when you do ger ro ehoo,e which marb or model
tank is hit, lour opponent still gets t0 choose which
hicle of that type was hit
used, the Gun Tdnh rule ouerrides all other rules
hit allocation excep, th0se regarding ualid targets,
alL of the hit allocation rules app$ to hou hitt
'ire
allocated uithin tanks of ench marb and model.
Now that your hits are allocated to the enemy teams, the EXcEEDS
ANTI-TII.NKRATING
next step is to determine the effects of your shooting. If your opponent's
Amour Sauero/l is greatiia
Like the roll to hit, the roll to sve can represent a tltan lour weapon'sAnti-tanh rating, their Armour
n u m b e r o f d i f f e r e n rr h i n g s .F o r e x m p l e . w h m a h e a v i l y Saue is successful. 7he shot has no efect hauing
armoured tank makes a successful save from a direct hit, harmlessly of the ranh's armour.
i r m a y b e r h a r r h e s h e l ls t r u c k r h e r a n k a r s u c h a n a c u r e
a n g l e t h a L i t b o u n c e d r i g h r o f l r h e r h i c k s t e e lp l a r i n g EQUALSANTI.TANKRATING
without penetrating. Likewise a burst ofre might have Ifyour opponentiArmour Saueroll exattly equals
passed between the soldiers ofan infanrry team withour weapon'sAnti-tanh rating theTfailed theirArmour
actually hirring anyone. Use your imaginarion when Abhough your shot didn't ?enetrate tl)e tank's armour,
thinking about what may have happened to your mini- might till haue some efert.
ature troops on the battle6eld! To detemine the efect ofthe hityou rnust tahe a
Rolling to saue is done in two ?a/ts: lett. Koll dnorb(r drc.
. .
loar o??onent rolls to saue their teamsfrom the worst If the roll equals or exceedsyour wealton's
efeets ofyur hin, rhen rating, the rrew panic and Bail Our.
. lf thel failed to saue their teaml loa roll to destroy . Ifthe roll is lower thdn ylur aea?oni Firepower rat
them, abhough unprotected tdrgett are dtstroyed the shot has no efect and the tanb continues in
ourright iftheyfail their saue, unharmed.

ARMOURXDYEHICTES,AVES [Ess THANA,NTI-TANK


RATINc
[f lour opplnenti Armour Saue roll is les than
For each hit on an enemy tank, your opponent rolls an
ueaponi Anti-tdnh rating theyfailed their Armour Sau;
ilmour save to see if their tank's armour stopped the
shot. Tb determine the efect ofthe hityu musttahe a
te"t. Rolt another die.
\Vhen a hit is scoredon an Armoured uehicle, tbe owning
, If the roll equals or exceedslour weapon's
player takes an Armour Saue. Tbey roll a die and add:
. rating, the tanb b Destroled.
7he uehicle'sAmour rating.
. Ifthe roll is lower than your weapon'sFirepower
. An additional +1 ifthe range between tlte team tltat
the shot failed to do signifcant damage to the
scored the hit and the team mabing the saue is ouer
but thecrea still Baik Out ofthe tanhfearingthat
16"/40cm.
nextshotmight do worse.

TH SEcoNoTAN(S R,LL oF
5 6IVE3A TOTAL OF II, THIS
,AUAL9 THEANTI-IANKR41iN6.
IF THEJA^DPAN^ER TI,AKES
A
FIREPOWER ROLLOF3+,1H8
T-)t'l wtrr B BAtr-t Qu|.

.'.
FRoNT oR SIDEARMOUR
The thickest rrlnour on a tank is at the fiont. Slnart \Yltcn rol/irt,a tl,cir rtnotrr Stue. tl,e af?aLtcl1t usc: tltcir
t r o o p s r v i l l o u r f l , r n k : r nc n e m l ' t r n k t o s h o o t i r s s i t l eo r rclricllt lrcilt .u'illout' )ltitlt if tlrc [.iitt of'Sighr ol'tbt
rear l'herc their shots rvill penetrarenorc casrL\l firirg ttttrtt is in.fiart o.ft /irtc t/.rtu,tt rcro:t rltt.fi.ottt of
Vlhen the :ltooting pltyar hits a ntteted rcLic/t', tbc.1,rull the Lul/ or turrtt (tL,ltichtrcrutts l:ir). Otheru'i:c tht Srlt
ttrttLour rdtin.g i., tr:ut-
. Ou a :cora oJ l+. the slnt hits tl). turrcT. I.fthc Jirins tettn is in tht.fiont or :itlt o.f both tl't l,rll
. trd tttrraf, tltcrt'ls no ircad to ro/l n:eL'u,l,ith tt, i,it.
Othertri:e, it hits tht hul/.
Hits oit tu'ret/es: Ltel,iclcst/uut,: l,it ilte ltull.

sP,Arc NII H RCN ARli,URIF IHE LINE CF 3131 A VEICLE TAKE'Ii9 LN AF 3rc1,7
t5 JN FRCN 0F itE ?ART li lra tl|tt CR 13 F<Clr'iil ilgA?ANMOUNI.
TURRET),CTHER:NISE N': I,I7 iE 5ID' AR,V,CR,

i4NK ]s tN FR?NIcF BaTil


ils sftR,.fltrAr'i
--! --<<a- -o:T
a--- t\) : lnt ?AN-1ER
3l6HTFRA,v' cN T'tlRBAs
ANvI{HERE 4N( 4\t rrg 31N6 6 A33AUL7 GtN.ALL
3rc3 r'.Lenrr - F<aNTAR,I4oUR.

THEPIAT Is ]N FR]NI
THe3U6 6, sC lr r,ta
iHE FRONTAZi'IAUR.
'bq,*-flp.-

le 6 aDR jlN cAN sspacfi]igr


)<aJ I-a LI\e C !'- - r -.
1t'etlf FRo[ tstND a - -
r<5 54C-
THE FRCNTCF TgA
3--6 3,.: - ",-3
THE sID ARMOUR
stDa.

:-:t.
:::.]"'al:;,
,l
j
r.3

..,1+': .3
WHATABOUTTHEREA
A /NK'S SI' AND PSARAWCUR RITJNGS'R 1' SA,IE. M'SI
ANkS ftAvg Si,Ult-ARil]lCKNSSsCF {Q./|,CUR
CN'f 5ir ANDir.i
R9AR.SC$E aVENHtV SLt61tt tcKee ARu,)URaN lNE aEARC
-.a --e -aa.. ce:\_ aev:rQ!
c:,t\-ERBt-t\c ,j-- )c

.
DVrnicrs'Svss NF SAVs
Sofskinned vehicles like trucks md jeeps have no lnfantrymen rely upon whatever
armour at all. This makes them particularly vulnerable. they can find, or improvise, to protect theniiiT
\Yhen you hit an Unarmoured uehicle team (a Tanh or from the effects ofhits. Fortunarely, even an.l
Tians?lrt team with a Top armour rating of'-'), your apparently open battlefield has many places in
op?onent must take an Unarmoured Whicle Saue to seeif which troops can take temporary cover-dips
your shot causedany serious amage. The opposingplayer hollows, or denre patchesof undergrow rh-and
a r e t r a i n e dr o d o j u s r t h a t !
. Ifrhe re'ulr i, 5+, the uehiclc suruiues unltarmed apart For eaeh hit on an en(m)t lnfantry team, yur
some holes in the bodyuorb mutt tahe an Infantry Saue to seeifyour shot caused
fom
. serious damage. Tlte opposing plal,er rolls a die.
Otheruise, the uehicle is automaticalty Dexroyed.
. Ifthe result is 3+, the team suruiues largely unha
PRoTECT
GUN SHIELDS VEHICLES . Otberuise, unley the teem is in Bulletproof Couer,
'l7hen
there arent enough armoured selpropelled anti- is De*royed.
L a n k g u n s r o g o a r o u n d . s o l d i e r ss t a r t m o u n r i n g g u n s
on trucks to get mobiliry instead. V/hile these portee
GUN SAVES
mounts aren't armoured, at least the gun shield might
\Xlhile gunners can hit the dirt, they have to get up
oiwe <nme nrnrertinn

and move about to load and fire the gun, making


If an Unarmoured Tanh team uith a Gun Shield on its
m o r e v u l n e r a b l et h a n i n l m t r y .
weapon h bit by a weapon fring fom i.nfront of a line
When you hit an enemy Gun tedm, ylur o?ponent mus,
drawn across the gun shield, the uehicle does not ltaue
tabe a Gun Saue to see if your shot cause any ierioai.
a saue dt all. Instead, the shooting player must take a
damage. The opposing playr rolk a die. ".
Firepower Tx for each hit.
, Ifthe ruub is 5+, thry escape
uithout seriousinjury.
. If the roll equals or exceetls the weapon's FirEower
. Otherwise, unles tbe team is in Bulletproof Couea
rating, the uehicle is Destroled.
. is Drtroyed.
Otherwise, the Gun Shieltl protects the uehicle and
creu from harm.
GoNETo GRoUNDGUN SAVES
If hit in any other fashion, the uehicle has its usual 5+ V/hen working their gun, gunners are forced to clump
Unarm oure d Veh i cle Sa oe togerher more rhan infantry. However, if rhey go ro
ground, they can spread out and take full advantage
RECCE
ANDWA.RRIOR
VEHICLE
SAVES cover, making them much less vulnerable.
Reconnaissancejeeps and motorcycles are small and
Any Gun teams that are Gone to Ground (tbdt is, did
their crews are trained to move stealthily and rake cover
ruoue and did not sltoot), euen if not Concealed, haue a
, , i . L k , , , . , 1 . ,c . "
3+ saue instead ofa 5- saue. This does not app to teans
Unarmoure uehicles that are Warrior, Independent, or
that are only Gone to Ground becausetltey are behind
Recce teams (including all Motorcycle Reconnaissance
Smohe Marker. Remember, hits must be allocated to
teams) saue o a roll of3+ instead ofthe usua/ 5+.
teams before teams thdt are Gone to Ground.
; t ,'.,

NS GUN
Manning a gun in the thick ofbattle is a hazardous job.
wepons are just so powerfi.rl that there is no
To offset the increased vulnerability of gun crews to
ofsurviving a hit from them. These heary guns
enemy fire, many guns have a bulletproof gun shield.
often mounted in tanks and selpropelled guns
to break through enemy defensive lines. Gun Shiel* prouide your Gun teams with Bulletproof
Couerfrom shotsfredfrom infontofa line drawn across
teams, Gun teams, ?assengers, anrJ IInarmoured
the front of the teami base. Shotsfrecl from behind this
automatically fail their Saues when hit by a
line hit the unprotected crew behind it.
Gun or a Bunber Buster. 7l1is does not
to Artillery Bombardments Geepage 121). Gun Shields r/o not prouide cluer to tellms mouing At the
D ou b le, nor fro m art i I lery bom bardments.

LTETPROOF
COVTN
UNPROTECTED TEAMS ARE HIT FIRST
ofthe chiefadvantages ofinfantry is their ability to
Tioops in the opn are always targeted by enemy fire
the muimum use of any available cover Although
before those in cover.
nprotected infantry are vulnerable, infantry in trenches
\Y/hen1,ouare sbooting at d ?latoon that has some teams in
o r h e r b u l l e t p r o o f c o v e rc a n b e v e r y d i f f i c u l r r o k i l l .
BulletproofCouer and others that dre not, lour oPponnt
soft cover like trees and hedges conceals your
must allocate hits to the unproteed teams before allocar
making them harder to hit, it wont stop a bullet
ing hits to those in BulletproofCouer, subject to the usual
does nothing to protect them once hit.
rulesfor allocating hits. 7he exception to this is thdt a hit
Dug In Infantry or Gun team, or one in a Building
', Trench Linr, from a weapon with the Bunker Buster dttribute must
Gun Pir. or 'inilar bul/erproof
a/ways be a/located to a team in a Bui/ding before a tean
is in Bulletproof Couer.Likewise,an InJntry outside a Builing.
Gun team Concealed by a Building, stone uall,
age hedgerou, or similar bulletproof terrain is in MIXED FIREPOWER RATINCS
Couer. Tioops will always direct the fire of their heaviesr
the target lnfantry or Gun rcams are in Bul/aproof weapons againsr anv enemy thar are shehering behind
the couer mighT protect them, euen though they bulletproof cover.
their saue. To determine the efect ofthe Bulletproof If hits are being allocated to botlt teams in Bulletproof
, take a Flrepower Tist Couer dnd unprotected teams, hits allocated t0 the teams
If the roll equak or exceeds1,our weaponi Firepower in BulletproofCouer must be those with the bestFirepower
ratlng, ]our weapon b/ew through the couer and the rdtinq.
tdrget team is Destroyd. Iflnfantry or Gun tetms are the Prioritl Trget T1,pe(see
If the roll is lower than your ueaponi Firepower page 94), then the Allocating Firepower rule has prac-
rating, the couerprotects the team Jrom harm. adence, otherwise the Mixed Anti-tanh Rating rule (see
page 95) has precedence.

:;..i,.i!.11].11
GERSIN PORTS NGERSON
Timsport vehicles are not intended to fight. They might \ X / h i l er h e a r m o u r m a y p r o t e c r i r a n d
be armoured, but even then they know they dont stand creq even bullets and ricochets can
much chance in a fight, so they run whn shot ar. unprotected men from its exterior.

Iyou hit a Tnk rcam carrying Pa.'sengers,euery


ARMOURED
TRANSPoRTS team carriedfu the Thnk team is abo hh b7.the
A r m o u r e d v e h i c l e s ,s u c h a s h a l f - r r a c k r .m a y c o n s i d e r
ueapon and your oPPo,nent must lahe a 5+
hanging around under fire as they do have a reasonable
Sauefor eacbof then instead..of their usuhl Infrintry
c h a n c eo f s u r u i v i n g .
Gun Saae.7hePmsengeri.are not in Bulletproofcouei
Armoured Transport teams roll sauesin the sarne wa1 tltat no Firepower Tstis needdto Destlqt them.
Armoured Thnk teams do. If you Destrol an Armoured 'lanb
If the team receires muhiple hits from the
Tiails?ort team, euery Passenger carried by the Transport
platoon's shooting each Pasenger team tabes one /tit
tel1m must pas a 5+ Passenger Saue or be Datroyed.
each hit on their uehicle.
Any suruiuing Passengerteams immediately Dismount
All suruiting Passengerrearus immediately
Under Fbe and their platoon is now Pinned Down
{Jnder Fire and their platoon is nou Pinned Doun (t
(vepage 104).
page I 04)
Ifany Armoured Tiansport tedms in a pktoon were BaiJed
Out or Destroyed, the platoon must tabe a Motiuation Test
at the end ofthe Shooting Step.
. If it passes,all Bailed Out Armouretl Tiansport teams
in the platoon immediately Remount (seepage 102),
ceasing to be Bailed Out.
. Otheruise, all Pasenger teams immediately Dismount
Under Fire and the platoln's Tianspot tedms are Sent
to the Rear.

UNARMOURED TMNSPORTS
'soft-skiri
\l/hen transport vehicles come urder re, the
drivers drop their cargos and high tail it to safety.
lYhen yu hit an Unarmouretl Tiansport team (uhether
or not you Dutroy it), euery Passenger canied by the
Transport team must pas a 5+ Pasenger Saue or be
Destroyed. If all of tbe Passengers in d Tiansport team
are Destroyed but the aehicle is not, the Transport Te/1mis
Sent to the Rear immediately.
lfanyTransporr teams in the platon were De,troyed.rhen
all suruiaing.Pasenger tedms mounted in Unarmoured
Transport teams immediately Dismount Under Fire
and all Unarmoured Tiansport teams in t/te platoon are
Destroyed and remouedfrom the table. Their platoon is
now Pinned Dou,n (seepage 104).

DISMOUNTING UNDER FIRE


S o m er i m e sr r o o p sw i l l b e l o r c e d r o d i s m o u n r f r o m r h ei r
vehicles rhey come under heary fire.
lf its transport is De,troyed o, ,emoueo[ a a rcsu/r of
shooting, any suruiuing Pasenger teams must immedi,
ate$ Dismount, mouing up to 4"/10cm, but no closer to
the shooting teams as it does so.
IJ necesary Tiansport teams (other than Wrecks of
Armoured Transport teams) can be remouedfrst to crate
spactJar rhe Parengers to Dismount. Ifrhere is no room
for a Pa:senger tury to Dismount, t/ten the Passenger
ream is Destroycd.
are a thick. metal shell filled with flammable fuel immediate Motiuation 7st instead of placing a second
explosive ammmition and their crews like being marker
rnr,liveaboursmuch asthe next guy.Sowhen they . If the test is ?aved, theihot has no ffict
alaiound penetrate their tank, they usualiy jurp out . tf the ten is failed. rhe lcw decides rhar it\ too dan-
:fast.aspossible. After thefre sure the tank isnt going
geoat to Remount their uehicle and the rchicle is
b u r n r h e y ' l lg e t b a c k i n a n d c a r r y o n .
Desnoyed.
Flames Of War, we describe any armoured vehicle
t isnt operational, but at the same time isn't obvi- BAILED
REMOUNTING OUT VEHICLES
sly destroyed. as bailed out A crew thar h bailed our of ir, tmk is understand-
covers wide range of situations. A tank may be ably neruous about getting back in again. It might yet
telywrecked, but becauseit's not burning neither explode, and even ifit doesnt, the enemy have its range
can tell what's happening, or the crew could still be a n d c o u l d e a r i l yp u t a n o r h e rr o u n d i n r o i r i f i r s h o w s
inside the tank, but stunned from the impct signs oflife again. However, once a brave crew has taken
bigh-velocity shells. Mostly, bailed out means tht a moment to establish that the vehicle is not going to
rew have abandoned their tank and are miting to blow up on them, they will get back in and continue
if it is going to explode, or whether it is safe to get to fight.
tn. During the Starting Step at the stdrt ofyour turn, roll a
a maiker to indicate that an Armoured uehicle has Motiuation Tstfor each Bailed Out Armoured uehicle.
Biled Out. Bailed Out uehicles may nzt nou or . Iftbe test is tuccessful, the creu Remounts their uehicle.
(including Shooting,fring Artillery Bombardments Remoue the Bailed Out marer. The uehicle can now
f.gbiing in Asaubs) until the tea Remountthe act as normal this turn.
' If you fail the Motiuation Test, the crew is still too
matt Dismount from a Bailed Out uehicleat shaben to fght, and you'll haue to tuait antil the start
siart of their next Mouement Step as normal, oflour next turn to roll again.

OUT A SEcoNDTIME
takes guts to keep fixing your vehicle under fire.
troops simply cut and run when the enemy starts
hits.
,ime d uehicle thar is alreay Bailed Out or Boged
woull be forced to Bail Out again (whether
or fom asauh or any other reason), tahe an

-
In F'kmes OJWar, a team is destroyed when, for lvhateyer A Destroled Armoured uehicle is not Terraii,
reason, it can no longer function. This docs not neces- but does haue sornesimilar efetts to Tetain.
sarilv mean that all its soldiers are dead. For example, De,r,o)ed Arryoured uehjcle,are \/s1u (,otng. leams
tank ctews often survive their tank getting knocked mn)t not end their Mouement on top of a
out. An irfantry tcarn rnay have been so terrorized Armoured uehicle.
bv an artillery bombardment that they have become
A Dutroyed Armaured uehic/e Conceals any team seen
psl.chologic:rl casualties and have lled to the rear areas
through it (ignoring the smobe p!um), and prouides
to recovr.'1hese guys will be back, but not befbre the
BulletprooJ Couer to tetms immedidtefi behind it in the.
Fkmes AJVarbatrie is long over. \X/hatever the damage,
tdme wd! as d Linaar Obstacle
the destroyed team is out ofaction for the duration of
Like teamsJcing each other acrossn wall in an assault;
the batde.
Iumr Iouchiqg rhe wnechcount as being in eontnct with
Retnoue all destroyd Infantry and Oun teams ancl
tellmt olt the atber side of the wrecb in dn assau/t (
Unannaured uehiclesfrom the tab/e.
page 148).

DESTRoYED
RMoURED
VEHICLES
fhe abandoned rvrccksofdesrroyecl tanks litter the bat-
tlefield, often srill burning.
Leaue Destroyed Arruoured uehic/es on the table. Mark
them as Destroled by placing a plume of stnohe on the
mode/ representing smohe and fame from internal Jires.

,' l*q

,l
if you doni mne ro kill the enemy with your WARRIoRSAND INDEPENDENTS
the weight of re may pin them down. For
Senior officers and arLi[ery ob.erverr are relatively in-
irnder suchintensefire, fomard progressii im-
conspicuous targets and can move about and take cover
, and evenshootingis difficult. Soldierskep
quite freely,even under heary 6re.
a profrle possible,only popping up occionally
Warrior teams and lndependent tedms (annlt be Pinned
a quick shot beforeducking back under coven
Down except while thel hauejoined a platoon.
pktoon that tabes at leattfte hits in a single Shooting
becomesPinned Down. Thesehits can be from any A Varrior team or Independent team that has joined a
platoon is Pinned Down ifthe platoon they hauejoined is
or combination ofsources, as long as allfue hits were
in ite same ShooringStrp. In addirion, /1platoon Pinned Doun, but ceasesto be Pinned Doun when they

tahesd singlehit fom an Artillery Bombardment leaue tbe platoon at the end olrhe Srep
ige page J2)) or Air Attach (seepage 177) also becomes
Doun. ITATLYING
FROMPINNEDDOWN
-4ren
a Pinned Doun marher uith the Platoon Command the attack grinds to a halt, the men need to
to shou that a ptatoon is Pinned Doun. regather their wits and courage, and get moving again.
If yur platoon is Pinned Doun, you ma! attmpt to
WHILEPINNEDDOWN Rally Lt in the Starting Step at the star"t ofyour turn. Roll
either hit the dirt or retire when the incoming a Moriuation Testfor the platoon
gels too heary. On the otherhmd, umouredvehicles . If the test is successful, the platoon recoaers
fully and is
relatively unaffected by incoming fire.
imnediately ready to continue the baxle. Remoae the
end Gan teams and Unarmoured uehicles in a Pinned Down ryarkcr.
ned Down platoon may not moue rloset ToanJ (neml . Otheruise, the olatoon remaint Pinned Doun.
in Line lfsight, nor moueinto Line ofSight ofany
enem!tam.Armoureduehicles in a PinnedDown Since armoured vehicles ue unaffected by being pinned
may mouefreely. down, there is no need to record that a platoon consist-
ing soiely of armoured vehicles is pinned down.
NG.WHILE
PINNEDDOWN
troops can still shoot, but at reduced
from having to duck the enemies' bursts of fire
and Gun teams and Unarmoured uehicles in a
Down pktoon can still shoot, prouided thel do
moue. lYhile Pinned Down teams reduce their ROF
half shoun in the ROF \Y/hen Mouing Table on
91, or if they starred with ROF L add a t I penalry
tbe tcore to hit the target
uehicles (uhether Fu/ly-armoured or Open
do not reduce their ROF when Pinned Doun.
doun teams cannot fre Artillery Bombardment:
page 121) unles they are Armoured aehicles
PLATooNSWITHNo CoMMANDTEAM APPOINTINGNEW
The platoon commander is responsible for seeing rhar
their platoon carries out its part in the overall battle
COMMANDERS
plan. If the plaroon's command team is wipecl out, \fhen an attack stalls due to the loss of leaders. a

leaving a platoon leaderless,the platoon's advance stalls. oficer can go over and appoint a new leader to get rhe
It will 6ght on bravely, but it will fight where it stands. m o v in g r g r i n .

A platoon that does not ltaue a Plntoon Command tenm lfyour eompanl or 2iL Command ream does nor Join

cannot moue in tbe Mouemant Step but lts teams can sti/l anJl platoon in the Sbooting Step and does not shoot,

rotte on the spot, Dismount, or Dig In. may appoint any Thnle, Infantry or Gun team t/tat
zuithin Command Distance, and from a pldtoon in
Platoons can continue to fght and tahe Motiuation Tests
lan com?dnJ Qncluding atTached supporting
as norma/ without n Plntoon Commantl team.
that does nlt haue a Platoon Command team, as th
platoon\ new Plntoon Command team.
BoGGEDoR BAILED
CoMMANDTANK
tVhen an olficer's tankgets stuckor Ifthe appointed tean is a Tanh team, it becomesthe
damaged, rheysimply
swap it with some lucklessjunior tank commander and Pldtoon Command team. If the tedm is ttn Infantl
carry on. Gun te/1m, re?ldcit tuith the origina/ Platoon Com
team if rlnr was an In1nrr1 team, or a spare ( ,
lf ane of your Command fank teams is Bogged Dowru or
Rife team otberwise
Bailed OuL you ma!, at the end ofdny Step in your turn,
tdbe ouer dilltlrer tdnk (aJter any Platoon Morale Checles Ihe new Platoon Command team is appointed at the
'Ihe
you need to tdke). Dtignate another Thnk team that is of the Shooting Step. netu Platoon Command
within Command Distance of the old Command team as can shoot this Stap, only the Company or 2iC Com
the neu Commdnd team. team is preuented frorn shooting while appointing a new.
command. team
Higher Command tedns may tnke ouer anl friendly tank.
Company and 2iC Command teamt mal take ouer any
HIGHERCOMMAND TEAMS
tanh in their company ftncludiilg attached supporting
S c n i o ro f f i t e r . h a v e r h c a u r h o r i r y r o a p p o i n r c o m m a n d -
platoons). P/atoon Comrnand teams may only take ouer
ers for any platoon in the orce.
d tdnk om their own pktoon. Houeuer, noue can tnl<e
ouer a tanb from an Allied platoon (re page 70) A Higher Command team maj dppoint a new Platoon
Lorymand tary in tl'e snryc u q)/ os a Lompany
7heB oggedD oun or Bai led () ut tank remains in p /ay.How -
L-ommand tearn
euer,it is no Ionger the Command tank. Instead it becomes
part ofthe Platoon the taben-ouer tdnk ctme from. Howeuer, while a Company Command team
onQ appoint a Pktoon Commtnd team for their
Since the Command team takes their own crew with tLant
rcrydtry. a Highe, ( nmmnqd t(om ma1 aploinr a
ro crew !heir nt w rank. giuing rl,cir n/d rank t, thcjr ttcu
Platoon Command team to an! pldtoon in the force
tank's crew, both teams rtain theil oun Motiuation and
thel can Join.
Skill ratings and their own specia/ ru/es.Any special abili,
ties such as tlte German Tiger Ace skilLs (sre page 244)
nznsfer with the Command team to their new uehicle,
and the platoon applies its skills to the uehicle they gained
from the Command team.
Unless both ue/ticles are Recce teams (ee page 193),
neither uebicle is a Recce team aJter the transfer.

NO RE-RottWHILEBAILED
OUT
V/hen a commander is forced our of his vehicle, his
in{luence on the battle is temporarily curtailed.
While a Higher or Company Command Tanb team is
Bailed OuL it no longer alhas the platoon it is leading to
re-ro// failed Motiuation 7bsts.Howeuer, in the Sttrting
Step the Commanc/ Thnh team mdj attempt to Remount
their own tank frst (seepage I 02), then ifsucssful grant
the re-roll to the remainder ofthe platoon.

i
'''
i are made up ofa gqoup ofsoldiers all ofwhom Platoon Morale Chech), roll a die.
t o g e e r t o d o t h e i r j o b . l l s e v e r a la r e k i l l e d o r . On a rol! of ++ you hillcd or seriously wounded e
the remining individual soldiers are lnable uarrior and the rcam is Desrroycd.
c o n t i n u e a l o n e ,. o c a r r y l h e * o u n d e d r o r h e r e r o r . Orherwise. the owning plaler Dntrols dnl orhff
nother tem.
friend$ Infantry team that is uithin Command
officers however. are a different marrer. Distance of the Wrrior tenm instead as the uarrior
r indinidual fate matters-a lot. There is a good ca/ls them ouer to form a n(w team. lf rhere are no
that an olficer will survive the destruction of suitable Infantry teams, the Varrior is Destroled.
r command team and their exoerience allows them
reform it from nearby soldiers and continu with WARRIoRGUNTEAMCASUALTIES
lr loD. Gunners need guns. Warriors are too hard-6ghting to
oic soldiers are similar. Unlike normal soldiers, they let something minor like the loss of the ir own gun stop
i s t o p j u s r b e c a u s er h e around em do. them. Iftheir own gun is knocked out, they run to the
"oldiers
s i m p l y g a r h e rm o r e r o l d i e r r L o g e r h ear n d c a r r yo n next gun in the unit and rak command ofit instead.
o n l l w a y t o s t o p r h e m i r L o a c r u a l l yk i l l r h e m . If you Destroy an eneml Warrior that is a Gun team by
sbooting or assault (but n7t /1sa resuh of afuiled Platoon
Morale Checkl, roll a die.
. On a roll of ++ you killcz{ or seriously wounded the
warrior and the team is Des*oyed.
ARRIORTANK TEAM CASUALTIES . Otherwise, replace dnJ/ other friendly Gun team
alucky shot kills or seriously wounds the warrior, equipped bith the samc ueapon that is within
loss of rheir tank won't stop them. They simply walk Comryand Diuance af rhe Warrior tcam with the
to anothr tank and take it over from its previous Warrior Gun tenry. tbe Lun rcam that rhe wqrrior
replaced is Des*oyed. If there are no suitable Gun
'you
Destroy n (n(m! Warrior that is a Tanh team by teams, the Warrior is Destroyed.
or assauh (but nlt as d result ofa failed Platoon
WARRIOR TMNSPoRT TEAM CASUALTIES
,Check), roll a die
The leadership of senior oficers is more important than
On a roll of 1+ you hilled or seriously wounded the
their combat abiliry They ride in jeeps or haltracls to
warrior and the team is Destroyed.
get to where they are needed quickly. Fortunatell', there
Otheruise, the awning player ma1 designate any other isnt much ofa jeep that actually needs to keep working
fiendly Tanh team that is uithin Command Distance lor it to function. It can be riddled with trullet holes and
ofthe Warrior team for tbe warrior to take ouer as tlte
srillget the olcer ro where rheynced ro be.
rieu Warrior team. 7he tanh that the warrior tooh
If you Destrol an enenj Warrior that is a Tiansport
oer nou counts as Drnoyed to the platooil it came
team by shooting or assauh (but not as a rruh ofa failed
:; fom. If there are no suitable Tank teams, the Warrior
I-laroon Morale Chech). roll a di,
is Dectrcyed.
. On a roll of 4+ yu killed or seriously wounded the
the uarrior taes their own creu uith them to creu
warrior and the team is Dexroy,ed.
neu trznl?, the! retain their own Motiuation and
. Otheruise, the Warrior's uehic/e is riddled with bullet
ratiigs and their oun special rules. Unler the tanle
taleeouer is also a Recceteam, the Warior team is no ho/es, but is still driueable. The Warrior tedm contin-
a Recce team ifthey were before. aes on unharmed and is not Destroyed.

INFANTRYTEAM CASUALTIES
iors Iighting on foot still fight as part of a team
othef soldiers covering them and supplying exrra
.rd ammunition. V4rile most teams cease to
alter a few cualties, warrior is not so easily
As long as they arent actually disabled, they
g a t h e ra n e w t e a m t o r h e m r e l v e sa n d c a r r y o n
you Destroy dn enemJt Warrior that is an Infantry
by ,hooring or assault (but nor u a rcsult ofa failed
Sometimes ,vour weapons won't destroy the enemy EFFECT
oF SMoKE I.:..-
quickly enough to prevent them from wreaking havoc It takes more smoke. mmunition thn mos
on your own troops first. One way to protect yorir weapons have t produce a screen dense enoughir
troops in the meanwhile is to re smoke t the enemy and long-lasting enough to completely block vision.
to temporarily impair their vision. A tedm cdnnot tee llnother team at ouer'16"/40cm
Only weapont lisred as hauing the Smoke anribute in thei, all Lines of Sight betien tltem enter or pass
Arsenal uay firc smoke.Some weapon, can alsof re Smohc -\moke lyldrPeft-

Bombardmenrs (se(pag( IJb). Ifa/l Lines ofSight fon a Shooting or Sponing ream
dn enem! team pats through Smobe marhers, the
SHooT SMoKEFIRST teaw is both Conculed and Gone to Ground,
Smoke screens take time to develop. If you dont fire
ofall other consiclerationt, exce?t in Dtfensiue Fire
them at the ilrsr opportuniw, the enemy will shoor back
it only ConceaL ,seepage t 52).
while you are still waiting for your screen to form.
Ifany Line ofSighr from a 5hooting or Sporring rom
Weaponsshooting Smoke must shoot before other wedpont
the enemL team does not ?ts through a Smoke
in the sameplatoon.
rfu Smobe 5r,een ha, no efect.

FIRING SMOKE AMMUNITION A Smoke Screen is not a Trrain Feature


Smoke ammunition is used much like any other, except
thar when it hits it doesnt explode but gives off a dense
SMoKEDISPERSES
Smoke shell' donl burn for long so rhe smoke dr
cioud of white smoke instead.
away quite quickly. 'i/ithin a few minutes the target
Use tlte normal sbooting rules to deiermine the number of
be able to shoot again, so make sure you are ready
hit: scored. Unlike normal shloting, Theshooting player
ir hrppen'.
may choosewhicb teams out ofthe ualid targets uere bit
[n the Starting Step at th stdrt oflour next turn,
when Jiring smohe ammunition.
all Smake markers thnr you frcd.
For each hit scored, place tuo Smoke markers 2"/5cm
in diameter and 2"/5cm tall (balls of cotton wool worl<
well), one on either sitle of a /ine running betueen t/te
centre of the shooting mldel dnd the centre of the target
model, to form a 4"/ I )cm wide sneen directl, in front of
the rclected tdrget tedm. The hit has n0 other elct.

You can only lire smoke ar enemy reams.lVhile firing


smoke at friendly teams may seem like a good idea, the
likelihood ofconfusion airtl friendly casualtiesis too high
ro make it worthwhile.

i,ii:.i,
are big solid objecr'. You canr 'ee rhrough The font of a Thnh team must be square up dgdinst a
but you may be able to see oYer them uall to sltoot through it. Tieat that wal/ as hauing an
'ding Opening through it tbdt is occupied by the tanlz. 7he tank
block Line ofSight through them. Tioops on one
of a Building are completely out of sight of any enemy can on$ shoot through this Apening. b carunot Rotdte
the other side, unlessofcourse they are positioned high its turret, so must mout to shoot through a diferent uall.
0 ree 7uer tht.0P,
LOOPHOLES
\7hile troops cannot dig foxholes in a building, they
FROM A BUILDING
buildings provide exceptional . ^ , , - . ,h.., can knock loopholes in the walls to give them a better
atly restrict the visibility of those taking refuge field of fire.
ide-leaving large blind spots. Infantry teams that Dig In (seepage 51) while in a
'amsin Buildings only baue Line ofSight to tedmt outride Building do not createfoxhoLes. Instead thry Loophole the
they are square up against one or mlre Openings. The ualls, giuing them Line of Sight through all walk they
Field ofFire ofa team f;ring out dn Opening is euerything are square against as iJthey were at an Opening. As with
in Jiont of a line drawn along the wall that the Opening any Digging In, if the team moues, they lose the benefts
tn oJ'their Loopholes.

Infarutry team has a FieLl of Fire through any or all Enemy teams shooting at d team that has Loopholed a
the Openings it is square up agdinst, regardless of its wall also shoot as if there were Openings in a/l wa/ls that
Field of Firc. Gun ream, can onl), shnot out nn the team is square up agdinst.
ng in font oJ'them Loopboles cannot be used for an1 other purpose. You
one tel1m can baue Line oJ Sight through an cdnnot moue or asaub through them.
Opening unless tlte modelled Opening is wider than the
i base. For wider Openings, as man! teams dt can
SHooTINGAT TE,AMS
IN A BUILDING
It is almost impossible to distinguish rhe occupants of
completeb into the Opening together can use it at the
a dark building fron outsidc, so mosr shooring is at the
time, with an additional team using the reuaining
openings rather than a specic occupnr.
in the Opening ifthere is any.
Tam: with a [,ine of Sight to an Opening into a Building
A N K SS H O O T I N GF R O M B U I L D I N G haue Line oJSight to eur! team in the Bui/ding. Teamsin
a tank wants to shoot out of a building, it simply a Building aluays count as Concealed and in Bulletproof
ives out through a wall, swings its gun to the Front, Couer, euen to tedms in the same Bui/direg excePtdgainst
and back' into thc hole it jusrmadc. Defensiue Fire during assaults (seepage I 52).

:,::.-
:,::-::1
BUNKER
BUSTERS
SHooTIN6BUILDINGS BecauseoJ the damage it has done to the Building uthile
\X4rile buildings provide exceilenr prorecrion from mouing in. a ltnh ream .an b? '(n througlt aay a'a//
most weaponsi some guns irrc big enough to make the ofthe Bui/dirug it is in (but remains Concenled), euen
building a.leathtrap. One hit is likely to kill everyone there is no Opening mode/led in that wa//.
insidc.
When a weapon with tbe Bunher Brcter attribute scores
t l)it oLt d tean in a Bui/ding, it rt/so scoresd hit ott
euery otl)er InJdntry or Gun team in the Building. IJ'the
Building has mubiple rolms, or tlte target platoon is oc-
cupying seueralBuildings, tbe shooting plqte may choose
wbich room dnd Building is hit b1 each shot.

SHooTINGAT TANKsIN BUILDINGS


Tanks nake a total mess of a building u,hen thcl'drive
through ir, smashing walls and bringing dorvn half of
rhe ceiling.
solitry hunters with telescopic sights on their PERFECTLY
CAMoUFLAGED
are the .tuff ol- legend.. They usually work in A good sniper's hide is chosen so that the sniper will
r s . O n e s h o o r sw h i l e r h e o t h e r s p o L s .r e l l l n g r h e m i l renain invisible, even vi'hen they shoot.
w e r e h i g h , l o w l e t , o r r i g h r . T h e p a i r s p e n d sh o u r s Sniper teams arc Conrealed and Gone to Ground, euen
hidden, unable to moye, waiting for their prey to when they shoot. Tltry are also in BulletproofCouer.
i n L o r h e i r s i g h r s .T h e n . u i t h o n e s h o r r h e y b r i n g
A Sniper tearn maj not fre if there are any fiendly teams
enemy down
aithin 4"/1A{m, as the presenc ofthese troops will giae
ioers dontkill asmanysoldiers asa machine au), their hid?.
t h e p e r s o n a ln a r u r eo f r h e i r s h o o t i n g m a k e st h e m
more fearsome than an indiscriminate machine-gun. EXPERT
SHoT
leader im rally his men to advmie into machine- S n i p e r sa r e e x c e l l e n st h o r s ,< h o o r i n gm y o n e u h o m o v e s ,
re, but even the act ofwaving yor men forward m a k i n g i r d i f f i c u l r t o L e e pu p e m o m e n t u m o f a r t a c k .
death in the face ofa skilled sniper
A Sniper may re-roll any failed Roll to Hh. Any platoon
Snipers haue the following characteristics.Snipers hit by a Sniper team is automatically Pinnetl Doun.
Indeperulent Infantry teams an always rated as
Vneran. Although Sniprrs are lndependent DRIVEN
OFF
thejt may not Join pktoons If the enemy discover rhe sniper's hide, a smart sniper
ilters are armed with a sniper rifle. realisesthe game's up and gets out.

bapon Range ROF Anti-tanh Firepouer If Sniper team is Destroled, the plaler tbat Destroyed
iper rife 16"/40cm I 0 4+ it rolk a die.
. On a score of4+, they knock out the sniper.
IPER.S
HIDE . Otherwise, the Sniper team slips auay and is placed
i p e r s s n e a ko u t j n t h e d a r k n e s sb e f o r ed a w n , m o r i n g
bacleinto your pool ofSnipers read.I t0 rturn later.
into their chosen hide. Once in position they
Sniper teams cannot be assaubed. Instead, ifa team that
it p*tiently for their prey.
can Charge int7 Coiltact is uithin 4"/l)cm ofan enemy
terrmJ tue neuer deployed at the start of the
Sniper team during the Araub Step (seepage 111), h
Instead, they are held of table in a Sniper Pool.
can attemPt t0 catch the Sniper. To tlo so, the player rolls
beforeyou Roll for Reserues
in the Starting a die:
)t7u mdj place any of your Sniper teams in any . On a scoreof4+, they hnocb lut the sftiper remouing
Fearurr in lour lwn Deployncnt Area or No
the team from the game.
Land such tbar rhr Sniper ream is not wirhin
. Otherwise, the Sniper team slips aaay and is placed
11cm of any enemy team.
bacb into your poo/ ofSnipers ready to return later.
TERNATEHIDES AttemPting to catth the Sniper does not Preuent the team
the tactical situation changes or a sniper's hide h
from tahing part in an asaub later in the Assau/t Step.
discovered, they will sneak offand occupy a previ-
reconnoitred alternative position.
tbe Mouement Steplou mdl attemPt to rem7ue a
r ream fom the rablc. To do thi', ro/1 a die
On a roll of4+, you can remoue the Sniper and put it
bach into your pool ofSnipers readl to beplaced again
in a future turn.
Otberwise,the Sniper c/tnnot moue safe/yat the
momentdnd remainswheretheyare.
;de
from being rcmoued like rhis, oncc po:itioned a
tedm cdnnot moue for an! reailn. If they haue
mouefor an1 ruton, rhe), are Dcstro\el and remoued
the gawe
1,.* r:lrl,i::l:.-:r-.
'1}
;:il
iil : &i@:]:!;}1

Most tanks have a main gun nounted in


t h c i r r u r r e ra n L ln r r n c r o u . n r , rl,r i n e - g u n r .

MAIN GUNS
A big rnain gun is important if a tank is
going to knock out orher tanks and shoot
up infantrv in frtied positions.
AMain ()un is any uehic/e,mountad weapon
other tlun the Whicle Mnchine-gurts listtd
on the Jllouittg pages, Somc tanks dre on/1
arruac/ u,ith ndc/tine-gtns dnd do not h/1rc
d Main (]tn.

TURRET
MoUNTED
Most nain guns:lre mounred in rotating
turrets allowing rirem to engage an), targer
they can see.Unlessotheru-iseindicated all
irain guns are tufret mounred.
Turrct-moutted guns harc nt ttLL-nund
Irie Id of Firc.

HULLMoUNTED
Expense, the rveight oF rhe gun, or Lhe
size of thc vehicle can lorcc :l ranK ro nave
its main gun mounted in the hull rvith a
limited field of hre.
A Hull-mountetl uedpoil hdt a lS},degree
Field of Fire either in fonr oJ a line dnuurt
atross thefront or to the rear oJ'a /inc drtu,n
atross the rear of the ucltic/e (destending on
ultere tbe gwt is utounted).

MULTIPLE WEAPoNS
\ o m c r a r r k . , . u . l ra , r h e U S M J r r . d i r r r n
tank (Crant in British service),mount rnorc
thirn one main gun. This is uot as useful as
it mav seem, since the gunncrs rely on the
conmander to give them targets and he
c a n o n l l , d o o n e L h i n ga t a r i m e l
Whiclas witb multipla Main Guns tnal Jire
both guns at t/te sdryc tiruc, dt cither the
ttme pldtoan or difrreut flem)t p/dtoo\ts.
Vbet.fring multiple Main Guns, yu ma.1t
choosetu/tit'h Mnln Gun Jires dt iti ilormd/
ROE All other Main Guns haue ROF l.
Tanks do not havc ro fire all of their guns
at oncc- They mal're onll.sorne, onc or
even non of thcir rveapons.
Remenrbcr, if a tank uroycs rhe ROf of its
nain gun tlrops to 1. Since anr.other main
surs that fire alre:rdy har.e RC)F 1, they
must add + i to the score needed to hir.

:i.r.,1..
lii',.,*
IN'GUNS
everyrarmy has its own designs of
machine-guns, they are all essen-
the same.
machine-guns baue a range of
16"/40cm.a ROFof 3, an Anri-rankraring
2, and a Firepouer rating of 6.
main exceptions to this are the vanous
ryweight .50 cal (halinch) machine-
n . u s e db y s o m e c o u n rr i e . f o r t h e i r e x t r a
n power against aircraft and
r armoured vehicles.
ca/ uehicle machine-guns haue a range
16"/40cm, a ROF of 3, an Anti-tank
of4, and a Fircpoac, rntingof5.

ON THE MOVE
of the advantages of mounting a
ine-gun on a vehicle is that they tend
provide good shooting platforns. As a
vehicle machine-guns do not reduce
r ROF when moving.
Vehicle nachinc-guns do not reduee their
when mouing or Pinned Doun

RING WITH OTHER WEAPONS


tank wont get the full benefit of irs
ine-guns if it is busy firing other
rs well.
one uehicle machine-gun canfre at its
ROF 3 at a time and only if the uehicle
isn'tfring its Main Gun. Under all other
uehi cle m ach i n e-gun s redu te
ROF to I
of a uehiclel machine-guns mutt sbt)ot
the same platoon that the Main Gun it
cHrNjN MNiiNcs HUIL MG
Most tanla mount machine-gun i
Machine-guns are mounred on vehicles in many dif-
ferent ways, each of which has its own advanrages and the fiont ofthe hull for extra repower

limitations. Zhefdd of fre of a Hull MG includesea-


Both the normal uehicle MG and the heaaier .50 cal MG rytthingin font of a line acrossthefont of the
can be mounted on uehiclesin the following uays.
A Hull MG cannot fre at the same time as a
A MG (ANTI-AIRCRAFT
MG) mounted Main Gun.
Many vehicles are 6tted with anti-aircrafr machine,guns
to protect the crews from stra{rng and dive-bombing HULL-REAR MG
aircraft. These are fired by the crerv from the open Some armoured cars mounted a machine,gun in t
hatches of their vehicles. Manning the anti-aircraft r e a ro f r h e h u l l r o . o v e r r h e i r u i r h d r a w a l i F n e c e s r a r y
machine-gun during an assault invites a grenade through TheJield of fre of a Hull-rear MG includes
the open hatch if the defensive fire isn't effecrive. behind a /ine acro,' the rear ofthe uehiclci hu/l
An A MG has an all-round Field of Fire and is a Self
defenceAnti-aircrafi ueapon (see?dge I 82) albuing it to
TURRET-FRoNT
MG
A turret-f-ront MG is mounted beside the main gun,
engage aircraf as uel/ as targets on the ground. Houeuer,
unlike a co-u MG the gunner must shift positions i
fring an ,4.4 MG leaues tlte uehicle more uulnerable.
t h e r a n k r o o p e r a r ei t .
[n asauhs a tank tltat Jired an AA MG in this or the
preuiousplaycri turq ha, a 7op armour rating of0. A Turret-Jiont MG has an all-round Field of Fire,
cannotfre at the same time ^ the uebicle'sMain Gun.
nti-aircrafi
machine-guns can befrer/ at the same time
as otber mdchine-guns, but not at the sdme time as a
TURRET.REAR
MG
Main Gun, since the commander and gun crew cannot \While not very practical for long-range
shooting,
do two things at once.
machine-gun mounted in the back of the turret i
perfecr for discouraging boarders in an sault.
Co-AxMG
Couial or co-a machine-guns are mounred beside the A Turret-rear MG ma! nlt thoot, it is purely defensiue
main gun and aim along the same uis. This allows a In assault combat, if a hit fom an Infantry or Gun
gunner to keep shooting at the enemy using the co-uial is allocated to a Tank team armed uith a Thrret-real
machine-gun while he waits fbr the loader to reload the MG, the team that scored the bit uust take another
marn gun. Test.
Co-axial machine-guns may fre llt the sarue time as the . If they pass the second Skill Test, the asaultirug team
Main Gan it is mounted with, but only haue ROF I { getspast the machine-gun t0 hit the tanh and the
the Main Gun fru. must tabe /1n Armour Saue as norma/.
. If theyfail the stcond Skill Tst,the
CUPOLA
MG managed to keep the infantry dt bd! and protect
Some tmks have their machine-guns mounred in a
tank, and the asaubing team fails to scora bit.
small turret r cupola above the marn turret.
Bailed Out'lanh teams do not beneftfrom their Ti
Cupola machine-guns haue an a/l-round FieLl of 'ire.
rcar MG
They nay fre at the sam time as other machine-guns,
but not at the same time ds the tutet's Main Gun. TWINMG
twin MG is simply two machin-guns mounted side
DECKTURRET
MG side, doubling the effecrive firepower ofrhe mounting.
In the 1930's a number ofdesigners envisioned tanks
A Tuin MG functions as a standard uehicle MG but
battleships on land. Covered in guns, they would steam
ROF t u'heuf ringon itsown or ROF 2 ifthe uehicle
fomard into enemy formations to wreak serious havoc.
an1 other machine-guns at full ROE or its Main Gun
All ofthese extra weapons were mounted in deck turrets
placed on rhe top deck of the tank. "{he biggest of the
TWINMG TURRETS
land battleships, the Soviet T:35 had four deck turrets
Some tank designs from the early i930's had
in addition ro irs main turretl
machine-gun turrets mounted side-by-side making
Guns and machine-guns mounted in Deck Turrets haue lethal against infanrry.
an all-round Field of l'ire, except where their otation is
Twin MG Turrets are Dec/e T|ryets. Both tuffets ctn
blocked by the uehicle\ superstructurc. Ignore the facing
at their full ROF 3 at the same time, either at ilte
of Dech Turrets when determining if a sltot hits the Front
platoon or eaclt al a dffirent enemy pktoon.
or Side armour.
... ,,4..:..
.:..:.,,::-.: ..-:
re preference for anv army is to use a combined MG TEAMS
ms attack, as often as not, the real work falls on the Mechanised troops can nove lots of ammunition and
Poor Bloody Infantrf. Linited to what they can carry heavier weapons in their vehicles. Some units use this
their backs, the perpetual trial of foor soldiers is to capability to give every team a light bipod-mounted
to solve their problems using only what they have squad machine-gun.
them. This gives them immelse repower when stationarv, but
s they cannot 6re their machine-guns while moving,
TEAMs
their rate of re drops dramatically when doing so. It is
the start of the Thentieth Century, infantry were all
often a good idea ro leave some teams halted to pin the
with simple bolt-action ri11es.
They are rypically
enemy with their full ROF while the rest of the platoon
to operate and only able to lay down a limited
advances into m assault.
t of re, although modern semi-automatic ri{les
MG teams haue a ROF of 3. If a MG tearu moues, its
make rifle teams surprisinglv flexible.
ROF is redured to I ds usual. Houeuer, unlihe other
teamshauea ROF of l. Becausetheir rate offre i:
teams, the slteer amount offre they can kich out giues
1, if a Rife team mouei or is Pinned Down, it
them ROF 2 when they are Pinned Doun.
+ | tu the uor, requiretl to hit a target.

SMG TEAMS
MG TEAMS
A submachine-gun, or SN4G, is a smali, compact, auro-
more common is a combination ofrifles and light,
matic weapon designed for lightning-fast, close-range
mounted squad machine-guns like the German
engagenents. They sacrifice long range for rhe abilitv to
or the British Bren gun. ach squad combines
fire from the hip in assaults.
repower of an MG team with the flexibility of a
SMG teams only haue a range of ,1"/l2cm compared utith
team to form a pair of hybrid Rifle/MG teams
the 16"/10cm range ofRtfe teams. 7he aduantdge tbe.y
rearys haue a ROF of 2. Like orhcr rcaws, if
haue is that their ROF remains at 3, uhether they mouer)
Rife/MG ieam moues or is Pinned Down, its ROF is
or not. Howeuer, if thel are Pinned Down, their ROF
toI
drops to 1.

RIFTE/MGTEAMS
The differences bemcen fufie, Rifle/MG, and N4G teams can be a bit confusing for new players. Historically, thc clistinc-
tion is the number of machine-guns carried by a squad of two teams. fufle squads have none, Rifle/MC squads have one
macbine-gun per squad, while MG teams have two machine-guns issued to each squad.

. If this was represented literaliy in Flames (lf 1War,it nould mean that Rifle/M(l squ:rds rvorld have one MG tearn and one
l, fufle tem. The problem with this is keeping track of the s-o
rypes of teanrs. F,very rime 1ou morrcd or shot rou rvoulcl
'
have ro look carefully at each team to nake sure rhar ,vou had the right type of rcam.

Needless ro say, it is nruch easier to simply average rhe wo rypes into Rilie/MG teams. Two Riflc/MG tef,ms are atnost rhe
'
same as one fufle ream and one M(l reanr, rvithout the extra hassle of keeping track of mo differcnt rypcs of team.

Tm Rmge ROF Anti-tmk Firepower Notes


fufle 16"/40cm I 2. 6
tu{le/MGl6"l40cn226
MG 16" l40cm 3 2 6 ROF 2 rvhen Pinne<i l)orvn
SMG 4"/10cm 3 1 6 Full RC)F rvhen movilg.
Assault fufle 8"/20cm 3 1 6 Full ROF when moving.
Light Mortu 16"/40cm 1 I 4+ Can fire over frientlly teams.
Flme-thrower 4"/10cm 2 - 6 Remove after shootirrg.
Boys anti-tmk rifle 16"/40cn I 4 5+ llnk Assault 3.
'lnkAssauLr
Bazooka 8"/20cm I 10 5+ 4.

-r,,i;. ::,,::l
i..;i::::*.: ,a,;,,
An assault rifle attempts to mrry the range
of a rille with the automatic fire of a sub-
m a c h i n e - g u n .l r u s e sa r l l l e n g r h b a r r e l .b u r
has a smaller and lighter cartridge rhn rifie
round, making fully-automatic fire possible.
,Assault Rife teams baue a RAF of 3 antl a
range of 8"/20cm. Like SMG teams, ryouemenl
doesn't afect the ROF ofAsauh R.ife teams, so
thel shoot at a ROF of j eaen if thE moue, but
drop ro ROF t if Pinned Down.

LIGHT MORTAR TEAMS


Inlantry have dilliculry knocking our dug-
in heary machine-guns with their rifles and
machine-guns, but cannot advance into their
hail of fire until they do. One answer is the
l i g h t m o r t a r . T h e s eg r e n a d el a u n c h e r sr h r o u
small bombs in a high arc aiming ro ger one
into the machine-gun pit and knock it out.
Ligbt Mortar teams haue a Firepower rating
of 4+ making them excellentfor knocking out
rcams i n B u lle rproof Couer.
Though tbey do not fre bombardmentl light
mortals dre considered to be lobbing their
rouns in a high tmjectory and so can fre ouer
Jiiendfu teams s an exception to the normal
I ine oJ Sigh rules.

INFANTRY
NTI-TANKTEAMS
E v e rr i n c e r h e f i r s r r a n k sr o l l e d a c r o : r t h e b a r -
tlefieLds of urope, atmies have been trying
to give their infanrry light anti-tank weapons
to destroy or disable rhem. The first versions
were anti-tank rilles, oversized rifles capable
of punching through the armour of a light
r a n k . { s r r m o u r g o t r h i c k e r .a r r e u i n v c n t i o n
came along,.the Bazooka, a rocket launcher
liring a high-explosive anti-tmk (HEAI)
r o u n d c a p a b l eo f k n o c k i n g o u t a n ; t a n k .
Ihe characteristics of infantrl ltntitanb
weapons /ihe anti unk rifles and bazooka:
uary grearly Jrum weapon to wupon. The
precise characteristics are giuen in their army's
Arsenal. Some infantl anti-tank ueapqn;Iihe
the Panzerfau:r arc additional equipment for
Rife or other teams. feans equipped with rhis
ryp( of wepon can either fre tbeir normal
weapons orrre rhe addirional weapon.

OTHERINFANTRY
WEAPoNs
Although the basic infantry teams are the
' a m e i n e v e r y a r m y . r h e r ea r e a l s o n u m e r o u ,
weapons that are unique to each army. The
Arsenal for an army describes its weapons and
-packed guns are the infartry; own supporring MORTARS
s. They re small and light enough to operate Mortars are light enough to allow infanrry to carry their
ith the infantry in the front line, but too big and very own artillery wherever they go, giving them fast
to take part in close-quarters ghting in a L L u r a r ef i r e a s r e q u i r e d .T h e s i m p l i c i q o f o p c r a r i o r r
.lts. allows them to be fired as quickly as new rounds can
be dropped down the tube. Ofcoursc the guy thar has
(HMG)
VY MACHINE-GUNS to carry the base-plate may have other ideas about how
weapon common to almost every arm1. is fi light they really are. Lighter mortars like the US M2
, a tripod-mounted heary machine-gun, firing 60mm and M1 81rnm mortars can be used as direct-
rifle bullets. They have water-cooling jackets fire grenade launchers as well as firing bombardments.
quick-change barrels and plenty of mmunition so
Mortars lob their rounds in a high tmjactory and so can
can keeo uD m immense rate of 6re almost indefi-
fre ouer fiendQ tedms ds an excption to the norma/
ly. Even wherr under heavy fire, an HMG team can
shooting ru/es.
up a good rate of fire making them ideal defensive
\Yhen fring directly at a target rdther than fring an
Pons.
Artillery Bambardment, mlrtar teams (wbether Gun
G teams baue a ROF oJ 6. Because of its bigh rate
teams or on self-prope//ed mountings ds Tdnh teams) haue
f re, an HMG tedm ,6re' wirh ROF 3 when linned a minimum range of 8"/20cm.
0r moutng,
Tbe characteristics ofmortirs uary grentbtJrom uedpon to
(tMG)
MAcHtNE-cuNs weapon and are giuen in their armyi Arsena/.
machine-guns are heavy machine-guns lightened
by dropping the warer-cooling for an air-cooled
LIGHT^ANTI-TANK
WT^APoNs
BeFore the war manv countries developed giant anti,
ket. This makes them more suitable for close infantry
tank ri{les with calibres up to 20mm to overcome thc
pport, but reduces rheir abiliry to keep up a high
increasingly thick armour of the enemy tanks. \While
me of6re at long range
much smaller and more mobiie than a true anti-tank
teams haue a ROF of 5. With a /ower surtaiiled rate
'.fire gun, they are still cumbersome weapons barely able ro
than an HMG, an LMG teamfres uitb ROF 2
'n Pinned Down or mouing be carried by their crews. \W'ith the invenrion of the
recoillessgun, a new generation of hearf infanrrv anri-
tank weapons appeared using high-explosive anti-tank
(H,AT) rounds.
7he characteristics oflight anti+ank ueapons tnry grcatl1
from weapon to uea?on. 7beprecise c/taracteristicsofeach
weapon are giuen in tltair arml's Arsena/.

'Weapon
Rmge ROF Anti-tmk Firepower Notes
Machine-guns
M1917 HMC 24" 160cm 6 2 6 ROF 3 when moving or Pinnecl l)own,
M1919 LMG 16"140cm 5 2 6 ROF 2 when moving or Pinnecl Down,

Mortars
M2 60mm mortr 24" 160cm 2 I 3+ Minimum range 8"/20cm.
Firing bombardments 32"/80cm - I 6
8cm G\fl34 mortar 24" 160cm 2 2 3+ Smoke, Minimum range 8"/20cm.
Firing bombardments 10"/l00cm - 2 6 Srnoke bombardment

Ligbt Anti-tan b W'eapo ns


'1nk
PTRD anti-tank rifle 76" l40cm 2 5 5+ Assault 3.
2.8cm sPzB41 AI rifle 16" l40cm 3 7 5+ No HE.
8.8cm R\X143(Pppchen) 76"140cm t 11 5+

i ..l,:r:
::,]..ll'., !,: l:
Guns have many roles. 1ley drop shells and rockets on ccurate, but given time they can be
enemy infanty and tanks miles awa1,,defend rhe skies destructive. As with anti-tank guns, each armi'3
against incoming aircraft, and punch holes in enemy lielded its own range of artillery pieces. Again,
rmour so their army can advmce. The range of di the rsenals give the fhll details. Below is a
lerent guns in use is vast. Every country has their orvn selection.
J c s i g n 'w i r h ( l r c i ro w r rc h a r a r, e r i s r i c s .
HEAVYMoRTARS
ANTI-TANKGUNs Heary mortars are just scaled up versions of their m
Anti-tank guns fire bigh-velociry armour piercing shots packed cousins. lVith calibres from 4.2" (107mrn)
directll' ar tanks. Most anti-tank guns can also firc cx- 160mm (6.3"), they pack a powerful punch for such
plosive, fi'agmenting rounds against infantry targers if simple an,.lcherp weapons.
necessary.Every army developed its own range of anti,
tanL guns as it sought to gain an edge on enemy armour. ROCKET
LAUNcHERS
lhe table below shows fwo typical anti-tank guns. Each Rockct launchers were one of the secret weapons of
army's Arsenai describes their anti,tank guns. Red Army at the starr of \Zorld War Two. By the
of the war every army had their own version of t
ANTI-AIRCRAFT GUNS lighmeight weapons capable of delivering a stunn
Arti-aircraft guns are principally designed to shoot volume of iire and saturaring rhe target area with ex.:
down aircraft, but their high rate oflire and the velocity plosives. Each army's Arsenal describes their rockei]
of their shot makes them excellent, if rather large, anti, launchers.
tank guns. Once again, the Arsenal has the details of
ech army: anti-aircraft guns. GUN TEAMSCAN FIRI As RIFTES
Cunners are usually equipped with rilles and
ARTILLERY
occasional machine-gun for self-defcnce. If they a
The main function of artillery is bombarding the enemv
attacked by infantry and dont have time ro bring theii
from a distance. They rely on pounding an area for long
weapons to bear, or their weapon is not going to
enough to hit the enemy, rarher rhan specihcally trying
any effect against infantry, they leave the gun where it
to hit them with each shot. Artillerv bombardments are
is, pick up their rifles, and open fire.
explained in more detail on page 121.
Gun teams (including Man-pached Gun teams) can frt
GUNSAND HowITzERs as Rifle teams instead of shooting their mdin weapon.
Guns and howirzers are the most common form of arril- thel do this, thel hauc an alL-round Field ofl'ire, but
lery. These are convenrional guns lobbing heavier shells not rotdt( to fdce the tdlget tltey are shooting at.
than anti-tank guns over longer,ranges. They aren't as

Weapon Mobiliry Rmge ROF Anti-tmk Firepower Notes


Anti-tanh Guns
OQF 6 pdr gun Medium 24"160cn 3 10 4+ Gun shield,
7.5cm PaK40 gun Medium 32"/80cm 2 \2 3+ Gun shield.
Anti-aircraft Guns
20i 65 gun Light \6" l4ocm 4 5 5+ Arti-airrcraft, Turntable.
Artillny
M2A1 l05mm howirzer Lrmobrle 24"160cm 1 9 2+ Breakthrough Gun,
Cun shield, Smoke.
Firing bombardments 72'7180cm , I 1+ Smoleebonbayd.ment,
Heauy Mortar
120-PM-38 mortar Light 56"1140cn - 3 3+
Roehet Laancher
l 5 t m N W 4 l r o . k e r l . r u n c h e Lr i g h r tr+'i l60cm J 4, Smokebombardment.

' ' I
.#*-l
following rules represent the battlefield perform- If uehiclesuith Improuised Armour Jil an Armour Saue
, ofweapons with unusual characteristics and super- dgdinst wedpons uith a Firepouer rating of 5+ or 6, rol/
the nornal shooting rules. The Arsenals list which another ie.
butes apply to prticular wapon or vehicle, . On a roll of 5+ the Improuised Armour sTlpped the
shot. Ignore the failed saue.
ARDLAYOUT . Otherwise, the rauhs ofthe failetl Armour Saue stand.
t a nk d e s i g n rh a v e. u c h a rr a u k w a r d i t rt e r n a li a y o u t
at it is dificult for the crew to fire on the move. In Improsed Armour hlls no eJectdgainst Flame-throwers,
e Archer, for example, the gun recoils into the driverk Artillery Bombardments, or Aircrafi. In asaubs, it only
ion, requiring them to vacate before ring. protects dgdinst hix fom Gun teams using the Thnks Hit
by Gun 7ams rule on page 157.
ted:.mscannot shoot any weapons witlt Awbuard
in their oun Shooting Step f they moue in the
LIMITED
VISIoN
Step. 7he1,mq/ still shootat AirnaJt in the
In order to pack rnore into small tanks, some tank de-
ry\ ShootingStep(see
page 18)).
signers reduced the crew to a minimum and severell.
limited rhe number of vision devices. Thus, the tanks
CARRIER
require the commander to operate as a somewhat
n they board their HMC . a r r i e r . the machine-
vision-impaired gunner as well.
nners mount their machine-gun on their carrier so
can iire the gun while mounted. Thnbs with Limited Vision add + I to Thescore required
to hit uhen shooting an1 weapon exce?t an A MG at
HMG team that started the turn a a Passenger in an
'MG targets tbdt are entirely behind a line drawn doss t/1e
Carrier may Jre the carrieri hull-moanted uehicle
ine-gun as an HMG tedm dt their full ROF of 6 f'ont ofthe tank's turret before they rotate their turret to
a range of21"/60cm as long as the uehicle does not Jce the target.
Haweuer when mouirug, the weapon is reduced to Tnks witb Limited Vision murt rotdte their turret ta

usual ROF 3 and 16"/10cm range oJ'a uehicle hull ?oint strdight ahedd when they moue.
G. \Yhile fring the machine-gun as an HMG team, it
tls the uehicla'sMdin Gun.
NO HE
Some weapons come equipped only with armour-
HMG team that Jires cannot Dismount in t/te same
piercing ammunition, and have no high explosir.e
, except to escapet/rc destruction oftheir uehicle. ammunirion ar all, reducing their ellectivenessagainsr
'sot'
infantry and rargets.
RSEARTILLERY
artillery has a long tradition of galloping the Hits f'om weapons uith No HE cannot be allacated to
'Crash [nfann"y or Gun teams. If onj Inftntry and Gun tetm:
s ro the fore. Within 30 secondsof the order
I' being given, the well-drilled crews have the are ualid targex, a/l ltits Jioln u)adpont with No HE are
ns unlimbered and are delivering re. Trading their ignored comp/ete/ydt the dltti-tdnk gun lns no tdrgets.
for mechanical gun tractors has changed the drill Gun tednx uith No HE ara not cornpletelyhelpbt against
litrle, but crash action renrains. InJntry teants though ds thal iln shaot ds Rifle teanr iJ

Gun tedm ruted ai Horse Artillerl that started its turn necerarl $ee page I l7).
untet/ may Unlimber dt th erud of its mouement,
ONE.MAN TURRET
s it moued At the Double. 7be Gun team remains
French tanks retain the one-man turret of their First
tl1 where ir , ndcd it' ryou(ry(nt. and the Tt'ausporr
World War forebears. Although this is sufflcient lbr
u(hile is Sent to thc Retr.
infantrl-sspps11, in tank-versus-tank ciashesthe con-
thel do this, they can shoot on the moue. Howeuer,
mander is faced with the impossible task of finding nerv
cannot fre Artiller1 Bombardments in the turn
targets,and loading and firing the sun, rvhile direcring
Unlimber.
the drir.er as well.

ARMOUR An1 tank with a One-man Turret that maues ad* +l

ws not uncommon for tank crews to add their own t0 th score required to hit when shooting uith its Tltrret

armour made of sandbags, tank tracks Main Gun. Machine-guns anr/ Flame-thrawerc do nor

whatever they could find to the outside of their sufer this penalt1.

icle for additional protection against short-range In addition, a tdnk with a One-nan Tilrret may not Jtre
rtry anri-tank weapons. botb tbe turret Main Gun and the turret machine-gun in
PASSENGER-FIRED
WEAPoNS being fired. Although this creates a large cloud of
Some ransport vehicles come equipped with an on- and flfing debris behind the gun, it does allow it
board machine-gun, bur are only crewed by rhe driver, do away with the heary recoil-absorbing carriage
meaning the weapon can only be {ired when passengers most nillery.
are nounted in the vehicle. Recoilles guns neuer count as Concea/e if they
Vehicles with Passenger-fred ueapons can only shoot tltose in their last Shooting Step as the dux cloud giues
weapon, ifa Passengerrcaru is Mounred in tb( u(hi(b. A
single Pasenger team can fre al/ of a uehicle's Passenger, Becauseofthe dangerfrom flying debris,you canntfre
t'ired ueapons. Recoilless gun when any part ofafrierully team is
A team that Jires a Pasenger-fred weapln c&nnot behind and aithin 2"/5cm of.the Gun team
Dismount in th sllme turn, excpt to escdptbe destrur guns cnnnot fre from witbin Buildings.
tion of rheir whicle.
SLow TRAVERSE
PRoTECTD
AMMo Most tanls were either fitted rvith oower traverse or
Many tanks are destroyed not by the eneny shell bur turreas that were light enough to be quickly swung
by their own ammunition being hit by white-hot frag- hand. Some designs suffered from heary turrers lacki
ments of armour and exploding. The chmces of this POWerlra\ erse.
rvere ninimised by providing a safe place for stowing Tanks with slou trauerse add +l ta the score requird..
ammunition within
the vehicle such as an armoured hit uben shooting any tuffet-mounte. weapon except
compartment or inside a water-filled jacket. AA MG at tnrgers rhat are enrire/1 bchind a line
I l f o n c d t o b a i l o u r . c r e w s o f r a n k s w i r h p r o r e tt e d acro$ tbe front ofthe tank's turret before thEt rot/tte
a n r m r r n i ( i o na r e l a r m o r e c o n F d e n r w h e n i t c o m e s r o turrer rolaet the rarger.
r e m o u n t i n g r h e i r v e h i c l eq u i c l r J y .
Tbnlcs uith Protected Ammo re-roll att faihd Mot-
STABITISER
JAcKs
Heary anti-aircraft guns are much more motrile
iualion lesrs ro Remount Bailed Out uehicle, in rhe
mounted on trucks, but they need ouuiggers a;rd
JrarringSrep tteepage l0)t.
biliserjacks to stop them from ripping over when
'fhe
REcoILtEsS
GUNS fire. addition of a gun shield makes them
'
P a r a t r o o p .n c c d l i g h r a r t i l l e r y .O n e s o l u t i o n i . r e r o i i - anti-tank weapons too. .. .
lcss guns.'Ihese weapons vent propellant gassesfrom Whicles uith Stabiliser Jacks bdc /1 .Gun Shield.for
the rear of the gun to counreract rhe recoil of the shell Main Gun and use the Gun Shields Pruct Vehiiles
(seepage 99): . .

'''-,
'i:
':
.1! ::::

SEIECTTHE SHOOTINGPTATOON 9 AttOcATE HITS To TARGETTEAMS


one platoon to shoot with OPPonent dllocdte: hits to leams within target pldtoon.
Hits must be allocated:
SEtEcTTHE TARGETPLATooNS . t0 ud/id tdrgts.
the enemyp/atoons to shoot dt . euenly acrossteams,
WHO WILLSHOOTEACHPLATooN . t0 operational uehicles before Balled Out or Bogged
which enemyplatoon each team wil/ shoot at Doun ones.
. to ttlrgets c/oseythan 16"/40cm before those beyand.
FIRESMOKEAMMUNITIoN . to louest Armour.first.
must befred before the rest oJ the pldtoon shoots.
10 RoLL SAvEsFoR TEAMSTHAT WEREHIT
CHECK THAT THE TARGET IS VALID
Opplnent rolls a die and adds the Armour ating of
ualid targetuust be: Armoured uehicles and clmpars the resu/t ro tha Anti
1n Ltne 0f JtgnL ldnh Mting:
in Range, and
Roll is Resuh
in Field ofFire.
Greate/ No efect
ROTATETO FACETHE TARGET Equa/ Firepower test to Bail Out

hrn the weapon to face d team in the tllrget Platlon Less Firepower test to Destrol
atheraise Bai/ Out
.7 CHECKIF THETARGETIs CoNCEALED
I Targets at least halfhidden b1 terrain are Concealed Roll 5+ sauefor Unarmoured uehic/es,except3+ sauefor
Warrior, IndependeilL and Recceteams.
[nfantry and Man-packed Guns are a/uays
Concealed if they don't moue. Ro// 3+ sauefor [nfun*1 teans.

Tamsthat did not moua, shoot, or assau/t are Oone Roll 5+ sauefor Gun teams, un/essGorrc to Ground, then
to Ground. 3 + saue.

Rott To HIT 11 RoLL FIREPoWER


TEsTs
one die per point of ROF for each shooting taam. Roll Firepower Tststo Destroy Arnoured uehic/es,
Infantr.y teaml and Gun teams in Bulletproof Couer.
Ti:amsthat mouedreducetheir ROF by half.
12 MARK oR REMoVEDESTRoYEDTEAMS
Mark Dutroyt/ Armoured uehiclasas \Yrecles.
Remoue other Destroyed tearr,

13 RETURNTo 1 To SEtEcTYoUR NEXT


SHOOTINGPTATOON
required to hit based on easie,r tcary n hir in target
14 PIN DowN PLATooNSHIT FTVETIMES
Platoons that take fue or more hits in a Shooting Step are
Pinned Down.

IN THE STARTINGSTEP
RT.IIY PINNED DOWN PLATOON
Add +1 to the scoreto hitfor each oftheJllowing: Pas a Motiuation Tstin the Starting Step to Rdlfi n
. Range is ouer 16"/40cm. PinnedDownplatoon.
. Target team is Concealed.
REMOUNT BAILED OUT VEHICLES
. Target team is Gone to Ground u,hile Concea/ed.
Passa Motiuation Tx in the Starting Stept0 Remountt
. Shooting weapon has ROF I and moued.
Bailed Out uehicle.

:'T
':. r
its destiiiitind ;;;;;;;',;i World
There the armis of Europe leamed the art of msed artillery fire to smh enemy defences and cut them
&om their reserves. Their technique w slow and methodical, but extremely deadly.

Select theAiming Point 6. Rollto RangelnontheTrget

Nominate the Spotting Tem 7. Position the Template

Check that the Trget isValid 8, Roll to HitTms Undet the Tmplate
a, ChecklineofSight 9. Roll Saves for Tems that were Hit
b. Check Rmge
10. Muk or Remove DestroyedTeams
c. CheckFieldofFire
I l. Pin Down all Platoons that were Hit
Rotate to Face the Tuget
Check if the Tirget is Concealed

Allocate Hits to Tems .. .. 133


aBombardment .......'.'. 123 Friendly Fire r33
theAimingPoint...... .,,. 124
Pin Down All Platoons that were Hit ....... r33
RottetoFaceTget.,........ 124 R o l l S a v e sf o r T e m s thatwere Hit.... '.. ... 134
FiringOvertoops andTrrain ........' 124 Amoured Vehicle Saves. . r34
Unrmoured Vehicle Saves r34
Infantry Saves r34
Gun Saves. t34
128 BulletproofCover ...... rJ)
AllGunsRepeat!. ....128 Psengers in Tiansports r35
to Rmge in on the Trget , . . . . 129 PsengersonTmls..,.. r35
.... f30 Smoke Bombadments. . r5()
tiontheTemplate
Double-widthTemplats. ...... 130 Size ofa Smoke Screen . , . r36
DevtatingBombardments .... 130 Effect ofa Smoke Screen . r37
Wind Direction 137
md Smaller Batteries ... 131
Mixed Bombrdments. .. t3l R o c k e tL a u n c h e r s . . . . . . r38
to Hit Tms Under the Template . . . , . . 132 Air Obseryation Posts. . . r39
ArtillerySummary..... r40

weapons re the big guns of the army. Most ARTILLERY


TEAMS
must be able to seetheir enemy to shoot. Artillery Firing an artillery bombardment is verv specialised
iallows you to quickll. concntrate a lot of firepower task. It requires the right equipment and training, not
nlrvhere on the battlefield, wav beyond the range of to mention lirerallv tons of ammunitionl
I weapons. This is particularly useful for taking Only Artillery tedms can fre Artillerl Bombardments.
troublesome machine-guns and anti-tank guns. ArtiLLery teams ne those lhted in the Arsenals with a line
rdments saturate the target area with high-explo giuing chamcteristicsfor f ring Bombardments.
shells rather than hitting one specic target, making Some mortars and rocleetlaunchers caltnotfre direct/l it d
! especially useful against densely-packed enemy for- targtt and therefore onl haue a single /ine in the Arseruals
ations as all of them are hit at the same time. Being on that lists their chamcteristics for fring Bombardments.
receiving end of a bombardment is terrifting. Shells Theseare a/so Artillerl tedms-
ing everywhere tends to keep soldiers' heads
Light Mortar teamsare Infantry teamsancl cannotfre bom-
This makes an artillery bombardment the ideal
bardmentl their characterisrics are for normal shooting.
po.!{].9!
WHENAREBoMBARDMENTS
FIRED No SPLITTING
oF ARTILIERY
FIRE
Artillery batteries fire their long-range bombardments T h e t i m e r e q u i r e dl o r a b a r r e r yr o c o o r d i n a t e
while other ffoops re engaging the enemy with direct b o m b a r d m e n r f o r c e si r r o i g n o r e a J lo r h e r L u g et s .
'
' ' ,- -"_, _, . h ^ , , " , *- " " " .
" " ' b' " ' Vhen a platoon fres an Artille: Bornbarlmeni,.
Arrillery team: fre Artillery Bombadments in tbe Auillery reamsconnotf re any orhcrwilllns rhir turn.
Sbooting Step dt the same time at other ueapons. theydo notfre in theArtillery Bombardmentthey
Artillerjt
teams cannot fre Artillery Bombardments as shootat all.
DeJnsiue Fire during the Araub Step. Tbe enemy is Non-artillery teams caniotfre Bombardments, so are
already too close to your oun troopsfar a bombardment to conduct normal Shooting.
to be efectiae.

WHo CAN FIREA BoMBARDMENT


It takes a lot ofwork to prepare a bombardment, and it
tkes even more time to lire enough rounds to make the
bombardment effective. There is no way guns can fire
an artillery bombardment from the move.
TbJire a bombardment an Artil/ery team must either:
. spend the whole turn stationary, or
. Unlimber in tbe Mouement Step prouided the Gun
team remains where it started the turn asirle from
rotating.

PINNED
DowN
It is dificultto load and fire an artillery piece under
fire, and impossible to fire fast enough to maintain an
effective bombardment. Only selpropelled guns can
keep firing while under healy fire.
Only Armoured uehiclescan Jire Arti/lery Bombardments
uhen their platoon is Pinned Down. Other rypesof teams
cannot fire a bombardment whi/e Pinned Doun.

ONE BoMBARDMENT
PERTURN
Organising and firing a bombardment is roo time con-
suming to allow an artillery battery to engage multiple
targets in a short space of time.
An Artillery platoon can only fre one Artillery Bombard-
ment peT Turn.

ARfILLEFT
MY FIREA
BOMBARDMENI
INSTEADOF
l:i'.:*

though the idea of shelling every suspicious bush, FIELDoF FIRE


k, or house makes perfect sense to the trooper at the Most artillery weapons have limired-traverse moundngs
line, it doesnt work out that way in the real world that restrict the targets they can cngage without com-
amount of ammunition needed would be massive, pletely realigning the guns, a rather time-consuming
if there were enough time to wait for endless o p e r at i o n .
ardments. Before the gunners will expend their An Artillerl team mdJ/ not fre in an Artillery
ious shells and sweat firing a bombudment, they Bombartlment where the Aiming Point ^ outsid( its Field
to be sure that there is a target worth the effort. oJ Fire (seepage 82).
Aiming Point of an Artillery Bombardment must
tbe centre of a specrfc eneml te/1m. Place a suitable RoTATE To FACETARGET
uith the enemy tearu to marl< the Aiming Point
Before they fire, all ofyour wepons must be brought to
t/te Bombardment
bear on the enemy, Your gunners traverse rheir weapons,
aim, and fire.
RANGE
BoMBARDMENT
guns firing bombardments shoot at high angles of Afer determining your teami Fields of Fire, but before
ion to achieve longer ranges than normal shooting, rhey f,a ths Bomba,dment. rytat? )tour reams ro point
is still a limit to how far they can throw a shell. directly at the Aiming Point in the sl1me u/ry thdt
teams rotate to face their target in normal shooting (see
Artillery team ma1 not Jire in an Artillery
page 84).
where the Aiming Point is further than
Bombardment Range dud!
FIRINGOVERTRooPs AND TERRAIN
the rangefom the closat part oJ the Artlllery team
'luing gun batels) to tbe nearest part of the enemy Artilleryweapons lob their shells il an arc high overheacl.
It is this high trajectory that gives thern their longer
team (ucluding gun barrels) that is the Aiming Point.
range and allows them to shoot at a distani enemy not
the range seprately for each Arti[ely team in the
even visible to the artillery crews themselves.
ng platoon. This may result in some teams not firing
Artillerl teams can fre a Bombardment ouer inTerucning
the rest conduct the bombardment without them
troops or terrdin. 7he1 do not need a Line ofSigbt to the
INIMUM BOMBARDMENTRANGE Aiming Point as long as their Spotting team hu a Lirue
the enemy gets too close to your guns, ring a bom- of Sight.
t becomes impractical
Arti/lery reams that are morr than B /20cn Jion
Aiming Point can fre an Artillery Bombardment.
FIRINGoVERBUILD|NGS tree /ines) or Bocage Hedgerows within 4"/10cn
High obstacles such buildings are a hazard for artil- team. This preaents Artillery teams fom fring
lery crews. They need to have sufficient clearance to lob Bombardments from completel! within a \Yood.
theii shells over the buildings. One ofthe advantages of
mortrs is that their steep trajectory allows them to fire
over buildings more easily than other artillery pieces.
An Artillery teatn cannot fre an Artillery Bombardment
if the Line f Sight betueen the Artilkry team and the
Aiming Point pses througb a Building c/oser to ite team
than the height ofthe Building.
Motar teams are an exce?tion to this anrl may fre ouer
any Building more than 4"/10cm away fom them, no
madr ltow tatl the Building is.
Artil/ery teams.can neaerfre an Artillery Bombardment
fom uithin a Builing.

FIRING
ovERWooDs
\X4ren positioning their weapons artillery crews ue
careful nor ro get roo close to inrerveniug trees. lI rhey
set up too close, their shells will hit the trees and blow
the barrery ro pieces!
An Artillery tamcdnnotfr dn Artillery Bombanlment
if the Line of Sight betweenthe Artillery team and the
Aiming Point pases rhrough trees (such as woodsor
In order to range the guns in on the aiming point, SPoTTING WITH COMPANY COMM^AND TE,AMS
someone has to spor the fall ofshot and report the nec- Experiencedofficerscan spot for any artillery under their
essarycorrections back to the gunners, command. They har.e lesstraining in directing bombard-
Euery rtillery Bombardment requires a SPotting team. ments though, so their bombardments rvill tend to be less
tedmsfring the bombard-
This can be one ofthe Artiller! accurate than that of a properly trained spotter.
menL the Platoon Command team or Staf team of the Company and Higher Command teamJ can dct as the
platoon fring the bombardment, any Company or Higher Spotting tedm for ary Artiller1 platoon under their
Command team, or a specialist Obseruer team. command, but can only Spotfor oneplatoon per turru.
A Spotting team c.ln only Spot for oreeArtillerl platoon IX/henacting as a Spotting team, they sufer an additiornl
and an Artillery platoon can only haue one Spatting tedm + I penahy t0 the scorc required to Range In due to their
Spotfor it eacb turn, uen iJ theyJail to Range In. lach of training.
Ihe Spotting team must haue a Line ofSight to the enemy
team tbat is the Aiming Paint, must not haue moued in
the Mouement Step, must not shoot in the Shooting Step
'other
than t0 participate in this Artiller1 Bombardment,
and may not assaub in the Assault Step.

SPOTTING WHILE PINNED DOWN


Observersdo not need to exposethemselvesmuch to do
their.job. They can continue to perform their task, even
under heary enemy iire. However, they still need rheir
radios, so if they abandon their unk, they can'r call for
bombardments.
Spotting teams can Spot uhile Pinned. Down, but not if
they are in a Bogged Down or Bailed Out uehicle.

.,_i.1.:::i|.,,

.,;.{:
:

Ardllery can fire much rrther than it cm see so it DISMOUNTING


OBSERVERS
makes sense to have the weapons placed well back, F R O MT A N K S
safely behind friendly lines, and send out small parties Sonetimesa goodobservationposts*.h
known as obsemer teams to seek out enemv targets in ", ".hr.iii
steeple is more important than armour protection
the front lines. Once the observers have found a target mobilitv. In rhat case,th observer will dismount
they use radios or telephone lines to communicate with a portable radio and snd their tmk away.
t h e i r a r r i l l e r y b a r r e r i e .r o b r i n g d e v a s r a r i n gf i r e d o u n
You may Dismount dn Obseruer Tn team that is
u p o n u n . u s p e c r i n ge n e m y t r o o p \ .
Balecl Out as an Obseruer Rife team. To do so,
Obseruer teams are Ind,ependent teams and are either the Tank team at the stat"t ofJoar Mouement Step or
Infantrl teams, such as Obseruer Rifle teams, or Tanb Deploling the team at the *art ofthe game, and replace
teams, such as an Obseruer Sherman tank. uith an Obseruer Rife team placed anyuhere under
An Obseruer team cdn act as th Spotting team for their area coueredby the Tanh team.
oun platoon ftom anywhere on thi batttrfelct. \Vhen a Bogged,Down (seepage 14) Obserr Tan
Dismounts, it imruediately ceaes being Bogged
M U T T I P L E O B S E R V E RT E A M S and is remoued.
Large artillery platoons often have two or more obseryer
Obseyuer
Tanbteamsmay only Dismount if you haue
ceams. This allows them to have eyes all over the bat-
Obserur Rife team to replace it, otlterwise, it must
rle{ield to ensure that the enemy has nowhere to hide.
However, the artillew platoon can still only respond to
one cail for re t a time.
A p/atoon with mubiple Obseruer teams can on/1 use one
ofthem ns a Spotting team eac/t turn.

SPOTTING FOR OTHER PLATOONS


Staff teams are linked to each other by radio or tele-
phone lines so as to form an effective communications
network on the battlefield. This practice mens that
observer teams can call for fire from anv battery within
range.
An Obseruer team from an At'tilleryr pktoon with a Staf
trdm mal act ds the Spotting team for another Artillery
platoon with a Staf team (aside from an Allied platoon,
seepage 70) in*ead of its oun platoon. Vhen
doing this they can xill only Spotfor onepktoon

OBSERVERS
MoVE
CAUTIoUSLY
Observers are trained to
make the best use of any
cover, even when on the
g
move . This allows them
to get right up close to
t h e e n e m y p o s i r i o n ss o
.-. .
they can watch rheir Ji
every move and report
it back ro rhe artillery ,
Dattery.

Obseruer tedms
";.a
tbeir trans?orts use the
Cautious Morement
on pase 193 lihe a

. :i,
&r,
A staffteam is an important component of large artillery ALt GUNSREPEAT!
platoons. The stafftean's job is to take the targett map
If the spotter successfullyranged the artillery in last
reference, radioed to them by the spotter, and convert it
turn, the stalf team can order ail of rhcir guns to repeat
to angles and elevations fbr rhe artillery weapons. Their
o n e r a . r l yr h e s a m ep l a . c .T h e r a r g c r
r l r cb o m b a r d m c u L
technical exprtise allows the staff to perform complex
coordinates for a repeat bombardment are exactlr'
calculations and communicate the resuks to th rest of
the same as the previous borrbardmenr, meaning ail
the artillery platoon quickly.
weapons can fire again quickly and ellctivelu
Mortar platoons and rocket batteries lack artillery stff
An Artillery platoon with a Staf team mal Re?ent dil
becaure their operarion doo not permit prolonged
Artillery Bombardment Jred in the preuious turn.
bombardments and sophisticared artillery tactics
Becausea RepeatedBombardment Rdnged In on a preuious
STAFF TEAMS tuln, it autlmatica@ Ranga In on the frst dttcmpt
,To do their job, a staFteam needs lots of maps, plorting this turn.
boards, charts and tables, not to mention radios and tele- The Repeated Bombardment must use tbe same SPatting
phones. A1l this equipment prevents thm from being team as the origtna/ Artillerl Bombardment, and it ntust
very mobile or eilective in combat. still meet the other raquiremantsfor a Spotting team ftee
Abhough they are an Infantry team, Staf teams are part page I 26).
.of theirArtillery platoon and moue slouly as if they uere Al/ Artillery teams that fred the original Bombardment
a Heault Gun team. A Sta team can shoot at a Rfu that still can mustfre in the RepeatedBombardment, and
team, but cannot function as a Statf team in the turn it n0 other teams may he added to the Bombardment.
doesso. Ihe RepeatedBombardment must use the same Tmpldta
A Staf team can fanction just dt well when it is mounted (spage 130) ds th ?rcuilus turn's Bambdrdment, un/ets
in its own T;zns?oft team it can uhen Dismounted (as there are insufrcient tueaPlnsstill friftg.
long as it is not Bailed Out or Bogged Down), but cannot Ihe Repeated Bombardruent is centred on the ongindl
.function at all when mounted in another TidnsPort tedm. Aiming Point, regardlex oJ uhether or not the enem)ttean
that was origina/|1, targeted is tti/l there or nlt.

*4
'1,'
*

. . r:a:],:
i
Having selectedthe aiming point, the artiller)-nusr ranec M O R T A R SR E - R O L LF I R S TA T T E M P T
rireir guns in before thev cirn lire the bomb:rrdmenr. Mortars arc closer to the scenc of rhe action
As rvith direct shooring, dre mosr dificult p:rrt of . r n J 6 r . n r L r , hr n o ( r a l i d l ) t l r r n g r r n ' . f l r i . r l l o r r " I

ranging the artillery in is finding dre enemv in rhe first then to range in quicker and deliver an efecrive bom-l
place. b r r d n r c r r .t r l n r o . irm m c J i a L c h .
A S?ltting tedm ma1 mdke three drtumptr to [lange ln an IJ an Artiller1 Bontbdrdruent is only bcing.fired b)' Mortar
Artilbl platoon ctcb ttu'n. tedtils, J,au rndy re+oll tha frst Jiled axempt to Range In.
. If any ro// ta Ranga In is succetsful, the Artil\ery ( itfiik on tfu re-rol/, you still hnt,e tu)o tnore Ran{ing
p/tttoon RangesIn on the Aiming Point, and cdLtnau) ln arr, ay" l4t n, not t,tnl. lhe ntortar, do uot grt o ,c-
f re the Borubardment. ralJ on their secondand third attcnpn.
. Othenuise ty'teArtil/cr1 tedm: Jire their ronging sltots
(counting as shooting), but haut no elfe on thc tffget. LOCATING AND HITTING THE TARGET
Ilanginr in an artillen' bombardmenr requires a similar
7hc score required for your Artillery to Rangc In depends
score ro rhaL ncccled to hiL Lhe target s'iLh normal shoor,
ot the enemli Ski// rating as thotun in tbe ScoreNeaded ins. ln both casesrhc trickiest part is actuallv locating thc
to Range [n tabh. terget as oppose<l ro actrially hirting ir once ir is locared.

Once rhc spotrer has locared rhc rarget, it is rhcn up to tire


skill of rhe gunners io delivcr a timely ancl concentrared

Score Needed to Hit bombarclnenr crr rhe rarger. Skiilnl gunners rvill havc
thc rouncls l,rncling cluickh'in a tighr pattern. (,onscriprs
on rhc other hand, rake tinrc to get on rargcr, ancl cvcn
dren splatter shclls across the landscapc.

Add +1 to the score to range in for each of


the following:
. Target team is Concealcd.
. Targct team is Gone to Ground while Concealed
. Spotting team is a Company or Higher
Command team.
Artillerv bombardments clifler tron norm:rl shooting in BOMBARDMENTS
DEVASTATING
thar the gunncrs are itttempting ro hit all targcts in an
i\{assedrocket launcirerscirn saturatea huge:rreanakinq
area centred on rhc target tean. lhe artillerv is rajning
a rormal artilierl bomb:rrdincnt look paltrv. The sheer
huge explosivepolver ciorvnupon the targct ancl the sur- .. , | .- . . ..- i.- ,; . Illk of r!!rtrd\\!) (J.h
rounding area.Anvonc close is likelv to suller.
launchcr.
Place the Artillu.y Ternplttc (a squtre nrasuring 6"/ I 5crn
A Deua:tating Bonbtrdnrcnt Tmphtt ts tt sLluarem(ds-
on ctch sirle) tentred orcr the Airning Point. Tlse sides -l-emplare
uring 12"/30rm on etch side. The side: of the
of tltc 1rnp/ate must be liLtad uStpointing tou,ards tbe
nusr be lined up pointing tou,ards the Bontbnrding
centre o.f' the Bombarding ohtoon. IJ seucra/ platoons
plntoa il.
are conbining to Jirt t Bortbardrncilt, b! usin{ tfu Hit
tem Vitl, Eurr.ything You'ut (lot rule on paga 240 jr

exdntp/e, cl)oos( ow of tbe Botnbardiug platoons ntd /ine


tbe 7tup/ate up witl, lt.
All of tha Artilhr_I, u)etl])oLuin a Bonbardnrur are Jlring
at tha sttlnc tdrget poiilT, so.yon onll'use one Ttmpldte, no
mllttff hou mailJ1wupl% tbe btttery hm.

DOUBLE-WIDTHTEMPL,ATE
S
Ifvou get enough guns f:iring, vort can cover a much
larger area. This is useftrl rvhen pounciing en ene[rv
platoon rh:rt is dispcrscclovet:t rvicleatea.
Doub/e tuithh Tanp/tte ls t rectangle rneauring
12"/30cm u)de by 6"/l5cn drcp. Align the Tuplate:o
thaT it h celttredoucr the Aiming Point utth one 6"/l 5cut
.squarc ten?lnte on ctth side oJ the /ire ntnnirtg bub to
th e Bom barding p latoon.
-*- .t
=--'
.--

WHY AREARTILLERY
TEMPLATES
SQUARET
aa:; While Lhc dangcr arca ibr :r single rrtillerv shell is rnvthinr but scluert'(rnore ol r buttcrlly shapc il r!'irlin l. rhe Jng.f afer
foranarrillervbatrervisgenerellrconsiclcrccltobc.rsquarc.JhisreH('crsrhcrvllrhceimingpoinrsofrhe i n c l i r i c l u e lg u n s
ere spread our. and the dispersion of rhc indiviciu,rl shclls lancling u'ithin the tf,rgrr area. Vre use rhc slme size ternplrte
fr artillerv ofrll c.rllbrcs bccause, alrhough heevv artillerv lires huge shells. u.hile lighrer rveepons hre nrenv niorc. smallcr
shells, rhc ovcrall ecr is to create a similat-sized drnger area. eirher fl'orr r fu. big erplosions or lots ofsmaller ones.
i'1.::.1

Not all artiilery bombardments are created equal. A MIXED BoMBARDMENTS


bomb*dment by one or two small guns is unlikely to
S o m e a r L i l l c r y b a r r a l i o n sh a r e a h e a r y b a r r e r y
cause serious harm, while a massed bombardment by a
with a different t1pe of weapon, or flexible lire
dozen or more heary guns will smash almost my target
L h a La l l o w e db a r r e r i e sf r o m d i f l e r e n ru n i r s r o c o o r d
t o p u l p i n s h o r ro r d e r .
rheir fire. \X/hile r he effecrofthe heary weapons i

SINGLE-GUN by the lighter weapons, rhe mixed bombardment is itj


BATERIEs
riore deadly than the light weapons alone.
G o o d l u c k h i t t i n g a n y r h i n g w i r h a b o m b a r d m e n ri f y o u
o n l y h a v eo n e w e a p o n f i r i n g l lVhen a n Art i llery Bombardment isf red by a com

(the Bombarding pkroon ha only one wcaponfring, you ofdifercnr Anillerl weapons use the uorst Sbill ratt

must use a standard Artillery Tmplate and add +l to the the lowest nti-tanh rating, dnd the uorst Fiepoxt)ti::
rating of all thc rypn of uilpon.
score required to hit an1 target in addition to re-rolling
successfulrolls To Hit. If at least one third of weapons fring haue a
Anti-tanb rating thaft the wlrst weapons, ad +1 to
Two-GUN BATTERIEs louest Anti-tank rating, asing this rating for the
Ifyou only have a lew werpons firing. rhereare nor Bom ba rdmen r.
going to be as many shells hitting the target and the IJ at least one third 0f tueapo$ fring haue a
casualties will be a lot less. Firepower rating than the uorst ueapons, improue
If the Bombarcling platoon has two weapons fring, you aorst Firepoaer r/lting bJt -1, using this ratingfor
must ue a standard. Artillery Template and re-roll success- who/e Bombardmmt.
ful rolk T Hit to confrm Tour bits.

THREE
To FIV-GUN
BATTERIES
Once you get suficient weapons firing, a bombardment
starts ro take full effect on the enemy.
Ifthe Bombardingplatoon has three tofre aeaponsfring,
use a standard Artillery Tmplate.

SIXTo EIGHT.GUN
BATTERIES
The more weapons you have firing, the more shells you
cm fire, the more explosives you deliver onto the targer
area, md therefore the mor likely you are ro dstroy
your rargel.
If the Bombard.ing pldtloh h6 six to eight ueaporc fring
you may either re-rollfailed rolk Tb Hit, or ase a Double-
width Tenplate.

NINETo THIRTEEN.GUN
BATTERIES
At a certain point the sheer number ofguns {iring allows
you ro spread your fire over a lrger area while retaining
maximum eflecriveness,
If the Bombarding platoon has nine to thirteen ueapou
fring, you may eitber use a Double-uidth Tenplate and
rrroll
failed to hit rolls, or use.a Dettating Bombar-
ment femPlatc.

FOURTEEN
ORMORE.GUN
BATTERIES
Gigantic bombardments are devsrating. Everything in
t h e e n r i r e a r e ai s p u l v e r i s e d .
lfthe Bonbarding planon hasfourteen or morc aeapou
fring usea Deuastating Blmbardment Template and re-
rollfailed to hit rolls.
Once thc guls are ranged in on the tarqet point, they Tlte scora to ltit t tartru wtder tn Arti//ery Bornbtrdrneut
ali open lire, saturaring the target area,bu t rhe results:rll i: trcttr ntlre thatt 6, proLided tuo or u10rc tutryoili
depenclon horv quicldv ancl lccuraleh'rhe qunners can e rinq.
shell rhe target. Experienced gunners delir.er,r devast:rt-
ing, concentrated bombardnrent, rvhile poorlv trained
conscripts scatter shellsinef]ctivelv over a wide area. Firing Platoon'.s Skill Score Needed to Hit
Ratltcr thnt rolliug onc die pet'point o.f R()F rcaru clo
when sbooting ttormdll, nuilt l+) the uuuber oJ tetnt:
at kdst pnrt tnder the Ten4t/ate, tnd roll thlt nunbl
oJ dice. Roll hits sapardtelyJr uch pktoon under tha
fettplate.
7he scoreuaeded to hit is ba:ad ot the bonbarding teani Add +1 to the score to hit i
Skil/ rating, rnodifed b.y the tbnc tahen to locdte and . The artillerv ranged in on the second attempt.
Rdnge ht ail tllr Titget ns derdiler/ iu tbe ScoreNeeded to
Add +2 to the score to hit if:
Hit tabh.
. The artillery ranged in on the third attempt.
. A :uccessJttlto bit roll wedns lt tetnl wrts hit by tLe
Bontbardnent. Add +1 to the score to hit ifi
. A Jhihd to hit ro// muru thtt th tilm wts htck.yand . Only one weapon is liring.

esctped ltarn Ji oru the Botnbardnent.

MULTIPLE TARGET TYPE5


Although soldierscan be ordereclro man other l e:rpons,
a dcstrol'ed gun cannot bc rcplirccdu'ith a rruckl
Roll to hit each Tlpe of tearn (Tttul<, htJut.y, (hrt, artd
Tiurport tearns) in the pldtoon septre|1.

HITSWITHARTILTERY
A SIXALW,AYS
A bunch ofpoorlr-rrained conscripts trving ro qet artil-
lery on target isn't rhe most inprcssive sieht, but rvith
enough shells,close enough is goocl enough.
Conmanders orcler solcliers to rcplacc casualties in FRIENDLYFIRE
! ! e , r l , o f \l ! . l n r \ t o l < e e p
i m p , ' r r r r I \ \ c i l n o n \i r r . r . r i o n .
Artillerf is incliscriminare and evcryone ulcler
Yttr opponent d//ocatesltits to team: oJ tlte dppro!at
thc borrrbatdment, s'herher fiiend or foe, suffers.
t.1,peunder tbe Truplatcfrorn the pLntoon th unt ltlt,
Unlortunately this means that 1'our orvn troops may be
snbiect to tb following ru/es in order of prioritj'.
hit i{ thev are too close ro rhe enmy when the bom-
. Each tearn mry on/y be ttllocttted oue htt, L r a r d m . r ' r ' ,r c q u e . r e d l
. Unprotected tedtrtsruutt be dllocated hits before teams ( an1 f iod/J tettTtt dre under or pdrtidill unrJer the
'linplate
in BrilletprooJ Coucr. Arti//er1, during dn Artillery Bombtdrwrut,
. Hits nttrst be dl/ocdted to opeiltiond/ t,ehic/es tntl Tott nust ro// to hit then exactly ts you would for enemy
other tedms (including Gone to Ground tcrtru:) before teams. If t Ji'iendhr team is unlucky ernugh to be hit
RoggedDown or Bdiled Out uehicles. during a bombtrdnenr the elTectsu)i// be exactfu the same
, Unannaured uehicles muit fu al/ocated hits bejre asJr tn enenLytean.l

Armoured whic/e:.
. Hits must be d//ocated to Arrtoured uehicles uith
lower'fop arnLour rttings beJorethose with higher lhp
nr?our Lttings.
. Hits mutt be al/ocatec/ to otl)er tedns before teams
thttt dre Gone to Ground.

RIDING
oN TANKs
Riding on a tank is danscrous uncler artillerv fire.
Do nat ro// to hit hlnn1' or Mau-pacl<erl (lutt tctnu
ridiilg oLtd tdnk sepirdtl] f oLil their tank. Inxedd, ifthe
Trnh tedm is hit, dll rearu ridlng on it are a/so hit.

HITTING TEAMS IN BUILDINGS


Arrillerv fire on buildings is the same:rsanl.orher
those caught in the rlanger zole:rre at risk.
Check the tenmi positiarts in the Buildirtg to dctermine
wlich ones dre under tbe T2ntpkte of tn Artil/er1,
Bornbardment in thc strrte ua1 as if the.y uttrc out:idt
r/ c Butldi,K

With shells exploding and shrapnel flying o'ervu.he re. ( t p/tttoon talees one or nnrc /tits from an Arti/lery
it takes an exceptionally brave soldier to stick his heatl Bombtrdnent, it is tutomdtical/1 I'iuned Down (see
out of his hoie under an arrillerv bombardmerrr. ptge 101t.

q
rYben
hit mems that a shell has landed close enouqh to an 1,our bombardment hits an Unarmoured uebicle
F team to be dangerous. The roll to save deter- team (a Tank or Tlznsport team uitlt a Top armour
i f e . h e l l d i d a n y ' e ri o u ' d a n r a g e . rating of'-'), the opposingplnyer rolls a die.
. Ifthe result is 5+, the uehicle escapesunhdrmed.
SIvrs
VEHICLE . Otlterwise, the rehicle h dutornatically Destroled.
Most\' the shells falling everywhere explode near the
.nks, and shake up the crerv. Ifa shell does actually hit RECCE AND WARRIOR VEHICLE SAVES
tank it falls on the thin rop armour. Small jeeps and motorcycles are fast-moving targets
and tend to get our of the bombardment area ot into
Vheru you hit a tanh, the opposingplayer rolk a die and
hollows and out of danger quickly.
the uehiclel np drmour rdting. ComPare their result
wirh your weapon' Anri.tanb ratingfor Bombardmenrs. Unarmoured uehicles that are Vanior, Independent or
Recce teams (inc/uding all Motorcycle Reconnaissance
ANTI-TANK RATING teams) saue on a roll of3+ instead ofthe usual 5+.
Jtour oPP7nent'sArmour Saue ro/l is greater tban Tour
?apan's Anti-tdnb rdting flr bombardmenls, their INFANTRYSAVES
mour Saue is successful,and the shot has no efTect
Infantry caughr in the open have very little prorection
bounced harmless$ of the tank's armour
against the shells whistling down on rheir posirion.
Their onlv hope is to hir the dirt, and fast! Ifthe shelling
A,NTI-TANK RATING
continues, they should nov out of the barrage as fst
your opponent's Armour Saue roll exactl\ equals yur
as possible.
Anti-tank rating for bombardme4ts, theyfailed
lnfantry in bulletproof cover is a diferent matter. Thev
their Armour Saue. Although yur shot didn't penetrate
are very hard to dig out.
tlte tank's arnnur, it might stil/ haue some efect.
determine the eect ofthe hitltou must take a Firepower \Yhen your bombardmtnt hits an Infantry team, the
opposing playr rolls a die.
Test.Roll another die.
. If tlte resuh is 3+ the tean escap$ uith no serious
Ifthe roll equals or exceedsyour weapon\ Firepower
rating, the creu Panic and Bail Out. tnJury.
. Otheruise, unles the team is in Bulletproof Couer, it
If the roll is louer than yur ueaponi FirePower rdting
the shot has no ffict and the tank continues in action is Destroyed.

unharmed.
GUN SAVES
THAN ANTI-TANK RATING Guns are even more endangeredbv artillery bombard-
yur lpplnent's Arour Sne roll is les than jour ments rhan infantry, as the guns and crews are less able
's
Anti-tank rating for bombardments rhey faikd to disperse ro avoid the falling shells. However, if the
Armour Saue guns are dug in, thev can be tough ro destrol as onlv a
To determine the ffict ofthe hit you must tahe a f^irepower direct hit will wipe out the v'hole crc'.
Test. Roll another die. When your bombardmerut hits a Oun tum, thc opposirug
. lf the roll equals or cxeecdsyou, weopuq\ Fircfaupr player rolk a dic.

. rdting, the tanb is Destroyad. . If the result is 5+ tl)e tedm escnPeswitb no serious
Ifthe roll is lower than your weaponi Firepouer lating tnJur!.
the shotfailed to do signifcant damdge to the uehicle . Otherwise, unler the team is in Bu//etproof Lourr, it
but the crew still Baih Out ofthe tank fearing tbat the is Destro.yed.
next shot might do uorse.
GoNETo GRoUNDGUNSAVES
-When working their gun, gunners are forced to clump
VEHICTESAYES
NARMOURED
vehicles have no protection from artillery. togther more than infantry. However, if thev.eo to

ir only hope of survival is that the exploding shells ground, they can spread out and take full advantage of
ill do only minor damage coveq making them much lessvulne rable.
Any Gun teams that are Gone to Ground ba"e a 3+ sauc
insteatl ofa 5+ saue. This does not apPbt to teams that are
onQ Gone to Grouid becausethel are behind Smoke.

'1,.,,,1':,1:..ir::*,i:
i.
::iiii;:.:.,."::;
t.
r::.].-:.i':.r.r,l.,
When an artillery round wrecks
A bombardment renders cover that only protects liom
vehicle, the survivors leap out seeki
o n e d i r e c ti o n u : e l e : . .
c o v e ri n r h e l o l d s o F r h e g r o u n d .
Linear Obstaelcs lihe ull' or Bocage Hedgcrow:, and
IJ'its transport is Destrayed or remoued as a
Gun Shield: tlo not prouide Bulletproof Couer against
of a Bombardrunt, an)t suruiuing Pasenget team{
Bombardments, ahhough other Bulletproof Couer (in-
must immediatebt Dismount, mouing no closer to
tluding being Dug In ur in Entrenchmenrs) docs.
,hooting teams as it doe, so.
lf rhe u,gcr lnlantry or Gun teams are in BullrtprooJ
( oucr. take a fircpower 7ert. lf necesary. Transpon rcaru 1othe, than \Yreck:
Afmoured Tianspoft rdffis) can be remouedfrst to r
. lfthc roll equals or exceedslour wilpont l'ircpowet
spacefor the Pasengers to Dismotnt. Ifthere is no
rdting, jour weapon blew through the couer and the
for a Pasenger team to Dismount, then the
target tilm is De,rroyed.
ream is Dcttroled.
. If the roll is /ower than your ueaponi Firepouer
rating, the couerprotects the team from harm. PASSENGERS
oN TANKS
l f r i d i n g i n a v e h i . l ei . u n s a f e . . l i n g i n rgo r h e o u r s i d e
PASSENGERS
IN TRANSPORTS r t a n k u n d c r 6 r e i . e u e nm o r e d a n g e r o u s .
Tiansports are not intended to fight. They get out of the lnlantry or Man-paehed Gun reams riding on a
b a t t l ew h e n ' h o t a r . must take a 5- Saut in,rcad of rheir usrc/ lnfantry
Gun Saue when hit. 7he Passengersare not in
ARMOURED TRANSPORTS
Couer, so no Firepozuer Test is needed ro Destoy them
Armoured haltracks were conceived as a way of
All suruiuing teams immediateiy Dismount Under Fi
getting rroops safely through the artillery zone ancl into
and the platoon is now Pinned Doun (seepage 104)
combat. They won't stop under artillery fire while rhey
can still move.
Arruourerl Transport teams ro// sauesin the same ua! that
Armoured Tanb teams do. Houeuer, thel automatically
Remount (s page 102) immediately when Bailed Out
by an Artillery Bombardment.
[f you Destrol an Armoured Tiansport team, eur!
Passengercarried by the Tiansport tedm must past a 5+
PassengerSaue or be Destroyed. Any suruiuing Passenger
teams immediately Dismount Under Firc and the platoon
is nou Pinned Down (seepage 104).

UNARMoURED
TR,A,NSPoRTS
T h e b e ' r r h i n g t o d o u n d e r a r r i l l e r y r e i r k e e p d r i v i n g
and pray that'you dont get hit.
lX/henS,ouhir an Unarmoured Transportteam twhethcr
or n,t Jrou Datroy it), euerl Passenger caffied by the
Trnnsport tedm must pas a 5+ PassengerSaue or be
De,rroyed. tfall ofrhr Passengersin a fran:port ream
are Destroyed but the uehicle h not, il1e Tiansport team is
Sent to tbe Rear immedintely. 7heplatoon is nou Pinned
Down tscepage l0+).
Suruiuing (Jnarmoured Transport teams still carrJing
Pasengers remain on table afer an artilleryt bombard-
ment, eren if other Tiansport teams in the platoon were
Dest royed.

!i::.rltil!

:
;6,

smoke scren is created by firing shells filled with No REPEAT


BoMBARDMENTS
icals that burn quickll', giving off clouds of dense Firing a smoke bombardment requires a diferent set
smoke . Enormous amounts of these shells must of computations than firing a normal bombardment.
fired onto a smll rea to create a smoke screen large Even when artillery fires a smoke bombardment on the
dense enough to provide complete concealment same targetJ the delay in bringing up more specialist
your troops. Impromptu smoke screensof the qpe . m o k e a m m u n i r i o na n d m i n o r c h a r r g ei' n w i n d s p e e d
down by a commander during a banle, whiie still a n d d i r e c r i o nm e a n n e w c a l c u l a r i o n s .
and quite effective, are nowhere near as dense Artillerl fring a Smohe Bomltardment may nlt use the
comolete and cannot be maintained indefinitelv. All Guns Repeat! rule to rePeata Preuious Bombardment.
weapons listed as hauing the Smobe Bombardmcnt Smohe Bombardments must be Ranged In dnew eueryturn
in their Arsena/ Iisting may fre a Smoke thel are fred, euen when the Aiming Point is the same.

SMOKE DISPERSES
tRINc SMoKEBoMBARDMENTS The shells generating the smoke dont burn for very long
ry follows the same process when {iring smoke as and the wind will biow the smoke away fairlv quickly.
firing normal ammunition, the only diflirence is In the Starting Step dt the start of1our next turn, remote
at smoke rounds cant hurt the target. all Smoke Screensthat you hauefred.
qormo/
fring a \moke Bombardmcnr. ur( rh(
illery Bombardment rules to Range In using an enemy SIZEOF A SMOKESCREEN
as the Aiming Point as usual. If ary roll to Range
The size of the smoke scteen created by :r srnoke bom-
is successful,place a Smobe Screen. 7he Bombardment
bardment is directly related to the number of weapons
has no other efit.
firing the bombardment. This smoke screen is then
biown downwind of the target area.
SMOKEBOMBARDMENTS
F1RST
bombardments require many shells and consid- When p/acing n Smohe Screen on tha tab/e, centrc the
able time to take full effect. Ifyou do not give them 6"/15cm square Artillery Tmplate on the target team,

, they will not be elTective in stopping the eneml but instead of'lining the sides up tuith the Jiring batterl
shooting the troops you are trying to screen. the Template sides are positioned parallel to the'ilind
Direction.
Bombardmentsmust b( frcd ot the beginuing oJ'
,the Shooting Step before all other shooting, , Iftu,o ueapons arefring, the Smoke Soeen cot,ersthe
area ofthe Tmplate.

j
-:'
: ,':*-
. lfthrea to frr? uedponi nre Jirirtg, thc Sntoke Sueen Either p/a1cr cnn fnd out tullnt
miy be exteilded to clrer the drcd oJ thc llnp/ate atil utind direction it it dtry titne. If noi
anothar Tlrnplate dawnwind of and adjdrcnt to it. done so b<:.jorehnnd,a plr4,er ttust deter
. IJ six or n2ore Lueltponsare Jiring, tlte Smohe Screcn mine the Wind Direction whcn they fre the
ma1 be extended to corer t/t.trcd of thc'Ilntplate and .t'irst Sntoke Bornbardmeut af the gane.
-fenpldtcs
anotltcr one or tuuo dounwind of it. Align tl,e Artl/lery Tmplate:o thdt it paints ta one
. Ifonl one wedpon x f.ring the smohedisperstsasfast as tha oJ'the sltort tabh edgn. 7he deJanding p/a1,er rolk a die
ueapon can.fire it, so therc is no Smoke Scrcanprcducad. and comparo it to tha Tlmplate to determine the Wind

7he Smoke Streen occupies a// of the Trmplares dnd is Direction. 7he dttaching pldler rud.y rc-rol/ tlte wind

2"/5cn bigL. Fi// aacb Artillary Templrte uith nire dirution, refecting tLeir abilit1 to cltoosethe timireg and

Smoke rutrkers 2"/5cn in diarueter and 2"/5u71 tall directioil oJ'th dtttcle. (tbey do, this ro// is.t'inal, eueu if
({nl/s of cottort wool tuorb u,e//) nr t sixgle /argt Stnoe lessJuourabk that the.first. Once deterwined, th| ^ tlie

ntrker 6"/l 5cm square and 2"/5cm td//. uind direttionfot tlte duration oJ'thc game.

EFFECTOF A SMOKE SCREEN


'lhe
thick blanket of snoke gcner:rredbr. :r bombard-
r ' t e r r it' J i l f i . L r l Lr . . . . r l t r u r r . l t .
A ten?n fdilnat set nnothcr tnm tt orff J6"/40cw if
all [.ines of Sigbt beturert tham pns througlt Smol<e
rVltrkers.
lf d// Line: of Sight flm d Shooring or S?ltting renru to
nn (nem! tenm (nter 0r ?st through Snohe mtrkers, the
tetru is both Cancealed dnr/ Gon.e to Ground, reo.drd/css
oft// other consideraont, cxc.pt iu Dejensiua liire uthare
it only ()onteils (scepage 152).
lJ any Llnc of Sight Jron a Shootlng or Spot/iilS ttluil to
the eneml tedm doe: not pd$ through a Stno/<eMtrlcer,
the Smo/eeScreen /tas no e1fct.
A Swoke Screen is nat a 7lryain Fedure.

WIND DIREcTIoN
Since smoke tends ro drift dou.nw.ind, one of the rnajor
factors to consider when frring a smoi<ebonb:rrclmcnt
is rvhich u,av thc rvincl is blorving.
Salvo rocket launchcrs [rre bombardmerts just like FIREIN THEsKY
.ny orhc artillerv, but l.ith one kcv c1ifircncc.Atier S:rlvo ro.ket launchets leave long smokc trails througlt
.ranging in as usual (usualh' by firing a singie rocliet at the skv rvhen thcr'llrc. Unfbrtun:rtelr', thc smoke trails
time, iust like ordinarr'',rrrillcr-v),thev fire all of thcir give a*,rv the u'e:rpons'position, allon ing cncnv artil-
rockers in one massiyesalvo. lcn.to range in on the rouqh area.
If an ArtiL/cr1 Bonbardntenr is on/1 beirryfred b.yRoctt Itltcc t Smoha'lnil narl<er (a bt/l oJ cottan uool or
Launcbo tcnrus, it does not suffr a Ta I'lit penalt.y iJ thel' simi/ar) tc tha retr of each l?ocket Ltwtchtr tum that
Rangerl h lrt thair scond or third artumpt. Jires (includingJitilcd atterryts to Range h).
Sp|ttilry tuilis do nar recd a Lina oJ Sigltt to Rochct
BATTERIES
BIGROCKET Launcher tctns marked lt.yt Sma/ee'frai/to Rdugc Iu on
Rockets irre notoriouslr. difilcult to conrrol in lJight.
them as thc vnol<c trtils rise nboue nl/ terraln. Hou,euer,
.Withour any or-board quid:rnce svstcm the rockets of
if the Spottlng tedrn does not htuc a l.lre o.f SQht to tba
. Silork:i \X'ar ll coulcl not hope to m:rtch the accur:rcv of
Airuing Point, rh( t/lrget tanm counts as bcing (.1tntealed,
conventional artillery anclvcry big sah,oesrvould simpiv
becdusetLe vnokc docsn'tgiue nun.lt th( rocl<ctIaunchcri
be spread acrossa u'ider arca.
precise locdtion.
If an Arti//er.y Bombardrnertt is bcing /irad b.y six to eigbt
l?atnouctl/:ruoka trttiL nrrkers on yotn RocbatLtuntl,er
Rocket Launcber tedmt, yotr must il!e d Doubic-u,idtlt
teams it TheStartlng Stcp o-f_yournaxt ilrrn.
Templatc ratl.ter tb*t re-rolllng.fibd rolk To IIit.
If du Artillery Bortbtrdment is bcing .ftrtd b_1,nine
t0 tl)irtccLt Rocleat Ltunther Tnnj,.yon rtt{sl us( d
'.
Detasttting .Bornbardrxent Tetnpltta rtthcr lhau re
rolling.fikd roils To Hit
An Artillery Rorubtrdmcnr .fired by Jurtcan or morc
u'eopon:, tucsrr I)cunrtntiLlg Bonrbtrdruent Ibmpltte tnrl
'1-o
rrrolls Jii led Hit ro ll:.
:ltii:,.;t.rr.
t, : '

Flying low over th front line, an Ame rican L4 SHOOTINC


A,TAN AOP
'Grasshopper'
or British Auster liaison aircraft operaring Even though they are.flying low an AOP is
as an ir obseryation posr (AOP) is the bane olGerman moving too fast nd high for anything but an
s o l d i e r s .A r y m o v e m c n r a r a l l i s i n s r a n r l ys p o r r e da n d aircraft gun ro hir,
radioed ba} to the field anillery, who respond in
An AOP canonlybes.bii.atusingthe rulesfor
their usual brutal fashion by pounding rhe rarger undl
Anti-aircraf fire on page 181 as rfit was an
a l l m o v e m e n r c e a s e sB. y D-Day. ererl American and
Self-defenceAnt -aircraJ:ueapons can shoot at an
British division had light aircraft operating as AOP's
euen ifnot attacbed by it. As uith all Anti-aircmf
giving them unequalled artillery observation capabiliry.
the AOP is shot at in its oun Shooting Step, not the
An Air Obseruati0n Post (AOP) is an Independ,ent Shooting Srep.
Obseraer team, but may neuerJoin dnothe Inde?endent
team 0r platoon. An AOP is not treated as an dircraf. FIGHTERINTERCEPTION
exceptf,r shooting at i dnd Fighter [nteTception. A O P p i l o r s r e l i e do n b e i n g i n c o n s p i c u o u sr o s u r y i v e
The AOP carries no uedpons and cannot s/toot, assaub, their defenceless light aircraft. Sometimes it
o, bc as,au/ted. and sometimes it didnt.

An AOP cannot operdte at night. (the mission usesthe lfyour opponenthasAir Support,thq canrollfor.
Dau,n rules (seepage 273), tbe AOP will moue on to tlte lnterception instead tfGrouad Attark ar rhc beginning
table it irsf rst daylight rurn. lf rhe nision a,es rb( Dush their own turn. IJ'they receiue their Fighter
rules (seepage 273), the AOP uill leaue tbe table iru i* rhc AOP is shur down and Detruyed.

f rsr night nrn. If the AOP player also has Air Support. thel ma3t
for Fighter Interception (a ifthe opponnt hdd rollet/
MoVINc AN AOP Ground Attacle) to stop tlt opponent's fgbter: before
The AOP flies low over the front looking for rhe enemy shoatduwn rhe AOI
and reporting their positions. Although slow compared
to fighter (or even bomber) aircraft, an AOP is still ex-
tremely fast compared to its earth-bound comptriots.
An AOP ioes not haue a,fuIouementDistance. Simply pldce
the AOP ahere yoa udnt it to be in the Mouement Step.
Aru OP may beplaced uithin 2"/5cm of an enemy team,
and enemy teams md! moue uithin 2"/5cm of an AOP

ARTILLERY OBSERVER
The main role of an AOP aircraft ts artillery observation,
using its mobiliry to iind targets and avoid enemv and-
aircraft fire. It flies low to avoid enemy ghter aircrafi,
making it more like a ground vehicle than an aircraft.
An AOP i.an Obseruer team that can act as the Spotting
team for any Artillery platoon that has a Staffteam. An
AOP Spox like a ground uelticle, drauing Line of Sigltt to
and from the aircrart model, ignoring its fight stand.
Unllke other Obseruer teams, an AOP can Spotfor artil-
lery while mouing. When using theAll Gani Reput! sprcial
mle on page 128, an AOP can ruoue, but mtut still be in a
IW
position n Spot tbe Aiming Pointfom the preuilut tum.
Due to the dificuhies in fying an aircrafi an locating
trgetsat the tdme time, the AOP airoaJt modeI (ignoring
the flight stand) must be witltin 16"/40cm of the Aiming
Paint. Line of Sightfrom anAOP is taleenfrom any part
ofthc a;reraf nodel.
Ihe AOP bn$tsfom its hei.ghtfu albuing it to re-roli the
thid anemprrc fungeIn rf irfaikd on rhatnmpr.
SELCTTHE AIMING POINT 8 RotL To HIT
Selectan eneml team tls the aiming Point. Roll oile die per tedm under the template.

NOMINATE THE SPOTTING TEAM Firins Platoon'sSbill Score Needed


onc of thc wcaponsfring. the llaroon Loryryand ('onscript 5+
or Staf team, the Compdny or a Higher Command team Tiained 4+
o, an Obseruerteary as rhe Sputring tenm.
Wteran a
CHECKTHAT THE TARGETIS VALID Add + I to the score to hit if
l.arget mast be in Line ofSight, Range, and Field of Fire. . 7he artillerl ranged in on the secondattempt.

Add +2 to the requircd score to hit if


4 RoTATE To FCETHE TI.RCET . The artillerl, ranged in on the third dttempt
Turn the artillery to face the target ofits bombardment.
Add +l to rhe score to hit if:
. Only a singk wenpon is;firing.
CHECKIF THETARGETIs CoNCEALED
Targets at least halfbidden by terrain are Concealed Artiller1 with 2+ weaponsfring alway hits on a 6.

Infantry and Man-packed Guns are aluals


9 ROLLSAVESFORTE,AMSTHATWEREHIT
Concealed if they don't moue.
Artillery hix the Top armour of Armoured uehicles.
Teamsthat did not moue, shoot, or assau/t dre Gone
Opponent rolls d die and adds their Top nrmour rating
to Ground.
and compares the result to the Arti//ery Anttdn rdtinK:
ROIL TO RANGE IN ON THE TARGET
Roll is Resub
attempts t0 range |n.
Gredter Na effct
Equal Firerouer test to Bai! Out
Les Firepower test to Destrql
otherwise Bai/ Out

Rall 5 + sauefor Unarmoured rchicles, except3 + nre Jr


Add +l to the score to range infor each oftheJllowing: Warri0r, IndependenL and Recceteams.
. Targeted team is Concea/ed. Roll 3+ sauefor InJntr)l tetms.
. Trgeted team is Gane to Ground while Concealed. Roll 5+ saucfor (iun teams, tn/ess (lone to (]round, then
. Spottingteam is a Compary or Higher 3 + saue.
Command team. Roll Firepower Taststo Destroy Infantrlt tdmt, and Gun
Mortart ma! re-roll a failed frst axemPt to Range In. teams in Bu//etproof Couer.

POSITION THE TEMPLATE lOMARK oR RIMoVE DESTRoYED


TEAMS
'entre Marb Destroyed Armoured uehiclesas Wrechs.
the tm?ldte ouer the Aiming Point.
Remoueother Destroyed teams.

11 PIN DowN PLATOONS THAT WERE HIT


An1 bit ort a platoon f"om a Bombardment nenns tht
platoon is ?inned l)own.

, l.:if
r.,:t_.t
iht'ri of machine-guns would b inr ihii inough to
witfi the most stubborn enemy, experience h repeatedly shown that well dug-in infantry in trenches
bunkers can withstand a heavy bombudment. In the end, the only way to take their position is to
up close and personal with bayonets md hand grenades.

Select the Assaulting Platoon 8. Pmh into Enemy Positions

Test for Tank Terror 9. H Assaulting Platoon $!'on


(ifso, Skip to ll)
Chrge into Contact
Opponent Conducts Defensive Fire 10. Opponent Tsts Motivation md eitherr
. Countrattacks, or
Roll to Hit with Assaulting Tms
. Breaks Off
Roll Saves for ArmouredVehiclq
11. Victor Consolidates
Mark or Remove Destroyed Tams
12. Return to I md Select the Nqt Platoon

theAssaultingPlatoon.. ..., 143 O t h e r T e m s d o n o t R o l l S a v e s. . , . . . ...... 159


TmkTerror .,.,. ,. ' . 143 UnrmouredVehicles..., ...... 159
InfmtryandGunTems. ...... f59
ItingandNon-saultingTems ....... 144
Psengers .... . .. ... f59
into Contact, .,., \45
PushintoEnemyPositions. ......, 160
The Most Direct Route . . ... ,. . 146
Charge\ThoYouShotAt . ..... 147 H theAssaultingPlatoonVon .,,........ f6f

intoTerrain. .....,.....148 OpponentTstsMotivation,...... 162


LinerObstacles .....148 C o u n t e r a t t c k i n g .... . , , .. ...... 163
AreaTerrain. .... '... f48 ChugingintoContact, ......, 163
ChrgingaBuilditg.... ...... f48 T a n k s A s s a u l t i n g i n t o T e r r a i n. . . . . , . , . . . 164
TmlrsinTerrain ,...,.149 Psengers Must Dismount, . ... 164
AssaultAlwaysContinues. ..,.. 149 NoDefensiveFire.... ........164
AbmdonedPositions,.,........ f50 FightinginCounterattacks. .... 164

ichPlatoonsareDefending .,.. f5f BreakingOff. ..........165


WhoCmDefensiveFire. ....., l5f CapturedifTooSlow.... ...... 165
DismountingtoBreakOff ...., f66
C o n d u c t s D e f e n s i v eF i r e . . . . . , . . . 152
CamotCounterattack.., ..,,.. 166
WhoCanBeHit.. ...........152
PinnedDownifBreakOff ..... 166
ShootingOver Infantry. , . . .. .. t52
OpponentVins. ..... f66
Tnksmd DefensiveFire ...., . 153
Break Off through theEnemy.. . ....... . f66
theAssault to Fall Back. . .... . . .. .. 154
VictorConsolidates.,... ...,,...167
FallingBack. ........ 154
ConsolidationMovement ...... 167
to HitwithAssaultingTems ., ......., 155 ...... 167
DefendingTemsRetreat
S c o r e N e e d e d t o H i t. . . . ...,.. 155 .,.,.. 168
DismounttoConsolidate
Hits toDefendingTems.......... 156 VictorisPinnedDown ....,.,. f68

S a v e sf o r A r m o u r e d V e h i c l e s .. . . . . . . . . . 157 Wrriors mdlndependentTeams .......... 169


T n k sH i t b y I n f m t r y T a m s... . . . , . . . . . 157 AssaultSpecialRules.. .......... f69
TmkAssaultRatings....,,.... 157
AssaultSummary .,,.,,.l7A
TmksHitbyGunTems.,..... 157

: .
a .e

t,
''.:

Four soldlers rrse ro their leet,


sun glinting o{f their bayonets, and charge towards the a lethal furry ofbayonett and
enemy positions. The decisive moment h come. While
Afar rhis terrifling onslaught. the
some of the fighting in an assault is hand-to-hand with
tests their willingnes to counterattach
bayonets and sharpened spades, much is simply close-
thcir own waue of bal,oncn and
quarters combat with submachine-guns and grenades.
the defendersbreab of and the
ln rhe Assault Stcp. 1ou launch a sericsofa,sau/rs. To hecp ?::::;::
things :inple,, eaeh asau/t i, foughr ;2 turn before rhe
Should rhe dcfender fght baeh. rhe asau/ting
nfft dstqulr bcgrns.
needs ro te,t rheir willingnes, in rurn. lf rhey are
In each axau/t, you selectone ofyur platoons to charge to cdrrl on, they counterttacb and the
?rocess conti
thc enemy. Earh a'saulr pit: one ofyour p/atoons again,r until one side or the othii breahs af.
one or more ofl,our opponenti platoons.
When you hauc rompleted one plnroon's a,aulR,
Jou
Your asaulting platoon charges into contact with the another platoon to Launch an Assauh and charge in
enem!, then the defenders conduct dejnsiue
f.re in an
ffirt ro pin rhe araulting platoon down and rr6p 11.

Your troops need to manoeuvre themselyes to within LEADERTESS


PLATooNsCANNoTASSAULT
srriking disrance of rhe enemy to launch an assault. \ ( / i r h o u r s o m e o n er o l e a d r h e w a y i n r o r h e e n e m y
Select one of your platoons or a tilhnior team as the tion'. norhing happens.
Asaubing platoon. b must be ab/e to get into base- You may not selecta platoon without a P/aruon C,
to-bdse contact with an enemy team when it Charges team n the Assauhing platoon, abhough sucb a
into Contact kee page 145). cdn still Counterattack (ee page 163)

PINNEDDowN PLATooNsCAN,TASSAULT
TANK TERRoR
One of the easist ways ro stop the enemy from assault-
Infantry avoid assauldng tanks as they lack
i n g i " t o k e e p r h e i r h e a d sd o u n w i t h h e a v T r e .
that can penetrate these well,armoured beasts
You may int select a Pinned Doun pktoon containing
IJ anl AssaubingInfantrl team is within 6"/ t 5cm of
InfantrJ tedmt the Atsaubing platoon since thqt aren't
enemy Armourerl Tanb team, the p/atoon must take
allowed to moue closer to the eneny.
Motiuation test beJreit can assault.
A Pinned Down platoon containing only Armoured Tanle
. On a successful ro/1, j,our infantry get up
teams cdn be selected.
as the Asaubing p/atoon since being and
Pinnid Doun does not ffict Armoirid Tn k trn^.
. On afailed roll. thel do not launch rhe assault.
ring to remain w/tcre theJ are.
[gnore Boged Doun or Bai/ed Out Tnh teatns
Independent teams (but nlt Warrior teams)
,t:':::.::: determining if an Assaulting platoon needs ta take
,it::::.::t
'. t- Motiuation Tcsrto asrault.

j:]
a smrr olllcer rrie5 ro milimi\e the srrength SOFTSKINS CANNOT CHARGE
'softskin',
iheir assaulting force, somelimes they have to leave Charging *re enemy in a or unarmoured
behind. vehicle, or even a lightly armoured.transport, is good
,,,^., -L- f^.-'
of tbe lnlantry and Armoured Tank reams in rhe "^.k,,,,

platoon are Asaulting teams. asidcfrom those Unarmoured Tank teams and any 7ansport teams in the
are identifd as Non-assaubing teams. Asauhing platoon are N0n-assauhing teams.
assauhing player may declare any teams Jrom the An exceprion ro rhi, i, German armourecl halJ:1rn175
Platoon to be Non-asaulting teams that ran charge inro conracr uring rheir Mounted Asault
specia/ ra/p (tee pagc 24Jt.
BEIN COMMAND
the ordei to charge doesni reach some ofyour troops GUNS AND ROCKETSCNNOT CHARGE
time, they wont be involved in the assault. The domain ofgunners is shooting, not launching wild
thdt are Out oJ Command are Non-assaubing bayonet charges.
(]un teams (including Man-packed Gun teams), self-pro-
pelled armoured Rocket Launchers, and Stafteams in the
FARAWAY Asauhing platoon are Non-assaulring teams. Howeuer,
cm onlycharge so far Ifthe enemy is further awal', thel ma1 end up fghting the enem1, as the result of an
y can only watch the ght awaiting its outcome enemy assaub or Counterdttac/e.
ams more rhan 8"/20cn fon oll Defending teams are
-asauhing teams. 7he Souiet Qualitl of Quantttl ANTI-AIRcRAFT
FIRE
ial ru-le(spage251) extendsthis to 12"/30cm ln Troops shooting at aircraft are too busy with that task
txlmmstances to launch an assault.
Teams in the Assaubing platoon that Conducted Anti-
SHOOT ON THE MOYE TO CHARGE aircraft Fire r/uring the enem)/ turn are Non-assau/tittg
order to assault, troops need to work their way into a te/tms. SeePage )81 for rules on shooting at aircraJi.
jump-offposition, close to the enemy. You cannot
rhi. while blzing awayllat our ar rheenemy. ASSAULT
WARRIoRTEAMSMusT JotN BEFoRE
that shootwith morethdn half 0f their ROF in the Heroic leaders dont sit back and watch while their troops
ng Stepare Non-asaubing teams,unles they haue attack, they get sruck in and lead from rhe fronr.
rule allowingthem to shootat theirfull ROF while In order to Join the Asaubing platlon as dn Asaulting
team, t Warrior tam milst Jlin it before it Charges into
Contact. Any Warrior team that Joins the Asauhing
ASSAUTT
AT THE DOUBLE platoon aJier it has Charged intl
Contact is a Non-
effort required to get your troops across the battle- asaubing team.
quickly means that there is simply not enough time
ft to organise an assault after moving at the double
ms that moued At the Double are No*assaulting

ANKS CANNOT CHARGETANKS


rks do not assault other tanks, they shoot them
stead, they charge down the infantry, hoping that the
tanks wont kill them rst
teams cdnnot Charge into Contact with Tank or
reams. They must Charge into Contdct with
or Gun teams instead.
?:
-''":k
T l r c . L s s . r r L ] r i lt qr i , o p s b r . , r k i n t o r r n u r r n r l c h , r r g eL h e
c n c n r r .b a l o n c r sg l i n t i n g . I l . a c i n gr c t o s st h c i n t c r l c n i n g l::ttrltitt,a rctlts o.f tl,c !!ttltiil,< [)lttt0ot/
(o

. l i s r a n r c .t h c e l r r r g i n qs o l c l i e r s c c k L o g e t t o g r i p s u i r h (-,atrittoittt,rcLitry tttnts o.f' tlt( Lailnl(dl/n.Llu{


r h c c n c n r \ . r sf ; r s r . rpso s s i b l tco n r i n i r r i : ct h c r m , u n t o f plttoott, :tc prtgc 16.)) irttu cartt,tct u'jth tltt' ltcin.1, irt
-l-roops
lirt rho'rll<i: tlorr rhc Llefcnrlcrs. or (.ltirge
i n t h c s c c o n d tltL .ll/ou. i itu,:tcps. t,'o n-t ::,t tt/t; to\ tt I t! uLt 11
\ . \ , l r f r . l ,' r , ' . : " . 1 ' r . . r\ r . r . i ' r , . i i . . . r r , , , .

iiFoT

.***__u1 -#::'3i*
-?:


.o
S* -t

*r '#
;."uiI'
gTr'Ri/N rsslrLi ts\,',ic./l\r.;
F
flt'
1aLaataaA\tu"/lCC|"\
t -;trq-.-* tNTa at\T/a r',,ii! il5 ENtfl!

1. MoVE CLosEsT
TEAMINTo CoNTACT 2 . M o V E O T H E RT E , A M S
INTo CoNTACT
Ilrrlscc]c,scstttrthcetteltlr]tr.llhcri.tr.clllsinqrapit11r''\]ntc.ti|'1)/iji|i11!.,1:slttltilt,<
rliththcncllc:t.lclcn.]crs.-|hctroop-s
rrhocver rhcr c;trr relch. it!t)i t !!! i tj l,i l 0t:tt r t aoil iiiat r! )t l)t(i)111t(t t]t. l'0t ttttrst

(.lototrtirrrr,itL,:;t,a) lttf,ii!!i.t ;ij;/i r .ri rij,,i'r,t.i i itt .i,:ri t,l t i tit< i 0i (.ailrtrattrriili iry,)
.\Iot,e t/,t.1::,ttrltittrl itr t)

lr.:b I

" r-3_:

,3ffi* *f
si :-
a:
+

fi Ntxi, ravE /L; REr,uJ\ir\rG


, aAla la aa\)ca\TAaraE
..\ j-
,.--''' \dt., ll.\.\-.

r !4r+ i+i ." . -s *# #q@4!+qf:1:!.{qd!++,;:;i;:Ttr@}l:ii; r j*;:;;+;;;! .i:

,::i:.-!1;ig;;:!ll:j;!;ir!i!-i;!i$t u-t:ijiGil;;i;i
,..1

a/l ol rhe teams fom the Asauhing (or 8"/21cm of a Defending team. Moue theseteams 4"ll)cm
platoon that un mou( inlo conrar towarA eirher anl rury rhar has already been contacred
enem)l trams haue done !o, mou( all remaining b! one 7flour teamt, o the nearest enem! team that has
(or Counterattacbing) teams that are uithin not been contacted bl one of1our tedmg

E MOST DIRECTROUTE ICNORE


TEAMSTHATA,RE
OUT OF REACH
\While soldiers rvill hunt our enemy hiding
ioops want to ger into conra as fast as possible, bur behind
t at the cost of getting stuck on the way. They will buildings or in woods, there isnt much that they can do

vert slightly to avoid obstacles. about enemy oops up an impassablecliff.

Cbarging into Contact must tahe t/te sh0rtest, mon When Cbarging into Contdct, te.trns tglu)re enemy teams

rect oute in:o clntact tuit/i tbe team thel are chdrging. that thel cdnnzt reac/t due to terrain that is impassabh

medns that if there are no obstaclesbetween t/tem to them.

the enemy, the! mutt mou in a straight line totuards


MoVING NEARTHEENEMY
enemy. If there is an obstac/e between tbem and the
Assaults are ali about closing with the enemy. Unlike
ry, Thel md! either moue straight towards the eneml
normal movernent where you must keep your distance,
the obac/e, or take the sbortett route around thc
vou can move ri*ht up to the enemy nhen assaulting.
to get to the enem)t.
Your Assauhing (or Counterattacking) teams mty mlue
may go around or through a friendly team t/tat has
witbin 2"/5cm o.f anemy teams u'hcn the-y Charge into
fnished its Charge into Contact if this will get
Contact, but mdJ not mlue oucr or tltrouglt dil enmy
closer to the team that tlsey are charging
teaffi nor end their mouement with their base ouerkp-
that contact an eneml team rotdte at tbe end of
Ping aryt othr teami ba;e. An Assaubing team md! not
r mouemnt so tltat they are square up against a con-
?ass throagh gapt betueen enemy teants lessthan its own
enemJtTeam
base uidth.
NoT NEEDTo - .. .: r
IN COMMAND
they get the order to '4='j
rge, soldiers don'r need to
told whar to do.
teams do not need
remain In Command when
into Corytlct

CHARGEWHO YOU SUOTAT


Sometimes a platoon intending to assaultwill need to
split iti re to engage several platoons at once.
When Charging into Cont/lct an Asaubing team t/tat
shot in the Shooting Step mutt charge a team thdt wds
uithin 8"/20cm of a team from tbe platoort thdt it shot
dt. If it cdnnot do this, it is a Non-assauhing team and
cannot Charge into Contact dt dll.

WHAT IF I DE5TRoYED MY TARGET?


If rhere is a risk that your shooting rvill desrroythe only
enemy team wirhin 8"/20cm ofthe platoon that you want
to assarrhwith, mark the position of the destroyedtem in
the Shooting Stepto make it clearthat you can sdll assault
i'our intended target using the Assauking Abandoned
Positionsrule on page J50.

...1.
IINER OBSTACLES CHIRcTNcA BUILDINc
I r i s o b i i o u s h i n r l x r s s i l ' l ci L r r o u r r c r r r r sr o b c p J a c . - t l ( ) n c c r u r l s s . r i L L r i n qf c i l r r q c L s r o t l r e c ] o o r s r r n c ll i n , l o u :
i n p b l s i c r l c o r r r a c rl i t ] r a n c f ( - n l \ t e a r r , l e l e n r l i n ge u o f r b u i l c l i n q . r h c r c : r n t h r , r . i n g r c ; r r r c i c sn n c l l t t c n r p r
o b s t a c l cl i k e a \ \ , i 1 lol f h c c l e c .l n r l r i s c r s c c i o s cc n o r L g l r r o c 1 c . r tt l r c c n e l l \ ' 0 L l t .
l s . s i o o de n o L l g h . Itt.ftt;tr;.j, ilrtitr' tittt g tl,rou21, ()poti;t.,1,
ttitpcctrl,ic/
A tctut iu iottn(t u'ilt t Litttrr ( )ht,rclc, tl,c \\''rcl: o.l'', 11;i11q1/tc,totttai,rrici.lt tittcriir< Ll,tci:cri n;. (.0ttr,,rLr!
I)tstrolad t.clticlc, ,tr Optrittg )tt ,t tsttilliit,4, r,t rtt.1 orLt, Builr!i;t,,1,: lstt Ttgt i)t.
Obsntk tbtt pb.ysic,rlllli(totri it.f n;tt Lti;t,g Stltccl /f'tlttrL i., n0 !Pt...fi rl,t cltti,liit,4 rttit, t,t,,,rit titi
lostr lo ttit (t(r1.1't(ttL/tis t!rtnrl Ta1b( i)t (ait!ttat t( iTll Btril/iti3. ii (,lut,1ts jttto OrLltutf r itl, ti,L ;t',i,,,i
nt/.) en(n) tetrti intiucrllttcl.l, rt.ior! flt( obsttclt J) o;r tt. Oprli;t.g.. Lot!itf.t\ i! hrjlt! iil eiltt.i t( itl) riti itt,tiL:i
If tbLre istir cnougl, :p,tct ltLrurLtt tlv u1n) Ttiut tit(l r)t.i7t1 r(it1)t ittsirlL. ll tltct is to sptLc bc.;irlc tl,' Opt;tlt,,
tl.tcl-ittatr Obsttclr.for tlu,4t ttrlt tt,' rtltu tr, ltL pLttrl b r.n t j( a.t tt i t o rl tr i ; t tt rL.y [] t i ld i ; t,t..frrr i t t', r i t, i l i t.,,t i,r r
ph.1'sictllyitt totrch tt lrlt tltL t,tttirtl\ it i: :rill jtt ,ottttct rl,t i l,tr,{itt:< rrtt}t )ti)tttiir trt iltt ()ptiti;rg iit rr, oir.;t
tuitlt il,1 citt:irt.1,
.f) oilt Tlt. ath(r ii.lr of'tl,t Ob,uiL.. Ilrilrlitt,q Lnli;tg lttto tl,t rlltl,tr,t.t ol ttr l)r tttti oi rl,t
;i//t'.tti't1, l,rrt :ttll nttLtrs 1t [7111c4itt toitrtrr tt tti, ri,i
AREATERRAIN i1(r!ia!l (i1 (ijl)) /:(tli) | i i tr | ll (.

i\hnr n pcs oi irrt-:rrerr ein a rc'rr odr-lLr'cl l irh rh inqs Likc Iln t.tti)t iIiil. n lJtilrli;t,:. is ttittblc to.0itrtt.t tii t,:tt'i)t)
L r e e sa n r l r o c l i so n L h e r r r l r i r t ] i n r i t l ' h e r c r c l n r s c r l r l r t . . J...
p o s i r i o n c t l .O n c c e g a i n .c l o s cc n o r L . gih: g o o d c n o u g l r . ftciit! !tr to;tttict i.fit i: t; tin.,t,t: it rr;;t1r:,t;rri t: it iti,i;:
) t i l r t o l i i , t a : t a 1 i i . t, . t 1 ) ; ! .
It' t tcrttit in lttt ltriitit i: ttttltlL to (0it!!t ,tit rit(t)i)
t.. l .'.1 .'/.'.. . l. t
bti;u itt contatt i.l )r i.t 15 ;/p51,1t ir utt gc/ tntll 1r triTl)ltl
2"/5cnt oJ tltc ltell), r(int.

:n

-{r.
,t4^
*- *h
'1
'1
AssMLltNe iEAtN, :-
acNAals ltE av',r,r
A'RCS5 LJNARIERR4JN lr..
Aa leRE i5 Na Rac,fi
8tr{EN ft,,#!! /\,i ..:;,1-
TH5 EN6Y. g+
.= I{

;,, ,,

s ?;;
TANKSIN TERRAIN Tank tean: cdrnnt Tnouup Jtairs, so thel do not ntd.
to mou( into Lontdct witb Infdntry teams on the upper
lf the eneny is trying to hide in terrain, 1.ourtanks have
leuelsofd Building to assault them, but do bdue to moue
to go in after them.
a.. , lo<en' pu:'iLIc.
7he norma/ ru/esJr lossing or Jtering Rough'[rrain
nplh, abik Charging intl Clntnct. Ttnb tetms nust
rnake the nppropritte Bogging Checks as required.
ASSAULTALWA.YS
CONTINUES
Sometimes vour leading rroops will lind themselves
Euen iJ the knk teain doesit actul)/lJ eltter 0r cror Rough
'lrraiu, sroppecl by obsraclcsbelore thev reach the cnerlr,, leaving
it muit makc d Bogging Check ds iJ entering or
t l t c m e r y ' s . l l o c n c n ) \ ' l i r er n . l c o u r t e r r t t a . l < . .
crossing the Rougb Tlrrdin tuhcn it Clnrges lnto Contdct
( ),t.t
tuitlt an eneml tearn in or dcrassRough Trrtin, unles it ) o u I a u , , c l , a q A , : a t r l t . r / c n . . : n r r lrtn n r i n t r e : ,e t e n
is also uithin 2"/1cn o.fdnothc e/ten), JnJnt.y or (;un iJ no ;vt,ltitt3 tnr ( ttttttt(rapi,i<ing r,tas a;tutlly
Iedrn that it not in or dcrossRough Ti,rrtin. mtl<c contact utith tn anam! teatn wLet Charging into,
Contact (becauseall ofyur tdnbs Bogged Down or ylut
TANKS CH,ARGING BUILDINGS inJantry got hung up ox barbed uire.fr itttdnce). This
'Iirnks
are not really designed for lighting in buiFup nedns thnt tlre deJanderswil/ still conduct Deferuiue Firc:l
,rreas,but ifthev have to, they cn airempr to bring rhe (seepdge 1 52)
building down around thc infantrv hiding in it.
Only Fully-arnoured Tanh teams (e epage 8) can assault
teams in Btri/dings. Other ucbic/es cannot assdu// teants
in Buildings dt the.y cdtulot enter Building. The ntles
'lerraiu
for Thnbs Asvulting into appll to lxk tea.ms
A:stulting (or Countartttdching) teams in Buildings.
Sinca Buildings are \/cr1 Dfficuh Going, thc Tnb team
will tteed to pass n Sbi/l 7L to duoid Bogging Doton.
Unlike lrtfantt l tetrr, Tt tenns tlo not need nt axisting
Opaning to assault into a B/ding. Instearl, tltcl treat a// 'a,r1
u,alls as Opcnings. h t// other respectslul/y,armoured
-f,
Tanh tnrns tssdtt/t ittto Buildings in the sdrte wnjt that 'i*
ln.fntry ream' do.
.?-

.
' ,'' . . :':..:'.t,
, :':l.i',a.
,i.orir shootirig.was so ..successfulthat it destroyed teams witltin 2"/5cm, the Asaubing teams cannot scoe
e n e m y t e m s r h a t y o u w e r c a b o u t t o a s s a u l r .r h e any hirs, bur rhe Dqfending plaroons musr srill tahe a
can still. tke place as . the assaulting pItoon Motiu/ltin Test to Counierattach (seepage 162).
fonn'ard and ocupiei the abmdoneili.nemy
.uripposed. Sometimes a similar thing will NO ENEMYCLosEENoUGHTO ASSAULT
when vo p l a L o o n sa . r a u l t s i d e b y s i d e . l f r h e If your shooting was spectacular or the enemy was
pltoon to assault th position pushes the nemy w i d e l y d i s p e r s e d .y o u r r r o o p s m a y b e a b l e r o s i m p l y
the seiond platoon to assault will be left with an walk in and take the enemy positions unopposed.
walk to victory. Ifn:one oflour Assauhing Teamscan get uithin 4"/ lAcm of
a team fom your platoon that was in a positiln to on ilrcry! rean by Cbarging into Contarr. the Assaulting
an Asauh at the start of the Sbooting Step is plaroon still makes its Chargc inro Contacr moue to
to Iaunch an A)taulr in the Assautt Step, but contnct the positions of the uanquished enemy. It sffirs
because the enem)/ teams tbat it would hue as- Defensiue Fire (seepage )52) as usual, and ifit doesn't
are no longer there,your platoon may still Launch Fall Bach from the Defensiue Fire, automaticalfu iYins
A*aub. the,$sauh dnd Clnsolidates (seepage 167).

of Chargtng into. Contact uit/t enemy teams,


Asauhirig tedms must Charge into Contatt with
missing eruemy teams as if the enem! teams uere still
they uere at the sttlrt ofthe Shooting Step.

:MARK.DESTROYED
ENEMYPO5ITIONS
lfyou plan to u5e fhe A"rulring Abandoned Posirions
rule; it can be helpful to mark the positions of the reams
ihat yot destroyedin rhe Shooting Step so rhat you can
'charge
rhen in rhe Assault Step.

ENEMYCLosEENoUGHTo AS5AULT
t h e e n e m y p l a r o o n "y o u r v e r ei n r e n d i n g t o a s s a u l r r i l l YOU MUSTHAYEBEENABLETo ASSAULT
teams close enough to assault, you can continue TheAssaulting
Abandoned
Positions
ruledoesnorallow
assault as normal, even though you wont make you to just move at will after sitting srill and shooring
at their full rate. The assaulting teams rvould still have
t with any enemy teams.
't needed to fire at the reduced rate of llre for movins to be
at least on of )tour Assaulting reams is uithin t l0cry abls ro do rhi'. a. orhe.wiserheyare nor .ligibl. ,.. hrrge
an (nemj ream afcr rheir Charge into Lonract, rhe inco contact. In Flames OfWar vou can't just decide to
is conucted as normal. If there are n0 enem)/ take the Dositions after youve shot all ofthe enemyl
Generally anyone ner enough to know what is hap- Afier the Asaulting player Charges
pening will open re on the attacking troops before Contact, the defending plal,er conducts Defensiai
liring ba; oner. ready to see e cneml ofi. Those roo Fire againsr rhc Araulting platoon.
far away to distinguish friend from foe can only watch Only teams uithin 8"/20cm of an Araulting team'
andhope. thool tn D(len)tu ftrc.
Aqt enemy platoon that has teams within 8"/20cm of
an Asaubing tedm is a DeJnding platoon. A platoan FIREAT THEDOUBTE
No DEFENsIvE
does not need to be in contacf with the enemy to be a Tioops moving at the double are focused on reach
Defending platoon. rheir goal quickly and are not ready for combar.

L)etermine which platoons are Defending platoons afer A Defending team thdt moued At the Doable in i;
the Astauhing platoon has Charged into Contact. preuious Mouement 9ep canuot conducr DeJensiueFire.

NON-ASSAULTING TEAMS NO FI,ME-THROWERS IN DEFENSIVE FIRE


No one wanfs to expose themselves fo fire unnecessarily, F l a m e - r h r o w earrseo f l e n r i v ew e a p o n T. h e yr a k e
'I1lose ro prepare and cannot react quickly when surprised.
so only troops being charged rvill open re. laced
wirh troops gir.ing covering fire will just lie low. Tlams cannot shoot Flame-throuers in Defensiue Ft
Enemy teams tuitbin 8"/20cfl of Non-assauhing teams Infantry Flame-thrower t(ams can sti/l shoot as
are not being assaubed unless an Assaubing team is dlso teams kee page I 98).
uithin 8"/20cm.

WHo CAN DEFENSIVE


FIRE
The enemy won't take your chargc lying down. -Vhen
they see your soldiers bearing down on them, thcy will
redouble rheir 6re in an e{lort to stop your troops from
reaching rhem. After the attacking platoon has launched
their assault,the de{nders get one last chance to srop
your attack with their defnsive fire.
il1.'e.nrnycfrargingyou, bayonetsfixed, is ASSAULTING THROUGH SMOKE
s m e a s s h o o r i n gm y o r h e r e n e m y a
. s i d e A l r h o u g h a s w i r l i n g s m o k e s c r e e nh i d e s r h e e n e m y a r
d i r e c o n s e q u e n c e so [ l a i l i n g r o s h o o i r h e i r long range, they ue clerly visible silhouetted against
L I e p a l e s m o k e a s t h e y c h a r g ej n r o c o n r a c r .
ue Fire res tbe normal shooting procedure (in- As Defensiue Fire is condutte at pointblank range,
checking thar the teqm is a ua!id rarget, rolling Assaulling teams are on$ Concealed, but not Gone to
rolling saues.and rolling ro destroy. erc.) with th, Ground when srcn rhrough Smohe Marker:.
iltanges

FIREAT SHoRT RANGE


WHO CAN BE HTT
is nr: tirne to pick your targets whn the enmy is l f y o u a r e b e i n g c h a r g e d ,y o u n a r u r a l l y s h o o r a r r h e
troops chuging you.
lg, you just shoot what's in froni oiyou.
Assaulting teams tuithin 8':/2qcm /1/ udlid targti Hits from Defensiue Fire must be allocated to Asatilting
Defensiue Fire, so hin must be allocated ro Asauhing teams, and may not be allocated to Non-asauhing teams.
within 8"/20cm of theshootingtean. Aside Jiom this, bits are allacaterl using the normal
shaoting rules.
FIREFRoM THE HALT
though they only have a short time to shoot No BUttETPRooFCoVER
weapons can pour on the lead when necessry Your troops have to leave the safety of their own posi-
tions to charge into contact with the enemv, rendering
mi.ihaoting in Defensiue Fire do not count ar mouing)
them more vulnerable to defensive fire.
ifrhel moued in their prcuious rurn, in*ead thcyfre
theirful/ ROF. Howeuer, a /eam liom a Pinned Down As Defensiue Fire is conductad on the Asaulting teams
still reducesrhrir ROF for being Pinned Down as thej charge, tltey neuer beneftfrom BulletproofCouer,
euen in terrain that giues Bulletlroof Coaer.
NT FROM DEFENSIVE
FIRE
t h e d e f e n d e ri s i n r h e m i d d l e o F a w o o d o r r h e SHOoTINc oVER INFANTRY
,-bur.ftcking troops are going to be in clear view Awell laid out inlntry position is likely to have machine,
rhey charge acrossLhe l*L gap and inro the enemy. g t r n sa n d a n r i - r a n kg u n s : u p p o r r i n gr h e i n f a n t n .
Fire is conducted on theAsaulting teams where As with other shooting uehicles and Gun teamt can
are afer Cbarging into Contact, so thel onl] beneft shoot ouer Infantry (but not Caualrl teams, as can otlter
Concealwent theT occu?J at that point. In most cases Infantry teams shooting at ?ehiclcs (seepage 80).
means tht Assaulting teams will be in the open and.
Houeuer, an assauh in a uood or through a
streen would count as Concealedfor instance.

t
;u,''"'"
TINTs AND DEFENSIVE
FIRE D E F E N S I VFEI R EH I T S S I D EA R M O U R
Tirnks have rurrers so thet' car engage close,in threats t point blanli range, anti-tank rvcapons are much:

fr-om the Hani<sin :r lvar. thar,rssault guos cannot. n r o r e( f I c L t i \ c . f l ' e i r r o t r r r d l.t i r h r r J c r . r n dr h e g u n n c r s


rvill target vision slits, tracks :rnd other vulnerable spots .
T A N K G U N S I N D E F E N S I V EF I R E m:rking tJrem much rnorc likelv ro penerrarethe tank.
Rapid-{irinq nachine-guns and turret,nounted rveapons L t . , l ' , u , c r h ( i , \ ; , 1 , , l r u a u t l o , n t 1 1, ! r r y s 1 1 r . \ a y s 5
are the rnost el}ctive n'e:rpons a tirnh hr for halting dgaln:t [)efensiue Fira, euen when tha mode/ isfacing tbe
inlntn assaults. s/tooting tetnt.
A: uel/ ds its machine-guus, i rehich cdn t{sa ltlt)l
tl{n'et-mounteal u)eapons ta shaot at InJantrl fearns in
Dafensirc Fire.
All hits irr Defeusiue Firc Ji'on other rchiclt-mourtted
u,edponstttmt bc a//octted to'lhulz team:. IJ'ou/y Irtfintr.y,
ttlils drc udid nrgets, t/toy hits trt oupL'tal1, igTlsrgal.

SNEAKING
UP oN TANKs
One of the rveahncsses of tank clesignjs that Lheyhar.ca
hugc blind area closc ro rhe ranh makinq thtrn vulner,
ablc ro infntrr-att:rck. Tnks have to bc vcn, wary of
drir.ing,inro terrain occupicd bf inintrv as rhe enenlr,
can sneak up and blind ir wirh smokc grenacles,mucl,
or flour bonbs. bctbre rhe crcrv even knorv that thcr':rre
r r n J . ra r r a c k(.) r . r b l i n d e J r. h e r a r er i r r L r . r ldl re l . r r . . -
lcssag:rinstilfantrv.
A DeJnding t,ehicle mal not l)eftntiu. Fie ar all iJ'it is
in conttct tuit/t tn assau/ting InJutrl' teatn thm Srcdked
Up on it.
t(t//t cLtn Steah Up on t uelticla ('rha
::::rr"*
, did not nruua in tLe Mouament dnd Sbooting Steps,
. did not shoot in the Shooting.\tep, and
. strted its Lhargc into Contact Concea/ed by 7rrain.
FALL BACK FROM FIVE HITS Ifft'iendb tein: dre occupyittg tlte position th.tt d tnnt
Charging into a rvall ofbullets is not a u'inning proPos- nce to Frll []ack to, the Jiiendfi, 1nou Fa]/ Bdcb thc
ition. Ifthe dendert fire is heav,venough, the assault- :hortest distttttct raquired ta tnthe spd.( Jr the Falling
ing platoon will brcak o the ass:rult and fall back. Bacletearn, pushing dn-t iettnls in tlteir utt.y bd(P in turn.
Alrhorrgh throwing morc troops ar a problcn normallt Wbicles do not need to tabe Bogging Chet|: Jr Rough
'lirrdit
just resultsin more casualtics,there are occasionsrvhcn u,hile fulling Bach. An1 nnks thdt Boggcd
exrra numbers ca;r make a diilcrence. Doun or uerc Btiled Out L!ithin )"/5cm o-f the tnem1,.
If the total number oJ ltits 14'otn Dc.fensiue Fire is t6ue eitLer rlrrng the Charge into Conttct or b1' Dtfer:iue
:or mor(, the Assduhing pldtoart is imrnedintely Pinned Fire still full Bul< unti/ the_'tdre ttor( Tltdrl 2"/ittrt Jnrn
'.
Down nnd nnsT l"al/ Brb. Tbtir nssduLtis nau) outr. the enerLy ds the_11 ileuer got tltdt t/lit in thc first p/rtct.
If thc l;all [Jack nes a Bogled Dou,n t,tnk btL:b aur oJ
ihe Souiet ()tnlity oJ Quantity specldl rule (see
'page251) requires ten bits to the Rough Terrdin it Bogged Doun in, it is no /orgcr
forte inJaxt_y to Fall Bach
Boggtd Dou,rt.
tn s0m( ctrcumsttnct.

.TANKS FALI BACK FROM TWO EFFECTIVE HITS


TOO FR
A CHRGE
l'While intnrrv and opcn-ropped vchiclcs can be driven Somcrincs tire defnclers'lire molvs dorvn the assault-
ing rroops bef'orethcv eet close enough ro firht.
offbv a hail ofbullers, battle ranks just u,ecleon througir
anyrhing that doesn't knock ihcm out. [ftbere are no surutt'ing ssnultingtctms u.'ithin )"/itrt
of tn1, encn.y tearu nfier DeJinstuc I'ira, thr ssttrlritt,,q
IJ'aLl of'the Ardu/ting tums tre ,Fully-trnoured uehicles
(other than Recce tctms), the.y do not I'd// Bacb if tl,ey p/tttoou is I'inncd Dou,tt aud the nsdult otet'ictctt i.t tl,t
Ass,r.ultingp/,ttoott u,t: not lrtetl to I:ttl/ Ba,:k), uttlc:: it
taef.ue or ruorc hits .frorn Defens/ueIire.
utts Assau/tittgbrudonetl [ition: (:capary | 10).
Howeuer. if hrn or nora Armouretl uehic/es ( tthctltar
Open-toltperl or Fu//l,-drnoured) re Bdilad Out or
Dexroled b1 DeJen:it,c Firt, rfu pktoon nust Fd// Bilk.

FALLINGBACK
Ifsoldiers are unable to close ruith the enemr', tho'rvill
hit dre dirt just outside of ercnaclcrange.
If au Asmlting platoan Falk Bdck.fi'on DaJctt:iuc |--ire,
a/L teams tuithin 2"/5cm oJ an tneu.1, tcdrn lmtncdiatcly
moue b1 the rtost dirrct rlute until the.y tre mort thau
2"/5cm auay J|on tlte euon1, enditgJc)ng thc enemy.
Assault combat is quick, brutal, and confusing. Your
SCORENEEDEDTO HIT
soldiers use anything that comes 16 !and-5a[62-
C ) n c e y o u h a v e d e L e r m i n e dw h i c h o f y o u r a s -
chine-guns, grenades, bayonets and even sharpened
sauldng teams can fight, you need to ro11to:see iftliil
spades-as they set about clearing the enemy posirion.
can score a hit. A successful roll shows that your
Roll to Hit with atl of the Thnk, Infanffy, and Gun teams beat the enemy to the punch. A nissed roll could be
thdt are in within 2"/5cm ofa Defending team that is in
d u d g r en a d eo r i a m m e d g u n . i n a b i l i r y r o f i n d r h e e n
rheir I ine ofSighr.
in the smoke and confusion,or the enemyprrying
Asaulting (or Counterattacking) tenms canfght through bayoner with their enuenching tool. Assaults ffe a cot
any friendQ team and do not need to haue a target uithin f u s i n gs w i r l o f e u e u r " w h e r e a n y r h i n gc a n h a p p e n .
their Field ofFire to be able to Roll to Hit as the! are close
Each team fghting in th arault rolk a Shill T$ to
enough to be able to auoid hitting their friends and to use
the enemy. There are no modifers to this rol/.
p ersond I ueap orusif necesary.
. lfsurets,ful. tht tcam has hir an enemy team.
Asaulting Gun teams will not be within 2"/5cm of the
. Otheruise, thelJile to score a telling blou and
enemy.during the initia/ assaub, but mal come uithin
no efct.
2"/5cm ofthe enem)rlls a resub ofa counierattack.
TrantPort teams and teams carriec/ as Passengers cannot
fght in an assault and do not Roll to Hit. An exception to
this is German armoured half-tracbs that can fght using
the Mounted Assauh special rule (seepage 243).

FIGHTING IN BUILDINcS
Assaulting into a building is a dificulr prospect as ir is
hard to bring nurnbers to bear on the enemr
Infantry an Gun teams can only fght into or out of a
Building through Openings they are touching. Only one
team can fight through an Opening unlex the Opening is
wider than a stand uidth, in uhich casendditiona/ teams
can fght alongside the frx until the Opening is full.
Teamsfghting tbrough an Opening or uithin a Building
must still be uithin 2"/5cm of the enem1,to fght.
-Ink
teams do not need Openings into a Building to fght
as the! cdn make their oun.
is relatively easy for a brave soldier to keep the enemy TANKsASSiA.ULTING
BUILDINGS
f r o m a v a l u a b l ew e J p o n . a r l e a ' r u n r i l t h e y d i e l If the enemy is trying to hide in buildings, your tanks
h a v er o g o i n a f t e r r h e m .
llajer receiuing the hits allocates each hh to any of
tilms uirhin 2"/5cm and in Lin( oI Sighr 0f the Hits fron Fulfu-armoured Tank teams (and their Tnk
that caused the hit. Escorts)can be allocated to an1 team in a Buildinguithin
2"/5cm. Hits from other rypes of Tank teams cannot be
fo llowing restrictio ns appb :
allocated to teams in Buildings at all. Ignore any hits for
Hits mut be allocated euenfi across all of the eligible
uhich there is no ualid target.
tdms.so tts:to maximise tbe number of teams that
hau( hits dlloured to th(m.
TANKsCANNoTHIT TANKs
Teams tbat are Bogged Down or Bailed. Out are onbr Tnks cant charge tanks, so.all of their hits must be
hit afer teams that are xill fghting. allocated to the guns and infantry thar are their targets.
Hits must be allocared to Tnh, Infantry. or Cun A hit Jiom a Tank ream or its lanh Escorrscannor be
teare (euen those that are Bogged Down or Bailed allocated to a uehicle. If only uehicles are auailable to
Out) before Transport trumt allocate the bit to, then ignore the hit.
Hits must be allocate/ to Armoured uehicles zuith
lower Top armour rating: before rhosewith higher l-op OUT OF REACH
IGNORE
armour rati ngs. ilhere isnt much that a soldier can do about enemy

all o.fthe hits fom an asaub before rolling to see troops up an impassable cliff.

efea ofthe bits A hit from an Assauhing (or Counterattacking) team


cannot be a//ocated to a tedm that the Axaultirug (or
fING MIXED PLATOONS Counterdttacbing) team cdnnot reach due to terrain thal
r i l l r e e e a c hs q u a dg i v e n * p e c i f i c
w e l l p l a n n e da s s a u l w is impassable to it.
about the target oftheir attack.
ralling to hit, you maL nominate a Priorhj target
for each Assaubing (or Counterattacking) team.
Priority target qtpe can be either Thnh, Infantry, ot
t(ams,
opponent must allocate hix from that Asaubing
to Defending teams of tbe Priority target type if
', although hits must still be dlloc(ted euenly aooss
of all rypa. Exacrlywhich teamsof rhat rypearehit
at your opp7nent'sdittretion, :ubject to the usual rules
allocating hits.

TING HITS ACROSSPLATOONS


close quarters it is easy for a squad ro dash to the
oa nearby tem to save a valuable weapon
player being assaulted (or Counterattached) may
/tirs to reamsfom anl P/droon, just ds long a' the
being allocated the hit is close enough to be hit by
Asaubing (or Counterattacking) team

TING HITS IN BUILDINCS


a l e w r r o o p sc a n l i g h r a t r t i m e i n t h e r e s r r i c t e d
of a building.
from a team fghting into a Building through an
must be allocated to teams in the Building.
from a teamf.ghting out of a Building through an
musr be allouted to tcaruswirbin 2'/5e m of rh,
ing. Hix from a teamfghting within a Building
same Building.

.-t '.11:::,

.r
1:'+"
l:.ir .
TANKS HIT BY INFANTRYTEAMS MIXEDARMOURR/,TINGS
-ff4rile a tank's armour is still a Tank-hunrers go lor rhe eiest targersrsr.
problem for infantry, a
big advantage of getting close to a tank is that you can lf hin are bcing allocmed n uehirles. they must
h i r i r w h e r e i r r e a l l yh u r r < .i u r h i n r o p a r m o u r . allocated to Unrmoure uehicles before
uehicles,and Armoured uelticles wirh rhe lowest A
When yu hit an Armoured uehicle uithan Infantry
rating before tbose uith higher Atmttur ratings, subject
team in an asaub, the ozuning pkyer taleesan Armour
all preuious ru/es about ailocating hits.
Saue using its Top armour rating. 7he owningplayer rolls
a die for each hit scoredon an Armoured uehicle and atls
the aehiclei Top armour rating to get their Armour Saue. TANK ASSUTTRATINGS
lnfantry rank hunrers use grenades and
ExcEEDS
TANKAssAULT
RATINc C o c k r a i l l i r e b o m b s r a r h s a n r h ei r n o r m a l
( rhe Armour Saue cxceeds the lnfanrl ream's Tnk
All lnfunrry ancl Gun reamsltauean TanhAsault
A:saulr rating, their Sauc sueceededand the team uas
for useagainst Armoured uehicles.This is aluays 2,
unable to fnd any weaknessin rhe uchirlei armou, and
garclles of the normal.Anti-tank rating of th
their attack has no efect.
unles they haue special rules tbat cbange it.

EQUALS
TANKAssAULTRATING MIXEDTANK ASS.AULT
RATINGS
If the Armour Saue matches the Infantry teami Tank
Specialist tank hunters seek out the most
As au b ra tin g ex act ty, t h eyfa i h d t h e Sa ue and th e i nfan try
foes, leaving the easier targets to regular soldiers.
manage to temporarif blind and immobilize the uehicle.
lfhits are allocarett to Arryoured uehic/esancl orher
Counr rhe rrew as hauing Bailed Out. although rhey a,e
the hits allocatetl to the Armoured uehicles must be
actually cowering in the bottom oftheir uebicle.
wirh rhc highest Tnh Asaulr ratings, with rhe hix
IS LESS THAN TANK ASSAULT RATTNC the lower Thnl<Asaub raiings must be allocated to t
If the Armour Saue is ley than the Infantry team's Tanh with the lowesrArmour raringt.
Assaub rating, thqt fdikd the Saue and the uehicle is
Datroyd. TANKS HIT BY GUN TEAMS
Infantry stalk tanks,but gunsjust keepshootingas
FIRINGANTI-AIRcR]A.FT
MAcHINE.GUNS as they can. Anything but the biggest and most
A tank has to keep its hatches open to fire anti-aircraft some gun is still deadlv at pointblank rmge.
machine-guns, leaving the tank vulnerable to assaulrs.
Gun teams tbat hit an Armoured uehiile in an
Any uehicle that fred an AA MG or .50 cal AA MG in can make it take its saues with its Sie drmour
tbeir preuious Shooting Step, at AirraJi in this Shootlng thdn its Top armour. Tb do this, the Gun team mus,
Step, or in Defensiue Fire treats their Top armour as 0 a ROF of 2 or more(ignoringan1 efectsof being
aben making.Armour Sas in assaubs.Howeuer, it does Down), or be a Man-packed Gun tedm (other tban
not become Open-topped as a resuh. mortart, nnd rhe uehicle ryusr bc in its Field of Fire.

*: :'.,i
:i.,:;
.' ,r:{

If a Gun team doas tbis, thcse hits mu:t be a/locdted . ( the ro// equals or axceedsyour u.tapou': ltlrepou,er
to annourcd uehic/es uit/t
/awer Sida drmour rdting! rating, tbe tdnl? is Dettroyd.
before higher Side armour rdtings (rathrr than Top . I-fthe ra// is louter thtrt.your utettpon\ Firepou,cr rttittg
..armour ratings). the shot has no effcr. 7he tank i: uor Bailed ()ut, tud
contiuuesin actiott rnhdrrued.
EXCEEDS ANTI-TANK RATING
( your opponent\ Armour Sat,e roll (using their Sida FIGHTING As INFANTRY
Armour rating) i: greater than lour weapon': norma/ (lunuers takcn frorr thc {lank, or crcs ing t cirpons too
Anti-tdnl? dting, their Armottr Saue is successfu/,and h e a w t o e n g r g ct r r g e r J\ l p , , i r r r b l a rrk. r r F ( . . . r rr o r ( . . 1
the shot has no ffict. to fight as riflemen rather than using their guns.
( tfu Gun tcaru is unabLe to or thc axaulting p/ai,er c/ect:
EQUA.ts
ANTI-TA.NK
RATINc
not to hit a uehiclc in tbc Sidc arrnotrr, it bits the Top
IJ -your opponenti Armonr Stuc ro// (using their Sidt
arnour ttith its Ttnk A:snuh rdting as uunl.
Aruour rating) exdctl-)tequd/!.)iour u(npln's nolfltd/
Anti-tdnh rting, thry Jild their Arttnur Sat,t.
'To
deterrytinetha alJict of tba hit .),ottnust tal<ed f irepotter
7tst. Roll another dic.
' If the ro// equals or cxceeds.1our urcapau\ Fircpou'er
rating, the creutpanic ard Bail ()ut.
. If the roll is /ou(r tbdn.yaltr uc/ryoni l'irepoutcr rtttng
tlte shot hu no eftcct.

.LESS
THANA.NTI-TANK
RATING
'If.your opponent! Arrtour Snue roll (using their Side
'Armour
rating) is Less
than your uteapon'snorma/ nti-
tdrul<rating thay.failcd their Armour Sauc.
To determine the effectof tbe hit.you must taba d f irepouer
Tst.Roll anotlter die.
UNARMoURED
VEHIcLES Bul/ttp roof Lo uer tloet n ot grltlt t nre!Protaction
itt ttrt t:s,ttr/t. Assaultirg (or (,owtterattacking)
Unarmourecl vehicles lie perhaps thc most vulncrablc
tatms do not need to rutke a Firepouer Testagaiust
in an assault. One erenacie is sufFcjent to turn rhcr
retrns it Bu//etprooJ'(.ot'er.
inro flaming p1'rcs.
[iutrnouretl uehic/estlo not g ttLt)isdr( in dn rsJdu/t.
'l,hen hit rhel ,tre l)estrol,cd attd rernorcd P,ASSENGERS :
f'ort the
lthiclcs are de,rthrr,rpsin close-combirt.The assaulring I
bmt/tJicld.
fbrce simplv cuts dos,n the passengersand crerv at-,
rempring ro escapeLheir burning r.ehicle. :
INFANTRYAND GUN TEAMS
Pt::attgers in t uehicle (uhether Armoured not) thdt is:
I I ' , r n , , h . . i ' r t n ' i p \ t r \ l , r c ( L\ u L r j r o n r a r i t l u n r a r r
l t ( , r u ) , . 1 j t ! . , t t , t c : . t u l ,t r / , , 1 , o D / t t m ) , d .
hundrecisof metres as'lv, but it is uselessagainst close-
range shots, qren,rtles. and b:rloner rhnLsts. Ar short lr's:r good ide:r to dismount from a vehicle q,eli away
r a n g ee v e n h i t i s l e t h a l . fiorn the enemv so that you can't be hit bv a surprise
,,,.rulu r l r i l . , t i l ln r , ' t r u r . rdr p .
fhare ara no stt,cs.for htJun'.y or (]ttn tetns hit in dn
',[hesa
t:ttu/t. /etrus trc Destro.ycdtrtd rernoter/f'orn the
P A S S E N G E R SR I D I N G o N T A N K S
batt/eJie/d.
Whilc en,rrmouretl haiflrrack nr:r\r prorecr its passen-
gcrs. tank riclers on rhe oursicle oi a tank are brLnched.
BULLTPROOF COVER
tosethcr rncl ror:rllr turprotectecl. lhev rvill be casily.
Bulletproofcor.er is ofno r.:rlueonce things get dosr to
iviped out bv troops tttrcking thc tank.
gren:rcleralqe.'Ii'oops hiding in coveLcan generallv bc
d i . l " d e e . ir r i r l r . ' " - r e r r r J e. r. r r , li n . r . , ' n F r r r J . l ' . , . 1 r h e l r . e q , . 1 , 1, , y u t t t t 2 o t n 1 , t , , {t u q t , t t r l t r [ n t d if

fiiignenrs are even more clcacilvLhan in rirc open. Th? uhitl. tbc.ytra riding on is ltit ix trt assatr/t. euen if
r / , , . , 1 ' i , / ,. . u ' , 1 ' . t . . , ' , , / .

S P E E D I N GT H I N G S U P
s rvirh shootinq, thc .lctails oi which rerrr hir rvhicir
telm .rre usuallr' uninportent. so aithouqh .rn .rssault
irirolves lors of clic rolls rou ck,n r elr"avs hrvc ro roll lir
each rcam separarelr'.

l l v o u r o p p o n c n r . r q r c c s .\ o L r c r n u s r r . r l l rr o l l r l l o i r h c
Jice lor a platoons lssrult rt once lncl sinrplr lcavcxrrLr
opponcnt ro:lliocillc rhr- hirs o cligible reams reqarciless
o i w h i c h e x a c rr e a m r c o r e d t h c h i r .

ln sone caseshotocr. tll<inq ir slnLr .rn11resolr'inq thc


rssarrlt one teilm rt i tirre rrakes conrpliclrrc.l sitrurions
mrrch sirnpler Lhan rhcv rir|eir.rf first glancc.

..:il
,
;:i,
Having disposccloi rhc cncnl imncdiatclr ir rrnr ol t Builr/.irtg trrrr.t.l.f tlul cLoost to. inutuliarel occtrp.t,tl,c
therl. r'our rssaultinq reanrs can nou, slarn f-orl'arci po:ltiou of,ut c)tt)t.) t(.1il lt I)t:tro.1,s
lu trt tssttrlt.
acrossobsr:rcicsancl irto buiklirrqs ro fiqht the cncmr" If'rhrrc i; lnsrr.fticit/ sp,t.cc.lr rltt rntt T0 0..t1), rl.r
in thcir orvn positions.
lo:iriott, tlta.1ntt.1,:LutT tht' tt'ans itt tl,c Bttrltlitt,4tiltlt
An ls:tu.ltit3 TtLx TlttI u,tts itt t'otTtttt ttitl, tiL rrttrtt), /o ntttk( rPnL(. If tl,trt i: still ittiuft'tilirt :,r'tc,'. tl,L tctrtt
]'l tcdn trior t Lirrc,tr Obsttclt' py yltrplt,qftrt O|tuitt,4 iu ittust I)ctTro), ina)11.
t(dt't! ro t1lt/.( I btg titotr/t :prtLc.

E* lHE AsslrrriN-i taN(


-ar
).31?C3 DrcS\rI\;
/ ;Tfs- TEAirAaRcssFRc,r r...

lN. --lNK ras r':Re4t'


-a
aKen A Bc'att$ ae.:<
aas,L- ag 1N94\:?', a:
ll PrSEa a'/a? -ia ra)aa

..../NDlr.lgNCCar? l3'ira
D1RAYE2 5 ?CStTlolt.
iE At^,',

...AflD ltl\\tDlAaLv ?Liaiiaa r<CU.'t frE C?a\)tN3


7C CaCt)?\ lE DESTRa\D aAlt,',-<?A-<trlcN.

-
.:::at.:-:
.'"::':''
Your men have done their best, rearing into the enemy /[ the nnly I n(ryJ r?aq) rhar are within
and ripping rhem part. If they have killed or captured 1"/10cnt of dn Axauhing team are Tdnk
'liznsport
everyone in the vicinity, rhey have n'on rhe assault. lf or teams, and the only Assaulting (or
not, the enemv mal. counterattack trying to regain rheir Countrdttacking) Teamswithin 4"/1)cm of any
POSluOnS. tedms /lre Thnk taatns,1ou haue won the assauh.
Ytu haue won the dssault if, aJier all hits haue been
d/locdted, sates mdt/e, dnd an1 teamspushing into enemy WINNING ASSAULTSIN BUIIDINGS
positions haue done so,you haue: Infantrv cannot see through solid walls, so it is entirely

. p o s ' i b l c l r o ro p p o . i r r g' o l d i e r s r o b c o n d i l e r c r r r' i d e r o f


ilo enem)/ tetms within 4"/J0cm oJ'ary Assaulting
a wall and unabie to 6ght.
teams, or
. Musure the distance t0 t/te eneml teams through an
the onl! neml tams within1"/I)crLoJ'anyAssaulting
Opcning u /,e,t qtrasuringto,et ifyou hauc won an a,sault
tetms arc Bni/ed Out or Bogged Down Tank teams or
in a Buildiry. AIa,u,e rhe di,nnct ra Ful/y-a,noured
nansPort tdms.
Tnk tcams in a t,nighr /ine,r' rhct enn drite sta,ghr
Once yatt haue uton, -yau must Conso/idate ywr position rhrough y all'.
ftee page 167).
If you haue not u)on, Jou opp7nent will test their
Motiuatian to Counterattac/t dnd the lighting clntinuer
bacb and forth unti/ one side is destroled or runs dudl.

TANKS CAN'T AS5AULT TANKS


Since tanks can't assaulrtanks, rvhen vour tani< platoon
assaults a platoon of mixed tanks and infanrry, rhe
assaultis over once all of the infantr,v are wiped our.
li:

Having sunived the initial onslaught, rhe defnders TANKsMUSTBRE.K


UNARMoURED OFF
look to 6ght back, throwing hand grenadesand 6ghting 1fi/hile a rcal rank may scare infnrry', rhe inlantrv terrifi
those attackers that have reachecltheir positions. thc unprotcctcd cren'sof guns mounted on trucks.
Ifyou haue not won the assault, tha Defending phyer rolk A DeJuding pldtoor thdt hn {lnarrnoured litnl< tatns
a single die. They then comltare the score ofthis die tuith tuithin 1"/ 1)cm oJ'in tneml team nal ilot (:a uiltenttdcb.
the Motiuatiox mting of each DeJending platoan. It nust .Braak Ofi instead.
. IJ'the scoreis at least as high as the De.fenrlingplatoon's
INDEPENDENT MUSTBREAK
TEAMS OFF
Motiuntilil rting, thdt p/dtaon wa1 chooseto either
Onlv srrong leaders and heroic warriors hang rcund
C)ountemtatcleor Brcal< Ofi
lvhen the grenacles start fl\'ing. (lbsen'ers and rccor.cn
.. lf the scorc is less than the DeJndirtg platoon's r-ehiclesget out of the war as fast as thel can.
Motiuatlon rating, that platoon must Breal< Oft.
Indepandent teanzs(but not Wrrior Trams) tnust Brettk
To CoUNTERATTACK
RE-RoLLS OJJ rather thdn (:ounterdtTacle,imnediately leauitg dn1,
Some troops have a reputation for stubbornness,refirsing platoon that thel hil Joined.
ro give gtound unless the). absolutelv har.e ro.
Ifa special rule giuesa re-roll to Motiuation TlsTs,work out
which platoons passedon the origindl roll, then reroll the
die and app[, the outcowe to dtty plataons tfficted fu the
rule tbatfailed the origina/ ra/1.

No TEST IF ASSAULT SCORES NO HITS


If the enemy is so unsuccesslirlthar rhey' do not score
any hits at all, ).our soldiers have norhing to fear.
lf none of the Assaulting (o CounterntTdcleing) tedns
scareda hit (whether or ftlt it dctual\, Destro.yedt tearn),
a!/ of the Defending platoons automdticdlll, pass tl;eir
Motiudtion Tbststa (:ounternttach or Breth O.fJand cdn
simp/y choosewhich to do.

MUST TEST IF ^A.SSAULTEDBY TANK5


Even if tanks just rumble around rvithout actuallv
causing anv damage, thev still scareinfntni
If any Assau/ting (ar Col{ntrdtttckirug) tean is du
Armotrred Tnh tadm, tll DeJendiug pldtoons ntutt tnk
Their Motiuation'list to CaLntrdttdcl< or Ilreak O.ff. et,en
ifnone ofthem actually suJJired ail.lt bitj. Thls ls not tl
additional test,.ju:t d reqr!irelnent to ttbe the te:t u.,heilter
or not tht enemJlscoreddny bits.

:::.
..-i:
-r
Once the defenders are over the initial shock of the IGNoREPINNEDDowN
assault they are going to fight back viciously. If your Once the general melee begins. rhe attacking
assault doesnt destroy the defenders outrighr or force enemy troops msk the fire that was keeping the d*.,i.il
them to run, your opponcnt will usually attempt m im- fenders pinned down, allowing them to counteratt;ck.
m e d i a r ec o u n r e r a t t a c kt o r e g a i nr h e i r p o s i t i o n s . Tlams from Pinied Down. ?/atoz% ma1
(any ol thc DeJnding plaroont pd"ed rh(ir Motiuation Counterattacb, ignoring the effea ofbeing Pinned
fe,r, an/ choseto Counre,attack rarher than Brcab Ofi whi I( Cou n r(rat Ia(ki ng.
both sides change roles.
TheAsaulting (or Counterdttacbing) plataon (or p/atoons No CoUNTERATTACK
IF NoTASSAULTING i
if they are Clunteratt/lcking) now become Defending The assault is so confused, with friendly and enemy m
platoons and the Defending platoon or platoons become rlwhere, that oops not involved in the initial
C ounterattac Li ilg p ldto ons. cannorrake palr in on-goingcounrerarra!ki.

7he platoons tb/1t are n|tu Counterdttdcbing now Non.asaulting ream) (te( page I+4) may not

haue their turn to dssdub the platoons that preuiously into Contact wheft Coanterattdcking, abhough tley
assaubed tbem. fght if any eneml teamt come closeenough.

PLATooNSCoUNTERATTCKING GUNTEAMSCANNoTMoVE
MULTIPLE
\7hile coordinating a large-scale assault is dilcult, Once the fighting srarts, the role ofguns and mac
everyone who is attacked will 6ght back. guns is over. Ali they can do now is watch andwait.

Iftbe drfender ha: more tbdn one platoon engaged in the Gun teams and Stafteams cltnnot mou t0 Cou
assaub, an1 Defendingplatoons that Counterattacb do so s0 mutt rendin where they.are, abhough they can fght
slmubaneousfu. dqJ (4(ry)/ drc clos( (nougr.

S I T T I G H T I N B U L L E T P R O O FC O V E R
CHARGINGINTo CoNTACT If you are occupying a building when a tank dri
The enemy is upon your platoon. Now rhe rest of your down the street, it might be wiser to wait for it to com-!
platoon must charge into the Fray, provided of course, r o y o u r a r h e r r h a n x i n g b a r o n e r r a n d c h a r g i n gd o w n
that they are close enough to know whatt happening. f h e s t r e e fa t l t .
Any teams in the Counterattacking ?/dtoon uitbin Infantrl ream, in Bulletp,oof eouer do not need
8"/20cm of a Defending team thnt are not already in Charge into Contact if they Counterattac. They
c7ntdct wilh a Defending tedm m7ue as if thel uere remain where they are and still Roll to hit against
Cbarging into Contact. kams t/tat are more t/tan teams uithin 2"/5cm.
8"/20cm fom all Defentling teams cdnnot Charge into
Conract and remain zuherethey are.
Counterattucking te.ims ma! only charge teams from
?ldtlons tlrat are or haue been inuolued in the asaub (the
Defending platoons and any that haue preuiousfi, Bioben
Ofi). Counterattacbing teams cannot moae within
2"/5tm ofteams from other enemy platoons not inuo/ued
in the avaalt.
You ma1 elect to haue teams becomeNon-assaulting teams
iystead o{ into Contact.

..,a:,..,..:t:.
ir:::'ll i:
INTo TERRAIN FIGHTINGIN CoUNTERATTCKS
TANKSAss^AuTTTNG
Although rhe models may not be moving, an1'team rhat C)nce battle is joined, the 6ght srvirls on until one sicle
staysstill for long in an:rssaultis a cleadone. ot the other is victorious.
.Ibnh teams ntust still tdbe Boging Checksfor Charging Afer Cbnrglng into Conttct, tlta saquutct o.f etattt: .ft
inta Contdct uith troops in Rough Tirrain (seepdg,eI I ), 11couiltafttttitl? l: the :ttne as.fr tl,e origitt,t/ tss,irlt. IJ
as the.ytla when Charglng into (:oflt.lct, euert i.f it st'trted th( eultt(/tttdcPittg :idc ht:nt uott. rl,eu tltc arjorittrl
the Counterattach iil coiltnct witb the euern1,. tttacLer: u'il/ coruttffnttorl<, tud so frtl,.

PIssENcrnsMUSTDISMoUNT
Sitting in a tmck while the enemv is throrving grenades
is not much fun. lioops prefer to jump out of their
vehicles and srorm into thc enenrv.
Iiansport teams must eitber Brea ()fi, or their Ptsscugcrs
mutt Diwount (seepdge 17) ta Comteratttck. Tltey do
this at the sttrt of their Cltarge itto Coilt/tct tnorctneilt
as if this wds the Mouement Step.
An exception to this ^ tbtt ?assengers in (jermtut
half-trachs using the Mountetl Assault special rula (see
page 213) can remain Mounted to Jight.

No DEFENSIVE
FIRE
In an assault, troops are alreacly too heavilv engagecl in
'the
ebb and flow ofthe combat to pick out the eneml'
with so many fi'iends close by.
In a Counterattack, a DeJnding platoon does not get
any Defensiue Fire at the Counterdttaching troops ds
Sometimes discretion is the better part of valour and PLAToONS
BREAK
OFFSEPRA
running away to live and seek revenge later is the best l r i s e n t i r e l yp o s s i b l el o r a b r a v ep l a t o o n t o
choice. Of course, a ferocious attack may leave you no '::l
back while another trreaks oFand flees the ght:
c h o i c e i f y o u r s o l d i e r sl o r e r h e i r n e r v ea n d r u n a n p v a y . Each platoon Breaks Of separately. 7be
Ifa platoon Breaks Ofi any or all teans in the Defending (or Counterattachinf platoon does not tpin atil
plat7on thdt are uithin I "/2qcm ofanArauhingteam ma1 Defendingplatoons ha.Broken Of or beenDes*ye
mlue up to a full moue ana1,from tlte Axauhing teams.
7amsdo not haue t0 moae theirfull moue when Breahing IF Too SLow
CAPTURD
Ofi but any mouement they make must be, as mucl) /1s SomeLimes rroops 6nd themselues rrapped wi
posible, directly away from the Assaubing platoon. nowhere to run. Maybe they have their baclc to a
The mouement may illt take the tedm closerthan 1 "/ I )cm or an impassable cliff. ln that case, ther is nothing
to dn! enem! team in Line of Sight, nor closer to any do bur surrender.
enemj team already ruithin 4"/10cm and in Line of At the end of their BreabOf mouemenLan1
Sight. Ignore enemy teams that are Bogged Down, Bailed teams that remain tuitbin 4"/10m and in Line of
OuL or that moued At the Double. of a n A'sau lri ng ream (asidc Jro m a n A ssau I r i ng Tt
A platoon that is Breahing Off ignom ltn)t mouement or Bogged Doun or Bailed Out Thnb team) are
restrictions due to being Pinned Down. dtdl Capturill qnd Destroyed.
Teamthat are Breaking (4 must ott(mPt to rcmain In Only Assaulting (or Counterattaching) teams can
Command or return to being In Command at the end of Breahing Of teams. Other enemy teams can block
tbis mlaement. Any teams that moue of the tabb while mouemenL but cdnnot Capture thew.
Breaking Of are Datroled.
G.uNsFIGHToR DIE
TANKS AND GUNS IN ROUGH TERRAIN It's too late to pack up'a gun and get it away on
The hazards ofdificult going dont end when it breaks enemy get wirhin grenade range. The only option
off, it still risks bogging down md getting captured. is to keep firing, hoping to drive the enemy off. If
If a Defending
uehicle or Gun team starts its Break Of fails, they must abandon the gun and run for it.
mluement in Rough 7rrain (as opposed to in contact A Gun team within 2"/5cm oJ an Asauhing team
with a team in Rough Terrain), or croxes Roagh 7rrain could Capture it mal not moue to Break Of and is au
while Breahing Ofi it must mahe a Bogging Checb a mdticdlll Captured and Destroyed. Aryt remaining
normal for mouing in Rough Terrain. teams must Brea/? Of as nornal or be Captured.
'!.

C*t cirn
TrNxs OPPONENTWINS
tankk weapon is its gun. \{&ile the rhreat of this is
Leaving the light concedes victory to vour opponent.
enough to make infantry and guls surrender, an enemy
Ifa// ofthe Defendingplatoons Break Off the Asaubing
n k p r o r e c r e db l a r m o u r p l a t e i s l i k c l y r o b e l e " i m .
(or Countetulttdcking) platoons win the dssauh and
ssedby anorher tank.
'If Consolidate (seepage 167).
the only Axaubing (or Clounterattacleing) teams that
within 4"/ I 1cn of a Defending Tank team are Tank
the Defending Tanle team is not cdptured dul to
BREAKOFF THRoUGHTHE ENEMY
is not Destroyed. Tank teams dont have to retrear in order to break of
combat. Being virtuallv unstoppable, tanks can simply
drivc through infantrv positions when they break off.
UNTINGTO BREAKOFF
Thnk teams in a platoon that passed their Motiuation
ioops in transports usualiy fight dismounted, bur are
7stto Couilteratlllcle, but choseto BreaL Of instead may
iometimes caught by surprise still in their vehicies.
moue in any direction uhen thel Bretk Off They may
ting, whether ro counterattack or break off
euen moue:traight through t/te enemy platoons they tuere
usually the top prioriry
Jighting in the assau/t, but they cannot end their mouament
Infantry teams carried as Pdsengers md! Dismount dt
within 2"/5cm of an enemy InfantTlt or Gun tedm.
the stttrt of their Breah Of mouement at if this was th
Iftbe platoon faihd the Motiuation Testand wdsforced to
t Step. Gun teams carried ds Passengersmd! nlt
Breah Ofi, it ruust moue dud! f'om the enemy ts norna/
mount as Prt of their Breale Of mouernent. Tams
rather than pnsing through them.
not Moant uehicleswhile Breal<ing Ofi

C,AxNoTCoUNTERATTAcK
Once a platoon starts running, it lvon'r stop until the
enemy stops chasing it.
Sometimes when a platoon Brea/es Of while other
ng pldtalns Counte%ttncb, the Arau/ting (or
Cuuarerattarking) platoott tan ettd uyt baclt u ithit
"/1)cmoftheplaroonthat BroheO/f. Ifthis happenl the
that Brohe Of ualt not chooseto Cotnterdttack,
but must Break Olfagain.
Once the assau/t is ouer, tbe platoon catchesits breath dnd
is ab/e to fght as normal against other enemJ,?/dtoons
later in the Assaub Step.

PINNEDDOWN IF BREAKOFF
.Breaking offfrom an assault is fraught rvith clanger and
i s a n a d m i ' . i o n o f d e f e a r .A p l a r o o n r e q u i r e sr i r r r cr o
ly reorganise its defences after breaking off.

4 platoon that Breaks Olf is immedldtel Pinnad Down,


unles it took no hits in the entire assdu/t, other than f'oxt
Defensiue Fire
.i;*

After the hmmering of machine-guns, the crack of CONSOLIDATING


IN RoUGH
grenades and the shouts and screamsofthe troops locked Tmls have to take c*e when saulting trooli
in combat, the sudden silence at its end is shocking. in rough terrain as eyen after dearing the enemf,
t e g a n .i L e n d s . a n d r h e v i c r o r . . e t
As fart a, the assaulb they could srill be defeated b]' the terrin itself.
r b o u t r e g r o u p i n gr o d e l e n d t h e i r n e w p o s i t i o n ' . Tbe normal rules for crasing or entering Roilgll
If the Asauhing (or Counteratt,lcbing) platoon won the appl! to mou(mt while Consolidaring, so uehicl$
assault, they nou Conso/idate. Gun tedms must make the appropriate Bogging

CoNSoIIDATION MOVEMENT
After the helter-skelter of an assault, your platoon will DEFENDINGTEAMSRETREAT
need to reorganise itself to prepare for the next assault The defeated enmy are in no oosition to inrerfere
or to organise a counterattack. If the disorganised your reorganisation. If your troops get too close
remnants ofthe defeated enemy are in the way, they are them, they simply melt back further, hoping to
rimply bru.hed aside. a n o r h e rt h r a s h i n g .
You may moue any or all suruiuing teamsfom the uictori- If the Consolidation mouemnt ens uitb an
ous Assaubing (or Counterattacking) platoon, including team uithin 2"/5cm of a Defcnding team, if it can
Non-asaubing tellms, up to 4"/l0cm in any direction. Dcfending rean mutr moue tlle minimun di,tance nrccs
Platoons can Consolidate in an1 direction, euen if they sar! to ds to be more than 2"/5cmfrom your C,
are Pinned Dawn. team. Tams must take an1 Bogging Cbcks necessdrJl
This mouement mal tabeAsaulting (or Counterattaching) this mouement.
teams, but not Non-/lssllubing teams, within 2"/5cm of If the Defending ledm cannlt moue more than 2
DeJnding teams. Howerer, n0 team cdn moua within from the Assauhing team, or B7gs Down within 2
2"/5cm of an! tedm fom a platoon that uas not d of, the Defening team,'it h Captured and De*royed.
Defending platoon.
TANKSCAN'TCAPTURE
TANK5
CoMMANDANDCoNsoLIDATIoN Tnls are more concerned by an enemy tank's gun th
Yy'ith their job done, any tems lefr behind run to catch its tracks. Even if they cannot fall back far enough
up with the platoon to consolidate their gains. break clean away, thy still aren't going to surrender
All teams that moue while Consolidating must remain In a n o r h e r r an k .
Command, or attemPt to return to being In Command, ( thc only Consolidaring tearus that are within 2
at the end of their Consolidation mouement. ofa Defending Tanl< team are Tanh or Tiansport
P/atoons that do not haue a Command team cannot mou the Defending Tank team is not cdptured and so is
uhile Consolidating. Destroyed.

:lrii.
:i:1...i
,,.. -

TE ARMoURED
Having survived intense close-range combat, surviving
5 o m e h o wc h a s e do l l r h e e n e m y . r r o o p sq u i c k l y
transports and *reir passengersrejoin their platoon.
t and set up a defensive position to srop any
ng attacks. Any Bailed Out Armoured I)ansport teams in the
Assau/ting (or Counterattacking) or Defending platoons
teams mlry Dismount /1t the stdrt oJ tbeir
Remount their Bniled Out uehic/es(seeRemounting Bailed
dation mouement as if this was the Mouement
Out Whicles on page 102) aJter Consoliation is com-
mouiitg up to 4"/1)cm as they do so. Teamsmay not
pleted. An1 Dismounted Passengersremaln Dismounted.
ant uebiclswhile Consolidating

R IS PINNEDDOWN
takes time to regain control of a platoon afier a vic-
assault. The atacking rroops are scattered and
ised, vulnerable to a counterartack
uictorious platoon is immediately Piruned Down after
Conslidates, unless it tooh no hits in the entire araub
T ihdn Jrom Defensiue Fire)
Some o{ficers take the heroic approach of leading WARRIORSMAY ASSA,ULTATONE
from the frolt, fighting at the head of tbejr soldiers in The lead-fron-the-front rype of fire eater takes
ever,vfight. Others prefer a more consideted approach evcry opportunitv to leacltheir troops into battle.
planning the battle fr-on the reaL rvhere they can see A Warrior tcim cn Chdrgr ittto Contact ott its ou'n
everl.dring and issuethe appropriare otders. lJ it ls not already part ofd platoott, it cdn Join d ?lntoon
! I tn!tt(l'nu A,'ault tlong witlt it.
INDEPENDENT TEAMS CANNOT ASSAULT
Independent teams have their owr t:rsks to perform,
leaving the cut and thrust ofclose combat to otlters.
Independcnt te/tms tiltxlt Chtu'ge inta Conttct tt dL
ntd must Break O/f'ot the earliest opporntnity, imnedi'
arely leauing arry platoon that they hdd Joircd.

*
F*i

A nurnber ofunits havc unusual equipment and traittiug TANKASSAULT


IMPROVISED
allorving then to perform better in assaulrs.The f'ollorv- Sone of rhe anri-tank grenades issued in \florld $(ar.
ine special mlcs reflect this. Each :rrmy's Arscnal indi- Tlvo rverealmost;rs.langerous to the troops using rhem
catesrvhich of rheir teams usc tbese specialrules. as to the tanlis tho' attackecl. A good example of this is
'(lrelade,
thc British Hancl, No. 74', commonlv known
TANK,ASSAULT asthe'Sticky Bomb'.
'\(,
hile most troops have basic ttaining in combating If a team with the Iuprouised Thnk Arault ttttribute rolls.
ranks, they have Iittle experienceand errenlwcr rveapons a I when rol/ing to hit iru tn assault combat, tlre teant
to make the theorr. a tealitv. F-lov'ever,sone troops are scorestu'rnan got/'and is Destroled. .
specilicirllv rrailed ancl practised in tankunring and
A teatn armerJ with Improuisel Thnk Assau/t weaponi
have spcci:rlisecl :rnti-tank grenadesrnaking them dcadly
ntn.l. h,fore rul/jqg to hit. tl,u,,.t ]tol to It). 1l'em iJ the
in closc combar against tanks.
t.lrget dos not justif)t the risk inaolued. In this case, tbe
'.
Teamswith a Thnl<Asdult rating listed use this mting in
'tnh ,r, ,rrrrr, to its rtornu/ Tank Asnttlt rdtirug of 2.
llssdu/t coTnbdt, e.g. Assau/t 3 has an Tnk Assdtrh
'Ibis
nng aJ'J. has no efect on their normdl nti-tdnk
rating used iu shooting.
SELECT
THE ATTACKINGPLTooN Gun teams with ROF 2 or more ant/ Man-paced Gun
one platoon to assau/t teams (other than mortars) can use their normal Anti-
tanle rating against Side Armour rating instedd. In this
Must pats d Motiutlti7n Test to assau/t Thnh teams
case,a Firepower Tst is required to Bail Out or Destroy

CHARGEINTo CoNTACT rhe tdrget.

ndrest team 4"/I)cm to clntdct enem! tedm. 7 MARKoRREMoYE DESTRoYEDTEAMS


remaining teams 4"/l)cm to contact nm)t tedms.
Mark Destroyed Armoured uehicles as \X/recks.
al! teams within 8"/20cm of the enemy 4"/l0cm
Remoue other Destroyed teams.
nearestunengageden(mJ or anJ contattcd enemy.
8 PUSHINTo ENEMYPLATooNS
OPPONENT CoNDUCTS DEFENSIVEFIRE
Iams can aduance into position ofDestroyed enemy team
Defendingteans uithin 8"/20cm of the Asaulting acrossLinear Obstacle or into Building.
conduct Defensiue Fire.
Fire usesnorma/ sbooting ?rocdure except: 9 HAs SSAULTING
PtATooN WoN
Full ROF euen if ruoued, but not iJ'Pinned Dotun, Assaulting platoon wins if no Defending teams left uithin
Tanh use Side armour Jr Armour Sauet 1"/ 10cw.
. Ignore Bogged Doun and Bailed Out enemy uehitles
Asaubing ?latoon tabes 5 hits or two Titnh teams
Out or Destroyetlfroru Defensiue 'ire, itfalk back and TldntPort tedms.
2"/5cm away f'om the enemy. IJ uon, Victor Conso/idates.

ROLLTO HIT WITH TEAMSIN CoNTACT 10 OPPONENTTESTS


MOTIVATION
Asaubing teams (apartfront Tiansport teams) wit/tin Opponent mabes Motiuation Te:t usittg thc sdme die roll
"/5cm of Lhe enemy roll a 5kill lesr ro bit
Jr a// Defending pldtoons.
. Ifpass, chooseto Counterattack, or Breah Ofi
. If.fril, must Breah Olf.
If no tedms were hit, pass Motiuation Testdutomnti.dlb
unless assdulting Thnk teams.

11 COUNTERAMACK
AILOCATE HITS TO TARGET TEAMS Defending platoons becomc Asaulting pltrtoons and
Charge into Contact without teceiulrry DeJensiuelire.
al/ocates hits to teams in tdrget p/dtoln
2"/5cm. Hits must be al/ocated.
12 BREAKOFF
euenl! acrcss teamr.
Gun tearnsleJi uithin 2"/5cm ofthe eruemyare Destroyed.
to operational uehiclesfrst. A// other tellms mou to get nt leatt 4"/l)cm awal Jront
to ot/1er targett beJreTransport teams enem1.An1 teams left uithin 4"/ I)cm of assauhing teans
to /owestArnour frst. are Destroyed.
Breabing O/fplatoons are Pinned l)otun.
6 ROIL SAVESFoR TEAMSTHAT WEREHIT
Nr saaeJbr Unarmoured uehic/es,Infantry, or Gun teams 13 VICToR CoNSoLIDATES
'in
assaults and no Firel>ower Tlst to Destrl)t them Moue uictorious teams up to 4 "/ | 1cm to L)onsolidate.Push
n Armoured uebiclesare hit, t/te opponent rolk a clie any Defending teans within 2"/5cm awd1. Consolidatirug
adds the Top armour rdtiilg dnd. ri-pnr", the resu/t p/atoon: are Pinned Down
the TankAsaub ruting (normafu'2):
14 RITURNTo 1 To SELECT
YoUR NEXT
ASSAULTINGPLATOON
"-h*j.o.d ."rdi.;q;;;; ;. *iJ;--;;;;;;;" *"aJ"fiil;; *..-b",*;
of valou. You can never be sue when this is going to happen. some particulady stubborn, brare, or
aps foolardy troops fight on long after others would bave given up, *hil" others br."L md run at the
sign oftrouble.

r72 C o m p m y M o r a l eC h e c l s . .. . ..... 175


Chec& at the End of the Shooting Step. . . . 172 WhentoCheck.. ....175
Checft at the End ofthe Assault Step . , , . . 172 C h e c k i n gC o m p m y M o r a l e ,... 175
Checking Platoon Momle. 173 More PlatoonsDsrroycd thm Still Fighring. . 175
More Tems Destroyed thm Still Fighting .
'Vrrior
173 MorethanOneCompany. ..... 176
md Independent Tem L74 SoleSurvivinglnfmtryTeartr. ..... 176

KAT THE END OF THE CHECKAT THE END oF THE


STEP ASSAULTSTEP
the'.bullets flying and your buddies diopping \X/hi le ligh r i ng. soldiershave no idea ofthei r losse..Once
+d you, ir can takr m iron will t stndrough. t h e y s r o p a n d l e u n r h e s i t u a r i o n ,r h e y m a y b r e a k .
musylnake'aPlataon Morale Chechfor a platoon at You must mahe a PLltoon Morale Checkfor a pktoon at
end ofa ShootingStepif rhe end ofan Asauh Srep if
the plaroon ha, morr teams Desnoyed than sti!/ . the pldtoon has more tedlns Destroled than still
fghting, and fghting, and
it had nams D$troyd. or forced. to Bail Out during . it had teams De*royed or forced to Bail Out during
the Shooting Step. the Asau/t Step.

:PL{TooNMoRALECHcxlrrrn Asslulrs
D o n o r m a k e l l a r o o n M o r a l e C h c c k s u n r i l r h e e n d o f r h e A . s a u l r 5 t e p . T h i s c h e c k i . s e p a r a r ef r o m t h e M o r i v a t i o r T e s t "
and.only occurs after all assaults are over. Your plaroons could be reduced to having more
:h"r,t1" ",:.^?unrerattack
th"" iilll ghri.g in an assault,continue lighting, d even win rhe sault, only to abandon the field when the
ng ends and they reliseihe extnt oftheir losses.
:il'i
:i::i
:li, ,ii i.:.. i.

Out. It malt not


KING PTATOONMORALE th tT ,J
anything still f.ghting but it alsodoeiie
Though the nerve ofyour soldiers plays a large part in
hauean;'thi ng Dewoled.
whether they fight or flee, ultimately it comes down to
Howeuer,bauing d te/1mBailed Out is.still
the discipline oftheir training and a bit ofluck
trlger for ChecbiugPlatoonMorale if you
\'Y/henyou need to make a Platoon Morale Check roll a
moredeadrhan ti/l fghring.
Motiuation Tstfor that platoon.
A platoon can hve more tems destroyed than
.
Ulou pds Ih( Moriudtion Tert. the platoon grirs ils 6ghting (i.e.rhe number of tanks destrcyed
teeth dnd continua f.ghting.
t h e n u m b e r o f r a n k ss t i l l c a p a b l eo f f i g h r i n g r .a n d
. If you fail the Motiuation 7bst, the entire platoon is rerurn to having more rem' Gghting rhan
remouedfrom the table and is considered Destoyer{ again as bailed out irews remont their vehicles,
Leau the urecbs of Destroyed Armouretl uehicles in place creasing the number of tairks capable of fighring.
when a platoonfails its Plnxtlon Morale Check. If any of
its Armouret/ uehiclesare Bailed Out or Bogged Doun, ICNORE TRANSPORTTEAMS
leaue tltem in place as Destroye Wrechs as welL Trucks and gun trairorsare not intended ro 6ght.
the inntry and gunnels.dnt expect them to

MORI TEAMSDE5TROYED around once they have droppe{ off their psenge
Even armoured infantry half-tracks usually only
THAN STILLFIGHTING against light opposition. gainst.ilrti.tank weapons,
There is always a point in the battle when an officer ot half-racla are just too vulnerable.
NCO takes stock of what's left of his fighting force and
Ignare Transport tearul ulsether they are De*ro1,ed
d c . i d e r w h e r h e ro r n o f t o g o o n .
still operational, wben determining whether a
ltas more teams Destroyed than still fghting.
DO\^/NAND B,AILED
IGNoREBOGGED OUT
Bogged down and bailed out vehicles are not destroved,
but rhey are also not capable offighting. They are neirher
a source of encouragementJ nor a sollrce of discourage-
m e n r l i k c a d e s t r o v e dt a n k .
\Y/hcn tleciding whrrhtr a p/aroon has morc tedml
De*royed than xillf.ghting, do not count Bogged Down
or Bailtd Out teams as either Des*oyed or as capable oJ
Jighting. Thelt do not come into the equation at ill.
A pktoon does not need to tae a Platoon Morale Chech
if it dnesn't haue any Destroyd. teams, euen if euer! tedm

THBO66EDDAVINANDBAILED
INOP,IN6
OUTTANK9,H PLATOONHASONANK
DC{ROYEDANDONE'ILL CAPABLEOF
SODOESN'
FIaHTING, NEEDTO AKEA
TLA|OONMARALECHCK.
**j
{
ni1bi* _

!,
o"lF
IGNoRETEAMSNoT oN THETABLE CARRIED
AWAYIN THERoUT
metimes it is sensible to send rroops to safety in the Senior ofilcers can use their authority to steady the
:ear, rather than keep them unnecessarilv exposed to nerves of a jumpy platoon and keep it lighrinq, but
danger. \Mith them gone, the remaining troops know should tbey fail, they can easilv be srvepr arvay in the
they no longer have their support. ensuing rout.
Tamsthat are remouedfrom the table but not Destroyecl Wrrior teams dnd Independent teams that ltarc joittat:/ t
'Ihey
are ignored in P/atoou Mom/e Checks. do not couilt Pllttoon are Destroled if theplatoon fails a Platoort A,[on/c
as Destroyed, but neitber arc the.yon the table to carrib- Checl<.Warrior trtd lru/apenrlent tean nust still nabe a
.ute to the plataon!
fghting strength. P/atoox Morale Check for the platoan the.y htue Joined,
iJ thel are tbe onll tedms leJt iu tlte platoon dt the end oJ
IGNORE PRE-GME IOSSES the Step.
\X4rile arrrition from prelininary bomb?rdnenrs and
other misl'ortuncs is demoralising, thc soldiers' spirits
inevitably risc once the chance to fighr back arrives.
In certain tnisions it is posible for a force to incur castt-
ahies befare the;first turil af the gdme. Any teams remoued
or Dexro|,ed before the Jirst turn oJ the game lrcuer couilt
as Destroyed when determining utltetlter a p/atoon hat
ffiore tedtils Destroyed thdn still Jigltting. They are cotn-
.pletely ignored in Pktoon Moralc Checks.

WARRIoRAND INDEPENDENT
TEAMS
Soldiers care nore abour their olvn than anv officcr that
ioins then in their oosirion.
Ignore Warrior teams that dre not parTndncntj part oJ'
the platoon dnd Inde?endent teims wlten deterrnining if
platoon ltas rwe tednts Dexroyed than still
/ighting.
\Yhether fulf operutioual or f)esn'oyd, neither the
Warrior teants nor the Indepnrlant teans tre countad.

LOSSOF WARRIOR OR INDEPENDENT TEAMS


On the other hand, ifthey are alreadva bit shakr',rhe loss
ofa visiting offrcer can serveils a potenr reminder that it
could easilyhave been them that took the buller.
'Dapin
being ignoretl. in tletenninirtg if the platoon ltu
.more tenms l)estroyd thdn still
fghting, rt Wrdrrior or
lndependent team that uas Destroyed or Bai/ed Out uill
trigger a Pldtoon Mordle Check in a platoon thdt it has
Joined iJ that p/atoon ah'eady has more teams Destroled
WHEN To CHCK UsINGHIGHERCOMMANDTEAMS
\When a senior officer is on the field, it is theii
Confusion reigns on the battlefield and often forces
condence in victory that matteis. If they air
are only aware of what is happening immediately
willing to continue sacricing a company to win,
beside them. So when a platoon retreats, neighbouring
r r o o p sh a \ e n o c h o i c eb u r r o f i g h t o n . l f r h e l o s s e s
platoons ma;i see that as the whole situation devolving
roo heary for the oficr. t siomach, they will order
and lollow suit.
rtreat.
T h i . c o u l d c o m e f r o m L h ef e e l i n gr h a t t h e i r f l a n k sh a v e
If a Higher Command team is on the table, thel tae
been left roo exposed by the retreat of their felloiv
Motiuation Testfor a Company Morale Cbeck, nat
platoons. Or perhaps they mistake the retreat for an
Corupanl (-ommand or 2iC Command tram.
order to withdraw. Regardless, once you start losing
plaroons, the chmces of your company flling apart MORE PLATOONSDESTROYED
i n c r e a s ee<x p o n e n ti a l l y .
THAN STILLFIGHTING
You must mabe a Compary Morale Che& in the Starting
Losses are an unfortunate reality of war, but it's
Step at the stat of ereyt one of your lurns tlldt llur
those losses begin to pile up thar the spirit ofan at
campany has m0re pldtlons desnoled than still Jigbting.
can break.

CHECKINGCOMPANYMORATE WHN Is A PLATOONDESTROYED


The key figure in holding the company together in a Even though they may be bloody and battered, a.
crisis is the company commander. \*4rile the com- commmder wont count a unit out of the fight
mander stands rm, the company fights. One slip, one they have nothing lefr. Even a small cadre of
hesitation, however, and the company's faith is lost. are enough to rebuild the unit again after the battle.
\'X/henyou need ro ryake a Company Morale Check roll a A plaroon is Destroyed uhen rhc last suruiuing rcau
.\4otiuation lest for the Conpany Corymand team. the table ^ Dettroled. If the only teams leJt in the

' are Varrior or Independent tdns that haue Joine


If yu pass th Motiuation Test, yur commander's
the plaroon i' De:troyed at rhe end of e Sep when
leadersbip holds the company together.
Warrior and Ind.epenent teams leaue the platoon (ha
. Ifyoufail, your shatteredforces retreatfrom thefeld of
suraiued a Platoon Morale Chetk).
battle and the game is ouer. You haue lost the battle.
[t doesnl matter hoa wea or battered a platoore is,
Command teans neuer r*roll failed CompdnJ Morale
long as it still has one tel1m on the table, it ii still a
Checlesunless specifcal$ alloued to by a special rule. tioning platoon.
If you are required to make a Companl Morale Check
and the Company Command tqam has alreadl been
Destroyd, ot.is not 0n tbe tab/e, tbe 2iC Command team
maj, tahe the..Carupany Morale Chech instead. If
both are De*royil or not on the table, the
deMotiuatlon

Lt*,,,,r,,.

i
a platoon is our ofbarrle. it will srart lo recover
If you are fielding more than one company in your
s t r e n g r h a s s r m g g l e r sa n d l i g h r l y w o u n d e d s o l d i e r s
force, the other companies, seeing one falling back,
ro the colours
decide that things must be worse rhm they thought and
rhat are nor Desnoycd, but nor on the rablc
retreft too.
dn! reason (surh platoons that haue been sent ro
The game end. when anl clmpanl in a
rtulr 0f arc heU in reserue)are simply ignored when force fails in
Company Morale Check, regardles of how manl other
hing our ifyour companl h uore p/atoons De,rroyed
companies are srill fghting.
xill fghting,

TRANSPoRT
PLATooNS
spects ansporr units to fight, but their loss
long marches on loot or shortages of food and
nition in the future
Transport Platoons wben working out wherhcr a
/tas more pktoons Destroyed than stillfghting.
are ignoredin ComparyMorale Chrcbs.

PR-GAME
LossEs
things, like the losssyour force suffers in the lead
to battle, just cant be helped. You jusr hve ro mke
new plm and fighr on.
ptatoons remouec/ or Destroyed before the frst turn
the game n(ucr count as Destroycd when detcrmining
compdnj has more pldtoons Destoled ilran
fghting. They drc complrtebr ignored in Companjt
Checks.

WARRIoRAND INDEPENDENT
TEAMS
'Old
the Man' and other key teams are vital
to any force, one individual simply cant make up
the loss ofan entire platoon
Warrior and Independent teams uhen determin-
whether your compan)t has more platoons Datroyd
rtill fghring.

a single squad can still be somewhat effective under WARRIoRS


FIGHTON ALoNE
right circumstarices, but when a platoon is reduced Heroic soidiers are fmous specically because rhev
just a single tem, the survivors haye to weigh up how 6ght on when orhers leave rhe fight.
they can achieve against the high probability of
[f the sole suruiuing Infantry tearu is d tVarrior taam, it
ing casualties.
does not need to take a Motiuation 7st. It cart a/ways
a platoon has been reduced by casuabies to no more
fght on alone.
a single Infantrl team and an1 nuuber ofTiansport
it must make a sole suruiuor Motiuation Tst at
start of each of your Starting Steps before maing
wpanl Morale Chechl
If rhey pass the Motiuation Tut, they continue to fght
andfunction as normal.
Ifthey fail tbe test, the team fees fom the table an
the platoon is De*royed.
tedm tltdtpa$es i^ Motiuation Testcan uoluntarilL leaae
Supponl-wel .,,.... 178 Roll to Hit Teams Under the Template . . . . . . 185
AirSupportPool '..'.178 AllocateHitstoTems ... ' ..... '. f86
forAirSupport. '...179 Pin DownAll Platoons thtwere Hit ....'.. 187
GroundAttack. ...... 179
Roll Saves for Teams that were Hit. . . . . ., ., . 187
F i g h t e r l n t e r c e p t i o n. . . ...','. 179
ArmouredVehicleSaves.. ..,... 187
t h e T a r g e t m d P l a c e A i r c r a f t. . ' . . . . . . 180 UnarmouredVehicleSaves,.... 187
Anti-aircraftFire ........ l8l InfmtrySaves ...'...188
WhocmShoot ...,..181 GunSaves. ....,,,,..188
NumberofDicetoRoll.. .....' 182 BulletproofCover....., .... ' . f88
RolltoHit ..........183 PsengersinTrmsports.. .,... 189
RolltoDstrov ,,....193 P s e n g e r s o n T a n k s. . . . . ..... 189

to Rmge In on the Trget. ' . ' . 184 Aircraft Return to Be to Reum. ..... .. . .. f89

theTmplate. .... ....... 185 AirSupportSummry... ........ 190

Flames Of V/ar, aircrah come in wo mrin types: PRIoRITY


AIR SUPPORT
-attack aircraft and 6ghters. Ground-attack Your mission has been accorded the highest prioriry at
bomb, rocket, or strafe the enemy on the headquarters. All availabie air support wi)l support vou.
. Figha.t. protect your troops by shooting down rX/ith an Air Support leuel of Priority Air Support
lor.l
aircraft. l?hen you have air support, both wpes ltaue seuendice in yur Air Support Pool.
aircraft operate with your company, sttpporting it ort
ground and protecting it fiom enemy aircrafi

POOL
IR SUPPORT AIR SUPPORT
LIMITED
air force isnt directll' under the armyt control. You Despite your efforts your mission has been allocated a
make requests for air support, but it's entirely up to lower priority by thc air force. lt doesn't have enough
air force whether you get it or not. Since there are aircraft to support vou fulll'.
enough aircraft to go around, the amounr of air i'Yith an Air Sttpport leueI of Limited Air SupPort
llu
pport you get depends on vour Priority in the overall
hauafue dice in your Air Support Pool.
plan.
you are organising your company for a battle, yu
an c/tooseto haueAir Support ifyour Inte/ligence Briefng
it. There are three leuelsoJAir Support
{F{F{***
SPORADIC AIR SUPPORT
Prioritl Air Support,
Your air force has lew rcsourcesto support your nissiott.
Limited Air Support, and Either the aircraft are committed elsen'here or are simpil
Sporadic Air Support., not available.
'\Yitb
leuel ofir Support you haue deterrnines the number an Air Support leuel of Sporaclic Air Support yu
dice in the Air 5uppon Pnolyou ut( t t(qucsr Cround' haue three dice in your ir Support Pool.
Aireraft and Fightet Intercqil0n

force onl.1 eaer has one Air Support Pool s/tdred acros
of its companies. IJ multiple companies are playing on
side, take the best leuel ofAir Support as the leuel ofAir NO AIR SUPPORT
for the entire force Many battles are fought wirhout air support, eirhcr by
choice or simply because none is available
If you baue no Air SuPpolL you haue no dice in yout
Air Suppurt Pool and can neuer recciuesupport froru
a ircrarli.

':,.,.i !
,.,'.,

Air support requires considerable coordination and


FIGHTERINTERCEPTIoN
p l a n n i n g . E v e n t h e b e s ra i r s u p p o r Lc o u l d r a k ea n h o u r
Your fighren arrempr ro intercepr rhe enemy
or more ro organise.
aircrafrbeorethey reachLhebanlefield.
All requestsfor Ground Atnck Aircraf and Fighter
Each time yur opponeftt receites Groun-attarh
Interception happen at the beginning. of the turn in the
yu ma! attempt t0 inr4rcept bis plan. If you decide
9arring Srep.
do so. roll all of the dire in your Air Support ?ool.
die roll of 6 is a successresuhing in rhe eneml Ai
GROUNDAfiACK being chated ofor shot down so thdt lour oppon(n
Ifyou h:ve air supporr. rhe air lorce will arrempt ro no Ground-attachAircrart tbis turn.
send ground-attack aircraft to support you when you
Eueryrequestlsueeessful
or not)lor Fighter
r e q u e s tt h e m ,
pemanenrly rrmouesone diefom your Air Support
Ifyou choose to request Groun-attack Aircrafi, rolt all of alrhough your pool cannor be redured below one die.
the diee in Tour Air Support Pool. A die roll of5+ on anjt
There is no need to put fghter aireafi on the table as
of the dice results in a Flight of Ground-attack Aircrart
air combat takesplnce many miles awa1.
arriuing this lurn to support lour operation| You only
receiueone Flight no matter bow many dice roll 5+. FIGHTER
INTERCEPTIoN
ONLY
Euery reque:t IsucressJuI or not tfor Grou nd-a nack A iruaji Some air forces did not provide ground-attack
permanently remouesone die from Tour Air Support Poo/, to their army, attacking the enemy air force insteqd.
abhough your pool cannot be reduced below one die. Some Air Support is Fighter Interception Only, in
caseir cannot be u.ed lor Ground Attack.
HOW MANY AIRCRAFT
The air support that you receive will be a flight ofone to
three ground-artack aircraft.
'When
Ground-attack Aircrafi atiae t0 tupport Jtou, roll
on tbe Hou Many Airnaf Table to daermine how strong
the Flight is.
Once your aircraft havc arrived over thc battlefield, the 7l,e AircraJt may be pLace/ auyu,bere thdt its flight stdnrl
next step is ro notninate thc target tlrat thcr. u'ill attack. canf t on the ta.blq but ma.ynot be S,lacedso that it'sJllght
It is inporrant to pick your targets c:rrelirlly as irircrirft startd ouerlap: drtlt tein, d Linetr Obttatlc 0r tuood. or
cannot saflyattack close ro vour own troops. ls or a Building.

Selectatty enem! tenln ds th( tdrut renru. I'ltce an Alrtrtf die on thc./light ttnild ta lildirttc th(
Strangth oJ tbe FlQLt.
PLACE AIRCRAFT
Aircraft nove incredibly first ancl can not'e antrvhere
on the table rvithout hinclr:rnce.Their biggest conccms
are sctting up an accurate:lttack on the targer lvhile
minimising incomins anti-aircr:rft lirc and making sure
thev dont accidcntalJl'bonrb rhc wrong side.
PLtce the Aircuf so Thd.t it is witbin 4"/10cnt of and
t/utdr^ th tdrg tetm (ignoring the fight strmd)

4*-tl !ti;,,..,
rsff#l#;

,@,,

t'*.
':i{
i:t'a
--;..,.q:9.
.il:r.

Facing anti-aircraft fire is one of the worst experiences Anri-aircraf w(ap7nt must hauc a Lint
a pilot will ever face. No marter how skilful the pilot is, Sight and be within Rangeto shlot at Air;aft::.
the need to keep straight and true during an attack run Anlt teamsthat shootat Aircrafi can't mott At
m e a n sr h a r s u r v i v a li s p r e r q m u c h p u r e l u c k - y o u c a r i t Doub/e. Dig ln. Sltoor or Astault in their next rurn
take evasive ction, vou just have to hope you dont get
An1 weapons (uthcr than Sel-t'-defenceAnti-aircraf
hi r .
.po.ns)that sboot atAirsafi cannot cont/uct Defnsiue
Anri-aireraf Firc is conducred by rhe opposing player if.asaulted later in thb t:n.
aJier a1/ other 'hoorirtg is complae, but before the Airraf
makes their attack. It dos not matter that the Anti- I.INEOF SIGHTTO IRCMFT
aircraJi weapons are fring out of turn. Aircraft dive steeply at th targer,. or mke low-
strang run direcrly over rheir rarger,making
WHo cAN SHooT almost impossible ro spor ir tim m engage if they a
Shooting at aircraft requires a special mti-aircraft concealed by rall trees or buildin.
mounting to allow the wepon ro shoot at high angles The Line ofSight and Range to Aircraf are measurerl
and rotate rapidly to rrack fast-moving aircraft. the Aircrafimodel (ignoring the fight *and).
Onll weapons wirh the Anri-aircra.1fr. Heauy Anti- Smohe Ma,hers bloch Line of Sighr to Airlaf , euen if th
aircraJi, or Self-defence Anti-aircrafi attribute can fre at Aircraf is within 16"/40cm, Hoaeaer, iftheAnti
Aircraf. Antaircraft weapons that are still being toued weapon is Jr enough auay, from the Smobe Mailhers
b1 or carried as Passengers in Transport uebicles cannot nay be ablc ro seeouer them, jut libe anJ other terrain.
s/toor ar Airrraf.
t,.:a

a r e e a \ y t o e n g a 8 ea t l o n g r a n g ea : i n t e r v e n i n g \7hile heavy anti-aircraft guns like the famous German


'88'
n does not get in the way are very effective against heary bombers (and tanks
-aircrafi weaponsfring at Airtraf canfre 8"/20cm for rhat matter), rhey are not as useful against ft-flying
fighter-bonbers.
than their normal Range characteristic
Heauy Anti-aircraft wdPoni onbt r0ll 0ne die when fring
at Aircraf regardles of their ROF mting.

SELF-DEFENCEANTI.AIRCRAFT WEAPONS
Some tanls have anti-aircraft machine-guns mounted
for protection against ir attacis. These weapons are
usually 6red b1, the vehicle commander, requiring them
to watch the skies for incoming aircraft rather than
performing their own job. If the platoon isn't under
attack, the commander focuses on their main rask
rather than worrying about providing anti-ircrfr coYr
UMBEROF DICE TO ROLL for other platoons.
selected their target, the nti-aircraft guns open Self-defence Anti-airclart weapons, such as all AA MG,
The rate offire (ROF) rating of a weapon reflects ma1 onfu f.re Anti-airnaft Fire if one of the platoon's
ft the weapon can shoot teams would be under theTemplate (spage 185).
ueapons roll one dicefor eachpoint ofROF Self-defenceAnti-aircraft weapons only roll one die when
haue ulten f.ring at Aircraii fring at Aircraf regardles of their ROF mting.
is not alfected by an1 mouement that the fring tJnlihe other Anti-aircraft weapou fring dt Airrnf, Se/f
may haue made in its last turn. deJi:nceAnti-aircraft tua?ons cttn moue At the Double,
; tfthefringteam is a Pinned Down unarmoured Dig In, Shoot or Assauh in their next turn.
cle, Infantry team, or Gun te,tm it reduces hs ROF by
'as FIRING MUTTIPLE PLATOONS
shoun in the ROF when Pinned Down table.
As with all shooting rn Flames O/ lZzr, each platoon
completes its anri-irircrali re before the next begins
You must decide blw mdny tedtfli in t p/atoort ctpab/e of
Antr-aircraf Firc wi// fre bejorc rolling ttt1, dice ta h t
Jor that platoon.
You may udit until one platoon's Anti-aircnf Flra has
been rrolae before decitling how many teams to Jire Jiom
the next ?llttoon

*..F-

I ,::::;:.rt
RotL To HIT FLYING TANK
Unlikc ground rargets, aircraft h:rve no cover and frv Heavily-armourcd grourd-amack aircraft like the
'Shturnovik'
stratagems available to m:rke thernselves hardcr to Soriet Tl-2 and rhe German Hs129 are
'ljlving
hit. However, a good gun crew rvill react quicker anci knorvn as Tanks' because of their comparative
estimate rhe lead and range better than a poor onc inr-ulnerabilio ro anti-ircrafi fire. Only large-calibre
uiving themsclvesa nuch bettcr chancc o{:bringing thc anti-aircrfi guns have much chance of bringing down
aircraft down. a ll),ing rank.

Ro// a .lbi// 7x uith each dic usirtg thc ScoreNdd to Add rl to the score nctded Jr Firapouer Testsagainst
Hit lhble. An-y succcssfu/rull :coresa ltit on the Ajrct'drt. Aircmft rated as Flying'lbnLs in their Arsena/ entry. This
Tltet'edre no rnodiJ)ers to this ro//. ruilo it impossible Jr n ueapon uith lirepower 6 to
,/'"ut ,{ot, 't ., t/rinS fa',/?.

FiringTimt Skill Score Needed to Hit

ROLI TO DESTROY
Hitting an aircraft isn't alwals enough to stop it from
making its attack. Once the pilot is conmirted ro his
dive, little short of blowing the wing oif can acruallv
stophim.
Ro// d };ireqtower ksr Jr each hitfroru Anti-dinmJi Fire.
. Iftfu Firepotuer Tst is successfu/, reduct the
Stengtlt
of the Flight 4, onc. If tha Strength rf'the Flight is
rerJuced to zro, r(moN( thc Aircraf.
. Otherwise, thc f.re uts insulJ)cicnt to ttop the
aircrrft.
llying at high speed 6nd ir difficulr ro locate SAFETY.DISTANCE
As the enmy ue alened by rhe firsr pass,pilots Troops on Lhe ground aren t I\een on being bombed by
Lo losre their rargersimply leavethe battleeld. e i r h e r s i d e . I f a f r i e n d l y a i r c r a f t g e r s r o o c l o s e .r h e y ' l l
is in position you masr Range ln bn the warn it offwith fiags and coloured smoke.
ce the Aircmf
tean. You on0 gd one tlltempt to Range ln Ifanyfriendly teams are rlithin 16"/40cn ofthe Aircraf
model (ignoring the fight stand) uhen the! attem?t to
FROM AIRCRAFT Range In; the Aircrafi aborts t/leir anack and leaae the
and fox}oles mighr provide good concealment bat rlef eld.
rroops on e ground. brrr rrails of flarrenedcrops
bm earrhrhrown up by diggingjusr makeroops ORIGINAL DESTROYED
TARGET
obvious ro aircrafi Ifyour ground troops' shooting resulied in the destruc-

are only Conaledto Aiicrart if they are in or tion of your aircraft's target, they will continue their

21/5im:of treelines,BocageHtdgerou!,.uoodsor attack if they seemore targets in the area, othemis they

or entire/y couered b1 Smoke Marbers fom a will abort the mission.

Bombardment If ryow AircraJt's original target is no longer there for


aft! reason,lou may selectany othel enem! team within
lN oN rHrllncsr 4'/lAcm ofrhe aircrafi model (ignoring the fight stand)
s i n g l eb i g g e s Lf a c t o r i n d e t e r m i n i n g i I a p l a t o o n i s as lour target ledm inttedd.
is irs experience If there are no otber enemy teams uithin 4"/1)cm of the
haue no diJfculty locating targex t/tat are nor Aircrafi, thry abort tlteir attack and leaue the battlefeld.
and automatically Range In on them
score required lor Aircraj to Rangc ln on a targil
is Concaaled is 'hown by rhe Scorc Needed rc Range
on ConrealedTargets Table. lhere are no modifers ro
roll.
rheir single Range ln axmpt fails. rhe Aircraf could

fnd rhe target and lraue rhe bartlefeld


Air attacks di-er lrom normal shooting in that the 1ll tir attack:. whether by bo'qb,, rockets,
aircraft are plasrering an area with bombs and rockets or macltine-guzu o cannon, rue the Arti//ery
strang evervrhing they can see. As a result evervthing Tmp/ate to determine which team.s thty can hit.
around rhe target rem is likely to bc hir as well. Plate the Arti/lery Tempkte (a srludre measuring6"/ 15c
on each side) c?ntrd diectb ouer the target team uitli
the sidcspntn/lcl ro rhe table edge,.

\flith bomb blastsand builets saturaring the areaaround THREE-AIRCRAFT FLIGHTS


the rarger' it is larsclv a natter ofluck rvhcther anr-par- Sarurirrins rhe rirrgerwith bombs and bullets delivered
ticular soldier is hir or nor. o' tnrec:rircrafi mai<eshits norc likel'
Rttther tLdn rolling ortc tlir S,at'poiut oJ ROF d: tcanr lo If tLa Srrength o.[ the Fllghr i: thrce rtraf, re-roll all
nonna//y, coltnt up the nuruber f tetrns tr /ea:t pttt\, rol/: /o ltit t//ig(t! unrler rhc tcnl?ldte.
Jiilul
under the'lbrnplate, dud ro/l that nurrber oJ'dict. Roll
'Iiruplnte.
hits separatelyfor each pktoort under tlr MULTIPLE TARGET TYPES
As each ircraJi wcdpon /tas t 7b Hit uumber iu place oJ Tnks. infanrn.. and .eiuns.are not intercbangeable,so
itr ROF chdactef istic, the score recluired to ltit dtpnds I o \ \ e \ L oo n e ( J - l u r b r r r . r J cg o o d l r o r n r r r o r h e r .
o n r h e u e a p o t r l t l ' e n , ' , r , , r ,n ' / u : t t ' g . Roll to hit each'|.i,peoJ term (7hnle,hrfuntry,,Gun
-lransporL
. A successfu/to bit rcl/ nrcdfls t/1d.ta team was hit b1, teins) ln thc ?lntlon lepdnteu.
ilte dtr dttdck.
. Afiiled to hlt roll means that the reau was lucle1and
escapedharn.
IJ the AircraJl hnue more Tltail one uredlott,1ou must choase
uhich the AircraJi tre using before nllirg arry dite.

ONE.AIRcRAFT FLIGHTS
A single aircralt simplr. cannot deliver enough ordnance
to be fullv ellecrive.
( tha Strengthof the Flight is d singLeaircrrt, re-roll all
suc9elfu!y/4 to hh rargets
ytryder
yQ 11mpkry

:
Commanders can order soldiers from one team to
HITTING TEAMS IN BUITDINGS
r e p l a . cc r ' u a l t i e . i n r t t o t h c t r , ' k e e p i n ) p o rt a n l \ v e r P o t t . Vhen making a bornbing run, pilots just plasrcr an area
in acrion. centred on the target.
Yoar opponent allocates hits to teams oJ the lryProPridte Chec the tearus'positions in tfu Building to tlettrrtine
xy?e under tbe Timplate Jrom the platoon that uas hit, uth ic h on esare urtder t h e [emp /ate of ail Ai Attn ck in th e
subject t0 the fo//owing ru/es in order ofprioriry. sdwe ual as if they were outside the Building.
. Eacb teatn may on! be allocated one hit.
. Llnprotected reams must be aLlocatedbits before teanu
in Bulletpraof Corcr.
,, Lluarmoured uehicles mzst be allocated hhs before
Armoured uehicles.
. Hits must be aLlocated t0 oPedtiondl uehicles and
other tedms (inc/uding Cone to Ground teams) beJre
Boggad Dotun or Bai/ed Out t,ehicles.
. Hits must be dllocated to Armoured uehiths uith
. ktwer armour MTings b(for those tuith highar annour
raTings. (/se Top or Side drmour dependlng ou the tlpe
afweapon being used (seenext pdge).
' Hitt must be al/octtad to other tcdms before tetn:
that are Gone to Oraund.

RIDING ON TANKS
.If an aircraft hits rheir r:rnk, anv troops riding on it are
in for a Lot of pain.
'Do
nor ro/l to hit tnfdntry or Mnn-pached Gun teams
iing on .t tanl? sepante l.lfrom their tdnk. Instead, if the
'Tanb
team is hit, all te,tns riding on it are dho hit.

*l*;.

,*'if-'
Air attacks cause considerable confusion amongst their IJ a platoon tahes one or more hits fom lrn
trgets as men scatter for cover. Even if little actual attdck, it is automatically Pinned Dow*
d a m a g ei . d o n e . i r c a n r a k e r i m e r o r e o r g a n i . er h e u n i r
b e f o r e i t c a n a d v a n t ea g a i n .

hit on a team indicares rhar the bomb landed close LEssTHANANTI-TANKRATING


enough to be dangerous. The roll to save tells wherher lf yur opponenr',Armour Saua scu,e i, les than
or rot ir crually desrroyed the ream. Aircrafi Anti-tdnb rating, they failed rheir
Saue.
ARMoURID VEHICIE SAYES To determine the efect ofthe hityu must tdke a Fl
Armoured vehicles are rvell protected from most erial Test. Ro// anorher dic.
weapns. Ir takes a lucky hir by a bomb or a heaw . lf thc roll equals or exeeedsyout
cannon to knock out a tank.
rerinK. rh( ranh i' Destroyed.
BoMBs
ANDRocKETs . IJ'the roll is lower than your weapon's Firepouer
Bombs and rockers are nor parricularly accurate. Mosdy the shot Jiled to do signifcant damage to t/te
they rely on shock and blast to danage vehicles rather but the creu still Baik Out ofthe tanb.
than penetrating their armour direcdy.
\Yhen lour Aircraf hhs an Armoured uehicle with UNARMoUREDVHICLEsVEs
Bombs or Rockets, the opposing playr rolJs a die and Unarmoured vehicles are totally unorotected
adds the uehiclei Top armour rating to get their Armour 'only
aircraft weapons. Their hope of suryival is thar
Sauescore. bullets and shrapnel rvill only do minor damage.

CANNoN AND MACHINE.GUNS


WhenTour Aircrart hits an Llnarmourer/uehic/e(one
Aircraft strang with guns have to get in close ro hit and with a lop armourrariqgof -'t. rheoTpu,ing
playeruolls
penetrare their target. This requires a llat approach'on a die.

the deck, rather rhan divilg frorn abovc, so shots havc . If the rasub is 5+, the uehicle is damaged, but
to penctrare the side of a tank to hurt it. Jully Janctiona/.
\Y/hen your Alrcraf hits an Armauretl uehicle with . ()theruise, the uehicle ^ dutomatically Destroyed.
Cdnnon or Machine-guu\ /ie auning p/ayr ro/h a die
and adds the uehicle'sSide armour rating to get their REccEANDWARRIoRVEHICLE
sAVEs
Armour Saue score. Small jeeps and motorcycles are fasr-moving rargers
hard for aircraft to hit.
EXCEEDS
ANTI-TANKRATING Unarmoured uehit'/es that are Warrior, Independent
If yur opponent'sArmour Snue score is greater thdn the (including a// Motorqtcle Rec
Recce teanr
AircraJi's Anti+ank rating, their Armour Saue is success-
teams) saue on a roll af3+ instead ofthe atul 5+.
ful, anct the shot has no efect hauirug bounced harmlerl,
of,the tank's armour.

EQUALS ANTI.TANK RATING


[f your opponent\ Armour Saue score exact/y equals yur
Aircraf's Anti-tank rating, theyfailed their Armour Saue.i
Although your shot didn't penetrdte the tank's armour, it
might still haue some efict.
'lo
determine the efect of the hityou mutt ta/?ea Firepoaer
Ti'st. Ro// anorhcr die.
. Ifthe rol/ equa/s or exceedsyour uedpon's Fire?ouer
rllting, the Uew panic antl Bail Out.
. If the roll is lower tltan lour weapoil'sFie?oae
the shot has no efect and the tdnk continues in
-.-l

of
Just as there are a huge vriety of vehicles md ground weapons in World'$9'ar II, there is an abundance
different aircraft in te skies. This presents some of the more common attack aircrafi.

Aircraft Weapon To Hit Anti-tank Firepower Notes

Typhoon Cannon 3+ 8 5+
Rockets 3+ 6 3+

Ju 87D Stuka

Il-2 Shturmovik Cannon 3+ 9 5+


Bombs 4+ 5 1+
Rockets 3+ 6 3+

P47 Thunderbolt MG 2+ 6 5+
Bombs 4+ 5 1+

INrINrry SAVES GUN SAVES


'When
nfantry in the open are very vulnerable to strafing attacked by aircraft diving from above, gun
ircraft, but once they get into cover, they can be hard shields provide no protection.
to dig out When your AircraJt hits a Gun team, the opposingpla.yar
$hen your Aircrafi bits an Infantry tearu,the opposing rolls a die.
rolls a die. . IJ'tbe resu/t is 5+, the team escapaswitlt no seous
If the resub is 3+, the tdm escdpeswith no serious tnJL{rI
lnJuf!. . Otherwise, unless tbe teatn is in Bu/letprooJ Couer, it
Othernise, unles the team ls in Bulletproof Couer, it is Destrrryad.
is Desroycd.
GONETO GROUNDGUNSAVES
'4ren working their gun, gunners are forced to clump
.i,::.'.:,
\^1 :i::i together more than infantrv Hower.er, if thel' go to

:
v '.1:.,,:..
ground, thev can spread our ancl take full advantage of
cover, making them much lessvulnerable.
Any Gun teamt thdt re Gone to Ground htue t -3+ saue
t;:.::,

f-l ':l:::..:: instead ofd 5+ sdue. This does not dPply t0 tcdlils t/111tdr
onQ Gone to Ground becdtrsethel dre behind Snolcr.

,i::,,:,
. :. COVER
BULTETPROOF
To get anv real protection fiom an acrial bombardment
you need a deep hole or a good fortified position.
Linear Obstacles libe walk or Bocage Hedgerows, and
Gun Shields do flot Prluide Bulletproof Couer against
Aircrafi, dlthougb other Bulletproof Couer, (including
being Dug In or in En*enchments) does.
If the target Infaxtrl or Gun teams are in Bulletproof
Couer, tabe a Firepower Tbst.
. Ifthe roll equah or exceedslour weaponi Firepou,er
ftlting, lour ueapon blew through the couer and the
tdrget tam is Destroled..
. If the roll is lower than lour weaPon" Firepouer
ham.

t.:: ,,::i:]]:?
IN SPORTS ON
The best thing to do under air attack is keep driving and lf riding in a vehicle is unsafe,
pray tht you don't get hit. Air attaclc are over so fast, t o r h e o u r s i d eo F a r a n k u n d e r 6 r e i s
and there is little extra safety to the rear, so drivers crry more dangerous
on Forwardonce rhe arrack is over.
lnfanrry o, Man-pd(ked Gun tearys riding on
a tank must tahe a 5+ Saue insteadaaf ibcir
^ARMOURED
TR,ANSPoRTS
Infantry or Gun Sau.ewhen hit, 7he PassengeTs.ttr
Armoured velicles like half-tracks just hope the aircraft
in Bulletproof Couer,s .no Firepower Tet il ryeidei
d o e t nr s c o r ea d i r e c r h i r !
Desnoy them. All :uruiuing Passcngerteams
Armoared Tiansport te/lmt roll sauesin tbe same way tltat Ditnount Undt:lt:e ad |he platqon it nqw
Armoured Tanb teams do. Hoiueuer, they automancally Doun (seepage104).
Remounr (seepage t02) immediarely when Bailed Oir
hy an Air Artarb,
If you Destroy an Armoured Tiansport team, eterl
Passenger carried b7 the liansport team must
?ass a 5+
Pasenger Saue or be Drtrojtett. An1 suruiuing Pasenger
teams immeiatelT Dzsmount Under Fire and the platoon
is now Pinned Down (seepage 104).

UNARMoURED
TRANsPoRTs
One ofthe last places you want to be under air attack is
crammed in a vehicle, hoping a bomb doesn't hit you.
On the other hand, ifyou survive, the danger is gone
and you may as well cury on as go back.
\Yhen you hit an Unarmoured Tansport team (ubether
0r not Jou D5tyol it), eueryt Passenger carried b|t the
Transport tedm must pas a 5+ Pasenger Saue or be
Datroyed. If al/ of the Pasengers in a Transport team
are Destroyed but the uhicle is not, the Tantport team is
Sent to the Rear immediatefu. 7heplatoon is nou Pinned
Donn (seepage 104).
Suruiuing Unarmoured Transport teams sti/l carr4ing
Paxengers remain on tabb aJler an air attack, euen if
other Tiansport teams in the platoon were Destroyed.

DISMoUNTING
UNDERFIRE,
l f r h e i r v e h i c l ei s d e s c r o y e dr.h e s u r v i v i n gp a s s e n g e rgse L
out and hit the dirt as ft as possible.
lf its transp7n i, Desrrol,ed or remoued as a resulr of air
attack, dnJ suruiuing Passenger tellms must immediately
Dismount, moting no closer to the sltooting teams as it
does so.
If necesary, Transport teams (other than \Yrecks of
Armoured TTansporttems) can be remouedfrst to create
spacefor tbe Pasengers to Dismount. If there is no room
for a Pasenger team to Dismount, then the Passenger
tcam is Desrroyed.

After they have made their attack, all ircrafr rturn to


base to rearm for the nexr srrike.
Remoue rhe Aireraf from the table afer ir has made
IEVEI
R SUPPORT 2 RotL To RANGEIN oN THE TARGET
Air SupportLeueldetermines
Air SupportPool. Range In atomaticdlbt on a target in the open.
Priority Air Support giues 7 dice. Rollonceto Range In on a Coneea/cdnrgil ( wifhin 2 /5(ry
'
Limited Air Support giues 5 r/.ice. oftrees, Bocage, uoods, or Buildings, or in smohe).
Sporadic Air Supporr giues 3 dire.
Trset Tam'sShill Score Needed
Conscript 2+
N THE STARTINGSTEP
Trained 3+
ROtt FORGROUNDATTACKAIRCRFT Veteran 4
all ofthe dice in the Air Support Pool.
Aircrafi abort ifany friendly tedms uithin 1 6"/4)cm
Ground-attach Aircraf arriue on any roll of5+.
Each attemPt reduces Air Support Pool by one die 3 RoLL TO HIT
successful.roll for Numbcr ofAircraf receiued: Roll against Aircrafti To Hit rating.
Re-roll ifappropriate for the number ofAircraf.

Number of Aircrali Effect


Re-roll hits
2 No re-rolls
3 Re-ro// misses
OPPONENTROLTSFORFIGHTER
INTERCEPTION 4 RotL SAVESFoR TEAMSTHAT WEREHIT
may ,ol/ rhe dire in thcir Air Support Pool. Bombs and Rochets hit Top armour. Cannon and
Fighter Interception cancels Ground-attnc h Alrcrdrt Machine-guns hit Side armour. Opponent rolls a die and
on dryt roll of 6. adds tbeir armlur rating and compares the resub to tht
Each attempt reducesAir Support Pool b1 one die Anti-tanh rating:

CHOOSETARGETAND POSITION Roll is Resub


^A.IRCRAFT Greater No efrct
an! enem! team at the tdrget, Equa/ Fircpowcr tett to Bail Out
AircraJi model uithin 4"/1)cm oftarget team Ley FirePouer test to Dastrql
otherwise Bail Out

Ro/l 5+ saucfor Unarmotued uehicles,axcept3+ saueJr


THE SHooTING STEP Wdrrior, Indpendcnt, and Reccetednts.
r all other shooting is completed: Roll 3+ saueJr Infantry tedmt.
Roll 5+ sauefor Gun teams, unless Gotte to Ground, then
CoNDUCT ANTI.AIRCRFTFIRE
3+ saue,
i-aircraJi weapoxs increase range by 8"/20cm uben
Ro/l Firepower Tesx to Destroy [nJantrl tedms, and Gun
at Aircrafi.
teams in Bu/letproof Couer.
Anti-aircrart weaponsroll a die to bit Jr eachROF:
an d Self- d efen ce An ti - a i rc raf weaponsonfi rol/ 5 MARK oR REMoVEDESTRoYEDTEAMS
ie Marb Datroyd Armoured uehiclesas \Vrecks.
Remoue other Destroyer/ teams.

6 PIN DOWN PLATOONS THAT WER-E HIT


Any hit on d pldtoon b1 air attack medns the pl/ltoln L
Pinned Down.

Firepower Test to Destroy Aircrafi tbat were hit. Add 7 AIRCRAFTRETURNTO BSETO REARM
to rhe Firepowerifthe airlaft are FlyingTanks. Sbow'souet the A the

t:ar
::;:l::,
k
t.
',
.

inch rioiini3ian scuts, hree-


cavalry man-packed and tank-mounted fame-throwers' tmk escort infantry and even
trains. Each of these fills a niche tht no other troops cm.

C a v a l r y. ...... 202
Reconnaissance Pltoons. , ..... 193 Advmce at the Gallop. . . ..,, . . 202
CautiousMovement .... ...... 193 ShootingomHorseback. .,... 2O2
R e v e a l i n g A m b u s h e s. . , . ...,,. 193 C a v a l r y C m n o t T a kCe o v e r. . , . . . . . . . . . 2O3
R e c o n n a i s s a n cDee p l o y m e n t . , , . . . ...... 193 CavalryandBuildings.. ....... 203
Disengage! .......,.. 194 C a v a h yC a n n o t A s s a u l t n k s , . . , . . . . . . 2 0 3
EvesmdEars. .....,.195 RideThemDown ,.,.203
..,....196
DismomtingCavalry..,. ..... 2O4
Reconnaissmce
MotorrycleReconnaissance. .... 196 RemountingCavalry....,.,... 2O4
DismountingMotorcycles. ..... 196 ArmouredTrains...,..,,,,....,,2O5
RemountingMotorcycles ...,,. 197 PlacingRailwaylines.., ....., 206
A r m o u r e d T i a iDn eployment,,......... 206
..... f99 ArmouredTrainMovement. ...,207
FlmingBunkers
TnkFlme-throwers...... .... 199 Shooting with Armoured Trains . . . . . . . . . 210
InfmtryFlame-throwers. ...... 199 S h o o t i n g a t A r m o u r e d T r a i. n. ,s, , . . . . . . 2 1 1
A r m o u r e d T r a i ni ns A s s a u l t s... . . , . , . . . . 212
DemolishingRailwaylines,... 212
EsrtsuenotTems. .,..200

:::..:l::::.
According to m old rmy 'Time
srying, spent on reconnaissmce is seldom wted'.
ignore this hud-lernt lesson ar their own peril. with inadequate reconnaismce my force, no
matter how powerfrrl, is nrlnerable to a surprise attack from a better informed enemy.

RECoNNAISSANCE
PLATooNS REcoNNAISSANCE
DEPLoYMENT
The purpose of reconnaissmce units is reconnaissance Well before the start of any battle the rrcce troops
u d e v e r y s o l d i e r i n r h e p l a r o o n i . r r a i n e d i n L h ea r r o f working their way fomard, searching out the enem;r
stealth and observarion.
Afer all Deplolment, bur before rbe game begins
All teams in a ReconnaissancePlatoon are Recceteams. speciJed in the mission), Recce teams Deploled on
table may moue as rf it was t/teir Mouement Step wirh
REccEVEHICtESAVES
fol low i ng rest ri cri on, :
Reconnaissancejeepsand motorcycles are small and their
. Ifa Recceteam is out af.Line ofsight ofan
crews are trained ro move stealthily and take cover.
team, it mal not m|ue into Line of Sight whlle lt
IJnarmoured Recce uehiclessaue on /1 ro/l of3+ instead within 16"/40e m olrhe rcam.
ofthe usual 5+.
. If it is alreay in Line of Sight of an enem;y tean
within 16"/10m, it may not moue closer to it while
Cluuous MoVEMENT still in Line ofSight.
Recce troops are trained to make the best use of any t In an1 c4se,the Reccetedm ma! not moue
concealment, even lvhen on the move.
8"/20cm of any enem)tteam,whetber in Line of
Recceand Obseruer teams dre always Gone to Ground, or not.
unles they moue At the Double, carry Pasengers that are
Ignore enemy Indepenent and Warrior teams
not Recceteams, shoot, or asauh.

REVEATING
AMBUSHES
One of the main roles of reconnaissance troops in an is carrying Pasengers tltat /1re not Rcce teams, it may noi
advance is to ensure that the enemy doesni spring any make a ReconnaissanceDeployment Moue at all.
nasry surprises on rhe main body ofthe force.
Ifboth players ltaue Recce teams, tbey ahernate selecting
In addition to the normal restrictions on Ambush place- platoon aith Recceteams and doing their Reconnai
ment (seePage 266), teamsplaced from Ambush must be Deployment Moues with that platoon. The mission
more tban 8"/20cm from all eneml Reccetellms that are scenario will say which player selects a platoon
frst.
in Line ofSight (apartfrlm Recce teams that are Bogged
Down, Bailed Ou4 or moued At the Double).

.. .:i
AGE! FROM
Recce troops are far too fast on their feet to be much
:cce troops are often lightly armed and armoured,
bothered by slow-firing rillemen or ponderous big guns.
they are armoured at alll Yet the nature of their job
til&ren Weaponsthat only f.re one shot (either becausethel haue
that they operate close to the enemy.
recce troops use their speed and training to ROF I or becausethey moued) do notfre before the Recce
incoming fire before serious damage is done. tedms dttempt to Disengage. Thej must wait and fre at
rhc teams in theirfnal posirion.
tcams rudJ art(mPI to Disengage when fred on in
enemlt Shaoting Step as long as they did not moue
ONLY DISENCACE ONCE
the Double, shoot, f.re an Artillerl, Bombardment or
Rec troops might be eluive but they rnt avoid every
nti-aircraf Fie, or assauh in their preuioas turn
fight, especiallyifoverrm by a concerted enemy advance.
'you
*ish d Recce team to Disengage, you must declare
A pktoon ma1 only llttempt to Disengage once in any
intention to d0 t0 at the point an enemY platoon
Sbooting Step. A platoon does not haue to attempt t0
but before any dice are rolled Tb Hit. If yu do so,
Disengage from the frst enemlt p/atoon that shoots at
ach team shooting at the p/atoon then fres one shot dt
it. Instead it may tahe fre from one platoon and then
platoon in its current position.
Disengagefrom another later iJ you want.
resoluingthe efects ofthese shots, tbe Recce team has
clldnce to get duay. Make a Sblll Tlst for the platoon to REORGANISINC
if thel can escape before the ful! wei.ght of the enemy's Recce troops need a little time to get their bearings,
hits them. check and report on any damage sustained, regain for-
[f successfuLany or all Recceteams in the platoon tbat mation and receive new orders after disengaging.
dre nlt Bogged Doun or Bailed Out may immediatef Recce teams that Disengaged must Reorganisa until the
Disengage and moue up tu rheir normal mouement end oftheir next turn. \Yhile Reorganising the! ma! nlt:
away from the enemy tedms shloting dt them. An! . Moue,
moaemnt they mahe mutt tdl?e them furtber from ' Dig In,
the shooting teams. Tbamscannot moueAt the Double
. Assault,
when disengaging. Any Recce tedms that choose not
to Disengage and all non-recce teams remain ahere . Conduct Ant-aircraf Fire, or
thel were. . Tizbean Objectiue.
Ifunsuccessful, the Recce teams do not Disengage and Rcorgdnising tdmi arc treated as if they moted in their
remain in their origlnnl position. Moueruent Step, reducing their ROF when shooting.
the Recce teams haue Disengaged, all remaining Other teams in the platoon that did nlt D^etrgdge
shots are f.red at the platoon in its new position. If the continue to operate as normal.
whole platoon managed to get out ofRange, Line ofSight,
Field of Fire of the enem1, the remaining shots auto- Place a Reorganising marker with teams

mtss that Diseneaged to remind you ofrheir


status ln your tu{n.
EYESAND EARS EYES
AND E,Rs
AT NIGHT
On thc bartleilelds of \brld Y/ar lI, the art of canou- In the dark of night recce troops need to get closer in
llagc can render evcn the largest u'e:rpons :rlnost irvis, order to hnd rhe enemv-
ible. One ofthe most viral jobs ofrecce rroops is to seek A Reccetum ntt(mpting to Reuea/ an enem! p/dtoon dt
out eDem)r hiding places-t:rnks hiclden in haystacks or night cannot do so lJ'the nearest team Jiom tlte enemy
soldiers lving in long grass.C)nce these arc discovcrcd, platoon isJ:urthrr atuay than the distance tlte p/atoon can
rhe recce trooper lorvershis binoculars and reachesfirr seerc//ed on rhe Night \,'isibilit1 Tdble (seepage 272).
the r:rclio to tell the rest of the f'orce s'here to look.
A Raccetedm that did nat moue, dnd is uot Pinned Dotun,
Bogged Down, ar B/ed Out, Lnd! dtterupt to Reued/ att
enanJ /)ldtaon within 16"/10crn dnd Line oJ'Sight thar
ls Gont ta Ground.
hnntedlatefi bafore the rest of thtir pLatoon shoots,
ro// a Sbl// Tstfor each tum ttenptiug to Reueal trt
neml P/aT|ail.
. ( the Skill Ttst is ptssed, a// tuxu fron t/te Reuealed
eil(mJ plntoon in Line of Sight of tedrns Jiom the
Ret,ealing platoon da nat clunt as Gone to Orouud
Jr the rertainder aftLe Shooting Step.
, Otheruise, the tedm cottld not .find the enuny dnd
thry remdin Gone to (,round.
Each Reccetedm can dttem?t to Reueal a dffirent eruer4,
platoon. Dec/are ahich ercm! p/ttoon each tean wi//
dttempt to Reuea/ before rolling to seeiJ'it uas Rercaled.
A team thn attempts to Reuea/.an enem.y?l.atoon does lnt
count ds hduiilg shot, b cnnnot sholt, asnu/t, or Spot
/ ' t o t t A r r i / / t t ) B o m b . t , d n t t , rt h i i r r r , ' t .

SMoKEAND EYES
AND EARS
lVhile recce troops are
clever :rnd observant, they 51ill
can't make a smoke screen go au,ay,
A Reccetaam using EJet and Ears on an enem1,platoon
does not preuent that enemy platoon from being both
Conrca/ed and Gone to Ground becauseit is seen through
Smok.eMarkers (seepage 107).

r&::i:
and jeep-momted infantry are ft-moving troops always in the forefront of the advmce. Their
is their greatest set they race fomrd, dismounting to occupy fomrd positions or to launch
on the enemy.

tE RECONN,AISSANCE team Dismounts it is replad with a normal RiJte/MG


team. Euen f they do not mouefurther, the Dismounted
quickly learn to use their speed and small
teams are considered to haue moued.
to survlYe.
\Yhen a Boged Down (seepage 44) Motorcycle Rccon'
sti// on their urhicles, Motorcycle Reconnaissance
naissance team Dismounttit immediately ceasesbeing
are Recce Tank teams. \Yhile Dismounted, thel
Bogged Down.
to be Rerce reams. Ifrhe plaroon was Reorganking,
continues to Reorganiseajler Dismounting. Motorcycle Reconnaissance teamt ma! only Dismount
ifyou haue appropriate Infanny and Man-packed Gun
teams for the dismounted soldiers to replace them with,
ISMOUNTING MOTORCYCLES
otherwise, the! musTst(t! on their uehicles.
scouts fight mounted against light opposi-
but when things gt tough, they dismount and STARTING DISMOUNTED
ish the fieht on foot, while the drivers take their Sometimes motorcyclists are called on to defend their
to the rear. gains, requiring them to start the fight dismounted.
platoln m4t Dismount all of its Motorcycle You may staft the game with al/ of the Motorcycle
:onnaissanceteams and Srnd their rchicles to tlte Rear Reconnaissanceteams in d platoon Dismounted by re-
the start of your Mouement SteP. If theJ do so, replace placing each team with tlte equiualent Infantry team.
?ach Motorclcle Reconnaissancetetlm with the equiualent They may Rewount later in the gdme as if thel had sent
[nfantry or Man-pacbed Gun team placed their uehicles to the rear.
untler the area couered by the Motorcycle
sance team at the staft of their mouemenL e.g.
a Motorcycle Reconnahsllnce Motorcycle RiJle/MG

'r'-,1:::i:t:ii:l:

" .Hl:l
REMOUNTING
MoToRcYctEs SoLoMoToRcYcLEs i
S o m c r r m i e s s e ( m o t o r c \ Ll e t r o p 5 a s t h c l o g i c a l s u c -
Once the enemy have been overcome, 1rcu may need to
cessorsof light horse-mounred infntry. Following this;
bring your motorcycles forward again ro conrinue rhe
mode1, thev give every soldier his own motorrycle. :
dvance.
A platoon SomeMotorclc/e Reconndlssdncetedmsare Solo Motorclcle'.
that has Dismounted ix Motorcycle
reaas. 7he.yda 'tot hauc a dcdicnrcd driuer and :itnpll
Reconnaissancetedms md! bring them foruard again at
aba'u:lotrrhci, motorcyclr, whtn thcy Diitnounr,,o aral
the start ofyour Mouement Step prouided thdt no team
not Reruownt alier Dismounting. .
in the platoon is:
. within 16"/10cm of any enemy team uithin Llne of
Sight, unles Conrealed blt Tntin froru it, or
. uithin 4"/1)cm of an1, enem)t tedm, or
. uithin 8"/20cm of any enemy Recce tedm thdt h in
Line ofSight (apartfrom Reccetaams thdt are Bogged
Down, Bailed Out, or moued at the Double).
If they do so, replace eaclt Djsmouuted Motorrycle
Reconnaissanceteam ttith the equiua/ent uehic/r placd
sa thdt it coters the tdm it is replacing dt the stdrt of
their motement.
Once Remounted in this way, the Motorcyc/e Recou-
naissance teamt can rnoue as normal. If there is insufi-
cient spacefor a/l oft/te Motorcycle Reconnaissanceteams'
uehicles,tdke the normal. mouamentfor each tedm ds it is
placed, using your mouemel to maka anough space.
7he Motorc)tcle Reconnaissance tedmt are trdtd ns
mouing, euen tf they do no moue dfer Remounting, so
if a Motorrycle Reconnaissanceteam is p/aced in Rough
Terrain, it must tdbe a Bogittg Check uhether it mot,es
or not.
Motorcyc/e Reconnaissnnceteams that Remounted ma1
not shoot in the Shooting Step. They may houeuer moue
in either the Shooting or the Asault Step if they haue a
special rule such asAuanti or Stormoopers (seepage 24 1)
that allows them to do so.

:::.i.ll
work like fire hoses,only instead of water they spray burning fuel, They me terrifring weapons
face, md mmy men who are willing to risk a bullet will tun teil md run rather drm burn.

s a t u r a t er h e r a r g e la r e ai n { l a m i n g f u e l . ONE-USE
WEAPONS
y don't need to see their targets. Thefll hit anyway Flame-throwers cant carry enough fuel for sustained
l o n g a s t h e o p e r a t o ri s c o m p e r e n r operations, so they get in, flme and get out again.
normal ueapons, a Flame-tbrower needs an un Teams uith Flame-throwers only carrl' enough fuel for
Shill Tsr to hiT the target one turn of shooting u,ith t/teir Fkme-tlJrouers.
Fu$,-armoured uehicles haue an! protection
Flame-throuers. If any other type of uehicle or
Stow DowN To FLAME
is hit, it is automaticall1 D*troyed, ercn if it is in A flame-thrower h a very limited range, so a llame-

Couer. rhrower rank h ro be rer; clo.e to its targetto starr


flaming. They can dash up to the target at speed, bur
Fu /[y-a rmo u red uehic le hit by a Flame+hrower does
must then stop or move very slowly to flame it. Once
tabe an Armour Saue. [nstead, tahe a Firepouer Test
firing, the smoke and flame of their own flame-thrower
the Flame-thrower.
hides the target naking it impossible to re other
[f it passu, then the uehicle is Bailed Out weaPons.
Otberuise, aside Jiom a littk coughing ft, the cretu A F/ame-throuer team cannot fre if the tean moued
are fne bat the Tank team and any Thnk Escortsit has more than 6"/l5cm this turn.
md! not conduct DeJensiueFire thh turn.
A uehiclefring a Flame-thrower may not;fire any other
ry hit by a Flame-thrower automdticdlbl Pins Doun type of ueapon at the sdme time.
whob target pktoon
NO SHOOTINC OVR FRIENDLY TE,AMS
ING ON THE MOVE No sane soldier would re a flae-thrower over fiiendly
arne-throwers drench their target in burning fuel, troops, spraying burning fuel all over them.
them s ccurate moving as stationarl
Flnme-throwers can neuer sltoot ouerfiendQ teams.
do not reduce their ROF when mouing.

t:ia:::::
::,::a:i.:l{
1i:iiTilii:r.r,:.! :.:lii:::
FLMINC ns NF;{NTRY
Designed to break the deadlock of World \7ar One FTAME-THROWERS
trench wufare, flame-throwers re the perfefi wepon Back-pack flame-throwers corisist of i
for suppressing bunkers ,allowing your assault troops to h e a r y f u e l r a n k . a t a n k o f c o m p r e s s e da i r
c l o s ew i r h m d d e r r r o y r h e m . propel the fuel, and hose connecting the tanli
FJame-throwers are particu/drb efectiue against all types to a flame gun carried by the soldier. Inlmrry flame-
of Bunkeri (seepage 217). A hit lry a Flame-thrower uill Lhrowersonl; have luel lor a lew secondsofflame
auromarically pas rhe Firepower Test rc Pin Dawn a the opertor takes thir valuable weapon back to re
Nest or Pillbox and will Destroy a Nest with a successful f o r r h e n e x Lm i s s i o n .
Fircpower Tst,bur cannor Desnoy a Pillbox. lnfantry |-lane-throw(r t(ams are remoucdfon play
A Tarret Bunber hit by a Flame+hrower does not tabe t7on /1sthe! hne fred. They are not c7tmted ds
an Armour Saue. Instead, tahe a Firepouer Testfor tbe but no longer count aspart oftbe platoon.
Flame-thrower.
. Ifit pases, then the Turret Bunker is Bailed Out SHOOTINGAS A RIFLETEAM
A flame-thrower operator is escoited by riflemen to
. Otherwise, the Bunker may not conduct Defensiue
them alive long enough to get close enough to Ilame.
Fire this turn.
An Infanrry Flame+hrower team may shoot and fght
a Rife team until it sho|ts its Flme-throuer.
TANK FTAME-THROWERS
Mounting flme-throwers in tanks gives them much
greater fuel capacity making them more effective, while
rhe armour ensures that the flame-thrower suruives long
enough to get close and do its terrible work.

FUELTANKs
Flame-thrower fuel, and the vapour left behind in the
tanks, is obviously extremely flammable. Unfortunately,
that means that when a fme-thrower tank is hit, it
tends to burn very ei.ly.
Re-rollfailed Firepower Testsuhen rolling to Bail Out or
Destroy a Flame-thrower tank.

TO REFUEL
RETURN
Being full of volatile gass, empry {rel tanla are even
more explosive than full ones and flame-thrower tanks
are too valuable to waste on jusl one mission. Flarne-
tmks rarely hang around the battlefield after they fire.
You may remoue a Flame-throuer tanh from play at the
stdrt of lour Mouement Step once it has fred. Thel are
not counted as Datroyed, but no longer count as Parf of
the platoon.

FLAMETANKSDoN'T A,SSAULT
I F r h e r h o u g h r o F a n e n e m y g u n p e n e r r a t i n gt h e m a n d
s e r r i n gt h e i r f u e l a l i g h t g i v e sa f l m e - t a n l i crew nighr-
m a r e s .t h e i d e a o f c l o s i n gw i r h i n l a n r r y e q u i p p e d w i r h
anti-tmk weapons is even worse. Only the red Army's
tankers ue brave enough to do so, and only because
they arerit brave enough to refuse the order to do sol
Flame-thrower tanhs mal not Charge intl Contdct dnd
must Breab Of rather than Counterattack if asaulted
eepage 165).
Souiet Flame-throuer tanhs are an exce?tion to this and
may Charge into C7ntact and Counterattd(k ds nomal,
ii:: ij:'

i9,
::: Tnks can be very vulneratrle to infantry at close quarters. Some armies attached infmtry to tmk platoons
close escorts. Their role is to keep enemy infmtry off the tanks and sist them in close-quarters fighting.
i
TANKEscoRTsARENoT TEAMS A Tanb tean uith Tdn/<Escorts tan shoot u)ith i n*th
Etcort!.
The task ofescort infantrv is kccpine rhe tanks alire. lfsome
are killed, the others sprcird out to cover their charges. Ink Escorts shoot ds iJ thel d( sepltrnte tean: J)'ou
their Tank tearns dnd ma1, shoot dt d dlJrent pLttoon
7hnle Escorts drc not tenms irt thdr own right. They'are
an additioil to a lhnk teatt th giues it extra capabili- f)tru that u,hich rbeir Thnk tedn is engagitg. 7he7
:ltoot as the dppropriate type aflnfann.l tuam (so Scn,iet
ties. Tnk Escorts cannot be Destrol,ed whlle theit' tanle -lhnb
Ttnl<odesantnibi SMG Esnrtt thoot as tn SXIG
sut'uiuesand cannlt suruie tha los of their tdnle.
'Ibtb team). but alwdys lnue a ROF of I ruith rto pendlty for
A'lank team aith Eicorts cireLtot cnry tearut s
th( tdnks marrment.
Passengarsusing the Riding on Tnks rule on pdgt 17.
If dssdu/ting lilfdntr.)) teattr Sxedl< tip on d Taule te,nn

TANKEscoRTsSHooTING (seeptge l5-3) that has Ttnk [storts, the Ttnk ]:storts
can ttnduct DeJnsiucJ:ite. despite the ldnle tcdn Lcing
Infntrr. trained as tank escorts can shoor iiom rheir
unnb/c to DeJeusluef ira witL an1 of it:.)u)il u)et:?.)n!.
percheson rhe tank, providcd it moves slow.lr'.

&i*'r
J-4 .'

::.1.i

-r-e

..: ilr
TANK EscoRTs ASSAUTTING TANK EscoRTsFALLBACK
-l'ank
cseortsare onlv flcsh and bloocl. E,noughfirepower
F,scorrirrlanrrr clon'riust protecr their tank. thei'actively
fiom thc dcfcnders rvill cause rhern to hrns back until
hunt our the enernt,rt closc qri,rrtcrstoo.
'lhuk 'lttth '[ Lhe tanks har.esofLcrecltirc cnernv up,
teams u,ith EscorrsRol/ Hit tt'ltl, irir
'lrnL lJ tl,c ntrl ttuubcr of hits.fion Dcfarsiut Firt is -fiue or
erLo]'tt ts ure/l ns th( tctn ixelJ',4iritt,! tLeut itt,0 'Jitttb
t)tojt', rut_t Lscorts ou A:strt/titrg Tiuth tetnts nay
Ro/k to Hit itt rtsstu/ts itt iltost cicum:tttLCJ.Euett tL,l:at
ttor Ro!l n Hit utril tl,t !/,tto0il Coilltfitrdckt.
the Thuk tearn is BoggeciDou,n or Bti/ed. Out, the Tdnl<
| . ; , ' , 1 5 4 1 ,' r t l l R n l / r u l l i l s 4 1 1 , . . 1 , 1 ' . , .
A hit f'otn d Tattk Escort canttot bc ,tl/ocated rt t uchic/e.
( only uehiclts tr( nunlLtbl( Ta illout the hit to, thet
igure thc hit.

TANKEscoRTsIN RoUGHTERRAIN
One of the roles oi cscort inirntry is to clear cnemr. our
of buildings and other placesin:rccessiblero the ranks.
-fhub
Asnu/ting tetns uith Thnh Lscor:st'an e/cct ,tot to
Charge into Coiltdct or to ltdlt it: Churee inta Cantdct
bafore enteng, crossing, or rut,ing ix llough lirraiu. If
tlte.ydo this, thal do rtor wed to ttthe d Roggirg ChtrhJr
tsaubing n Team iu Rough ferrdiu, but tlte.y can onll
Rall to Hir u,ith their'lltnb Escorts, not ulth thc Tdl)k
til1ns the escortsiTe 7il.

;ii
mounted evlry may seem m machronism in the age of tan*s md blitzkrieg, but they still have a role
las developed ue like the Ardennes md Rsssiat Pripyat Mshes where their mobility is far greater thm
-bound trucks.

ANCFAT THE GAttOP SHooTING FRoM HoRSEBACK


speed of a avalry charge means that cavalry may Shooting from horseback is very dificult. Cavalrymen
r more ground in a shorter time . can fire at point-blank range with some effect, but at
platoon with Mounted Caualry teams ma)/ attemPt to longer ranges must halt to allow their light machine-
at thc Gallop at ilte start of the Shooting Srep guns to dismount temporarily to shoot.
ofshooting.Roll a 5ki/l Tst
for rheplatoon. Mountecl Caualrlt teams alwa1s shoot as if they moued but

lfthe test is sucressful,the Caualry teams in rhc planon may not sltoot at al/ un/es they remain stationary or the
may moue anotber 4"/1)cm, range k 4"/1)cm or /es.

Othera^e the ?ktoon cnnot moue this step. Man-packed Gun teams Mounted as Caualry cannot
i
shoot unti/ thel Dismount.
normdl rules dppb for thls mouement. Teamscannot
at thc Gallop iJ rhcy moued At rhe Double.
NO SHOOTING
OVERCVALRY
a platoon attempts t0 Aduanc dt the GalloP, Caualry Cavalrymen on their horses don't have the luxury of
ieams in the platoon mdy nlt shoot, or use other special hugging the ground when the shooting starts, so it is
that allow mouement instead of shooting, euen if it impossible for supporting troops to attempt to shoot
ils to make its Adudnce at the Gallop moue. It can still over them.
or usetlte StormtrooPert special rul (seepage 24 1)
Caualry teams shooting at uehiclcscdn shoot ouer Infantry
in the turn
tedms that did not moue. Tbams cannot shoot orcr
Mounted Caua/r1 un/essthe sltoqting tedms are 0n higher
groun and able to seeouer the cdua/rl.

::il:iJ:
:

CAVALRYCANNoT TAK CoVER Mounted Caualrl teams cannot Charge into C0ntdct
a team in a Building, and hits from Mounted
Soldiers mounted on a horses sit tall above the sur,
tdms cailnlt be allocated to teams in Buildings. If the
rounding terrain making it impossibie ro take cover
only teams auailable to allocate hits to are in Buildings,:
from enemy fire. If they intend to defend a position,
then ignore the hits
they dismount and send rheir horses ro safery {irst.
A/though Caualry teams are Infantry tedmt, the! cannot
be Conaled in the Open (seepage 89)
CAVATRY
cANNoTAssAUtTTAN
Cavalry have no way of hurting tanks. Sabres,
Mounted Caualry teams are nerer in Bulletproof Couer.
a n d g r e n a d e sj u s r w o n ' r d o a n y r h i n g .
Tbeycannot Dig In while Mounted. They must Dismount
and Send their horset to the Rear J;st. Caualry cannot use the Sneaking Up on Tanks rule.
A hitfrom a Caualry team cannot be allocated to a Fully;-
CAYALRY
CHARGE
oN THRoUGH armoured Tanb team (seepage B) unlesi it /tas Paxengeri:
Cavalry cannot simply hit the dirt to avoid heary fire 7he hit cannot harm the Tanb team, but wi/l Destroj'
like infantry. Instead their best bet is to ride hard and Parengers. If only Fully-armoured Tan teams
fast through the fire. Passengersare auailable to allocate tbe hit to, then ignofi.
A platoon uith all of its Infantry teams Mounted as the hit.
Caualry re-rolk failed Motiuation T*s to Ra/17 Jrom
bcing Pinned Down. RIDETHEM DOWN
Breaking off when fighdng cavalry cm be r
CAVATRYND BUIIDINGS business. It's very hard to outrun a horsel
Cavalry dont fare well in toms. Even if you could InJntry and Gun teamt that Beab Odre Datroj,ed if ,
convince a horse to walk into a building, you couldnt end their Break Of mouement ulthln B"/20cm and in
ride it inside! They either have to dismount and ght on ofSight ofan asaulting Caualry team, unless they are:
foot, or simply avoid the buildings. . in a Building
Mounted Caualry teams cailnot enter a Building. They . in RoughTerrain,or
mutt Dismount f.rst and Send their horsesto the Rear.
. behind a Linur Obstaile
..:

EVLRY start oJ trtetr lvlouement Jt(p that


no tuam in the platoon it:
ile they are modelled as being mounted on their
. within 16"/40cm of any enemy team uithin
cavalry operates mounted infantry They
t and dismount as the tactical situation demmds, Line ol Sighr. unles Concealed by Trrain lron
'Ihis
keeping their horses handy. is ofvital im-
to the individual cavalrymen, but is normal . nithin 4"/10cm of any enem! tedm, or
behaviour and of little concern to vou s rhe . wirhin B"/20cu olany enemy Rerce tcam that is in
commander. All that matters to you is that Line ofSight (apartfron Recce teams that are Bogged
r cavalry have their horss with them. For all pracd- Down, Bailed Out, or moued at the Double).
purposes they are still mounted.
If they do so, rep/ace each Dismoanted Caualry team
imes though, 1ou need to order your cavalry to with the equiualent Mounted Caualry team placed so
their horses to the rear ard fight on as infantry. that it couersthe tel1m it is replacing dt th stdrt oftheir
p/atoons ma1 Dismount and Send their horses
t/,e Rear ar the 'tan of you, Mouemenr Srp. lf rhty Once Remounted in this wd!, the Caualry tdms cdn
do so, replace each Caualry team aith the equiualent moue as normal. If there is insuficient spacefor all of the
mounted Infantry or Man-pached Gun team placed Caualr! teaml take the norma/ mouementfor each team
under the area couered b1 the Caualry team at as it is replaced, using your mouemeilt to make enouglt
*art of their mouemcnt, e.g. when a Caualry Rifle/MG spacefor the horses.
Di,mounts ir is rcp/aced with a normal lnfanr,y
The Caualrl tellms are treated ds mouing, euen tf thq, do
team. Euen f theJ do not moue further, the
not moue aJier Remounting.
tearus are considered to haue moued
Caualrl teams that Remountec/ ma1 not shoot in the
Caualry platoon may elect either to only Disrnount its
Shooting Step nor asaub in the Axauh Step. Thel ma1
packed Gun tedml or to Dismount al/ of its teams.
howeuer moue in cither step using specia/ rules suclt as
may not Di,mounr somcof its lnfanrry teamstnd lenur
Aduance at the Ga//op or Stormtroopers.
nounted
teams may only Disuount if',tou haue appr|priate
y and Man-packed Gun teamsfor the dismounted
ro rep/are them with, otherwi:e. thel musr ttal on
horses.

ARTINGDISMOUNTED
Cavalry are alwat s readi' to dismounr if rhe tacrical
calls for it
ma! start t/1egame uith all of the Caualr.y teams in
Plaloon Di:mounrcd by "apln;rt each ream with thc
ualent [nJntry team. They may Remount ]ater in the
as ifthey had sent their horsesto the redr.

IN AssULTs
aving chased o1Tthe enemy, cavalry dismount and set
a defensive position to stop arrv foilowinq attacks.
tedms md! L)ismount tlt the stdrt of theil
mouement as if this uns tbe Mouament
mouing up to 4"/1)cm as theJldo so. Caualrl teams
llnay not Remount zuhila Conso/idating

NTING CAVATRY
aving sent your cavalryt horses to the rear, there are
when you need rhcm brought lorward again,
as to pursue a defeared foe.
ualry p/aroons rhqt hnue Di:ryountrd nud \lcnt thrir
horses to tlte Rear may Bring the horsesForward again at

':l::i lr:*
.
..i.lii.i:.'ili' -
:,::.::i:!i::,'--.';

Despite seeming outdated, in a wtr dominated by tanks, armoured trains perforrned well in
Emope where roadi were few md poor, md distmces to be covered were imense,
.'.:.
Armoured trains cosr a lortune to build and operare. The Infantry Platoon o?erates as d seprlxft:pltuo;
and lhey havea set way of doing rhings ro muimire its oun Platoon Commantl team. Tieat he
effic.iency. Tiain and the Infant11.?laton as two sepdlate
The main oarts ofany ArnouretlTiainare the Locomotiue, *ihen calculating the nuber of platoons held in
niliery Cars. lnfanrry Cars land rhe Infanrry l'/atoons oi Reserue(seepages266 .and 268), but both arr
they carrl, and Supporting Titnk Platoons. togetheras a singleplntoonfrom Reserues.
The Locomotiue qnd each Car or Wagon in an Armoured
SUPPORTING
TANKPLATOONS
Train are separate Tank reams. with the wlto/e Armoured
Many armoured rains have supporting tanks
Train operating as a single platoon.
to them, mounted either on flat cars or on their
An Armoured Train must tl/uqts opffar( in the order railcars, These tmks can dismount in a matter of
shown in rhe lntclligcnrc Briefng. It rannot uncoup/e
minute or so to deal with attacks cin the train.
cdrs oy cbange their order, but it may trauel in either
Supporting Thnb Platoons oplrate lls sepdftzte
direction and may enter the table facing either direction.
uitlt their own Command teams. Tieat tbe Armou

ARTIttERY
CARS Tiain and the Supporting Tanh Pktoons as
platoons when calculating tl:e number of platoons
The main function of an armoured train is to provide
in Ambush or Reserues(ee pages 266 and 268), but
healy fire support for orher rroops using its ardllery
arriue together as a single Ttlatoon from Reserues.
cars. Jhese can range from cars mounting multiple
healy artillery pieces to tank-hunter cars mounring tank 7he tanks of Supporting Tank Platoons deploy euenll
turrets, and evel unarmed artillery stalfcars to improve each end ofthc train and moue with tfis,4y-our"7 V
the performance ofother artillery cars. as part ofit. They mayieaue the nain at the end of
Mouement Step, mouing up to an additional 4"/1
The Artillery Cars of an Armoured Tiain are diaided
in /1n! directiln. 7he tanhs may also kaue the trtlin
into Artillery Batteries, usually of one Artillerl Car per
Counterattacle iJ it is asaulted. In this case, simpf
battery, aithougb some haue nu/tiple cars in a battery.
the uehic/esfrom their current positions.
INFANTRY
CARS Once the tanbs of a Sup?orting Thni.bPlatoon haue
Like the muines of a battleship, many armoured rains therrain, rhel ma1not rejoin it.
carry an inntry platoon in a specially-equipped assaulr
car for its own prorection and to clear obstacles from the
track. The infantry platoon travels safe under the thick
armour ofthe infantry caq only dismounting when they
are needed. ...
An Armoured Tiain with an Infantrl, Car always Deplo.ys
u,ith its Infanir:y Platoon as Pasengers in the Infantry
Car. 77e Infantry Car is a Tank team, but can Mount dnd
Dismount its Infantry Platoon as if it is a Tidnsport team.
It is not Sent to the Rear when the infantry Dismount
and operatesas a Thnk tenm for all other ?urposet.
,*
]

LCINGRAILWAYLINES ARuounTp TRAINDEPToYMENT


Withour railwal. lines, there cln be no :rrrroured trains. A r m o u r e d t r a i n s c a n o n l ! ' n r o u e a l o n q r a i l r v a r . l i r e s ,s o
S i n ; r m o . r g . r n r i r r gt r h l . . J r r i L h r . < r r . ' e k . l . r i J r . a . l y thcir deplovment options ere usuallv r.ery lirnitecl.
for an arnourec{ rrain to use, r'e use the fllorving rules n Arrnourad lhin that ruotLld norrnalfi be Dcp/o.1vd.
to place the tracks befbre the garne begins, on tha trb/e is hdd $the ttble until the stat of iTsJirst
Iftbe ttbla hds becn sct up taith Rnihral Lines, use thesc Moucrnent Step, u,hen it rtour onto the tnb/e. In tl,e tuut
'Iain.
for tLe Artnaured Othertti:a, dt t/re stdrt oJ'tlre att Artnourcc/Trdin nu)L)$anto the tab/e, it dtL,tys mot,c:
gdne beJoreany Objectiuas or lortiJctttions tre p/actd ort Jr enougl, to bring the fltir( trnin dnd its Sup?orting
the table, the pla1ers p/acc d Rtilu,aJ, Liue u J//ows: Tnb Pldtooru onto the table.
'lhe
1. T/:e p/a1,tr tuith ty'te Arntotn'ed Ti'ain cl.toasestu,o Arnoured'lntin uti/l marc on J)'om tha point trLcre
o??otite tdble tdg$. tlu Rai/ua1 Linc u'os:esthe p/ayeri Dep/alrneut Aret, or
'lhc if it does not c/oso, nt tLe ?aint tl)e Rni/uay Lirte lo:sc; t
.2. opposirtgplayer pichs a poirtt on otte oJ'tl,e cho:en
table edg*. table edge tlot:t ro tfu plny?r's I)eploltnent Aru.

lhe Armoured Tiuiu p/a1,er litkr d Point ail thc Arnoured'lrains cannot he he/d in Anbush (:cc
3.
oppasite table edge. p4e 266), the.ytrt sinply roo big and obuious, bur thq,

.1. 'Ihe Anuourcd lidhplrtler ntry be ht:ld iu Res(rue:(:r:cpdgc 268).


tLan plttces a Rd.ilwaj, Lint
running in t strdight /ina bcttreen t/tesetwo points.
I/te line cuts through woods,Jtelds, dud othcr.fldt ground.
ARMOUREDTRAIN MoYEMENT
'Riuers The kc-v to the successoi lrrloured trair)s is their op-
or straants are ttssutnadto ba crossadwith n/uerts
or hridges. An1 bnildings in tha utt1, sbould bc rnoxed erational rnobilio'.'Iher. c,rn move r:rpidlv to trouble
'Ihe spots ancl delivcr elective support rvhen Lhev arrive. [n
asida h1, rfig minimum r/istattca nccessrtrl. Rdi/tto1
Line i: r/iuerted b1 tbe mi.uitwrnt distancc uecessaryto a countrv rvith it nroclern ro:rds,this is essenri:rl.

go dround hllls (euan gantle gradients tre droidcd bJ, Arrnourerl liujtr tLtn anly noue on Rai/u,a1 l,ints. If
Rallway Lines. tbc Locottotiue is not Bogged [)onn, Bailed Out, or

If both platers hn,e Arnoure d'litirts. both pldca Rdiltttry l)astroyd. in rmaured T;11i/t.tn more u]) to I6"/10tm

Lines, sttrting with the dtntching p/a1er. EtcL pld1eri foruttd or bukurtd along tha Rdilud1 Line cach tunt.

Arnourcd Tinin tnust rentdin an it: ou,n trtck.

:ie c=:+i:*-*;i.

iN H i]RN AN ARAI,)UREDR/IN /r'.OVEscNTc TE |ABL


I'TALNAYSA^,OVES FAR ENCU6II iC ERII]GlAE NIR RAIN
ANDIlS 3U?PARTN6 ANK PI-ATOONSANA TE TABLE,

ru:jti'

:!i:i::

ARMaUREDlRAiNs ./N aNLf ilV cN RAiLil,/y LINs. AN AR,1^OI-]RED


RAIN
CANMAVE UP TA 16'/L+ACMFOR,/,IARD
AP. BAC<{AR2 ALCN6 TH RAILWAYLINE, A3
LON A3 THE LACOMOTIVErc NAT 9A6CED DAWN, BAILEDAN AR DTRAYD.

: IF ANI PAR| AF THE TRAIN LEAVES lHE TABLE, THE IlHALE


I RAIN LEAVESfH TABLE ANDCANNO RETI)RN.
MOVING OFF THE TABTE MOVING THROUGH WRECKS
L i k e a b a t t l e s h i pa r s c r 1 , : l n : r r n o u r e d r r a i n i s n c l e r A tr:rin can push asidc rhe l,reck ofany tanli, no ntatter .
brokel into cemponent parrs. [,ither the rvhole train is lrou big o h.r' r.
hghling, or it is not. Moue arry u,rack on tLe Rdilutal Linc b1 tht ynd//tt:
IJ trt.y put oJ au Arnouret/ Train /ett,cs tbe table, thc dittnnLe ,etcttdr! Jr the Arrnot.tred Trtin to past. :
u,ho/c Annouret/ Tiuirt is cotsidcrct/ to hn,c /eft tLe ntble
rttd cinnot retLtru.

9?pcRtN3ANKPLAlooNs,144v ,r4cv6AN
*.,-;-*- A"ITICNAL4'/IOC,\ATA LEAV'TIl IP.AINAT
; rr.rEENt oF lHE MOV9MNSIEP
.--.."i@

,*
"+.-
.i'L

--"tr#
*4'o'Bi A<,lrcirRrrRAr\s IRE
.__tr \ a 1 N t 5 R 5 \i e N ' l l
-.A\s.e tR.:<-1.
+ rE:\ .
=t&u*

,-* *=
u.. : ': i+.:: " . ,
.- :.

.1di lita ENt,rf) iE4,ri13 ANi tipEaKS

!t:s#*$ -;---.,-::r;:--.:-;-:::,:-:-,:. -:]:: r:;r:.:r:.-!--:;;-.;;:- '-!;:{i.*rr;r+*,-...--;J"

M o V I N G T H R o U G H O T H E RT E A M 5
,'\rlrrortretltreitrspLtshasit]c.tnrltlcnlr'trnLth.lr'1;iltotltLti]l.ijil:llrittlt|,iitttcr]
irrtclrpts ro block rhcir p.rs:rlc. ()i Lorifsc. fhr\'rrc.r otl,(i.it(it.t,to;tit i: ;not.'Ll t:itlc b.1tl,c uppo:ltt,1 7'1,1.1,
l i t t l ! - r n o r c rc l u c r r r n f( r r r n r r f r i r n r l l r r r n k l
tttllttiit3 jt.; Ltt;iLttt-lricitt{.
lttotrttrl littit:;it,t,,,tt u t o i t , t l , r o t t , < 1 , - l ) . i c l t l l . tt,L , t i t t : .
, 1 t t 1 , . fi)L t t l l l , r t t : t t o ; t T l t r t r , t L I t t i t i r i ; t t o , t , t i l : l , L t ; i t , ' l : t
htfrt rl,t titiii,tiit lti)\.

1.,6 ':- .-,.:;:.-


'!1 *-
Ir

.iru
CANNoTMoVE THRoUGH
A TRAIN
-fhcre
is nor,herc for ranks to clrivc rhrouqh:rl:rlnourrd
tr.rin. ancl intanrrr are not firolish cnough to move
between the n,agons,riskinq gettinq crushcd if thc rr:rin
shoulcl tn,rve-
Tcdrns ctnnot notc through ut Arinouret/ fi'aitt uulc:s
tha Locoruotiuc ln: been Destroyad. Outt the Lotottotiua
is I)cstro_yad,it ntd othcr Destrol,alt ttrs in the trtirt
bttotte Wr.1,Dtfrcult (hing. Arruoured Tr,ziu: cttnnot
rnat,e throu.qh otlttr Artnourct/ l)tlu:, ct,crt u,heu tLe
otber Arruouretl Ti'din is Destrot,ed.

!t: W
. r. , :i:
WTH ARMOURIDTRAINS P A S S E N G E R - F I RMEADc H I N E . G U N S
Some trains use the infantry platoon to crerv the
By comparison with a tank moving across counrry, a
nachine-guns. \While this sves on mnpowel it does
train provides a relatively smooth ride.
'ArmouredTrainsdo mean that the train can't re its machine-guns once the
not sufer an1penahl,for shooting
infntry dismounr.
on the moue.me! retain theirfull ROF uhen shooting
qhile mouing.Each wedpln on an Armoured Train can Each Passenger-Jired Tidin MG requires an lxfantry or
Man-packed Gun team Mounted in an Infantry Car to
dt a dierent target fom the |ther uedpons.
frc it. Ihe team does not neetl to be in the same Infantrl
Alrnost all guns (aside fom machine-guns) on an
Car as the Train MG, and eaclt team can Jire an1 fiain
fiain are mounted in Dech Turrets (see
MG in the train (although only one 1J'ain MG per tearu
1 13). As such, their Field ofFire is restricted by the
at anl oile trme).
suPerstructare and other turrets of the Artil/ery Car thel
are mounted on, and possibly by other cars in the train ARTILLERY BOMBARDMENTS FROM TRAINS
The predictable movement of a train allows it to fire a
MACHINE-GUNS
bombardment on the move. The huge stocks of rcady
train's machine-guns are usually crewed by separate
ammunition ailow it to do so at a ve11'high tate of fire.
m a c h i n e - g u ns e c r i o n ' .l e a v i n gr h e g u n c r e w r F r e et o 6 r e
Armoured Il'ains cdn Jirc Artillerl BombardmerLts while
owl gurN.
mouing. When an Armoured Train fre: an Artillerl
The cars of an Armoured Tiain fre all of their Iain
Bombanlment, count eacL wedpon fring as two
G's at ROF 2, ercn ahen other ueapons are fring,
uedpoils fring.
when other weapons are fring an Artillerl
A// of the Arti/lery Batteries in an Annoured Train cdn
Bombardment
combine to Jire a single bombardment instead oJ /iring as
7he Field of Fire of a Tiain MG mounted on the side
'of sePardtebatteries.
a car includes euerything to the side of a line drawn
the side of the car. 7he Field of Fire of a Ti'ain MG
mounted on the end ofa ,a, ine/ude' eueryrl,ingto tL,
ofa line drazun alos the end ofthe car
SHoOTINGAT ARMoUREDTRAINS SHOOTINGACROSSTRAINS
No onc is going to risk taking a shot
Arnoured trains are remarkably tough unless hit wirh
that might hit their own train, but the
heav,v-calibreguns. Even if the locomotive is disabled
enem1. doesn't care
irnd the train halted. the gun cars n'ii1 still lieht on. -"
ln tl,e ,au,c tt,tl rl,tt teamsrn,tuot shootthrnugh
Arruoured Trdins are shot t iil the stme wry ts dnl
any otlter 4,pe of lriendly team, Friendly Teams
pldtoon oftanbs. ('rt car is Destrqted, it ceasesto fttnction
ctnuot s/toot through an Armoured Train.
along with a/l o.f its uedPoill but does not otLeruise
htnder tlse train. Tbe Armoured'liain rnoues utitb tl:e Enemy teams can shoot through an Armoured'Iiain, but
Destroyed cdr stil/ in place. teant, n! lea't hall oLscuredby rhe Artoured lrain tin-
clurling Destroyed tars) are Concett/ed.
HIT AtLocATIoN
-ffhile some gunncrs just shoot at whatever part of the

tr:lin they are looking at, smart gunners pick out the
most dangerous c:rrs:rnd target them first.
7ha Gun Thnk ruk (seepage 96) can be ttsed ta diitin-
guish betuteendiffirent tJpes oJ'car and the Locomotiue.

CANTHEARMoURED
TRAINMoVE
'lhe
one part of the train that is trulv critical is the loco-
notive. \(/ithout it, nothing moves!
If the Locomotiue is Boggad Doun, Bailtd Out. or
Destroyed, the Armaured'll'tit cannot mote.
If tLe Locomotiue cin stil/ mouc rL,hen thc rtnoured
Ttuin fails a Platoon Morale Cbeck, the whole Armourecl
Tialn is remorcdJtom the tdble as it steatnso.f, drdgging
it: wrcchad cars uith it. I.f it cnnnot moue, the u,hole
ArtnouredTiuin b Destrol,ei ia placa if itfaik a Platoon
Morab Check.

'"tt;::
'rii,:,. '
,..1:':
:ii
An.uounrp TRAINSIN AssAUtTs Any lnJntr1 Platoon or Supparting Thnk Platoon is t
sepdratcplatoott Ji'orn the Arnoutd 7min. If thc Jnfdnt.1,
Armoured trains are clifculr to assaultrvith mrchine-
Pldtoon is still wountarl ir thc InJantry Ctr u,hen tl.,e
guns bristiing lrom every apcrrure. lhese f:rrsomc
InJantry Car ls l)estrc1,edin an tsstrtlt, tLe uhole lnJtntr.y
beasts are not rvorried bv nere infntrymcn and can 'li
Pldtoon u,i// ba Dasn'oyd. Infirtry ttnl Supporting nL
ignore them at rvill.
I)/rttoons cnt [)isntount to (.out1terdtttu'h lJ tltcl tre
Armouretl T)zins cdntLot Charge into Clntdct tild (to not
d:snulted.
moue u h en Counte rd ttd ck it g.
If any part oJ't:, .i;tnoartd lnin i: asdulted, dn.ypdrt
ofthe train uithin 16"/40cm oftn Araultirtg teant cdn
Defe nsiue Fire at tedms ry to 16"/40cn du,al.
If tlte Lot:onotiut can sti/l mot,e when an Armoure d 7i'nin
Bredb: O./JJrow an ustult, thc trniz may ntoue through
or patt dil.y eileml tedrts u,ithaut bindrante, and thc
train doesnat need to be more than 1"/l)crrt.from eneru1,
tearu: Jr the asnu/t to end. If the [.ocontotite uutnot
rtoue uhen tlte trdin Branl<s Ofl, dn.t-ptt oJ' the tain
ulthin "1"/1)cru of tbe As:nubing Pktoon is cd?tucd
and Dcstroyed.

DTUOTTSHTNG
ITAILWAYLINES
RaihvaYlines are renarkablv harc:L ro dcsrror,.especiallr' On/y tht I.oLorto/irc ttettls n rtl:r, r Boq (:l,Ltl? u,lrcn
as thc train carriessparc rails :urd rvooclensiccpcrsor ties tro::ln3 rhutrgcr/ Rtilun.t' Littt:. bu it docs:o uhtuurr
to allon'irs track repir team to repair minor c1:rmage. tltr tuiu rtttlts tl)(.|n1)/ngd t4'tjo)1,0i iJ'tltefizin lttr^
Ihe only ua1 to dtntgc a Railu,al [.inc dtu.irrl a gdruc thr turr stntdrlliug t durt,rgetl :ctrion oJ'Railua.y Linc.
is Jr a Pionecr tctw to pLdre cltt.rgt: on tlr trtch:. Ihq1, ( a trtin Bogr [.)otlu, ott/.1,tltt Loconotiuc is con:ir/crcd
do this in the same Lut.1,tl,at tl,c.yGd.p tn Obsnclc (stt Boggu/ Dou'rt.
pagc 225). IJ'the1, srlccced, the section oJ Rdi/ruay Linc
adjncent to the tenw becones Drfin/t Going to trdins.

.
'*'t.
rireiid ;i;;;,'; !;il'r;; ;i;;";;;;; t""l;i", t'-a j". oranti-tank
ue o&en the only thing that cm halt the bold strokes of a Blitzkrieg advmce. 'Vhen combined with
wetts ofbarbed wire and carefully networked trenches they sway the tides ofwu in favour ofthe defender.
defeat such meures pioneers creep fomud, mder the cover of immense artillery bombudments, determined
open a path for the soldiers behind them. Once the way is cler the troops leading the sault dash through the
seeking to smash a hole in the enemy defelces, opening the way once more for sweeping adruces

tifiations. ..,.......214 BbedVireEntmglements. ...... 227


FortifiedDefences...,., ......214 StreetBarricades ,,......228
Entrenchments. ,.,,.,,,215 GappingStreetBricades. ..... 228
' Tienchl-ins ........215 Minefields. ....229
GunPits. .,....,,...216 GappingMinefields..... ...... 229
Tnkpits ,..,.. ..,., 216
BoobyTraps ........... 230
PlacingBoobyTraps.... ...... 230
ShootingwithBmkers.. ...,.. 218 TiippingBoobyTraps... ...... 23O
ShootingatBunkers.,... ...,. 219 GappingBoobyTraps.. . ..... 23O
fusaultingBunkers.,.... ..... 221
. ..... 222 Anti-tankObstacles.... .........231
F i r i n g S m o k ea t B u n k e r s .
G a p p i n g A n t i - t m kO b s t a c l e. s. . . . . . . . . . 231
....... 223
DemolitionCariers. ,,..232
C r o s s i n g O b s t a c l.e. .s. . ...... 223
fusaultingAcrossOtrstacles .... 224 C o n t r o l l i n g T e a m.s. ,. . . . .,... 232
BorgwdBIV .......232
Obstacls ....., 225
Goliath. ......r. ....232
InfmtrymdPioneers... ...... 225 Switchto RemoteControl .. .. . . 233
Bulldozers ........., 226
226 Bunkersmd Fortifiations Summary .... . . . 234
Mine Flailsmd Rollers. . . .....
AssaultBridges ,...., 226

u e t h r e e m a i n q p e s o f o r r i l i . a r i o r r . :Entrench- All of them har-e the ellect of liniting the enemrls


nts, Bunkers, and Obstacles. mobilitr', and hopefully, channelling them into the
killing zones of vour weapons. Thev can be Barbed
'S7ire,
MENTS Barricades, Minefields, Booby Tiaps, and Anti-
renchments are trench lines and gun pits of the type tank Obstacles.
associaredu ith World War One . They can be Trench
Gun Pits, and Tank Pits. FoRTIFIEDDEFENCES
Fortifications are deployed as either Area Defences or as
ERS
part of Fortified Platoons (seepage 262).
are heavily protected positions for machine
and anti-tank guns. They muimise the efective-
AREA DEFENCES
of the limited number of weapons available to the
Area defnces are fbrtifications (usually obstacles) used
e by making them very difficult to knock out,
to create a continuous barrier across the barrleiield.
specially at long range. They can be Pillboxes, Nests,
slowing down and channelling the enemls advance.
o r Turre ts.

FORTIFIED PLATOONS
ACLES
Fortilied platoons occupy strongpoints. These heavih
are barriert lo movemenl. They can be
forrified positions are di{ficulr to overrun, and doninate
barriers like srreet barricades and anti-tank
the ground around them with fire.
,ditches, or more sophisticated and dangerous obstacles
like minefields.
Given rime, troops connect their foxholes into a con- out of, or across tltem, but cnn moue Ar the
tinuous trench line, allorving them to move about their Double along Tiench Lines. Caualrl cannot
position saf fron enemv rc. Meanu'hile the gunners enter Tiench Lines.
dig pits for their guns to get then below ground along Tienclt Lines are Slou Goingfor Fully-tracked uehicles,
rvith the crew. Even tankers denied rheir mobility and Dfficuh Goingfor I'{a/f-tacketl uehicles
and ImpassabIe':
ordered to fight as bunkers drive their tanks into pits so to al/ otber uehic/esattd Gun teaus.
only the turrets are visible.
Thereare three basic typesofEntrenchments; ASSAULTING ENTRENCHMENTS
. Infantry assaulting other infantry in a trench will jump.:
Trench Lines,
into the trench and fight them there. A tank cant get,
. Gun Plts, and
into a trench, bur that doesni stop it from getting at
. '[bnk Pits.
the troops inside. The tank can use its tracks to try
'l'rench
Lines are Wor/d War [-style *enches designeclbotlt and collap'e rhe rrench on rop of rhem. or simpll'
asJring positions and as protected mor(ment routes. Gun park across the trench and machine-gun along it while
Pits are protected positians for macbine-guns, iilti-tdnk the commander tosses a few hand grenades in for
guns, and artillul. Thn/ePits are protected fghting posi- good mea.rrre.
tions for tanhs, mdking them into improuised bunl<ers. An! tetm that can crossan Entrenchment can assauh.
-ferrtin
Entrencbments are not Ieatures. rroop, in tl'e l-tttr, cchmcqt.

CROSSINC ENTRENCHMENTS T R E N c HL I N E s
Trenches have to be narrow to protect their occupalts
lrerrche. mav \eenr obroietc in thc ag< of blitukrieg
lron artillery re, so they do not prove much of an
and mechanised warfare, but they still have their place.
obsracleto tanks or troops on foot.
Against opposition lacking in tanks, thel-are as effective
Entrenchments are Slow Gaing. IJ'the1,dvs potlsirrrS;n a ' e r c r . u l r i l s r g a i r r s rr n o b i l e l o r c e r .t h e y a l l o u i n l a n t r ; '
Rough 7rrain, teams need to tabe Bogging Checksfor the l I n d n o e u v ru
c n d c rt o r . t .
terrain around tbetn as usual.
Trenrh Lines come in B"/20cm laugsections. Thesecan be
Infantry and Mnn-packed Gun teanu are not hindered broben up ittto vniller stctiots to mdke it easier to build
by Entranchments, but cannot moue At the Double into,
1ou, trcnch ,1,r, 'n drount/ rhe rerrain.
7nms entirely within Tiench Lines are Concealed and
in Bulletproof Couer. Because Tiencb Lines are dug in a
zigng pattern, tlte Concea/ment and Bulletproof Couer
euen applies uhen shot /1t b)i trooPs in tbe same
oJ'Trench Line. Ti,oopsspending their entire turn in a
Trench Line wlthout shooting are Gane to Ground in the
opponentl next turn, euen iJ tltey moud.
j temrs truA TRNCHL]NE.AP.
':
CaN3EALED ANDlN BULLET?R))F
-rHEf
] CAVEP.,
,/eN lF MOVE.

,*.*1''
'i!:.rli.:r
i;-.,,,'.:

Cot^t(uNtcATtoNsTR.N
cHes
ONE aF TH IMPaRTANTND aFTENaveRLooK FuNclIoNS F TREN1HLINESIs ft\cBILITy.
TRaa cAN MavE aurcKLy ANDsAFELy AL,N6 TReN&t LtNEs (EVEN,rHEr AAvtNGfi THe.
DOUBLA, ft,KIN HCA PCRFCTFAR MAVIN' YAURRESEWE' C IHREATENEDARA' R
SWIT.HIN6TRoa% gElweeN PogIlIoN' To MEE lNReATs A3 THEyDvLc?,SCATTERIN6
R.NCHCS ABOU LAS.3THISCAPABILITf,
EFFECTIVELf
RDUCINE ]EM f FC\HALE;.

GUN PITS
While lbxholes provide prorccrion for rhc gun crc\\.,
thev do nothing to hi<lethc huge mass oftheir weapon.
Digging a gun pit allorvsthem ro lou,er thc gunlsprohlc,
making it much easierto concc:rl.
Gun Pits are node/led as a raisu/ parapet dround a Gun
team. Once p/aced in a (kn Pit, a ()un tetnt ctnnot
moue or rotnte, and is not Rotdted t0 Jace lts tdrget
uhen shooting. Guu Pits prouide the oct'uptnts tuitlt
Concealm ent an d B u lletp rooJ C ot er.

TANK PITS
A tank pit involves cligging a big hole and drivins a tank
into it so that it is'irull down', dcep enough thar onlv
the turrer is visibLe.
A'lhnk team in a lbnk Pit tannot moue or rotntc tlteir
hu]/, but mal rotdte their turrets ls nornal. C)xh, shg
turret mdtters when detennining tbe tdnle'sJcittg Jr
deciding wbether shots hit tbe.front or sidc drnour, and
all shots hit thc tuffet. A Tnk team iu d TanL Pit is
Concealed, so it can beneJitftom ()oing to Cround.
-fanbs
in Thnb Pits cannot shoot huLL-nounted ued.pons,
s0 a turrtless tank cannot beplaced in a Thnh Pit.

7.
" ",,
Bunkers maximise the effectivenessofthe limited number DEFITADE
WALLS
of weapons available to the defnce by making them Bunkers are ofien placed in defilade so that
very dificult to knock out, especiallv at long range. the enemy can't engage them until they are in
There are three basic ,tpes of bunleer: r h e h u n k c r ' s l i l l i n g z o n c . i r h c n a r r r r a lr e r r a i n
. Nests, provide a de{ilade psition, concrere walls cn be cn
. s r r u c r e di n \ l e d d .
?illboxes, and
. Some Bunkers are modelled with Deflade Walls.
Tarrcts.
are not part ofthe Bunber Theyare Impassable and
Nests dre rooJd foxholes 0r well-protected
fghting pits. Line oJ Sight, ?reuenting the enemy
Thel prouide gooct protection, but are uulnerab/e to fom eilglging
Bunber from t/tat direction.
accurate c/ose-rangefre.
Pillboxes are much more substantial conttructions in concrete M O V I N G P A S TB U N K E R S
and xeel. Gunfre wi/l not harm them and on$ closeaxault A concretebunkerwill defeaieventank tracks,and
or d huge bunlcer-bustinggun can knock tbem out. d r i v i n go r c rJ m . r L l r i n e - gnuen' ri s r i s k 1 .
Turrets are made by mounting a redundant tdn/? turret Friendly and enemy teamsface the sante /imitation:
on an underground bureber containing ammunition and mluing nedr or pmt a Buner as they would if it were
accommodation Jr the creu. lhey combine the uehicle (seepnge 38). Tams can neuer be placed or en
fexibility
ofa tank with the defensiue strength ofa bunker. thir mouement oil top ofa Bunber
rX/bere the rules refer Bunkers (whether intact or Destroyed) are Slow Going.
to Bun/<ers, they couer a// Nasts,
?illboxei dnd Turrets. tbey are in Rough Terrain, teams need to tahe any Bogt
Bunkers are not Terrain Features. CheckJr thdt terrain when croxing the Bunher
Bunkers are Impasable to all uehicles other than
BUNKERS
AREINDEPENDENT
TEAMS tracleerl and Half-trackid uehicles, and to Gun
Bunkers are designed to fight on, even if the enemy sur- other thdn Man-packed Gun teams.
rounds or bypassesthern.
Bunkers are Inrlependent teams, but can neuerfoix arher TAKING CoVER BEHIND A BUNKER
pbroont or l2s/6;na/ by \Yra,riorream,. A big blo.k ol Loncrete is a good thing ro lride belrind
when someonc is shooting at you, and unlike a tank, it
SKILL AND MOTIVATION TESTS won't drive olf leavins vou strancled.
A bunker's crew are safr inside than running awa1.,so Bunbers (whether intdct or [)ettq)ed) btoch Line of
they tend ro fight to the end. On the other hand, they through than and prouide Concealmertt
for teams bt
are manned by second-line troops lacking in combat them in the sam( w4, as buildings or ualls.
experience, making them less prdficient in conbat.
A Bunker automatica//1, paset ill Mltiuatiou Tstsit i:
required to take. Ifa Bunleer nee& to tabe a Sleil/ 7st, it
doessa as Tiained, succeedingon a 1+.

PINNEDDowN AND BAILED


oUT BUNKERS
Keeping a bunker under fire so rhat assault teams can
ger up and knock it out is a good idea. One problem is
that the crer are well protected, and they know ir. The
instant the fire ceases,they are back into crion again.
Unlike other Independent teams, Bunkers clo not
automaticalb cease to be Pinned Down at the end
of a Step Instead, wlten Pinned Down, thE rewain
Pinned Doun until their next Starting Step, when they
/lutomaticallJ Ralll.
Vhen Bailed OuL Turret bunkers also automaticalll
Remount in their next Starting Step.

:;l:.1
'J-

..'

liNe BUNKERS iffi ;ffii'ii. iii'iM'sui.'kEni


The walls of bunkers are so thick that only fire ar the
from being unusually well protected, weapons in
firing slits can have an effect.
ope rate the sme way as normal guns.
Drazu Line ofSight and measure Range to andfrom an1
nkers use the normal shooting and artillery bombard'
part of a Nest wi.th an all-round Field of Fire. Draw Line
rules.
of Sight and measure Range to antl from the Firing SIit
of other Nests.
IETDSOF FIRE
n most bunkers the weapons have firing slits that allow Draw Line ofSight and measure Range to andfrom an1
ihem to shoor out. Quite often the side facing the Firing Slit ofa Pillbox.
h a . n o f i r i n g s l i t s . o r . i n g L h ee n e m l t o e r r t e ra Drau Line of Sight and measureRange to and from any
ng zone to deal with them part of the turret of n Ttrret Bunleer, ignoring the base
either haue an all-round Field of Fire or a dnd concrete mounting.
t9}-degree Field of Fire fom each Firing Slit In no casecan Line of Sight be drawn 0r Mnge measured
Nestshaue a single Firing Slit uith a L9}-degree Jrom protrudlng gun barrek, Deflade Walls or the like.
of Fire. Others lihe Tbbrub Pits, Normandy
KttK Nats, and Flak Nestsbaue an all-round Firing
WITHBUNKERS
BOMB,ARDMENTS
Some bunkers are built to house coastal-defence artil-
SIit ging them an all.-round Field of Fire (ahere not
ited by a Deflade \X/all\. This is noted in the Nest's lery or rocketJauncher batteries, and are designed to

uhereapplicable allow the weapons in them to fire bombardme nrs.

haue one or more Firing Slits as shown on the Bunkers ablr tofre an Artillery Bombardment haue a Sleill

giuing them a I 81-degree Field of Fire fom each mting of Trdined when fring Artillerl Bombardments.

Firing Slit.
Tsrretshauean all-round Field ofFire
SHOoTINGAT BUNKERS Our
Hits close to a nest will force the
Bunkers are almost invulnerable to the fire of most
weapons. The best that most troops can do is to suppress to duck, reducing rheir rte of fire
g o o d ' q u a r e h i r u i l l k i l l r h e c r e w .d e s L r o y -
one allowing their assault groups to get close enough to
ing the bunker
knock it out. Even this is difficult as bunkers are well
camouflaged and hard to hit. Even then, only hits near ( a zueapon hits a NesL roll a FirEower Test
the firing slit have any effect. . A sucressful Firepouer Tst will Pin Down the Nest
A tean nust ba able to draw a Line ofSight to and be . Otherwise the Nest is unharmed.
uithin 16"/40 cm of the Firing Slit of a Nest or Pillbox, If a weapon Pins Doun a Nest, imnediately roll a
or ary) part of.t Turret to be able to shoot dt it. Fircpower I-e,r.
. If the second Firepouer Te* is successful, the Nest
How MANYDIcE
D$r rny(d.
A b u n k c r \ f i r i n g s l i t i ' a ' m : l l r a r g e rr e q u i r i n g p r e c i s e
shooting. Firing fiom the halt is usually much more ef- . A failed second Firepower Test leas the Nest Pin
lctive than firing on the move for such a diiicult shot. Doun, but otherwise orhar*"d.

Teamssbooting at Bunhers roll the same number of tlice as


PINNINGDOWNPILTBOXES
thel would in shooting dt dryt lther tdrget (seepage 91).
Better built ancl designed rhan nests, pillboxes are in

S C O R T O H I T vulnerable to normal weapons, but the crew an still


forced to take cover by accurate fire at the firing slits.
Shooting at a bunker is quite different.[rom shooting at
a tank. The target is small and precise, but isnt moving Ifa weapon hits a Pillbox, roll a Firepower 7)st.
about or trying to hide. -What's needed is skilful and . A successfulFirepower Test uill Pin Down the
accurate shooring. . Afailecl Firepouer Test lraues the Pillbox unharmerJ.
Unlibe norma/ shooting, tedrrs ro/l a Shill Test to hit a
Bunker. The Skill Testis not motlifed in an1 way. KNOCKINCOUT TURRETS ],:
Tank turrets do not hare firing slits- The only way tq
NO SPECIAL RULES put them out ofaction is to penearate their armour. -.ll
Shooting at bunkers is quite different from engagingother
If a weapon hits a Tilret, the ouning playr must tai
rypes of targets. It requires precision shooting, making an Armoured Whicle Sdue (seepage 97) and the
tricks like stabilisers and vollev firing unhelpful.
pld!(r a Firepltuer Tlst as :if it was dn Armoured uehicli:
Tedms cannot use special rules libe Stabilisers or Vollel As t Titrret hds no hul/, ahether shats hit the Front
t;ire uhen shooting at Bunkers, unles speciJica/17stated Side Armour is determined salelj, b1 the turretfacing.
in their rules.
.:ts,1: Ir

TEAMSMU31HAVEA LINEOF
st6+r ra lHe FtRtN3u7s aF
A TILLBAXTA SHAOT A1 IT. !
.i, ,. '-
f::ri.:,ei'fR

ONLYBUNKR
BusTRsCAN
DTP,AY
A TILLBAX

AUTOMA-TIULLYIF
thev scaReA HlT.

BUNKER
BUSTERS
Sone guns arc so big that thev can smash throtLgh the
s'alls of ir brnkcr or fip I turrct fron its mounting. One
hit from thcse bunker busters:rntl itt all over.
Any hh bt, a uetpon 1ak/ ds n Runber Buster rtutuntttti
ca//y Destroys an.y tJPe 01 Builker tritltaut nn.lt FirtTou,tr
Tex baing ncaded.

ARTILTERY AND AIRCRAFT


Bunkers:rre irnmune to :rrtillerv and air attacks because
the chancesofa dirccr hit are so srnall, :rnd nothirs less
v'ill hurt them.
Artil/ery' Bombardnknts dtld Ai Sttpport Lrtnnot ltnrltl
a Bunhcr at a//. Burtktrs urnal bc v:tl n tl,t Airttin!
Point .for an Artil/er.l, Banbtrdruut .)r Tlt( Tni,< ttt)l

for Air Support.

A3 v\/in,]ANyBUNKER,
RaLLSKILL
TEgTSTA HITA TURRET. SHOATIN'
TEAMS I^USTBEWIHIN16'/qACM.

-,4 ALLOTHZR Src1S t1


... . I|E 'ID AR,r''CR.

: SHOTS FROM THE FRANT OF fH


: TUPRET UgE TH FRONT ARMOUR.

g.-- ::*..: s

THETUPPTAI,AKES
AN ARAOUR
SAVE A3 IF IT '4EPEA ANK

,.r'.t
ASSAULTING
BUNKERS BUNKER
SvEsIN AssAUtTs
Becausebrnkers are almost immune to shooring, the B u t t k r r sh a r < o p c n l i r i n g . l i r s [ o r r h e i r

besrway to destrol. a bunker is to assaultit s'ith demoli- weapons, allowing a skilful soldier ro

tion charges.Once the assaultream reachesthe bunker, post a demolition charge, finishing offthe

its destruction is almost certain. bunker. Tirrrer bunkers:rre rrickier silce the
weapons and view slits are protected by armoured
BunhersJight it an asvu/t itt the same ua1 as Gun tedms
mntlers.
witb the Jollowing changes.
Wlteu a Nest or Pillbox is hit in an asault it is automati-
D E F E N S I V EF I R E ca//1 De'rro1td.
Bunkers are usually l:rid orLt in a mutually supporting When a firrret is hit in an Asauh, the owning player
network. \ffith each bunker covering the others, they rolls dn Armourec{ Whide Saue (seepage 97) treating the
'lbp
are difficult to assault unless all are pinned down at the Bunker as hauing a Arntour rating of 1. If thel
same time. the saue, the Turret ruill be Bai/ed Out or Destroyd as
Bunkers conduct Deferuiue Fira as normtl. whtru it was an Arrnoured uehic/e.
uithin 8"/20cm of an Assaulting team (seepdge 152).
In addition, when one Bunker h dsaulted, euerl other TANKSASSAUITING
BUNKERS
Bunher within 16"/40crL can conduct Defensiue Fire Bunkers are simply too srrongly built for a tank ro have

dgdinlt dn! Astdulting tedms uithin any impact on rhem in m assault.


I 6"/10cm of it.
Hix from Tank teams cannot be allocated to Bunkers in
,SSAULTING BUNKERS assauhs,
Once your troops reach the bunker thev piace an explo,
sive charge on rhe gun slit to 6nish it off. BUNKERs
ALwAYsCoUNTERATTAGK
All tedms h contact with a Nest utith an a/l-round Field There is nowhere safer than behind the concrere walls
oJ Fire or d Turret cdn Roll to Hit, but on/1 taatns iru o f r b r r n k e r *. o r h c c r e r r r e n d r o g h Lu n r J f h e r r h d n
contdct with n Fil.ing Slit ofPillboxes or other Nests,and rrrrning au.tv.

only one par Firing Slit, can Roll to Hit. Any hits from 4 Buttkt, ruill nlway, pass rhs Moriuarion Tsr ro
temJ attemptiilg to hit a Bttnher must be a//ocated to the Counteftlttack (seepage 162), ercn if the rex of the
Bunber, Pioneer tenns cl1n rrro// failed Skill Tst: to hb Defending p ldtoons Break Ofr
a Bunber in an dssaub.

..',.,1t1,.t"
,.]
.TTACKING
WITH A BUNKER
troops in a bunkef will not sit passively by rvhile the
nemy attempts to blow thern up.
'*lrm
Corntrrottoching, a Bunber rol/s one ie
!. On a scoreof 4 +, lt hits an enemy team within 2 "/5cm
. of and in the Field of Fire of its Firing SIit or Tilnet.
: On an! other roll, the enemy is un/tarmed, but must
still take a Motiuation |st to Counteftltt.lck as if it
. had been hit.
Infantrl teams hit by a Counterattacking Bunher are
as usual. Tank teams bit b1 a C|untrattacking
r use their Side armlur ftlting in the same way thdt
nk teams hit by Gun teams do 6ee page 157).

ONSOTID^ATING
AROUND BUNKERS
M o p p i n g u p r d i . a b l e d L r u n k e ri ' r e h r i t e h . i m p l . o n r c
lllhe protective infantry have been chased off, but getting
too clo,e to a bunker .till in operrtion i\ nol u i\.
When the enemy Conso/idates, tl)e! cannot moue within
',2"/5cry
of 4n7 nruiuing enemyBunheno..-.

'&
E1
, ..:.;{#.:1;{{ffifis.:seffig;
]FIRINGSMOKEAT BUNKERS Desh'o.1tittg
tltc But*er, phce rttv Siuoke .\[trkets l:cc
page 107) diractl1, iu J)627 p7'tt Firirg Slit ott tlte 3',,,, ,,
l:Bunkershave their entir lleld of 6re neasured out and
iiiangescalculated, nakine then exceptionalli, dangcr- Jr eaclt hit scorcd.
,,ous, Even amidst a sl.irling smoke screen, they can
SMoKEBoMBARDMENTS
tdeliver accuratefire agairsr a partially glimpsed target.
Bunkers are not parricularly mobile, naking rhcrr casr'
As ttormaL d Bunker cannot see inother tetm dt orer targetsfor artillery wanting to screendist:rnt molencnr
'16"/10cm
tfall Linei ofSight between them pass tbrougb from them.
:Smoke Markers. Howeuer, unlihe other tedns, Bun/eers
A Bunher can be the Aiming Poitr Jr r Snol:t
shooting through Smoke Markers c/o not automaticdl/1
Bombdrdrnent. IJ it is, treat it rts t Cortced/ul (btt not
eat the target tedm as Concett/edand Gonc to Ground.
Gone to Ground) Trained team tulten ctlnktlug the
Instead, the score to /tit the target te/lm ignlres the eJJct
score required to Range In.
of the smoke.

FIRINGSMoKEAT BUNKERS
Ifyou get closeenough, you can re smoke at a bunker,
although with their extensive ammunition supplies and
in weapons, it might not have much el}ct.
Before shooting at a Bunber, J/ou mdl ttdte thdt you
are fring Smolee.Ifyou do this, use the usua/ rules for
rhooting at d Bunbea rolling Skill Tststo hit tbe Bunher
usual,but i.nsteadof Pinning Down, Bailing OuL or
&i*-iii'::t:r.:

Obsracles are barriets to movement. Theycan be physical CRoSSING


Ossrlcrss
buriers like street brricades or anti-tank ditches, or
Obstacle" ue designed ro hinder mo\emenr
more dangerous obstacles like minefields. All have the
Troops spend as litde time hung up on thm as
e l T e c or f l i m i r i n g r h e e n e m y s m o b i l i r u .a n d c h a n n e l l i n g
can.
r h e m i n r o r h e k i l l i n g z o n e so y o u r w e a p o n s .
All Obsraclesare Slow Going. Most Obtd.lA requirc
fhere are f uc basic rypet of Ob:tacles:
Shill Te.rto cros safely. Thespecifa ofrhis restand rbe,
. Barbed Wire Entanglcments. sequencesfor failure are aered in each Obstacle\ rulei.
. Street Barricadet kams mouing ttross an Obstacle must do so bly
. Minef eld'. sllortest route, leating the Obstacle as soon as
. Booby Ti'aps,and a"ercrosing ir.
. Anti-tank Obstacles.
MINEDOBSTACLES
Barbed \Yire Entdnglements are the classic World Var I- Minefields and booby ps are not just a hi
stlle barbed wire obstacles claigned to hah infanty in ro movement. rhev are deliberately designed to kill
front ofmachine-guns. Street Barricades are improuised maim the troops crossing them. It takes
obxacles piled up bl the defenders ubeneuer the inhab- guts to enrer an obstacle like that.
itdnts of a city fnd themseluc fghting for tlteir ltomes.
Aplatoon attemptingto crzssoile or flore Mined Obt
Minefel are aeas streun witlt carefully lturied mines
must make a Moriuarion Testbefore mouing.
daigned to blou a track oJfa tank or afoot ofan unwary
. If theypassthe Motiuation Test,they moueas
infantryman. Boob1,traps are explosiuesand mines hidden
in unexpectedplaces 10 trl1P unuary inuatlers. Aftti-tank attemptingto crosthe Obttacles.
obstac/es can either be wide ditches, solid barriers, or . Ifthq,fail the tex, the platoon's teams stop dt the
concrete obttac /ei libe'dragons teeth'. of the fr* Mined Obstaclefacing tawards the
(or stop immediatel f already in a Mined Obstacle).
Obstaclesare not nryain Featur$.
and cannot mote further or assaub this turn.
OBSTACLE
SECTIoNS IJ a Souiet platoon containing
a Komissar fails
To make things simpler, all obstacles come in standard Motiaation Test to cross a Mined
Obstacle, the
sections of the same length and width. plalter may use the Komissar special rule (seepage 2
Obstaclescome in 8"/20cm long by 2"/5cm deep sections. to re-roll the test.
You reduce the length to ft between terrain features, for
exaruple to bloch a road betueen two buildings.
:::1ia:'ra.:irl.ia:al:a:.:::;rra

AN.OBSTACLE
TO FIGHT
imes it is impractical or impossible to entirelycross Obstacles are designed to make it difiicult for the enemy
obstacle and a team is left sitting on the obstacle. to assault oops on the r side. Teams must cross the
t sarting their mouement on dn Obstacle, but square obsraclero ger at rhe enemy.
against its edge,or partly of the Obstacle,are ffic- Obstacles are 2"/5cm deep, so teams need to enter or crlss
acrossthe Obstacle.Theydo not sffir anyfurther an Obstacle to Roll to Hit a team .on the other side in
if they noue direct/1 of the Obsrarle acrossthe
ent edge.
COUNTERATACKI NG ACROSS OBSTACLES
teams starting their mouement on an Obstacle,
O n c e a p l a r o o n h a : i r s b l o o d u p i n a n a s r a u l r .r h e
then moue along or across the Obstacle are treated as
dangers of a mineeld seem less than the risk of not
tbe Obstacle again, and need to take all releuant
d e a l i n gw i r h r h e e n e m y a r h a n d ,
including another Motiuation Ti:stfor attempting to
a Mined Obstacle if releuant. Platoons t/o not need to tdhe a Motiuation Test to
Clunter/xttdck auoss a Mined Obstacle, but they still
BETWEEN
OBSTACLES need to tabe any releuant SklllTi:sts to cros the Obstacle if
f obstacles are placed too far apart, their value is nulli they need to, and sufer the usual consequencesoffailure.
as the enmy s.imply moves through the gaps. TedmsCounterattacbing enemy teams in an Obstacle need
can only moue through gaps between Obstacles to take any releuant Sleill Testsas ifthel, wre a.ttempting
croxing the Obstacle itself) tf the gap is at least to cro$ the Obstacle theruselues in the same uay as if thelt
wide as thel are (s page 42) uere assaulting into Rough Ti:rrain (seepage 149).

NEARTHEENEMY BREAKING
OFFAcRossOBSTACLES
re two-wy things. They limit the enemy's V/hen not crossing a minefield means capture or death,
, but they can also prevent you fiom interfer- the risk seems much less than otherwise.
og with the enemyt activities in other ways. Platoons do not need to take a Motiuation Test to Break
are 2"/5cm deep, so teams can mo" ght up t0 Ofi acros a Mined Obstacle, but they still need to take
euen ifrhere arr eneml !eams on the fa, side any releuant Skill Tsts t0 uoss the Obstacle if they need
to, and sufer the usual consequencesoffailure.
ULTINGACROSS
OBSTACLES If a team that is Breabing Of is unable to nlss the
my obstacles work best if they are dended, making Obstacle, leauing it too close to the uictors, it will be
across obstacles quite common caPtured as usual (seepage 165).

,TINGACROSSA MINED OBSTACLE CoNSotIDATING


AcRossOBSTACLES
lMhen an officer orders an sault across a mineeld, Once the excitement ofthe assaultsubsides,the victors'
hooe that their soldiers are brave and committed caution returns as they survel' the cost and estabiish
to get up and follow them. positions for the next phaseof the battle.

the ,4ssaubing platoon will Charge into Contdct into \Y/henmaking Conso/idation moues,the uictorious p/atoon
across An Obstacle that requires a Motiuation Test fllows all the not'ma/ rulesfar crossing Obstac/es,includ-
enter, the Platoln must take dnl Mltiuation Test it ing tlta Motiuatiou Tstfor uossing Mined Obstacles.
to rahe to ento th( Obsra,le beJorchnrging inro
'ontact.
If it faik the test, the Assaulting platoon refuses
assaub and the assault is or.

:1,111:.:,:1
*
'
INTINTRy AND PIoNEERS I N F A N T R YM U S T R E - R O L LS U C C E S S E S
\\'hilc ir is usuallr, bcst fir Lhe lcaciins waves ro sinrplv l ) i o n c e rasr ce q u i p p c rdv i t ha l l k i n d so f s p e c i a l
o b s L a c l c - b r e a c h i ncgc l u i p m e n t a n d a r e t r a i n c c l i n
prrsh ol through rn obsr:rclc ancl teke thc resulrin.g
crrsu:rlties,it is irrportant to clcar g:rpsbehind rlrem fr tltcir usc. llegular inlanrrv can do rhe sanc job u'ith

tbllon'ine troops irnd r':rlurblc cquipmenr. lhis hazartl, llinrc,veL is to hand, but takc longer to clo ir.

ous trrskcan be pclf-omreclbr. infanrri. if ncccssan,.bur I)rre to tl,tlr hc| oJ taixin3, Itfirttrl, tetns rh ttrc uot
i s b c s rl e l i t o r r a i n c c p
l ioneers. ?ionetr tctns nLust rc-ro//:u6tfuL SLi/l Tcst: to qdp
li) ntteltl?r /a gnp nt Ob:ttcle tt Irtfintt.y,tetrnt uu:t Ob:tdtlt.

htue sttrLcd thc tr/r1/ iqun( tp agtiu:t the ObsttcJc, trti


P I O N E E R S U P P L YV E H I C L E S A L L O W R E - R O I I S
ito/ bc Piuued Dout.
A lot of pioneer c<luiprnenris hcart' or po.vcr operatecl
,4 te,tin trtcnptirgto gtry tt, Obsatle c,trnot hrruc tttott,cl makinq it impossiblc to carr\'()r for. Il thc pioneer'.s
it /he,ltat.'tueut Stry,nor hc (|onr to ('rourtt/. 7he1tt.ill
supplies are brouelrt up bv a rehiclc, rvork proceecls
ltaf b( (:oucill(d );t the Opctt, ,cins n'attt.l tts i.f rLel'
rruch fasrer.
lud norcd.
te,un rlut ltts t Ploueer.\upply teltit/t u,lthitt
h thc \Lootittg Stcp, utl, t(tt/Lt nrTeilry)/ii/.<
to %p nil Corututtrrl l)lstrnca (sr ptge 65) nay, rc,nllJlld ,\l?i/l
Ob:tttlc ro//s t -\Lill Tttt lt^ttil o.fjhooTi]rc.
f titr to ltt! OLsrnc/6.
. l.f iu.) Tut/ ?tsicr //t( r.st, r(n.)ty Thc u,l,olt:tctiort oJ
thc Obsaclc. GAPPING ANTI-TANK OBSTACLES
' Ilthcy il/ril, rrtort t ot[ )s tttctlcd,tutl tl,et, rL,jlll,at'e ,'\rrti-rrnk obsraclcsare rhc brutc,frce school ofobsta,
Ta tr.1]tlgtlitt |t(Il ruiil. c l e s .l r t a l i c sl l o t o f s o r k r o n a k e L h e n . : r n c 1a l o t o f
work ro brelch rhcnr.
I w.tral tctLilj iu n plt/tooil t!i. ttljt,otr to itttrltlplt
Ob;nelc:, tLt ou,ttiilg1,1,t.1,t,;
,ttt:/ dccltrt tt,l,icltOLst,ic/c [.:itlil,:cotl,tr Obsnclt: rt,,1ttti,ttrk Ob:trtlc i.; rtot
Ltil, tcitrtt utll drt(i]tlt nt gtp hcJore rollittg ttt,),0l tlta tt,rtot.ul tfrti t sitplt ,ucccssJll .\kjll Itst. hutctd,
plnrotis Ski/l'list:. pltte t d)t, besidc il,a ilni ntnk Ohrtclc sltou,in[ tlte
'Iisrs.
Tt)tnl ruubti o.fsuccessfirlSIil/ [f rt the ttul o.f the
Sbootiug Sttp tbc ntdl mtnber a.t'succcs,.f)tltctts Iorn
tl/ Ittfntr1, tetut: tt,orkltg ott nn ObstttcLeitt tltts ttttt/
ptct,iott: t tttus is si.xLtttttott, renou( the a)bJtn(h.

-.!... a)t\-)K ;
94tr-r.. r. ,rO@
:-a i\ata)) aF 3aa7i\i.lFTra'
" ; a s ' " ' a. nc:,,.
.3s..a.t',,
lrl.lrr-lr:- :.,*W

T.Aiv\s
rtar ARNor PlcNEERs
,r4rs1Ri-RcLLSUaC?SSFUL
R)its lc 3A?aN cSsltaL'

$tu
A PtcNtERSuppLrV1ELE//ii-HtNco,4/,44AN,.,a Teat,s rAT r\c'/E, c< aRa
DISTANCE fC R',RCLLFAILTD '.:' 'INN' ''r'iN 'I\ 'r A,{AP
ALLA'IIS'IEA,I,S
SKILL TESTS IC 3A? AN A|ACL : I rc ete N aB{actl

iaa
to take a tiii sfelyand risb
being De*rolted in the same uay as other uehicles ifthq,
r r e u s e f u l f o r 6 l l i n g i n c r a r e r sa n d r n t i - t a n k
obsracles blocking the fdil ir.
or burying antitnk
', If a Mine Fkil or Mine Rollff passes safely through a
advance.
Minefeld without being Bailed Out or Destroyed, remoue
NG BUNKERS the section of Minefeld thel crosed.
'mk
f i m e dw i d o z e r b l a d e .s o m e t i m e ss i m p l y b u r i e d
rther than trying to loock them out. ASSAULTBRIDGES
teams ftted with Bulldozer bkes can asaub D i r c h e s a n d s lr e m s d e l a y r h e a d v a n c c o f m o t o r i s e < l
Banher in tlte same tuaJ ds an InJantry team. If the troops and bridging rhem normally takes hours.
nker is a Turret, it is automatically Dutroyed if hit Mechanised assault bridges reduce this to minutes. The
simplest are light vehicle-mounted bridges lifted into
ANTI'TANKOBSTACLES place by the pioneer crew, while others use hydraulic
are particularly useful for cutting tracks rams to lift tank-mounted bridges into place without
into and out of anti-tank clitches and burying the crew ever exposing themselves to rhe enemy.
her types of anti-tmk obstacles.
A uehcle uith an Asauh Bridge can place it ouer an
Bulldozer can gap Barbed Wirc Enranglemenrs. Srect adjdcenT Anti-tank Ditch in the Shooting Step instead
an Anttank Obstacle in the same aay that of shooting. The team cannot be Gone to Ground while
Pioneer team gaps an Obstacle. It remoues the Anti- doing so.
Obstacb afier one success,rather than requiring six
Once placed, the Assauh Bridge is Slou Going. Once
Pionter Supp$, uehicles da not giue Bulldozers a
laid, it cannot be retieued. Bridga laid by Half-tracked
oftbeir Skill fest
uehicles cannot be rossed by Fully-tracked uehicles.

ROUGHTERMIN BRIDGING STREAMS A.ND DITCHES


allv when armoured or lltted to tanks, dozers can Assault bridges are ideal for keeping motorised advances
be invaluable in offensives across harsh terrain
going by bridging creeks, streams and small ditches.
zers ctn create a Slow Going gap in Dfficub or
A uehic/e with dn Assattlt Bridge can alsa usc the sane
Dfficub Going (such as a Bocage Hedgerow), other
method to place its Assault Bdge dclss t crdter,
Obstacles in the same way. A sutcessful Skill Test stredm, ditclt or to prouide a ram? uP d bink up ta
a 2'75cm uide gap in a Linear Obsxtcle or a gap | /1.>fm hlqh.
wide by 4"/10cm long in Area Terrain that no
requires a Bogging Check to cros

E FLAITSAND ROLTERS
mine flail uses a rapidly rotating spindle mounted on
ms in front of the tanl to whip the ground with long
ofchains. lhe chains either slap the mine hard
to disable it or to strike the pressureplate and
it well clear of the crerv hunkered behind the
s rmour. Roller. fun.rion verl .imilarlv to rrtine
ils, but instead ofstriking the mine rvith chains they
roll a heavy steel drum over the top ofthen.

ftted with Mine Rollers do not need


malze.a a Minefield. Howeuer,

:
. .r
.'r:,:41:i:rl:ir'::.: . J--,
:'ir!i::.'..:.::, .

Composed of m:rssesof densely coiled wire inte rwoven Fully-tmcbed uehicles treat Barbed
with sharp barbs, entanglements are capable ofholding
up the advanceofanything shorr ofa tank.
ntanglements as Slou
uehic/estreat Bdrbed Wire Entanglemfrtsas
Going
,i;;
DiJficulr Going.
INFANTRY
ANDMAN-PACKED
GUNSCRossING
Al r h o u g h i n r a cr b r r b e d w i r e e n L ar r g l em e nr s a r ev i r r rr : l l y T R A I N sI c N o R E B A R B E D WIRE
i m p r ' s a b l e r o i n l a n r r v . r h e p r e l i m i n a r y b o m b a r d m e r r L It takes more than a little barbed wire to stop
that usually precedes an assault tcnds to blow gaps in armoured train with a full head of steml
the rvire, if the infanry can find them. If nor, experi-
Tlains lgnore Barbed Wire Entanglemerets.
enced troops use improvised measures such as the lead
s o l d i e r sh u r l i n g r h e m s e l v c sl l a r o r e r r h e w i r e a n c l r h e OTHERTEAMSCANNoTCRoss
resr running acrossrheir backs. \ , 4 - r i li en l a n r r v c d n \ n e a k r h r o u g h s m a l l g o p s
and ranls
Each Infdntu/ tedm (excluding Caualrl and Man-pacl<ed simply crush it, barbed wire ntmgle ments are an
Gun team mast mabe a Sbill Tst to crossa Barbed Wire tnountable barrier to trucks and horses.
fn ta nglement. Barbed \X/ire Entangkments are Im?tarable to all
. If thel pas tbe test, they crus the Barbed Wire rypesof teaut.
E n td ngle w en t un h in d retl.
. IJ'theyfail, the team must halt on reaching the Barbed
\Yire Entanglement.
Pioneer teams may *rollfailecl Sbi// nsb w/]en attempt-
ing to cros Barbed \Yire Entang/ements,

TR,A.CKEDVEHICLES CROSSING
fnks were originally designed ro drive through barbed
wire and clear out enemy machine-guns ahead of the
infantn. They have er.olved into much more , but still
fulfil this role extremelv well.

BARBDWRE ENTAN6I.E MEN'I'


AREVRYDIFFICULT OIN6 FOR
HALF''IRA1K3,Sa THgf Mu31
PASSA SKILLTEST,AP,fud
BECAME BADDOVIN.

,:
-
=-*i'

n d e l e n d i n g r h e i r c i L y . r h e i n h a b i r a n r 'p i l e u p GAPPINGSTREET
BARRICADES
ilding rubble, wrecked cars, trucks and street trams,
5 r r e e r b a r r i c a d e sa r e q u i t e m a s : i v e a n d d i f f i c u l r r o
nd ptety much anything else they can find to'make . 1 " - ^ l i . h .' ^" - . 1 " , " 1_ "/ '
r'_
icades. Street bmicades are built hieh and,*ide
Do not remoue a Street Barricade uhen it is gapped (see
rhem difficulr ro cros'. Ard. unlike barbed
page 225t. Insrend. remouethe niddle pirce, learingo
, rhey dont tend to have gaps blown in them by
gap in the Srreet Barriurle ,ated a, Difrrulr Going, Thr
rtillery fire.
remainder of the Street Banlcade continues to function
Barricar/zs are Linear Obacles and dre Wry
Dffiruh Going.They are Impassable to Caualry and

BUNKERBUSTERS BARRICADES
AGAINSTSTREET
must stoP their mouement on reaching a Street Assault tanks like the Gernan Brummbr or the Soviet
. Thel must start their mouement square uP SU-152 have little to worry about from a street bar-
a Street Barricade to crossit. ricade. They simply settle down and pound ir untii they
Teams cannot end a Step sitting on a Street Banicade blow a gap right through it.
a Linear Obstacle, teams must be on oue side or the Wedpont rated as Bunher Buster can dttemPt to gd? a
anrl clear/y either up {tgdinst the Street Bdrricade or Street Barricade. A Bunker Buster must not moue in the
Jron it Mouement Step, and must be able to draw a Line of Sight
to Street Barricade nnd be within 16"/10cm of it to
AKINC COVER BEHINDA B^A,RRICADE attemPt to gd? tt.
height and solidity of a street barricade gives the
Roll a Sbill lst for the Bunker Buster in the Shooting
nders a distinct advantage since the enemv can't see
Step irrtead oJ shooting.
them moving about behind it
. (the test is ttccessful the Street Barricade is gdpptd,
Street Barricades prouide Concealment and BulletprooJ
. Otlteralse, it remains intact.
Couer against shooting from the other side for tearns
square up against them, and b/och Line ofSight to teans
beyond them in the same walt as other Linear Obstacles.
Being Linear Obstacles,the! prouide no prctectiln tglinst
rti llerl Bombardments or Ground-attack AircraJt.

ASS,ULTING A STREET B^ARRICADE


Like a fortress wall of olcl, a street barricadc is dilTicuk
to assault. Even throwing grenades across it requires
cre, s a grenade that fell short would be iethal to the
'throrver
and their comrades.
As with anj, Linear Obstacle, Assauhing telt7ns thdt
clnTact d Street Barricade can Roll to Hit and be hit b1
enemj tdms on the other side ofthe Steet Barricade.
Howeuer, unlihe other Linear Obstac/es,teams mt1 onf
Roll to Hit agniil$ reams on the other side ofthe Street
Barricade ifthey started their Chrtrge into Contdct squdr
up ag/linst the Street Bdrricnde.
'=.'
'a

Minefields nal<e no-man's land a real devil's garden, INFANTRYAND GUNSHIT BYMINES..
springing up around every defensive position and litter- Though they clo their best to pick their stepi
ing the battlefield rvherever trench warfare sets in. carefully and crep rheir wy rhrough at a
Minefeld, arc Mined Obstaclet (seepage 22Jr. As such. P(e. il i\ onlt a marrer of time belore \omeone
platoons neetl to p^s d Motiaation Tst before they can a mine.
Roll a satclor carh Infanrl or Gun ream hir by
An Infantry teamsuruiueion a roll of3 +, but is
SKILL
TEsTsTo CRosSA MINEFIELD otherwise.Gun teamssurtite on a rol/ of5t.
(Jnce the troops have worked up the courage to enter
a minefieid, they must muster all of their skill to avoid PASSENGER
HSI T B YM I N E S
triggering a mine. Experienced ilfantrv can make their rWith a littie luck, the pssengers in a vehicle
or
way across looking for telltale signs, avoiding mines, riders on a tank rhar hirc a mine might survive mhar
n'hile raw conscripts musr rrust to dumb luck. as rhe vehicle mkes the worst of the blasr.
Roll a Skill Tist for each tedm tltat crossesd MineJeltl. Pasengers carried in or on a uelticle Datrojte by
. IJ the teltm passes the Shill Tbx, thel dre unharmed. must oll d 5+ s/1!e. If thel par tbe saue, thejt
. Ifthelfiil, they take d hitfrom a mine and musTstop suruiuerl crossing the minefeld an are placed adjacen
mouing uhen thel reach tbe far side of rhe Minefeld. to their Destroyed uehble on thefar side ofthe mi
Otherwise they are Des*o1,ed wlth their aehic/e.
If any team in a platoon is hit by a mine, whether the
hit causesa casualty or not, tl)e entir pktaon is Pinned
Doutn at the enrt of their mouement. GIppINc MINEFIETDS
f r y i n g r o . l e . r r a m i n e f i e l di s a d a n g e r o u 'r k . f r e n
ARMoURD
VEHIctEsHIT BYMINES careful srveep tor mines might miss one, blowing up
Tanks are remarkably tough, and with luck, a heav_v clearing p:rrilr To make matters worse, mines are ofte
t:rnk can even survive driving over a mine. Armoured boobv rapped to go offif lifted as rvell.
cars are not usuallv so fortunate, however. IJ a team Jails it: Skill 7st to gap a Minefeld (.
Treat hits from mines on Armoured ue/tic/esas a hit on p,tg( )2s ', ir is hit 1,1ryt,tts n, iJ irfailel ir, .bill Ti,r ro
the Top amour b7 a uedpon utit/t an Anti-tank Mting of cror the Minefield.
5 and a Fircpower rdting of t r.

UNARMOURED
VEHICLES
HIT BYMINES
L)riving or.er a mine in a truck is bad news. Aside from
ripping off a wheel, the blast usually rnakes a serious
mer. oi rhe bodworll
(lnarmoured. uehicles that ne hit by mines are
Destrol,ed.
.r.;lll,l
'!,::i::ii

ng qp! oftn looby-trapped areas before ARMOURED HIT BYBOOBYTMPS


VEHICLES
rhdrawing. Thr pursuing Lroopsusually had lirLle Boobytraps are normally sinall and intended for infantry
ing oftiooby nps and rlid on their skill to.iletect on foot rather than tanla, but some.of them are much
r.Lqdir eoy ln.y encountered. Thor. n*"ry larger and can knock out an unlucky tank.
nor to nodce them sufferedaccordingly. Tleat hitsfrom Booby Traps on Armoured aehicks as a hit
Tiaps are Mine Obstacles (seepage 223). At such on tlte'lop armour by a ueapon uitll an Anti-tank rating
need to ?ds d M7tiuation Test before they can o{3 and a Firepower raringof5-.
r moueoffthem
orher Obsracle,, a Booby Trap orcuPies rhe aril of
UNARMOURED HIT BYBOOBYTRAPS
VEHICLES
Boobl traps are u.ually powcrlil enough to rvreck a
small bdse(l t" /32mm x |"/)5mm)
truck, but a lucky driver mighr lind themselves shocked
Booby Trap only afens the frsr ream lo mou( arh!
but unharmed.
ofthe Booby Tap bme. Afer that the Boofu Tiap is
[Jnarmoured uehicles that are hit by a Booby Trap saue
an remoued.
on a roll oJ 5+.

CING BOOBYTRAPS ANDGUNSHIT BYBOOBYTR^APS


INFANTRY
trps are always carefully hidden and come as a Infantry are generally cautious in booby-trapped areas,
to r1le enemy but occasionally they make a serious miscalculatjon and
Traps o not need to be deployed before the game pay the price.
ns. Irutead, Thry mqt be placed at the sdme time ds Roll a sauefor each Infantrl or Gun tedm hit fu a Booblt
platoons during each Starting Step. 7iap. An Infantry team suruiues on a roll ofj+, but is
l-raps ruay be plared anywhere in lour oun Destroyed otherwise. Gun teams suruiu on a roll of 5+.
Area or No Man\ Land, including under
ry troops. Howeuer, lou mt)t not place Boobl T|aps
HIT gY BOOAVTRAPS
PASSENGERS
teams already on Booby Tiapl nor under Dug In \fith a little luck, the passengersin avehicle or tank riders
or tbose that dzploled in Prepared Positions dnd on a tank that hits a booby trap survive urharmed.
not 3tet moued. Passengers canied in or on a uehicle Datroyed b1, a
BoobT Tiap must roll a 5+ saue. Ifthey pas the saue, they
PPINGBOOSYTRAPS Dismount Under Fire (seapage 101).

booby traps are carefully hidden, soldiers can


themselves in a dangerous situation without having GAPPINGBOOBYTRAPS
tt Booby traps are designed to be tricky to locate and
'a
Boobl Trap i' placed under a ream. rhe rcami plaloon hard to disarm. One mistake and rhe clearing team is
test t$ if crlsing the Booby Trap uhen it Jirst moues in serious trouble.
i.t. Otherwise the Booby Trap gor of uhen a team frst If d team faik its Skiil Tst to gdp a Boobl Ti'ap (see
teJ lt page 225), it is hh by mines as if it failad its Skill Tst to
a Skill Tet for a teary rhar crossesa Booby I rap. crossthe Booby Tiap.

[f tbe team passesth Sbiil nsL thel are unhdrmed.


If they fail, thel talze a hit from the Boobjt Tiap and
, must stoP mouing immediateli.
ln either case, the Booby Tiap is remoued.
4n! tedm in a platoon is hit by a Booby Trap, whether
hit causes a casuahy 0/ not, tl)e entire platoon is
Doun at the end of their mouement

BOOBYTRAPMARKER
arenot usuailyspotted
BoobyTraps
until a team stumblesacrossthem.
Booby Tiap markers show their
location once revealed.

a
Anti-tirnk obsr:rcleshave been around almost as lolg as TAKINc CovERIN ANTI-T,ANK
dre tanks they are clesignedto stop. Thc nosr primi- OBSTACLES
tive frrr is an anti-tank ditch deep irncl r.ide enough '
\Xrhi1.-:rnri-tank obsraclessrop ranks colci.ther. have
to stop a tank. \X/ith morc Line, arnics cnplacc rorvs an urinrendecl benefit ir attackjng inlntrv Once they
of stecl or concrere'dragons reerh'or erecr high, thick get up to then they c:rn shelter from cnemy fire il and
concrete anti-tank s.alls. behind the obstacles.
Anti- Ltu k O bsnr /aspra ida Concet.lrneuta nd B u//etproof
CRoSsING
ANTI-TANKOBsTActEs
Couer.fr InJ,rntry nutJ M/Iil-pdcl?(d (;un t(Ltmr in or im-
Anti-t:rnk obstaclestertl to do their job l'cll and are
nediately behind thern agaitrt shooting fi'om the other
serious impedinenrs to vehiclesof all rvpes.but do nor
slde. As uitlt Linedr Obstttcles,thel'prouide Ttl ptottction
slorv doun inlantry on f'oot.
t gtt i tu t A r t i 1/cr1,Bon hardmcrcts, or A ircrafi.
Auti-ttuk Obstdt/{ are lnpasstble to a// tahicLes (in-
'lidins),
cludixg Lduth'.I, 7ap75,dnd wu-fuIm,pttkel
(ir.rn tetrns. IttJiuuy tnd Mdn-packed Gun tetrtts tra
GAPPING
ANTI-TAN
K OssrIclrs
lrilling in an anri,r:rnk ditch or blos'ing rLp orough
rnt sllLt.'edb.1,Anti-tan| Obsnlcs, but ctturtot nrnte AT
dr:rgons recth to ger r.ehicles throueh rhe eap is ex-
tLe Doub/e in or tcoss Then.
tremcly hard rvork.
nti tt u k ()h:tacles retlu ire slx:uccassJu/
gd?finK t ttetnpts
to Lrett( /t !/tp iu tltctn (iee pdga 225).


lli.' . r .. .r,: :it:,..
illl:ri

rj4:.
i!*.ii

Germanl, developecl remote-controlled demolition A Borgward BIV Dmtolitlon Carrier is d Halftmcked


arriers as a rvat' of clestroying fortications u'ithout Tiansport tearn u,ith Front, Side, and Top arruour rutings
risking pioneers' lives. There were ts'o tlpes of de moli- aJ'0. k 7perntesse])drntel!fi'ot it: Controlling tanl? unti/
'tiol carriers, the Goliath and the Borgt'ard BIV. Suittltcd to Renote Clontro/.
Rrroll falkd Fircpotuer'Iists to Dstrat d Borgluftl BIV
CoNTRoLLINGTEAMS tuhen hi.t b1 shooting.
Y4rile the demolition c:rrrieris rhc morc obyious part of A Borguard BIV Demolitiott Carrier has l-irepou,ar 2+.
the weapon system, even morc inportant is the control
systcm. The control equipment irnd thc demolition
mrrier must be caiibrateclto each other before the battie
.egins, a time-consuning process,rvithout s.hich the
carrier is jLrstone big unexploded bomb.
Euery Demolition Cnrrier must ltaue t Contro/ling tearn,
and etch Controlhng tedLn cdLl orly contro/ their oun GOLI^ATH
'lhc
Demolition Carrier. Goliarh is a 5'l1.5m-long nini-tank carrvin{
If the corttrol/ing tcarn is De:troyetl, the Denalitian i32lb/60kg of explosives.Thev are puiled bi. pioneers
Carrier is Dettnled as u,c//. Sincc they arc expenc/ab/e o r r o r t l r c e l e .t lr u l l . r u i l t i r h c . a r e i n p o . i r i o r rr o e o .
Denolitiort (-arriars tre ignored Phce the Golittth minitnu'e with tha Conml/lttg Piottecr
machincl Jbr P/atoon
Morale Checl<s. tedn to indicdte iti presenceuuti/ lt is Su,itched to Reruote
Control. It coultts d! 1,art of the Contro//irtg tatrn tnd
BoRGWARD
BTV cannot be hit b1 shooting ar dssntt/tsseparatefi f'aru it:
Contro//ing tedm. 7ha Controlling tentn cdnnat crossl'i1i
The Borgward BIV is controlled by a tank and carries
Dfficult Going while t/te1 htue t/te Dawolitiou Ctrricr.
1 1001bi500kg (thirt'shalfa tonnel) o{'explosiveson the
f r o n r . m a l < i n gi r v u l n c r . t h l teo . h ' o r i n g . A Goliatlt Demolition Carrier has lirepoucr .l +.

A SKILLT31 Is NEEDED
Ta HIT
I4OBILgINFANTRYANDVEICLES.

HAVEA 3+ gAVE.VI|ICL"
INFANRY
HAVENA 1AVANDA SUCCESSFUL

1A gA6 DAVIN,ORIF ALREA'Y


IMMOBIL,DTRAY'.
'1.1:';;1;&

iwri i t[rri'Ciior 7be Dmolitin Carier


\When it's time to use the carrier it is switched on and hits ill tedms in the se/ectetl Bu
7he teams tzre afccted as aboue.
sent forward by remote control to explode at its target.
A Controlling team thdt is not Pinnad Down and did ATTACKINC
A BUNKER
not m7ue cdruswitch their Demohtion Carrier to remote Demolitioa carriers rvere originally designed ro
'[he
cantro/ and moue tlte carrier up to I 6"/10cm instead. knock out bunkers, and do a good job of it.
Demolition Carrier must be within Lint of Sight of tl.tr
To attack a Bunker, the controlling playr picks a
c|iltrol/er for the entire mouemeilL Thit mouement mdl
in contact with t/te Demolition Canier and talces
pnx through friendf or enemy tedms uithout restriction.
Firrpow,r Tc;r.
l,t the Sl,ootingSn p. rhc Denolirion Calicr artdchsan . A successJu/test Dstrols the Bunker.
adjacent tean, Building, Buner, or Obstacle, Destroying
. AJited test Pins Down the Bunl<er.
itse( in the process.

MOVING ATTACKING AN OBSTACT


ACROSS OBSTACTES
L)riving a clernoiition carrier by remote control is tricky, Demolition carriers are great at clearing fortifications

especiallyifthe ground is anvthing bur flat and open. The sheer blasr of the explosion deronates mines
H a t t c r : 'o r h e r r r p e : o I o b s t a c l e .
lJte Demolitiott Carrier on! noues 1"/)\on (instead ',['o
of 16"/40cm) attack an Obstacle, tbe controLling plaler pirks ai.
if it enters, closss,o moues througlr
Rougb llrrain, and is Desloyed i;f i.t .fa.i/s a Bogging Obstaclc in canract wirh the Demolitioc Carrier ond
tal<e,a I-itepoltr fe,L
Check. Demo/ition Cdrriers ctnnot crossBarbed Wire
Entanglewents or Antl-tdnh Obstdc/e:. They do not ncerl . A succrsfrl test remoues tha Obdcle, uru/es it
to tdka d Motiuation Ttt to crosi a Minefeld, but the /ln Anti-tdnh Obstacle in uhich caseit counts s if.i
controllingtedm nust pnss a Skill Tst. If t/tey fall, tha Pioile(r tedm ?dssed a Skill Tbst to gap it, ndding
Demolition Carrier is Destro.l,edby a mine. the totdl oJ'successfu/Slcill lests.
. A failed test /eaues tLe Obstacle intact
A,TTACKING A TEAM
tVhen a demolition carrier comes for A Derno/ition Carriar can attempt to b/ou a gap in a
you, lour only
adjacent tsocage Hedgerou in the same tay as it gap:
opriol is ro ger our of the rvar', or be ver1.luckv.
Obstacle. If it sucrceds,it createsa 2"/5cm wie Gdte i
Tb attacl< a tedm, the contro/ling p/a.yer choosesoile tutn the hedgerout
thdt is in coiltct uith the I)emolition Ctrrier, or direct/1'
au.ossa Linear Obstade Jiom the Demohtion Carriar, tt
the end of its mouement.
IJ lt is a Dug In Infan*y or Man-paclzed Gun tenm, dn)l
other tl?e oJ' Oun tetm (whether Dug In or not), or n
Bagerl Down or Bailed Out uehicle, it is ltit automati-
cdllL. Otherwise tha cotttrollittq iedm nru:t ptss t Skill
Testto hit it.
An Injntr1 team tulces a 3+ InJntry Saue iJ' hit. lf
it Jils, it or anothar Infantry tedm uitbiu Command
Distdnce ofit chosen b1 tbe Thrgetedplaler is Dexro4ed.
If it is a Gun team, it is automaticalfu Destroyd with uo
saue at a!/.
If an Unarrnottred uehlc/e b hit, it is Destro.yed.
If an Armoured rchiclc is hlt, tahe a F'irepouter Tst,fr
tbe Demolitian Larer.
. If it pas:e:, the uehicle is Bogged I)oun. IJ' it aas
alread1 Bogged Dourn or Bailed OuL it is Destroycd.
. Ifitfaik, the lehicle is unltarmed.

AfiACKING A BUITDINC
A demolition carrier makes a mess of a buiiding and
an1'thing inside.
l trtael, o Buildin.q. rhc , u.trryllin; I,layr chooscsone
Carrig.r

:,.:
NCHMENTS OBSTACLES
are Slow Goingfor Fu//y- and HalJ:tracked Obstaclesare Slow Coing.
and troops on foot, otherwise Impasable Minetl Obstacles reqttire a Motitatian Testto enter.
Line' giut ( on(alment and tsu/lerproof P/atoons chatging acrossa Mbrcd Obstacle do not dssdult
'ouer.
If they o not shoot, tedrus nre Gone to Grcund if theyJil their Motiwtion Test.
(euen if mouinf
Pktoons Caunterdttdching or Breaking Of across a
ns in Gun Pits cdnnot rotdta or moue, but dr Mined Obxacle do not need to take a Motiuation Test.
ncea/ed dnd haue BulbtproofCouer.
Tanhsin ltnh Pir, cannor toure ta,ideJion their turrer, GAPPING OBSTACLES
moue, but are Concealed.A// shots hit the turret InJantrl teams that did notmoue and dre not Piftiled Doun
take a Sill Tst to gap Obttdclet instead ofshooting. Non-
UNKERS Pioneer teams re-ro// successes.Tams within Command
.' Pinned Doun Buners Ralf at start oJ Their own turn Distance ofa Pionr Suppfi uehicle re-roll failures.

Bunkers arc Slow Goingfor Fully- and Half-trache Bulldozers can assault Bunlcers and rcquire a singk Skill

uehiclesand troops on foot, otheruise Impasable. Testto gap an Anti-tank Obstacle or Rough Trrain.

Bunleers Conceal and. blocl<Liree ofSight lihe Buildings. Mine Flaik antl Rollers do not need d Motiuttion Tstto
enter a Minef eld, and gap it iJ'the1 crosssuccess.fulf.
HOOTINGWITH BUNKERS Place saub Britlge as Slotu Going instead oJshooting.
either /taue an all-rounzl Field of |ire or a
I 80-degree Field of I'i,e fron ea.h Firing SIit BARBED WIRE ENTANGLEMENTS

Line ofSight and measure Range to andf'om the Infdntrl and Man-packed Gun teams need a Sbill Tstto

Slit of a Pillbox or Nest, to an! pdrt of d Nest with cros Btrbed Wire. Pioneer tedms may re-roll.

all-roun FieA oJ'Fire, ar an1part of a 7furret Baed \Yire ETttdnglemnt; ne Slow Going to Fully-

are Tiained when firing Artiller1 Borubardtnents. trdcked uehiclesand Very l)fficuh Going to Half-tracbs.
Other tetn: canruot trossBarbed \Ylire Entanglements.
OOTING AT BUNKERS
STREET BARRICADES
nleerscan only be shot lzt b), tedms within 16"/10cnt 'l'eans
Skill Tststo ltit stop tuhen thc.1,raac/t t Streat Btrricade. They are
Wry DiJJicult Going, but Inpassable to Cnualr1.
SucressfulFirepower'fi:st Pins Doutn d /v'ettor l)illbox
secondSuccessfu/Firepower TestDestroys a Nest. Street Barricades are Concea/ment and BullelproofCouer.

hnrts take an Armoured Whicle Saue lilee d Thnh team Bttnker Busters can gd! d Street Banicade withiu
I 6"/40cm with shooting b1 pasing a Skill Tst.
Butters Destrqt Bunbers uith any bit
and AircraJi cannot tdrget or hnnn a Bunher. MINEFIELDS
AND BooBY TRAPS
'fhhe 'ttap.
a Motiuatiou 71st to anter a Minef eld or Boob,y
AUTTINGBUNKERS
Tennts that .fdil a Skill Tst when crossing dra hit by d
When a Bunker is asaulted, all Bunl<ersuithin I6"/10cm
minc utitlt Anti-ttnb 5 and Firepoutcr I +. Utnnnourad
Defensiue Fire
uthic/es are I)cstroled dutonatical/y.
team can assduh each Firing Slit. A// teams in contact
Tamsthtt Ji/ their Sill Tstto gap Minef ald: or Boobl
aan assdult a Nest with all-round.felds offre or a Thrret
Traps are hit.
and Pi/lboxes dre automttictlly Dastroyatl uhen
'furrets
mahe an Armour Saue with Top Armottr 1 ANTI.TANK OBSTACLES
Counterattdck and hit on d score oJ l+ On/J lnJann'1 and Man-packed Gun teawt cdn crots
cdnnot Consolidate within 2"/5cm oJ a Bunker. an Anti-tnuk Obstacle. They prouide Concealment and
BulletprooJ Couerfor Infarutry and Mdn-packed Guns.
NG SMOKEAT BUNKERS Anti-tank Obstac/es require six successfulgapping attempx.
Bunkers do not tredt inrgets seen through Snoke as
(,onrcdl:land (10neto (trouna.

Bombardments tan use d Bunber as an Aiming

: i...i::r:::.

:
United States ofAmerica utilise their superior technology and ms production to equip their troops with
best weapons available. Their doctrines enphise heary artillery support for infmtry breakthroughs,
ft-movirig operations to defeat the enemy.

BILISEPS HEDGEROW
CUTTERS
'Culin
stabiliser is a device tted to the tanks gun that keeps Many American tanls were firted with the
level when the tank is moving. US tanks are the first Device' for the breakout lrom Normandy. This allowed
the world to be equipped with gyrostabilisers as them to punch rhrough rhe Bocage.
. \fith the assistance of the gvrostabiliser, the \X/hen a tank
ftted with a Hedgerow Cutter dttcmpts to
can stay on target while the talk is noving. crossd Bocage Hedgerou, it successful/y crosseson a ro// of
mouiflg tank ftted with a Stabiliser can fre its mairt 2+ rather than a Skill Test.Ifitfails, the tank Bogs Doun
n at its full ROF, but adds a penaby oJ + I to the score on the Hedgerozuts normal, but ignores the Befu Up rule
to htt. fteepage 58).
shooting, a tanb can chaosenot to use its Stdbil^er ( it crosses successfilly, then dtr! other FulQ-tacked
fre at the norndl rdte ifthat would giue it.t better Tank teams that started their ffiouement d.dfacent to
Heclgerow can lollnw il rough on a roll of 2 t
6 wetl.

.:,:,r:L

.,1'.:t-:.
': ri:

r,ri::iii:i:,?
'i:
{#5


DISMoUNTING
M,AcHINE-GUNs
I o r s o i r r , u r s p , r r vr r h i c l e s c r r r r r '. r r r t ii i r f a f i l l r i r a l r i n c - ,1tt ltr.fttttt.l, ttrlt itoirtl/.JtntoLttta/ itt n uthic/r
q u r s . - \ " o n l i . t l l lr h e i r r cl c l i o n t l r c v eh i c l t - ,b u r r v l r c nt h c Lnil \ttrt rl)(.<L!r/. l)ltiltolittL,.l u'ith rhcir taLlc/tt,
pl:rtoorr neerlsnrore fircporler. rhel can bc r:rl,enoll rhc [|,,:c t tlc t- /i rtd tutch i r c-g!t.i L
' r l r i c l r s a n r l . 6 l c . lf t - o n rr r t r i p o t l n t o u n r .
Otttt tl,, ruttiil.?uu hrts bt,u l)t:utorrttrd.froitt t
.1;t1 |tt.t'i;ttr.yttit| .t7rri(.1t! t Ptr:rtt.<0 it t.t littrs1,rtrt rcltitlt, tll oJtl,c phTooir's t,chiclt rnt!lt b( .\r1t/ tu tl)( Rilr
t./tit )tnlt l)jyuat/ur iit rftt \lot ctttLitt.\tr:prt lth tLc ulti- i:et Ttrt 1E) tltd.tritot bL Rrougltt Foruurd tgril.
'ic: l)ti:rttgcr-firLr/. j0 nl ,\I(i, ittortlr(tn,\[-] .10 l'ott ttrt.t ttot [)i,ttotrttt r I\s:tngtr.fi)"d .50 ul,1] ,l[(-;
(itl /.ut/t. ol tuitl, irs Pt;.'ot!:cr-lirtl AA ,\JG hccotttjr,<t
ot tl lf (i uitt6r .)'ot.tluly 71,, tpSti'opiitrc ,todrl 10
L.\l( ' ttrtlt. lf tl,t It.fiittr.l T.t!il/ u)i!! t! (.0;tt;ttr;rrl tt,ttt, tt,pltttr tltc lrtfiUttrl trnot tltnt f)i:ttotrttrt/ it.
ii rttttitts t Coltut'titt/ tctt;tt.

i\FANi<v Ca 1r,r,,lNr rtA l45 A 2Lf g),\ CANLa a pis-1,1CrNr 5a,1/ji


'. -i -..'" -r:a:.
R11,4lN 4a141,14N' ier,,S ):-\t-:.\:r
lieN i-riv j715,1i1cr\1ts
6\ lA,vS.

'
.. '-q
-1:
**#

5, OraerrtalR r,4ati\rt-irt ;ra


lN4Niv ial i1a:r \ li5 1111r\ . :-/iia \ie\t a-<17?a; ^ :.1.1
-?.
rniara,s !aaaNaa-<-:it<a:) \^;a,i\_a;\ | ?,ria,a:: ,:,?aRa I l 1:, ::<a'i
"
Baairl\3.43rN r51,"' ii'\ira ,Faaza<

MOUNTINC
HMG'sANDLMG's
\Ilch1tlcgrrntlcrstlou.tjusr]rzcrrrrLtIl.l..i.lriirill91Lllc[.'1,lottio||'\|(}or
-\...l]!.|\]|1)l]ltil.,irlrrillrlrtle.ihll|rrr.l.'1:l:t.l.].tIlcl'
lllorllltt1r..irtnlchitlr.'gLllll()I]Il](,\]t].(.itl'li.i.l'ilr'.ti'|...l,,i,iiiL.Lo;lt'lltiil,,
. i r f l t c t t t e t t t r r s : h c r r r c ' , el r t i o l . , r r t l . . 1i :'',, ;.'.;,r.i)ii,;rrrirlf ,)t i. [)rlt.)jt'/!, it; ;tt,t;jtjita,

liL
-,

;:: :: rli::::a.i-::i!

,
,:
nk Destroyer Command was tasked with stopping the Platoon Command team uhen it uas Destroled. The
m o u r e d h r e a l < r l r r o u g h sa n d d e v e l o p e d . t d o c t r i n e Thnk Destrayer Section mu:t beplacecl in the playr's next
on operatingen massero ambush fast movirl$ tank turn as iJ'the Platoon Command tuam were still where it
The lollowing rules reflect their unique doctrine wd, when it was Dcstroyrd.
'Seek,
out in their motto Strike, and Destroy'.
T A N K D E S T R O Y E RS E C T I O N
Self-propetled Anti-tank Platoon, Tank Destroyr
Once they have reached the ideal ambush positions, the
or Towed Tank Destroyer ?latoon is a
tank destroyers reveal themseives with a volley of shots.
?latoon
Plzrc the Tank Destroler Section on the table at the start
platoon hns two components:
of any of yur turns uhen Ambusbes are reuealedso that
a Security Section consisting of Us Jeep, Recon Jeep,
.uJ Iilm in the latth Dcrrrol, r 5eoion is:
and M20 sclut car teams and an1 Cdrbine teams
, within Command Distance of a team fom the
apat om the Command team of the Tank Destroyr
Securitl Section, dnd
Section.and
. In Command uben the Security Sectiln ^ remoued.
a Tank Destroyer Sectian of the rest ofthe platoon.
In addition, each tetn must not be:
. STRIKE.AND DESTROY . within 16"/40cm ofany enemy tearu ulthin Line of
h tank destrover platoon has its own reconnaissance Sigbt, unler Concealed by Terrain from it, or
securiry element to translate doctrine into reality. . within 4"/l0cm of any enm)t tedn, or
the strt ofthe game before deplolmant you ma| choose . uithin 8"/20cm oJ an1, enemy Recce tenm tbat is in
either:
Line ofSight (apartfrlm RecceTedmsthat are Bogged
dep/b7your Tdnk Dstr7ler Section as normal at the Down, Bailed. Out, or moued at the Double).
start ofthe gdm, leauing the Security Section oJftable
Once the Tanb Destroyer Section is p/aced, the Securit.y
for the whole game, or Section is permanently remouedf'om the table. Tbe Titnb
dep/o1,onf tbe Security Section, holding the Tank Destroyer Section can mote and fght as norrnal dttring
Desrroler Section olfthe table ready to be placed later tbe turn lt dppars.
using the Tank Destroyer Section ru/e. 'X/hen it takes Platoon Morale Checs,the Tank Destroyer

Section ignores any teamsfrom the Securitl, Section thnt


RITYSECTION
were Destroyed.
security section keeps track oF the enemy rvhile rhe
d e . r r o y e r sw o r k r h e i r w a 1 i n t o p o . i t i o n . TANK DESTROYER COMMANDTEAM
SECTION
the Platoon Command team of the Securitl Section is Some tank desrroyer plaroons are not sholrn *irh a

nominate any ofthe Carbine, ReconJeep, or Comm,rnd tearr for the'lnk Destrover Section. In tbis

scout car tedms ds tbe Platoon Cotnmand team case add :r (lonrm,rnd Carbine re.rnr to a'lbrrcd lnk
Destrorrr Platoon. or appoint one ofthc tank clestrolers
all oJ'the Carbine, ReconJeep, ntd M20 scout car tearus
as the Command team for self--propelle<1
platoons.
the Security Section are Destroyd, nnrk the location aJ

1.,.'.,.l'
:t
.i.l:r;..'.,'
AUTOMATICRIFLES
fhe US Armv is equipped with the Ml Garand sel
loading rie, M I Carbine, and the BrowningAutomatic
Rille (BAR)., giving their infanry intense short-range
firepower and allowing them to maintain their rate of
firt while noving
Rifle and Carbine tedmt do not sffir the usual +l to
hit penab_yfor fring a ROF I weapon while mouing or
Pinnd Down.
\Vhrn not Pinnctl Down, Rifc and Carbine rcarys re-rol/
all failed rolls to hit in D*nsiue Fire during assaubs.

THETRUSCoTT
TRoT
Long-distance speed marches were a najor fature of
a n i n f t n r r r m a n ' s r r a i n i r r g .S o m e o f f i c e r s .l j k e G e n e r a l
Tiuscott of the 3"r Infantry Division, trained their
troops so hard that they dubbed speed marching the
'lru.cotr
Tror'.
All this practice paid olfduring Pattont drive to Palermo
in the Sicily campaign. The men of the 3'd Infantry
Division marching on foot were able to keep pace with
the neighbouring 2"d Armored Division!
Infantrl and Man-packed Gun teams moue 16"/10cm
instead of tlte normal 12"/30cm when mouing At
the Double.

CoLUMNSECURITY
In the breakout from Normandy rhe American forces IJ a US AOP (seepage 139) did not act as an Abser
started to use their air observation posts (AOP) for tem in its oan tarn, then in the opponent's turn,
column security as well as lbr arrillery sporring. tenmt mdl nat be placed from Ambush (seepagc
Jhey would fly along the intended roure of advance witbin 12"/30cm of the AOP while in Line of
looking for riemy mbushes, then warn the advancing of i,.
ground troops.
CoMMUNICATIONS TIMEON T.RGET
other army has the communications resources of a US artillerrr sta{fs have sophisticated fire-control com-
S force. Plentiful radios give every o{cer the oppor- puters. After checking the wind' temperature, and
ity to request md range in artillery re quickly md range,rhc brrtery :rrff olcer 'ele.r. the corre.Pond-
urrrely. ing book and looks up the settings for every gun. This

and 2iC Command tedms can tlct as SPotting scientilic marvel allorvs the officer to comput the {light

and request artil/ery fre in the same manner as a time for each shell.

ry Command team, sufering the same + I penalt1 By working backrvards, they can have every shell land at
Range In the same time rvithout warning. \X7ith no drne to react,
troop concentrations caught in such a'time on target'
COMM,A,ND (TOT) bombudment are smashed before they have
mortar and assault gun platoons cooperate closely time to find cover.
the combat companies. Constant practice and Ofcourse, once the first rouncls have landecl, the eremy
radio communications allow them to bring has already taken cover, so a prolonged bombardment is
quick and effective fire to support their combat no more ellective than usual.
aloons
If an Artillerl Batterl witb a Staf team Ranges In on
mpany,2iC, and any Platoon Command teams do not their.fir* attempt, thel can fre a TOT Bombardment.
r their norryal +l penalry to Rangc ln when ralling
Euery team hit by a TOT Bombardment must re-roll suc-
ArtilleryBombardnents fom platoons taken as a
cessfulSauesin the frst turn of the Bombardment at th!
bdt or Weaponsplatoon c/toice (including Weapons
scranble for couer and batten doun the hatches.
ns, Mortar Platoons, andAssauh Gun platoans), as
a Cannon Platoons and Chemicd Mortar P/atoons This is for the frst turn oJ'rhe Borubardment only and

as Support platoon choices. does not npplt' to drtillery fring an All Guns Repeat!
Bombardnent.
.EM YOU'VEGOT
WITH EVERYTHING
SAVES
AND FAITED
SUCCESSFUL
n a US observer team places a request for ilre,
A successfu] Save is one rvhere rhe Saving tcam is com-
e artillery battalion fire direction centre assesseslts
pletelv safe from harm s'ithout :rny Fireporver Tsts
iority and assigns all available artillery batreries to thc
needing ro be rolled. A ream may lail their Save, and
re mission. This ensures that the battalion! artillen thereby not need to re-roll the Save, brLr still turn out to
are used in the most elficient manne r be unharmcd. An example of this rvould be the target

a US artillery platoon thdt has a Stafi'tean Jiret player rolJing an rmour Save and exactly equalling the

bowbardment, you md1 chooset0 gr0uP other artilleri artillery's Arti-tank raring-a failed y. bsr then the
Bombardment beJre US pleveL fails their Fireporver Test
into the same Artil/ery
i r rr r ol r r r r u o t h c r a r g e t . 6
n.rr,ring |
yglling to Range In. Treat all of tlte weapons as f'they
re Jiom the same Plitoon when detennining the efict
the Bombardment. Use the Mixed Bombardment rula
on page 131 for the conbined bornbardntent

.....
For oyer a century, the German Army h trained hard to a standardisd doctrine while emphasising
initiatiye in its iunior officers. This combination created an army with unique tactical fiexibility.

i:lt
STORMTROOPERS
C-crman solcliershave inheritecl the Storntrooper ethos Although it is ilat thc LIat'ement Srep, tearns miking a
irom rhcir fathers in rhe Firsr V/orid \N',rr.\\/hile other Srarurtroof)e^ matr rud) Mount and Disnount as iJ it
arnies q'ait for orclers, the Stornrtroopers are racing ' , , , 1 1, \ l o t . ' , . 5 , , 1 .
",
,rhcadto take their objecLivc. ? hto ofl s cttn u ot u i l?( .,Torm tm oPcr| ruorcs i.f tlt c.I,n ouec/
Artl,5rrrrnrt phtoau u,itL t P/,ttoat Cornnnnd tctrn At tlr Doublc. Bogged Doun or Bdiled Out uchicles
nt/.t iTTn?t d Storntroopcr: wout irt its Assnr/t Step. t.tt,.n! t,.t/, \tntt,ttaof t',\o! .

llo// t Shil/'lisr Jr eachpldtaon. Ou/l,ArnLourrtl uthitles cdu rntka Starrntroopcrs mours (


( the test is ptsscrl, the pktoou treats ilte Ainuh thq, tre I)inncd I)au,n. Other tlpe: oftedms .dnt?ol liltthe
Stcp ds a trlorernert Stcp lu ut/,ich lt ctu luore ilp ta Stormtrocpcrs rnat,asif tbc.yara Itinned [)oun.
nrcthar 1"/l)on. rcgrrdlcs: of its itountl nauement A tcart tLtt usul Eye: tud Enrs to rctct/ Gote ta Grouncl
t/i sttt ce. cilcilt.)t/rooPs (tiln0t lLdPe d StoruTroopars mo|c.
If tLe tc:t i: .fikd, tl;t plttoo;t ttiltttot ttor? tilt-), Iuntobi/e (lutt tatns tnd C,un teo.rts ilrdt shot urlier
Irrther this turu. in the ntrr canno! rual<t'i Storil7tt1)a?e$il?a!( Tmt
Fitlter urr1,, t pLttoa/t thtt 'ttterupts to rnilte t o.[ tn-1, t.ype tlnt hne Jired du ,4rti/1e4' Bonbardnent
,,.,tttal,t,tl, ? \,t',,,,,] I 1 i t 1 , p , 1 , , a 1' 1 , , p
Stotttttoopers Dtore (iiluot ta[e ln',,part in ail ns,tult
i Stllilhllper.t 7lrc.
itt tLc satne turn

pLATccNscANIAKA SK|LLts rc ,\\cva q'/lacx


6ERtt\AN
-rvS ?A..'N6ER TEAMS II\Ay MOUN
i tt\:-A) CE ASaA---t\3. p,\\92 DC"\ vt \--- {t<E
A STCWRCC?aRS i\^CV UNLa3-<l'Lf IRE AR,l\CtRaD /N, PlSiV,Ol.lNI3 TART CF lu1lR
3i aRt\T Rc c? ERs,4/,ovt44ENi.

..&,
"
s.'*.-i- t4'/lCc,v

;l!

i
*

qry
:",.1t-ii.

Mriiii.irii
Kampfgruppe, or battle group, is an important Belore battle, every soldier in the conpany is briefed
art of German military operarions. Leaders at every on their mission and hou'ir relatesro the overall battle
vel form mission-specific task forces from any troops plan. Far frorn compromising securiry this trust allorvs
any soldier to take over u'hen their superior is killed.
'At thestart of thegamebefureanyplatoons
are Deployed IJ a Platoon Comnand Infuntrl team is Dexroyd,
b{ore any Combat Attachments are made, an1 dnother tedm takes ouer immediately. Remoue any other
ry with d 2iC Commtnd team ma1,take up to La/f lnJntry team in the platoon that ^ uithin Command
'of
the teams (counting the PLatoon Command team) from Distance oJ tlse Commarud taam and rcplice it with
Combat or Veapons platoons in the companl, anc/ the original Platoon Command team. IJ' the Platoon
them in a sprcial Kanpfgruppe Platoon. lhe 2iC' eoryruand !/qm wo! a \Vorrio, ram, i! is nou' jurt n
ommand team is the Command team for this platoon standard P/atoon Commanc/ tean.
must /eaue at /east two Thnb teams or t/ree other ( a Platoott Command Tank team is Des*o1,ed, another
,leams in each of the Combat or Weaponspl.atoons yu tedm tdkes ouer immediately. Nomindte any other Tanb
teams Jiom. Teams placed in the KampJgruppe team in the platoon thdt is within Command Distance
Platoon are no longer pdrt of their original plntoons. of the Dstroled Command team to be the netu P/ntoon
'!f a platoon attaching
*oops t0 the KampJgruppe bas Command tcam.
iansport teams, )tou must take the li'ansport team thdt Ifthere is no teatn ofnn appropriate tlpe utithiu Command
cq,ics n rcary inrn the K6laTfgyappeuith ir. I Distance, then the Platoon Command tean is Destroyd
7hdllsport tedffi norma//y carries other teams as uell, antl the platoon is left leadcler.
mustjoin the KampJgruppe as well. 7he original ?/atoon Command tean t'an still usc this
Kampjlruppel'latoon may includeany HQSupport rule uhile a Wrrior team is leading the p/atoon and
(including Infantry teams). Any remaining HQ acting a.sits Command team, but the rule does not dpp/!
Veapons must be attached aut as normal. to the Wdffior tedm.
Kampfgruppe mnde Jiom the teams of a Fortifed
oon is not a FortiJed Platoon and may not contdin REIcHDIVIDED
oJ it componenrplarootis Fortifctrion, The Nazi leadership ofthc German Third Reich may have
sharedcommon goals,but thel'al1 wanted to be top dog.
Zhe Kampfgruppe Platoon has the lowest Matitution
Reichsmarscha/llHermann Gring attempred to expand
ting and the louest Skill rating of any of the teams
the control and influence ofhis Ltftuttfi (Air Force) as
tt.
nuch as possiblc, even going to the exrenr of lorming
'parachute'
,rrmoured divisions and dozens of infantrv
divisions. ReicltsJ)ihrerHeinrich Himmler mcanwlrile
rvas expanding his SS (Schutzxafr/ or Prorcction Squacl)
to include not only tlre infnous ()estapoantl concenva
tion camps, bur also lull armourerl corps irnd dozens of
irrfanrrl' divisions as well. Both the LuJtwtfe and the SS
were considered'politicalll' reLiable',distinguish-
ing them from the'reactionary' Heer (Anty)
with irs long-sranding traditions
All of these lell under the command
of the Heer (Army) in the field, but
j e a l o r r . l yg u a r d e d r l r c i r
['rcrogarirc,
in every othcr respect, having
\ e P d r J l er e \ r u i L i r r a gn,l rr.rirri'rg
and even rheir ol,n gcncrals. All
rhree competcd for the latcst
cquipment and replacerrenrs.
This competition ofren linritccl
their cooperation in rhe field.
Heer, LufwaJJ, and SS dre dll
treated ns Allies (see page 70)
.;.':,.f;allschirmjrigerare part of the
'.,.,I uJiwafii, so dre lrct Allit to il)en,
: bu a,e Allies ro rht Hec, tnd
5J.
MOUNTED ASSAULT
(lerman arnroured halfltracls irre uniqtrc in havinq a ( a Mounted Arault'lirtrtsport tedm is
r.ehiclccomrr:rncler (n'ho crcr.s rhe machine-
cLedicated by DeJeuiue Fire, rtll suruiuirts ?dssengersFall Back
gur) :rsrvell as a driver. This gives rhetn ,r qre:rrcr dcgrcc of 2"/5cm att,d1,frorn tlte tedrns the.y uere chdrging. IJ the
independencerhan sim jLarvehiclesin other armies.'lhev Pds:tttgersctnnot do this, thq are Destroled. Ihe platoon',
have learned to qht fionr rheir haltracksin conrrrst to iJ ilor autoiltLiL/ly Pinned [)own uben the Pasangers:
orhcrs rvho just usc thcir half-tracks as battle taxis. Disntourt, dnd utill only Fall Back ifit takesfua hlts as ,

Arnourl Ti'dtsport tetms in a platoon u'itl, tl,e ilfounted usun/. l.[a,Nlounted Assault Tr,nrport teanL is l)esttoyed'
ssntlt spccidl rule ne Mountcd AssdtL/t 7 t'aniports. during tlr nsntLt, dt4, Iltsengos arc Destroyed with it.
'[ha
Mounted ssault'frnnsport lta: t dttal nrture. Vlhile Pts:angcrsdo nat need fo Disruouilt to Caunlerdttdck..
etnpt.1,,it it.fust ttlt ordirutr.y'lrtnspot tilil, ex(qt thdt The1,ct7, ,tnt, Xrottntad or I)i:ruount as they u,ish. Ifthey
tl,qy tla not hat,e to bc Sent to the Rear u,het eml1t thEl f)ismount to Countemttd(b, their Tnnsport tetrn u,ill be .
cttrt rerildin on tbc tab/e tnd tontiilue t0 t'gltt. \e,,r ta th R.nt.

Wlhet urrying Ptrserugers,a illounted Asstult l)rtt:port Ifthc plaroo" uolnrttarily Brcdhs OlJ instead ofCounter-
is treated u a Thnk turn Jr nrrlthiug eccPt ?ldtaon dttdching, anrl tht entire p/ato7Lt is mouiltcd in Mounted
fulom/e Chec/ts. IJ it is carrling twa 0r Lilaie Passenger ssault lrtnsport teirils, thq) ntay usa thc Break
tcttttts, it tlso ltas'lttnk L:corts. l/trough the ,Enew1 rule (scapdge 166) ds iJ'the1, were
fattI rcut,t'.
As a lkth tetw, a Mouttted Asstu/t'li'tnspart tearu
ctrrrl,ing ?tssergcts tutl (.lharge into Cailtn(t nndJ;ght ilt At tl,e oil o.ftlte A:sa ult .\tep, XLounted :sault Ti'ansport
msauh corubat. As Opeu topped Ttnb terrns, the p/ttoort tedntr /h/tt iic Bdiled Out are Sent ta the Rcdr ifthey haue
u,i/l bcJrccd ro Fall Brcl< by.fixe Lits or tu.,oDcsh'oycd ar uo [ta:sergers, ar iutoiltdtiLnlt Rcruowtt (secpdge ]02)
Brilcd Out uchiclesin I)eJuirc Iirc (seepagc 151t. tnrl art uo longer lltiled (t iJ they harc Passetgers.

',
li-
:r tnks re considered yital to Germany's war effort Once in command of the fearsome Tiger tank, they
only the best cmdidates ue selected to crew them. showed what the1. could do with the best equipment
in battle.the rough hidcs of rheir mounrs gire. available.
crews unprecedented suwivabiliry letting them To reflect the abilities and experience of these excep-
the nuances of the batrleeld while racking up tional soldiers, Fkmes Of War gives each platoon of
i m p r e s s i r es c o r e so f d e t t r o r e d e n e m y r a n L sa n d g u n , Tiger tanks its own Tiger Ace Skill. This skili gives them
se men were highly skilled and led by some of the the ability to perform the incredible fats of the real
tmk commanders that have ever been. Officers like tankcrs that manned these formidable machines.
\Wittmann and Otto CarirLs learned their trade
lesser Panzer tanks or StuG assault guns

the start oftbe game before deployment, ro// a die for eacb Warrioy or platoon with the Tiger Aces special rule
including an1 KampfgruPpe made entirely teamsfrom platoons uith the Tiger Aces special ru/e), then look up their
7 iger 4ce \kill oq rhe rable below.
the Tiger Ace Skill is specifcal$ rolled for the Platoon Command tedm or d Warrior team, it only applies to that
ileam unles it is Schnell, Cleuer Hans, or For the Fatherland, in which cdsean! pl/ltaon it is part oJ'also receiuesthe

TIGERAcE STITTS

O
ScHNELL! EVERY
SHoTCoUNTS!
lhr5 PlaLoon belre\es il1 rhe rmponance ol The outstanding teamrvork and excellent
speec{ and most of their kills have been raci<ed gunners of this platoon ensure that almost

/;
up
fE ;'-h;ilJ
rhrough being ar rhc righr pla.e ar rhe

lh( plaloon
a roll of 2+.
mnl ruakc.\lurmlrooP(rr ntqu() 0n + er.ery shot hits its target.
Tiger tanks in this platoon re-roll anyfailed roll
to hit when thel shou.

./\ .) RAPIDFIRE!
(r.
CLEVER
H,Ns! Superb teamwork benveen the commander, the
The drir.ers of this platoon are masters of rheir \.1 gunner, and rhe loader means that this piatoon
vehicles. No matter how dilicult the rerrain or
horv 6rml1. stuck they appear to be, thelll have
r h e i r L : n k r h r o u g hr h e o b ' r a c l ci r r n o r i m c .
,Y maintirins a irigh rate of fire in comb:rt.
7he 8.8cm tank guns of the Tiger tnnkt iru th^
platoon haue ROF 3.
Tanbs in this platoon rc-roll faikd Bogging
Cbechs to cross Rough Trrain dnd Skill Tsts ToPAcE!
to free a Boggetl Dlun tdnk. If thel, haue \Yide The commander of this platoon is a top eun, a
Tiacks (seepage 61), they roll to Free tbemselues real Kanonel
(seepage 4'l) ty'ier re-rolling the Bogging Cbeck. Roll again to cletermine the p/atooni Tiger Ace
Ski//. If you roll 6 ngain, )tlu wdl c/toose the
FoRTHEFATHERLAND! platoon\ ski/1.
The soldiers of this platoon love their counrry-.
ln addition, Rol/ n tbird time to genetat dn xtn
They knorv horv inportant rheir part in
ski// sprcifcal$ for the Platoon Corpmand tank.
Germanyt final victory is and rvill {ight to their
This giues the p/atoon comrnander two I'iger Ace
utmost to secure rt,
Skilk (the one for the pldtoon as d utltole, and
7he platoon pdssesMotiution Tsts on a rol/ their aun one spefc to thern). IJ you ro/1 t 6
of2+. 0r the same nuntber as the p/dtooni Tiger Ace
Skil/, you mdy choosethe platoon .omtttn.Je:
extra sl<i//.
SCHRZEN BEGLEIT
EscoRTs
Schiirzerr;rrethe thin arnoured platcshung on the sides Il( ( ,\nl.rr\ .opicd rhe \or ier o acri.c of
of some Cernan tanks to prorccr them frorn infntrr' proviclirrg their ass:rultguns v,ith Begleit,or escort)
anti-tank r.capons, likc anti-tank rilles :rrrd b:rzookas. infanrrtr Lo protect thein aeainst inlantrl. assaults
\Yhen a t'zu rlut is lrotecterl b1 Schlirzan is lit b1 d While aboarcl, the Begleit troops rc thc assault gun's
u,etpon witL a Firepouer oJ 5+ or 6 an tlrc Sidc truoLtr nachine gun across the roof, frccing the gun'.screrv to
b.yshooting nnd /iilt irs Arnour Sn,c, ro// t spet:inl 1+ concentrare on providing cannon support.
.\cbiirztn stre: AssauLtgun: utitL'lank Escolts use a/l the normal litnh
.
4 tht :at,e is :uccessJlthe Schiirzeu protects tl:e ttnlt Escoft rules. In addition, an assault gun u,ith link
.froru tl,c side shot. Escarts na.1,./trt its Hull ,ilIG dt t/te sil1( tine ir its
. I1'the nt'e is uot turcessJ/thc sltot pmetrated the side hu/l-mounttrl nttiu gun. Thls docs not pretent tbt:'fanh
tr ]?tot.tl'tJ lt a)iln l. EscartsJiou shooting as uel/.

'l:::::"1::;:uti+:

ARMOURED
RocKETLAUNCHERS STUKA ZU FUSS
'\rnrourecl rocket launchers can llrc rll oit rhe rockets Sd Klz 251 haLf-tracks in rhc thircl pl:toon of.he
quicklv before scooting ofi to a ncl'loc:rtion. Iltnzerpionicrhontsttnie
atc httcd rvith V/urfuhmcn,
An rti//er1, platoou aquipptrl uith Annourcd l?ochet t r a r r c ' l , , r ' r i , I ' r r g r l 8 . m r o . k . t . . f l - c , . r r c r ' ., u d c v -
'Ii:st :rstating that th$-I'crc callecl .!rza:a Frr.f-Stuka
Ituncher tetnu thdt fred nntt r/t|t a Shi// in the
A:sdu/t Stcp in:tatd oJ'mtkitg i Stlrntruopen t/lou 0r ou l(nt-
nlelug S,drLin tn A:srtti/t: I t , l , s . l r n r , I r , . , , n . . l c ,l , ! ! , 1 , 1 , , , t n o t t l t f , . ,,q(
. IJ'tha! pnst rbe .tkill T4r, rctnol'c thc Snokt Titril Artilhry []ombnrdruent iu a gzttttt, lnt coutlts is six
l t \ 1 11 , s , 1 , 1 . ' f o , ,
rudr/<crs f'on t// Ilotkct Lnuutbcr tetrns (see t 1.tt,u.,:
JJ:
n

ltage 1 38). You ntay tukt up ro six dTtelil?ts to Rnnge [n u,ith cach
. Ot/tarutisc, t/tcJ,tre Toas/otu itt gtttittg rtu,a),, /etuirt! .\n k d zu Fust roch e/ /tn rrt ch cr. Ed ch.f i /etl t Lt crnpt rcd u ces
then tu/rterdb/e t0 rountlLt//c.t tttII/t.1, fire. The nunber af ueqoils.firiilg by ona. If .1,oufdil rll six
tttcLtl?ts to Rntge ht, thc rocl:cts htuc all heenJired, but
rulssed,trttl no Bonbndnaut is pos:ible.
lf ntlp/,: Sat/<azLt frss rotLtt ldunthos ft'0ru tLe samt
platoon.fire, pldce n scpnMt( Tnplate tnd ro// to Range
ln scpardtcll u,lth ctcL n ifrhq, tL'cesepir/lft drtil./elyl
bttterics. Conplete e,rch StuLa ztL Fus rocl<ctLnncher's
[lontbdrdntett beJorebeginnlng thc ncxt
7he hnlJ:617;1,ls sri/l ttnihbk To Trnri?ort its prxsaugers
nJier t/te Stuka n FussJirc:.

i!i|1lll;.1.,.:..::a

,1,]1,.:;l:
h been said ofthe British Army that they always start a war by losing battles, Howertr, they ile nothing
not stubborn. and persistent, and in the end. they always come out winning the critical campaigns.

BULLDOG NIGHT A.TTACK


200 years ago, a French general remarked that British infantrv often timed major attacks to srart in
British troops his infantrv attacked appeared to have the middle of the night. In theory this proviiled the
'n root and be stuck to rhe ground. They refused to infantq' with a cloak of darkress to conceal them from
u n a w a yw h e n o t h e r t r o o p . u o u l d h r r e . N o L h i r r gh a . enemy re until they had taken their objecrivesand dug
m d B L i r i . hs o l d i e n . r i l l h a v ea r e p u t a t i o nf o r in to hold them.
nacity and stubbornlv refusing to give up ground that In practice, delal.s ef6s. ment tht the attack lound
have taken. itself still embroiled with the enemy at darvn and sub-
British platoons test their Motiuation to i e c r e dt o v i c i o u ' c o u n r e r a r r a c ka' . t h e d a r b e g a n .
in assaults,lou mqt re-ro/l the dle and A player commanding a British Infantrl Companl may
rhe re-rollcd re,ult ro all British plqtuons rhat 1i/eJ elect ta mahe a Night Attack in missians that do not ust
the originol ro/1. the Meeting Engagewent special rule (sre page 264). If
they do so, the game starts dt night tnd uses the Dawn
RY ON. SERGEANT rules on page 273.
e backbone of the BritishArmy is its Sergeants.Many \X/hen mdbing a Night Attach, the company has the
new subaltern has been advised to let the Sergeant
Alwqs Attack spacial rule (saepage 257), and dll British
the platoon and to follow his advice. Ifrhe oficer
killed. rhe Sergerntir morc than rble ro keep thc Pldtoons contdining onl Infantry tedts cdn ute the
Spearhead special rule (seepage 261 ).
fighting.
British platoon ma1 Charge into Combat and
without bauing a Platoon Cammdnd team,
ifit doesso, tbe Assau/ting teams do not need to be or
In Commawl

AND RUN Tow HooKs


m o u r r L e dr n r i r a n k g u n s \ v e r en r i g i n a l i ym e a n r The inlntrv often had dificultv getting their anti-tank
dismount to fight. Adventurous cre$.s soon devised guns forward after attacks, so an armoured brigade in
for hiding behind a ridge, scoring a quick, short- Tunisia deyised a very clever solution. lhey {rtted their
nge volley, then running beire the enemy can catch tanks rvith torv hooks allorving them to torv the 6 pdr
m our guns. lt worked so rvell that soon almost every British
A British I'latoon with tbe Tip dnd Run special rule malt t a n L r v a ' f i r r c Jr r i t h a t o w h o o L .
to Tip and Run imnediate fi after shoating. Any tdn ftted utith a tou hoob ma1 tow a 6 pdr or
a Sbi/1 Tstfor rhe plaroon 17 pdr gun, cdrrling tlte cretu as Passengersriding on the
Thnks (seepage 47).
If the test is pased, the platoon treats the remainder
of the Shooting Step ds d Mouement Step in which it
can moue uP t0 an7ther,l"/l1cm awayfon all enemy
platotns thdt it thot dt.
lfrhe test isfai/ed. rheplaroon remains whe,c ir i:
r aol. d p/aroott rhat dtr(nrptj to Tip aud Run
dfrnot t/1kean) plllt in ltn /lswult in the same turn.

. l:r:].::,i,

;;,::i::fl-'
S E M I - I N D I R E C TF I R E BRo.A.DSIDE
British heary tanks often open fire at very long ranges, [ h e B r i r i s h v i e w t m k b a c r l e ra . l a n d -
w h c r er h e i rp r r l i c u ' e o f a m m u n i r i o n( r n c o m p e n s r e naval battles with the'cruiser' squadrons steamin{
for the difficultv ofhitting the target. It means that their out to battle enemy tanks while the other rms
ammo racks empty st, but theret plenty more avail- and wait for their te o be decided. As a result, crui
rble for re'upply. tanks'steam'in naval formations such as'line
Wedpons cd?dble of Semi-indirect Fire that didn't moue a r r d c h a r g er h r o u g h r h e e n e m y l i n e s r i n g ' b r o a d s i d e s ' .
in the Mouement Step may re-roll failed rolls to hit when Only the turret facing is used in determining whether
shooting their mdin guns at p/atoons with al/ teams more shot hits the front or the side armour of a tank with
rhnn 16"/40rn awa1. weapon tbat usesthe Thlly Ho! rule. 7hefacing of the

TALLYHoI lhe Brnadside rulr doe, not apply when thc nnhs
British doctrine requires cruiser tanks to either remain
Ar the Double, as they aluays marcb with tbeir
concealed or be moving when under re. Under no
poi n ri ng lorwards.
c i r c u m s r a n c e, h' o u l d t h c y h a l r i n r h e o p c n . F o r t h i s t o
work, the tanks have to bc capablc of ring accurately
LooKING GOoD ON THEMOVE
or the move . f e w a r n i e r. o p u t a F u l rl u r r e((r e w
B r i r a i nw a r . ' n e o f r h e
'lo
facilitate accuratc shooting on the move, cruiser of conmande! guner, and loader in their anks right
tanks have high+pecd powcr traverse systems capable from the beginning.This efficienrarrangementwouldi
ofspinning the turrer through a full circle in 10 seconds normally girrca betrer rate of re, but rhc Tlly Hol rule'.
r n d f r e e l v - m o u n r e dg u n r . t h e 2 p d r g u n . h a v e n o e l tradesthis fr the abiliry to fire on *re move instead. .

eyating controls. Instead the gurner aims thc gun using \ X i r h l a l l y H o l . r l l o w i n gB r i r i s hC r u i . e r ' r o r a . ea r o u n d
his shoulder, making them very accurate on the move the table, the Broadsiderule makesthem look good while .
rhey are doing ir. lWith roadside,plalers can have rheir, i
at short ranges.
tanks racing past rhe enemy firiag as they go.
Tiz/ly Ho! means thdt tlte listed tuelryln does not sufer an1
penal4t to its ROFJr shooting on the moue at rnnges up
to 16"/10tm. In efect, it is assumed to be fring ore the
ryoue ar d// timcs!
Teams with Titlly Ho! still cannot shoot when mouing At
l

'
l :,.r
ORTWELVE-GUNBATTERIES MIKETARGET
idsh artillery batteries have ts,o or rhree mostly inde P r c w a rB r i t i " h a r t i l l e r yd o . r r i r r ec a l l e d o rp r e c i . i o n l i r <
t r o o p so I F o u rg u n sa p i e c e .B y c o m p a r i s o n ,m o ' r a i m e d a r d e s t r o y i n gi n d i v i d u a lp o s i r i o n s .W h i l e t h i r u a '
tries have only four guns in the whole batteryl useful for small colonial wars, in the fast-moving battles
Artillery Batteries with Staf teams use the in the desert, the gunners soon learned that getting
Conmand, Combined Bombardment, antl r o u n d . o n t h e g r o r r n J a ' f a . r a s p o s . i b l ew r . m o r e i m -
Battery special rules. In the Mid and Late-war portant. Now British artillery has the fastest response
ils, thel also use the Mihe Target special ru/e. British tines in the world.
llery Batteries in the Early-war l,eriod neuer use the \Tithin minutes ofa target being identified British artil-
Thrgetspecialrule. lery can arrange a'stonk'on any rget. IFnecessarl.,the
'Mike
observer used the code Trgei when ordering a
DEPENDENT
COMMAND bombardment. A Mike Target required every gun in the
itish artillery used a flexible battery structure with two regiment that wasnt otherwise occupied to join in!
three semi-independent troops. These toops coulcl \il/ithin a relatively short spce oftime 24 guns rvould be
a r e : e p a r a r e l yb. u t f i r e L o g e r h errl l o u i n g m o r e g u n "
pounding the target as fst as the loaders could shove the
b e b r o u g h t t o b e a r o n t h c r a r g e ru i r h o u r . r e a r i n gr
rounds in the breach. The efi-ect rvas dramatic, leading
trget for nemy rtillery or aircraft.
Getman prisoners ro ask to seethe'belt-fed' artillery on
batteryi Staf team must be attached to a Gun 7i'oop their way to the rear!
its b(tter)t nt the stdrt ofthe game beforedeploymant
A batterly ma1 re-roll their frst faikd attempt to Range
t. n) Gun lroop within Lomryand Disran, r of
In. IJ they fdil on the re-roll, they xill hdre tul il1orc
bntteryi Staf t?am. ruuilu at hauing a Staf tcam
'allouing rdnging dttemp^ leJt as normal. Thej do nat get /1 re-rull
it to use the All Gur Repeat! rule)
on their secondand third attewpts.
tbe battery has an HQ Tioop Command tearu, it
Vhen a bnttery rcpeats d Boitbardment using the All
t alsa be attached to a Gun Tioop from its batteryl
Guns Repeat! ru/e, the entire regimentjoiils in. As a resu/t
the start ofthe game before dep/o1went, becoming the
ttnJt tedms caught untler the Bombardment must re-rol/
Command team for the Gun Troop. If the HQ
successfu/ Saues.
roop Command team i' Desrrol,ed.rl,e origittal ['lotoaq
Some ru/es refer to Bombardntents usittg the Mike Tuget
tnm resumesthat role
'pc, ial ,ule as 5tonh, or Xlurtle+.
BOMBARDMENT
SUccESSFUL
SAVEs
Ii rhe Firsr \/orld \flar, British gunners quicklv learned
A successful Save is one wlrere the Saving ream is conr-
i r r o o k a n i m n r e r r s ea m o r r n r o I b e . r n . r r L i l l e r vr o
pleteli' sale from harm rvirhout :rn" Fireporver Tsts
stroy dug-in infantry, more than they could muster needing to bc rolled.
they found worke.l better was smothering th
with lighter shells to pin the defenders down HMG BOMBARDMENTS
the infantry assaulted them. The British concentrated mosr of their Vickers medium
Gun Troopwirh rhc bnrrcrl' \rof tenry. n1 anl sther machine-guns (rated as heaw machine-guns by rnosr
nTioopuithin Cimnand Dista.nce
ofthebatttry\ StaJf nations!) in specialist machine-gun batraiiors. These
, md! act di the base of a Combinecl Bombardment used the full range of machine-gun t:rctics, includint
the Mixed Bombardwent rule on page 131. An1 long range area bombardments.
r Gun fioops from the batterl (whether 0r nlr thl Some units, such asthe machine-gun plaroon of :r motor
r nedr the Stafi team) may join the base troop before battalion, did not receivesuch specialisedtraining and
to Range In andfre as a single corubined Artiller1 used rheir weapons in a nore convention:rl lshion.
Batterl.
British Vickers HMG taans, dnd HMG Caniers .fring as
a Gun Ti'oop fom dnlthe bnttery that has the HMG teams, canfire banbdrdnents (un/esstheir platoott
Bombardment special rule has a Stafi team entry speciJicafu stls otbarutise). Tbese are conducted
is zuithin Command Distance of its Stalf tenm, it ma.y in the same way ds t1ilJ other Atti/ler.y Bombardment.
be combined into the Bombardment, along tuith an1 Houeuer, since thay haueAnti-tank and Firepou)er rdtings
Gun TioopsJrom its batterl. of'-', thel cannot harm Armoured uehicles or Destrol,
tedms in BLtlletproaf Couer, abhough the1,clln stil/ Pin
them Doun.

.t
i':.:::a:i:
l;.:,rt, ,,:
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:"
The Red Army entered the war in a state of chaos. Stalin's purges had eliminated the professiona-l
before the war, then German victories wiped out the entire prewar army within months. The Red
desperately rebuilt its strength with brely-trained conscripts. Yeus ofhrd fighting forged the suroivors into
a wr-winning force capable of taking on md beating the best the enemy could offer.

KoMIss.R
A Komissar is a Comnunist Partt olcial rvho supervises IJ the Contpanl Command team of the conpany (Souiet.
the soldiers to make sure rhev display the proper level hurtaliou ' u, a Higl'cr ( amnrand teatn J,asjoined the
ofenthusiasm in battle. A lack ofheroism in c{riving thc .nryponj. rc-,oll rhe Motiuariun fct lor the comman,hr's
Hitlerites liom Mother Russia is not acceptable and the infuence Jirst. (the unit Jik the re,roll, the Konissar
Komissar rvill not hesitate to shoor soldiers who show a 1 1/'s11
s114t4p1to lorcc thr phtoon tSouiet eompanyt
'It
fear during battle. As Comrade Stalin said, takes a to obcy orders. lTtL is an exce?tion to the ruLeprcuenting
brave uan not to be a hero in the Red rm1'.' d testJi'am being re-rolled more than lilce (seepage 20)
A Kortissar team mdy dttttpt to force thelr troolts to obel'
orders aJler Jilirug a Iotiuation Tist to Ra//1,fi"om being BATTALIoNKoMISSAR
Pinned Doutrt, to Couilterdttdck in au nsau/t (prouided As rvell as the Komissar assigned ro each company;
your battalion has a senior Komissar responsible fbr the
the Komis:tr is an Assaulting tcatn), or t0 pdss d ?/dtot)n
fu[arale Clteck (but not for Tbnli Tlrror or any other entire battlion.'lheir role is to assisttheir deputies in
ilfotiuatktn Tsts). removing particularly dangerous rrairors and restoring
d i . c i p l i r r er h o u l c .ilt b r e . r kd o " n .
A K7missdr dttmpting to Jorce tbelr tr|apt to obeJ)7rders
rntut be In Comnnnd, and ruust immedidte/y Destroy flt, Barrtlion Aomt,sar rcant in thc rcrypdnj (souier [tar-

orc lrtntry or Gun teamf'om tbeir otun p/atoon (Soet raliot' flQ i, t W, rior t(.utt. U th( Barralio,t Kotaitror

cawpdfl!) that i: uithin the Comnand tearn Joins n pldtoon (Souiet nmpary), it tahes ouer the
Dittance oJ'tltr
Iiornisnr team. The Komissar te/tilt cdilttot Destrol'an r i u r ; c , o f , l ' , q u r n t t l h o t q i s : a .t , n r y . 7 l ) ( K o r y i s s t ,r u m
hn,,ro c.lleetn, /nqo a, rhc Bdttalinq Koryissar reary
Wnrar tenm, Indepandent tearn, or itsa/Jin this uay.
rcnnins joiiled to the platoon (Souiet compary).
If 1,ott roll tt I for a Motimtion llst re-rolled using thi:
rule, the soldiers dre ?uthed ?dst the poitlT of brctking
and reuob against the Komissdr! Iry tLis t'asethe Komissar
team is Destroyed ds utcl/.
hi ihe a ipecil rule lisx tbe
Soviet economy and social system emphasises cen- types ofplatoon (50eT camparyt) that they can Infhrare
planning and control by the government, and with. Theplatoon may Infbrate with lne platoln (Soaiet
is applies to the armv as well. Soviet generals prefer c7mparyt) of the listed 4,pe, and any Warrior tedus thdt
ir troops to strictly obey orders, rather thm think Join them, .when thry {rre dftdcbing in a mission with
themselves. To. reflect this, Soviet forces are organ Prepared Positions and haae the frst turn.
differently from other armies. For game purposes, !n,rcad of makiug a Rccre Deploywenr Mouc. rhe
Soviet company is treated as a single platoon and a Infl*ation platoon and the platoon
and Warriors
hole banalion operates like most armies' companies. Infbrating witb it moue up to 16"/10cm (regardless of
Wereuer the rules ta/k about d Platoon, I'ou can ako their Moaement Distance), remaining within Command
thdt as a Soriet camPdryt.Where the rules talh about Distance oJ each other, and tabing an1 rolk needed to
ilm?anJt, lou can also read that as a Souiet battalion crossRoug/t Tbrrain and Obstacles. lheir mluement md!

a Soviet company is led by a Platoon Command not take them uithin 8"/20ctn of an1 enemy tean.

and operates like a large platoon. A Soviet battal- Any In;fibrating team that ends this mouement within
is led by a Companv Command team md operates 16"/40cn and in ofLine ofSigbt ofan enemJ,tam is au-
a large company. This means that while a German tomatically detected ifthey are either not Concealedfrom
must remain in command to move freely, an the eneru! team, or the enemy team is a Reccetean.
ire Soviet company must be in command ro do the If the Infbrating rrlops dre not automatical$ detected,
Similarly, while the enemy shoots at a US platoon the opposing player rolls a die:
shoot at a Soviet companv . Ot a ro// of6, they are detectetl.
. Otberuise, tbey haue inJibrated undetectad.
TRATION
.er soldiers have a reputation for being long-suffer- Ifthe [nfbrators are detected, the In/iltrating player giues
and tough-mindecl. They swim freezing rivers and the frst turn to their opponent.
thiough trackless swamps in the pitch darkness Ignore enemy \ilarrior and Independent tearus u'hen
r e a c hp o s i r i o n " c l o s e r o . o r e v e n h e h i n d . r h e e r r e r n . InJihrating. 7he.y do not linjt dn Infltnting tearn's
the battle begins. Of course, one carelessslip, a m7uement iu aruy way and cannot dtect tltem.
loo loud curse, and the enemy are aierted too soonl

WALL ROLLUP THEGUNS


Soviet Union combined 122rnm howitzers wirh The Red Army has a doctrine ofkeeping its guns right
guns in rheir divisiolal artillerv battalions. The up in tbe lront line where they c:rn firc over opcn sights.
ter gun\ are deadlr rollcd for*rrd ro.hoor ovcr To nakc this possible,thev design their guns ro be lighr
sights while the hon.itzers bombard ftom behind. enough for the crervsto push.
, their bombardments are highlv ective. Souirt Mediun and Heaul (iun terrus tnd StdJJ tcarus
rtillerJi bdtteries (Souiet artillery battalions) contbining moue as iJ'they were Light Oun teams.
76m m gu ns t,uch a' rhe -bn n Z I S-3 t. | 2 2 n, q ho wi t zct,
a' the 122ryry obr l9J$). aqd 120ry'q ryorrth
VoLLEYFIRE
'ifhen the aclvirncingSoviet arnv came acrossa Gcrman
(such as the 120-PM-38) may,;fire thcir l22mm ho*
strongpoint. assaultguns and artillen' b:rtteriesstopped
itzers and 120rum mortdrs as d se?ardte battery apart
to blirst it using:r m:rssivecenrralisedvolley.
their 76mm gwr.
If thel did ilot moue in the Mouentent Step, Gun tenms
If any 122mm houitzer or l20mm mortar Jires an
and Tirrretles: Tnk tedns (sttclt as the SU-76, SU-122,
Arti//er1 Bombardment, you rnust e/ect ta either:
and ISU series) rrtttl, rrrollJihd rolk To Hit when
. include any or all oJ' the 76mm gnns in tha
shooting, prouided the etsiest tetlm to lrit in the tltget
Bombardment (using the Mixed Bombardment rule
platoon is utithin 16"/40cm.
on page l3l), but not shoot with the remaining
It takes tinre to build up the volume of fire that Soviet
/omm gans, or
gunrers prefr, making it irnpossible to use volley re
exclude all of the 76mm guns from the Artillery
tactics el1ctivelvin a hastilv-organisedambush.
Bonbardnent, shooting nonnally uith the 76mnt
The Volley Fire rule does not app! to uehitle mnthine-
guns instead.
guns, HMG teams or any Anti-aircraft wedpou, Ltot'
rulr ouerides the No .\plirring of'A,ti/le11 l-ire rule
when fring Artillety Bombardments, in DeJinsiue Fire,
page123.
or.Anbuscade
*":'

QUALITY oF QUANTITY 5I-ITRAE


F OMPANIES
l h c R u s s i r n sh r r . ' . r s . r r - i n qt h r t c l L r r r r r r iltrrr r sa q u : r l i t r \taiins rnilrrous (lrler lll .\or Onc SLcp
rll ofits oln. T l c b i q l r r n l r i o n s u s c c bl r r h c l { c d . \ r n r r lleck firrrrccl,\lriirfzlt'r .Ro1lor l)cnrl (ionrp:rnies
r . r l i l ri l o f o f s h o o r i n qt o s r r p . in .:.rcirrmr. lhcsc l-cr.- LLsecl
i1silssrlLllL
Lnropsorr riskv
,,1planor l.\ot.ir.atxll!ilt') uirlt 'zr ltt,r.ft.tict ltti)rnn.1, op!'rirtions u here Lher could rc.Lecrr thcrrscllcs with
o; (itrt rLttt: l;t (,trtnrtrltrl lus (ltrrltty o.f ()rr,uttit.t. r h c i r b l o o t l .
1il;lurlt il,t L'iIti)iii It,iiit, ttit) ntTtLtllralliliu\. tUtl ttIt) S i n c c t h , : s o l r l i er s c f t h c S h r r i r iC o m p r n r , c : r no n l \ g e i n
\\'itrrior tittl Ittr!t1,1;ttltitrrLrtls rlnt l,tt,c loiirttl jt u'l,ttt p r r < l o n i i r r r h c i r r r i r r c s ( s t r c h , r s s p r e , r c l i n qc l e i c . r t i s t
/Ltu:uiiti;t< li t l,ltt,o,' iSot irt i.)tt?nit-)) l,,t: (!trlir.)' p r o p r q r n ( l r . f i r i L l n qr o r e p o r L c l e l t : r r i s L
relk, l;riling to
a.i Qtr n tir,. \ h o o t f r . r i t o r sr t l e n r P t i n q i o d e s c t t o r s u r r c n t l c r .c r c . )
/) llitoo;t I.Sot,itt ,ttt2,i;t,. ) ti,!tliit:! iltc .\itootitt:<\tt! t i t h t i r c i r i r l , r o r l .r h r r . t c r r r lr o b e h a r d L o s L o p r .
rtirl, ()ltlir.,, ol ()rrrtttirl irt!t tttLr rr Lt,t;t tctr ltit .1ra, inrttii,ttt ./ttItIittg 't Sbnu.i' Cottp,rtt.1ttt\t rlIil r)ts
I,itt:tt,rtlof rl,r t!t!rt! iltt) i;t tt ,ittSlt.\ltaori14l\11p[1]);g ,lrrarlL i;t ttit.)' itlij.iioil. 'ls rtir tss,rttit t]tli, J :l,fri'
l,ct Lcroirr [)ittttrtl [)rtr.tt. tlrl,orgl,,1 11,'r.,i,
ltir l)o;tt rtt Cottstt;r.',.t!it it(1)t'11rTt(111!r
n Di3, lt tttl ;Lruti Lttt:
,i r t! I I i t.1 Bon t ,t tl t tt t' rt .,t i | | l) i tt: tl tr n r I)o u'tt. .hvlt tl,c l);r'p,rrctli)ositiott:,7rtinl rult.
lLttt' .froir ,t l,!,rn,t't :.\rt'itt to;ttlrtit.),) ittiiiil!, tl)! .\olllt;: trtit'!utl to t(n.r irt t \l,rrtf (.o;tlttt.l, l,,iiu,t
,1;ituli \tp rr lilt (lttlit1,o.l'(!tr,t;ttir.t t:t,t1 (.lut.qr titto ol.litilttt t;r tltL ltt/Lfitll. ., :trch, t Sl,ti,t.f(.:oi)tl,t1t.t,
(.ox t.i nit(l ( ollt()nttttiL ';
.ijul l..l )01;it trLtl f)ot,t ilti',t.,! !,!)),, ,i ,\fttrLrricit 7c:t ott t rull o.f)+.
ri,t t i t t i tt.t,i,tt i, t t tl,,t t t ill/, ll,l-r !t! t i !. TLt! ri t \ .1!t ) rh L,i i l L t , u t s ,i t r t s p l ; i 4 , 1t a 7 i L , , r . \ ' l t t r a .(l . 0 : n a t t . 1 , 1 , 1 1 1 , 1 1 1 1
tl,tl l)"il0titt ttr rtj!l t\ol t!::!irlTjit.l:(ttiit;. !!rorci t.r'l,ctt/,tI jit,! t {.ar!ltx), ,t':lrriL ( l,trt. lt loc:
a 1 ! i / r o o t ! 1 . \ t t . i L r , n t i t r , t t t l ' ) t t , i r l , , t t i t t : , t . l t c c i r l : . v t r l t j i r yiiot
, it.!d ta t/,c ;tirnber of aptutiotttl pittuo,t:, ;toi r/ot:s
l,t.lrittTr.] rLt;,t, tt!!t 7Ir nt ioii !iit hltt itt I)cfbrit,t Lirc ii eorutt t: Dcsttoyad i.f it suft)rs rlttr f;iit.
l,,,iit;L tl,t..,rrr, l)irtirul l)ou rt tnt! furccl to 1-t/1.Rtt:[.

-:+;:t,

:f

o1::;

- ,,,ire* ,lir
li;:l
t . ; l t ' -I '
.,".,,|
HEN AND CHICKS CUPOLAS
Soviet tank lossesrvere incLedible. ln 1L)4), they' built Frorr the niddle of 1943 nerv T-34 tanks rvere 6ttcd
10,000 light tanks, 12,000 medium tanks, and 2,000 rvith a comnander's cupola to improve thejr vision.
heaw ranks, :rnd received 4,500 rrore fiom Brjtain, Trmhs.fitted uith r coun,tuder's cupola do not suJ]r thc
Can:rda, :rnd America. In drat r.car thcy lost 16,000 of eftectsof l.inted l'ision 6ee pdge l ) 8).
r h e r n .f . r rn r o r l . r n l ( r. l r r r r . r r r,r. h . r . r n l ) ( \ n p o \ -
.e'.edl lhe onlr urr rh. Rc.l .\rrr'r .orrld kccl' rrp TANKODES.NTNIKI
'lhe
with.such lossesr':rs ro rush tank crervs ilto b:rrrle r.ith tanks o1'Lhe ilecl Arnw sulTereclheln losses to
rninimal training. Conbined n'ith a lack of radios irnd a infanrrt tank-hunler teans. The solution rvas to prorect
preferencelor going into batrle rvith all h:rtchesclosecl, the tanks \\.ith tnilk0lerdiltnl1,submachine-sun,rrnrccl
this resulred in Sovicr tanks blindlv follorving rheir troops rvho ricle ro battle on rhe back of dreir Lanks.
c o m p a n l ' c o m n a r d c r . a s r h e G e r r r i r n sd c s c r i b e di t ' l i k c 'Lutk
Inles uith Lmhades,tnxtihi hm,e Escorts (set prges
chicks fcrllorvingrhe mother hen'- )00 tntl 201).
If a P/atoott Contruztd Tatlil nrcrr in thc Matenent
Step, a// oJ'the Tank anl Trtnsport tedrils iil its phtlon T,NK.RIDER
COMPNIEs
'lhe
(SoLlet tompary) rnut motr as ue//. Red Arrnr backecl ttp :Jte rdnbodesannihi rank

IJ'the Platoon Cornmdnd team dots not tnate, ouj Thuk escortsrvith tank ricler coupanies trained to riclc tanhs

aud Ti'ansport tedms thiT stdrted the MoLetnent Step Out into battlc. thcn dismount irnd clc:rr tcrr,rin:rirt',rc1o1-

af Contmand nny rnouc. thc tirnks.


'ldrns.fivu (.arnptnle: haut t -J+ Sduc u'l.,ilc
Any uel,icle thdt rtores ddds +l to thc scora required to Tt-rilcr

Lit u,brn shaoting tuith its rntin grot or gurts. lhis girc: tt f,,Iouutetl ott t TtrL tan ds Ptlst(ugeri. The.1,
rlo ,rt rrr,
curnulniu partttlt.y oJ'+2 Jr RO| 1 t,ctpons. Mtchine- Ta DislnlurtT Undcr Firc utl,en ltlt. 7/tey tdtt rt'trt'tirt ott

guns tnd l'lnne-throu,ers do il)t luler this pentlry. tl)( tn|tkt ittrTen(J.

+*
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Missions. ... , ,.. 255 NightFighting .........272
W h a t ti n a M i s s i o n . ..........25i M o v i n ga t N i g h t . . .. .... .. ... 272
StmdrdMissions...... ......255 ShootingatNight..,....,..., 272
M ; i s i O n iP
olay..,......... .....,,'256 NoAirSupportatNight. ...... 272
TimeofDay ...........273
Daylight. ...........273
Objectives ... ...'258 Drkness ..,........273
ingYourForce, .....,...., 259 D a w n. . .... 273
'
Deplo;mentArea,...... ...... 259 Dusk... ....273
: Deplo-yingCompmies..........,,.. 259
:. EndingtheBatde ........274
I DeployingPlatoons.... ...... 259 H o w l o n g i sa G a m e ? .........274
D e p l o y i n g T i m s p o r t s. . ., ..... 259
W r i o r sm d I n d e p e n d e n i T e m s. ,. . . . . . 259 DecidingtheWinner,,. ..,..,..,275
HQSupportweapons... ...... 260 WinningwithNo Losses,. ..... 275
..CombatAttachments... .,..... 260 C o u n t i n g t hSe u r i v o r s . . , , . . . . , . . . . . . . 2 7 5
SpeuheadDeployment.,...... 261 ThereareNoDraws..... .,,.,. 275
. RmdomDeployment.... ..,,. 261 F r e e - f o r - a(l F
l a i rF i g h t ) . ..... ., . .. 276
Fortifications .,.......262 Encounter(FairFight) ........... 277
AreaDefences ... , ... 262 DustUp (FairFight). ....278
FortiffedPlatoons..,... ...,.,262
P i o n r S u p p l y V e h i c l.e. s ..... 263 No Rtreat (DefensiveBatde). . . . . . . . . . . . . , 279
H o l d t h e L i n e ( D e f e n s i vBe a t d e ). . . . . . . . . . . 2 8 0
S p e c i aRl u l e s . ........... 264
MeetingEngagemnt.., ....... 264 P i n c e r ( D e f e n s i v e B.a. ,t .d.e. .) . . 281
P r e p u e dP i t i o n s . .. . . . .... ., 264 Surrounded(DefensiveBattle). . ., . . . . .,, . . 282
Ambush .... 266
FightingWithdrawal (DefensiveBattle) ..... 283
ImmediateAmbush.... ....,.. 267
Reseries ,,,,268 HtyAttack(MobileBatde) ...... 284
DelayedResenes....... .,....269 Cauldron(MobileBatde). .,....., 285
ScatteredResenes......,,....269
Breakthrough (Mobile Battle) .... . 286
MobileResena ......269
StrategicVithdrawal.... ...... 27O Counterattack(MobileBatde). ..,. 287
OvertheWire ,......271 No Mmt Lmd (TienchWfue)........ . . 288
NoMart'slmdPaols... .....271

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tWhile you can just stick your forces on the table and
STANDARD
MIssIoNs
Iight until one side is completelv destroyed, missions
There ;re L*elvc .tandard miscion' in
and scenarios can add a whole new level to the game as
i n r h e r u l e b o o L . 5 i m i l a r m i s s i o n sa r e
players struggle to take or defend speci{ic objectives or
t o g e t h e r . o r h a t y o u c a n s e l e c tn e r v v a r i a r i o n so n
achieve other goals vital to their sidet war el{ort.
mission vouve tried before rather than playing the
mission agair.
WHAT'SIN A MIssIoN
Ail missions n Flames OfWar are organised to give you FAIR FIGHT MISSIONS
the critical information lrou need to play the mission in In Fair fight nissions the artackersand defenders
the order you need it. idenricaJ.hrllenge'.
. Free-for-all: A wpical meering ngagemenr w
DESCRIPTION AND SPECIAL RULES
p l a y e r s[ ) c e o l T a c r o s sr h e r a b l e .r r y i n g L o t a k e o b j e c -
Each mission starts wirh a general brie6ng explaining
tives in the opponent's area.
rhe nission and a list ofthe specialrules to be used. You
Encounter: Similar to Free-for-all, but with halfo
can 6nd the special rules on pages264 ro 27 l).
e r c h l o r , e c o m i n g o n a \ s c J l l e r e dr e s e r l e s .
YoUR ORDERS Dust Up: Sinilar to Encounte! bur fought dia
'Ihe
second section dellnes thc goals ofboth the attack- gonallv across the table with aggressive
ing and defending plyers in general rerms. This gives arriving near the objectirres.
the battle some context and guides the players towards
victory.. DEFENSIVE BATTLEMISSIONS
In delensivemissions,the attacker seeksto
TABLEMAP o b i c L { i \ eh. e l , lh ' r h . J e f c n d e r .
Each mission has a table map rhar provides a visual ref- . No Retreatr A basic-attack/defence mission where
erenceForthc deployment:rreas,objective areas,ancl the the defender has a platoon in anbush, but half
location of No man's Lancl, s well as indicaring u,hcre r h e i r f o r c ei n r e r e n c .
any reservesand reinfbrcenelts n'il1 come lrom.
Hold the Line: Similar to No Retreat. but rvith
defnding anbushes and rhe reservesarriving later
PREPARING
FoRBATTLE
The next section explains hou'the battle is ser up. Most Pincer: Similar to No Retreat, but with the
nissions have objectivestha. rhe playershave to caprure, arriving later and on the atrackert llanks.
and rhis section tells s.herc rhe objectives are pl:rced. {t Surrounded: Ihe defender starts with dreir end
also defines the deplovmcnt areasof both plavers and force in plar', but under attack from nvo directions;
teils thern how to deplov their fotces. FightingWithdrawal: Thc dcfender starrs wirh
entire force in play, but nust withdraw platoons
BE6INNINcTHEBATTLE the game goes on, holding out for eighr turns.
This section tells the plavers the srare of their forces
at the besinning of the battle and teils them rvho gets MoBILEBATTTE
MIssIoNs
the ilrst turn. It also walks them through last-minute In mobile rvarfare missions the defender is forced
pre-battle ctivit-y sucb as advanced reconnaissance and f i g l r r a m o b i l e h . r r r l et o h o l . l r h e i r o b j e c r i v e . .
sneaky infiltration bv one or both sides. . Hty Attack Both sides start with half their
in reserve, although the attacker's resenrs are
ENDING THE BATTLE
. Cauldron: The defender is cur off and.tnust
l h c n c x t s e c r i o nL I e l i n e r. h c c n d i n g c o n d i r i o n so l r h e
gane, usuallv cirher rhe capture of m objective or clear r e l i e r e db v t h e i r r e s e r y e s .
evidenceof its succcssfuldefncc. . Breakthrough: The defender's mobile troops
l o \ r o p a n o r r r f l a n k i n ag u a c kb y r h e a r r a c k e r .
DEcIDING
WHo WoN . Counteranck: The arrackermusLsrop rhe dee
Thc last section rells which of the plavers has won the
from linking up with a trapped pocker.
game and how well they did. This is a more game,based
definition of the players goals than thosc given in the TRENcHWARFARE
MIssIoN
Your Orders section and is usuallv based on who holds No Man's Land is a special mission for bades
certain ob.jectives r the end of rhe bamle. place in No Man! I-and betq,een trvo fortified forces.
common quesdon when two plavers arrange a game you might think, that sounds like Dust Up, but differ-
ivhich mission shall we play?'. There are a number of ent'. In tht cse, take the Dust Up mission and play
of nsweringthis quesrion. around with the rules, perhaps giving one side more
p l a y e r si u r e l e c rt o p l a l F r e e - l o r - a lsl i n c ei t i r r h e roops on table, but making the other side's reserves
; i m p l e s tm i s s i o n .T h e d o w n s i d eo f p l a y i n ge n d l e ' sg m e s come on faster to better march the actual battle.
Free-for-all is that gams get rather same-ish- always You can take this a step further by speci$'ing the forces
r m e t a c r i c a lc h a J l e r r g ea'n d o b j e c t r v e ' . r h a r b o t h s i d e sw i l l u . e l o r l o u r s c e n a r i o .A d d i n g r h i s
way of deciding which mission to pla)' is to roll last step can lead to some truly fiendish situations where
the Random Mission Tble. This is quick and simple yoti or your friends have to hold against desperate odds,
provides a wide variety of tactical challenges and only saved by the river with just two bridges that the
Sering objectives for both sides enemy has to crossJor perhaps it teally is a doomed last
stand and the goal isnt to win, just to see how long rou
third method is to look at the forces and the rable
can hold out and how much you can make the enemy
u p m d p i c k a m i r r i o n r h r r l o o l s c h a l l e n g i n ga n d
p a y l o r y o u r e v e n t u a ld e l e a t l
teresting (or perhaps just one you havent played in a
This method takes a bit more thinking, but can In the end, it's up to your combined imaginations how
in really interesting and challenging games. A fun far you take it. You might even want to model some
t on this is to gt a mutual friend to pick a mission specific terrain features or painr up some new units (or
you. This can result in some really .intriguing games even a whole company) to recreaaethe battles you read
forces struggle to overcome their own limitations and about in history
terrain to best an opponent facing equallv challeng-
b u L d i l T e r e npr r o l r l e m . .
nally, ifyou are feeling like something reallv di11rent
could take one o the missions as a bic idea and
it. Reading about historical battles can provide
a t i o n f o r s c e n a r i o rl i k e r h i s . f u y o u a r e r e a d i n g .
The forces fighting a battle are rarely perfectly matched, ALWAYSDEFENDS
One side or the other will be better equipped to launch Some forces e focused on defence, holdin$
an attack having massesoftanks or specialised engineer- the line until orhr formations can launch a decisive,l,
ing equipment like armoured flame-throwers. By rhe Loun telattack.
same token, a force may be heavily fortified with lots
Some companies haae a special rule rerluiring them
of inlanrry and guns. more ready ro conducr a -roul
Aluays Defend. Theseforces will alway defend agat
d e l e n c et h a n a n a r r a c k .T h e n a r u r eo f r h e r w o s i d e , d e -
any otherforce tbat is not /1Fortifed Cltuparytan.t
termines which side attacks in any battle.
nor hauerheAlua1sDefendsperialrule.
Euery force is de,cribed in irs lntelligence briefng as a
Tank, Mechanised, Infantry or Fortifed Company. ROIL FORTIES
'S?hile
there is a natural tendency for ranks to attack md
TANKCoMPANIES
ATTACK infantry to defend, when two forces of the same rype
Tnks are expensive to build and maintain. They are face each other, it is up to rhe ygaries ofthe banlefield.
held in resewe unril the rime is right for a big anack. as to which will attack and which defend.
A Thnk Company will alway be the attacber against a \Y/hentuo companiesofthe sametypefaceofr both
Mechanised, Infantry, or Fortifed Compaq,. roll a die and the player aith the higher score attacs.
rhe euenr ofa tie roll again.
MECHANIsED
CoMPANIEs
ATTACK lilben two Fortifed Companies
Armoured infantry follow
the ranks, expanding rhe face ofi we recommend.
that thel play the No Man's Land uission (seepage 288,
breakrhroughand holding rhe gains again,r enemy
rather than normal mirions.
counterattacks.
A Mechanised Company uill aluay be the defender
agaltrst /1 Thnh Conpary and the attacker against an
InJntry or Fortifed Company.

INF^ANTRY
CoMPANIES
DEFEND
Infantry are the workhorse ofany army. They hold the
line during quiet periods, and launch attacla against
^^^^^:--:-f^-----
ePPU"r 'rudntry.

An Infantry Company will aluays be the defendrr again*


a Tank or Mechanised Comparyr and the attacker ag/linst
a Fortifed Conpany.

FORTIFIED
COMPANIES
DEFND
Soldiers manning fortications hunkered down behind
barbed wire md minefields, sheltering in bunkers,
waiting for the enemy to attack. In sratic warfare, neither
. l d e u i l l l a u n c h a n a l l - o u r a r r a c k .l n s r e a dr h e y a g g r e s -
s i v e l yp a r r o l \ o M a n ' s L a n d , p a r L i c u l a r l ya r n i g h r .
.4 Fortqfe Compazy ul// a/uay e t/te d"f""/e:
a4r*l: .:t.:l
a Tnk. Mechanised, o, Infanny Company-

ALWAYS ATTACKS
l o r c e s I i k e b r e a k r h r o u grha n k u n i r s u d
Shtraf penal units, are only senr ro ahe '.,:
fiont for majorattacks. ,.,,,1,1l
Some tunpanies bove a speal rule re-
quiring them n Always Artack. Tbese
fo,res ui// aJuq)t nnnrh za7 orhe,rtre
thot does not hatx the Alway Anath
.' ;
:

gh skirmishes where enemies randomly encounter TAKINGOBJECTIVES


other happen, most battles re fought over specific In most missions your company can only claim victory
rtives that are oivotal to the olans ofboth armies. by occupying the objective after driving the enemy off.
You harc Taken an Objectiue ifyou start lour turn with a
OBJEcTIvES tedm uithin 4"/l)cm ofthe Objectioe and the enemy has
hile you cn use a spare large base as an objective
no teams uithin 4"/1)cm of the Objectiue.
arker, it is a lot more fun to do a little modelling and
Objectiues cannot be Thben by Tank teams that are Bailed
ick a broken-down tank or stack of supplies on the
Out or Bogged Down, Tiansport teAms, or Independent
and create a mini diorama.
teams (but can be taben by Warrior Teams).Nor can these
are modelled 0n d standard large base
tdms preunt the enemltfom Thking an Objectiue. On
"/63mm wide by 2"/50mm tleep).
tbe other hand, Pinned Doan teams can both Take and
are not Terraiil, regarclles ofuhat is nodelled Thking an objectiue.
Prercnt the enemyfom
the base. They do not hinder morement or prouide
Teams that moued At the Doub/e or Disengaged in their
nor do thq, blockLine
or BulletproofCoaer,
Preuious turn cnnot tdke an Objectiue nor preuen, t/le
Sight. They are simply marhers to indicate the impor-
enemyfrom taking lt.
ofthis point to the combatants.
FAITED
COMPANY
MORALE
It's not much of a victory to take m ob.jectiveonly to
abmdonit momentslater
If ltoufail a CompanyMorale Chrch (spage 175), your
OBJECTIVES for f.res the battlefeld leauingall Objrctiun to be auto-
Commmders set a wide variety of objectives ranging matical\ Takenby the enemy.
woods, towns, isolated buildings, and hilltops to
drawn across open ground on a map.
maj nlt place ail Objecriue uhere it uill not sit fat
'or
on the table 0r d piece oftenain, such
relatiuelj, fz
leaning up dgdinst a hedge or a cliffor instance
mqt place dn Objectiue in a building. If the building
is too small to ft the Objectiue Marker inside it, treat the
whole building as the Objectiae. If the building is smdller
an Objectiue Marker, it is too unimportant to be an

also may not pldce an Objectiue in Impassable


Terrain, or in a place that could only be reachedfom the
Deplolment Area by crossingImpasable Terrain.

" ::::'
Each mission h its own variations on where and DEPTOYINGTRANSPORTS
when the playem deploy their forces, but they all have a
Tiansport vehicles ar a significant advantage to
number of things in common.
an army on the move, but they can quickly become
I i a b i l i n w h e r r t h e b a L r l eb e g i n ' .
DEPToYMENTAREA
You may Deploy Tiansport tellms tuitb their platoons,
Armies move and fight as a single entiry, so when they
leaue them of the table and bring tbem on later
clash with the enemy, there is usually a clearly defined
'ours' 'thelrs', the Bringing Transports Foruar rule (see page 48)
area rhat is and on thar is separated by a
Tiansport teams that are Deployed must haue at least
No Man's Land belonging to neither.
Passenger team Mounted, aside from German platooni
Each mission describes the Deployment Area of each
uith the Mounted Assaub rule (s page 24j).
player and shous it on the map. Unles otherue stated,
a playeri teams mutt be placed in their Deployment TRANSPoRT
PLATooNS
Area. Many missions haae a space betueen the p/ayeri Although every rmy would have liked to eld fully.:
Deployment Areas called No Man's Land. mechanizedforces,the vehiclesto do so simply weren'!
In some missions a player will not haue a Deployment available. As a compromise, platoons of supply trucki
Area, but will haue specifc instructions on hou n depbl were sent forward to cilry ftoops on long marches.
their force instead. In this case there is not a No Man's You may either beep a Tiansport Platoon oftable at tbe,
Land either. beginning of the game and bring it on /ater using
BringingTiansportsForward rule (see
pge48) 0r Deplo!,
DEPIoYING CoMPANIES it uith anorher
?larnon.
A company is made up of its headquarters and its A Tiansport Platoon that will be Deployed at the :
platoons. The commander! role is to assign tasks to o/ rhe gnme mutr b( arsUn(d to another non- fr
each of these assets. platoon before anl platoons nre Deployetl. h i.sDeplo
A company is Deployed by asslgning its HQ Support dt the same time dt the other p/atoon and i:uery
Weapons and mabing Combat Attachments, Deploying team in the Tiansport P/atoon must haue teams
its platoons and then Deplo/ng its Warrio teams and the other platoon Mounted as Passengers.Once they are
Independent teams. Dep/oyed, the Transport Platoon and its passengers reuert
to heing torally separareplatoon:.
DEPLOYINGPLATOONS Platoons Deployed afer th, Transport Planon may be
Unit cohesion is vital to an army as it deploys for battle. Deployed Mounted in the Ti'ansport Platoani uehicles
If units are allowed to drift out of command there is no there is spacefor them.
way to adjust orders and ensure that they are in proper In missions with Reserues (s page 268), Tl
position fur the start ofthe battle. P/atoons antl the platoon they are asigned to are
\Yhen yu Deploy a platoon, place all of ix teams in lour as onepldtoon when working out how mary platoons m1t.
Dep/oyment Area (or whereuer the missiott or scenario be Dep/o1ed on the table. \X/henthe p/atoon arriues
instructs) so that all of the teams are In Command. Reserues,it may do so Mountcd ln the Tiansports, or ii.
may Send the liansports to tbe Rear, ready to be
Someforces (such as the ltalians uith their Eight Million
I:orward uhen tltey are needed.
Bayonetsspecial rule) do not /enou their Skill rating unti/
afier they deplol In this case Dep/07 the unit so that it
uouLl be In Command no matter uhal tbeJtroll for their WARRIORS
AND INDEPENDENT
TEAMS:
Shill rating. W h i l e t h e p o s i r i o n i n go f p l a t o o n s i s d l c r a t e d b y r h e
battle plan and is difficult ro change, commanders md
MUTTI-PA,RT PLATOONS artillery observers can react to rhe changing situation.
Some platoons operate as a number of detached patrols LJnLss othwis( stared, Warrior lcams thnt arc nor a
rather than as a single large entiry.
lermdnnr pan of a plaroon and lndcpendent
A Muhi-part Platoon is made up of seueral platoorr, each Deplol ajier all platoons haue been deploled. T|tey
with their own P/atoon Commancl team. Each p/atoon is be Deployd with a platoon or on tlteir oun anluhere
separateJr a// purposes, including deployment. their Deployment Area.
In missions tuith Ambus/sesor Reserues(seepages 266 and ( the mission has Reseraes(seepage 268), you may elect
268), eachplatoon is counted separatelTwhen working out hol rhery in Reserueano/ bring iltem on with a
bou.manyplatoonsma1be or Reserue Reserueslater in the gamq

,'i:,,..
iniwinni 5upqorl I'l/lroon. and no morc tban baT oJ tb( Uun
teams in the HQSupplrt Platoln (but alway at least
commanders often kept a fewheavierweapons
one gun) ma1, be axached to an! lne pLoon.
their headquarters and allocated them out to their
as and when they.were needed
HQ SUPPoRT
PLAToONTRANSPoRT
:7he 2iC and Company Command and other Warrior
Tiansport is either assigned to carry a weapon and a1-
(and rheir rransporx) form the coreofany Company located out with it, or part of a central pool.
AII renaining teams (and their transports) are HQ
IJ the HQ Supp7lt rYea?ons teams being attdched out
SupportWeapons. hdue TransPort teams,lou must attath the Tiansport team
that normalQ carriet /t team with it. If that Trans?ort
Q SUPPoRT
PLATooN
team normalfi carries other teams as we//, they must a/l
the company HQ retained support wepons
be attached to tbe sameplatoon together.
its owr command, it was the second-in-com-
a n d ' ' r e s p o n . i b i l i r yr o m a n a g er h e m . Tiansplrt teams that do not haae passengers in their
secti7n mutt be attached to Combat or Weaponsp/atoons
y HQ Support Weaponstbat are not attachd t0 othr
in the same compnnl.
form an additional platoon ulth the 2iC Com-
rnand team ds the Pldtzln Command team. If tbe force
no 2iC Command team, applint lne of the teams as
CoMBAT ATTACHMENTS
Phtoon Command tetlm a the start of the game. Many armies in -World War II chose to centralise
their heavier infantry-support weapons, keeping them
fi.A.CHING OUT HQ SUPPORTTEAMS together in some form of heary weapons platoon. This
'Old
n the Man' gives a weapon to a platoon, it gar.e a commander the fexibility to allocate rhe heavier
comes the platoon commander's responsibiliry weapons as combat attachments to specific infantry
the start oJ'the game before any platoons are Deployed platoons as and when they were needed.

lou md! attach some oJyour HQ


asigned to Reserues, An Intelligence Briefng will specifii zuhich platooT in
Suppon \Ycaponsro you, Combar and Weaponsp/aroon' it are eligible to mafu Combat Attachments, and the
described belou. Platoons that the! cdn attach ae.llpons t0.
n! attdcbments fom the HQ Support Platoon must IJ you uant to make Combat Attachments, lou must
be to Combat and Wedponsplatoons ui.thin the same do so before Deploying any of your platolns.You may
,y. All attached reams becomepan of tbc plarcon either Combat Attach up to half of the teams (exclud-
'l are attdched t0
for all purposes. ing the Platoon Clommand team and 7nnsport teams)
or Combat Attach all of the teams except the PJatoln
ATTACHTANK TEAMS Command team. If yu choose to dttrch out all of the
ional tmla in the HQare there to provide a reserve teams, the Platoon Cammand team is remouedfram the
dr a re-support base for the manoeuvre platoons. gamt and the platoon itse/fceasesto existfor the duration
Tank reamsthar nrc H() Suppon Weaponsryust reryain of tbe gdme.
the HQ Support Platbort. A platoon may Combat Attach teams to any ar all eligibk
platoons, but mdJ not Combat Attach more than ha/J'its
TEAMS
MUSTTTACHINFANTRY tedms (again excluding the Platoon Command team and
and other light weapons are often held in the 77dns?0rt teamt) t0 an! lne pLltlotr.
HQ for assignment to platoons as ne eded
Ifthe p/atoon making Combat Attachments has Tiansport
u must attach all of the Infantry teams that are HQ
teamt, )tou must Combat Attach the TVansportteam that
Weapansto Combat or Weaponsp|.,1toont. norma/ly carries d tedn whb it. If that Transport tedm
normally carries otber teams as we//, they must all be
MY ATTAGHGUNTEAMS
Combat Attached t0 th sampldtoon toget/1r.
Company commanders usually retain small mortar
Once dl/ Combat Attachments haue been made, the
sections and the like in the HQ as a base of fire, while
Combat-attached teams becomepart of the platoon thry
anti-tank weapons are assignedto platoons in vulnerable
ions needing a little extra protection against tanks, are attdched to for all purposesfor the whole game.

You haue two choiceswith Gun teams in the HQSupport

You can attach them all out.


You can attach lut u? t0 half of the Gun teams and
retain the rest in tlte HQSupport Platoon. If you do
this, you must keep /tt ledst ttul Gun teams in the HQ

.' .,:a '.:

.r: ,. .'
,:,' l'::

SPrInHeIo DEPLoYMENT All teams milst De?l4t more


16"/40cm from enemy teams
Some commanders and units drove hard, pushing
Line of Sight, or more than B"/20cm
forward at every opportuniry These troops did not wair
teltms that are entirely out of Line of Sryht,'.,
for orders and careful plans. Instead, they advanced
when and wherever possible, seeking to throw the Rollfor and Deploy,eachplatoon i, turr. b''13
enemy offbalance before the batde even begins. not roll for the next platoon until the current one is
Deployed.
Teams rhat are capable of Sprarhrad Deployment.
whet/ter becauseof their platoon's abilities, the nature of Warrior teams thaT are not a ?emanent part of a
their force, or the special ru/es of a Warrior, may mahe and Independtnt te/1ms mal choose to Deploy in an
Recce Deployment Moues (seepage 193) at the start of the table quarter. Thelt do noi need to roll to determine
game as if thel zuereRecceteams. This mouement must Iocation.
take euery team in a ?latoon with Spearheatl Deployment
out of itt own Deploymenr Area.
Teamsusing this rule can onQ mahe their Reconnaissance
Deployment Moues afier alt Recce teams in the force that
are going to make Reconnaissance Deployment Moues
ha ue done so.

RmIpOu DEPLoYMENT
-W4rile most battles have clearly
delineated front lines,
some battles are marked bv the confused intermingling
ofboth sides. It was not unusual for troops to take shelter
for the night or from a llizzard or sand storm, only to
find the enemy in their midst when visibiliry cleared.
Marh the tablei centrepoint, diuide it into quarters, and
number themfrom I to 4.
When a playr Deplols a platoon under the Random
Deployment sPecidl rule, thel roll lz die to determine
uhere it is Deploye.
. On a roll of I to 4, Deplolt the pktoon in the table
qudrter corresponding to tbe die rol/.
. On a rott of 5 or 6, the plal,er maj, Deplol the platoon
in a tab/e quarter oftheir choice.
and forticaLions take a lor of time and effort FoRTIFIEDPLATooNS
b u i l d a n d r a r e l yc o m e a s a s u r p r i s et o t h e e n e m y .
Fortified platoons occupy strongpoints to defend an area,
muil plarc all FortiJirations before the opposing using firepower to deny the surroundings to the enemy.
places any Objectiues (see page 258) unles the
Fortifed Platoons place their fortifcations at the sdme
specifes otheruise.
time as ather Fortifcations before objectiuesdre p/aced.
and Bunkers must be placed in yur
Mar/< a spot on the table (usea die or counter) as the centre
Area (seepage 259). Obsraclesnay beplaced
of each Fortifed Platoon's position. All of the platoon's
either your Deployment Area or in No Man's Land.
Fortif.cations must beplaced entirely uitbin 12"/3)cm of
and Bunkers cannot bep/aced in a stream, the marked point, but may not beplacetl uithin 6"/ I 5cm
, swamp, lake or other water feature. oJ any Fortifcation from another Fortifed. Pldtoon or of
either side table edge.
DEPLoYMENT
nkers are usually built with mutual support in mind DEPLOYING THE COMPANY HQ
u e u s u a l l yn o r p l a c e dr i g h t n e r t r o e a c h o r h e r The company commander usually chooses to place
nkers ma1 not be placed: themselves in a central position within easy reach of
within 2"/fum of another Bunher not all of the other fortified platoons or safely within the
crucial position.
on a ro/1d, tracb, bridge, railaa!
line, bloching a ford
or in an1 otber way obstrucring a clnstructed route. Tlte Company HQ of o Fortifed Compary may deploy
aspart ofanother Fortifed Platoon, amalgamdting their
can beplaced in thegroundfoor of Building
Fortifcations as n single position. Ifit does not do this, b
the Building is large enough, place the Bunher in the
deploys in its own fortifcations which ale ?laced ds if it
ilding. orherwise. declarc rhc whole Building to be a
were a Fort$ed Platoon on its otun.
Ue Openings in the Building as the Bunker's
'iring Slits.
DEPTOYING
FoRTIFIED
PLATooNs
may not be pkced in, on or under Bunkert Strongpoints are assigned to a particular unit to defend,
and woe betide any commander u,ho abandons his
EMPTYGUN PITS
position before a battle.
additional gun pits are dug as decoy posi-
rYhen the teams of a Fortifed Pldtoon are Deployed, thel
n s r o c o n u . er h e e n e m y a . t o w h e r e r h e a r r i l l e r y i s
must be placed in the Tiench Lines, Gun Pits, and Tanh
y positioned. The truth of the matter quickly
Pits that come with their platoon. Onfu teams f'om the
mes clear once the fighting begins.
FortiJied Platoon ma1 be deployeclin its En*enchtnents.
an] unoccupie.l Gun Pits and Tank Plts fom the
If there are insufrcient Entrenchnexts for t/)e pldtooil,
at the end ofdeployment before the game begins
an! tedms that do not ft in the Entrencltments mdl not
be usetl in the game.
PLACINGYOUR FORTIFICATIONS
l - o r r i f i e d P l a r o o r r sr n a ; b e o p e r a r i n ga w a ; If a Fortifed Platoon elects nlt to place any of its
iom their fortifications. Fortifcations, it is no longer a Fortifed Platoon. Howeuer,
such t platoon neuer benefts Jrom the Prepared Positions
Yau mal chooseto not place any or all ofyour FortiJications
special rule (seepage 26,1) as the! haue not hdd time to
in a game. If yu do this the Fortifcations are not used
dig alternatiue positions.
tb gdme
Fort{ied Platoons cannot be deployed in Ambush or
ReseruesoJ any sorT unles it electsnot to dep/oy any of ix
AREADEFENCES
Fortifcations.
defences are dispersed across the frontage being
to strengthen weak areas

for Area Defence a,e deplo),edd' dcsribcd


A force uith tuo 0r more Bunkers in its Area
)efenm is a Fortifed Company and will Aludys Defend
tee paK( z) 1.

lrr'.
PIoNEERSUPPTY
VEHICLES
Pioneers need their supplv vehicle for the heaw-durv
r a s k sl i L e ( o n s r r u c r i n gl o r r i l i . a r i o n . .
In missions tltat use the Prepdrcd Positions specia/ ru/e,
lou md)t Pldce:
. one MineJield, ar
. three Barbed Wire Entanglements
in No Mani Land ar yur Dep/olment Areafor each of
your Pioneer Supp/y uehiclesthat begins the gatne on the
ttb/e. P/ace these Obstacles tulten 1ou place the Pioneer
Supply uehicle.
i;'

To reflect their unique circumstances most missions use a number of special rules that make them more real-
istic md add exciting tactical twists to each engagement. Each mission tells you which special rules apply,

MEETINGENGAGEMENT Theserules only app[, in the Shooting Step oJ the plaler


tahing the frst turn. Their te(tms can still moue, Dig In,
Not all engagements in war have the benet of careful
or Go to Ground at normtll in their Mouement Step, and
planning. Many battles start when two mobile columns
launch assaubs in the Assau/t Step. As usual, a// tearys
collide, with neither side fully prepared for battle.
start the gdme Gone to Ground (seepage 90).
\fhile one side may be quicker with their triggers, most
of the opening shots will be fairll, wild. In a meeting
ngagement both sides are manoeuvring for position
POSITIONS
PREPARED
rvhen they encounter the enemy. They can either launch It doesnt take long for soldiers to learn to dig in everv
an immediare attack or desperately artempt to dig in rime rhey h:rlt. It gives them protection from r:rndom
before the onslaught begins. re, securiry against a surprise attack, and cover against
an incoming assault.
In a Meeting Engagement, the follouing rules appl in
.thefrx Shooting Step ofthe player who has the frst turn. Most atrack-defnd missions start with both sides dug
Thel do not apply in the secondplayer's turn, nor in sub- in rellecring the time taken by the attacker to organise
squen, rurns, a major attack.
. Treat all teams belonging to the Plq,er who has the In a missioru with Prepared Positions, both players ma.y
baue all of their Infantrl and Gun teams Dug In (sae
frst turn as hauing mouedfor cahulating their ROF
and ScoreNeeded to Hit ahen Shooting in their frst page 51) and Gone to Ground (seepage 90) nt the:tdrt
Shooting Step, whether tbey actually moued or not. of the game.
. Tamr belonging to the player who has t/te frst turn
cannlt fre Artillery Bombarlments in their frst
Shooting Step.
. Tlte plal,er who has the Jrst turn cannot use Ground-
attacb Airffaf in that turn.

?.
&
'
?:

&q
..i-{}

::ti
:!
l:1
EVN THaUGHTH.,AA, HEAfi ANTI-
AIP,CRAFT6UN DID NOT MCVE, BOTH
IT AND THE MARDERSELF-PROPELI.ED
ANI-ANK 6I,]N ANLYFIRE I SHOT A3
TH/ AP,ETREATEDA3 MOVIN6.
',L:.:a:1.

AMBUsHES
It is far easier to select the ideal place for an ambush in
of the delendert biggest advantages in a battle is
real life, where the minor details ofthe terrain and small
abiliq' to wait conceaied in ambush for rhe enemy
pieces of intelligence on the enemyt activities give you
opening fire once the enemy is in the perfect
clues, than in a game. To reflect this, the mbushing
luon
player does not need to decide where their ambush will
missions with tbe Ambush specia:/rule, the ambush-
L a k ep l a c cu n r i i i r i ' r c u e a l e d .
player holds one or more platoons (as specifed in the
At the start ofyour turn, in tbe Starting Step, ltou may
in Ambush zuhen they Deploy. Ptataons held
place any or all platoons that you haue been holding in
Ambush are treated ds being ore the table, but their
Ambush. You must pldce an entire p/atoon dt a time lmd
isni specifrd unril rhey ,eueo/ rhery'clues. lhe)
the platoon must he p/aced so as to be In Command.
he|.d.of the tabh at the start 0f the game
You may p/ace d team froru Ambush anyuhere in 1,our
ING FROM PREPARED
POSITIONS Deployment Aren, prouided that it is not:
the location of an ambush may be a surprise to . within 16"/40cm of any enemy team within Line of
attacker, it is no surprise to rhe defender. Tfhen the Sight, unless Corucealeclb1 Terrain from it, or
ofthe force dug their foxholes, the ambushing force . uithin 4"/1)cm of any enmy tedm' or
theirs, and alternate positions, at the sam time.
. within 8"/20cm of an1 eneml Recce teaw tbdt is in
missions with Prepared Positions, the troops in Ambush
Line ofSight (dpartfrom Recce tedms that are Bogged
be Dug In in the same aal ds thqt uould be iJ thel
Down, Bailed Ou6 or moued at the Double).
Deployed on table at tbe start of the g/lme.
You do not haue to decide where lonr plntoon will be
THERE placed until 1,ouplace it.

troops take their time and do not open fire Heauy and Immobile Gun tedms and uehicles equipped
il they are good and ready with a weapon rated as n Buner Buster cannot bep/arcd
mbushing teams do not haut to moue. They can remain in Arubush closer thdn 16"/40cm to nflJ enem)/ tedLn
where they are placed and shoot at theirfull ROF within Line oJ'Sight.
T1AMSMusf BERE|EALED
MoRe THANA,/zac[A FR2AA VI'IBLE
ENEMYRECCETEAMSLIKETH3D KFZ290/9 HALF-TRACKS
ESCORIN'
THE?ANTHERTANK9,OR MORETHANL1'/IOCA^
FPOMEN.M'/
RECCETEAMSIF OUTOF LINEOF SIH|.

THe R,EccET1AMINSIDE
lHE WOODS ONLYHAsA
6'/l1cM LINEaF 3r6HT

Recce,REccE,Recce!
WHEN ADVANCININTA NMYIERRITORY,]T PAYSrc CHECKAUT LIKLYAMBUSH?OINS. THE ENAAY
CAN,TTEPLAYFRM AMBUSHCLOSETO YAURTROOP',30 IF YOUMAV A SMALL UNII UP TO A LIKLY
AMEUSHPOSITION TH.ENMYHAs TO HER S?RINTH.Ar'/,BU)HEARLY OR LOSETHEA?PARTUNffY
AF
AMBUSHINy)u FR)/\A THR9 G LEAS UNTIL yAu vAcAT TH.AR1A A6At.

SURPRIA
SME BUsHES
W i r h r h c p r o p e r - o v c r a r d L o r r c e l m ( n t .r r o o D \ ( a n r e m i i n L o m p r c r e l ) , e \ u r e c v c n * h e n r h e e n e m y i ' r i g l - r o " r o p o f
them. Thus it doesnt matter if a team is deployed using the ambush rule right where utillery fell o, en.-y ,
pl"rcon
passed chrough in a previous turn. k suffers no casualties since it rvas safe in deep trenches, well sheltered, "r
o, mrcd into
that position just before being revealed. Historically it was nor uncommon for ambu,hes to carch a force in the flank, or
appear long afier an area was considered secure, so a good commander must maintain arvareness ofexposurc on mor than .
irr.r rheir lronr line. I o".ranrple:
' Rusia, 1942: German anti-tank guns in the Soviet Union routinely waited unril ranks had driven rhrough rheir posi-
tions before engaging rhem from the rear
' Italy, 1943: A New Zealand force cleared a village and prepared ro move on ro rh nexr ob.jective, only to com. urer r
re from the supposedlv cleared village.'Ihey cleared it again, only to have the same rhing happen. Clearing ir a thirdl
rime the problem.
"ol'ed
' France, 1944: Canaclians attacking souch oFCaen in Normandy repeaterlly came untler {ire from villages behind them-r'
Although thev had cleared the villages of German troopsJ rhey larer learned that rhere were ."u., tunnels honey-
combing the rea that rhe Germans were using ro move around uncletected. "r
I

WARRIoRAND INDEPENDENT
TEAMS
Commanders, artillery obsewers, and similar individuals
have specific jobs that prevenr them fron sneaking ofI
to hide with mbushing troops.
Warrior teams that are not a pemdnffit ?art 0f a
?latoon
and Independent teaffis cannot be held in Ambush.

IMMEDIATE AMBUSH
Ambushing forces cnr always ford to wait for an ideal
opportunity to aack. Sometimes they must spring their
r m b u s h a r r h e r s r r a r g e rr h a r p r e . e n r si r < e l L
Immediate Ambush is the same as Ambush, exccpt thdt d
player must place platoons they are holding in Immediate
Ambusb on the table dt the ttdt^t of the game afier all
other DeploymenL but bqfore the game begins.
SERVES ARRIVING
FRoMRESERVE
Dispatch riders, raclio messascs,:rnd drc rumble of
Reservesare troops held behind rhe fionr linc uscd ro
engines signal thc irrminent lrrival of reserves.
reinforce critic:rl sectorsin the defence or ro rurn a suc-
'Jilten d Rcsen.'c p/ttoot trriues, p/nce ib I)lift)oil
cessfirlattack into a major victor y.
Oonnutd tetrn at 1,our adgco.f'tbc tab/c to retnind you of'
In missions thdt use thc RescrucssPecitl ru/e, !/rt),cr: uith
It: trriual. During wur Mouemot Stcp worc tbe neull,
reserrcs ho/d lile or il1or( p/,ttoons hs specit'ed in thc
trritcd llatoott on.f)om tha abla cdgc indicdtetl iu tha
nission) in reserte u,bert tltel' Deplol Pkca thesep/n.toorts
nission britfing.
to ane side ttt tht stdrt o.f thc gnryc.
InJtntrl and Oun tedtrts na1 trriue Mountad in or
At t/1( tfdrt of yur frst turn ral/ t die. Ort a roll oJ 5+
Lirubcrcd to tLeir Trtnsport tein6 if tlte.1,htu.'ctbcrn, or ol
yur.first Reseruep/atoon drriuet. it ndt, be tn! !htoon
t i , u , . ' , r t- / , y , , t . 4 \ l o r n r t r /, r R . t u a t / , , j r : , ! 1tt,,..t t , t \t t t 4 l
oJyour choice, but ntrt rttiue rtout.
drrirc Mountatl on tlrir Lorsesar uehic/cs,or I)isnourtterl
At the st,trt oJl,aur seconl turn roll tu,o dicc. E,t.chro// o;f
on foat. Itrnrobile Gun retns cltt noue up to 1"//)cnt
5+ resultsin dnothff pLtttooildriiringfnn.your Re.vn,es.
oLt Tl)etuut tltc.ytrriue lJ the.l,arrire DisnnuuterJ nther
Sa, iJ yui'e /ucl<1,1ou cottld haue up to ttuo pLntoons
tlnn Liuberec/ to /t'li'du?o! tctlil.
/lrriuin7 Jiam Reserrc t/uri rg ),our sccond hrn.
Keep rolling tt the !tirT oJ ath a.f.yaur J//oaing ntnt: NowHERE
To ARRIVE
adding one nole rlie than tht preulou: lurtL :o tlte Somctines thc bartleficlcl catl gcr yil cron,cled arrd
ttdrt oJ tu.ril thtee _youro/l tltrec dicc, tt thc sttrt oJ'twrt fescn/eslnay have to fiqht their rv:rvonro rhe bamlchcitl.
fottr you rol/ fonr dica, ,ttr,,/:o ou. Ldclt ro// of 5+ hrlug: It it ilot dP?rolrintu ro aftam?l ta Prcuilt the euerr|is
anotlJ?r PLdtoon on.fi'an .),our Rcsart,es. rcserucsJi'ort trriulug b1' blochirry the dgc o.f'tht ablc
ultl, -j,ouraLLu troopt. In rcd/it.y this ttou/l sin!/.), xtot'c
AT LEAST ONE PLATooN ARRIVES
tha./ight t.fcu, l,unrJred wetrts uirb no orho jfitt.
Even u.hen rhings are looking erimmest, r trickle of
.\ornctinc: .1otr u,il/ .fiutl -1,oultu,e b/ockcr/ tlr otern.y
reservesalw,avsrlakes its l.av through.
rcstruts .ft'an ,trritirry b.ydtcitknt. lJ thls lnppots, pl,tct
( you rolled threc ar rnora dica ta get Rtsen,cs ln tltls
tltc Rc:ert,ep/ttoorr ort yllg ay',y of thc tatt/c, pusbin,q
turn, bttt.filed to storc au1,rp//5 pJ 5+, .you nutolildricn/hl
the arternl, tttck thc ntinimutr ilecessnrlts0 thlt tlt<J,ltrc
receiuea sing/e p/ataon Jion Rescruatt.yuuty.
2"/5cnt .frotn tbe neut11trtiring platoon.

,t

l, .:

"F
'l(/hen
ItE
a force is placed on the defensive, most of its
If a commander doesnt have
t a n l < sa r e u i r h d r a w n r o a c e n t r a l r e s e r y e .
rroops ro cover rhe enrire front they
[n a mission with both the Reseruesand Prepared Positions often have to maintain everything they
special rules uhere it is defending: in a mobile reserue-ready ro move quicldy
. a Mechanised Company may onQ DePloj up to tuo concenirate at the point they are needed most. .'
Ful ly- armoured P /atoons, ln d ryi,,ion (npl0ling the Mobile Reseruesspcrial
. a Infantrl Company may only. epky a single Ful$- the defcnder nay deploy any or all plaroons thdt do
armourcd Plaroon, and hauc uehic/eson rable. bur only uneplatoon wirh
. a Fortifel Company ma! qot Dcplqt any Fully- Any other platoons. including thte !hat wish ro use

arryoured Platoonson rable. tanl?sand b'dnsport, must b hel in Retcryes or


Reseruesu speeifed by the mi'tion.
lhcse companies musr hold all orher Fulll.armoured
Platoons in Reserues,Fu$t-armoured Platoons are those I'laroons with rryoured Tran,port !rums ma! cl

entircll (quippcd urh Fully-armoured Tnk rcdms ()rc deplol on table uithouttheir uehicles (they cannot Bri
page 8), none ofzuhich are also Recceteams. rhem Forward larcr in the game). or bc dcplo4ed
Reseruer.
Tlp" of Maximam Armoured If rhi, woultl rcsulr in a single planon being
Comtant Platoorc on Thble
on table, the defrnde, na1 deploy a secondplatoon
Tanh Any nuwber uehicles, as long as tbis leaues at least two Platoons
Meanised 2
Warrior teaml Independent teams, and Suppll
Infantry I
and Recouery Transpon uehirles (including
Futifed None
Supply uehicle) may be deployed on table in addition
the orltcrwis, allowed uehicles.
DELAYED
RESERVES
It is often unsafe to hold reserves too close to the front
l i n e . U n f o r r u n a r e l y .r h i s m e a n st h r t r e s . r r e sf r e q u e n t l y
,^l - l^----,^ ^..i,,-

7he Delayed Reseraet tpecidl rule works the same as the


normal Reseruesspecial ru/e exc?t tltat the p/ayer does
not start rollingfor their Reseruesuntil turn three, and
then they get one dle.
This increasesby one die per turn as norma!, so tllat on
turn four they roll two dice, on turn fue thel roll three
di, an so on.

RESERYES
SCATTERED
Sometimes a battle will take a force by surprise. lts
resenes will be scatterecl over a wide area and could
arrive at the front from just about any direction.
TheScat t ered Reteruil sp(ia I rhl( ap(ra resi n rhe saruc wa1
as the ReseruessPecial rale with the fo/loaing exception.
When each platoon arriues jiom reserae, the owning
player rolk a die to determine from uhitlt table edge or
corner it wil! arriue. The mirion map shows the edge or
rorne, for carh roll.
Ila platoon aniues Jrom Scarrercd Rese,ueson a rablc edge,
i, md! enter tlre tdble anyuhere along that table edge. Ifthe
pktoon arriuesfom Reswes on a corner, thqt must enter the
tablc withiq I6'/10m ofthe rnrner.
MRAL
The companv gets steadilyweaker as platoons withdraw,
i s a u n i v e r s a lr r u r h r h a t o n l y a f o o l s t a ; ' i n a l o : i n g
so heary lossescan make the morale ofthe rearguard de-
s o a f t e r a c r u s h i n g d e f e a ry o u h a u ee l e . r e dr o
c i d e d l l s h a k y a s t h e y w a i t l r o rt h e i r r u r n r o u i r h d r a w ,
rhe more discretionry parr of valour and pull
is left of your main forces offthe line. k now fls /'laroons rhat Wirhdraw without being Dertrolerl are
your rearguard to not only give your min forces ignored and d0 not count as eit/ter present on tabb ar
t o r e g r o u p ,b u r r o a l s o c o n d u c r t h e i r o w n w i r h - Destroled fo r Company Mora le C h ecks.
awal to the new defensive line. Platoons tltat were Destroyed during their Withdraual
are Destroyedfor Company Morale Checks.
A PTATOONWITHDRAWAL
r force must not only hold its current position, bur PHASED
OBJEGTIVE
WITHDRAWAL
also disengage from the enemy and get bck to the As your main battle force withdraws, your rearguard
t defence line. To do this you must filter platoons must hold the line and protecr your vital assetsand po,
in an ordeily fashion s i r i o n ' . Y o u m u s t g i v e y o u r f o r c e sr i m e t o r e m o v e\ e n s i -
ng with turn three, in the Starting Step uhen they tiye documents, gather essential supplies, and destroy
rollfor Reseruesifthq, had any, the defendingplayer everything that can't be carried. Then thev can fall back
the number of platoons and Delay Counters tltat to focus on defending orher critical sites.
haue on table. At the start of their turns six and seuert the defender
If the number is 5 or more, the defender must remouesone oJ the Objectiuesplaced b1 t/1eattdcker.
tYithtlraw one p /atoon.
Since this happens in the defenderi turn, the Objectiues
IJ they haue less than 5 platoons, they gain a Delay aon't be there in the attackeri turn when it comestime to
Counter instedd. check whether the1,haue won. This makes itpoxible to sten/
uictorlt outfrom the eneml'sgrasp, so tlJe attdcker needsto
Y COUNTERS be aware of the timing of the Objectiue remouaL.
Counters represent the rearguardt growing
and the pressure mounting frr their own
awal. Delay counters count as plaroons when
out te number of platoons still on the table
dqfender starts the game uith no Delay Counters, but
one each time they do not \Y/ithdraw a platoon.
the number of Delay Counters to the number of
tl)tlt lou haue on table when working out w/tet/ter
Wirhdraw a platoon this turn.
yu \Yithdraw a platoon, remoue a/l Delay
at uell.

TO WITHDRAWPTATOONS
the window ofopportunity occurs a commander
as no choice but to withdraw their forces. Often this is
simple matter ofordering the platoon to fall back, but
f they are embroiled in close-quarters bamles it can be
ite risky to try and disengage
W'hen the defending playr is required to \X/ithdrau a
rL(l maJ \Yithdraw any platoon on rhe rable. All
the teams of that platoon are remouedfrom t/te table
it is considered to haue Withdrawn
a \X/ithdrawing plaroon has More leam, Dc,rroyed
Still Fighting (seepage 173) and has teams within
"/20m of enem! teams, there is a chance of their
breaking into a rut. Make a Skill Tst
remouing tlte team:
If the platoon pares, they successJuQt\Yithdrau.
If theyfail, they Vithdrau but the whole pktoon is

tj, ' ::1.. . ',:fi':i::i.


, tl.:::,*
OVERTHEWIRE No MN'sLANDPATR
\ X h i l . r o r r r [ o r t i t i i a t i u n ' n o r m a l l l , e r v . t o l < e e pt h e Vhe'r nto for.e' lace ea.h orher from
enemv out of ,vour own posirions, they can be a hin- forriried linc. rhev engage in rggrc.
tlrance to patrols conducting a trelch raid. sive patrolling to gain infotmation on the
In a mission uith thc Ouar the Wire sperial rule both enenys posrIons
players place a// their Obstacles (seepage 223) in their ln a ruission uitb the No Mdn's Land Palo/ special
opponent's side ofthe tdble at least 8"/20cm bacb front rule eacbp/ayr nominates ont platoon deployd on table
tlte cntr( Iiuc. lhe Obstac/esmay be ix No Maris Lant/ to be thei, ['atr,,l. lh, nut,innrctl plat,ton rytt)t hou( nr
or the o1ponnt's Dep/oymeut Arca. This otterrides the baj! f;t c Ia.la4tt),t?tn).
uormal FortlJication Placement ruLeson page 262. Only the Infantrl teams of a platoon become the PatroL
A// other types oJ Fortifcatilns dre placed in their Any rchicles, Grn tedrns dud Fortifcations in the Patrol.
Deplolrtent Ared usittg the standard FortiJication platoon remain uhere the1,were deployed.
?ldccruent ru/es. Ary uebiclestnd (iufl tedms in the p/atoott are treated ai
n luJr.l,".. plnroatr.lor /t 6fy,4y1p1,of tl,e b,trr/r. 'Irnrrio,
Normaily players place their obsraclcs to hinder their
tedms cdn iluer dppoint tcu Plttoon Command team
opponentt attempts to cross No \lar* Land and reach
their positions. However, in rhe No iUan's l.and mission, for tltis p/dtoon. It does nat couilt as lltl0n
the player is trying to get out of thcir orvn dcfinces and Cornpdny Morn Ie Ch ecles.
into No Nlan.s l,and, so their orrn obsracles rvould gcr
in thcir r.a1'. Thc Orrcr rhc \Vire special rule has pl.n-ers
place their obstacles irs if they were the cneniv s clcfnces
ro celLsc thc cncmy clifliculties in .gettine out of their
defences and inro No Mans J-and.

. _:
:=*&*

, ,*"
--,,
most bttles take place in dalight, some were ARTILLERY BOMBARDMENTS AT NI6HT
at night- Some armies even specialisedin launch- Artillery gunners don't need to see their target to be able
*reir attacls at night. These rules allow you to light to hit it. As long as their spotrer can see the target, rhey
t l e si n t h e d a r L o r i n c o n d i t i o n ro f l i m i r e d v i s j b i l i r y . just need to 6re their shellswherever thev are told to.

When you fre an Artillery Bombardment at night, you


NG AT NIGHT must roll to seehou far the Spotting teami Line ofSight
n g a r n i g h r , w i r h o u r I i g h t r ,i , s l o w a n d p a i n s r r k - extends. If the Spotting team is part of a p/atoon, this
In the darkness shapesblend and blur turning tanks will be the same roll as used.for the rest ofthe platooni
houses,and rocks and trees into tanls. shooring. lJ the Sporring team i' a Varrior or lndcStenclent
ms mlrt not mouefurther than 8"/20cm or moueAt tedm lpernting on its oan, it wi/l mabe its own roll.
Doubleat night. Tbe Spotting team must chooset team t/1at is uithin the
ams must re-roll successfl Bogging Cbecles uhert rolled Line of Sight distanre, or one tltdt shot in their
tbrough Rough Tnain at night preuious Shooting Step, as their Aiming ?oint, The tedms
actually fring the Artil/ery Bombardment do not need
HOOTINGAT NIGHT Lina oJ Sight to the trget so are unafected by ddrknex.
rhings are as difcult as linding targets ar nighr
CONCEALMENT
rything looks dangerous. Tnks look like houses and
like tanks making it tricky to pickyour rarget, unless Even on a clear nighr ir is tricky to accuratelvpinpoint
shoot, then their muzzle eash gives them awa1.. the enemu ven rvhen shooting at muzzle flashes, you
are ring mostlv by guesswork.
artillerv and mortars fire illuminating flares and
uie their flare pistols when they think they see All teams count as Concealed at night. This only benefts
target, but often these don't help as the sudden light tedms thdt dre not a/read1 Cont:ealed.
the eyes and the enemy freezes into immobilitv Aryr team that is Gone to Grotrid (seepage 90) is harder
ntil the flare burns our to /tit in thcir opponent'sShooting Stepis it h automdti,
time you se/ecta p/atoon, or dWarrior or !ndeperudent call1,Concealed.
m that has not Joined a platoon, to shoot uith at night, Night is nat Concealing'llrrnin, hotueuer,so Antbusbiug
a die and consult the Mght Visibilitl Table. Ihe result trooPs fttutt deplol at latst 16"/10cm fron tha enemy
the maximum distance that Line of Sight cnn extend u/tett in the opcn 6re page 266).
the p/atoon's ted% againtt tdr?ets thdt did ilot shoot 7he Concen/ment oJ night does not tzl/ow raconnnissanca
only applies ro rhat PlotoonJot rh.) tttrtt troops to trse Cautious Mouement. Tbey must sti/l be
p/dtoon cail only shoot ttt teams tuithiu tltat distdnce Concedled b1 Tenzin.
tlte target tedm f.lrd s ueapons. Anythingfurther
is inuisible in tha ddrbues. L I N E O F S T G H TA T N I G H T
You do not necd to roll to see how far line of sighr
maximum distance does not a.fttt Line of Sight
extendsfor every action you take, so we restrict the Iimit
shooting at enerny teans thatfred in their prauious
on I.ine ofSight at night to shoorrng.
Strp
Line oJ Sight at night is tha same as it is during daylight,
to determine the uisibi/it1, distance beforeyu select
aside Jiom uthe4 5/tsslrtt (as shown aboue). This neans
r targcE. A there isn't an)tthing in sight due to poor
that rules lilee tb one prru(nting tedwsfiom being p/aced
li4t, your platoon can e/ect not to shoot at al/.
front Ambu:h uithin 8"/20cm tlnd in Line oJ'Sight oJ
d Recce tedn (see page I9j) operate exdctl! dr thcy do
in daylight.

NO AIR SUPPORT
AT NIGHT
lVith nothing but their cves ro
guide them, rhcrc is no
u a l l o r r i r u r a f rr o a c c u r a r c lild e n t i f ur a r g e r r. J u d (k .
Air Support may not bc requcsted on turns uhert tha
nigbt-fghting ruhs are in elfect.
AOP's and other simi/ar aircrafi cannot be used at night.
Tbey will arriue on the ;firx f.iendl nLrn oJ daylight.

,."
,rt'..la.:a-
Battles occur ar any rime. Mosr battles happen in
DUsK
daviight, but many fights strctch into the night or start
Dusk is a useful time to launch surprise attacks,
under the cover of darkness.
'Ihere If the iniLial attack succeeds quickly, the enemyt :l
ate four timre of da1; Daylight, Darkness, Datun,
counterartack ryill be hampered by darkness.
and Dusk.
In a mission being playd at Dusk, the game strts in
Daylight.
DAYLIGHT
Ar the,rau ,,Jtbc dcfendats tu, t thrce irynter/iorrll b{or(
Most b:rttles take place b1. cla1.rvherc rhe soldiers:rncl
rcucaIia.o/1'nb)h,'. toll a di,;
their olficers car see what they are doing and face less
. On d score oJ 5+, night hns Jlhn. 7he rest of tbe
risk of running into unexpected enemy re.
bntt/e t'loughr iq Da"ktre,'.
Irc a mission being played in Da1light, tbe night fghting
. IJ the rol/ is trtsuccessful,at tha start ofthe attacher's
ru/es are not used.
arn Jur, they ra// two dice u,itlt night falling on an
ro// oJ 5+.
DARKNESS
. Ifit is :ti// light at the stdrt oJ the defender's next turn,
Sone smaller battles take place entirelv ar night. These
thel roll tbree dice, and so on. until nightJ)tlls on any
are nostly raids and accidental meetings of srrirll forces
roll of 5+.
manoeuvring in the dark.
Oncertightfdlk, the nightfghting rulescameinto elJlo
In a mission played in Dtrhness, the night fghting rules
and it is Ddrknesfor the restof thegarne.
are usedJr the entire gdme.

DAwN
f)arvn is a popular time r attacks. Thc artackers
can move into position for dre assaulrunrler cover of
clarkness,bur have thc bcnelit of davlighr once rhe
fighting starts in earnest.
In a mission being p/ayd dt l)durt, the gdnte starts in
Ddrlener, with the night.fghting rules in efict.
At the stdrt ofthc deJenderi turn three immediate/y beJre
reuea/ing Ambushes, ro// a c/ie:
, On a score oJ 5+, morning has hroken. 7he rest ofthe
battle is fought in Daylight
. IJ tbe roll is unsuccassful,dt tlt stdt of the attdckeri
turn four, tlte1 ro/l two dice u,ith morning breaking
on an1 roll of5+.
. (it is xi// dark at the start ofthe defcnder'snext turn,
they ro// three dice, aud so ort until morning breabs on
any roll of5+.
morning brenks, the night fg/ttrrrg ruLet are no
used, and it is Daylight for the rest of the ga.me.

l
some poinr it becones obvious to a commander that In tbis case, chech the De ciding Who Won section to se
tfrey have lost the battle. Either the enemv have taken who (if anybod.l actuallt wort tlte game. OJten that uill
their objective, or their ou-n forces have failed under the be the defending player representing the fact that they,
stressofbartle. At this point rhere is uo prctical option drpite ./ighting dt d disdduantnge, managecl to hold the
iut to fall back and organise a new line of defence. attacber at bay the whole purPose ofdefence in tha Jirst

7he Ending the Batt/e stilru oJ the mission briefng tells p/dce. Th^ puts the onut on the attacber to dchieue a

when tbe game is ouer. h is important to not( tha decisiut uictory, rather thdn the defender somehou hauing
t0 turn the tahles and chasethe attdcer 0.
;he Ending the Batt/e section does not ttl/ you wlLo uott,
it simpj tells .you tbe conditions under uhic/t the battk
uo ru rhe Deciding V ho Von sccriuq rt 'ee uho How LoNG Is GAME?
rrual/y ruon once thc gam, i' ouet. Therc arc tu'o approaches to how long a gane shorLld
run. f'ou can eirher plav on unt l one pla;'er wins or
FAILINGCOMPANY MORALE the other gracefullv concedes defeat, or you can plav to
re's no victory as decisive as one where the enemy a time limit such as an hour and a half or two hours.
ns frorn the fleid of battle. \(ith all opposition goneJ This later option rvorks v'ell ifa player has a deadljne by
you can occupy vour objectives and prepare for a pursuit which they have to leave,
ior dig in ready for a counterattack urdisturbed.

As ue/L as the mksion specifc conditions for ending the SPORTING PLAY

bax/e, a battle can end wben one side or the other Jils Onc of rhe inportant aspects of an1, game is sporting
rri,r'dl.
pl,', plaring 'rr ,. r a r l t e rt L " r . r ) i r g t ^
d Clmpanj Mordle Checle dnd is Destoyed. [n t/tis case, "ry
srretch rhe rules. Some dastardly spoilsports have been
the game ends and the opposing player automaticalll
knorvn to deliberately play slorvli' rvhen defnding in an
eapturesa// ofthe Objectiuas.
e$ort to rvi n by running out of rimc. Not only is this silll
and no tun ar all, ir is definirelr."not at all sporring.
NINGOUT OF TIME
At the other end of the spctrum are battles that drag
into a stalemate.Either both sides fight each other
a standstill, unable to mount a decisir.e attack, or
b l o o d y f i g h r i n gi : r a l t e dh v n i g l ' r l r l l o r o t h c r . r L e r n a l
ts before a result is achievecl

Whether or not a set fnish time uds set .fr the gtme
(aluay a good idea in a totffndment), it's dltuay possible
that you simply run out oJ time to fni:h d gnttc

l...,r..::;::*i:
t , l
-

-, r,r,:j1.i.lii:.:.r',
Victory points measule the extent of your victory. The
THUnr ARENo DRAws . .']
more victory points you win, the greater the glory!
\ W i t h w o e q u a l l r . m a r c h e dl o r c e ' s l o g g i n g
away"''
Ue the Deciding \Yho Won section of the mi:sion briefng
dt each olher. ir can be difficurr ro urn a
to fgure out zuho won, then refer to the rubs below to
victory. Sometimes rhe two forces simply'grind
detcrmine !he exrent ofthe uictory.
o t h e r d o w n i n r o a \ r a l e m t ew h e r e b o t h s i d e , I o s e .

WINNINcWITHNo LoSsEs [n Fair Fighr mission' both players lose a gamr rhat
T h e g o e l o f m o < r m i l i r a r y o p e r a r i o n si s r o a c h i e v er h e out of time-there is no uch thing as a draw in Fl
objective with the least lossespossible. Obtainingvictory OIWar.
without losing a single platoon is as good as it gets! IJ'neither playruinl both players lool< up the
Ifthe winner did. not lose an1 platoons at a//, they uin 6 of Suruiuing Platoon! thc encmy force has a,
Victory Points antl the loser gains 1 Victory Point. their opponent was the winner and use the Loser's
colurun to deterruine tlteir olun Victory Points.
LoSINGA SINGLE
PLATooN
W i n n i n g w h i l e l i m i r i n g ; o u r l o i s e sr o \ i n g l ep l a l o o n GO DOWN FIGHTINGI
I n a F r i r F i g h r m i . s i o ny o u o n l y g e r r i c r o r l p o i n t sb y
is still a major achievemenr.
u i n n i n g o u r r i g h ro, r b 1 w e a k e n i n rgh e e n e m y 5 . o if
If the winner only lost one platoon, they uin 5 Victry you don't rhink you can win, you may as well attack to
Points and the loser gains 2 Victorl Points. do as much damage to the enemy as you can and go.
down lightingl You never know, you might actually win,
LoSING
Two PtATooNs but at let you'1l score nore points than you will by:t
Even at the cost of high casualties, a victory is still a
v i c r o r y - f a r b e t t e r r h a r ra d e f e r r .
If the uinner lost tuo or more p//jtoons, thel' uin 4 Victory
Points and the loser grlins 3 Victory Points.

LARGE
FoRcEs
'While
losing troops is never a good thing, some lorces
have to rely on numbers over individual strengrh to
succeed. Here er.en small losses can wipe out platoons,
but the overall effecr on the force is minimal.
If the winner started their frst turn wit/t nine or more
platoons (including those held in Reserues,but not an!
Tiansport platoons), they may ignre thefrst platoon that
is Destroyed when working out their Victor! Points.
highly-mobile engagements it is not uncommon for forces to suddenly find themselva in contact with the
The freewheeling batdes that result ar little more thm all-in brawls.

YoUR ORDERS
Your forces have broken through the
enemy lront line. The enemy must
be ruthlessly crushed before rhey ...
occup)' proper defences! You must
seize one ofyour objectives before the
enemy seizesoue of theirs.

The enemy has broken through. Your


compny must occupy and defend
critical objectives before the enemy
secufes them. Capture one of your
objectives before rhe enemy 12[5 e..
ol theirs.

SPECIAIRULES BEGINNINGTHE BATTTE


For-All uses the Meeting ngagement (page 264) 1. Starting s'irh the atacker, both players make
rule Reconnaissance Deployment moves for any Recce
.-^ ^-. .L-.. L ^..- ^ - .^l-l -

PARTNGFOR BATTLE 2. Both players norv roll a die. The player r.ho finished
Both players roll a die. The player with the higher Deploying their platoons rst adds + I to their roll.
score chooses one of the long table edges to attack The plal'er rvith the higher result has the rst turn.
from. The other plyer defends from the opposite In the event of a tie roll agarn.
table edge.
Starting with the attacking playel both players ENDINGTHE BATTTE
place two Objectives on dre opponent: side ofthe T h e b a r r l e( n d ) \ \ l r e n :
'Ihe
table. Objectives must be at least 16"/40cm . a pla,ver srarts their turn having Taken either of
from the certre line of the table and may not be the Objectives rhat rhey placed in the enemy
placed within 8"/2Ocm ofthe side table edges-Both Deployment Area.
of a playe r's Objectives musr be wirhin 48" 1120cm
-
ofeach other.
DrcrprNcWHo WoN
Each player! Deployment Area is their owr half of
The player that took their Objective has secured a key
the table, excluding the area within 12"/30cm of
piece of terrain on the lield, forcing the enemy onto the
the centre line. Both plavers, starring with the at-
defnsiveand winning the dav
tacking player, alternate Deploying their platoons.
Calculate your Victorv Points using the Victory Points
Both pla1rcrs, strting wiilr the attacking player, -llable
on page275.
now Deploy any Warrior tearns that arc not part of
If neither side rvon use the Fair Fight special rule to
a platoon and all Indepenclent teans.
d e t e r m i n er h e i rV i e r o r ; P o i n r ' .
On the open fanls of the main batde, a small force can encounter a lot of trouble very
Having found it, they call for support md the action escalates.

Youhavc.".ou'iteid iii"g
r i o r r a n d c a l l e d l o r * s i s r a n c e .b u r
has the enemy. You must attack
w h i l e r h e y a r e r r i l l w e a ka n d s e i z e
of your objectives before the
captures one of theirs.

and iti fallen upon your shoulders


repel rhe enemy advance.Act
sively until assistance arrives, then
capture one ofyour objectives
the enemy captures one of theirs

MIssIoN SPECIAI
RUtEs BEGINNINGTHE BATTTE
Encounter uses the Delayed Reseroes (page 269), 1. Starting wirh the atracker, both players
Meeting Engagement (page 264), and Scattered Reconnaissance Deploynent nroves .for any
Reseres (page 269) special rrLles. teams they haye on rble.
2. Both players now roll a die. The player who fi
PRIpInINc FoR BATTTE Deploying their platoons first adds +1 ro their roll:
1 Both players roll a die. The player with thc higher 11re player with the higher result has the first
score chooses one of the long table edges to attack In the event of a tie roll again.
from. The other player clefndsfrom the opposite
t a b l ee d g e . ENDINGTHE BATTTE
2. Starring with the attacker, both plavers place an T h e b a L r l ee n d . w h e n :
Objective in their own half of the table. . a p l a y e r\ r a r r \ r h e i r t u r n h r r i n g T a k e n e i r h e r
J. Borh players, hrving placed an Objecrive in the Objectives rhat were placed in.the
their owr half of the table, now place a second Depl,'l mcnr Arer.
Objective, this rime in their opponentt half of
the table, again stuting with the attacking player. DECIDINGWHO WON
A1l Objectives musr be r leasr 16"/40cm fronr
l r e P l a , e rt h a t r o o k r n O b j e . r i v ei n t h e
the centre line of the table and may nor be piaced
Deployment Area rvins the battle. They have iec
within 8"/20cm ofthe side table e<lges.
key terrain, forcing rhe enemy onro.th dfensive,
4. Starting with the aftacker, both plavers non opening the way for rhe nal, decisive.blow :.., .
nominate at least half of their platoons to be held
Calculareyour Vicrori Poiritsusing the Victory Poiri
o f f r h e r a b i ei n D e l a y e da n d S c a t L e r e R
d e'ene..
Tableon page275.
5. F a c h p l a y e r s D e p l o y n r e n rA r e a i s c h e i r o u n h a l f
Jf neither side won use rhe Fak Fight special rule
of the table, excluding the area within 12"/30cm
d e t e r m i n er h e i rV i c r o r l P o i n r - .
of the cenrre line. Both players, starting with rhe
arracking plaver. no* airernarc Deplovirrg rheir
remaining platoons.
6. Again smrring with the arrcker, both pla1.er5ns
Deplov any Warrior ream' rhar are nor prrr of a
arrd all
advancing forces clh, each determined to get through to their objectives. Soon a whirling batde
rsetres rrive on the fanks md e thrown into the fray.

YoUR ORDERS

Seize the initiative and thrust your


forcet inro the eneml < delences
and secure a key objective. He who
hesitates is Tost.You must capture one
of vour ob.jectives before the enemy
.,.t"r". ^r" ^frheir.

Parry your opponents thrust and


mnoeuvre your forces to take and
hold a key position behind their lines.
Be readl to attacL when rhe rime i'
right. Strike hard and fast to take an
obiective before the enemy does so.

SPECIALRULES 9. Again strting with the attackel both players now


Deploy any S(/'arrior teams rhat are not part of a
Up uses the Delayed Rqers (page 269) and
platoon and all Independeht teams.
Enga.gement (page 264) special rules.

PARINGFOR BATTTE BEGINNINGTHE BATTTE


1. Starting with the defender, both plal'e15 pxkq
Mark the centre of the table so that the table
Reconnaissance Deplovment moves lr anv Recce
qurters are obvious to both players.
tems they have on table.
Both players roll a die. The player with the higher
2. Both plavers now roll a die. The player u'ho finished
score chooses a table quarter to attack from, leaving
Deplol.ing their platoons first adds +1 to their roll.
the other table quarter in their own encl empty.
The player with the higher result has the first turn.
The other player Ceploys in the opposite table J n r h e e v e n ro f a t i e r o l l a g a i n .
quuter, likewise leaving the other table quarter in
their own end empry Each player's Deployment
ENDINGTHE BATTTE
Area is their assigned quarter, excluding the area
The battle ends when:
within 8"/20cm ofthe celtre line.
. a player starts their turn having Taken either of
Starting with the attacker each player places an
the Objectives tht were placed in the enemy
objective in their own Deployment Area at least
Deployment Area.
8"/20cm from all table edges.
Next starting with the attacker each player places
an objective in the enemy Deployment Area at least
DECIDINGWHo WoN
8"/20cm from all table edges. The player that took an Objecrive in the opponent's
Deployment Area wins the battle. They have secured
Starting with the attacker, both players nominate at
key terrain, opening the rvay for the decisive blow.
least halfoftheir platoons to be held olfthe table in
Delayed Reserves. Calculate your Victory Points using the Victory Points
Table on page 275
Each player's Reseryesarive up to 16"/40cm from
the corner in the empty table quarter at the enemyt
end ofthe table.
Both players, strting with the attacker, alternate
Deploying platoons.
There comes a time in every conflict when
mst dig in md prepue to repel a mmio" sauili'l
from the enemy. Oftehthe deciding battles of thii
campaigns, these desperate defences cm tm tlie tides
determine the momentm of entire wrs,

YoUR ORDERS

The enemy has fallen back ts defend sirigle choke point


your advance. Their lines disorgmized, their reseruesin tattr
you must crush rheir resistance an<l open a path to victory!
must assult and capture one ofyour objecrives.

lffi-
T h e s i r u a r i o n i s d e s p e r a r ea n d y o u r p a r h i s g r i m , b u r i f
can mount a heroic defence against rheir coming dymce
could turn the tide of this war. Reinforcements "ecoming,
vour superiors have promised you supporr, unril they rri
you are on your own, There can be no retrea!. You must
t h e o b j e c r i v e sa n d p u . h r h e e n e m y b a c k .

MISSIONSPCIAIRUTES ..
No Retreat uses the Ambmh (page 266), Reseryes (page 268)
and Preped Positions (page'264) special rules. l

PREPARINGFoR BATTLE BTcINNTNcTHE BATTTE


1- The defending player chooses which short table l. 5tarring uirh rhe delender. borh players
end thev will defend. This half of the table is their R e r o n n a i s : a n c eD e p l o y m e n r m o v e s l o r a n y
Deployment Area. The attacking plal,er will deploy t e a m ' r h e v h a v eo n L a b i e .
i n t h e o r h e r r a b i eh a l I
2. The attacking player has the first turn.
2. Starting with the defender, both players now place
3. As both sides are in Prepared Positions, all
one Objective each in the defencler'send ofthe table.
may begil the game Dug In
The Objectives must be ar least 8"/20cm from the
centre line of the table, and may not be placed
within 8"i 20cm of any table edge.
ENDINGTHE BATTTE
T h e b a r tl e e n d s w h e n e i r h e r :
3. Next the defending player nominates at least half of
. the attacker has Tken any of the Objectives at
their platoons to be held off the table in Reserve at
the start of the game. The troops held in Reserves s r a r ro f r h e i r r u r n ,o r

will arrive along the short table edge in the defend- . the defender srarts any of their turns from turn
ing player's table half. w i r h n o a r L a c k i n gt e a m s i n r h e d e f e n d e r ' rh a l f
+. The delender may rhen nominate one o Lhe re- the table. '
i ..:i
maining platoons ro be held in Ambush.
5. Finally, they Deploy the remaining platoons. DECIDINGWHO WON
6. The attacker wins ifthe game ended becausethey
The attacking playert Deployment Area is their half
one of their turns holding an Objective. They
of the table, excluding the area within IG"l40cm
broken the defence and forced the enemy to fall back:
ofthe centre line. The attcker now Deploys all of
rhcir piaroons. Othemise the defender wins. The attack has bee4beati
-. off Now they must prepare their count.rstroke.
B o t h p l r y e r r n o w D e p l o y a n y W a r r i o r r e a m sr h a r . ,1.
are nor part ofa plaroon nd all Independent teams, Calculate your Vctory Points using dre Vctory poin
s r a r irn g w i r h r h e d e f e n d i n gp l a y e r . Tableon page275.

.:.
,!.,:...L;:!j

Su5prise is paramou[t in any military operation, and neyer


more so than iri defence. When- significandy outnumbered
with no hope of immediat,. reinfor<rrnent;. a defender
h to rely wen more on intangibles like iuiprise to even
the odds,

YOUR ONPTRS

immediately, smh them quickly nd seizeyoui objectives.

You have been assigned a near impossible task. Onlyyour ability


to misdirect the enemy into thinking that you are weaker than
you il can save you. Use surprise well. Ambush the enemy
and prevent rhem from taking their objectives, then push them
backwhen helparrives.

M I S S I O N S P E C I A LR U T E S
Hold the Line uses the mbush (page 266), Delayed Resenes
(page 269), and Prepaed Positions (page 264) special rules.

RING FORBATTTE BEGINNINGTHE BATTLE


T.he. defending player chooses which short table 1. Starting with the defender, both players make
end they will defend. This half of the table is their Reconnaissance Deplovment moves for any Recce

.Deployment Area. The attacking player will deploy teams they have on table.
in the ottter table half. 2. The attacking player has the first turn.
Starting with the defender, both players now place 3. As both sides are in Prepared Positions, all platoons
one Objective each in rhe defender's end ofthe table. may begin rhegame Drrg In.
T h e O b i e c t i v e sm u r r b e a r l e a s L8 ' / 2 O c m f r o m L h e
cenrre line of rhe rable.:nd may not be placed
ENDINGTHE BAfiTE
:within 8"/20cm of any table edge.
lhe bartle ends when ertfir:
.Next the.defending player nominates at least half
. the anacker has Tken any ofthe Objectives at the
of their platoon t be held offthe table in Delayed
.'"'. ^frL.;' -''. ^.
Resere. These Reserves will arrive along the short
. the defender starts any of their turns from turn six
table edge in the defending player's table hall
with no attacking tems in the defender's half of the
The defender may then nominate up to two of the
table.
remaining platoons to be held in Ambush.
F i n a l l y . t h e y D e p l o y L h e r e r n a i n i n gp l a t o o n s .[ t i s
DECIDINGWHo WoN
..tentirely possible that all of the defending platoons
'ln The attacker wins ifthe game ended becauserhey started
the table will be in Ambush with none visible to
,,:1*r.,...-y nt the start of the game. one of their turns holding an Objecrive. They have
overcome the element of surprise and triumphed.
t':11i. ltt*k*', Deployment Area is their half of the
table.excludingthe areawiLhin 16"/cOcm of rhe Othevise the defender wins. Their ambushes stunned

c e n t r eI n e . T h e y n o w D e p l o y a l l o f t h e i r p l a r o o n s . the enemy, allowing time to counterattack in strength.

Both plyers now Deploy any \Tarrior teams that C a l c u l a r ey o u r V i c L o r y P o i n r su s i n g r h e V i c t o r y P o i n r s


Table on page 275.
q9 qa!p{t:of platoon md all Independent rcms,
The Germms dweloped a clever techniqrie
pinching off Soviet penetrations. The front-lin:':iS
roops did their best ttr limit the penetrarion, then ih
reserves struck the flanlc oftle penetration ro ut it o{F
destroy it.

YouROnpEns
You have found a weak poinr in rhe enemy defences.
through the front line to creare a jumping oF poinr for
exploittion force lollowing behind. You must break into
enemy position to cpture one ofyour objectives.

You do not have the strength ro prevenr rhe enemy f


breaking into your lines somewhere, so you must rely on a
pianned counterttack to regain your defences. You must
the objectivesand push the enemy back.

MIssIoN SPECIAI
RUtEs
Pincer uses the Ambush (page 266), Delayed
(page 269), and Prepred Positions (page 264) special rules.

PREPARING
FoR BATTTE BGINNINGTH BATTTE
1. The defending plaver chooses which short table 1. Starting with the defender, both players
end they will defend. This halfofthe table is their Reconnaissance Deployment movs for any
Deployment Area. The attacking player will deploy teams they have on table.
in the other rable hall 2. The attacking plaver has rhe 6rst rurn
2. Starting with the dender, both plar.ers now place As both sides are in Prepared Positions, all platooii
3.
one Objecrive each in the defEnder'send ofrhe table. may begin the game Dug In.
The Objectives musr be ar least 8"/20crn fiom the
centre line of the table, and may nor be placed
ENDINGTHE BATTTE
within 8"/2Ocm ofany table edge.
I n e D t U ee n d s s n e n e r t n e r :
3. Next rhe defending player nominates ar least half
. the attacker has Taken any of the Objectives at
of the ir platoons to be held offthe table in Delal.ed
s r a r to f r h e i r t u r n . o r
Reserve. These troops will arrive along either of the
long table edges in the defending plaver's table half. . r h e d e l e n d e r\ r r n \ n ) o f r h e i r r u r n s l r o m t u r n
The defending player may choose rhe edge that each w i r h r r o a r r a c k i n gr e a m si n r h c d e l e n d e r ' sh a l f o f
platoon arrives from when it arrives from Reserves. rablc.

4. The defender mav rhen nominare one of the re,


mining platoons to be held in Ambush. DECIDINGWHO WON
5. The defender Deploys their remaining platoons. I he atrackeru i ns i I r he ganreended becausethey
one ol their turns holding an Objective. Theit pener
6. The attacking plaver's Deployment Area is theiL half
tion has secured a jump-off for the following troops,
of the table, excluding the area within 16"140m
ofthe centre line. The aftacker now Deploys all of Otherwise the defender wins. They have eliminated
their platoons. p e n e t r a t i o na n d r e . r o r e dr h e i r d e f e n s i v ep o r i r i o n r .

7. Both players now Deploy any \flarrior teams that Calculate 1.our Victory Points using the Victory

are not part ofa platoon and all Independent teams, IaDleor) DJgel/).
A-fter a successftrl attack trapped the defenders in a pocket,
onJy one slender corridor remains linking them to the
outside wodd. Recognising the importmce of this lifeline,
both sides throw everything they haw into the batde.

YoUR ORDERS

You have the enemy on the ropes. One more strong blow
will crush them. Cut the corridor and the surrounded enemv
pocket will fall. You must seize one ofthe objectives, breaking
rheenemy\ lilreline.

You are the only rhing standing between your army and
disaster. \fhile you hold the corridor open, the pocket will
hold out, and a counterattack can be launched to relieve it. If
you fail, the whole pocket will be captured. You must prevent
the enemy from attaining their objecrives.

MISSIONSPECIALRUTES
Surrounded uses the Immediate Ambush (page 265) and
Prepued Positions (page 264) special rules.

PARINGFORBATTLE 3. The attacking player has the first turn.

The attacker's Deployment Area extends 8"/20crn 4. As both sidesare in PreparedPositions,all platoons

onto the table from both short ends. The defenderi n r a ; b e g i r rr h e g a n r eD u g l r r

Deployment area is the centre of the table more


thn 24" l60cm from both short table ends. ENDINGTHE BATTTE
The attacker now places two Objectives in the de- The battle ends when either:
fende r's DeploymeqtArea at least 4"/10cm from the . the artacker has Tken any of the Objectives at the
edges ofthe Deployment Area and at least B"/2Ocm start of their turn, or
F.^- th" r,hl"
__"'''_b-"' .
",1.". the defender starts any of their turns from turn
Next the defender nominates one platoon to be six with no attacking teams within 16"140cm of
held in Immediate Ambush, then Deploys the either Objective.
remaining platons.
The attacking player now Deploys their entire force. DECIDINGWHO WON
They may Deploy their platoons in either pan of The attacker wins ifthe game ended becausethey starred
their DeploymentArea, but must Deploy at least one one oftheir turns holding an Objective. They have cut
platoon in each half of their Deployment Area. the corridor and sealed the fate ofthe pocker.
Borh player. now Deploy any \arrior reamsrhar Otherwise the defender wins. The corridor has held and
are not part ofa platoon and all Independenr teams, supplies will continue to flow into the pocket.
starting with the defending player.
Calculate your Vctory Points using the Victory Points
Tble on page275.
EGINNINGTHE BATTTE
The defender places the platoon they held in
Immediate Ambush.
S r a r r i n g w i r h r h e d e { e n d e r ,b o r h p i a y e r s m a k e
Reconnaissance Deployment moves for any Recce
A frghting withdrawal allows defeated commmders to presene the bulk of their force while
back to a more defensible location.

YoUR ORDERS

To exploii an ailiervictory you


smash ihe nemy rearguard and tu
t h e i r r e t r e a ti n t o a r o u t . B r e a kr h r o u g h
the enemy line and capture one of
objectives before it is too late.

You must cover your withdrawal as t


army falls back to the nefi defensi
'Ihe
position. enemy is moving arou
;our fianks so you cannot stay
long. Hold the objectives until t
rest of the army gets clear.

MIssIoN SPEGIAI
RUtEs ENDINGTHE BATTLE
Fighting -Mithdrawal uses the Ambush (page 266), l h e b a r r l ee n d s w h e n e i t h e r :
Prepred Positions (.page 264), and Strategic . r h e a r r a c k e rh a . f a k e n a n y o F r h e O b j e c r i r e . a r t
Withdrawal (page 270) special rules. \ r c r r o Fr h e i r r u r n , o r
. at the start of the defender's eighth turn (reme
PREPARING
FoR BATTTE to check Company Morale if necessary before
1. The defender chooses a long table end to defend. mining who r.on).
This haif of the table is their Depiol.ment Area. Jhe
attacking player will deploy in the other tabie half. DECIDING WHO WON i,l
2. T h e d e f e n d e rp l a . e r a n O b j e c r i v e o n r h e i r . i d e o f The attacker wins ifthe game ended becausethey startgil
the table at least 8"/20cm away from all table edges one oftheir turns holding an objective. The anacker
and at least 8"/20cm back frgm the centre line. s m a . h e dr h e r e a r g u a r da n d s e i z e dt h e i r o b i e c L i r e s .

3. The attacker now places two Objectives in the Othemise the defender wins. The rearguard has
sam area so that no two Objectives are more rhan out long enough for the army to get safely away
48"ll2}cm apart:rnd all are more than 8"/20cm norvu iLhdrrw' ir. Ia'r elemenr..
fiom any other Objectlve. Calculate your Vicrory Points using the Victory
4. The defender Deploy' their enrire for.e. They l a b l e o n p a g e2 : 5 .
may hold one platoon in Ambush. The artacker's
Deployment Area is their half of the table, exclud-
ing the area within 16"/40cm of the centre line.
The attacker now Deploys their force:
5. B o r h p l a v e r < .s t a r r i n g w i t h r h e d e f e n d i n g p l a y e r ,
Deploy any \Tarrior reams tht re not part of a
platoon and all Independent teams.

BEGINNINGTHE BATTLE
l. S r a r r i n g w i r h t h e d e l e n d e r .b o r h p l a y e r s m a k e
Reconnaissance Deployment moves.
2. The attacking player h rhe 6rst turn.
J. A s b o r h s i d e sa r e i n P r e p a r e dP o s i r i o n sa. l l p l a r o o n s
most.commmders.faced with a preptred defence seek to build up the muimum fore for the attack,
they do not have the time md mmt ttck imediately with whatever is on hmd.

YOUR ORDERS

Find a weak point in the enemy line


and punch through. You musr seize
one of your objectives before the
enemy rallies and pushes you back.

Hold the initial assault, then force


the enemy back when your reserves
arrive, You must prevent the enemv
from taking their objectives, then
counterattack and take your orvn.

ISSIONSPECIAT
RULES 7. The attacker Deploys their remaining platoons.

ty Attack uses the Delayed Reseres (page 269), 8. Both plavers norv Deploy any \Tarrior teams that
Ambush (page 267), Resenes (page 268), are not part ofa platoon and all Independent teams,
Reserves (page 269), and Prepared Positions starring with the defending player.
264) special rules.
BEGINNINGTHE BATTTE
PREPARING
FoR BATTLE L fhe de[errder place. Lhe plaroon rhey held in
The delending player chooses the long table edge Imnediate Arnbush.
that theywill defend. Their DeplovmenrArea is rhe ir 2. Starting with the defender, both players make
halfofthe table, excluding the areawirhin 8"/20cm Reconnaissance Deployrnent moves for any Recce
ofthe centre line. The attacking playert f)eplor.ment teams they have on table.
Area is the other halofrhe table, excluding the :rrea 3. The attacking player has the {irst rurn.
within 12"/30cn ofthe centre lirre.
4. As both sidesare in PreparedPositions,all platoons
The defending player places one Objective in the m a 1 b e g i n r h e g a n r eD r r g l r
attcker's Deployment Area at least 16"140 cm
from the centre line and not within 8"/20cm of ENDINGTHE BATTTE
either sid table gdge.
The battle ends when;
The dfender then places one Objective and then . a player starts their turn having Taken any of
the attacker places two Objectives in the defender's
the Objectives thar were placed in the enemy
Deployment Area at least 12"/3Ocm fiom rhe centre
Deployment Area, or
line and not wirhin 8"i 20cm of any table edge.
. the defender stns any of their turns fiom rurn six
The attacker nominates at least halofrheir platoons
with no attacking teams r'n the defendert table half.
to be held offthe table in Reserves.These arrive from
the long table edge in their Deploymenr Area. DrcrprNcWHo WoN
The defender then nominates at least half of their
A player rvins ifthe game ended becauserhey starred one
platons to be held off the rable in Delayed and of their turns holding an Objective in the opponent's
Smttered Reserves. They may rhen nominte Deplovment Area.
one of the remaining platoons to be held in
Otheryise the defender wins. The defender has held
ImmediateAmbush. The defender l)eploys their
r h e i r f r o n r l i n e a n d h a l r e dr h e a r r a c k e r 'o. f f e n ' i \ e .
r e m a i n i n gp l a r o o n . .
Calculate your Vicry Points using the Victory Points
The artacker now remove! one of rhe Objecrives
T

'1|lr
'When
night falls on the battlefreld both sides traditionally exercise a tacit truce and rebuild
forca, resupply, and tend to the wounded,

YoUR ORDERS

A massive enemy offensive


punchd through the front
tking up positions amongst
Juring rhe nighr. You murr ar
i n r m e d i a r e l yr o l e s r o r er h e . i r u a r i

You hare pu<hed rhrough rhe I


lines during the night and
vital ground from the enemf
with dawn breaking,.you must
a solid defence against the inevi
counterattack and hold your gains.

MIssIoN SPECIAL
RUtEs 8. Borh plr.er. nou Deplol any Warrior Leams
r r e n o l p a n o l - r p l a r o o na n d a l l I n d e p e n d e r r r
Cauidron uses th Immediate Ambush (.page267), ' starting with the defending player.
Prepared Positions (page 264), Reseryes (page 268),
Delayed Resenes (page 269), md Rmdom
BEGINNING
THE BATTLE
Deployment (page 261) special rules.
l. fhe delender place. rhe plaroorr rhe; held
PREPARING
FoR BATTLE l n rL n ed i a t eA m b u s h .

1. The defending player chooses the long table side 2. Starting wirh the artacker, both players
where they will defend. Their Deployment Area Reconnaissance Deployment moves for my
is this half of the table excluding the area within r e a m sr h e y h a r e u n r a b i e .
20"/50cm ofthe side table edges. t. I h e d e l e n d i r r ep l a y e r h a s r h e f i r s r r u r n .
2. T r e a t r a c t t i n gp l a y e r p l a c e r r z o O h j e c r i v e . i n r h e 4. As both sides are in Prepared Positions, all platoo
defender's Deplovnenr Area it least 4"/ 10cn fion m . n b e g i n r h e g a n r eD r r g I n .
, h " . " " r . " l i " " ^ f , h . . , h 1 " 3 1 1 s 1 581' / 2 0 c n r l i o m
long table edge and at least 24"/60crn from rhe ENDINGTHE BATTTE
'
short table edges. The battle ends on or aFter turn six u,hen eitber;
3. The defender nominates at least half of their . r h c a r t a c k e rh a , l a k e n a n y o f r h e O b j e c r i v e sa t
platoons to be held in Delayed Reserve. These will ' r a r t o f r h e i r r u r n ,o r
a r r i v eo n r h e o p p o t i r e r a b l ee d g e .
t h e d e l e n J i n g p l a ) esr r r n s r h e i rr u r n w i r h n o
4. l h e d e f e n d e rm a y h o l d o n e p l a t o o ni r r I m m e d i a r e i n g t e a m sw i r h i n 1 6 " / 4 0 c m o f e i r h e rO b j e c r i v c .
A rn b u s h .
5. T h e d e l e n d e rd e l , l o y ' r h e r e m a i n i n g p l a r o o n s . DECIDING
WHo WoN
6. The attacker must nominate at leasr half o{ their The attacker wins if the gme ended becausethey
platoons to be held in Reserve. These wili arrive one of their turns holding an objective. The
lrom either short table edge. The artacking player penerradon has been neualizd nd the
may choose rvhich edge each platoon will arrive Iine held.
f r o m r v h e n i t a r r i r e sf r o m R e r e r v e r . O r h e r u i . e t h e d e f e n d e ru i n s . A l l e n e m y c o u n r e r a
7. Ary remairringplaroon: are deployed u'ing rhe havebeenheld off and rhe iremyforce ritten
Random Deployment special rules. bringing a rnajor breakthroughrhat much closer
Ca.lcuiateyour Victory Pints using the Victorv
Talolr

i:i.t:
rlii
frgm h forced the defenders into a hedgehog defence. The attacker h snt a flanking
1fu6"gh c[e gaps between the defended positions while launching a frontal sault to pin the enemy.

RIORDERS

The enemy does not have sufficienr


strength to cver the entire front. You
musr seizeode ofthe objectives, either
b y d i r e c r a r s a u l t ,o r w i r h a c u n n i n g
flank attack.

Your rinniiiiii"'"iijii''iepon,
strong attack force moving around
your flank while mother sffong force
is massing for a frontal attack. You
must scure the objectives and drive
the enemy back.

ISSIONSPECIALRULES 9. Both plavers now Deploy any W'arrior.teams thar


a r e n o t p r t o f a p l a r o o na n d a l l I n d e p e n d e n rr e m \ .
uses rhe Delayed Resewes (page 269),
starting with the defending player.
Resewes (page 269), md Prepared Positions
264) special rules.
BEGINNING
THEBATTLE
PARJNGFOR BATTLE l. Srarring wirh rhe de[ender. borh players make
Mark th entre of the table so that the rable Reconnaissmce Deployment moves for any Recce
quatters are obvious to both players teams they have on table.

The defending player chooses two diagonally- 2. The attacking player has the first turn.
o p p o s i r er a b l eq u i l t e r s a s r h e i r D e p l o y m e n r f u e . 3. As both sides are in Prepared Positions, all platoons
The attaker then chooses one of the remaining may begin the game Dug L
table quarters. Their Deployment Area is all of this
table quarter that is more than 8" l20cm from both ENDINGTHE BAatE
tabl.centre lines. T h e b a r r l ee n d s o n o r a l i e r r u r n s i x w h e n e i r h e r :
.The attacker places rwo Objectives in the iinal table . t h e a r r a c k i n gp l a y e rh a s T a k e nm y o r h e O b j e c r i v e s
{uter. They must be ar least 8"/20cm from the a r r h e s t a r ro f r h e i r t u r n . o r
.table.centre line3 and edges. . t h e d e F e n d i n gp l a y e rs r a r r :r h e i r t u r n w i t h n o a r L a c k -
The defender Deploys any or all ol their platoons i n g r e a m sw i r h i n l 6 ' 1 4 O c mo f e i r h e rO b j e c r i v e .
using Lhe Mobile Reservesspecial rule.
A1l remaining platoons are held off the table in DECIDINGWHo WoN
Reserve. The troops held in Reserves will arrive The attacker wins if the gme ended because they
along the long table edges in their Deployment started one of their turns holding an Objective. They
rAreas within 16" l40cm of the table corner.
have broken through, deep behind the enemy line.
T h e a r r a c k e rm u s L h o l d a r l e a s ro n e p l a r o o n . a n d Othemise the defender wins. The breakthrough h
m a y h o l d u p t o h a l f o f r h e i r p l a t o o n s .o f f r a b l e r o
been cut off and the front lines held.
:::,:mk a fiank attack as Delay.ed Reserues.The troops
Calculate your Victory Points using the Mctory Poinrs
heid in Delayed Reserveswill arrive along the long
Tble on page 275.
tble edge within24"l60cm of the corner in the
quarter conraining rhe Objecrives.
The artacker now Deploys rhe resr of their lorce
The enemy is making a counterattack to relieve their cut of comrades. Complete the
nd ensure the destruction ofthe trapped enemy troops.

in your encirclement. They


launching a countertrck ro link
with their surrounded comrades.
must close the gap before they
make te link up.

any moment. You must exploit t


weaknessin the enemy enci
and link up with chem. Prevenr t
enemy from taking their objecti
and completing the encirclement.

MISSIONSPECIAT
RULES 9. Borh players now place any rTurior tems rhar
not part of a plroon and all Independent
Counterattack uses the Ambush (page 266), Mobile
starting with the defender.
Resenes (page 269), Prepued Positions (page 264),
and Reseroes (page 268) special rules.
BEGINNINGTHE BATTTE
PREPARING
FoR BATTLE 1. Starting with the defender, both players m
l. Mark the centre point ofthe table so rhat the table Reconnaissance Deployment moves for any
quarters are obvious to both players. teams they have on table.

2. The defender chooses a table quarter as their 2. The atracking player has rh firsr rurn.
Deployment Area. Their reserves will arrive from 3. As both sides are in Prepared Positions, all pla
t h e d l a g o n a l l yo p p o ' i r e q u a r r c r . m a y b e g i n L h eg a m e D u g I n .
3. The attacker chooses one of.the table quarrers on
the other diagonal to deploy in. Their Deployment ENDINGTHE BATTTE
Area is all of this table quarrer rht is more than The batde ends on or after turn six when either:
8"/20cm from both table centre lines. . r h e a L r a c k i npgl a y e rh 1 a k e n a n y o f r h e O b j e c r i
4. The defender places one Objecrive in their a r r h e s t a r to f L h e i r r u r n . o r
Deployment Area at least 8"l2Ocm from both centre . the defending player starts their turn with no aftack!
lines and at least 8"/20cm lrom any table edge.
i n g r e a m su i L n i n 16 " / 4 0 c m o I e i t h e r O b j e c r i v e
5. The attacker then places one Objective in the table
quarter opposite their Deployment Area at least DECIDINGWHO WON
8"/20cm from both table centre lines and 8"/20cm
T h e a t r a c k e rw i n s i f r h e g a m ee n d e d b e c a u s et h e y s
from any rable edge.
one of their turns holding an Objective. The a
6. The defender Deplo,vs any or all oftheir plaroons has prevented the defender fiom linking up with
using the Mobile Reserves special rule. One of the encircled forte.
platoons to be Deployed may be held in Ambush.
Otherwise the defender wins. The defender has
7. AII remaining pltoons are heid off the table in r h e e n c i r c l e m e n r f. r e e i n gr h e r r a p p e dr r o o p s .
Reserve. The troops helc{ in Reserves will arrive
Calculate your Victory Points.using the Victory P.oiri
w i r h j r r 1 0 " / + 0 c m o f r h e L a b l ec o r n e r o p p o < i r er h e i r
Table on page275.
D e p l o y m e n rf u e a .
8. The attacker then Deploys their entire force.

iir*:':]5:r,::
-'.:11;.....
.., :::::
,
:{,
in ygur fortifled sector ofthe line. It seemi like a good time to send out a patrol and seewhat the
is up to.

YoUR,ORDERS

Tonight's patiol ran into a strong


enemy patrol- Reinforce them and
c".,,." th" ^hi".ti.,"

Push the enemy out of No Mant


Land md hold your objective.

MISSIONSPECIIRULES
No Mm'' Land usestheDrk-
ness(page273), DelayedRseroes
lpage269), No Mmt Lmd
Patrol (page271), md Over the
Wire (page271) specialrules.

RING FOR BATTLE 10. The first player then places their Patrol on their
side ofthe table in the same halfas they placed the
Both plyets must field a Fortied Company.
Objective, within 6"/1 5cm ofthe centre line and at
Both playersrol I a d ie wi rh rhe h igher scorechoori ng
least 8"/20cm from the diding line berween the
a.iong tabie edge to attack from. The defender has
left and right halves.
the opposite table hall The players' Deployment
1 1. The other playe r then places their Patrol in the sme
ieas. their halves ofthe table excluding the area
m a n n e r i n r h e o p p o s i r eh a l l .
w i t h i n | 2 " / J 0 c m o F r h e c e n r r el r n e .
12. Again strting with the defender, both players
Starting with the defender, toth players place a1l of
Deploy any lVarrior tems that are nor part of a
their Fortications (bur not their Obstacles).
platoon and all Independent teams in any tench
Agin statting.with the defender, both players place
Lines in their Deployment Area.
.a1l of their Obstacles in the opponentt table half
sing the Over The.STire mission special rule. BEGINNING
THEBATTLE
Starting with the defender, both playeis Deploy 'lhe
[. e n r i r e b a r u l ei s l o u g h t i n D a r l o e s s .
their.'Fortified Platoons. All remaining platoons are
2. B o t h p l a y e r sr o l l a d i e . T h e d e l e n d e r a c l d s* l ro
held in Delayed Reserue.arriving anlvhere along
their ro1l. The player with the higher result has the
,.the lng table edge in their own Deployment Area.
rst turn.
Startiirg with the attcker, both players nominate
one platoon to be their Patrol using the No Man's ENDINGTHE BATTTE
Land Patrol special rule, and remove it from
The battle ends when;
rhe rable.
. a player starts their turn having Taken rhe C)b.jective
D i v i d e r h e r a b l e i n r o l e t a n d r i g h r h a l v e sa c r o s s
placed by the opposing player.
:bOih Deployment Areas at right angles to the
centre line. DECIDINGWHO WON
B o r h p l a y e r sr o l l a n o r h e r d i e . T h e p l a y e r w i r h r h e
f t e p l a v e r r h a r r o o k a n O b i e . r i v e w i n ' t h e b a r r l e .T f r e y
the left or right half to place
;.,,high.r sc"t. chooses h a v ee , r a b l i t h e dr h e i r d o m i r r a n c eo v e r N o M a n ' s L a n d .
:i.r:iheir'Objective and Parol. They place an Ob.jective
C a l c u l a t el o u r V i c t o r l P o i n r su s i n g r h e V i c r o r y l o i n r '
n the opposing side of the table at least 8"/20cm
l a D r eo n p a g el / r .
from the dividing line between the left and right
halves, and at least 8"/20cm from the table edges. No Man's Land is a Fair Fight, so if neidrer win the
battle, use the There are No Draws rule on page 275 to
rrc urncr pra)cr rncn placc\ an Objecrive in the
AgLr Failed..........97,134,187AnilleryTemplarcsllo-ljj,1l8 Abandonedpositions....1
y ' , { M G . . . . . . . . . 1 1 3 , 1 5 7 , 1 8 2I m g r o v i s e d A r m o u r . . , . . 1Al 8i r c r a f t . . . . . . . . . . . . - . . 1 g 5
AJlocaringHjr.........l
Advmceatthe Gallop.......202 Schrzen. . . ... .... . ...245 Smoke Bombudrnenre i36-137 AssaultAlways Conrjruc..l
4ircraft.............178-189 rrontorside,{rmour..98,A 2 1s 6
s a u l t B r i d g e s . . . . . . . . . . . 2 2 6A u t o m a t i c R i f l o . . . . . .
-8.1-o
rrupp6r1......J2. Range.... ....'t Assaulrs. ..14J-169 BullerproofCover...,.
A l l o c a t i n g H i t s . . - , . . . . . . 1 S 6A r m o u r e d R o c k e t A b m d o n e d P o s i t i o n s . . _ . , . . 1 5B0u n k . .

F l i g h r . . . 1 7 9 , 1 8 0 , 1 8 3 , 1 8A 5 llocating.Hits .l3l ChrginginroClonrao....... pushirtoEnemypositions.l


V ' e a p o n s . . . . . . . , . . . . . . . i E 7F r i e n d \ ' F i r e. . . . . . . . 1 3 3 t 4 t - 1 1 7 , 1 5 0 , 1 6R3o i l S ;
A i r o i s e r a t i o n p o s t s . . . . . . 1 3 9M e e d n s n g a g e m c n t s . . . . . 2C6a4r r v O n , S e r g e a n r . . . . . . 2 4t 6 sil.;; ..............;
( 6 l g ' n n \ . 1 1 1 i q . . . . . . . . .V2i.r1c1J l l " m L r J m e r r . . . . . . l irl h r r p e W h o Y o r r \ l r u . A r . l r -
R o . li o H i r . . ..;;,
Night..................272 HitemWithErrnthng G u n ' | e a m. .s. .. . . . . . . . 1 4 4 lirrrerrearMG........,l
........54,\!l .. lJ1,240 . 1 4 4 , t 4 6 , 2 4 6 S n e a k l n g U p o n T m1l c5 3 , 2
ill"ytr: n , ,^.. t_a" ,ro. -. u. '.u. ..".o. t... . . . . . . . 1 2 q ] n l o r n l a n d a
A J l C u n r R e p c a r . . . . . , . . . .V t28 I n d . p e n d e r r r l e a m . . . . .i ., t; b ; .q, ' I
, 2 4 2 2 rii g2
A l ll iieeddPPl laat rooo. o.n.ns. . 6. .8. ,.7. 60 8 . - 0 . N ghht . . . . .. . . . . . . . 22 7- l2 lrv\ l' o^ vr ii ,n, gqN \ ceraa h,retlh- er rEnnrer n . 1, v1.61
i1,34" n"6i. g, ,r .6 n , r r . . . . . . . . . . . . 2 0
\ D o r i n , . o r { 1 r i e , . . . . . . . .O - 0b , e n q - T c r n . . . l } , .1. 1 - ,) \lu,rrlr,oron.l-<Vore.lrr
frnl,i.rr;,............i;
f r l < c o ' e r A l i e o r r r r l s . . . . l o0 vt e r l o o p ' &l r i r r i n l/r \ u r r - . r . ' . r r r l r i r q l e r r ' . . . .u1r.n( i u r i . r r , . . . . . . . t r q . t r ,
AJrvaysAttacls...........2i7 P i n D o w n P l a t o o n s H i r . . . . l 3 3
t ) b s t r c l e s . . . . . . . .l O l , i 2 4 n q r , , ; n * n . " u 1 t s . . , . 1 6 i , 1 6
A 1 w a y s D e f e n d s . . . . . . . 2 5 7 , 2 6P2o s i t i o n l h e T r n p l a t e . . . . . 1 3 0Q u a l i n . o l Q u a n r i L i : s t a t t r . t i n * " H e S u p p o n . . . . . 2 6
Ambushes...........266,2R 6 7a n g e .......n1 T a n k E s c o r t s . . . . . . . . . . .A 2 0, t1l l " ' ; J . . : : . . . . . . . . . ,
'l.rrnks....
N { u i t i - p a r r P l a r o o n s . . . . .I.l .a1n5g9i n g l n . . . . . . . . . . . . . 1 2 9 . . . . 1 4 3 , 1 4 4 , 2 0 3i O , e i , S L , r O , i A i , j j , t
N i g h t . . . . . . . . . . . . . . . . . . ) 7 ) . , { i r O b s e n a t i o n P o s r s . . . .Tl So go F a r A r v a y . . . . . . l 4 1 , 2A5sj s a u ] t i 1 g . . . . . . . . . . . 5 0 , 1 4
l l c p a r c d P u , i r i .o. r. . . j u b \lilclrger. .......2r1 l , . n . p . ' , , . r r , . . . . . . . . 1 t ,1 . e r r c l r t i , . . . . . . . . . . . . . . 2 1
li'arriorsandlndepcodems.26T U - n . r m o u r c d T n 1 < l m s .Nl 4i s4h r . ..,....2j
.Rl Jerp, .eJa. rt lej 'dTB" ,oi m b a r d ml e] 9n n . . l 2 S
Placing,{mbushes.....32,266 \ { r r i o r T q r n s . . . . . l 4 4 , 1 6 9T i u c o n 0 r . . . . . . . . , . . . 2 . 1
l ( s \ e . i l i n g { m L ' u , h e . . . l 1 Jl (. "' t' l, ,) r . a u n . h e r ' . . . . . . . . i 1 bC h a r g i r r g r n r o l c r r : i r r .S. . .\.h o o t ; n g . . .... . . . . . . 0 . , )
S h o o t a t i uRl lO F . . . . . . . . 2 6 6 S n o k c t i . r i i s . . . . . . . l l l li r, 5 n u i l d , n g ., . . . t 4 8 . 1 4 9 , a $ r f " , * r r l n i g * . ......'..21
A m m o C a r r i e r s . . . . . . . . . 4 6 -R 48 o1]]bHit.............132 Enrrenchments.........2liA*,{<wardlayout..........
Amphibious...............61 \ l r r l r i p Il r. r g el r
) p . . . I t l l:rrl
A n r i - r a n l O b s L a . l e . . . . . . .R. o . 2r Ja lr e r o t r c e l , r g e r . . . . ,. o . Dn r. o i i 4 ^ , i . e . . . . . . . ; " , l l
_ P*:l
R . i , l _ i - _ r r z r " . . t ? r t < o t a" iul e' 1d*u,u1r,.^'. ,,. .^., ,. . . ., , . . 44 r5, '
o
Bridging..............226 S a v e s . . . . . . . . . . . . . . 1 3 1 , 1 J t B .u_n. -kre, -i _ s .. . i . . . . . . . . . .... ). 2 2
Bul1e-tpofCover.......231 N 4 i k e T a r g e t . . . . . . . . . . . 2 4 8 C^rr1O,r,s.rg..n,......:ri^,,92'102',133,157'187'1
g "s . . . .q. 9a. 1q -Jq. 7
A n r ii --tremnlLRRa ,rri ;n. o q7 T Ti m rre oonnl Ta 'agresre. r. . .. .... . . . ' )r 4 ui rer"t^) .L, u . .f;t, dr ,i 'f.(i r, .r ,r.i"l ^{ -e.r.r^e. ,-a.-.' . l o ZA 1 l o a r i n g H i t s 9 3 . 9 6 ' 115 6 .
}:tt
S n r o ( cB , r r b a r d r r r r r ,. . . . l l t r vlr'lery
Arilerl . .. .. . ... . 1JI. 1J- O l - . r " c 1 r.,. . . . . . . . . . , , 2 2 {
A*auking 102'151,157'i
Aircrafi... . . 1 6 7 S p l i t t n r g F i r e . . . . . . . . . . . . l 2 3c u * r o , r , r . . u n f )b;2tZ;
A -r^e- an ^Df -e- -f-e. -n- -c. -e s . . . . . . . . 2 t 4 , 2 6S
\ np
2^ oi ^n- i r ty: l-
- " a m s . . . .1. 1. 1
a 21 6
j 7, 1 2 7 sD uul nl ( ke tos s. , . .", . . . . . .", ". .", . 2 2
Bunkers..:... ..;;i ,
AreaTerrairr...........22.J0 rrllieJDiaroo'r,...........-0 CommudTan-k . l
,1"g.*i,,,ri",r.,...iu1
B " g ' r r g ( . r , c l * i r ) . . . . . . . . r L{ o t n p a n r { o m r , r .nl d ln r l ' l o n l v l o r a l ( ( n e lc k s
Der.n.irl.Firc.......lbt
chrgiiginto ........r+s E r c e l i e r i c o m m u n i c a t i o n s2;4; "0; , : . . . . . . . . . . . . i ; ; Remounting ' ..,.1'
cion,{i,.n,. .. . . . . .. . ,88 Sraffrms. , . . .. . . ,126-128 ;;;;;,;,il. en'oud}.1:'ql.j,:
. . . . . .;;; :,.,

Armoursaves v h o c m B o m b a r d . . . . . 9 , 1 2 3 D e n r 1 i n q p l a r o o , i , . . . t 5 r . 1 6 -clo r e l u n e '


ranKlerfor.,
9 7 , 9 8 , 1 3 4 , 1 5178,7 1, 9 8 A r t i l l r y T e m s . . . . . , . . . . . 1 , 2 2D e f n s i , J i r . . . . t 5 t - 1 51a6, r

' :
= l
Anti'tnk CommmdTeams. . I75 261
P i o n . e r S u p p l v V e l i c l e s . . . . 2B 6 Ju i l d i n g s . . . . . . . . , . . 1 0 8 MorePlatoonsDesnoyed
.-- P"pbl-:1t,O*^ 15-2
,Koir.*........249 C a v a 1 r y . . . . .. . . . . . . . . . 2 0 3 thanstillFighring......D l 7e5s t r o y e d P l a t o o n s . . . . . . . . 1 7 5
Escorts............245Counrerartacking......163 ShnafCompanies 2 5 l S o 1 e S u r v i v o r ". " 176
oi.g"Hedg"ro*r...58,59,78 Defensivelire...........t:Z Sttaregiclil/ithdrawa . .12s7.0 D e s t r o y e d T m s . . . . . . . . . . 1 0 3
rti1.ry..l. ..125 Dugln . . . . . . 5 1 C o n c e a l e d i n t h e O p e n" 8 9 D i c e " " " " " " 2 0 ' 1 3 2
. . . 1 8 4 E n t i e n c h m e n t s . . . . . . 2 1 5 , 2C1 a6 v a 1 r y . . . . . . . . . . . . 2 0 3 SeealsoRe-rolls
ircrafi...
....226 SrreetBarricades.........228 C r o s s i n s R i v e r s" . , 56 DifficultGoing" '24'43'44
HedgerowCutters . . . . 2 3 6 B u n k e r B u s t e. .r .s1 0 0 , 1 0 9 , 2 2 0C o n a l m e n t. . . . . . 8 5 - 9 0 , 9 2 D i g g i n g l n " " 5l
NarrowLanes... 59,80 Anbush. . . . . 2 6 6 A r r i - t a o k O b s t a c l e s . . . . . . . 2 3B 1 u l l e t p r oCoof v e1t 0 0 ,1 3 5 'l S l J
S t r o o t i n g . . . . . . . . . . . . . 7 8 , 8B0u i l d i n g s , . . . . . . . 1 0 9 A i r c r a .f .t . . . . . . . . . . 1 8 4 C a v a l r y . . . . . . ... 203
D o m . . . . . . . . . . 4 3 4 5 B , - 1 . r . . . . . . . . . . . . . . . . / : u A r e l e r r a r n . . . ..... . . . 8 8 C o n c e a l m e n t . . . . , 5 1 , 8 9
AllocatingHir 93, 96, 156,186 SrreetBarricades. . . . . . . . 2 2 8 t u t i l l e r y .. .. .. .. . . . ..D9 Loopholes..............108
Anillery . . . 1 2 6 - 1 2 8S a r , e s . . . . . ....100 Buildings ,...... 108 LeavingPositions,.........i1
A s s a u l t i n g . . , . . . 1 5 4 , 1 5 7 , 1T65n k s . . ...... .96 Bunkers . . . . . . . 2 1 7 l r e p a t e d P o s i t i o n.s. . . 2 6 4
Bailecl0ur. . . . 1 0 2 B u n k e r s . . . . . . . . . . . . 2 1 7 - 2 2 2 D e f n s i v e F i r e. . . . . . . 1 5 2 S h t r a f C o m p a .n. i. e. s.. 2 5 1
. . ..146'165
C o m a n d T a n k . . . . . . . . . 1 0 5 B u l l d o z e r s . . . . . . . . . 2 2 6 D e s r r o y e d V c h i c.l.e s . 1 0 3 D i r e c t R o u t e .
.. ..... .l94
F r e e i n. g. , . . . . . . . . . . . 4 4 . 4 5 D e l i l a d e \ ( a l l s . . . . . . , 2 1 7 D i g g i n g l n . . . , . . . . 5 1 , 8 9D i s e n g a g i n g
?latoonMoraleChecks.. . . 173 l)eployment. . . . . . . . 2 . 6 2 G u n P i t s. . . . . . . 216 Dismoulting Machine-guns.237
Mororc)deReconnaissance. 196 Nests . . . . . . . ) . 1 7 - 2 2H 2 i I l s. . . . . . . . . . . . . . . 86 DismountingTimspons.. 47-49
R e c o n n a i s s a n c e . .1. .9. 3. - 1 9 5 P i l l b o x e. .s 2 1 7 - 2 2 2L i n e a L 0 b s t a c l e s . . . . . 8 6 l m p h i b i o u s . . . . . . . 6 1
fark Terror ...143 Tirtrets... 217'222 MultipleTrrain Features .89 Assaulting. . . . .164,166'168

A l l e p v a p . . . . .' ' ' ' ' ' 5 4 1 4 B C o m b i n e c l B o m b a r d m e24t .8. D o c n d i n g t hB e a t t l e. . . . . 2 > 8 , 2 7 4


A i r c r a f t . . . . . .. i 81, 184,186 Commmd f)istance. . . . . G5-G7Darkness. . . . . . . .273, 288 Entrenchments . . .zli, 216, 262
tutil1ery'.. . . 1 2 51, 3 3 o - ^ * d . . . . . . . . . . . . . 6 3 - 7 0D a m . . . . . . . . . . .273 Excellent Commulications. .240
Assaulting.... . . . 2 7 3 E y e s a n d F r s-" 195
C o m m a n c l T a m s . . . 1 3 , 6 5D - 6a7y l i g h t .
1 4 8 , 1 4 9 , 1 i 5 , 1 5166,0 1' 6 1 2 i C C o m m a n c l T e a m s . . . . .D. .e. c i d i n g t h e W i n .n. e. 3r 2 , 2 7 i F o x
BulletproofCover........100 1 3 . 6 8 . 6 9 , 1 0 5 , 1D 0 6e c k T i r r r e t s . . . . . . . . . . 8 2 , l 1F3o i l . d A r - o * S a r e s ,
BunketBusrers 1 0 9 H Q S u p p o r t P l a r o o n . , . . 2D6e0f e n s i v e B a t t l e s . . . . . . . . . . . . . S c e A r m o u r S a v e s
Bunkers,..... 1'62 Kanpfruppe 242 255,256,280-283 Fairlights . .
Cavalry. . . . . . . . . . . . . . . . 203 Replacing CasuaLties . 105 DefensireFire........151-151 25i,2i6,275,278,288
CheckedBuildin . .g. .s. 5 2 , t l l \ , l i s s i o n T a c t i c s . . . . 212 DeliladeValls.. .. . . . . . ...2r7 FallingBack.. .. . .154,243,251
ContuteclBuildin . .g. .s 5 2 ' 5 5 1 y a r r i o r 1 i a m. .s. . i06 Delayed Resenes. 269,277,278, FastTank.. . . . ., ., . . . . . . . . 6 l
EnteringBuildings. . . . . 52, 55 h Comnard . . .. . . 65-61 280,281,284, 285,286 Fi"ld of Fi." 82. 83. 93, I I t, I 13
ExitingBuildings t3 Ambushes...... 1 6 6 D e m o l i t i oCna r r i e .r s. . . ' . . . . A r t i l l c r v..... . . .....1.1.r
F a c t o r i c s & \ ( a t e h o u. 2s 9e ,s3 0 Assaults........ 4 6 4 8 .) 3 2 .) 3 3 , , . u 1 . , . . . . . . . . . . 1 5 i
C u n T e r m s . . . . . . . . .. . . 4 4 1 4 4 . f u 6 , t 6 5 , 1 6 7 ,D 1 6e 8p l o y m e n t , . . . . . . . . . . . . 2 5 B ' 9u i l d i n g s . . . . . . . . . . . 1 0 8
Loopholes. . . . . . . . . . . . 1 0 8 D c p l o y i n g Y o u r ; o r c e . . . A . 2m5b9u s h e s . . . . . . . . . . 2 6 6 , 2B6u7r k c r s . . . . . . . . . . . . 1 1 8
MovingUp or Dorvn . . . . 54 Mu6i,parrI,larcons.. . . . . . 259 CombatAnachments. . . . . 260 pir" in ,1r.5" . . . .....138
' lv{ulti-rcomBuildings. 2 4 . ) 8 N o C o m m a n d T e a m . . l 0 5 , l 4 3F o r r i c a r i o n s . . . . . . . . 2 6 2 , 2 7 1
FirepowerRrrings . . . . . . . 9
Muki-storey Buildings. 2 5 OutofCommand..65-67,144 G o n e t o G r o u n c .
i . . . . 9 0 A l i o c a t i n g H.i.t.s. 9 i - 9 i , 1 0 0
One'pie.e Solid Buildings 25 Re-rolLN'lotivation . . . .69, 105 HQSuppot 1 5 9 2 6 0 N 4 i r c c l A r l t i l l e n ' . . . . . .L. J. .L.
) 6 -
: i O p e n i r r g s... . . . . . . . . . . 5 2 S p o t t i n g . . . . . . . . . . . . . . . . 1 2 I6m n e d i a t e A m b u r h . . . . . . F i r e p o * e r I s t s . , . . 9 7 , 9 9 , 1 0 0 ,
l i : P u s h i n t o E n e m y P o s i t i o nCso. m 1 6p0m y T 1 p e s . . . . . . 2 5 7 , 2 6l9v l e e t i n r E n g a g c n r e n r . . . . . 1l6O+t , t : + , t : 5 , 1 8 7 , 1 8 8 , 1 9 8
l;.Ruins... . . . 2 9 , 3 0 C o m p a n y C o m m a n d T a m s . 1N34, u l r i - p a r t P l a t o o n s . .2. .5. 9 . n r i - a i r c r a f i F i r e . ...... . 1 8 3
] . S h o o t i n g . . . . . . . . . . . 1 0 8 , 160s9, 6 9 , 1 0 i , 1 0 6 , 1 2 6 , 1 2 9 , P 1 i7o5n e e r S u p p l y V e h i c l e s_. .A. s. 2s 6a lu ] t s . . . . . . . . . . . . . . . . 1 5 9
t:,Trrain.. . . . 2 2 - 3 0 C o m p a n y H Q . . . . . . . . 2 5 9 , 2 6 2P r e p a r e d P o s i t i o n s . . . . . . . . ) 6G4u n s L l i t r i n g T a n k s . . . . . l i S
tBolldor"r, .....226 q6p6yl\46ya| R a n d o m D e p l o y m e n t . . . . . 2B6 u1 n k e r s . . . . . . . . . . . . 2 1 9 , 2 1 0
i B u l l e t p r o o f C o v e r . . . . 1 0 0 , 1 1C0 h, e c l s . . . . . . . . 6 9 , 1 7 i , 1 7 6 R e c c e D e p l o v m e n t . . . . . . . l 9T3a r k F i m e - t h t o * r s . . . . . 1 9 9
l J J , l J 5 . 1 5 9 1. 8 6 1 . 8 8 I n d i n gr h ed r r r l c. . . . . . . . 2 - 4 R e " e n e '

.!l:r:
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'
TurnSequence Skill Test : MotivationTest Company Command Team
Skill Needed
Score ' Motivation ScoreNeeded Re-roll
1 StadingStep failedMotivation Tests
2 MoveStep Conscript 5+ Reluctant 5+ i f C o m p a on ryH i g h eCr o m m a n d
3 ShootingStep Trained 4+ Confident 4+ teamJoinsolatoon.
4 Assault
Step Veteran 3+ Fearless 3+
, 1..:.:..:,,,.,,-.,,.:ril

StartingStep y i n n eDdo w nP l a t o o n s , Remount


7 R a l lP Bailed0ut Vehicles RallyPinnedDownPlatoons
1 C h e cSk o l eS u r v i v iT
nega m s I R e - m o uBnat i l e0du tV e h i c l e s Passa Motivation Testto Testto Rally
Passa Motivation a
2 C h e cC k o m p aM n yo r a l e 9 F r e eB o g g eDdo w n V e h i c l e s , R e m o uanBt a i l e0du tv e h i c l e . PinnedDownplatoon.
3 Check Victory Conditions l 0 R e m o vSem o kM e arkers
4 R e v eA a lm b u s h e s _r.i:lir.rr.i.._:.:,
r: l:.:l:iI ,.i FreeBoggedDownVehicles
.,r''j.1i:l: : Ir' PinnedDownPlatoons
5 R o lflo rA i rS u p p o r t Bogged Downor BailedOut Passa SkillTestto freea Bogged U n l e sasr m o u r er d
e ,d u cR
e 0 Fa n d
9' 6 R o l l f oRr e s e r v e s Maynotmove, shoot, orassault.', Downvehicle. n om o v i ncgl o s e r teon e m y .
'.:).
M nvement S
Movement len
Step Movement
Distances Gommand Distance
1 Select a Platoor to Move Type CrossCountryRoad Bough Terrain Experience Tanks 0thers
2 BringFonruard Transports Fully-tracked TanksandTransports Conscript 4"/10cm2"lScn
3 MoveTeams inthePlatoon Standard Tank 12"/30cm12"/30cm8"/20cm Trained 6"/15cm4"/1()cm
a D i s m o uPnat s s e n g b ee
r sf o r e Light Tank 16"/40cm16"/40cm8"/20cm Veteran 8"/20cm6"/15cm
moving Transports SlowTank 8"/20cm 8"/20cm 8"/20cm Moving teamsmustattemptto
b MoveTransports beforeor VerySlowTank 6"/15cm 6"/15cm 6"/15cm e n da n vm o v e m eI n C
t ommand.
. -, -: : . _ : , . . . r,
afterMountin g Passengers J.-:- ::..j :r. j.._

c Take B o g g i nCgh e c ki n
s 0ther Tanksand Transports Passengers
Jeep,Motorcycle 1'l40cm24"l60cn 4"/10cm *
Rough Terrain Dismount
atthestartoftheir
d TakeSkillTeststo Enter Half-tra cked 12"l30cm18"/45cm4"l10cm movementormountattheendof
W h e e l e d 12"l30cn 18"/45cm4"/10cm *
Contested Buildings * theirmovement.
4 SendEmptyTransportsto Rear S l o wW h e e l eWd ,a g o n 8"/20cm 12"/30cm 4"/10cm : :i.i ::-:..: :':.:r-.-.I -':i:l:-

5 Select NextPlatoon to Move Infantry EnteringBuildings


Cavalry 10"125cn 10"/25cm10"/25cm+x NeedSkillTesttoenterif no
RoughTerrain Infantry 6"/1Scm 6"/1Scm 6"/1Scm** friendly
teaminsideoratopening.
_ . , .
1 . r _ . : : : : - - - 1 . : : . ' - - : . : i : -
N oB o g g i nCgh e c ki nsS l o wG o i n g . G u n s
BringTransports Forward
R o l2l +t o a v o i B
d o g g i nDgo w ni n M a n - p a c kG eudns 6"/1Scm 6"/15cm 6"/15cm** Mustbeplaced within4"/1Ocm of
Difficult Going. L i g hGt u n s 6"/15cm 6"/15cm 4"/10cm* ownplatoon, and8"/20cm from
Rolla Skilltestto avoidBogging M e d i u m a n dH e a vG y uns 4"/1Ocm 4"/1Ocm 4"/10cm* e n e mR
v e c coer4 " / 1 0 cfm
rom
DowninVeryDifficult Going. l m m o b iG l eu n s C a n n oMt o v e

t
Wrecked armoured vehicles are * Cannot Going** NoBogging
moveinVeryDifficult Checks required others
if Concealed,
or 16"/40cm
S l o wG o i nagn dC o n c e a l m e n t . MovetwiceasfarAttheDouble.Takedirectroute8"l20cnfromenemv fromanyif not.
':.1: :: i
I :1r :_ ., . ,

Shooting Step Scoreto Hit AllocateHits RollArmourSave


1
S e l e c t t hSeh o o t i nPgl a t o o n Target ScoreNeeded Allocatehitsasfollows: Target player
rollsandadds:
2
Select theTarget Platoons Conscript 2+ . 0nlyvalidtargets . Armour rating
3
WhoShoots atWhat Trained 3+ ' Roll5+to pickoutGunTanks . +1if rangeisover16"/40cm
4
C h e ctkh a t t h T
e a r g ei stV a l i d Veteran 4+ . Allocate hitsevenly 0utcome:
a C h e cLki n eo fS i g h t Add+1to scoreneeded if: . Prioritytargetsfirst . lf lessthanAnti-tank,
roll
b C h e cR kange . Range isover16"/40cm . BestFirepower to Priority Firepower Testto Destroy tank,
c C h e cFki e l od fF i r e . Concealed . 0thersbefore Gone to Ground otherwise Bail0uttank.
5 Rotate to Face theTarget . G o nteoG r o u nwdh i l e Concealed . 0perational before Bogged . lf equaltoAnti-tank,
roll
6 C h e cikf T a r g ei st C o n c e a l e d . ROF 1weapon moving . Down o rB a i l e0du t Firepower Testto Bail0uttank,
7 R o ltlo H i t . Within16"/40cm first . Otherwise, noeffect.
I Allocate HitstoTarget Teams Goncealment . U n a r m o u rbeedf o rAer m o u r e d
9 R o lSl a v e s Teams areConcealed if at least . Lowest Armour first RollOtherSaves
TJ 10RollFirepowerTests h a lh
f i d d ebnyt e r r a i n . . BestAnti-tank to Armoured Target ScoreNeeded
z 11 Remove Destroyed Teams Stationary
p a c k eG
Infantry andMan-
d u n as r eC o n c e a l e d
. Lower Armour getlower InfanTry
F 12Return to 1 Anti-tank Gu n s 5+
o 13PinDownPlatoons Hit5 Times . Bunker Busters to Buildings G o nteo G r o u nGdu n s 3 +
o
T Movingor PinnedDownROF Teams
Goneto Ground
thatdon'tmove, shoot, or
. Unprotected
. Bulletproof
before
Cover
in
Passengers
UnarmouV r eedh i c l e s5 +
( ROF ROF whenMoving a s s a ual tr eG o n teo G r o u n d . . BestFirepower Recce Vehicles
to
1to3 1 Bulletproof Cover Warrior Vehicles 3+
4or5 2 Hit Frontor Side N os a v ea g a i n sBtr e a k t h r o u g h
Hit Frontif Lineof Sightin frontof G u no rB u n k eBru s t e r .
6 o rm o r e 3 PinnedDown
R o l2l xd i c ea g a i n s t A t tD lineacross front0f hull0rturret.
h eo u b l e . PinnedDownif takeatotal0f5 hits.
HitSideotherwise. Vehicleswith GunShields
SmokeAmmunition Rollif frontandsidebothvisible: Armoured teams ignore
being N oS a v ei f h i ta c r o sG
s u nS h i e l d ,
FireSmoke first.Place two . 1to 3-hit hull Pinned Down, butFirenower Testneeded to
2"/5cm markers foreachhit. . 4 to 6-hit turret Destrov vehicle.
PlatoonMorale
SmokeMarkers BunkerBusters lf moreteamsDestroyed thanstill Bulletproof Cover
LineofSightlimited to 16"/40cm. M o v i nBg u n k eBru s t e rcsa n th i t fightingandhadteamsDestrorTedlf teamis in Bulletproof Cover
alltargets seenthrough smoke are v e h i c l eusn l e st sh e ya r eB o g g e d or Bailed0ut,passa Motivation attacker mustmakea successful
C o n c e a laenddG o nteo G r o u n d . Downor Bailed 0ut. testor beDestroyed. Fireoower Testto Destrov it.
Aftillery Rollto BangeIn ontheTarget R o l l t oH i t TemplateSize
1 Select theAiming Point Three attempts to range in. Rolltohitallteams under template. Number Re-rolls Template
2 Nominate theSpotting Team Target ScoreNeeded Artillery ScoreNeeded 1 or2 Hits Normal
3 C h e c k t h a t tThaer g ei st V a l i d Conscriot 2+ Conscriot 5+ 3 to 5 None Normal
4 Rotate to Face theTarget Trained J+ Trained 4+ 6 to I Misses Normal
5 C h e cikfT a r g ei stC o n c e a l e d Veteran 4+ Veteran 3+ or None Double-width
III
FI 6 Rollto Range InontheTarget Add+l tothescoreneeded if: Add+1tothescoreneeded if: MissesDduble-width
9to 13
J 7 Position theTemplate . Concealed . ranged onthesecond attempt*. or None Devastating
F 8 Rollto HitallUnder Template t Gone toGround whileConcealedAdd+2tothescoreneeded if:
& 14+ MissesDevastating
9 R o lSl a v e s . Company Command spotting . ranged onthethirdattempt*.
i0 Remove Destroyed Teams
Mortars re-roll firstfailedattempt. Add+1tothescoreneeded if: RollSaves
1 l P i nD o w nP l a t o o H
n si t . onlyoneweapon firing. Rollsaves asforshooting, except
SelecttheAimingPoint PinnedDown A rollof6 alwavs hits vehicles useToparmour, andno
A i m i nPgo i nmt u sbt ee n e mt ye a m . Platoons arePinned Downbyt hit. *Rocket Launchers ignore penalty. coverbehind Linear 0bstacles.
::
AssaultStep Conduct Defensive Fire RollSaves Gounterattack
I S e l e ct ht eA s s a u l t iPnlga t o o n Teams within8"l20cnofassault-, Nosaves forInfantry, Guns or Defending platoons become
2 TestforTank Terror i n gt e a mfsi r e , : U n a r m o uvr e dh i c l e s . assaulting platoons andCharge into
3 Charge intoContact . FullR0Fevenif moved. Armoured vehicles useToo Contact starting a newround with
4 C o n d uD c te f e n s iFvier e . Norotating outside fieldoffire, armour against Tank Assault noDefensive Fire.
5 R o l l tHoit . Tanks Save using Sidearmour. ; .:: ._, : ,
6 R o lSl a v e s .: t: TanksHit by GunTeams BreakOfl
7 Remove Destroyed Teams FallBackfromDefensive Fire- Guns withROF 2+mayusetheir Gunteams within 2'75cm ofenemv
8 PushintoEnemy Positions lf assaulting platoon takes5 Anti-tank against Side armour of teams are Destroyed. All other ,,,. i.,.!i' .
9 HasAssaulting Platoon Won h i t so rh a s2 v e h i c l eBsa i l e0du t tanksintheirField ofFire. Must teams move atleast4"/1()cm from
passa Firepower :;,-.tr
.;'
I 0 0pponent Tests Motivation: or Destroyed, it fallsbackuntil Testor noeffect. theenemy orareDestroyed.
F . Counterattacks, or 2"/5cm awayandassault ends. :
i i '
!..
:]i,::'..{''
-l . Breaks ()ff a.:
PushIntoEnemyPositions VictorConsolidates ii:. I .
t ''::
:) 11 Victor Consolidates lf a teamisDestroyed across a Movevictorious teams upto ::.:.t: .
SneakUponTanks :.
12Select NextPlatoon to Assault L i n e a0rb s t a col eri nb u i l d i nagn, 4 " / l 0 c m
t o c o n s o l i d aPt ue s. h
a l l i :.t,:-'-
T:
( Tanks cannot Defensive Fireat _l - .:.,
-.:: Assaulting teamcanoccupy the defending teams 2"/5cm away. .l
r1: :: :, . :-. : :
Infantry thatdonotmoveorshoot
Ghargeinto Contact Destroyed team's place. Anythatcannot getmorethan .",r1,', . ..
andwereConcealed bvTenain. -,a
Assaulting
teams within8"/20cm Hull-mounted weapons (other
: ' :

than HasAssaulting
l i l " : l . :
2"/5cm away are Destroyed. : , "
Platoon Won
move4"/1[)cminto
of enemy machine-guns) cannot Defensive Winif noassaulted :::,..,,,.'.:
teams left PinDownPlatoons
contact
withtheenemy. FireatInfantry. fighting within 4"/1 0cm.

'.:.r :l Rollto Hit Opponent TestsMotivation Allplatoonshitinassault


combat
TankTerror
:l.. tnfantrytake Testto :i,Allassaulting
Motivation teamswithin 0ppbnent makes Motivation Test arePinned Down'
assa oftanks. '";,2"lScmoftheenemyrollto hit.
uhifwithin6"/15cm using onedierollforallplatoons.
: : :..,:-::::... Skill ScoreNeeded lf noteamshit,passautomatically PlatoonMorale
,,i,t Tanks in Rough Terrain .., Conscript 5+ unless assaultingTankteams. lf moreteams thanstill
Destroyed
:, passa Motivation
testor
.,r,MakeBogging Checkeachround.: Trained 4+ mayCou-nterattack, fighting,
lf pass,
-:::if fighting
intoRough Terrain. ': Veteran 3+ otherwisemustBreak [ff, . beDestroyed.

Air Support Rollfor Air Support GonductAnti-aircraftFire SafetyDistance


StartingStep Level Air SupportPool Range increased by8"/20cm. Mustaboftif anyfriendly
teams
1 RollforGround-attack Aircraft Prioritv 7 dice within16"/40cm.
RolloneSkillTestto hitnerR0F.
2 RollforFighter Interception Limited 5 dite HeawandSelf-defence anti-
F 3 Choose Target & Place Aircraft Sporadic 3dice onlyget1 die.
aircraft
R o l l t oH i t
Useaircraftweapon's ToHitrating.
o
1 Conduct
Shooting Step
Anti-aircraft Fire
Ground
Fighter
Attack arrives
Interception
onany5+.
arrives
on6. RollFirepowerto reduce strength
Numberof Aircraft Effect
perhit.
2 Reduce AirSupportPoolbyI after byoneaircraft I Re-roll hits
R o ltlo R a n gIeno nt h eT a r g e t
) 3 R o l l tH
oit e a c hr o l l . 2 Normal
ur Rollto RangeIn on theTarget 3 Re-rollmisses
4 R o lSl a v e s
I 5 Remove Destroved Teams How ManyAircraft Target
Conscrint
ScoreNeeded
2+
6 P i nD o w nP l a t o o H
n si t Score NumberofAircraft RollSaves
7 Aircraft Return to Base Trained 3+
l orL I Veteran 4+ asforshooting,
Rollsaves but
Target& PlaceAircraft 3 t o5 2 Range ontarget
inautomatically useToparmour against bombs &
Choose
guns.
Place 4"/l0cm
aircraft fromtarget. OJ
fromtreesorbuildings.rockets,
over2"/5cm Sidearmour against

Wateris Difficult
funphibious: Going. Mountaineers:Candouble across steephills.Treatmountains as
rtl AwkwardLayoutNomoveandfire. Difficult
Going.Cliffs
requirea Skilltesttocross.
|rl FasrTankMoves32'l80cm At theDouble. NoHE:Canonlvhitvehicles or Bunkers.
J
) EyingTankAdd+l to $e Firepower needed to destroy a FlyingTank. 0ne-man Turet:+1t0 hittargets whenmoving unlessMG.
H*lGCanierFireasMGwhenmovingor HMGif stationary. Overloaded:BogDownon1 or 2.Re-roll inVeryDifficult
Going.
-l Horse ArtilleryUnlimber aftermoving. Weapons:
Passenger-fired Musthavepassengers mounted t0 fire.
J lmprcvised
t\, lmprovised
Anmur ExbaSr saveagainstFirepower 5+or 6.
if theyrolla 1to hit
Protected
Ammo:
Recoilless
Guns:
Crewmavre-rollt0
NotConcealed
remount
if f ired.
Bailed0utvehicles.
TankAssaultTeamsareDestroyed
lr| against Armoured vehicles. SlowTraverse:+1to hittargetsnotinfrontofturretunless M MG.

ltr LimitedVision:+1to hittargetsnotinfrontofturretunlessAA MG. Unreliable:BogDownon1 if moving AttheDouble.


Turretmustfacefonarard whenmovinq. WideTracks: Roll4+to immediately freefromBogging Down.

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