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

Playing Flames Of War . . . . . 2 Snipers . . . . . . . . . . . . . . . . . . . . . . 43 German Special Rules . . . . . . . . . . . 71
What You Need . . . . . . . . . . . . . . . . 3 Aircraft . . . . . . . . . . . . . . . . . . 44 British Special Rules . . . . . . . . . . . . 72
Soviet Special Rules . . . . . . . . . . . . 73
How It Works . . . . . . . . . . . . . . 4 Artillery . . . . . . . . . . . . . . . . . . 45
Fortifications . . . . . . . . . . . . . 75
Teams and Units . . . . . . . . . . . 6 Who Can Bombard . . . . . . . . . . . . 45
Pick Spotting Team . . . . . . . . . . . . . 45 Entrenchments . . . . . . . . . . . . . . . . 75
Teams . . . . . . . . . . . . . . . . . . . . . . . . 6
Check Range . . . . . . . . . . . . . . . . . 45 Bunkers . . . . . . . . . . . . . . . . . . . . . 76
Units . . . . . . . . . . . . . . . . . . . . . . . . 7
Formations . . . . . . . . . . . . . . . . . . . . 8 Select Aiming Point . . . . . . . . . . . . 46 Obstacles . . . . . . . . . . . . . . . . . . . . 77
Intelligence Handbooks . . . . . . . . . . 9 Rotate to Face . . . . . . . . . . . . . . . . . 47 Minefields . . . . . . . . . . . . . . . . . . . 78
Roll to Range In . . . . . . . . . . . . . . . 47 Booby Traps . . . . . . . . . . . . . . . . . . 79
Ratings . . . . . . . . . . . . . . . . . . . 10 Engineering Equipment . . . . . . . . . 80
Motivation Rating . . . . . . . . . . . . . 10 Roll to Hit . . . . . . . . . . . . . . . . . . . 48
Roll Saves . . . . . . . . . . . . . . . . . . . . 48 Demolition Carriers . . . . . . . . . . . . 80
Skill Rating . . . . . . . . . . . . . . . . . . 11 AVRE . . . . . . . . . . . . . . . . . . . . . . . 82
Pin Down Target . . . . . . . . . . . . . . 49
Terrain . . . . . . . . . . . . . . . . . . . 12 Bombardment Firepower and Deploying Fortifications . . . . . . . . . 83
Turn Sequence . . . . . . . . . . . . 16 Anti-tank ratings . . . . . . . . . . . . . 49 Picking Your Force . . . . . . . . 86
Movement . . . . . . . . . . . . . . . 17 Repeating Bombardments . . . . . . . . 49 Night Fighting . . . . . . . . . . . . 90
Mobility and Movement . . . . . . . . . 18 Rocket Launchers . . . . . . . . . . . . . . 50
Time of Day . . . . . . . . . . . . . . . . . . 91
Staying In Command . . . . . . . . . . . 18 Air Observation Posts . . . . . . . . . . . 50
Smoke Bombardments . . . . . . . . . . 51 Missions . . . . . . . . . . . . . . . . . 92
Moving Through Terrain . . . . . . . . 20
Selecting Your Mission . . . . . . . . . . 92
Terrain Chart . . . . . . . . . . . . . . . . . 21 Assaults . . . . . . . . . . . . . . . . . . 52 Who Attacks . . . . . . . . . . . . . . . . . 92
Transports and Passengers . . . . . . . . 22 Who Can Assault . . . . . . . . . . . . . . 52
Deployment . . . . . . . . . . . . . . . . . . 93
Movement Orders . . . . . . . . . . . . . 24 Leading from the Front . . . . . . . . . 52
Winning the Game . . . . . . . . . . . . . 93
Shooting . . . . . . . . . . . . . . . . . 26 Charge into Contact . . . . . . . . . . . . 53
Victory Points . . . . . . . . . . . . . . . . 93
Shoot Sequence . . . . . . . . . . . . . . . 26 Opponent’s Defensive Fire . . . . . . . 55
Objectives . . . . . . . . . . . . . . . . . . . 94
Shooting at Aircraft . . . . . . . . . . . . 27 Roll to Hit . . . . . . . . . . . . . . . . . . . 57
Mission Special Rules . . . . . . . . . . . 95
Check Range . . . . . . . . . . . . . . . . . 28 Roll Saves . . . . . . . . . . . . . . . . . . . . 57
Annihilation . . . . . . . . . . . . . . . . . . 97
Check Line of Sight . . . . . . . . . . . . 28 Check If the Assault is Over . . . . . . 57
Free For All . . . . . . . . . . . . . . . . . . 97
Check for Concealment . . . . . . . . . 29 Test to Counterattack . . . . . . . . . . . 57
Dust Up . . . . . . . . . . . . . . . . . . . . . 98
Declare Targets . . . . . . . . . . . . . . . . 32 Counterattack . . . . . . . . . . . . . . . . 58
Encounter . . . . . . . . . . . . . . . . . . . 98
Rotate to Face . . . . . . . . . . . . . . . . . 32 or Break Off . . . . . . . . . . . . . . . . . . 59
Counterattack . . . . . . . . . . . . . . . . 99
Roll to Hit . . . . . . . . . . . . . . . . . . . 33 Unit Last Stand . . . . . . . . . . . 60 Hasty Attack . . . . . . . . . . . . . . . . . . 99
Assign Hits . . . . . . . . . . . . . . . . . . . 34 Formation Last Stand . . . . . . 61 Rear Guard . . . . . . . . . . . . . . . . . . 100
Mistaken Target . . . . . . . . . . . . . . . 35 Breakthrough . . . . . . . . . . . . . . . . 101
Roll Saves . . . . . . . . . . . . . . . . . . . . 36 Armoured Trains . . . . . . . . . . 62 No Retreat . . . . . . . . . . . . . . . . . . 101
Bailed Out Tank Teams . . . . . . . . . 38 Special Rules . . . . . . . . . . . . . 65 Bridgehead . . . . . . . . . . . . . . . . . . 102
Destroyed Teams . . . . . . . . . . . . . . 40 Equipment Special Rules . . . . . . . . 65
Index . . . . . . . . . . . . . . . . . . . 103
Pinned Down . . . . . . . . . . . . . . . . . 41 Weapon Special Rules . . . . . . . . . . . 66
Firing Smoke . . . . . . . . . . . . . . . . . 42 Special Abilities . . . . . . . . . . . . . . . 68 Quick Reference Sheet . . . 106
Flame-throwers . . . . . . . . . . . . . . . . 42 US Special Rules . . . . . . . . . . . . . . . 69
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means without the
prior written permission of the publisher, nor be otherwise circulated in any form of binding or cover other than that in which it is published and without a
similar condition being imposed on the subsequent purchaser.
© Copyright Battlefront Miniatures Ltd., 2017. ISBN: 9780987668974


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

The captain faces a dilemma. Should he call forward his reserve The first mission, Free For All on page 97, is a great place to
tank platoon against the Tiger tanks? Or should he send it start. Set up the four tanks on each side, don’t worry about
around the other flank, seeking an easier route forward? points, grab their Intelligence Handbook and look up their
The captain is you. What will you do? characteristics in the Arsenal, and start playing. Take it slowly
at first, looking up the rules as you go, and by the end of the
In Flames Of War, you get the chance to find out. You can
game you’ll pretty much know how to play Flames Of War.
set up a miniature battlefield with model tanks and soldiers
Add a few more teams for the next game, and slowly build
representing the real-life troops that fought in World
up your experience as you go. Before you know it, you’ll be a
War 2. You and your opponent assume the roles of their
veteran tank commander!
commanders, pitting your wits and cunning against one
another to attain victory and, more importantly, to have fun.
THE CHALLENGE OF COMMAND The Flames Of War website is the ultimate resource for
Flames Of War allows you to re-fight the key battles of the World War II gamers, whatever their level of experience.
Second World War. Can you turn the tide of the war in your You’ll find information about all the armies, unique
favour? Can your American beach assault troops overwhelm downloadable content, inspirational photos, and all the
the defenders on the beaches of Normandy? Can you lead latest news. The forum is the perfect place to meet other
Zhuhov’s red armies to success as they push the Germans Flames Of War players and compare tactics, get advice
from the Mother Russia? Can your veteran British soldiers on your next army, or find answers to all your rules
defeat the hard fighting Germans as you push into Germany? questions. Go to now!
Can your German grenadiers throw back the Allies from the
Fatherland? Flames Of War lets you find out.
This rulebook is your guide to fighting these battles in
miniature. With it you can take command of a company
or battalion of soldiers and pit yourself against cunning
opponents on the field of battle. You will see for yourself
whether the American M4 Sherman tank has the measure of
the German panzers. You will find out if you have the guts to
stop a massed charge Soviet of infantry, or the cold-blooded
ruthlessness to launch your own!
Flames Of War combines the joys of painting and modelling
your own miniature army with the challenge of facing off
against your opponent across a gaming table in a social
setting, and you’ll get to recreate history as it might have been!

The easiest way of learning the rules is to visit a store or
club where experienced players can run you through an
introductory game and introduce you to other players.
If you don’t have a store handy, you can teach yourself
quite easily. Read through this book, don’t worry about
remembering it all, you can look it up again later, then play
a small game with a friend.


hiding from the enemy. Tokens help you keep the Google Play store for Android or the iTunes App track of the state of your troops. letting you fight battles both in the Desert and on the Eastern Front. Another option is Forces Of War found at http://forces. for your troops to fight over. A BATTLEFIELD Here’s what you need.You don’t need much to start a game of Flames Of War. you can also get these in a digital formate bail out of their tanks. Artillery and aircraft are not precision possibly wiping out dozens of the enemy at a time. DICE Flames Of War uses ordinary six-sided dice. and roads to create a realistic battlefield all good hobby stores. A AN OPPONENT 6’ x 4’ (180cm x 120cm) board covered by a Battlefield in a Flames Of War is a social game played by two or more play. For a how to use these book see Even though they are toy soldiers. Store for iPad. TWO ARMIES TERRAIN The Flames Of War range of 15mm (1/100th) scale miniatures You’ll need a selection of terrain like hills. They get stuck in rough terrain and through the Flames Of War Digital App available through go to ground. or painted and flocked. buildings. fire like real soldiers. find these in our Intelligence Handbooks. you need to create TOKENS an army for Flames Of War.flamesofwar. your troops react to heavy pages 6 to 9 and for a full list of available books see page 9. Whether it’s the kitchen table or a custom-built gaming table. you’ll need a large flat surface to play the game. whichever suits you best. points. 3 . The pre-painted terrain in the Battlefield in a Box range THIS RULEBOOK makes setting up a battlefield easy. make ideal battlefield bases. You can person- AN INTELLIGENCE HANDBOOK alise your force with army-specific dice marked with your Flames Of War has a great variety of forces to field. The Battlefield in a Box Gaming Mat is double-sided. You can use Metric or Imperial measure­ A TEMPLATE ments. Box Gaming Mat. An Artillery Template makes it easy to work out who is hit. our force builder where you TAPE MEASURE can create your forces online. These provide all the organisations. woods. is specifically designed for the game and is available through hedges. characteristic. You can force’s insignia. Their shells and bombs blanket a wide area. a green sheet. all ers. and who isn’t. Sometimes they get pinned down or In addition. This rulebook contains all the rules you need to play Flames Of War. You’ll need a tape measure or ruler to measure movement and shooting ranges. when you introduce these weapons into your games (pages 45-51). so grab a friend and get started. fields.

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

treat your opponents with courtesy and respect. particularly special rules. If you still aren’t and ask other players how they be anti-aircraft weapons engaging enemy aircraft when they would handle the problem. units. some rules. These special rules either add additional capabilities or allow the teams and platoons that use them to break the normal Remember. or 3. down on the ground so to speak. These are not rules. 5 . and SPECIAL RULES don’t get too bogged down with the rules. talk with the other game quickly and simply. Some of the best stories are about cific to certain weapons. Some good basic rules are to be fair. opponent. modifies something in our Intelligence Handbooks. when you have more time for discussion WHEN THINGS HAPPEN without holding up the battle. • A roll of 1. the main part of the Flames Of War give up! The odds may look grim with your army set to be rules only cover the more common cases. where they could go on the terrain as modelled. use your interpretation of the rule Occasional we will highlight a rule that is important or for the rest of the game. means that you have to accept your opponent’s interpretation of the rule for the rest A Rules Highlight looks like this.WYSIWYG WHEN THINGS GET TRICKY Flames Of War is a What You See Is What You Get. play to the spirit of the game. If something unexpected happens. Have a that whatever the outcome of the battle. When a special rule conflicts with the normal rules. An example of this would at www. If you can’t come to an agreement quickly just roll a die: RULES HIGHLIGHT • If you roll 4. appear in the enemy turn. you can always check out the forum cause things to happen out of turn. but hang in there. beaten. Rules that are spe. When this happens. or armies are given heroic last stands and a few brave individuals turning the as special rules. tide and holding out against the odds to finally snatch an unlikely victory. it’s always good to remember model’s-eye view. treat them just the way you would like to be apply the special rule. The best thing to do is to make a quick A Hint or Tip looks like this. 2. just ideas on how to play the game.FlamesOfWar. or In a hobby such as wargaming. However. of the game. players and try to come up with a good interpretation of what would happen. game. or 6. treated and you will get so much more from the hobby. whether you are facing a friend or a new rules. then return to where you were and continue the turn. that and don’t To keep things simple. sit down and agree how you’ll Normally turns in Flames Of War follow a straightforward handle the situation in the future. vehicles. it’s impossible to over- WYSIWYG. In many cases you can resolve difficulties by you are crushing your opponent or you are on the receiving remembering this and taking a look at the situation from a end of an almighty pummelling. sequence. Whether or vehicle. One miniature represents one soldier emphasise the importance of being a good sport. Oh. playing is all about look at what your miniature could see from where they are or having fun. interrupt the normal turn sequence. resolve the unusual activity. call that both you and your opponent can agree on. 5. After the game. WORKING IT OUT HINTS AND TIPS Sometimes it can be difficult to figure out how a rule should There are hints and tips in various places to help you learn be applied to an unusual situation that has occurred in your the game.

as long as the Unit it comes from has been selected Infantry Type Special Rules in the force. mortars and quick-firing 25 pdr field guns to heavy artillery. or a man.2-inch heavy Tanks. The military knows that the strength of a well-coordinated group of soldiers is far greater than the sum of its parts. and light machine-guns. and Aircraft. 6 . An ons like rifles. Infantry. if available. Tank Teams are either Armoured Medium Gun Gun or Unarmoured. Large Gun INFANTRY TEAMS Infantry Teams include most troops fighting on foot. Flames Of War reflects this by organizing your force into Teams. Soldiers are group of miniatures all mounted on a single base. down to the lowly jeep. It maybe taken from any of the available Observer Teams in INFANTRY TEAM TYPES the force. Guns. OBSERVERS packed 81mm mortar is a Heavy Weapon Team. Any upgrades Cavalry Cavalry available to the Observer Team in the original Artillery Unit may be taken.8cm FlaK anti-aircraft also operate in Teams. Man-packed Gun is a Mobility Rating (see page 18). A player may only take one Observer Team in a force. Large Gun designed to carry infantry as passengers. or may be an Air Observation Post (AOP). TANK TEAMS GUN TEAM TYPES Tank Teams include all manner of military vehicles. in reality be carried by a soldier. They can be equipped with individual weap. A Team equipped with a crew-served weapons like the tripod-mounted Vickers medium machine-gun. Aircraft Team is a single aircraft. from Gun Type Special Rules the mighty Tiger tank. TEAMS GUN TEAMS Although the acts of a few individuals are always glorified Gun Teams include soldiers crewing weapons too heavy to by the News Reels and Newspapers back home. In Flames Of War your miniature soldiers erful giants like the dreaded ‘88’. An AIRCRAFT TEAMS Infantry Team is a group of miniatures all mounted on a Aircraft Teams are ground-attack aircraft like the deadly single base. 8. Ju-87 Stuka dive bomber and the tank-busting Typhoon. Man-packed Gun Teams are Heavy Weapon Infantry Teams. Immobile Gun Gun. There are four main types of Teams: gun. Heavy Weapon Heavy Weapon They may take any associated transport which also becomes Infantry part of the Observer’s Independent Unit. submachine-guns. Gun Teams also cover everything from 4. They range trained to operate as a Team. A Gun Team is a gun model and a a soldier never does anything on their own. The Observer Team retains the same ratings as Man-Packed Gun Teams its parent Artillery Unit. Units. Some Tank Teams are also Transport Teams Heavy Gun Gun. A Tank Light Gun Gun Team is a single vehicle. and it is this teamwork that from small anti-tank guns such as the 6 pdr gun up to pow- keeps them alive. and Formations.

this Of War. with one Instead one of the Gun Teams or Heavy Weapon Teams is Sd Kfz 11 half-track nominated as the Unit Leader. 70 7 . Kampgrupppe Totzeck consisted of the staff and trainees Rocket launcher Rocket launcher attached Teams become part of the Unit they are attached to of the Nebelwerfer school at Celle and consisted of three weak battalions that fought as infantry and two Nebelwerfer for all purposes for the whole game. platoons in most cases. These rules have been written to make the tran. These will become part of 3 21cm NW42 95 points Rocket launcher Rocket launcher the new Unit’s Transport Unit. Unteroffizier Formation Commander.UNITS ATTACHMENTS Your Teams are grouped into Units. oPtion • Add Kübelwagen jeep and Sd Kfz 11 half-tracks for Once all Combat Attachments have been made. Platoon If you take HQ Section with: one from this Unit you can also take the Leutnant If you want to make Combat Attachments. making one Transport Tank the Unit does not have an obvious Unit Leader. Gun Units. They fought under the command of 2. nominated to be the Unit Leader. COMBAT ATTACHMENTS The Intelligence Briefings will specify which Units are eligi- ble to make Combat Attachments within a Formation. and Heavy Weapon (Man-packed Gun) Units like Mortar and Machine-gun Platoons. Unit Leader). no longer field com- Transport Attachment mand Infantry teams. Intelligence Handbooks. Rocket launcher Rocket launcher German Heer Rocket Launcher REDUNDANT TEAMS Battery from Nachtjäger page 70. You may either Combat 2 Grenadier Squads 120 points oPtion Unteroffizier Unteroffizier Attach up to half of the Teams or all of the Teams of a Unit. In battle a Unit usually operates as Attachment (or vice versa) are split into two Units. and unlike most transports. manoeuvring across the battlefield together and engag. Independent Infantry Units often have a transport great books available with which to field forces for Flames vehicle as part of their Unit. made up from trainee panzer crews. A Formation HQ Unit may make need to be fielded. Staff teams. supporting each other. rocket launcher batteries. a German Transport and Attachments Leutnant. If into a Transport Attachment. In addition you can You Heer may only take Grenadier one Observer Team Platoon in your force. Occasionally we will stop to can use the Mistaken Target rule (page 35) to reassign hits explain how the new rules work with your Early or Late-war to nearby Units. A Unit combines a group of Teams under the command of a Unit Leader: an American or British Lieutenant. The term Unit in the rules refers to a Platoon (or Soviet Company) in the Flames Of War Intelligence handbooks. and Observer the Units that they can attach Teams to. but may not Combat Attach more HQ Section and: Command SMG team Kübelwagen than half its Teams to any one Unit. remains as part of the Independent Unit. Panzerfaust Rifle/MG team Panzerfaust Rifle/MG team Kampfgruppe Grosan contained six battalions of infantry ceases to exist for the duration of the game. such as a single artillery observer. you may Team the Unit Leader. Marine-Grenadierdivision. An Infantry Unit will normally A Unit that has Transport Tank Teams forms these Teams have a small base with an officer on it as its Unit Leader. Both parts of the Unit operate independent- ly as separate Units. nor take an Objective (page 94). pick any Team in the Unit as the Unit Leader at the start of the game. or excess Observer teams. Company or Battalion Headquarters are HQ Units. Command Panzerfaust Rifle/MG team HQ Section before Deploying any of your Units. Infantry Units containing Transport Teams as a Tank 30 to 100 infantrymen. or a Soviet Kapitan. although they UNIT LEADERS deploy as a single Unit. These fight in support of larger Flames Of War has evolved over the years and we have many Units. They were quickly pressed into service as infantry and his Kübelwagen no longer to stop the British push across the Weser and Aller Rivers. you must Combat Attach the Transport Team that 6 21cm NW42 1 Launcher Section with: 185 points normally carries a Team with it. single-team units. Attachments are additional equipment that is part of a but sometimes companies. such as Anti-tank gun Platoons and Artillery Heer Rocket Launcher Battery Batteries. USING INTELLIGENCE HANDBOOKS are Independent Units. INDEPENDENT UNITS Small. • Replace Command Panzerfaust Rifle/MG team with If you choose to attach out all of the Teams the Unit itself Redundant Teams a Command Panzerfaust SMG team at no cost. Infantry Unit and a Transport Unit (each with their own ing the same foes. Independent units sition from old to new easy. typically of three to ten tanks or Unit. and are ignored for Victory Points (page 93). launchers these are formed into a Transport Unit. the Combat- +5 points for the battery. you must do so Kübelwagen 3 Grenadier Squads as the Observers 170 points transport. but cannot Charge into Contact (page 52). Panzerfaust Rifle/MG team Panzerfaust Rifle/MG team Grenadier Squad Combat Attachments to any of its Combat Platoon Units. four of which were The Command SMG Team Panzerfaust Rifle/MG team Panzerfaust Rifle/MG team A Formation HQ Unit may never Combat Attach out the Grenadier Squad Grenadier Squad Germans. Leutnant also make Combat Attachments from Formation HQ Units. Heer Grenadier Platoon A Unit may Combat Attach Teams to any or all eligible Heer rocket launcHer Battery Platoon Units in its Formation. If you take Sd Kfz 11 half-track Tractors to tow your rocket These are not deployed on the table. an one. 2 Launcher Sections with: 6 15cm NW41 1 Launcher Section with: 155 points If the Unit making Combat Attachments has Transport 3 15cm NW41 2 Launcher Sections with: 80 points Teams.

you Unit Leader. Combat Platoons. could also field a Luftwaffe Jägerkompanie or a Schwere You are free to nominate a different Team as the Unit Panzerkompanie Formation. Unlike other Units. or Soviet Podpolkovnik. and other troops to back them up. FORMATIONS Sight of their own Formation Commander (including Commander’s own HQ Unit). just pick one of these Teams to be your Formation (company) diagrams. You may choose any non-Transport Team from the HQ Unit as their Commander at the start of the game. Rally. Panzerdivision on pages 48 to 79 of Atlantik Wall. A Formation contains a number of combat Units. and Last Stand rolls. A Commander’s presence can inspire troops to fight harder. granting them re-rolls. nation. you could take Formations from The diagrams in your Intelligence Briefings usually indi. scouts. Regimental/Brigade Support Platoons. Commander. ALLIED SUPPORT Your Commander You can take an Allied Formation as part of your force. The Commander is the Unit Leader of the HQ Unit and commands all the Units in the Formation. While you must have at least one Formation in your force. and same higher level force. Other Divisional/Corps supports in your force are Support Units (page 87). but sometimes battalions. Leader at the start of the game instead. and their staff. most cases. In cates a Team as a Command Rifle Team or Command addition. As a guide if you can take a Combat Platoon Unit as a support Identifying Leaders and Commanders in from another Formation. All Formations must be from the same Intelligence When a Unit’s Leader is within 6”/15cm and in Line of Handbook or related digital content. A Formation is made of your Company Commander: an American Captain. You can field more than one Formation. 8 . along with several Units of heavy As Support Units don’t have their own Formation weapons. These diagrams as a Formation in its own right. This Your HQ Unit (Company or Battalion Headquarters) Formation obeys all the rules for its own nationality and acts contains your Formation Commander. a British Major. USING INTELLIGENCE HANDBOOKS FORMATION COMMANDER The term Formation in the rules refers to a Company (or Soviet Battalion) in the Flames Of War Intelligence Each Formation has an HQ Unit containing the Formation Handbooks. Transport Teams from the HQ Unit remain as part of MULTIPLE FORMATIONS the Commander’s Unit. a Headquarters. you can also take that Formation Intelligence Briefings as a part of your force. 21. but must choose only one Formation (Company or Battalion) from which to COMMAND LEADERSHIP take Divisional/Corps Support Units. This is usually your Platoons and Schwere Panzer Platoons in support. any Formation Commander may lead them. Remount. division or corps. because they can already take Luftwaffe Jäger Sherman V or something similar. Weapons Platoons and German Hauptmann. Commander. such as a brigade. the other just becomes a normal Team. as long it is of the same type. companies in Counterattack. you can have as many as your like. Unit Leaders For example. the Unit may re-roll failed Units are gathered together into Formations. Allied Formation can only contain Teams marked Company Command and 2iC be chosen from the Nations given as Allies on one of your Command.

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

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

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

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



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

Motivation is rated as Fearless, Confident, or Reluctant. The COUNTERATTACK
score a Unit needs to pass a Motivation test depends on its When it comes to hand-to-hand fighting, it takes a different
rating as follows: type of Motivation to win. Some Units that will face a hail of
Motivation Score Needed bullets without flinching will break and run when faced with
Fearless 3+ cold steel. Others have a terrifying reputation and know it.
Confident 4+
Reluctant 5+
Last Stand is a measure of how long a Unit will keep fight-
There are four types of Motivation tests: Rally, Remount, ing when it is suffering heavy casualties. Mostly it’s a direct
Counterattack, and Last Stand. The score needed to pass reflection of its Motivation, but some units are more brittle,
these tests is the Unit’s basic Motivation rating, unless modi- while others are incredibly stubborn.
fied by a special rule (see pages 65 to 74, and the Special Rules
and Warriors book). MIXED-RATING UNITS
In some cases a unit will have Teams with different Skill or
RALLY Motivation ratings. This can occur in ad hoc battlegroups
Rally is a Unit’s willingness to take offensive action again formed from bits and pieces of different unit.
after being Pinned Down.
If a Unit has Teams with different Skill or Motivation rat-
ings, use the worst value in the Unit.
When a tank is hit, there’s a good probability that it is going
to explode, so tankers often bail out before checking to
see what the actual damage is. Well designed tanks help as
their crews have faith that they won’t be burnt alive with-
out warning.


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

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


since your troops (whether Fences are Terrain. brick. There are five types of terrain that units can encounter: CRATERS Craters are Difficult Terrain. or trucks) can hide them. move through this terrain risk getting stuck if the driver isn’t careful. Vehicles attempting to as Cross Country terrain. they impede your movement. so difficult that it’s impossible to cross them. CROSS COUNTRY The majority of the table is usually easily crossed. tanks. Woods. 12 . requiring care to avoid getting stuck while crossing. It ranges from ground that has been churned to Some obstacles. World War II was fought over almost every type of terrain. Hedges are Difficult Terrain. Concealing teams behind them. cobble. WALLS Walls are Difficult Terrain. are just mud to natural obstructions like woods. and from the hedgerows of France to the mountains of Italy. from the grassy steppes of the Ukraine to the dense forests of the German Reichswald. limiting the speed at which they can riflemen. making ROADS them risky for tanks to cross. Impassable obstacles stop all movement. rivers. Unless otherwise stated the Difficult Terrain hinders parts of the board that are not covered by Terrain are rated movement. TERRAIN FEATURES Terrain features severely limit the speed at which vehicles IMPASSABLE can move. selves among the clutter and put something solid between them and any bullets flying around. Walls can be Short or Tall terrain. Whether concrete. lakes. such as deep rivers or sheer cliffs. although DIFFICULT TERRAIN at a slower speed than on a road. be crossed. hedges. Stone and concrete walls provide Bulletproof Cover for teams behind them. Sometimes this FENCES AND HEDGES will be to your advantage. requiring care when crossing to avoid getting stuck. Teams moving on in them. Battles ranged from the frozen arctic of northern Finland to the scorching heat of North African deserts. At Fences and Hedges are Short terrain. or dirt. roads travel faster. as behind them. gunners. slowing your advance to a crawl. Concealing teams other times these features will be a hindrance. and buildings all break up the terrain and complicate the battlefield. a road provides a Craters are Short terrain giving Bulletproof Cover to Infantry sheltering quick route from one place to another. forcing you to look for an alternative route to the objective.

DISCUSS TERRAIN although teams half-hidden by or in a building are Concealed. GENTLE HILLS Gentle hills are Terrain. you attempt to drive across it! 13 . Tanks are likely to get stuck attempting to cross them. You cannot see past a building. or ‘is that river shallow or ambushes. OPEN SPACES Most battlefields are Cross-country apart from specific terrain features. ROADS Roads allow tanks to move much faster than they would cross-country if they are going to the right place. Tree lines are Tall terrain. TREE LINES ROUGH HILLS Tree Lines are Difficult Terrain. and moving infantry are in Buildings are Terrain that is Impassable to tanks and guns. so block line of sight. so offer no concealment. Buildings give troops inside Bullet­proof Cover. Concealing teams in and that you and your opponent have different views when behind them. Infantry can enter and exit them through openings like doors and windows. Teams Hills are Tall terrain. RAILWAY LINES Railway lines are Terrain. full view. slowing troops as they cross them. requiring caution from tanks Rough hills are Difficult Terrain. while crossing them. Most of the terrain on your battlefield will be Standing crops are Terrain. Teams half hidden by immediately behind a tree line are Concealed. deep?’. WITH YOUR OPPONENT Everybody sees terrain slightly differently. guns. a hill are Concealed and in Bulletproof Cover. Stationary infantry are Concealed in the open (and other BUILDINGS Flat terrain). but tanks. but don’t present any risk of tanks getting stuck. at the beginning of the game rather than discover Standing crops are Short terrain. but it is better to sort out questions like to slow down to avoid hidden obstacles and potential infantry ‘is that hill gentle or steep?’. Tanks moving through them need fairly obvious. Buildings are Tall terrain. so it is a good idea to discuss the terrain with your opponent before CROP FIELDS the game. They are Flat. so they block line of sight.

They slow tanks down possibly causing them to halt as they seek a better crossing point. them or move them around inside. It would be difficult to place models in Terrain comes in three heights: Flat. of the terrain. WYSIWYG fashion. Teams cannot start the game or end their movement in a river or lake. HEIGHT OF TERRAIN WOODS As well as helping or hindering movement. As you do so. The trees can be moved around on the base to allow your teams to move within the area of terrain. River crossings are often the site of battles as rivers are significant obstacles. like walls. TALL TERRAIN Tall terrain. terrain also pro. an equally important part of any battlefield. They are Flat terrain. WOODS Woods are Difficult Terrain. such as woods and buildings. STREAMS & BROOKS LAKES AND PONDS Streams and Brooks are Terrain. and trees tend to be in woods rather than scattered patches. Short. offer it. Tanks moving through a wood risk getting stuck. hedges. so do not provide Concealment. BUILDING A BATTLEFIELD The key to setting up an interesting gaming table is to imagine the battlefield that you are fighting over. Like all water features. start laying it out. and this is a counterattack to eliminate the bridgehead? Place the river and crossings accordingly. Is the river a defence line? Has the attacker already taken a bridgehead across the river. Deep rivers are Impassable to tanks. so do not provide Concealment. Conceal teams within or beyond them and may provide Bulletproof Cover (depending on what the terrain is). and ploughed fields. Fords across deep rivers are Difficult Terrain. These features will be significant terrain on your table. and require a 4+ Cross Check for infantry to cross. hiding whatever is behind them. Troops on the edge can be seen. blocks line of sight. Think about the key features you would expect to encounter there and that you’ve read about or seen in documentaries about the battle. and Tall. Woods are impractical if they are modelled realistically in a vides concealment and cover for troops on the battlefield. Think about why the battle is being fought here. the area. 14 . Instead. RIVERS AND FORDS Shallow rivers are Difficult Terrain. rivers are Flat terrain and do not provide Concealment. slowing tanks down as they Lakes and Ponds are Impassable. like roads. They are Flat terrain. Hills tend to form ridge lines rather than being randomly spread out. The most important point is to make your table tell a story and be fun to play on. this type of Terrain is modelled as a base to show the FLAT TERRAIN limits of the terrain and what is inside and what is outside of Flat terrain. It’s a good idea to have at least three fords or bridges unless you are planning to have infantry make an assault crossing. crop fields and low rises. with trees placed on top to indicate the type and height neither concealment nor cover to troops. cross. Once you’ve decided what types of terrain you want. but SHORT TERRAIN are always assumed to be uniformly distributed throughout Short terrain. think about the patterns you find in real landscapes. Woods are Tall terrain. but are Concealed. Teams at the edge of a wood are Concealed. Clumping terrain together like this will also give you open areas between. rivers.

making them.BUILDINGS Multi-storey buildings have one or more rooms on each Man-made structures like buildings are different from nat. such as doors and windows. then it will probably have a great deal of Standing crops are Terrain. Is CROP FIELDS the wall taller than your tank? If so. One exception to the WYSIWYG principle is bases on terrain. difficulty seeing over it! Is the wall taller than the height of the gun barrel? If so. They are solid. should be ignored during play. terrain. hidden obstacles and potential infantry ambushes. 15 . If its lower than that. exactly as it is shown. while orchards are Tall terrain like woods. This makes it easy to work out the answer to questions like ‘Can my tank see over that wall?’ by looking at the actual terrain feature placed on the table. Vineyards are Short terrain. exactly as shown. A wall represents a wall. level. WHAT YOU SEE IS WHAT YOU GET (WYSIWYG) Most terrain features are represented quite literally on the table top. Both provide Concealment to teams within or behind them. Concealing teams in This raises terrain like roads and fields above the surrounding terrain. A house represents a house. exactly as shown. VINEYARDS AND ORCHARDS Vineyards and orchards are Difficult Terrain. in effect.5cm and 6”/15cm across. the tank should need to slow down to avoid have no problems seeing and shooting over the wall. but troops can enter them and fight through their Buildings more than about 6”/15cm across should be divid- openings. other side. but and behind them. PLOUGHED FIELDS Ploughed Fields are Terrain as they are difficult to move across at speed. so troops can’t be seen on the each other. Treat each room as a separate building with openings into each adjacent room. Tanks need to exercise care to avoid getting stuck. two buildings stacked upon ural terrain. A hill represents a hill. ed into rooms between 3”/7. Tanks moving through them the tank will not be able to shoot over it. A lot of area Standing crops are Short terrain is based (usually on a base ⅛”/3mm thick) for manufacturing reasons.

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


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

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

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

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



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

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


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

The leading Panzer IV H, which has a mobility rating
of Standard Tank, moves at Tactical speed, allowing it
to shoot this turn.




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

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


Standard Tank 10”/25cm 12”/30cm 18”/45cm 20”/50cm 3+
Light Tank 12”/30cm 16”/40cm 28”/70cm 32”/80cm 3+
Fast Tank 12”/30cm 16”/40cm 24”/60cm 28”/70cm 3+
Slow Tank 8”/20cm 12”/30cm 14”/35cm 15”/40cm 3+
Very Slow Tank 6”/15cm 8”/20cm 8”/20cm 8”/20cm 3+
Jeep, Motorcycle 12”/30cm 12”/30cm 18”/45cm 40”/100cm 4+
Half-tracked 10”/25cm 10”/25cm 18”/40cm 32”/80cm 4+
Wheeled 8”/20cm 8”/20cm 14”/35cm 32”/80cm 5+
Slow Wheeled 8”/20cm 8”/20cm 10”/25cm 24”/60cm 5+
Wagon 6”/15cm 6”/15cm 6”/15cm 8”/20cm 5+
Light Gun 4”/10cm 4”/10cm 6”/15cm 8”/20cm 3+
Medium Gun 2”/5cm 4”/10cm 6”/15cm 8”/20cm 5+
Heavy Gun 2”/5cm 2”/5cm 4”/10cm 6”/15cm 5+
Immobile Gun - 2”/5cm 4”/10cm 4”/10cm 6
Infantry 8”/20cm 8”/20cm 12”/30cm 12”/30cm Auto
Cavalry 6”/15cm 10”/25cm 20”/50cm 20”/50cm 2+
Man-packed Gun 8”/20cm 8”/20cm 12”/30cm 12”/30cm Auto

This IS-2 tank is more that 6”/15cm
away, so is Out of Command.

Unit Leader

This IS-2 tank ended its movement within
6”/15cm of the Unit Leader, so is In Command.

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


Unit Leader The tanks can: Dash directly towards the Unit Leader. and Gun Teams cannot Move at Dash speed within 8”/20cm of any enemy Tank. that is Out of Command) must: Tank and Gun Teams cannot move through other Tank or • remain in place with no penalty. Tank. • Move at Tactical speed. The Unit Leader has raced off. Infantry. in the Movement Step. or Gun Team in the Movement Step. suffering a penalty of +1 to the score it needs to hit. and with limited movement options. or Gun Teams under any circumstances. OUT OF COMMAND Tank Teams cannot move within 2”/5cm of any visible A Team that will not end its Movement In Command (one enemy Infantry or Gun Team. the Team will have to move through the surround- MOVING THROUGH TEAMS ing terrain. 19 . … …Or make a Tactical move. If the gap is too small to pass through. A Team can move through any gap it will fit through (ignor- avoiding intervening obstacles. suffering a +1 penalty on its shooting. ing its base if it has one). Infantry. leaving the rest of their Unit Out of Command. Infantry or Gun Teams cannot move within 2”/5cm of any visible enemy Tank. but not shoot… …Or remain in place to shoot with no penalty. or Gun Team. or MOVING THROUGH GAPS • Move at Dash speed directly towards its Unit Leader. Infantry.

the first Sherman V will enter the woods without incident. it If a Unit Leader fails a Cross test. Otherwise. The Team is focussing on taking attempts to enter or start moving in Difficult Terrain. IMPASSABLE TERRAIN Some terrain is Impassable to some or all Types of Teams. Even if at Road Dash speed. This terrain cannot be entered or crossed by those Teams. This Tiger I …Or go around does not fit it at Tactical or between the Cross-country building and Dash speed. It can either go through the woods at Tactical or Terrain Dash speed. you may nominate another moves at its Cross-country Dash speed. Terrain. the woods. taking a Cross Check. Each time a Team terrain it is moving over. 20 . it can move rapidly • Otherwise. it moves at its Terrain Dash speed. so is moving slowly anyway. If it spends any of its Dash move in the team is still where it started. On a roll of 4. Team from the Unit within 6”/15cm as the new Unit Leader to allow the Unit to continue moving. spends its whole Dash move on a Road. the Team stops moving immediately. If a Team number. TACTICAL TERRAIN DASH CROSS COUNTRY DASH ROAD DASH CROSS 10”/25CM 12”/30CM 18”/45CM 20”/50CM 3+ On a roll of 2. it has now moved. Cross-country. the cover. or Terrain. A pair of Sherman V tanks attempt to enter a wood. player must roll a die A Team’s Dash movement speed depends on the type of ter. • If the score is greater than or equal to the Team’s Cross rain it is crossing: Road. … MOVING THROUGH TERRAIN DIFFICULT TERRAIN A Team’s Tactical movement speed is not affected by the Some terrain is also difficult to cross. the second Panzer IV gets stuck as it tries to enter the woods and must immediately stop moving. so they have to pass a Cross Check. it successfully crosses that piece of terrain.

Snow. & CLIFFS Gully Access or Floor Terrain Dash No Flat No Gully Side Terrain Dash Yes Tall Yes Steep Bank or Low Seawall Terrain Dash Yes Short Yes Cliff. Cutting. or High Seawall Impassable Impassable Tall Yes WATER Stream or Brook Terrain Dash No Flat No Creek or Shallow River Terrain Dash Yes Flat No Ford across a Creek or River Terrain Dash Yes Flat No Deep River Terrain Dash for Infantry 4+ Cross Check Flat No Impassable to Tanks and Guns Soft Ground Terrain Dash Yes Flat No Swamp or Lake Impassable Impassable Flat No ROADS AND RAILWAY LINES Road or Airfield Road Dash No Flat No Ruined City Streets Terrain Dash No Flat No Railway Line Terrain Dash No Flat No Low Embankment Terrain Dash Yes Short Yes High Embankment Impassable Impassable Tall Yes BUILDINGS Doors and Windows Terrain Dash for Infantry No Short Yes Impassable to Tanks and Guns Exterior Walls Impassable Impassable Tall Yes Inside Buildings Terrain Dash No Short Yes Rubble or Craters Terrain Dash Yes Short Yes WRECKS Wrecked Tanks Terrain Dash No Short Yes 21 . GULLIES. TERRAIN CHART TERRAIN DASH SPEED CROSS BULLETPROOF CHECK HEIGHT COVER OPEN SPACES Grass or Steppe Cross-country Dash No Flat No Firm Sand or Thin Snow Cross-country Dash No Flat No Soft Sand. or Mud Terrain Dash No Flat No VEGETATION Ploughed Field Terrain Dash No Flat No Crop Field or Open Scrub Terrain Dash No Short No Vineyard Terrain Dash Yes Short No Orchard Terrain Dash Yes Tall No Woods and Forests Terrain Dash Yes Tall No HEDGES AND WALLS Fence Terrain Dash No Short No Hedge Terrain Dash Yes Short No Bocage Hedge Terrain Dash Yes Tall Yes Line of Trees Terrain Dash Yes Tall No Stone Wall Terrain Dash Yes Short or Tall Yes HILLS Low Rise Cross-country Dash No Short Yes Gentle Hill Terrain Dash No Tall Yes Steep or Rocky Hill Terrain Dash Yes Tall Yes BANKS.

Once the passengers have dismounted. TRANSPORTS AND PASSENGERS The Tractor special rule indicates a special type of Transport Team that can tow a Gun Team as a Passenger. PASSENGERS ON TANKS Up to three Infantry Teams can ride on the top of any The Passengers note in the Arsenal has a number after it Armoured Tank Team (other than a Transport) as Passengers. 22 . a Team cannot Shoot Some Tank Teams (known as Transport Teams). the panzergrenadiers move out of their half-tracks to dismount. When a Tractor is towing a them protection from enemy fire and getting them across Gun. towed by it. PASSENGERS IN TRANSPORTS While being carried as passengers. can carry passengers. including or Assault. Before the Sd Kfz 251 half-tracks move. but cannot Transport vehicles can carry infantry and tow guns. place the Gun behind the Tractor as though it is being the battlefield faster. If unstated in the Arsenal the Transport Team can carry six Teams. the Sd Kfz 251 half-track moves onto the flank to cover them. giving carry other types of passengers. it can now make a Dash move. indicating how many Infantry Teams the Team can carry. although they are more vulnerable to enemy fire (see page 23). armoured personnel carriers and troop-carrying trucks. The panzergrenadiers move into their Sd Kfz 251 half-track to mount up. Since the Sd Kfz 251 half-track hasn’t moved yet.

you may place all of its Transport is automatically Pinned Down. all of its same time. at Dash speed (it cannot Shoot or Assault). and if it was Bailed Out (see page 38). SEND TRANSPORTS TO THE REAR If a Transport Team is Destroyed multiple times by an enemy You must remove all empty unarmoured or unarmed Unit’s shooting. and may not be: automatically hit as well. any Passengers riding on top of it are Team from their Unit. to see if it survives. Guns towed behind a Tractor are considered to be If the Transport Team has not yet Moved. 23 . BRING TRANSPORTS FORWARD it dismounts in place. roll an Infantry or Gun Save for each A Team can Dismount from a Transport Team by Moving Passenger Team. facing in any direction. Place the surviving Passengers as close as away from it in the Movement Step before the Transport possible to the Destroyed Transport on the side away from Team Moves. and can be • within 4”/10cm of any enemy Team. If the Gun Team survives. or all angles to protect the infantry). each Passenger Team still only rolls one Save Transport teams from the table at the end of any Step. The Team that fails its Save is Destroyed. take Infantry Saves (see pages 39 and 48) when shot at or bombarded. If a Tractor Team is Destroyed. but may Mount Passengers before moving. facing in any direction.. the Transport Teams must move at Dash Speed (and therefore cannot shoot or assault this turn). it can then Move part of the Tractor when shot at. Each time a Tank Team is hit by Shooting or a Bombardment The Transport teams must be placed within 4”/10cm of a or in an Assault. a Team cannot Shoot or Assault. teams (other than those that have been Destroyed) that have been Sent to the Rear or did not deploy on the table. GUNS TOWED BY TRACTORS ically Remount. and may remove any other empty Transport teams at the If a Transport Team is Destroyed in a Assault.. Once mounted. surviving Teams of the Unit are automatically Pinned Down (see page 41). etc. roll an Gun Save for the Gun Team it is carrying as a Passenger. Transport teams removed in this fashion do not count as Destroyed. PASSENGERS IN TRANSPORTS If a Transport Team is Destroyed by Shooting or an Artillery DISMOUNTING FROM TRANSPORTS Bombardment. the Team that Destroyed it. Once Brought Forward in this way. Pinned Down (see page 41) as normal. Passengers cannot be Unit by Moving into it in the Movement Step. Teams hit in this way are not in • within 16”/40cm of any enemy Team within Line of Bulletproof Cover (the tank attracts too much fire from Sight. bombarded.and the surviving Team dismounts behind the wreck and the Unit is Pinned Down. A Sd Kfz 251 half-track is destroyed by a Soviet anti-tank gun. targeted. back PASSENGERS ON TANKS on the table. Passengers are also Destroyed..MOUNTING TRANSPORTS SHOOTING AT PASSENGERS A Team can Mount a Transport Team from their Transport While Mounted in or on a Tank Team. The A Team cannot Mount and Dismount in the same turn. and the Unit Before moving a Unit. Each Passenger rolls its Infantry Save to survive. .. automat. unless Concealed by Terrain from it.

cross terrain.COURAGE 4+ SKILL The Unit Leader issues a Blitz Move Order. However. the Unit Leader and If they do not Shoot or Assault. but does not Move (see page 30) until they Move. and cannot fire an Artillery Bombardment this turn. it suffers an additional +1 penalty to its shooting. Not counting move with its normal movement. any further. Infantry and Gun Teams may attempt to dig Foxholes instead of Moving. The Unit Leader can issue a Dig In Order instead of Moving These allow their Unit to use clever tactics. MORALE 3+ VETERAN trying to sneak the Marder II tank-hunters up RALLY 3+ 3+ to the edge of the woods. Teams from the Unit can only Move at Tactical A Unit’s Tactics rating is the same as its Skill rating unless speed and automatically suffer the +1 to hit penalty as if it has a separate Tactics rating modified by a special rule. the whole Unit is Out of Command. the tank-hunters can sneak 4”/10cm Otherwise. It can still forward. they are Gone to Ground. the Unit failed to dig in. They roll a Skill Test. Command. the Unit remains where it is. If it does this. Roll a die: Gun Teams can only be issued Dig In and Cross Here Movement Orders. If it does this roll a die. or dig in. making Cross checks as normal. the Leader and any Teams that are In Command and did not Move in the Movement Step may immediately Move up to 4”/10cm. Infantry and Gun Teams have up to 4”/10cm before making a normal Tactical Move. On a roll of 3+. Whether or not they succeeded in digging Foxholes. they had Moved Out of Command (see page 19). • Otherwise. Bulletproof Cover (see pages 39 and 48) and are Concealed If a Team Moves using Blitz Move. in the Movement Step. mark the BLITZ MOVE — TACTICS selected Infantry and Gun Teams as being in Foxholes. The Unit Leader can issue a Blitz Move Order in the • Otherwise. shooting with their halted ROF. (or their Tactics rating if different). the roll a die: selected Teams cannot Move. MOVEMENT ORDERS DIG IN — TACTICS A Unit Leader may issue one Movement Order each turn. TACTICS RATING • Otherwise. Movement Step before its Unit Moves. If it does this. • If the score is greater than or equal to the Unit Leader’s Skill rating (or their Tactics rating if different). it is not considered to have Moved and can Shoot at its Halted ROF. Skill Rating Tactics Rating Veteran 3+ SHOOT AND SCOOT — TACTICS Trained 4+ The Unit Leader that did not Move in the Movement Step can issue a Shoot and Scoot Order in the Assault Step instead Conscript 5+ of Assaulting. • If the score is greater than or equal to the Unit’s Skill rating (or their Tactics rating if different). but Shoot with their Moving • If the score is greater than or equal to their Skill rating ROF. 24 . any of the Unit’s dash ahead. because it is Out of as having moved. any Teams that are In Command may immediately Move Once they have dug Foxholes.

• Otherwise. If they pass the other T-70 tanks within 6”/15cm move forward as well. the Hetzer Unit Leader issues a Cross Here Order. reduc- Motivation rating. to an additional 4”/10cm. Movement Step before its Unit Moves. the rest of the Unit remains where it is. all Teams from the Unit that are In Command cannot Shoot this turn. They then roll a Motivation Test. Teams in its Unit that are In ing the score they need to pass a Cross Test by 1. The Unit Leader issues a Follow Me! Order to close the range quickly and immediately moves another 4”/10cm forward. Teams using Command may immediately Move directly forward up this order cannot Shoot or Assault this turn. the rest of the Unit remains where it is. any the Unit Leader Moves directly forward up to an additional Teams (including the Unit Leader) from the Unit rolling to 4”/10cm and rolls a die: Cross Difficult Terrain within 6”/15cm of where the Unit • If the score is greater than or equal to the Unit Leader’s Leader crosses improve their chance of crossing safely. Unit Leader 25 . The Unit Leader can issue a Cross Here Order in the a Unit Leader can issue a Follow Me Order. Not wanting to take chances with his tanks getting stuck and stopping their movement. Either way. If it does this. FOLLOW ME — MOTIVATION CROSS HERE — CROSS In the Movement Step after their Unit has finished moving. Any tanks from the Unit that cross within 6”/15cm of the Unit Leader pass their Cross Check on a 3+ instead of a 4+. Whether they succeed or not. If they fail. none of the T-70 tanks within 6”/15cm of the Unit Leader can shoot. If it does this. remaining In Command.

Here is a typical arsenal entry for an American M4A1 Sherman tank. SHOOTING SEQUENCE 1. During the Shooting Step you shoot or fire an artillery bombardment with any or all of your Units. your troops open fire on the enemy in the Shooting Step. each Team that wants to on to the next until all of the Units that you want to Shoot Shoot in the Unit picks an enemy Team as its target and with have shot. Rotate to Face (see page 32) 6. Roll to Hit (see page 33) 7. Every Intelligence Briefing has an arsenal that describes the teams and weapons found in it. Check Line of Sight (see page 28) 3. . The first line describes the vehicle. of the weapon. Armour Name Mobility Front Side Top Equipment and Notes Weapon Range ROF Anti-tank Firepower M4A1 Sherman Standard Tank 6 4 1 Co-ax MG. 26 . MAIN WEAPON RATE OF FIRE (ROF) NOTES This lists a Tank Teams main The maximum number of shots the weapon can take in Special abilities or rules weapon. you Shoot with any or all of your Units Once you’ve finished Shooting with one of your Units. Assign Hits (see page 34) 8. Hull MG. Also and Bombardment ratings ROF. Declare Targets (see page 32) 5. move one by one. down unless noted otherwise in the Arsenal. The second line in italics describes its main weapon. one at a time. Check Range (see page 28) 2. a Tank Team has. RANGE ANTI-TANK FIREPOWER The maximum distance The armour penetration The ability of the weapon to destroy a tank after the weapon can shoot.50 cal AA MG. Tanks with more than one main weapon (or one that can fire as artillery) will have additional weapons lines. Check for Concealment (see page 30) 4. Roll Saves (see page 36) In the Shooting Step. Shoots its weapons. Additional weapons one turn. WEAPON CHARACTERISTICS Every team has a set of characteristics describing it in the game. The Moving ROF is half the Halted ROF rounded shows any machine-guns can also appear here. When a Unit Shoots. Stabiliser. M3 75mm gun 32”/80cm 2 10 3+ Smoke. Vehicles and their weapons are described together in Arsenals. penetrating its armour or to knock out a dug-in position. The ROF stated in the Arsenals is the Halted of the weapon. After completing the Movement Step.

Tanks and Aircraft can fire all of their machine-guns or one other weapon. next turn and cannot be Gone to Ground until the end of the enemy's next turn. • Shoot in Defensive Fire in the Assault Step. WHICH WEAPONS CAN FIRE SHOOTING AT AIRCRAFT A Tank or Aircraft Team may either fire: Aircraft can only be shot at by Anti-aircraft weapons. Each Infantry and Gun Team can fire one of their weapons. ly before the Aircraft Shoots. You may find it useful to mark a Team that Shoots at aircraft. An Infantry or Gun Team may only fire one of its weapons. or You shoot at Aircraft in the enemy Shooting Step immediate- • one other weapon. Only anti-aircraft weapons can shoot at Aircraft. 27 . AND GUNS You can shoot at Tank. SHOOTING AT TANKS. and Gun Teams with any In addition. A weapon that Shoots at Aircraft cannot: • Shoot at another Aircraft in this Shooting Step. INFANTRY. the Team may not Assault in their Assault Step weapon in the Shooting Step. Infantry. Guns. Any weapons can be used to shoot at Tanks. and Infantry. • all of its Machine-guns (MG). • Shoot in their own Shooting Step next turn.

1) CHECK RANGE Line of Sight is traced from: A weapon can only Shoot at a target within its Range. ¾”/20mm Only part of a soldier from this Team is visible. which is Only the track. are made from the nearest part of its fuselage (ignoring • anywhere on the base of an Infantry or Gun Team. ary Infantry Teams). Tanks measure Range from any part of the Hull. and be able to draw a Line of Sight to the target to shoot. miniature and see what it could see. 2) CHECK LINE OF SIGHT NO LINE OF SIGHT A Team can only Shoot at a target within its Line of Sight. not enough to shoot at. mudguard. The gap between the buildings is wider than ¾”/20mm. Measurements to and from an Aircraft • any point on a Tank Team (excluding weapons). from a Tank Team are made from the nearest part of its hull Line of Sight is traced to: (ignoring weapons). and any weapons). • any point on the flight stand of an Aircraft. A Team cannot Shoot at a target if all The best way to do this is to get down to the level of the (or practically all) of the Lines of Sight are blocked. but trace Line of Sight from the weapon mount. tails. To Line of Sight can be blocked by Tall terrain (including establish Line of Sight. 28 . A team must be in Range of. a player must trace an imaginary line Buildings and Hills) and friendly Teams (other than station- from the Shooting Team to any point on the target Team. which is not enough to shoot at. Measurements to and • any point on the flight stand of an Aircraft. and gun barrel of this Tank are visible. or wings. so does not block Line of Sight. • the weapon mounting of a Tank or Gun Team. or made from the nearest edge of its base. Measurements to and from an Infantry or Gun Team are • any part of the base of an Infantry Team.

unless the Range is 6”/15cm or less. CONCEALED VISIBLE CONCEALED CONCEALED The Panzer IV H is Concealed to this Firefly VC because the Firefly VC is not within 2"/5cm of the edge of the wood. LINE OF SIGHT THROUGH TALL TERRAIN Line of Sight to a target Team is Blocked if it is more than 2”/5cm through Tall terrain. 29 . enough to see through. LINE OF SIGHT THROUGH GAPS LINE OF SIGHT THROUGH HILLS & BUILDINGS Gaps of less than 3/4”/20mm between two terrain pieces or Buildings and Hills block Line of Sight. the edge of the wood. Concealment and block Line of Sight in the same way that the terrain or Teams do. so Teams completely friendly Teams (other than stationary Infantry teams) give behind them cannot be seen. Visible at edge Not visible over 6”/15cm Visible within 6”/15cm The Panzer IV H can see this Firefly VC as it is within 6”/15cm of it. The Panzer IV H can see the This Sherman V and the Panzer IV H cannot see each other Sherman V within 2”/5cm of as they are more than 6”/15cm apart through Tall terrain. LINE OF SIGHT TO AND FROM AIRCRAFT Use a tape measure as a guide as to whether a gap is wide Terrain never blocks Line of Sight to or from Aircraft. within 2"/5cm of the edge of the wood. The Panzer IV H is not Concealed to This Sherman V this Sherman V because the Sherman V is has no line of sight.

in Flat terrain. 3) CHECK FOR CONCEALMENT • If the Shooting Team is on higher ground. target Teams outside the terrain seen through Gun Teams that are in Foxholes. The 8. All three German teams are Concealed The M4A3 (76mm) Sherman is as they are seen Concealed to the 7. from all enemy Teams except Aircraft. target Teams within or through Short Terrain are not Concealed. gun as it is looking through CONCEALED more than 2”/5cm of Terrain. CONCEALED BY TALL OR SHORT TERRAIN Short and Tall Terrain provides Concealment for Teams seen CONCEALED BY FLAT TERRAIN through it with the following exceptions: Flat Terrain does not provide Concealment. so they are Concealed.5cm PaK40 through Terrain.8cm FlaK36 anti- aircraft gun is Concealed in The Sd Kfz 231 Flat terrain because it is dug armoured car is in with its crew in Foxholes. 30 . even in Flat terrain (whether or not they are in Foxholes). Teams that are concealed by terrain are harder to hit. not Concealed The infantry did not move. such as on a Hill or in the upper floor of a Building. so can see across it unhindered. except for • If the Shooting Team is within 2”/5cm of the edge of the Infantry Teams that did not move (even if they Dug In) and Terrain. or is an Aircraft. VISIBLE CONCEALED CONCEALED VISIBLE CONCEALED The M4A3 (76mm) Sherman is not Concealed to the two panzers as they are within 2”/5cm of the edge of the Terrain concealing them. These Teams are Concealed that edge are not Concealed.

VISIBLE CONCEALED CONCEALED VISIBLE Neither the Wirbelwind anti-aircraft tank nor the Typhoon are Concealed by the building as it is more than 4”/10cm away from the tank. hill and its turret poking over (‘hull down’ as the military calls it). From up on the hill. Because the Wirbelwind anti-aircraft tank is within 4”/10cm of the wood. 31 . Buildings. half hidden behind the hill. and Smoke) within 4”/10cm of the target Team are Concealed from Shooting Aircraft. If it is high enough up the Hill. the M4A3 Sherman The M4A3 Sherman is has a clear Line of Sight to the Panzer V H. Hills. CONCEALED BY HILLS Aircraft are only Concealed if seen through Tall terrain A Team half hidden by a Hill is Concealed to Teams on the (including Buildings. and Smoke) within 4”/10cm of other side. CONCEALED BY BUILDINGS CONCEALMENT AND AIRCRAFT Buildings provide Concealment for Teams within them and Only target Teams seen through Tall terrain (including for Teams at least half behind them. so is Concealed to the Panzer IV H. it will be able to see Teams on the other side clearly. CONCEALED VISIBLE BLOCKED The hill blocks Line of Sight to the M4A3 (76mm) Sherman behind it. the terrain gives Concealment to both the anti-aircraft tank and the Typhoon fighter-bomber seen through it. for example a tank with its hull hidden by the the Shooting Team. Hills. The easiest way to determine Line of Sight and Concealment to and from a Hill is to physically get down to the level of the miniature and take a look at what the miniature could see from its current position.

and is not Movement. Multiple Teams can target a single to do is state that the whole Unit is shooting at the Team enemy or you can spread your fire out as you wish. These two German infantry guns declare the left-hand M4A3 Sherman as their target. Teams instead). a player must declare an enemy Team as the target ent teams with each of yours. so when the declared target Team. Aircraft cannot target or allocate hits to a Tank. or rotate the whole model up AIRCRAFT SAFETY DISTANCE to a quarter turn (90 degrees) to point at the target Team. point them Shooting. This is a free rotation as part of you move Units that have a limited Field of Fire. Gun Team within 8”/20cm of a friendly Team. If the weapon is mounted in a turret. you will be able to allocate any hits you weapons will engage this target (although if it scores more score evenly across the rest of the enemy Unit (assuming than one hit. The only time you need to get more specific is when LIMITED FIELDS OF FIRE intervening terrain gives some of your teams better shots at some of the enemy than at others. Any extra This infantry gun cannot hits they get will be see the Shermans. Rotate the Team to point its main weapon or weapons at Units can end their movement facing any direction. or rotating the turret. the additional hits may be placed on nearby they are all In Command). at their intended target. you rotate the turret to point at the target Team. Hull Mounted weapons can only hit Teams propelled gun has Hull completely in front of the Shooting team. its target. in the middle of the enemy Unit. A Team may only declare a single target Team. They may only target or allocate hits to a Team within their 5) ROTATE TO FACE Field of Fire. do not rotate the Team at all. Some weapons have a limited Field of Fire (see Hull Mounted and Gun Teams rule on page 66 for more details). in most cases all you need for each Team in the Unit. Infantry . If you are only firing an AA MG. The Marder II self. Cannot hit Can hit 32 . 4) DECLARE TARGETS SHOOT THE EASIEST TARGET After checking the Range and Line of Sight to potential While the rules allow you to get clever and target differ- targets. Mounted weapons. and all of its If you do this. so allocated to the rest of declares the M5 Stuart as the target Unit. the rest of the way.

but are not HOW MANY DICE? Gone to Ground if they Shoot or Assault (see page 68). Scouts can Move and still be Gone to Ground. Is Hit On 4+ Concealed +1 HIT ON 5+ Is Hit On 4+ Over 16”/40cm +1 HIT ON 5+ Is Hit On 4+ Over 16”/40cm +1 Concealed +1 HIT ON 6 33 . • Target Team is Concealed and Gone to Ground. SCORE NEEDED TO HIT The score needed to hit a Unit depends on its rating TANK TEAM'S VEHICLE MGS AND ROF as follows: A Tank Team's Vehicle MG Moving ROF is the same as its Skill Rating Is Hit On Halted ROF (ROF 3. If a Team is Gone to Ground and is also Concealed from a If a Team is Pinned Down (see page 41) or wishes to Assault Team Shooting at it. or Assault in their own to hit the targets. Each of the Tank Team's Conscript 2+ other vehicle machine-guns reduce their ROF to 1. modified as follows: A Team cannot Shoot if it moved at Dash speed. The • Shooting through Smoke. roll Teams that did not Move. • The range to the targeted Team is over 16”/40cm. The Pinned Down ROF is the same as the Moving ROF unless noted otherwise in the Arsenal. 6) ROLL TO HIT GONE TO GROUND Once you have declared targets for the Teams in a Unit.FIRE. only one Tank Team's vehicle Trained 3+ machine-gun can shoot at ROF 3. addition. Sherman V’s modified Is Hit which shoot with On number in order to hit it. In When a weapon Shoots. later in the turn (see page 52). SCORE TO HIT The score To Hit is based on the target Team's Skill Rating NO SHOOTING (see Score Needed to Hit table). or used a Add +1 to the score to hit for each of the following: Follow Me or Cross Here order (see pages 24 to 25). roll one die for each point of ROF. Veteran 4+ Whether Halted or Moving. their 75mm gun’s With four targets to choose Halted ROF of 2. it must Shoot with its Moving ROF. Is Hit On 4+ from. An Armoured ANTI. Team is halted or Moved in the Movement Step. it picks the closest one as TO HIT 4+ it is the easiest to hit. noted otherwise in the Arsenal. turn and have not shot in this turn are Gone to Ground. Moving ROF is half the Halted ROF rounded down unless • Shooting at Night. see your Arsenal). • Target Team is Concealed (but not Gone to Ground). HALTED AND MOVING ROF • Shooting Team Moved Out of Command. Halted ROF 1 weapons have Add +2 to the score to hit if: a Moving ROF 1 and use the ROF 1 Weapons special rule (see page 67). Shoot. The ROF stated in the Arsenals is the Halted ROF. the Team is harder to hit. all Teams are Gone to Ground at the start of the The ROF of a weapon changes depending on whether the game unless otherwise specified. IS HIT ON RANGE Platoon has TANK movedPOWER VETERAN 4+ Smoke into range of a This Panzer IV H needs to Platoon of Panzer equal or exceed the targeted IV H tanks.

The hits must If the score needed to hit is 8 and the die roll is 6. Gun. and assign the Type (Tank. and 1. you can the same Unit. then the be assigned to Teams that are: shot scores a hit on a further roll of 6. 2 The shooting player must 1 assign the remaining hits evenly The shooting to tanks from the Unit within player must 6”/15cm of the target team. the Shooting player may select Because most Units have the same w ­ eapons in each another Unit and assign hits between them as if they were Team and often all need the same score to hit. Don’t panic When an HQ Unit or Independent Team (such as an though—you don’t always have to roll each die separately. 34 . • within 6”/15cm of the target Team. The Panzer Platoon scores four hits on the Sherman V Armoured Platoon. then the Once all of the Unit’s Teams have rolled to hit. Hits must still be assigned using the normal often (with your opponent’s agreement) roll all the dice rules. order to be assigned a hit. cannot hit. 1 2 6”/15cm 2 3 3 The fourth tank is too far away from the targeted vehicle. you would immediately Team or Teams that targeted it. the Shooting shot scores a hit on a further roll of 5+. For example. so the shooting player assigns an additional hit to the second tank. and Teams from the other Unit must be of the same for a Unit’s shooting at the same time. bined Hits from a Unit must also be assigned evenly. • a valid target for the Team that scored the hit. or Aircraft) as the If you are re-rolling a die requiring a 7 or 8. then the shot • part of the same Unit as the target Team. Observer) has been targeted. if you had three dice and were trying to get A target Team must be assigned at least one hit from the 7 and your rolls were 6. TARGETS REQUIRING 7 OR MORE TO HIT 7) ASSIGN HITS If the score needed to hit is 7 and the die roll is 6. taking it slowly and resolving the shooting one Team at a time makes complicated situations much simpler than they appear at first glance. Gun. • of the same Type (Tank. You now re-roll the two misses. Infantry. all of them targeted at the closest tank. SPEEDING THINGS UP HQ UNITS AND INDEPENDENT TEAMS Shooting can involve lots of die rolls. 6. and initial roll (needing a 6) and the further roll as a single roll. Infantry. you would have scored one hit and two the same number of hits from that type of weapon. The com- misses. In some cases however. Hits from a weapon must be make the further rolls (needing 5+) for the two 6’s. treat both the target Team. If those assigned evenly so that each Team has (as close as possible) rolls were 6 and 3. player assigns the hits from the Shooting Unit. If the score needed to hit is 9 or more. or Aircraft) as the target Team in hits as normal. assign the first hit against the targeted tank.

or Aircraft) that could Occasionally. The hits must still be allocated can help to use different coloured dice for each shooting according to the Assign Hits rule (page 34) after the Team so that your opponent can see which hits can be swap. again. or to placing one hit on the target Team. enemy Teams each of your shooting Teams can hit. the British player swaps all of the hits on the second tank for all of the hits on the third tank. the British player attempts to swap its hits with those on the second tank. and it seems a bit unrealistic that their gunners seem to manage to pick the most important one every time! As the third tank is at long range. The rule is there for those odd situations where it really matters which team your opponent hits. • On a roll of 3+. It Team to the other Team. If they fail in any your tanks your opponent shoots at. and continue to do so often as in most cases it makes little difference which of as long as they make the 3+ roll required. they can then attempt to swap hits You won’t need to use the Mistaken Target rule very between a different pair of Teams. 35 . the player swaps all of the hits on each making the Mistaken Target rule a bit tricky to use. Shooting Team. how the terrain is placed will limit which have been assigned hits (whether it was or not) and rolls a die. hit allocation comes down • within 4”/10cm of either of the selected Teams. needing to score 3+ to do so. all remaining hits stay where they were allocated. • within 8”/20cm if the selected Teams are Tank Teams. so less vulnerable to penetration (see Roll Saves on page 36). You will not need to use this rule for most of your shooting. TOO CLOSE FOR ERROR DOING IT THE EASY WAY The target player cannot use the Mistaken Target rule if the In most cases (especially if you targeted a Team in the Shooting Team is: middle of the enemy Unit). the owning player may select another Unit Teams like heavy weapons by reassigning hits to other and use the Mistaken Target rule to swap hits between them Teams representing misidentification of their target by the as if they were the same Unit. This is a complex situation to give us an opportunity to use the Mistaken Target rule. The player selects a Team that was hit and another Team of KEEPING IT SIMPLE the same Type (Tank. Infantry. With a roll of 5. Once a hit has been swapped it cannot be swapped swapped between possible targets. attempt to swap. Any hits that cannot be legally swapped remain on the original Team. giving each of the Unit’s Teams a hit until you run out of hits. HQ UNITS AND INDEPENDENT TEAMS MISTAKEN TARGET When an HQ Unit or Independent Team (such as an The targeted player may attempt to protect valuable Observer) is hit. WHEN TO USE MISTAKEN TARGET If the player succeeds. Gun.

it hits the hull. Otherwise they use the Side armour rating. 36 . if it has one. rating for its Armour Save. the front of the hull or turret (whichever was hit). which will use its Side armour rating against it. over 16”/40cm. against it. so each shot. ROLL SAVE • On a score of 4+. On a score of 4+. the owning • Otherwise. the shot hits the turret. This Panzer IV H is in front of the turret of This Panzer IV H the M4A3 (76mm) Sherman. which use its Side armour rating will use its Front armour for its Armour Save. the M4A3 (76mm) the M4A3 (76mm) Sherman will use its Front armour rating as the Sherman will use its shot hit its turret. If the Shooting Team is in the front or side of both the hull and turret (or you are shooting at a turretless tank). They roll a die and add: If the firing Team is entirely in front of a line drawn across • The Team’s Armour rating. so the German player rolls a die for turret and its hull. but to the side is in front of both its of its hull. they first roll a die to determine whether the shot hits the hull or the turret. player takes an Armour Save. which will the front of the Marder. This Cromwell is at least This Cromwell is entirely in partly behind the front of front of a line drawn across the Marder. When an Armoured Tank Team is assigned a hit. you do not need to roll to see which was hit as the ARMOURED TANK TEAM SAVES Armour rating of both are the same. the oppo. This Panzer IV H is behind the front of both the turret and the hull of the M4A3 (76mm) Sherman. Otherwise it will use its Side Front armour rating armour as the shot hit its hull. 8) ROLL SAVES NO NEED TO ROLL The targeted player rolls a save for each hit. • An additional +1 if the range between the Team nent uses their Team’s Front armour rating when rolling their that scored the hit and the Team making the save is Armour Save. When the Shooting player hits a turreted Tank Team.

so both shots may be effective. If your opponent’s Armour Save exactly equals your weapon’s To determine the effect of the hit you must take a Firepower Anti-tank rating. If the Panzer IV H managed to Bail Out the Sherman V twice. To determine the effect of the hit you must take a Firepower • If the roll is lower than your weapon’s Firepower rating. the tank is Bailed Out. the tank is Destroyed. If the Panzer IV H scores its Firepower of 3+ on either hit. Roll another die. 37 . the shot failed to do significant damage to the tank but • If the roll equals or exceeds your weapon’s Firepower the crew still Bails Out of the tank fearing that the next rating. This equals the Panzer IV H’s Anti-tank rating. the tank is Destroyed. the crew panic and Bail Out. this gives both dice a total of 11. it would need to pass an immediate Remount Check or be Destroyed. your shot didn’t fully penetrate the tank’s armour. action unharmed. Roll another die. so the shot bounces off. If the Panzer IV H scores its Firepower of 3+. The first Sherman V rolls a 2 and adds 6. they failed their Armour Save. This is less than the Panzer IV H's Anti-tank rating. giving a total of 8. it might • If the roll equals or exceeds your weapon’s Firepower still do some damage. The third Sherman V was hit twice and rolls 4 and 4. so the shot penetrates. This is more than the Panzer IV H’s Anti- tank rating of 11. Test. Otherwise it is unharmed. otherwise it is Bailed Out. EXCEEDS ANTI-TANK RATING • If the roll is lower than your weapon’s Firepower If your opponent’s Armour Save roll is greater than your rating the shot has no effect and the tank continues in weapon’s Anti-tank rating. The second Sherman V rolls a 6 and adds its armour rating of 6 for a total of 12. their Armour Save is successful. The shot has no effect. Adding the armour rating of 6 and an additional +1 for the range being over 16”/40cm. rating. The Panzer IV H's In this case. having bounced harmlessly off the tank’s armour. LESS THAN ANTI-TANK RATING If your opponent’s Armour Save is less than your weapon’s EQUALS ANTI-TANK RATING Anti-tank rating they failed their Armour Save. Although test. all of the saves are using RANGE 75mm gun has an the Sherman V's front armour of 6. The British player rolls an Armour Save for each hit. shot might do worse. Anti-tank rating of 11 and a Firepower rating of 3+.

(including Shooting. The third Cromwell IV rolls a 1. A Unit’s Remount rating is the same as its Motivation unless modified by a special rule. rating (or its Remount rating if different). However. COMMANDER’S LEADERSHIP the shot has no additional effect on the tank. at the start of any Step. so it Remounts. or Follow Me orders) or fight roll a die for each Bailed Out Tank Team. less 1 for Protected Ammo). removing its Bailed Out marker. Their Bailed REMOUNT RATING Out tank then replaces their new one in its original Unit. The re-roll is a 5. they may. removing its Bailed Out marker. Formation Commander 6”/15cm The first Cromwell IV rolls a 1 and remains Bailed Out. The second Cromwell IV rolls a 4 and Remounts. the crew Remounts their tank. Shoot and Scoot. and the Team is Destroyed. ing the Commander’s own Tank). 38 . If a Unit Leader or Formation Commander is Bailed Out • Otherwise. swap to another Tank Team within 6”/15cm that is under their command. its Commander is within 6"/15cm. Re-roll all failed attempts to Remount for Tanks whose • Otherwise. Reluctant 5+ • If the score is greater than or equal to the Team’s Motivation rating (or its Remount rating if different). firing Artillery Bombardments. the Team remains Bailed Out. so need to roll a 3+ to remove their Bailed Out markers. Blitz Move. BAILED OUT AGAIN Motivation Rating Remount Rating Each time a Tank Team that is already Bailed Out would be Fearless 3+ forced to Bail Out again (whether from Shooting or from Assault or any other reason). BAILED OUT TANK TEAMS REMOUNTING BAILED OUT TANK TEAMS Bailed Out Tank Teams may not move (including issuing During the Starting Step (page 16) at the start of your turn. so it can re-roll failed attempts to Remount. A Unit of Cromwell IV tanks starts its turn with all of their tanks Bailed Out. and • If the score equals or exceeds the Tank Team’s Motivation fighting in Assaults) until the crew Remount the tank. the crew decides that it’s too dangerous to Commander is within 6”/15cm and in Line of Sight (includ- hang around. They have a Remount rating of 3+ thanks to their Protected Ammo (Motivation Confident 4+. roll a die instead of placing Confident 4+ another marker. The Team can now act as normal BAILED OUT LEADERS AND COMMANDERS this turn.

Type Save • If the roll is lower than the weapon’s Firepower rating. The German infantry took three hits. by a Building. Destroyed. or similar bulletproof terrain is in rating. Aircraft 3+ Save the cover protects the Team from harm. the aircraft survives unharmed apart from some holes in the wings. it is the bodywork. BULLETPROOF COVER • Otherwise. rating of ‘-’) is assigned a hit. • If the result is at least the Team’s Infantry or Gun Save. The Infantry teams roll their Infantry Save of 3+ for each hit. the tank survives unharmed apart from some holes in • Otherwise. • If the result is at least the Team’s Unarmoured Tank Save. One of the Rifle/MG teams behind the wall fails its save. Bulletproof Cover (page 21). Crater. the Team survives largely unharmed. Stone Wall. the target Team is Destroyed. the owning When an Unarmoured Tank Team (one with a Top armour player rolls a die. the target Aircraft is Destroyed. the owning player rolls a die. As it is in Bulletproof Cover. unless the Team is in Bulletproof Cover. fails its save and is Destroyed. 39 . AIRCRAFT SAVES • If the roll equals or exceeds the weapon’s Firepower rating. an Infantry or Gun Team in Bulletproof Cover. the British player needs to roll the This Rifle/MG team in the open shooting weapon’s Firepower number or higher to Destroy it. the owning player Light Gun and Medium Gun 3+ Save rolls a die. • Otherwise. Trench Line. • Otherwise the Aircraft survives unharmed and con- The Shooting player must roll a die for each unsaved hit on tinues its attack. Hill. INFANTRY SAVES UNARMOURED TANK SAVES Infantry Type Infantry Save Type Save Heavy Weapon 3+ Save Unarmoured Tank 5+ Save Infantry 3+ Save Unarmoured Tank with Gun Shield 4+ Save Cavalry 3+ Save Recce Unarmoured Tank 4+ Save GUN SAVES AIRCRAFT SAVES Gun Type Gun Save When an Aircraft is assigned a hit. Bocage • If the roll equals or exceeds the weapon’s Firepower Hedgerow. INFANTRY AND GUN SAVES UNARMOURED TANK SAVES For each hit on an enemy Infantry or Gun Team. it is Destroyed. the shooting player must roll a die for each An Infantry or Gun Team that is in Foxholes or Concealed unsaved hit. Heavy Gun and Immobile Gun 4+ Save • If the result is at least the Team’s Aircraft Save.

DESTROYED TEAMS KILLING COMMANDERS Leave Destroyed Tank Teams on the table as Wrecks. consult the SWITCHING TO ANOTHER TEAM rules on page 23 to find the effect on the Passengers. representing smoke and flame from internal fires. the HQ Unit within 6”/15cm as the new Formation Mark a wreck by placing a plume of smoke on the model Commander. Leader Team. remove anoth- er friendly Infantry Team from their Formation within REPLACE DESTROYED UNIT LEADERS 6”/15cm and replace it with the Commander’s Team. the owning player rolls a die. the next in line for If your Tank Commander survives. the Commander is killed. the Unit ONLY ROLL ONCE remains leaderless until the Leader is replaced. Gun. and Aircraft Teams player can nominate another Team of the same type from from the table. PASSENGERS IN DESTROYED TRANSPORTS When a Team carrying Passengers is Destroyed. If your new leader is in a different type of tank or is armed with a different weapon. • Otherwise. A Formation If a Commander is Destroyed multiple times by a Unit’s Commander may appoint another Team from the Unit Shooting. For infantry it is easier since the Unit Leader is on a smaller base. Wrecks of Armoured Tanks are also Bulletproof Cover. The Commander now uses the same Type from the Unit within 6”/15cm as the new Unit characteristics of the new Tank Team. When a Formation Commander is Destroyed the owning Remove all Destroyed Infantry. slowing down tanks dashing across them. nominate another Team of the as the new Commander. but are • On a roll of 3+. If your leader is Destroyed. at the start of any of their turns. If there are provide Concealment as Short terrain. When a Unit Leader is Destroyed. the Commander still only needs to roll once to within 6”/15cm and in Line of Sight as the new Unit Leader see if they survive. so slow movement Tanks as Wrecks. KEEPING TRACK OF LEADERS It is a good idea to make your leaders easy to identify with different markings or a commander model for tanks. That way they are still easy to identify. If your Infantry Commander survives. you can use a Leader token to keep track of them instead if you want. If there are no suitable Teams close enough. and provide Concealment. Mark Destroyed Wrecks are Short Terrain. Commander is killed. friendly Tank Team from their Formation within 6”/15cm If a Unit Leader is Destroyed. Wrecks (ignoring the smoke plume) to another Team if there is one available. the Wrecks are Bulletproof Cover. Armoured Tank Team no Teams of the appropriate Type within 6"/15cm. 40 . the Commander survives and switches not Difficult Terrain. Terrain. nominate another command takes over. it is usually a good idea to pick a team with the same characteristics to be the new leader and then just swap the old leader for it. Wrecks are If they cannot do this.

the weight of fire may pin them down. Shooting Step to become Pinned Down. it is Pinned Down because it took at least five hits. INFANTRY. Motivation Rating Rally Rating Fearless 3+ Confident 4+ Reluctant 5+ 41 . For soldiers Armoured Transport. but they can move further away. • If the score is greater than or equal to the Unit’s Motivation • A larger Unit that started the Shooting Step with at rating (or Rally rating if different). and Unarmoured Tank Teams in a Pinned Re-roll all failed attempts to Rally from Pinned Down for Down Unit may not Move closer to any enemy Team in Line Units whose Formation Commander is within 6”/15cm of Sight. as long as all of the hits a die to do so: were inflicted in the same Shooting Step. must do so using their Moving ROF. The British infantry took seven hits. However. PINNED DOWN ARMOURED TANK TEAMS AND AIRCRAFT Even if you don’t manage to kill the enemy with your Armoured Tank Teams. Until the Unit Rallies. These hits can be from any in the Starting Step (page 16) at the start of your turn. and Aircraft cannot be Pinned Down. AND UNARMOURED TEAMS COMMANDER’S LEADERSHIP Infantry. Teams that shoot while Pinned Down. enemy Teams. and even shooting is difficult. they may Dig In or retire away from visible Commander’s own HQ Unit). GUN. Passenger Teams mounted in an Shooting. Gun. and Unarmoured Tank Team RALLY RATING Shoots using its Moving ROF. Gun. RALLYING FROM PINNED DOWN • A Unit becomes Pinned Down if it takes at least five hits If your Unit is Pinned Down. the Unit recovers fully least twelve Teams needs to take at least eight hits in the and is immediately ready to continue the battle. nor Move into Line of Sight of any other enemy and in Line of Sight of the Unit Leader (including the Team. • Otherwise. whether it Moved or not. A Pinned Down Infantry. the Unit remains Pinned Down. As an Infantry Unit. Roll source or combination of sources. its teams cannot move toward visible enemy teams. under such intense fire. forward progress is impossible. whether they move or not. A Unit’s Rally rating is the same as its Motivation unless modified by a special rule. you may attempt to Rally it in a single Shooting Step.

each hit places a 2”/5cm Smoke remains in place. These both for Shooting and Bombardments. the Smoke When a Team fires smoke. The Smoke adds a +1 To Hit penalty when shooting at the Panther. and many men who are willing to risk a bullet will turn tail and run rather than burn. required to pass a Remount by 1. Flame-thrower Teams retain their Arsenal ratings. FIRING SMOKE EFFECTS OF SMOKE Before Shooting normally. a Unit may elect to fire smoke. and Hits Top Armour special rules. through. weapons cannot shoot after doing this. They are terrifying weapons to face. Soviet Flame-thrower Tank Teams may Breakthrough Gun. or out of a Smoke ball always rather than armour-piercing or explosive ammunition. Each hit places a ball of smoke on the selected team. allowing the Team to Shoot as normal. Hits by Smoke cannot be reallo- cated with the Mistaken Target rule. any or all of its weapons that have that capability. shooting at it. All Smoke fired by a player is removed at the start of their next turn. Flame-throwers hit a Tank Team's Top Armour when Flame-thrower teams use all the normal shooting rules. 42 . but change their Anti-tank rating to 2. The British Cromwell IV CS is firing Smoke trying to blind the Panther as the infantry assaults. Teams shooting into. with suffer an additional +1 penalty on the score needed to hit. Gun and Unarmoured Tank Units hit by a Flame- thrower are automatically Pinned Down (see page 41). TANK FLAME-THROWERS Tank Teams with Flame-throwers cannot Charge into FLAME-THROWER ARSENALS Contact and must Break Off. FULL ROF WHEN MOVING PINNED DOWN IF HIT BY FLAME-THROWERS Flame-throwers do not reduce their ROF when moving. SAMPLE INFANTRY FLAME-THROWER TEAM Range ROF AT FP Notes FUEL TANKS 4"/10cm 2 2 1+ Breakthrough Gun. Full ROF When Tank Teams with Flame-throwers increase the number Moving. Marker (or ball of cotton wool) on the Team rather than causing any direct damage. the Fuel Tanks rule like normal Tank Flame-throwers. and Firepower to 1+. HITS TOP ARMOUR Flame-throwers can be Infantry Teams or Tank Teams. only instead of water Tank Flame-throwers with Fuel Trailers are not affected by they spray burning fuel. FLAME-THROWERS FUEL TRAILER Flame-throwers work like fire hoses. Hits Top Armour. but provides the assaulting infantry the same protection as well. Charge into Contact and may Counterattack. If a Team that has been hit by Smoke moves. and use the As an exception. Infantry.

as an Ambush. invisible. the player that Destroyed it rolls a die. A leader can rally his men to advance into machine-gun fire. even when they shoot. All Snipers have the following characteristics. are the stuff of legends. They usually work in pairs. Snipers are Independent Infantry Teams and always rated as PERFECTLY CAMOUFLAGED Confident Veteran. Weapon Range ROF Anti-tank Firepower Sniper teams are Concealed and Gone to Ground. Once in position they wait • On a score of 4+.Snipers. 43 . Snipers are excellent shots. waiting for their prey to come into their sights. Sniper rifle 16”/40cm 1 0 4+ A Sniper team may not fire if there are any friendly Teams EXPERT SHOT within 4”/10cm. they knock out the sniper. Although snipers don’t kill as many soldiers as a machine- gun. making it difficult to keep up the momentum of attacks. a smart sniper realises by a Sniper Team is automatically Pinned Down. shooting anyone who moves. the Sniper team slips away and can be placed back on the table again from the start of your next turn Sniper teams are never deployed at the start of the game. The pair spends hours lying hidden. One shoots while the other spots. with one shot they bring the enemy down. • Otherwise. Instead. A good sniper’s hide is chosen so that the sniper will remain Snipers are armed with a sniper rifle. telling them if they were high. They are also in Bulletproof Cover. patiently for their prey. low. the game’s up and gets out. but even the act of waving your men forward means death in the face of a skilled sniper. Any platoon hit If the enemy discover the sniper’s hide. or right. they are held off table and deployed as an Ambush (see page 95). even when they shoot. solitary hunters with telescopic sights on their rifles. However. DRIVEN OFF A Sniper may re-roll any failed Roll to Hit. as the presence of these troops will give away their hide. SNIPER’S HIDE If a Sniper team is Destroyed. Then. moving stealthily into their chosen hide. Snipers sneak out in the darkness before dawn. the personal nature of their shooting makes them far more fearsome than an indiscriminate machine-gun. left. Sniper Teams can be placed in your own Deployment Area or No Man’s Land and must be placed in Terrain that provides Concealment. unable to move.

a score of 4+. LIMITED AIR SUPPORT A Limited Air Support Aircraft Unit has two aircraft. and strafe the enemy on the ground. 44 . Bombs have of a range of 6”/15cm. PRIORITY AIR SUPPORT Rockets and Bombs shoot as Artillery and use the adjusted A Priority Air Support Aircraft Unit has three aircraft. A Sporadic Air Support Aircraft Unit has one aircraft. easier to use and understand. Just before an Aircraft attacks. Ground attack aircraft bomb. Aircraft Cannons have SPORADIC AIR SUPPORT a Rate of Fire 2. making them is placed on the table as normal. Close Air Support arrives on a score of 3+. Anti-aircraft weapons at it (see page 27). picture to them. Otherwise the enemy Aircraft Unit more in common with the rest of the rules. Your battle is just one small part of the big start rolling until the Unit arrives from Reserve. the Aircraft Unit arrives and will be placed any- where on table in the Movement Step as long as the Aircraft BOMBS AND ROCKETS stand can be placed flat on the table or suitable terrain. However. Cannons. NUMBER OF AIRCRAFT TEAMS AIRCRAFT WEAPON RANGES AND RULES We’ve linked the type of air support to the number of MGs. Aircraft are Veteran Skill rating. Measure all weapons ranges from the aircraft model on the table. Aircraft in the previous edition of Flames Of War had very On a roll of 5+ the enemy Aircraft Unit is intercepted and different rules. rocket. to use the intelli- gence briefings’ Air Support your have to follow a few steps CLOSE AIR SUPPORT to convert their rules. AIRCRAFT ARE HIT ON Aircraft are Hit On 5+. However. AIRCRAFT FROM INTELLIGENCE FIGHTER INTERCEPTION Players with Fighter Interception may roll a die immediate- HANDBOOKS ly after their opponent’s successful roll to receive Aircraft. you only shoot one type of weapon during a turn and your can indicate the number of aircraft in your Unit by placing must declare what that weapon is for all the Aircraft in the a blue aircraft dice on the stand to indicate the number Unit before you roll for Aircraft arrival. AIRCRAFT AIRCRAFT IN RESERVE The air force has many tasks across the breadth and depth of If the Aircraft Unit is held in Reserve (see page 96). do not the enemy forces. of aircraft. so the aircraft supporting you will often be called away to more urgent tasks. Any casualties they suffer carry over when the At the start of each turn. Aircraft Teams in your Aircraft Unit. You can As many players may have only one aircraft model. Anti-tank and Firepower ratings. while fighters protect your troops by intercepting enemy aircraft. AIRCRAFT WEAPONS ROF Aircraft MGs have a Rate of Fire 3. and Rockets have a range of 8”/20cm. On Unit returns to the table. shooting as Artillery with Bombs and Rockets. the owning player may roll a die. A flight of Aircraft Teams uses one Artillery Template when Aircraft shoot or bombard as normal in the Shooting Step. This edition has Aircraft rules with much is not placed on table. instead of 4+. CHOOSING WEAPONS MODELS Some Aircraft have a choice of different weapons. Only Teams from the Aircraft Unit can Spot spot for their bombardment. the enemy can shoot their they suffer no penalty for having only 1 or 2 weapons firing. AIRCRAFT DEPART All Aircraft are removed from the table at the end of the AIRCRAFT ARRIVAL Shooting Step.

like rocket launch- ers. If a Unit fires a Bombardment. Select Aiming Point (see page 46) A Spotting team must not have Moved or attempted to Dig In. Most Artillery weapons have both a normal shooting line and an artillery line in their Arsenal entry. Roll Saves (see page 48) be Spotted for by one of the Aircraft in the Unit. 5. attempted to Dig In. particular target directly. Pin Down Target (see page 49) 2) CHECK RANGE Artillery weapons are designed to bombard an area with a Weapons can only fire a Bombardment at an Aiming Point deluge of explosive shells rather than attempting to hit a within their Range and in their Field of Fire. but can fire in the Bombardment 4. Teams cannot fire a Bombardment if they Moved (unless they are Aircraft). Roll to Range In (see page 47) SPOTTING FOR AIRCRAFT 6. Teams that fire a Bombardment cannot Assault this turn. Rotate to Face (see page 47) it is Spotting for. all of its Teams with Artillery weapons must either fire as part of the Bombardment. a Formation HQ Team. are in a Building. There the armies of Europe learned the art of massed artillery fire to smash enemy defences and cut them off from their reserves. Roll to Hit (see page 48) An Artillery Bombardment from an Aircraft Unit can only 7. Pick Spotting Team (see page 45) of shot and correct the guns on to target. or not fire at all. or are Pinned Down. but extremely deadly. A Unit with Artillery weapons is an Artillery Unit. or a 2.The ancient science of artillery reached its destructive pinnacle in the bloody stalemate of the First World War. failed a Blitz Move order. A Spotting Team can be one of the firing Teams. Their technique was slow and methodical. 8. Check Range (see page 45) specialist Observer. Spotting Team Artillery Unit 45 . 3. 1) PICK SPOTTING TEAM ARTILLERY SEQUENCE An Artillery Bombardment needs a Team to Spot the fall 1. Other Teams can still Shoot as normal. cannot Shoot or Assault. Artillery units can select any point on the table that their Spotting Team can see as their Aiming Point. can only fire bombardments and cannot shoot normally. WHO CAN BOMBARD Any Team that has an Artillery weapon (indicated by a ROF of ‘-’ or a Arsenal Weapon line ‘Firing Bombardments’) may fire a Bombardment instead of Shooting. Aircraft can spot for their own Bombardment while moving. You must choose to use one or the other each turn. Some.

Centre the Template over the Aiming Point with the sides Aircraft may not place an Artillery Template within 8”/20cm pointing towards the Bombarding Unit. The German player places the Aiming Point in the centre of the target to catch The sides of the Template point back to the bombarding Unit. 4”/10cm 46 . 3) SELECT AIMING POINT DANGER CLOSE Pick a point on the table within Line of Sight of the Spotting To reflect the danger of dropping shells too close to your Team and place the firing Unit’s Ranged In marker on it to own positions. within 4”/10cm of friendly Teams. you may not place an Artillery Template mark it as the Aiming Point of the Bombardment. If there were German infantry close to the Soviet tanks the German player would need to select a different Aiming Point so that the edge of the Template is not within 4”/10cm of the infantry. TEMPLATE SIZE The Artillery Template is 6”/15cm square. A Heavy Artillery Battery is bombarding the T-34/85 tank company using an Artillery Template. but do not restrict the placement of their own Template. as many tanks as possible. of friendly Teams.

but it still rotates to point at the Aiming Point. use the worse rating to Range In. The Artillery Unit that Terrain features or any part of a Smoke Screen. was attempting to Range In cannot Shoot. 4) ROTATE TO FACE RANGING IN WITH A LESS-SKILLED TEAM The Artillery Teams Rotate to Face the Aiming Point. A Heavy Artillery Battery has a Skill rating of Veteran which is 3+. and are not Gone RANGING IN AT NIGHT to Ground. they cannot make further Ranging In attempts Night. The Spotting Team may make up to three attempts to Range In the battery. It Ranges In on its first attempt. it may use its remaining attempts to Range 5) ROLL TO RANGE IN In another Artillery Unit that it can Spot for on the same A Spotting Team can make up to three attempts to Range In or a different Aiming Point. Third attempt: Second attempt: +2 penalty to hit. Skill ratings (or Ranging ratings if they have them). 47 . This If the Spotting Team and the Artillery Unit have different is a free rotation as part of Shooting. the less accurate its bombardment will be. it cannot fire as part of the Bombardment. Assault. go on to the RANGING IN NEAR TERRAIN next attempt. but does add +1 to the score required to Range In. so will not suffer any penalty to hit. the ranging attempt missed. The more attempts it takes to Range In. The Spotting team succeeds on the third attempt. and is not Movement. Add +1 to the score required to Range In if the Aiming Point If the Spotting Team fails all three attempts to Range In. it has successfully Ranged In. • Otherwise. If the Aiming Point is outside of the weapon’s Field of Fire. or fire an Artillery Bombardment this turn. This Artillery Unit will suffer the artillery on its Aiming Point. Skill rating. is placed so that the Template will cover any Short or Tall remove the Ranged In marker. This is in addition to any penalty for Ranging In near Terrain. The infantry guns will have a +2 penalty on their rolls to hit. Having successfully Ranged In the Heavy Artillery Battery. +1 penalty to hit. this turn. Roll a die for each attempt: the normal penalty for Ranging In on the second or • If the score is greater than or equal to the Artillery Unit’s third attempt. RANGING IN ADDITIONAL BATTERIES If the Spotting Team successfully Ranges In in less than three attempts. the Spotter uses its remaining attempts to Range In an Heavy Infantry Gun Platoon. A Spotting Team does not need to roll on the Night Visibility Once a Spotting team has made their three attempts to Table (see page 90) when Spotting for a Bombardment at Range In.

and light must re-roll successful rolls To Hit. Ranging In on the first attempt means that there is no penalty on the roll to hit. taking it slowly and rolling for one Team at a time makes com- 1 OR 2 WEAPONS FIRING plicated situations easier to handle. 6) ROLL TO HIT SPEEDING THINGS UP Roll a die for each Tank. team under an artillery bombardment. Infantry. Conscript 2+ Teams behind Stone Walls. In cases • Add +2 if Ranged In on Third Attempt. special- If the Artillery Unit only has one or two weapons firing. Bocage Hedgerows. 7) ROLL SAVES SCORE NEEDED TO HIT Roll Saves for Teams that have been hit in the same way The score needed to hit a target Team depends on its as for Shooting (see pages 36 to 39). 48 . or Gun Team caught at Although the rules suggest rolling individually for each least partly under the Template. such as where it matters which Team is hit. Skill Rating Is Hit On BULLETPROOF COVER AND BOMBARDMENTS Veteran 4+ An Infantry or Gun Team that is in Foxholes or in a Building. Because the Artillery Template covers part of the crop field. and assign the • Add +1 if Ranged In on Second Attempt. hits in any manner agreeable to both players. 5 OR MORE WEAPONS FIRING MIXED BOMBARDMENTS If the Artillery Unit has five or more weapons firing. bazookas. and the worst Firepower rating of all the types of weapon. Either way. modified as follows: teams of the same type at the same time. and similar linear terrain are not in Bulletproof Cover from an Artillery Bombardment. of different Artillery weapons use the lowest Anti-tank rating. the score needed to Range In is increased by +1 to 4+. mortars should always be rolled for separately. except that Armoured rating as follows: Tank Teams use their Top armour rating. you can often The score to Hit a Team under the Template is shown as the (with your opponent’s agreement) roll the dice for all Is Hit On number below. Trained 3+ Crater. you ist teams such as anti-tank rifles. or similar bulletproof terrain is in Bulletproof Cover. you When an Artillery Bombardment is fired by a combination must re-roll failed rolls To Hit.

so will not suffer the penalty do this we have increases the Artillery Bombardment for Ranging In on the second or third attempt. BOMBARDMENT FIREPOWER AND ANTI-TANK RATINGS One of the new changes to Flames Of War is how artillery REPEATING BOMBARDMENTS works. To Hit will suffer a +1 penalty to the score required To Hit as Consult your Arsenal from your Intelligence Handbook if the Spotting Team had Ranged In on the second attempt. If both sides have Artillery. so that artillery Ranged In. their Armour Saves against Artillery. Unit’s current Aiming Point at the start of the game. The shooting player must roll a die for each unsaved hit on PRE-PLANNED ARTILLERY TARGETS an Infantry or Gun Team in Bulletproof Cover. than good man- to see the Aiming Point. HIT The German player rolls one die for each T-34/85 tank under the Template. they will always remove their Ranged In marker 1 0 6 4+ between Bombardments. the target Team is Destroyed. To reflect this we have adjusted the Artillery If the Spotting Team cannot see the Aiming Point. the German player would have to re-roll any successful rolls The T-34/85 tanks use their Top armour of 1 for to hit. agement. IS HIT ON TRAINED 3+ The Heavy Artillery Battery Ranges In on its first attempt. The anti-tank rating have also shifted to reflect the role of but it may be a different Team from the one that originally the artillery in combat. To the Repeated Bombardment. it immediately removes its Ranged In marker from the table. This combined with the Repeat Bombardment rules makes artillery a more trou- SPOTTING FOR A REPEAT BOMBARDMENT blesome prospect for static infantry and gun positions. The Repeated Bombardment still requires a Spotting Team. after Objectives and Minefields have been placed. it automatically Ranges In on its first attempt for would be more effective against Infantry and Guns. Because the Artillery Unit is already (including Aircraft Bombs and Rockets). A hit on a tank from an artillery Ranged In on the Aiming Point and doesn’t need to be able bombardment is more about good luck. all rolls Bombardment Anti-tank Ratings. An Artillery Unit that is not in Reserve may place its Ranged • If the roll equals or exceeds the weapon’s Firepower In marker anywhere on the table at the start of the game number. Part of this was to look at the Firepower and Anti- An Artillery Unit may Repeat a Bombardment by using its tank ratings of Gun Teams firing Artillery Bombardments current Aiming Point. 6 3 1+ 1+ 5 3 2+ 2+ MOVING REMOVES RANGED IN MARKER 4 3 3+ 3+ If an Artillery Unit moves (including when it uses a Blitz 3 2 4+ 3+ Move or Shoot and Scoot). to see the values and use the new values below. Firepower of Artillery weapons. The score to Hit is the HIT T-34/85 tanks’ Trained Is Hit On number of 3+. RE-ROLL INFANTRY AND GUN SAVES Arsenal Adjusted Arsenal Adjusted Infantry and Gun Teams must re-roll successful Saves when Anti-tank Anti-tank Firepower Firepower hit by a Repeat Bombardment. but before • If the roll is lower than the weapon’s Firepower rating. Deployment. 49 . the Defender places their Ranged 8) PIN DOWN TARGET In markers first. Gun. Since Aircraft must move 2 1 5+ 4+ every turn. This Ranged In marker indicates the Artillery the cover protects the Team from harm. MISS If there were only two guns firing. Infantry. and Unarmoured Tank Units hit by an Artillery Bombardment are automatically Pinned Down (page 41).

50 . just like ordinary artillery). they fire all of your tape measure. NUMBER OF WEAPONS FIRING AND ROLLING TO HIT Rocket Launchers only count the number of actual Teams firing when determining if they re-roll rolls To Hit. who respond in their usual brutal fashion by pounding the target until all movement ceases. every American and British division had light aircraft oper- ating as AOP’s giving them unequalled artillery observation capability. An Air Observation Post (AOP) is an Independent Observer Aircraft Team (see Observers on page 6). just measure out the area with rocket at a time. Due to the difficulties in flying an aircraft and locating tar- gets at the same time. Unlike other aircraft your AOP Aircraft automatically arrives in your Starting Step. Before it attempts to spot your opponent my conduct Anti-aircraft fire against it. ROCKET LAUNCHERS ROCKET LAUNCHERS Salvo rocket launchers fire bombardments just like any other You don’t need any special template to use your Rocket artillery. the pilot would keep the AOP nearby. 15CM/6” NUMBER OF WEAPONS FIRING AND SQUARE TEMPLATE SIZE Some Rocket Launcher Teams are listed as counting as two or even four weapons when firing. an American L4 ‘Grasshopper’ DOUBLE-WIDTH AND DOUBLE-DEPTH or British Auster liaison aircraft operating as an air obser. These now count as one DOUBLE-WIDTH Team for calculating re-rolls To Hit. it may instead act as a Spotting Team for an Artillery Unit. Instead of shooting like other aircraft. After ranging in as usual (usually by firing a single Launcher Artillery Unit. the AOP aircraft model (ignoring the 30CM/12” flight stand) must be within 16”/40cm of the Aiming Point. By D-Day. you must use a Double-width and Double-depth ‘Devastating Bombardment’ Template. AIR OBSERVATION POSTS ON TABLE The AOP benefits from its height by allowing it to re-roll the An Air Observation Post never really goes away like third attempt to Range In if it failed on that attempt. but count as the number ARTILLERY TEMPLATE of weapons for Artillery Template size. normal aircraft. you must use a Double-width Template. If an Artillery Bombardment is being fired by Rocket Launchers all of which count as two or more weapons. SQUARE Line of Sight from an AOP is taken from any part of the aircraft model. If an Artillery Bombardment is being fired by Rocket Launchers all of which count as four weapons. You might like to leave your AOP on the table so you remember it is available for next turn. Without any on-board guidance system the rockets of World War ARTILLERY II could not hope to match the accuracy of conventional TEMPLATE artillery and very big salvoes would simply be spread across a wider area. Any TEMPLATE movement at all is instantly spotted and radioed back to the field artillery. Rockets are notoriously difficult to control in flight. ‘DEVASTATING BOMBARDMENT’ ARTILLERY vation post (AOP) is the bane of German soldiers. 15CM/6” X 30CM/12” AIR OBSERVATION POST Flying low over the front line. their rockets in one massive salvo.

Each such Artillery 2”/5cm Smoke Markers (or balls of cotton wool) that is Unit may do this once per game. 51 . except that there fire fewer weapons to produce a shorter screen if you wish. they may attempt to fire a Smoke Bombardment again later in the game.5cm howitzers successfully Range In. 4”/10cm long for each weapon firing as a Smoke Screen.5cm Artillery Battery of three guns fires a Smoke Bombardment to screen the panzers from flanking fire by the SU-76 assault guns. Enormous amounts of these shells must be fired onto a small area to create a smoke screen large and dense enough to provide complete concealment for your troops. the Aiming Point and may be placed on any angle. is no modifier for Ranging In near Terrain and no Danger Close restriction. Teams shooting through or into a Smoke Screen always suffer an additional +1 penalty on the score needed To All Smoke fired by a player is removed at the start of their Hit for Shooting and on the score needed to Range In next turn. Because the Range to the Panzers is more than 6”/15cm.A smoke screen is created by firing shells filled with chemicals that burn quickly. through. are nowhere near as dense and complete and cannot be maintained indefinitely. So two guns will produce a line 8”/20cm long. In. The Lines of Sight into. The line starts at Shooting Step before all other fire. so 12”/30cm for the German player places three weapons 12”/30cm 2”/5cm 12”/30cm (4”/10cm per gun) of smoke screen on the table. place a line of of a normal Artillery Bombardment. If the Bombardment is successfully EFFECTS OF SMOKE SCREENS Ranged In. while still impressive and quite effective. Aiming Point 4”/10cm 8”/20cm The 10. A 10. place a Smoke Screen on the Aiming Point. If the Unit fails to Range blocked unless the Range is 6”/15cm or less. You may Use the normal Artillery rules to Range In. while five Smoke Bombardments must be fired at the beginning of the guns will produce a line 20”/50cm long. Bombardments. the SU-76 assault guns will have to move if they want to shoot at the panzers. SMOKE BOMBARDMENTS SMOKE SCREENS Some Artillery units can fire a Smoke Bombardment instead When a Unit fires a Smoke Bombardment. or out of Smoke Screens are Bombardment has no other effect. giving off clouds of dense white smoke. Impromptu smoke screens of the type called down by a commander during a battle.

LEADING FROM THE FRONT A Formation Commander and their HQ Unit can combine with a Unit from their Formation to conduct a joint assault. ASSAULT SEQUENCE 1. • a Heavy Weapon. it must use its Moving ROF (whether it moves or not). the combined Unit is treated as a single Unit having the higher of the two Units’ Counterattack values. until all of the Units have made their Assaults. Check if the Assault is Over (see page 57) 2. or A Team can shoot in the Shooting Step (but not fire an • Shoot at Aircraft in the previous enemy turn. and must target a Team within 8”/20cm of the Team it will Charge into Contact with when it Assaults. or that a Tank Team can Move • Move more than 10”/25cm at Tactical speed. within 2”/5cm of enemy Infantry or Gun Teams. For the duration of the Assault Step. When a Unit Assaults. Step. and rifle butts. Roll Saves (see page 57) In the Assault Step. Once you’ve finished assaulting with one of your Units. move on to the next. or close-combat weapons. SHOOTING BEFORE ASSAULTING • Spot for or Fire an Artillery or Smoke Bombardment. Roll to Hit (see page 57) 7. you assault with any or all of your Units WHO CAN ASSAULT one by one. Test to Counterattack (see page 57) 3. • Shoot at its Halted ROF. Opponent’s Defensive Fire (see page 55) 6. 52 . To do this. Counterattack or Break Off (see page 58) 4. its Teams move into con- In the Assault Step. attacking them with hand grenades. your troops charge the enemy in the Assault Step. then both sides take Team can Assault if it is not: turns at fighting at close quarters with hand grenades and • Pinned Down. close-combat weapons. the Formation Commander and the Unit Leader must be of the same Type (Tank or Infantry) and must start the Assault Step within 6”/15cm and in Line of Sight of each other. An Assault is the only time an Infantry Team can Move within 2”/5cm of the enemy. If it does so. Once the Shooting Step is completed. Artillery Bombardment) before Assaulting in the Assault and its Unit has not already Assaulted this turn. • Use a Movement Order other than Follow Me. and it did not: • Move at Dash speed. Charge into Contact (see page 53) 5. up close and personal. the enemy shoots defensive fire. an Armoured Tank Team or an Infantry tact.

contact enemy teams up to 4”/10cm into Contact. up to 4”/10cm into Contact with an enemy Team by the shortest route. so they halt at the wall. These Teams are now Assaulting Teams. A wall stops the Assaulting teams from touching the Defending teams. but are still in Contact as they are as close as they can possibly be. Teams that cannot make Contact cannot charge. can get to another Infantry Team from its own Unit that Unarmoured Tank Teams. or cannot Charge into Contact with enemy Tank Teams. WHO CANNOT CHARGE INTO CONTACT A Team is in Contact with an enemy Team if: Tank Teams cannot Assault other Tank Teams. and Transport Teams cannot is directly in Contact with an enemy Team. Then. move all Assaulting Teams that can directly Contact in two steps. 53 . Your Teams Charge into First. Remember. Charge into Contact at all. Heavy Weapons cannot Charge into Contact. so they • its front edge is as close as it can get to the enemy Team. move any other Assaulting Infantry Teams that can Contact an Infantry Team already in Contact up to 4”/10cm into Contact. an Assaulting Team must use its Moving ROF in the Shooting Step and must Contact a Team within 8”/20cm of the Team it shot at.1) CHARGE INTO CONTACT CANNOT MAKE CONTACT An Assaulting Unit Moves any of its Tank or Infantry Teams Teams that can’t Contact an enemy Team cannot Assault. Gun Teams. Independent Teams. • it is an Infantry Team and its front edge is as close as it Heavy Weapons.

This A13 Cruiser failed its Cross test. The A13 Cruiser tanks need to pass a Cross test to reach infantry across an obstacle. contact with the enemy. so fails to Contact the enemy and stops 2”/5cm away. This A13 Cruiser does not need to make a Cross test as it Charges into Contact around the wall. Two Panzer IV tanks need The first tank fails its Cross test it does not move. 54 . they halt their movement. Tanks also need to pass a Cross test each round while assaulting in Difficult Terrain. did not succeed in Charging into Contact. This A13 Cruiser passed its Cross test. so moves up to the wall into Contact with the enemy. to take Cross tests when they launch an Assault against British infantry in rocky terrain. If a Team but cannot be placed into Contact with an enemy Team was within 2”/5cm of an enemy Team when they failed the because of a line of terrain. place it immediately across the roll. ASSAULTING THROUGH TERRAIN If a Tank Team fails a roll to Cross terrain while moving into If the Assaulting Team successfully Charged into Contact. move it back 2”/5cm from the enemy to indicate that it terrain from the enemy and treat it as being in Contact. Teams cannot assault enemy troops that are in or across ter- rain that is Impassable to them. If they fail a Cross test during a Counterattack they must fall back 2”/5cm. The second tank passes its Cross test and moves into Contact.

and can only allocate hits to Assaulting Assaulting Teams are never in Bulletproof Cover from Teams within 8”/20cm. Defending Teams cannot fire Artillery Bombardments as CLOSING WITH THE ENEMY Defensive Fire. and a The Boys anti-tank rifle and the 2 pdr anti-tank Side armour rating of 3. so it can shoot in Defensive Fire. If an Infantry Team was in Contact with the enemy through As they are stationary. in which case they Shoot at their Moving ROF. gun both score hits on the attacking panzers. but may be Concealed. the Team block Line of Sight for Defensive Fire. remaining in Contact with the enemy. it can penetrate its Side armour rating. 8”/20cm One 2 pdr anti-tank gun is within 8”/20cm of the Assaulting tanks. While the anti-tank rifle cannot penetrate the tank’s Front armour rating. Defending teams Shoot at their Halted ROF unless they are Pinned Down. Defensive fire always uses the Side armour rating reflecting close-range fire at vulnerable areas of the attacking tanks. 55 . Each enemy Team within 8”/20cm of an Assaulting Team DEFENSIVE FIRE HITS SIDE ARMOUR (one that is in Contact with an enemy Team) is a Defending Tanks use their Side armour rating for any Armour Saves Team and Shoots as if it was their Shooting Step. The gun will be much more effective against the thinner Side armour rating. so the assault- ing player conducts their Defensive Fire as the Assaulting ing player cannot use the Mistaken Target rule. Each team shoots at a tank within 8”/20cm using their Halted ROF. In an assault the enemy is too close to mistake. against Defensive Fire. the other one cannot. the oppos. 2) OPPONENT’S DEFENSIVE FIRE NO MISTAKEN TARGET After the Assaulting Unit Charges into Contact. Defensive Fire. immediately occupies its place. Defending Teams must target an Assaulting Team NO BULLETPROOF COVER within 8”/20cm. even when the front of the vehicle is facing the Shooting Team. A Panzer III H has a Front armour rating of 4. Teams close into contact with them. Defending Infantry Teams do not a friendly Infantry Team that is Destroyed. The Jock Column shoots at the Panzer III tanks as they Charge into Contact.

The infantry teams Charge into Contact with two Panzer IV tanks. and If all of the Assaulting Teams are Tank Teams with Top • started its Charge into Contact Concealed by terrain. An Italian Bersaglieri The Italian Bersaglieri Platoon is Pinned Down and the Assaulting Teams Platoon launches an must Fall Back until they are more than 2”/5cm from the Defending Teams. armour 1 or 2. are Bailed Out or Destroyed by Defensive Fire. the infantry teams can sneak up on the tanks. The remaining Panzer IV tank can still shoot in Defensive Fire. • did not Shoot in the Shooting step. When a Unit Falls Back. These two tanks cannot shoot in Defensive Fire. and the Assault is over. they only Fall Back if two or more of them (or all of them if fewer). any Tanks that were Bailed Out by the Defensive Fire also Fall Back to reflect being hit while closing to contact. 56 . FORCING THE ASSAULT TO FALL BACK SNEAKING UP ON TANKS A Unit that takes at least five hits from Defensive Fire A Tank Team cannot conduct Defensive Fire (although other becomes Pinned Down and its Teams Fall Back the shortest Tank Teams in the Unit may) if any Assaulting Infantry distance necessary until its Teams are more than 2”/5cm Team that is in Contact with it: from the enemy. Assault against some British infantry. regardless of the number of hits they take. to become Pinned Down and Fall Back. Because they are Concealed and did not Move or Shoot this turn. least twelve Assaulting Teams needs to take at least eight hits • did not use any Movement Orders. Unfortunately the British manage to score five hits in Defensive Fire. A large Unit with at • did not Move in the Movement Step.

and Unarmoured Tank Teams hit in an A Unit hit in an Assault is immediately Pinned Down. The Boys anti-tank rifle and a MG Team both hit. Trained 4+ TANK ASSAULT # Conscript 5+ Some specialist Teams have a higher Anti-tank rating against a Tank’s Top Armour and are indicated in the Arsenals as 3) ROLL TO HIT Tank Assault #. 4) ROLL SAVES The target player rolls Saves for each hit. they have scored a hit on the Team they are in saved (see pages 36 to 37) with the same consequences for Contact with. The # number shows the Anti-tank rating If the Assaulting Unit was not forced to Fall Back by Defensive against a Tank’s Top Armour in Assaults. the opponent HIT TOP OR SIDE ARMOUR rolls a single die and compares it with the Motivation rating When a hit is scored on an Armoured Tank Team. excluding could be Contacted by the Assaulting Teams with a further Unit Leaders and Formation Commanders. Gun. If a Transport Team is Destroyed. failed saves. CONSCRIPT Each assaulting team rolls a die to hit. giving it an Anti-tank rating of 2 and Firepower Veteran 3+ 1+ against the Tank’s Top Armour. OVER Infantry Teams mounted on Small Bases with two or less The Assaulting Unit has won if all Defending Teams that miniatures (as shown in their platoon diagram). all of its Passengers are also Destroyed. The score to hit is the Skill rating (or their Assault rating if different) ROLL SAVES FOR ARMOURED TANKS of the Assaulting Team. SMALL INFANTRY TEAMS Small two man teams of specialist don’t have the same hit. Since Tanks cannot Assault Tanks. so has VETERAN its score needed to hit in an Assault increased by +1 to 4+. which is used Fire (and still has Teams in Contact with the enemy). armour with Anti-tank 2 and Firepower 1+. one die for each Team in Contact with the enemy. 6) TEST TO COUNTERATTACK If the Assaulting Unit did not win the Assault. the (or the Counterattack rating if different) of each Defending Assaulting Team has two options: Unit in turn. 5) CHECK IF THE ASSAULT IS ting power as larger infantry teams in assault combat. If they are in Contact with several Teams. The targeted player rolls a save for each hit on an Armoured If the score is greater than or equal to the Assaulting Team’s Tank Team in the same way as hits from Shooting are rating. Small Infantry Team. comparing The Boys anti-tank rifle is a TRAINED the score against their Skill (or Assault) rating. Assault are automatically Destroyed. so chooses to use The Boys anti-tank rifle chooses to hit the tank’s Side improvised anti-tank weapons to hit the tank’s Top armour and use its normal Anti-tank and Firepower. • It can use hand grenades and other improvised anti-tank Skill Rating Assault Rating weapons. the Assaulting Unit has won. 57 . • It can use the Anti-tank rating of one of its normal weap- ASSAULT RATING ons against the Tank’s Side Armour rating (as long as the A Unit’s Assault rating is the same as its Skill rating unless Tank is in its Field of Fire). The MG Team can’t penetrate a tank. the Defending Units must now Break Off (see page 59). Infantry. have their score 4”/10cm Move have been Destroyed or are Bailed Out. If needed To Hit in Assaults increased by +1. roll instead of anti-tank 2. a hit from a Tank cannot be assigned NO SAVES IF NOT ARMOURED to another Tank. modified by a special rule. the Defending player chooses which one is hit.

Even if a Tank Team doesn’t move. own HQ Unit). 4”/10cm As there are no surviving Infantry teams within 4”/10cm of the Assaulting Grant tanks. except are not in Contact with a Defending Team can Charge into that there is no Defensive Fire against a Counterattack. Assaulting Unit become Defending Teams. the British win the Assault. The infantry of Teams that cannot reach the enemy do the Motor Platoon not charge and remain where they are. Counterattack. The counterattacking player then continues with the Assault The Assaulting Teams (previously Defending Teams) that in the same manner as the original Assaulting player. and vice versa. becoming the assaulting side. that Unit must Break Off. it must still roll to Cross any Difficult Terrain between it and the Defending Team. • If the score is greater than or equal to the Unit’s Motivation or Counterattack rating (as appropriate). The British ‘Honey’ Stuart tanks destroy Tanks can’t assault tanks. so two Italian Infantry the Italian M13/40 tank does Teams in an assault not stop the British tanks from winning the Assault. Motivation Rating Counterattack Rating COMMANDER’S LEADERSHIP Fearless 3+ If one or more Units failed to Counterattack. 7) COUNTERATTACK… Any Teams that can’t Contact an enemy Defending Team do When the defender Counterattacks. A Unit’s Counterattack rating is the same as its • Otherwise. Any teams that can do so now Charge into Contact with German infantry teams. 58 . re-roll the die Confident 4+ and apply the new result to Units that failed to Counterattack Reluctant 5+ and whose Commander is within 6”/15cm and in Line of Sight of the Unit Leader (including the Commander’s Contact with a Defending Team (even if Pinned Down). all Teams from the not Assault. Motivation unless modified by a special rule. that Unit may COUNTERATTACK RATING Counterattack or Break Off as the player chooses.

The other tank successfully Breaks Off. The ‘88’ has no Tactical move. preparing for the inevitable German response. the other wins. it immediately surrenders it. automatically Wins the Assault and can Consolidate. If the Team cannot Move more than If the Move takes a Team back to a Foxhole occupied by one 6”/15cm from all Assaulting Teams (or fails a roll to Cross of its Unit’s Teams at the start of the Assault. it is no longer a Defending If you plan on reoccupying your Foxholes after an assault. 59 . If all Defending Units Break Off. and is Destroyed. …OR BREAK OFF CONSOLIDATING The victorious Unit may now Move up to 4”/10cm in any A Unit that Breaks Off is Pinned Down. Unit. the UNARMOURED AND TRANSPORT TEAMS original Assaulting player then Tests to Counterattack. but cannot Charge into Contact. The Unarmoured Tank Teams and any Transport Teams must assault continues back and forth like this until one side or Break Off. halting where it is. Each team moves at Tactical speed until it is more than 6”/15cm away from the assaulting infantry. If the counterattacking teams do not win the Assault. Having won the Assault. One of the tanks fails its Cross test. it may reoccupy terrain while attempting to do so). This Move may the Unit immediately Move at Tactical speed the shortest not bring them within 2”/5cm of an enemy Team. All Teams from direction. so can’t get far enough away from the assaulting infantry and surrenders. The Germans Break Off from an assault. so can’t get far enough away from the assaulting infantry and surrenders. KEEPING TRACK OF FOXHOLES Once a Unit has Broken Off. Any remaining unoccupied Foxholes are removed. distance needed to be further than 6”/15cm away from all Assaulting Teams. the Assaulting Unit remember to mark them before Charging into Contact. the infantry now Consolidate 4”/10cm.

Most units will stand firm while their losses are light. Reluctant 5+ A British Cromwell IV Armoured Platoon has lost one tank and has two Bailed Out. the Unit fights on. its Transport Attachment is removed from the game. the crews of the Bailed Out tanks will Destroy their tanks and flee the battlefield with the surviving tank. but still has the required three infantry teams. HQ Units never have to take a Unit Last Stand Test. is within 6”/15cm and in Line of Sight of the Unit Leader. Attachment to a Tank Unit. Other types of Attached Units. the Unit is Destroyed. its Passengers are Pinned Down and Dismount before the Unit is removed. Being heroic. Unit as a separate Unit for Unit Last Stand Tests. so is In Good Spirits and will fight on. roll a die: an Infantry or Gun Unit is Destroyed or fails its Last Stand Test. deciding that discretion is the better part of valour. the unit COMMANDERS ALWAYS STAND AND FIGHT is not In Good Spirits. all Destroyed and Bailed Out • it does not have any Teams Bailed Out or Destroyed. while all remaining Teams are removed. continue to fight if their core Unit is Destroyed. • two Tank Teams that are not Bailed Out. or • it still has at least: If a Transport Unit fails its Last Stand Test. UNIT LAST STAND TEST A Unit that is not In Good Spirits needs to take a Last Stand ATTACHMENTS Test at the start of the player’s turn after testing to Remount A Unit that has an Attached Unit (page 7) treats the Attached Bailed Out tanks. If it fails. 60 . However. The accompanying Rifle Platoon has taken some casualties. Only count Teams that are In Command (page 18). if When a Unit takes a Last Stand Test. COMMANDER’S LEADERSHIP • three Infantry Teams. or Re-roll all failed Last Stand Tests for Units whose Commander • one Aircraft Team. LAST STAND RATING Motivation Rating Last Stand Rating A Unit’s Last Stand rating is the same as its Motivation Fearless 3+ rating unless it has a separate Last Stand rating modified Confident 4+ by a special rule. Motivation rating (or the Last Stand rating if different). Armoured Tank Teams remain in place as Wrecks (page 21). even the most battle- hardened soldiers question the wisdom of staying in the fight. such as an Infantry • Otherwise. Having failed to Remount the Bailed Out tanks. • If the score is greater than or equal to the Unit’s but is not Destroyed. IN GOOD SPIRITS DESTROYED UNITS A Unit is In Good Spirits if: When a Unit is Destroyed. so is not In Good Spirits and needs to take a Unit Last Stand Test. • two Gun Teams. it doesn’t have the required two tanks still active. But once the casualties mount. If the Unit Leader has been Destroyed and not replaced.

it doesn’t have the required two Units on table. so will not keep them In Good Spirits. 61 . is automatically from the Formation on the table or in Reserve (page 96). (including the HQ Unit. B Squadron has suffered severe casualties with just one Unit of Sherman tanks and the supporting artillery troop still on table and nothing in reserve. so is Destroyed.The key figure in holding the company together in a crisis is the company commander. but it’s when those losses begin to pile up that the spirit of a company can break. Since Support Units don’t count. and the company’s faith is lost. Support Units are not part of any Formation. IN GOOD SPIRITS FORMATION LAST STAND A Formation is In Good Spirits if it has at least two Units A Formation that is not In Good Spirits at the start of a turn. While the commander stands firm. but not any Transport Units) after taking any required Last Stand tests. one hesitation. however. One slip. NO FORMATIONS LEFT If a player has no Formations in Good Spirits (other than Allied Formations). Losses are an unfortunate reality of war. they lose the game and their opponent takes all Objectives (page 93). the company fights. Destroyed and all remaining Units are Destroyed (page 60). Remember.

Rivers or streams are assumed to be crossed with culverts or 93. deployed or arrives from Reserve with the Armoured Train. one Artillery Car per Unit. Infantry Car. The opposing player picks a point on one of the Armoured Train are divided into Artillery Units. at the start of the game may enter the table facing either direction. table edge. Artillery Cars. 60. An Armoured Train with an Infantry Car always diverted by the minimum distance necessary to go around Deploys with its Infantry Attachment as Passengers in the hills (even gentle gradients are avoided by Railway Lines). Train operating as a single Unit. The player with the Armoured Train chooses two opposite For the purposes of shooting the Artillery Cars of an table edges. 3. both place Railway Lines. 95-97). An Armoured Train Supporting Infantry Unit bridges. The Locomotive and each Car or Wagon in an Armoured The tanks of Supporting Tank Attachments deploy evenly at Train are separate Tank Teams. and other flat ground. Otherwise. Opponent’s Table Edge Player picks two 1 opposing table edges. Each player’s Armoured Train must remain on its own track. 60. The Armoured Train player then places a Railway Line INFANTRY CARS AND INFANTRY running in a straight line between these two points. although some have multiple cars 2. and Supporting Tank Attachments. If both players have Armoured Trains. Buildings are moved aside from Railway Line Player places Railway Line Opponent picks a point 4 between the two points. in a war dominated by tanks. armoured trains performed well in Eastern Europe where roads were few and poor. An Armoured Train must always operate in the order shown PLACING RAILWAY LINES in the Intelligence Briefing. The Railway Line is Train. Railway line diverts around hills Railway line bridges streams and rivers Railway Line passes through Player picks a point on woods and fields 3 opposite table edge. An Armoured Train Supporting Tank Unit is carry). starting with the attacking player. ARMOURED TRAINS SUPPORTING TANK ATTACHMENTS The main parts of any Armoured Train are the Locomotive. the players place a Railway Line as follows: ARTILLERY CARS 1. and distances to be covered were immense. The Armoured Train player picks a point on the opposite in a Unit as noted in the Intelligence Briefings. ATTACHMENTS The line cuts through woods. Any buildings in the way should be moved aside is deployed or arrives from Reserve with the Armoured by the minimum distance necessary. 2 on one table edge. Supporting Infantry Units are Attachments (pages 7. but it may travel in either direction and for the Armoured Train. Infantry Cars (and the Infantry Units they 95-97). It cannot uncouple cars or If the table has been set up with Railway Lines. Despite seeming outdated. fields. use these change their order. Supporting Tank Units are Attachments (pages 7. 93. 62 . before any Objectives or Fortifications are placed on the table. usually of chosen table edges. with the whole Armoured each end of the train.

the Locomotive and Car Tank Teams of an Armoured Train are always In Command Armoured Trains cannot be held in Ambush (see page 95). Each weapon on an Armoured Train can fire Train can move up to 16”/40cm forward or backward along at a different target from the other weapons. TRAIN MACHINE-GUNS MOVING THROUGH WRECKS The cars of an Armoured Train fire all of their Train MG’s at Move any wreck on the Railway Line by the smallest distance ROF 2. even when other weapons are firing. Locomotive has been Destroyed. it always moves far enough to bring Train is Destroyed. including when necessary for the Armoured Train to pass. The Armoured Train will move on from the point where the ALWAYS IN COMMAND Railway Line crosses the player’s Deployment Area. other weapons are firing an Artillery Bombardment. and possibly by other Armoured Train is considered to have left the table and cars in the train. retaining its current facing. it and other Destroyed cars in the train become not held in Reserves. As such. across the end of the car. If the the move. Armoured Trains cannot move through of its first Movement Step. or if it An Armoured Train is a long line of Tank Teams lined up does not do so. They retain their Halted ROF when shooting Locomotive is not Bailed Out. the Railway Line each turn. which would normally mean the end cars would edge closest to the player’s Deployment Area. Armoured Trains are not hindered by enemy Teams. Any enemy Team is moved aside by the opposing player by the smallest distance necessary for the train to pass. 63 . Almost all guns (aside from machine-guns) on an Armoured Train are mounted in Deck Turrets. However. even if Destroyed. Once the Locomotive is An Armoured Train always begins the game off table. cannot return. even when the other Armoured moves onto the table. but they may be held in Reserves (see page 96). so their Teams cannot move through an Armoured Train unless the deployment options are usually very limited. an Armoured while moving. and moves on to the table at the start Difficult Going. In the turn an Armoured Train other Armoured Trains. of the car. The Field of Fire of a Train MG mounted on the side of a car MOVING THROUGH OTHER TEAMS includes everything to the side of a line drawn along the side Armoured Trains may not move through friendly Teams. An Armoured Train cannot Dash. or Destroyed. The Field of Fire of a Train MG mounted on the Any friendly Team on the tracks must move off the tracks end of a car includes everything to the front of a line drawn before the train can pass. at the point the Railway Line crosses a table end to end. the whole the Artillery Car they are mounted on. their Field of MOVING OFF THE TABLE Fire is restricted by the superstructure and other turrets of If any part of an Armoured Train leaves the table. they are simply too big and obvious. SHOOTING WITH ARMOURED TRAINS ARMOURED TRAIN MOVEMENT Armoured Trains do not suffer any penalty for shooting on Armoured Trains can only move on Railway Lines.ARMOURED TRAIN DEPLOYMENT CANNOT MOVE THROUGH A TRAIN Armoured trains can only move along railway lines. the entire train and its Supporting Tank Units onto the table. be Out of Command.

any part of the train within 4”/10cm of the Tank Teams. 64 . and each team can fire Enemy Teams can shoot through an Armoured Train. the whole Armoured Train is Destroyed in place if it fails a Unit Last Stand Test. ing Destroyed cars) are Concealed. CAN THE ARMOURED TRAIN Infantry and Supporting Tank Units can Dismount to Counterattack if they are assaulted. The team does not need to be in the an Armoured Train. ed in the Infantry Car when the Infantry Car is Destroyed in an assault. count each weapon firing as two move when Counterattacking. PASSENGER-FIRED MACHINE-GUNS SHOOTING ACROSS TRAINS Each Passenger-fired Train MG requires an Infantry or In the same way that teams cannot shoot through any other Heavy Weapon (Man-packed Gun) Team Mounted in an type of Friendly Team. The Armoured Train moves with the Destroyed car from the Armoured Train. dragging its wrecked cars with it. If the Infantry Unit is still mount- still in place. If the Locomotive can still move when an Armoured Train Breaks Off from an assault. separate Units. If a car is Destroyed. any part of the All of the Artillery Batteries in an Armoured Train can train within 16”/40cm of an Assaulting Team can Defensive combine to fire a single bombardment instead of firing as Fire at Teams up to 16”/40cm away. with all of its weapons. weapons firing. ARTILLERY BOMBARDMENTS FROM TRAINS Armoured Trains can fire Artillery Bombardments while ARMOURED TRAINS IN ASSAULTS moving. the train may move through or past any enemy Teams without hindrance. but does not otherwise hinder the Any Infantry Unit or Supporting Tank Unit is a separate Unit train. same Infantry Car as the Train MG. If it cannot move. When an Armoured Train fires an Artillery Armoured Trains cannot Charge into Contact and do not Bombardment. but any Train MG in the train (although only one Train MG per teams at least half obscured by the Armoured Train (includ- Team at any one time). the whole Armoured Train is removed from the table as it steams off. MOVE If the Locomotive is Bailed Out or Destroyed the Armoured Train cannot move. If the Locomotive cannot move when the Armoured Trains are shot at in the same way as any Unit of train Breaks Off. If any part of an Armoured Train is assaulted. and the train does SHOOTING AT ARMOURED not need to be more than 4”/10cm from enemy Teams for TRAINS the assault to end. Friendly Teams cannot shoot through Infantry Car to fire it. If the Locomotive can still move when the Armoured Train fails a Unit Last Stand Test. the whole Infantry Unit will be Destroyed. it ceases to function along Assaulting Unit is captured and Destroyed.

Some guns were carried ‘en portée’ on the load bed of a truck A Gun Team with a Gun Shield is in Bulletproof Cover rather than towed to allow the gun to fire on the move. Mine ploughs. They are difficult to hide and require a powerful gun tractor to move them more than a Soldiers carry and tanks are fitted with various items of equip- short distance. Hand. before rolling to hit. These special rules tell you how these affect the game. BULLDOZER Man-packed Guns are not Gun Teams. Large Guns cannot be placed in buildings and cannot be AMPHIBIOUS placed from Ambush (see page 95) within 16”/40cm of enemy Teams. MINE ROLLERS AND FLAILS A Mine Roller or Mine Flail is a Mine Clearing Device GUN Anti-tank guns and field guns need a gun tractor to move quickly. LARGE GUN (HEAVY AND IMMOBILE GUNS) Some guns are nearly as big as a tank. A Heavy Weapon Team cannot Charge into Contact. choose not to use them. MINE CLEARING DEVICES Guns cannot be carried as Passengers in Transports. rollers. if needed. or burying anti-tank obstacles blocking the armour’s advance. must Break Off if assaulted. Man-packed guns are weapons light enough to keep pace with the infantry. slowly. but not really suited for to Remount by -1. Tractors move towed guns around the battlefield. Teams they use the Heavy Weapon special rule. when shot at from in front of the Team’s base. weapon (see appropriate Arsenal). almost as dangerous to the troops using them as to the tanks they attacked. The gun model is placed behind the Tractor to show that it Some of the anti-tank grenades issued in World War Two were is being towed. IMPROVISED TANK ASSAULT # A Tractor Team can tow a single Gun Team as a Passenger. the team is Destroyed. standards of a rifleman. hand-to-hand combat. GUN SHIELD Anti-tank guns usually have a gun shield to protect the crew PORTEE from enemy tanks’ machine-guns. allowing them to cross rivers without the need for a bridge. Top Armour in Assaults. In a Unit diagram the Tractor is usually indicated by being No. Many light tanks can swim. If a Team with the Improvised Tank Assault attribute rolls a 1 when rolling to hit in Assault combat. MAN-PACKED GUN Amphibious Teams treat Impassable Water as Difficult Terrain. In this case. HEAVY WEAPON PROTECTED AMMO Riflemen are backed by infantry heavy weapons like heavy Tanks with protected ammunition storage have their vulnerable machine-guns and mortars. but may TRACTOR be an Assaulting Team if in Contact with an enemy Team. and flails allow tanks to clear mine- fields (see page 78). 74’. A Gun Shield Before the start of the game you may swap Portee Tank Team does not offer any protection against Bombardments or if for the ground mounted Gun Team version of the same the Team moved at Dash speed. the team reverts to its normal Tank Assault rating of 2. An Unarmoured Tank team cannot Charge into Contact and A Team armed with Improvised Tank Assault weapons may. but can fight back if charged heavy steel drums. commonly known as the ‘Sticky Bomb’. Although they are heavy by the rounds stored behind armoured bins or flame retardant liquid. A good example of this is the British ‘Grenade. ment. UNARMOURED While mounting a gun on a truck or half-track gives it mobility. The # number shows the Anti-tank rating against a Tank’s it’s still not a tank and can’t assault. placed under or next to the Gun Team silhouette in the same gun section. but are Infantry Bulldozers are useful for filling in craters and anti-tank ditches. A Bulldozer Team uses the Bulldozer rules on page 80. They Mine rollers and flails clear minefields by setting off the mines must be towed by a Tractor and cannot Charge into by striking them with flailing chains or rolling over them with Contact with enemy Teams. by the enemy. they are still small and light enough for Tank Teams with Protected Ammo reduces the score required the crews to carry them on their backs. 65 .

normal ROF. However. mount their machine-gun on their carrier so they can fire the gun while mounted. HMG Carrier may fire the carrier’s hull-mounted vehicle machine-gun as an HMG team at their full ROF of 6 and Bombs and Rockets do not need to re-roll successful rolls To a range of 24”/60cm as long as the vehicle does not move. AA MGs on Tank Teams. makes it impossible for a weapon with Firepower 6 to shoot Anti-aircraft weapons can Shoot at Aircraft using their down a Flying Tank. except to escape the destruction of their vehicle. it counts as the BREAKTHROUGH GUN vehicle’s Main Gun. ROF 3 and 16”/40cm range of a vehicle hull-MG. Moving. If the building is This could be made of sandbags. BOMBS AND ROCKETS Aircraft bombs contain far more explosive than artillery shells. but lose their effectiveness when Pinned Down. and Heavy Anti-aircraft weapons can Shoot at Aircraft using HITS TOP ARMOUR a ROF of 1. and Often tank crews would add improvised arour to their vehicle. SELF-DEFENCE ANTI-AIRCRAFT. Gun. They Aircraft rated as Flying Tanks in their Arsenal entry. Hull-mounted weapons and most towed guns cannot traverse to track targets to the side of the weapon. Infantry. Weapons need high-angle mountings and rapid traverse to track These weapons have the same ROF whether Halted or fast-moving aircraft. Large-calibre guns pack enough explosive to destroy any unpro- The HMG team that fires cannot Dismount in the same tected target outright. turn. Only large-calibre anti-aircraft guns have much chance of bringing down a flying tank. FLYING TANK Heavily-armoured ground-attack aircraft like the Soviet Il-2 ‘Shturmovik’ and the German Hs129 are known as ‘Flying Some weapons have features or technology that make them Tanks’ because of their comparative invulnerability to anti- more effective. When a Bunker Buster weapon Hits a team in a Building IMPROVISED ARMOUR in Shooting. FULL ROF WHEN MOVING AA MGS. the machine-gunners Tank Team with Awkward Layout have a Moving ROF of 0. When they board their HMG carrier. aircraft fire. A Tank Team with Improvised Armour always makes an Armour Save on a roll of 6 against weapons with a Firepower CAN FIRE OVER FRIENDLY TEAMS of 5+ or 6. Self-defence Anti-aircraft. AND Submachine-gun and assault rifle-type weapons are very effective HEAVY ANTI-AIRCRAFT on the move. the weapon is reduced to the usual the Bombarding Unit can Spot for it. A number of truck mounted guns also suffer from having to lower stabiliser jacks before being HMG CARRIER able to fire. room as the target Team. These special rules reflect this. Some weapons either arrive at a step trajectory or take advan- tage of armour’s weaknesses. ANTI-AIRCRAFT Add +1 to the score needed for Firepower Tests against Units tasked with air defence constantly scan the skies. or whatever they divided into multiple rooms is only hits teams in the same could find and add it to the outside of their vehicle. This react quickly and lethally whenever enemy aircraft appear. Gun. These Weapons can fire over friendly teams. An HMG Team that started the turn as a Passenger in an making them many times more effective. AWKWARD LAYOUT Weapons with Hits Top Armour use their Anti-tank rating Some tanks have awkward internal layouts making it impos- against a target Teams Top Armour rating. Unarmoured Tank Team in the Building. Teams fully in front of the shooting Team. and can only fire an Artillery Bombardment if the Aiming Point is fully in Bunker Buster weapons are Breakthrough Guns and have a front of the shooting Team. Light mortars sit back firing over the heads of the advancing troops to knock out enemy machine-gun nests. is also Hits every other Infantry. While firing the machine-gun as an HMG team. 66 . and Unarmoured Tank Teams (includ- ing when Passengers) re-roll successful Saves against HULL MOUNTED AND GUN TEAMS Breakthrough Gun Weapons. Hit for only having 1 or 2 weapons firing. sible to fire the gun on the move. Only Teams from However when moving. tan tracks. Moving ROF of 0. BUNKER BUSTER Some Large-calibre guns are even more powerful and are often Hull Mounted and Gun Team Weapon can only target used against well-protected fortifications. the weapons ROF is 1 when Pinned Down.

hence these weapon cannot conduct Defensive Fire in Assaults.MINIMUM RANGE 8”/20CM ROF 1 WEAPONS Indirect firing weapons such as medium mortars lob their round Some weapons are slow to reload at the best of times. your advance or blind the enemy defences as you advance. WIDE TRACKS PASSENGER-FIRED WEAPONS Some excellent tank designs have successfully utilised wider Some transport vehicles come equipped with an onboard tracks. Recoilless weapons never count as Concealed if they fired in their last Shooting Step. a machine-gun A weapon with No HE targeting an Infantry or Gun Team. the tank’s commander can only assist the gunner SMOKE BOMBARDMENT of the main gun to find targets. fire its additional weapons (other than MGs) at ROF 1 at the same time as its Main Weapon. If they do this. if hit by an Infantry or Gun Team the Team ing one man the job of commander. NO HE Weapons with a Turntable have a 360 degree (all around) Some specialist anti-tank weapons do not HE (High Explosive) firing arc. machine-gun. gunner. allowing then to turn in any direction. unsuitable for the conditions Super-heavy tanks and heavily-laden assault guns often overload or just badly maintained. These Recoilless weapons vent propellant gases to the rear to offset the include: Limited Vision. In an Assault. meaning the Tank Teams with Wide Tracks reduce their Cross weapon can only be fired when passengers are mounted. leav. severely in a high trajectory even when not firing bombardments. mostly anti-aircraft guns. Traverse. A Tank may ment once per game (see page 51). are mounted on turntables different target. gun and a secondary turret or turrets. Dash by 2”/5cm. so limiting their ability to hit anything while moving. 67 . TURRET-REAR MG While not very practical for long-rang shooting. UNRELIABLE OVERLOADED Some vehicles are poorly designed. When shooting multiple weapons (other than MGs). the additional TURNTABLE weapons suffer +1 penalty to hit. but sometimes MULTIPLE WEAPONS blinding them is better. Some tanks and armoured cars have tiny one-man turrets. To Hit when moving. A Team with a Passenger-fired weapon must have a Passenger mounted to be able to shoot the weapon. that Hit must re-roll its successful Skill Test to hit. RULES NO LONGER USED There are a few rules to be found in the older Intelligence RECOILLESS Briefings’ Arsenals that no longer apply in the rules. A One-man Turret main weapon adds +1 to the score needed Bailed Out Tank Teams cannot use the Turret-rear MG rule. their engines and suspensions. Each weapon may fire at a Some guns. number by -1. making them very poor at crossing Unreliable Teams reduce their Cross-country and Road obstacles. Tanks like the US M3 Lee or Soviet T-35 have a hull-mounted Smoke weapons can Shoot Smoke ammunition (see page 42). mounted in the back of the turret is perfect for discouraging adds +1 to the score needed to hit. Mobile Rocket Launcher. Overloaded Tank Teams increase their Cross number by +1. ammunition making them much less effective against infantry and other soft targets. boarders in an assault. ONE-MAN TURRET A Turret-rear MG may not shoot. allowing them to cross almost any terrain. While these can be fired at the same time. SMOKE Blowing the enemy up is always a good option. ROF 1 weapons add +1 to the score needed To Hit Weapons with a Minimum Range 8”/20cm cannot target when moving. and Slow recoil creating a large cloud of dust and debris behind the gun. leaving the other weapon’s gun. and loader. Artillery delivered smoke screens allow you to cover the flank of ners to their own devices. you Smoke Bombardment weapons can fire a Smoke Bombard­ may choose which weapon is the Main Weapon. Teams closer than 8”/20cm from them when Shooting. but are only crewed by the driver. cannot fire at targets that are close to them.

High mobility is far greater than road-bound trucks. will suffer an additional +1 penalty to hit them (see page 33). observation. a player may treat Reconnaissance and Recce rule. MOTORCYCLE RECONNAISSANCE • 8”/20cm of any enemy Team. that did not move. noted in their Arsenal entry and are no longer Motorcycle Reconnaissance Teams. page 33). OBSERVER Friendly Teams cannot shoot over Cavalry Teams. and screens retreats. Motorcycle Reconnaissance Teams and Units use the When Deploying their remaining Units. Teams placed here may not be placed in the areas that a mount they replace their Team with an Infantry Team as Spearhead Team may not move into. Reconnaissance Platoons use the Spearhead rule. Once they dismount RECONNAISSANCE AND RECCE they are Infantry Teams for the remainder of the game. SPEARHEAD Unlike most Gun Teams. Seawall. the area entirely within 8”/20cm of a Spearhead Team that Motorcycle Reconnaissance Teams have a 4+ Save. ering fire. 68 . The purpose of reconnaissance units is reconnaissance and Cavalry Teams cannot Sneak up on Tanks (page 56) and every soldier in the platoon is trained in the art of stealth and cannot roll to hit an Armoured Tank Team in an Assault. may not take a Team within: • 16”/40cm of an enemy Team it is not Concealed from. Gun Teams that are Horse Artillery The spearhead travels ahead of the main force during advances can do a Blitz Movement Order. Horse artillery has a long tradition of galloping the guns to the Scouts are Gone to Ground unless they Shoot or Assault (see fore. Contact (page 53). SCOUT Scouts are there to keep track of the enemy. To do so they must start the Movement Step Cavalry Teams shooting add +1 to the score needed To Hit touching the terrain. but they still have a role in less developed areas like the Ardennes and Russia’s Pripyat Marshes where their Mountaineers can cross Impassable Cliffs. Within 30 seconds of the order ‘Into Action’ being given. Motorcycle scouts fight mounted against light opposition. Cuttings. This allows the combat elements to move quickly into position. is In Command as an extension of their Deployment Area. (but not if it arrives from Reserves or is placed outside the An Independent Team can use the Mistaken Target rule normal Deployment Area using this rule). and (see page 94). Cavalry Teams can Assault if they are within 6”/15cm of the Recce Teams and Teams in a Reconnaissance Platoon use the enemy and can move up to 6”/15cm when Charging into Scout rule. the player may (see page 35) to reassign hits to nearby Units. Objective outside your own Deployment Area. but • 16”/40cm of the enemy Deployment Area or any when things get tough. the enemy the well-drilled crews have the guns unlimbered and are deliv. nor take an Objective This movement may not use any Movement Orders. HORSE ARTILLERY The best way to do this is ‘sneak and peek’. When Motorcycle Reconnaissance Teams choose to dis. They can scale cliffs that are impassable to normal infantry CAVALRY Mountaineers treat Steep Hills and Rocky Hills as Cross- Horse-mounted cavalry may seem an anachronism in the age of country Dash. Cavalry Heavy Weapon Teams cannot shoot until they dismount. or High Embankment (but not Impassable terrain in general). but crash action remains. secure in the knowledge that they will not INDEPENDENT bump into unexpected enemy units. not to get into a fight. They cannot be in Foxholes nor enter An Observer Team can Spot for any friendly Artillery Unit a building. they dismount and finish the fight on foot. halting at when moving. needed to Rally (page 41) and to do a Follow Me Movement Order by -1 (page 25). Trading their horses for mechanical gun tractors has changed the drill a little. but cannot immediately Move its Teams at Tactical or Dash speed. A Cavalry Team can dismount as the equivalent Infantry Team armed with the same weapons. (see page 45). Unarmoured Tank Teams that are Recce Teams or are in a A Unit entirely made up of Cavalry Teams decreases the score Reconnaissance Platoon have a 4+ Save. MOUNTAINEERS Some infantry are trained as mountaineers. TRANSPORT PLATOONS A Transport Platoon must be attached to a Unit before deployment. The specialists of Independent Teams are valuable and are pro. Charge into Contact (see page 52). An Observer Team is Independent and a Scout. The Team crosses the terrain. When a Spearhead Unit is placed on table during Deployment tected by those around them. This means that if they are Concealed. tanks and blitzkrieg. the top or bottom of the Impassable Terrain. Flat Artillery observers have extra radios and other specialist equip- Terrain does not provide Concealment to Cavalry Teams ment to allow them to call in artillery fire quickly and accurately. It becomes that Unit’s Transport Unit for the entire game and follows the rules for Attachments on pages 7 and 60.

Once the machine-gun has been Dismounted from a vehi- cle. At the Start of the game a player may elect to fit all of their allowed Tank Teams (as listed in the Intelligence Handbook) with Duckbills. they were attached to the pins linking Unit and uses the Spearhead and Scout rules (but not the two pieces of track. all of the platoon’s vehicles must be Sent to the Rear (see TANK DESTROYERS page 23) and cannot be Brought Forward again.50 cal AA MG or armoured breakthroughs and relied on massed ambushes to deal AA MG unless you have the appropriate model to replace with fast moving enemy tank attacks. but their Mobility rating becomes Slow Tank.AUTOMATIC RIFLES HEDGEROW CUTTERS The US Army is equipped with the M1 Garand self-loading Many American tanks were fitted with the ‘Cullin Device’ for rifle. especially at high speed. and the Browning Automatic Rifle (BAR). move. without worrying about breaking down. becoming an M2 . avoid breaking them off and throwing a track. Tank Teams with Detroit’s Finest add +2”/5cm to their SMOOTH RIDE Terrain. This allowed them to punch giving their infantry the ability to maintain their rate of fire through the Bocage. team may Dismount in the Movement Step with the vehi- cle’s Passenger-fired . The Tank Destroyer Command was tasked with stopped You may not Dismount a Passenger-fired . while it the team Dismounts or is Destroyed. or with its Passenger-fired AA MG becoming Stabilisers keep the gun on target while moving across country. its machine-gun robustness and reliability allowed them to take advantage of this goes with it. the breakout from Normandy. When series of tanks. so the tank had to keep its speed down to Seek. and Road Dash movement. However. converting them to side-mounted AA MG’s. The Tank Destroyer Section of a Tank Destroyer unit is a separate Unit and uses Seek. a LMG Team. A Tank Team fitted with Hedgerow Cutters re-rolls unsuc- Rifle and Carbine Teams with Automatic Rifles do not suffer cessful rolls to cross Hedge and Bocage Hedge terrain. M1 Carbine. and Destroy special rule). and Destroy and Scout DUCKBILLS special rules. 69 . Strike.50 STABILISER cal Team.50 cal AA MG. Its power gave them a good top speed. The driving force behind the development of HVSS (Horizontal Volute Spring Suspension) was the need for wider tracks for DISMOUNTING MACHINE-GUNS crossing soft ground. They are not perfect. Duckbill tracks extensions gave the Sherman better mobility in The Security Section of a Tank Destroyer unit is a separate boggy ground. Any Infantry Team carried as a Passenger in a Transport Tank Teams with Smooth Ride have a Cross of 2+. MOUNTING HMG’S AND LMG’S Up to two HMG or LMG Teams carried as Passengers in DETROIT’S FINEST a half-track can fit their machine-guns to the sides of the The Ford V8 engine improved the performance of the M4A3 vehicle. but they make An Infantry Team normally mounted in a vehicle can start fighting on the move much more effective. Strike. while moving. the usual +1 penalty to hit for firing while moving or Pinned Down as a ROF 1 Weapon (page 67). the game Dismounted with their vehicle’s Passenger-fired A weapon with a Stabiliser retains its Halted ROF on the machine-gun. Cross-country. Tanks fitted with Duckbills change to Cross on 2+. the Infantry team that Dismounted it. but increases the score needed To Hit by +1. and a smoother ride.

AND DESTROY UNDER COMMAND American tank destroyer doctrine was based round a fast. trained their troops so hard that they dubbed speed marching the ‘Truscott Trot’. STRIKE. and Tank entire first salvo landed on the target at the same time. 70 . all Infantry and Gun Teams under the Template must Re-roll successful Saves. Tank Destroyer Units may attempt a Shoot and A US Unit Leader can a be Spotting Team for an Artillery Scoot Movement Order after succeeding in another Bombardment. If a US Artillery Unit with a Staff Team in their unit dia- gram successfully Ranges In (page 47on the first attempt. like General Truscott of the 3rd Infantry Division. Excellent Communications. Hit ‘em with allowed them to coordinate the fire of all of their guns so that the Everything You’ve Got. SEEK. US company to quickly call for artillery support. Some officers. THE TRUSCOTT TROT Long-distance speed marches were a major feature of an infan- tryman’s training. Movement Order. RULES NO LONGER USED TIME ON TARGET The following US special rules are no longer used: Column American artillery had a system of centralised control that Security. All this practice paid off during Patton’s drive to Palermo in the Sicily campaign. the enemy before they have time to take cover. The men of the 3rd Infantry Division marching on foot were able to keep pace with the neighbouring 2nd Armored Division! US Infantry Teams increase their Cross-country and Road Dash by 2”/5cm. mobile An excellent communication network allows the platoons of a and aggressive defence against the German panzers. Jumbos Lead the Way. catching Telephones.

place a Full Salvo marker with Infantry Team Passengers carried in an Armoured Transport a Unit equipped with Sd Kfz 251/1 (Stuka) half-tracks. At the start of the game. STORMTROOPERS A Tank Team with Begleit Escorts re-rolls unsuccessful To German stormtrooper tactics learned during the First World War Hit rolls in Assaults. These were so devastating that they were driver. Each Sd Kfz 251/1 (Stuka) half-track counts as tracks as battle taxis. Assaults when their Transport Team is an Assaulting Team. RULES NO LONGER USED The following German special rules are no longer used: Armoured Rocket Launchers. Movement Order must be different from the first. six 28cm sW40 Rocket Launcher weapons firing. A Tank Team with Begleit Escorts can Defensive Fire against A German Unit may attempt a second Movement Order Infantry Teams sneaking up on it (see page 56) as an Assault after succeeding in its first Movement Order. in Assaults. but none did so. guns with Begleit.SCHÜRZEN BEGLEIT ESCORTS The German’s fitted their tanks with Schürzen to protect their The German copied the Soviet practice of providing their assault tanks from hand-held anti-tank weapons. A Formation Commander Tank Team with Tiger Ace re-rolls The half-track is still available to transport its passengers any failed roll to hit when shooting their main gun. STUKA ZU FUSS MOUNTED ASSAULT Sd Kfz 251 half-tracks in the third platoon of the German armoured half-tracks are unique in having a dedicated Panzerpionierkompanie are fitted with Wurfrahmen. to 5 against Infantry weapons with Firepower 5+ or 6. A Tank Team with Begleit Escorts increases its Vehicle MG ROF by +1 at up to 8”/20cm (Assault Rifle weapon Range). page 50). A Unit with Tiger Ace reduces the number needed to pass Place a Full Salvo marker on a Unit equipped with Super- Last Stand by -1. They have learned to fight from A Sd Kfz 251/1 (Stuka) half-track is a Rocket Launcher (see their half-tracks in contrast to others who just use their half. Only those that pass the Skill Test can fire as They had confidence in themselves and their machines. If a Unit equipped with Super-heavy Rockets does not have a Full Salvo marker when it fires an Artillery Bombardment. or escort. part of the Bombardment. and Reich Divided. emphasised the importance of initiative and decisive action. similar vehicles in other armies. heavy Rockets at the end of any Shooting Step in which every A Unit with Tiger Ace reduces the number needed to pass a Rocket Launcher in the Unit was able to fire an Artillery Skill Test to make a Blitz move by -1. Team with the Mounted Assault rule can roll to hit in Remove this marker after firing an Artillery Bombardment. All the Sd A Mounted Assault Transport Team carrying Infantry Team Kfz 251/1 (Stuka) half-tracks in a Unit fire as one Artillery Passengers may Charge into Contact and Counterattack Bombardment. Bombardment. The second Rifle Team. Bombardment. infantry to protect them against A Tank Team with Schürzen increases their Side armour infantry assaults. frames for vehicle commander (who crews the machine-gun) as well as a six huge 28cm rockets. Kampfgruppe. 71 . after the Stuka zu Fuss fires. Mission Tactics. TIGER ACE roll a Skill Test for each Rocket Launcher able to fire in the German Tiger crews were hand picked as the best of the best. This gives them a greater degree of independence than called Stuka zu Fuss—Stuka on foot.

These used Armed with short-ranged 2 pdr guns. BAGPIPES NIGHT ATTACK Nominate one Infantry Team in your Company HQ. They fitted their tanks with tow Each Gun Troop in any Battery. British Units from other Formations or Support may not move out of their DUCKBILLS Deployment Area until morning breaks. Night Fighting Dawn rules (see page 91) are in effect at give up ground that they have taken. Any Unit within of the night. throwing caution to the winds. they cannot harm ty of hitting the target. Nothing has changed and British soldiers in a mission where the defender has Minefields. dismount to fight. Tanks fitted with Duckbills change to Cross Reduced the score required to pass a Skill Test to make a on 2+. Weapons capable of Semi-indirect Fire that did not move in the Movement Step may re-roll failed rolls To Hit when MIKE TARGET targeting a Team more than 16”/40cm away. Combined Bombardment. they were attached to the pins linking TIP AND RUN two pieces of track. (page 48). It means that their ammo racks empty Armoured vehicles or Destroy Teams in Bulletproof Cover fast. but have their Tactical Speed increased talion. Duckbill tracks extensions gave the Sherman better mobility in boggy ground. However. British Units reduce the score required to pass a Motivation Units from Formations with Night Attack can move Test to Counterattack by -1. It worked so well Horse Artillery (or Commonwealth variant) operates as a that soon almost every British tank was fitted with a tow hook. Adventurous crews soon devised tactics for At the Start of the game a player may elect to fit all of their hiding behind a ridge. The British forces in the desert developed techniques allowing them to respond to their observers orders incredibly quickly. Sergeant. so the tank had to keep its speed down to Portee-mounted anti-tank guns were originally meant to avoid breaking them off and throwing a track. including long range area to charge the enemy. but there’s plenty more available for resupply. In another Artillery Unit. did not receive such specialised training and used their by +2”/5cm. delays often meant that the attack found itself still BRITISH BULLDOG embroiled with the enemy at dawn and subjected to vicious Some 200 years ago. a French general remarked that the British counterattacks as the day began. bombardments. they may immediately roll to Range Broadside. can fire Bombardments (unless their Unit British heavy tanks often open fire at very long ranges. such as the machine-gun platoon of a motor bat. Royal Artillery or Royal hooks allowing them to tow the 6 pdr guns. where entry specifically says otherwise). although they can still Pin them Down. so an armoured brigade in Tunisia only four guns in the whole battery! devised a very clever solution. By comparison. and HMG Carriers firing as SEMI-INDIRECT FIRE HMG Teams. since they have their prolific use of ammunition can compensate for the difficul- Anti-tank and Firepower ratings of ’-‘. then allowed Tank Teams (as listed in the Intelligence Handbook) running before the enemy can catch them out. freely from the start of the game. with Duckbills. In practice. other British infantry often timed major attacks to start in the middle than your Commander. If successful. to be a Bagpiper. Blitz Move or Shoot and Scoot Movement Order by -1. Tank Teams with Tow Hooks can be used as Tractors (see pages 22 to 23). but their Mobility rating becomes Slow Tank. However. In theory this provided the infantry with a cloak of 6”/15cm of the Bagpiper requires one extra hit in the Shooting darkness to conceal them from enemy fire until they had taken Step and in Defensive Fire to become Pinned Down. troops his infantry attacked appeared to have taken root and A player commanding a British Infantry Company (as noted be stuck to the ground. the second Artillery Independent Command. their objectives and dug in to hold them. Tanks with Tally Ho increase the score needed to pass a Some units. Unit is treated as Ranging In on the same attempt as the first. short-range volley. most countries have forward after attacks. EIGHT-GUN OR TWELVE-GUN BATTERIES TOW HOOKS British artillery batteries have two or three mostly independent The infantry often had difficulty getting their anti-tank guns troops of four guns apiece. British Vickers HMG Teams. If they do still have a reputation for tenacity and stubbornly refusing to so. weapons in a more conventional fashion. British Cruiser tanks had the full range of machine-gun tactics. RULES NO LONGER USED When a Spotting Team successfully Ranges In an Artillery The following British special rules are no longer used: Unit with Mike Target. Tactics test by +1. They refused to run away when other under the Formations title) may elect to make a Night Attack troops would have. the start of the game. scoring a quick. Carry On. HMG BOMBARDMENT The British concentrated most of their Vickers medium TALLY HO! machine-guns in specialist machine-gun battalions. 72 . separate Artillery Unit.

and Counterattack Tests as long as the Unit’s Leader VOLLEY FIRE is within 6”/15cm of the Battalion Komissar Team. assault guns and artillery batteries stopped to blast it 6”/15cm to do so.’ Spearhead rules (see page 68) with the following exceptions. A Soviet Strelkovy Company was pinned down by heavy enemy fire last turn. A Battalion separate Artillery Unit. If the re-roll is a 1. This time the Komissar’s none-too- subtle ‘encouragement’ works. a Battalion Komissar may attempt within 16”/40cm. The company prepares to advance. At the start of the Soviet player’s turn. ‘It takes a brave man not to be a hero in the Red Army. your battalion guns in their divisional artillery battalions. Movement Step may re-roll failed rolls To Hit when If the Motivation Test has already been re-rolled by the shooting its main weapon. Rally Tests. Not all is lost! The company’s Komissar. the Battalion Komissar Team is Teams with the Volley Fire rule that did not move in the Destroyed instead. it uses the said. A Komissar Team may Re-roll its Unit’s Last Stand Test. a Komissar may attempt another Deployment Area. The When the advancing Soviet army came across a German strong- Battalion Komissar destroys a Team from the Unit within point.KOMISSAR INFILTRATION A Komissar is a Communist Party official who supervises the sol. If the re-roll is a 1. As Comrade Stalin A Soviet Unit with Infiltration is a Spearhead Unit. in Defensive Fire. shoot soldiers who show fear during battle. The lighter guns has a senior Komissar responsible for the entire battalion. The Soviet player Destroys a team and re-rolls a second time. and failed the test a third time! 73 . • 8”/20cm of any enemy Team. • 14”/35cm (rather than 16”/40cm) of the enemy If the Motivation Test has already been re-rolled by the Deployment Area or any Objective outside your own Formation Commander. They swim freezing rivers and wade through battle. another re-roll as an exception to normal re-rolls rule The Volley Fire rule does not apply when firing Artillery (see page 4). is on hand (within 6”/15cm of the Unit Leader). or conducting an Ambush. STEEL WALL BATTALION KOMISSAR The Soviet Union combined 122mm howitzers with 76mm As well as the Komissar assigned to each company. Fortunately the Formation Commander. is within 6”/15cm of the company’s Unit Leader allowing it to re-roll its failed Motivation Test. the Komissar Team is Destroyed instead. providing it is targeting a Team Formation Commander. Soviet soldiers have a reputation for being long-suffering and diers to make sure they display the proper level of enthusiasm in tough-minded. Rally This Soviet Infiltration Spearhead may not take a Team within: Tests. traitors and restoring discipline should it break down. Had the Komissar rolled a 1. A lack of heroism in driving the Hitlerites from Mother trackless swamps in the pitch darkness to reach positions close to. Bombardments. Komissar Team may Re-roll any Unit’s Last Stand Test. they attempt to Rally. the enemy before the battle begins. Russia is not acceptable and the Komissar will not hesitate to or even behind. but again fails. but fail their Motivation Test. the soldiers would have rebelled and Destroyed him instead. using a massive centralised volley. re-roll as an exception to normal re-rolls rule (see page 4). Their are deadly rolled forward to shoot over open sights while the role is to assist their deputies in removing particularly dangerous howitzers bombard from behind. destroys a Team from the Unit within 6”/15cm to do so. and Counterattack Tests as long as the Unit’s Leader is • 14”/35cm (rather than 16”/40cm) of an enemy Team it within 6”/15cm of the Unit’s Komissar Team. Each Soviet Battery in an artillery battalion operates as a A Battalion Komissar Team is Independent. The Komissar is not Concealed from.

battle on the back of their tanks. it and all the Tank Teams in ROLL UP THE GUNS its Unit. Soviet tank losses were incredible. Often their rate of fire was slow. A Shtraf Company passes Motivation Tests on 2+. chicks following the mother hen’. this resulted in Soviet tanks blindly following move in the Movement Step may re-roll failed rolls To Hit their company commander. Cupolas. benefits from Foxholes. Instead. A Tank Team with Tankodesantniki increases its Vehicle MG SHTRAF COMPANIES ROF by +1 at up to 4”/10cm (SMG weapon Range). submachine-gun armed troops who ride to Cross number. Quality of Quantity. the front line where they can fire over open sights. but their accuracy was only way the Red Army could keep up with such losses was to good when the crew took their time to line-up their shoots. If a Soviet Tank Team moves. rush tank crews into battle with minimal training. far more tanks than any other army even possessed! The tanks. The solution was to protect the tanks with were Light Gun Teams.000 of tank weapons to support tanks and infantry against German them. In 1942. These were Hit rolls in Assaults. they design their guns to be light enough for the TANKODESANTNIKI crews to push. against Infantry Teams sneaking up on it (see page 56) as A Shtraf Company can never attempt to Dig In and never an SMG Team. Tank- rider Companies. 74 . add +1 to the score The Red Army has a doctrine of keeping its guns right up in needed To Hit when Shooting with their main weapons. they lost 16. Weapons with Cat Killers that did not all hatches closed. no matter if they moved or not. RULES NO LONGER USED The following Soviet special rules are no longer used: Centralised Control. Stalin’s infamous Order 227—Not One Step Back—formed A Tank Team with Tankodesantniki re-rolls unsuccessful To Shtrafniye Roti or Penal Companies in each Army. but retain their Mobility rating tankodesantniki. as the Germans described it ‘like when targeting a Team more than 16”/40cm away. CAT KILLERS HEN AND CHICKS The medium self-propelled guns were used as long-range anti. Combined Weapons with the Cat Killers rule do not use the Volley Fire with a lack of radios and a preference for going into battle with special rule. used as assault troops on risky operations where they could A Tank Team with Tankodesantniki can Defensive Fire redeem themselves with their blood. To make this possible. The tanks of the Red Army suffered heavy losses to infantry Soviet Medium and Heavy Gun Teams move as if they tank-hunter teams.

Trench Lines come in 8”/20cm long sec- tions. and the hard jut of anti-tank obstacles are often the only thing that can halt the bold strokes of a Blitzkrieg advance. TRENCH LINES AND GUN PITS Teams always start the game in Fox Holes. and artillery. However. making them into improvised bunkers. determined to open a path for the soldiers behind them. under the cover of immense artillery bombardments. Teams spending their entire turn in a Trench Line without shooting are Gone to Ground in the opponent’s next turn. Gun a Turret Bunker using the Bunker rules on page 76.The hidden menace of buried land mines. These can be broken up into smaller sections to make it easier to build your trench system around the terrain. 75 . anti-tank guns. the grim face of weather-worn bunkers. When combined with tangled webs of barbed wire and carefully networked trenches they sway the tides of war in favour of the defender. Teams entirely within Trench Lines are Concealed and in Bulletproof Cover. opening the way once more for sweeping advances. ENTRENCHMENTS TANK PITS Trench Lines are World War I-style trenches designed both A Tank in a Tank Pit ceases to be a Tank Team and becomes as firing positions and as protected movement routes. Once the way is clear the troops leading the assault dash through the gaps. To defeat such measures pioneers creep forward. Pits are protected positions for machine-guns. seeking to smash a hole in the enemy defences. even if they moved. you can deploy Trench Line models on the table if your force comes with Trench Lines. Tank Pits are protected fighting positions for tanks.

They combine the flexibility of a tank with an all-round Field of Fire or a Turret. Pillboxes have a 180-degree field of fire from each of their Firing Slits. shooting Bunker (or each firing slit if it has more then one). Tobruk Pits and Flak Nests Turrets can shoot in can shoot in any direction. Where the rules refer to Bunkers. BUNKERS ARE TEAMS AND UNITS Pillbox and Nest Bunkers are Gun Teams. assault or a huge bunker-busting gun can knock them out. any direction. They provide good protection. Gunfire will not harm them and only close Point is fully in front of the shooting Bunker. Most Nests have a 180-degree field of fire from their Firing Slit. and FIELD OF FIRE Turrets. and can only fire an Artillery Bombardment if the Aiming crete and steel. but are vulnerable to accurate All other Bunkers can only target Teams fully in front of the close-range fire. Pillboxes are much more substantial constructions in con. so any weapon making a Firepower Test Bunker Motivation Skill Is Hit On Save against them must re-roll any successful Firepower Test. Nests with no obvious firing slit can shoot in any direction. BUNKER RATINGS BUNKERS ARE TOUGH Bunkers have the following ratings: Bunkers are tough. Nests. Tobruk Pits. Normandy 5cm KwK Nest. Nest 2+ 4+ 2+ 3+ TANKS ASSAULTING BUNKERS Pillbox 2+ 4+ 2+ 2+ Tank Teams cannot Hit Bunkers in Assaults unless they are Turret 2+ 4+ 2+ Armour as briefing fitted with a Bulldozer blade or is a Bulldozer (see page 80). the defensive strength of a bunker. Pillboxes and Turrets. Defilade Walls limit the field of fire of Pillboxes. Bunkers cannot move. have an all-round Field of Fire. 76 . There are three basic types of bunker: Nests. Line of Sight is measured from the Firing Slit or Slits of other Nests and Pill Boxes. they cover all Turret Bunkers. Turret Bunkers are CONCEALMENT Tank Teams. LINE OF SIGHT ground bunker containing ammunition and accommoda. FlaK Nest (and others as noted it their intelligence briefing) Nests are roofed foxholes or well-protected fighting pits. Bunker cannot be concealed in the open. Turrets are made by mounting a tank turret on an under. Line of Sight is measured to and from any part of a Nest with tion for the crew. Each individual Bunker is a Unit. Pillboxes.

any Infantry Team or any Tank Team fitted with a Bulldozer blade or a Bulldozer from the Unit within There are five basic types of Obstacles: 6”/15cm of the Unit Leader may immediately remove • Barbed Wire Entanglements. it remains intact. Barricade rated as Difficult Going. creating a gap in the Street Obstacles come in 8”/20cm long by 2”/5cm deep sections. • Anti-tank Obstacles. a Obstacle within 2”/5cm (having moved adjacent to the • Street Barricades. BARRICADES Weapons rated as Bunker Buster can attempt to gap a Street CROSSING OBSTACLES Barricade. Shoot or Assault. The remainder of the Booby Traps are different and use a 1¼”/32mm by 1”/25mm Street Barricade continues to function as normal. DASH SPEED CROSS BULLETPROOF CHECK HEIGHT COVER OBSTACLE Barbed Wire Entanglement Terrain Dash Skill Test for Infantry Flat No Impassable to Cavalry Teams Yes for others Street Barricade Terrain Dash Skill Test for Infantry Short Yes Yes for other Anti-tank Obstacle Terrain Dash No for Infantry Short Yes Impassable to others Street Barricade 77 . the Street Barricade is gapped. Instead. The Street Barricade is Hit On 2+. GAPPING STREET BARRICADES Do not remove a Street Barricade when it is gapped. an Anti-tank Obstacle can only be Moving in the Movement Step. for BUNKER BUSTERS AGAINST STREET example to block a road between two buildings. Roll a To Hit Barbed Eire Entanglement. a Bulldozer. but does not Move.OBSTACLES If it does so. OBSTACLE SECTIONS remove the middle piece. Obstacle on the previous turn) instead of Moving. small base as a marker. and cannot Move • Booby Traps. or a AVRE Mortar. You can reduce the length to fit between terrain features. and further. Street Barricade. Obstacles are treated like terrain. The Team • Minefields. GAPPING OBSTACLES A Unit Leader that is not Pinned Down may issue an GAPPING ANTI-TANK OBSTACLES Obstacle Gapping Order as a Movement Order instead of Unlike other Obstacles. is counted as Moving. below to see their effects on movement. removed by a Tank Team fitted with a Bulldozer blade. and Anti-tank in the Shooting Step. • Otherwise. See the Obstacles table • If Hit.

the Team crosses the (such as a plough. the Unit within 6”/15cm of the Unit Leader may immedi- • Otherwise. A Unit that took hits from a Minefield will be Pinned Down (page 41) when it finishes moving. Clearing Order as a Movement Order instead of Moving in A Team that then Moves into a Minefield must roll a die. it continues moving unharmed. Teams can only move through gaps between Obstacles that are wide enough for them to fit through. If a Tank Team is Bailed Out or Destroyed. Minefields require a Skill Test to cross safely. Like any other obstacle Teams that don’t completely cross a Minefield must Skill Test again next turn to move. or flail) or any Infantry Team from Minefield safely. The (using its Top armour if it is a Tank Team) (pages 36 to Team is counted as Moving. • If the score is at least equal to the Unit’s Skill rating If it does so. If it survives. but does not Move. in the middle of the Minefield. it halts Move further. any Tank Team with a Mine Clearing Device (or its Tactics rating if different). the Movement Step. Shoot or Assault. 78 . Any Team moving through a Minefield risks being A Unit Leader that is not Pinned Down may issue a Mine knocked out. The location of a Minefield is shown by a Minefield CLEARING A MINEFIELD Obstacle. the Team was hit by a mine with Anti-tank ately remove a Minefield within 2”/5cm (having moved into 5 and Firepower 1+ and must take a Save to survive the Minefield on a previous turn) instead of Moving. rollers. and cannot 39).

but does not Move. or flail) from the Unit within 6”/15cm of the Unit Leader may immedi- ately remove a Booby Trap adjacent to or under them instead of Moving. and the Booby Trap is removed. in the Movement Step. • Otherwise. The Team is counted as Moving. After that the Booby Trap is Ambushing Units during each Starting Step. expended and removed. and cannot Move further. Instead. If it survives. However. Booby Traps do not need to be deployed before the game A Booby Trap only effects the first Team to move across or begins. A Unit that took hits from a Booby Trap will be Pinned If it does so. Shoot or Assault. rollers. the Team was hit by a Booby Trap with Anti- tank 3 and Firepower 2+ and must take a Save to survive DISARMING BOOBY TRAPS (using its Top armour if it is a Tank Team) (see pages 36 to 39). Deployment Area or No Man’s Land. it continues Trap Disarm Order as a Movement Order instead of Moving moving unharmed. If a Tank Team is Bailed Out or Destroyed. 79 . nor under Teams Team crossed it safely. the under Teams already on Booby Traps. any Infantry Team or any Tank Team with a Down (see page 41) when it finishes moving. Booby Traps may be placed anywhere in your own A Team that Moves across or off a Booby Trap must roll a die. they may be placed at the same time as off the Booby Trap marker. Mine Clearing Device (such as a plough. it halts A Unit Leader that is not Pinned Down may issue a Booby on the Booby Trap’s position. you may not place Booby Traps • If the score is at least equal to the Unit’s Skill rating. in Foxholes.BOOBY TRAPS PLACING BOOBY TRAPS A Booby Trap is represented by one small base marker. including under enemy troops.

This movement may pass through friendly or A Borgward BIV Demolition Carrier has Firepower 2+. Bridges laid by Half- Any Tank Team fitted with a Bulldozer blade or a Bulldozer tracked vehicles cannot be crossed by Fully-tracked vehicles. it cannot be retrieved. The Demolition Carrier Mobility Front Side Top must be within Line of Sight of the controller for the entire Half-tracked 0 0 0 movement. it is automatically Destroyed if hit. BULLDOZERS ASSAULT BRIDGES Bulldozers are useful for filling in craters and anti-tank A Team with an Assault Bridge can place it over an adjacent ditches. Bocage Hedgerow) in the same way as they gap Obstacles. the of explosives. BURYING BUNKERS Once placed. Mine ploughs. or burying anti-tank obstacles blocking the Anti-tank Ditch in the Movement Step instead of Moving. until it is Switched to Remote Control in the Assault Step.5cm high. Place these Obstacles when you place other fortifications. A Goliath Demolition Carrier has Firepower 4+. If the controlling Team is Destroyed. and flails allow tanks to clear mine- fields. Half-tracked 0 0 0 Demolition Carriers are ignored for Unit Last Stand. Control. the Demolition Carrier Mobility Front Side Top is Destroyed as well. BRIDGING STREAMS AND DITCHES A vehicle with an Assault Bridge can also use the same GAPPING ROUGH TERRAIN method to place its Assault Bridge across a crater. making it vulnerable to shooting. Re-roll failed Firepower Tests to Destroy a Borgward BIV when it is hit by shooting. Bulldozers can create a gap in Difficult Going (such as a ditch or to provide a ramp up a bank up to 1”/2. you may place: • one additional Minefield. but does not Move. ley until they are in position to go. The Team is counted as Moving. BORGWARD BIV The Borgward BIV is controlled by a tank and carries SWITCH TO REMOTE CONTROL 1100lb/500kg (that’s half a tonne!) of explosives on the At the beginning of an Assault Step the controlling player front. and cannot Move further. Since they are expendable machines. Germany developed remote-controlled demolition carriers GOLIATH as a way of destroying fortifications without risking pio. Move distance of the enemy and can move up to their Tactical Borgward BIV Move when Charging into Contact. If the Bunker is a Turret.5m-long mini-tank carrying 132lb/60kg neers’ lives. 80 . may Assault an enemy Unit with the Demoliton Carrier. They are Mine Clearing Devices (see page 78). rollers. DEPLOYING ADDITIONAL OBSTACLES If the defender in a mission that has Minefields. The Demolition Carrier can Assault if they are within Tactical A Borgward BIV Demolition Carrier is a Tank Team. armour’s advance. There were two types of demolition carriers. It counts as part of the Controlling Team and cannot and each Controlling Team can only control their own be hit by Shooting separately from its Controlling Team Demolition Carrier. or • three Barbed Wire Entanglements in No Man’s Land or your Deployment Area for each of your Pioneer Supply vehicles that begins the game on the table. one turn they create a 2”/5cm wide gap in a Linear Obstacle or a gap 2”/5cm wide by 4”/10cm long in Area Terrain that no longer requires a Cross test. In The terrain bridged no longer requires a Cross roll. can assault a Bunker in the same way as an Infantry Team. The Goliath is a 5’/1. Place the Goliath miniature with the Controlling Pioneer CONTROLLING TEAMS Team to indicate its presence until it is Switched to Remote Every Demolition Carrier must have a Controlling Team. Shoot or Assault. They are pulled by pioneers on a wheeled trol- Goliath and the Borgward BIV. PIONEER SUPPLY VEHICLES A Unit with a Pioneer Supply vehicle within 2”/5cm of the Unit Leader may re-roll unsuccessful rolls to Dig In MINE FLAILS AND ROLLERS (see page 24). stream. enemy Teams without restriction.

it is Destroyed. A Firepower Test is needed to Bail Out a hit Armoured Tank Team.DEFENSIVE FIRE ATTACKING A BUILDING The Demolition Carrier cannot not be forced to Fall Back by To attack a Building. Demolition Carrier 10”/25cm Tactical Move. Hedgerow in the same way as it gaps an Obstacle. removes it. the controlling player chooses one of Defensive Fire (though it can be destroyed). unless it is a Pillbox Bunker. If an Armoured Tank Team is hit. it is Bailed Out Again (page 38). • If it was already Bailed Out. Gun. itself in the process. The Demolition Carrier automatically Hits every Infantry. 81 . it once it has Charged into Contact with its target. the Pillbox Bunker rolls a 2+ to Save. A Demolition Carrier can blow a gap in an adjacent Bocage • If it fails it is destroyed. If a Demolition Carrier hits the Pillbox Bunker in Assault. Gun. Gun Team. the controlling player picks an Obstacle in contact with the Demolition Carrier and If a Pillbox Bunker takes a hit. the vehicle is Bailed Out. Borgward BIV If an Armoured Tank Team was already Bailed Out. roll a save. Destroying only hits teams in that room. • If it passes. the Buildings in contact with the Demolition Carrier. or Unarmoured Tank Teams are Destroyed if hit. or Unarmoured Tank Team ATTACKING AN OBSTACLE takes a hit. • If it fails. or Obstacle. making a Cross Check to cross the Hedge. If the building A Demolition Carrier hits on a 2+ in Assaults and can hit any is divided into multiple rooms it must target one room and adjacent Team. Firepower Test will Bail Out the Tank Team Again (page 38). Infantry. Bunker. take a Firepower Test for the Demolition Carrier. To attack an Obstacle. the vehicle is unharmed. If an Infantry Team. ATTACKING A TEAM and Unarmoured Tank Team in the Building. In the Assault Step a controlling Team can move its If a Demolition Carrier attacks a building. The Goliath Demolition Carrier has Half-tracked mobility and moves 10”/25cm Tactical Move to assault the Bunker. Building. detonating it hits every Team inside on room. • If it passes it is unharmed.

Royal Engineers. ‘Flying Dustbin’. a bundle of saplings used to fill a ditch. This fascine. removing the Fascine or Assault Bridge An AVRE may attempt to gap an Obstacle by shooting from play. and then resumes its demolition duties. instead of shooting. • If Hit. This is a standard Churchill infantry tank with the main gun and ammunition racks removed and replaced with a Petard demolition mortar and engineering equipment. An SBG bridge is carried on the front of the tank and lowered across streams and ditches or DEMOLISHING TANKS against seawalls and embankments to create a crossing. at it. Any Armoured Tank Team hit by a Petard mortar uses its In addition. that has a Fascine or Assault Bridge mounted cannot shoot. an AVRE that has an Assault Bridge mounted is Top Armour rating for its Armour Saves. Royal Engineers. The Obstacle is Hit On 2+. Oddly. the Obstacle is gapped. FASCINE AND SBG BRIDGE PETARD MORTAR AVsRE are often fitted to carry fascines or SBG bridges. Roll a To Hit in the Shooting Step. The Petard fires such a big round that it can even demolish anti- An AVRE may abandon its Fascine or Assault Bridge tank obstacles. An AVRE damage without penetrating the armour. If the Petard ever fired at a tank. it remains intact. you may elect to mount a Fascine irrelevant. it drops the fascine. Armoured Vehicles. At the start of the game after Fortifications (if any) are placed. is carried on a strange weapon fires a 290mm bomb popularly known as a frame on the front of the tank. The Petard is a weapon that relies entirely on explosive effect. the plural of AVRE is AVsRE. the Armoured Vehicle. The core of the 79th Armoured Division’s strength is the versatile AVRE. The The AVRE is equipped with a Petard spigot mortar. bridge 34’ (10 metres) long. The Petard mortar shoots as a normal (although very short- The SBG (Small Box Girder) bridge is a standard British light ranged) gun. its armour would be almost but before Deployment. The blast is likely to blow off tracks and cause other or Assault Bridge on any or all of your AVsRE. 82 . but may only be DEMOLISHING OBSTACLES used to bridge ditches and craters. When the tank reaches the ditch. • Otherwise. Overloaded (see page 67) rather than Wide-tracked. Fascines act as Assault Bridges (see page 80).

on or under Bunkers. it is no longer a Fortified Platoon. All of the Unit’s ifies otherwise. If it does not do this. bridge. 6”/15cm Centre Point Fortified Platoons may not be placed within 6”/15cm of other Fortified Platoons or the side table edges. they must be placed in the Trench Lines. and AREA DEFENCES Tank Pits that come with their Unit. Bunkers can be placed in the ground floor of Buildings. • within 2”/5cm of another Bunker. Use The Company HQ Unit of a Fortified Company Formation Openings in the Building as the Bunker’s Firing Slits. All of the Fortifications of a Fortified Platoon must be deployed entirely within 12”/30cm of the centre point. nor Fortified Platoon Units cannot be deployed in Ambush or • on a road. either your Deployment Area or in No Man’s Land. If the Building is large enough. are usually not placed right next to each other. it deploys in its own fortifications which are placed as if it were a Fortified Platoon Unit on its own. track. blocking a ford. Only your Deployment Area or in No Man’s Land. NOT PLACING YOUR FORTIFICATIONS You may choose to not place any or all of your Fortifications in a game. Fortifications must be placed entirely within 12”/30cm of the marked point. may deploy as part of another Fortified Platoon Unit. DEPLOYING THE COMPANY HQ otherwise. or in Reserves of any sort unless it elects not to deploy any of its any other way obstructing a constructed route. Teams from the Fortified Platoon Unit may be deployed in its Entrenchments. railway line. lake or other water feature. If you do this the Fortifications are not used during the game. However. swamp. but may not be placed within 6”/15cm of Entrenchments and Bunkers must be placed in your any Fortification from another Fortified Platoon Unit or of Deployment Area (see page 93). DEPLOYING FORTIFIED PLATOONS river. Gun Pits. time as other Fortifications before objectives are placed. amal- Objectives may not be placed in. BUNKER DEPLOYMENT If a Fortified Platoon Unit elects not to place any of its Bunkers are usually built with mutual support in mind and Fortifications. such a Unit does no start the game in Foxholes as they have Bunkers may not be placed: not had time to dig alternative positions.DEPLOYING FORTIFICATIONS FORTIFIED PLATOONS Bunkers and fortifications take a lot of time and effort to Fortified Platoon Units place their fortifications at the same build and rarely come as a surprise to the enemy. of each Fortified Platoon Unit’s position. declare the whole Building to be a Bunker. When the Teams of a Fortified Platoon Unit are Deployed. Fortifications. place the Bunker in the Building. You must place all Fortifications before the opposing player Mark a spot on the table (use a die or counter) as the centre places any Objectives (see page 94) unless the mission spec. Obstacles may be placed in either side table edge. or placed in Foxholes Fortifications that are Area Defences may be placed in either obeying the Fortified Platoon placement rules above. gamating their Fortifications as a single position. 83 . Entrenchments and Bunkers cannot be placed in a stream.

Panzergrenadiers from the 21. Panzerdivision prove difficult for British forces to dislodge as they fight building by building. British troops launch Operation Goodwood to capture the city of Caen. 84 .

Caen finally falls to the determined British troops after finally overcoming the tough German defenders.The 21. Panzerdivision counterattacks with powerful PaK43 anti-tank guns and converted assault guns. 85 .

we have included divisional symbols to distinguish the variants. motor- mammoth games using armies that are 3000 or 5000 points ised infantry (Führer Panzergrenadierkompanie) and infan- or more! Once you and your opponent have agreed on try (Führer Grenadierkompanie). and usually include some additional difficulty for the stronger force to make the game fun for both players. There are four to choose from particular value. Before a game. you need to pick the Formations (Company) PICK A NATION AND AN and Units (Platoons) that will make up your force. but may contain variations specific to the scenario. the Intelligence Handbook. 86 . pick your force from. Flames Of War uses a point system to ensure that games are reasonably fair and balanced. If • a Führer Panzerfüsilierkompanie HQ Unit. Your Unit HQ and all of your Combat and Weapons Units (and usually some of your Support Units) must match the division you have chosen. you can choose any Units allowed by your these. VARIANT FORCES When building a Force that has several division variants. is to select your force based on the points given for each unit in the Intelligence Briefings. The forces use in a scenario will usually be based on a Force and may field one Unit from each grey box. There are two ways to do this: INTELLIGENCE HANDBOOK • build to a points limit. You two forces that fit the scenario. weapon. a SCENARIO Führer Panzerfüsilierkompanie from page 130 of The Ardennes You and a friend could organise a scenario game that tells Offensive. you must chose one of the variants and stick to it. You can play any point value you and your the Führer Brigades section: tanks (Führer Panzerkompanie). You can take any or all of a points limit. and regimental (or brigade) Units. Games are typically played with PICKING FORMATIONS around 1500 points. but you are certainly not limited to any Next pick your Formations. or even several of the same Formation. to armoured infantry (Führer Panzerfüsilierkompanie). and the best way of ensuring a fair fight and an interesting game. the scenario will • two to three Führer Panzerfüsilier Platoons. you need to choose your force. The points value is calculated based upon the size and fighting capability of each unit—the larger and more powerful a unit is the higher its points value. Linking your scenarios into a campaign allows you to extend the story across multiple FIELDING A FORMATION games. opponent decide from small 600 point games in an hour. or The first part of picking your force is to choose a Nation. Before fighting a battle. it all depends on the scenario you are creating. • up to one Führer Panzerfüsilier Heavy Platoon. We will take an HQ Unit. Formation (company) diagrams up to that total value. The most common form of force selection. In a scenario. Diagram. Simply use the options showing your divisional symbol when calculating points or choosing optional upgrades. must field the HQ Unit and one Unit from each black box. and the Division or Brigade you will • build for a specific scenario. one force is much stronger than the other. the story of a specific battle. Let’s make a German Führer Begleit Brigade force with about 1500 points from pages 122 to POINTS LIMIT 147 of The Ardennes Offensive book. or they Führer Panzerfüsilierkompanie has: might not. We will just take one Formation of armoured infantry. and two Führer Panzerfüsilier Platoons to get started. you decide on a situation that would Your Formations are made up of an HQ Unit and a number provide an interesting challenge for both players and select of combat. The sample Formation diagram on page 87 shows that a The two forces might have the same points total. To help. In addition were can also take one each of six different weap- ons platoons.

These units are not part of your Formation. The instruct­ions box will also talk about any additional instruct­ions for the variants. but in the case of Soviets and some other nations it can be a battalion. in essence. a list of Units that you can choose from when creating that Formation. RECONNAISSANCE Führer Anti-aircraft 13 Gun Platoon 5 Führer Panzerspäh 13 Platoon 9 Führer Half-tracked 13 Panzerspäh Platoon 9 130 SUPPORT UNITS A formation may also include one unit from each grey boxes in the columns labelled Support. HEADQUARTERS HEADQUARTERS You must field one platoon from each box shaded black and may field one platoon from each box shaded grey. INSTRUCTIONS The instruct­ions box will also talk about any FÜHRER PANZERFÜSILIERKOMPANIE Leader’s Armoured Fusilier Company additional instruct­ions MechanIsed cOMPany for the variants. The Formation Diagram is. 13 kompanie HQ 1 Every formation has an HQ unit that SUPPORT PLATOONS includes the formation COMBAT PLATOONS WEAPONS PLATOONS INFANTRY ARTILLERY ARMOUR ARTILLERY commander. like the Führer Panzerfüsilierkompanie page 130 of The Ardennes Offensive for example. These can also be called Divisional or Corps Support. Your Company HQ must be either Führer Begleit Brigade (marked ) or Führer Grenadier HQ UNIT Führer Panzerfüsilier- Brigade (marked ). but other companies. 14 Battery 6 Führer Panzer Platoon 12 9 Führer Heavy Artillery 14 Führer Panzerjäger Battery 7 13 Führer Panzerfüsilier Platoon 9 13 Platoon Führer Panzerfüsilier Führer Armoured 1 13 14 FlaK Platoon Führer Assault Gun Artillery Battery 4 5 14 Platoon 4 UNIT CHOICES Führer Armoured 14 MACHINE-GUNS Heavy Artillery Battery 5 INFANTRY ARMOUR Volks Rocket A formation may 16 Launcher Battery 6 Führer Panzerfüsilier also include one 13 Heavy Platoon 2 Führer Panzerpionier ANTI-AIRCRAFT 13 Platoon 4 Führer Assault Gun 14 unit from each grey Platoon 4 FLAME-THROWERS box. and 13 Platoon 7 ANTI-AIRCRAFT sometimes Regimental ARTILLERY Führer Grenadier Platoon 14 1 Volksgrenadier Sturm or Brigade Support are 15 Platoon Führer Anti-aircraft 9 13 Gun Platoon 5 Volksgrenadier Schützen 15 optional parts of your Platoon 9 Führer Panzerfüsilier 13 Infantry Gun Platoon 3 ANTI-AIRCRAFT Formation. If your have more than one Formation in your Force you may only take Support from one Formation’s diagram.Formations are the core of your force and your main fighting strength. 87 . have number of variants: in this case Führer Begleit Brigade and Führer Grenadier Brigade. A Formation is a group of Units under a single Commander. Führer Panzerfüsilier Führer Panzerfüsilier 13 13 Platoon 1 Mortar Platoon Führer Artillery 3 14 Führer Panzer Platoon Battery 12 6 9 INFANTRY Führer Armoured 14 ARMOUR Führer Panzerjäger Artillery Battery 13 COMPULSORY UNITS 5 Platoon 9 ARTILLERY A formation must have Führer Panzerfüsilier ARMOUR 13 Platoon Führer Panzerfüsilier 1 13 Cannon Platoon 3 one unit from each of the INFANTRY ANTI-AIRCRAFT Führer Artillery black boxes. It contains the Formation’s own troops and their slice of their parent formation’s specialist weapons and units. Grey boxes in Führer Anti-aircraft 13 INFANTRY Gun Platoon 5 Führer Heavy Anti- the columns labelled 13 aircraft Gun Battery 5 Führer Armoured 13 Flame-thrower Platoon 4 Führer Panzergrenadier Combat. INSTRUCTIONS Some companies are based on a single division. Weapons. All other platoons and options with either of these symbols must be from the same as your company HQ. Often it is based on a company.

FÜHRER PANZERKOMPANIE HAUPTmann Hq HAUPTMANN Looking at my three Armour My two Führer Panzerfüsilier Platoons are equally simple Headquarters Führer Panzer Platoon 12 boxes under my Support HEADQUARTERS options 9 Company HQ 90 points 70 points Company Command 2iC Command with options with either two or three Führer Panzerfüsilier Panzerfaust SMG team Panzerfaust SMG team I can takePup führer to three Units. • Replace Command Panzerfaust MG team with Com- mand Panzerfaust SMG team at no cost. 129 88 . so I’ve opted Führer for twoHQ Führer Panzerkompanie 2 Panzerfüsilier Squads 220 points 175 points HQ Section 1 Bergepanther . 155 points Platoon HQ Section with: Leutnant or Oberfeldwebel Platoon because Add Recovery Section: it is marked with a blue helmet ( ) tank Company HQ 3 Panzerfüsilier Squads 300 points 235 points Command Panzerfaust MG team Sd Kfz 251/17 D (2cm) half-track from Führer 1 Bergepanzer III Grenadier +10 points Brigade. but don’t count as part of my Formation for131 anTI-aIrcrafT Gun PLaTOOn Leutnant PLaTOOn Formation Last Stand. These lead attacks and support the infantry as they advance. You can field one 9 FÜHRER PANZERFÜSILIERKOMPANIE Veteran Führer Begleit Brigade company marked with the Unit from each box in the Führer Panzerjäger 13 Platoon 9 motivation and skill yellow helmet A Führer ( ). These Units can be added führer Panzer Leutnant to my force. add any Units from the Weapons Platoons column. Führer Panzer Platoon SUPPORT UNITS brigade also had a company of StuG G assault guns. a Sd Kfz 251/17 243 of the rulebook. including one armed with a 20mm 4 Panzer IV J 360 points - anti-aircraft gun for defence against Allied aircraft. The core of the brigade’s panzer regiment is its Tank Tank Panzer Section Panzer Section panzer companies. I can’t take the Führer Panzerjäger 300 points 2iC Command Recovery Section 1 Panther G . The teams of a unit fight together as a closely- coordinated group. but these were detached to support 352nd Volksgrenadier Division far off on its left flank. a Sd Kfz 251/17 D (2cm) HEADQUARTERS half-tracks with no other options Some of the optional Units I for 90 points. RELUCTANT CONSCRIPT RELUCTANT CONSCRIPT brigade is rated as Confident Veteran.boxes 14 Führer PanzerfüsilierKompanie HQ 1 Panzer Sd Kfz 251/1 D half-tracks for each Unit for 300 points. my Support Units 3 Möbelwagen (3. These 95 points two. Units are the fundamental building blocks of your force. D (2cm) and threeCompany HQ 2 Panzer IV J 185 points - Führer Assault Gun first two IV J boxes.7cm) 175 points 120 points 140 points 100 points Command Anti-aircraft tank HQ Section Anti-aircraft tank quit the field and the game is over (page 93). anzerkOMPanIe hQ but Führer Panzerjäger HAUPTmann 13 Squads. Teams from the I select Company HQ of a three Führer PanzerSquads füsilier­ for both giving me seven Platoon 9 headQuarTers kompanie may use the Mounted Assault special rule on page Sd Kfz 251/1 D half-track Sd Kfz 251/17 D (2cm) half-track decide to take just two from the HAUPTMANN Unteroffizier Panzerfaust MG Teams. Unteroffizier 3 Wirbelwind (2cm) 175 points - In addition if I decide to take more than one Formation. . Führer Panzer Anti-aircraft gun platoon my Support from. COMBAT PLATOONS Panzerfaust Panzerfaust Panzerfaust Panzerfaust MG team MG team MG team MG team Führer Panzerfüsilier Platoons may use the Mounted Assault führer Panzer PLaTOOn Leutnant special rule on page 243 of the rulebook.from Führerbegleit- Panzerfüsilierkompanie FüHrerbegleitbrigade FüHrergrenadierbrigade support area. I also need to choose one of commander and allocated out Führer Panzer Platoon 12 the two variants available. I decide not to equipped with the same model of tank as the Führer Pan- zerkompanie HQ. HQ tank seizing advanced positions while the rest of the brigade made 3 Panzer IV/70 (A) 415 points - Panzerfaust MG team Panzerfaust MG team Sd Kfz 251/1 D half-track its way forward. 4 Wirbelwind (2cm) 230 points . I decided to field the Confident as needed. +15 points oPtion UNTERoffizier UNTERoffizier Panzer Platoons (page 129 of The Ardennes Offensive). BUILDING UNITS SUPPORT UNITS Support Units are things like ARMOUR Reading the instructions box and Formation (compa- ny) diagram. 440 points Unteroffizier Unteroffizier Panzerfüsilier Squad Führer Panzerfüsilier platoon You must field at least one Führer Panzer Platoon entirely Tank Tank Because these Units are quite costly in points. On the right side of my Formation diagram there are WEAPONS PLATOONS two columns labelled Support.from Command tank 1 Panzer IV/70 (A) 145 Recovery vehicle FüHrer PanzerFüsilier Platoon Leutnant or Oberfeldwebel my Führer 2 Panther G Begleit -Brigade. My Führer One from Panzerfüsilierkompanie Führergrenadierbrigade is rated as HQ is a simple purchase CONFIDENT TRAINED CONFIDENT TRAINED I’ll add some of the optional ARMOUR FEARLESS VETERAN FEARLESS VETERAN Confident Trained.7cm) 2 Möbelwagen (3. 3 Panther G . All my support must come from this Formation diagram only. The Führergrenadier. supporting each other as they take the fight to the enemy. So if I less than two Formation Units 4 Möbelwagen (3.7cm) 230 points 180 points in my Formation is will break (page 61). Both UNTERoffizier Command tank 3 Panzer IV J 270 points - brigades led the advance with their Panzerfüsilier battalions. 2 Wirbelwind (2cm) 120 points - Anti-aircraft tank Anti-aircraft tank I must choose one of my Formation diagrams to take The panzer regiment’s anti-aircraft platoons protect it from Anti-aircraft section marauding Allied aircraft as it advances into battle. I see that I need to field at least a Führer reconnaissance and artillery Panzerfüsilierkompanie HQ and two Führer Panzerfüsilier that are held by the divisional Platoons from the black boxes. PLaTOOn Leutnant Sd Kfz 251/1 D half-track Sd Kfz 251/1 D half-track The Panzerfüsilier battalion was fully equipped with the latest Panzerfüsilier Panzerfüsilier 5 Panzer IV J 450 points - Squad Squad armoured half-tracks. a Sd Kfz 251/1 D and Support Units in grey boxes. Platoon 4 Company 2 Panzer IV/70 (A) 280 points - COMBAT PLATOONS contain options forpoints armour . as it had two Panzerfaust SMG Teams. F üHrer P anzerFüsilierkomPanie would like to take are armour.

see page 7. place a Panzer Full Salvo markerPlatoon with there are options to take offensive. set up a battle­ HQ Section and: 2 Launcher Sections with: Command SMG team Kübelwagen field. 6 30cm NW42 195 points 6 21cm NW42 160 points 6 15cm NW41 135 points 1 Launcher Section with: Führerbegleit Brigade Führer Panzerfüsilierkompanie 3 30cm NW42 100 points 3 21cm NW42 85 points Rocket launcher Rocket launcher 3 15cm NW41 70 points oPtion A Führer Panzerfüsilierkompanie HQ • Add Kübelwagen jeep and Sd Kfz 11 half-tracks (Compulsory Headquarters) +5 points for the battery. but nonerocket launchers as they are reliable and cheap. Formation. A Volks Rocket Launcher Volks Rocket Launcher Battery C (Compulsory Combat Platoon) Battery equipped with 30cm NW42 rocket launchers uses the Super-heavy Rockets special rule. Rockets at theI’d like some form Place a Full Salvo marker on a platoon with Super-heavy end of any Shooting Step in which everyof artillery. Volks Rocket launcheR BatteRy Once I have selected all of my platoons and totalled up my Platoon points. 3 Panzer IV J 270 points Finally. If a platoon with Super-heavy Rockets does not have a Full In one battalion. Each brigade consisted of two regiments with Führer Panzer Platoon D (Support Platoon) six batteries of 15cm NW41 rocket launchers and three Panzer IV J tanks or Panzer a platoon equipped with 30cm NW42 Super-heavy Rockets. this wasn’t available because there My force can have one Observer. Remove this marker after firing an Artillery IV/70 (A) tank-hunters for the heavy batteries of either 21cm NW42 or 30cm NW42 rocket launchers. 135 points I’ll take a Volks Rocket Launcher Battery from page 166 of The Ardennes Offensive. I don’t have to pay any extra Formation would obey all the rules for its own nationality points for my Observer as that has already been included with and acts as a Formation in its own right (page 8). Salvo marker when it fires an Artillery Bombardment. Rocket launcher Rocket launcher Company HQ 90 points A Volks Rocket Launcher RELUCTANT TRAINED B Führer Panzerfüsilier Platoon Battery is rated Reluctant Trained. but as they should spend most of the game at the back firing bombardments I don’t see ALLIED FORMATIONS this as a problem. If I had been able to. This Unit has three different types of G 1 Observer Rifle Team 0 points rocket launcher available. an Allied Independent Observer Team. Five Volks-Werfer Brigaden (People’s Rocket Launcher 3 Panzerfüsilier Squads 300 points Brigades) supported the German forces during the Ardennes ForAt thethe Führer start of the game. roll andabilityin to the saturate a second platoon wide area quickly I’ve The biggest advantage of Nebelwerfer rocket launchers is their with high-explosive Führer Panzer Platoon E (Support Platoon) a Skill Test for each Rocket Launcher able to fire in the rounds. They are ideal for pinning down an enemy position taken three Panzer as part of the Bombardment. Only those that pass the Skill Test can fire for while415 attackingpoints. so I take one Observer Rifle were no Allied Units available in the Support section of 166 Team from the Volks Rocket Launcher Battery as my force’s my Formation Diagram. (Support Platoon) F 6 NW41 15cm did so. I just have to gather my miniatures. (Compulsory Combat Platoon) Rocket launcher Rocket launcher 3 Panzerfüsilier Squads 300 points suPeR-heaVy Rockets The massive 30cm rockets used by the NW42 rocket launchers Führer Panzerfüsilier Platoon are slow to load and therefore the full battery is not always available to fire on command. forces approach for the assault. the Volks Rocket Launcher Battery. and start playing!. FÜHRER PANZERFÜSILIERKOMPANIE D C G F E B A 89 . Remember you don’t field the command I could have also taken some Allied Support as an Allied infantry team in guns units. I decide to take some Volks Rocket Launcher Battery Rocket Launcher in the platoon was able to fire an Artillery Nebelwerfer Bombardment. I selected the lightest option with Total—1510 points six NW41 15cm rocket launchers for 135 points. These troops have the Reluctant Trained rating. IV/70 (A) Bombardment. Begleit Brigade variant. platoon I’ve taken three Panzer IV J for 270 points. depending on if it was the first or second 3 Panzer IV/70 (A) 415 points Führer Bombardment. However.

without lights. unless they shoot. Teams from a Unit do not have Line of Sight to Teams beyond the rolled dis- tance. Teams add +1 to their Cross number when moving through Difficult Terrain at night. the Firefly can see it at any distance. While most battles take place in daylight. then their muzzle flash gives them away. However. since the Panther tank fired last turn. However. Their Line of Sight is not affected by Night. TARGET SHOT LAST TURN The maximum distance does not limit Line of Sight to enemy Teams that Shot in their previous Shooting step. Everything looks dangerous. some were fought at night. NO AIRCRAFT AT NIGHT Do not roll for Aircraft to arrive at Night. Shooting at Night token BOMBARDMENTS AT NIGHT Spotting Teams do not need to roll on the Night Visibility Table. In the darkness shapes blend and blur turning tanks into houses. The Firefly VC tank and infantry teams want to shoot the Sd Kfz 251 half-track. making it tricky to pick your target. Few things are as difficult as finding targets at night. The Firefly VC tank did not. they must roll to see how far they can see. As it is night. 1 4”/10cm 2 8”/20cm SHOOTING AT NIGHT Teams shooting at Night always suffer an additional 3 12”/30cm +1 penalty on the score needed to Hit. The infantry roll high enough to see the Sd Kfz 251 half-track. is slow and painstaking. Roll immediately before checking Line of Sight. In addition. Some armies even specialised in launching their attacks at night. Moving at night. so can shoot it. and rocks and trees into tanks. 90 . attempts to Range In at Night add +1 to the score needed. 4 16”/40cm LINE OF SIGHT AT NIGHT 5 20”/50cm Units must roll on the Night Visibility Table to determine 6 24”/60cm their maximum Line of Sight distance. MOVING AT NIGHT NIGHT VISIBILITY TABLE Teams may not move faster than their Terrain Dash speed DIE ROLL DISTANCE at Night.

and battle is fought in Darkness. Encounter (page 98). one more die until morning breaks on any roll of 5+. • On a 3 or 4 use the normal Night rules. the element of surprise and help speed up reinforcements after sunrise. try using a mission your night battles. the • On a score of 5+. morning has broken. You can either select either Full Moon. use the tokens in the Muzzle Flash as Dust Up (page 98). the battle is fought in Darkness. Such battles would usually take place at Dawn to maximise • On a 5 or 6 the New Moon rules are in effect. DARKNESS DAYLIGHT In a game played in Darkness. Guard (page 100). • If it is still dark at the start of the Defender’s next turn. such After a Unit has fired. and so on with each player rolling they roll three dice. night has fallen. rules instead. or No Retreat • On a 1 or 2 the Full Moon rules are in effect. Alternatively. try using a mission MARKING TEAMS THAT SHOOT AT NIGHT that uses a blend of reserves with scattered deployment. roll your opponent what Time Of Day option to use. DAWN DUSK In a game being played at Dawn. at the start of the Attacker’s turn four. they roll two dice with night falling on any turn four. Daylight. roll a die: • On a score of 5+. • If the roll is unsuccessful. • On a result of 5 or 6. or roll a die. Breakthrough (page 101). Once night falls. you can roll a die: Teams equipped with Infra-red Equipment use their normal • On a result of 1 or 2. they roll three dice. roll a die: At the start of the Defender’s third turn. the battle is fought at Dawn. At the start of the Defender’s third turn. or Bridgehead Token Set (TK905) to indicate which Teams have fired and (page 102 of More Missions). Once morning Night Fighting rules come into effect and the rest of the breaks. or where the attacker has a focused objective. (page 101). Dawn. two dice and use the lowest result. FULL MOON When rolling on the Night Visibility Table (see page 90). 91 . the rest of the battle is fought in Daylight. are not used. In a game being played at Dusk. • On a result of 3 or 4. at the start of the Attacker’s • If the roll is unsuccessful. the Night Fighting rules are no longer used. the game starts in Darkness. and Darkness. the Night Fighting rules on In a game being played in Daylight.The following rules encompass four times of day: Dawn. THE MOON FULL-SCALE NIGHT OPERATIONS As an optional rule you may like to include Moon light in To simulate a full-scale night operation. the Night Fighting rules page 90 are used for the entire game. and so on with each player rolling one more die until night falls on any roll of 5+. any roll of 5+. roll two dice and use the highest result. RECREATING NIGHT BATTLES You can find the rules for Dusk. the battle is fought at Dusk. Dusk. with the Night Fighting rules in effect. and Darkness below. the game starts in Daylight. TIME OF DAY NEW MOON The first step for setting up a night battle is to decide with When rolling on the Night Visibility Table (see page 90). such as Rear New Moon. • If it is still light at the start of the Defender’s next turn. are therefore visible at any range in the next enemy turn (see Shooting at Night on page 90). NIGHT SKIRMISH OR RAIDS To simulate night skirmishes or raids. Such battles would usually take place at Dusk or in the Darkness. they roll two dice with morning breaking on roll of 5+.

both players choose whether they wish to attack or defend. missions. try Free for All. then reveal their choices at the same time. To reflect their unique circumstances most missions use a number of special rules that make them more realistic and add exciting tactical twists to each engagement. and Bridgehead for you to try. missions with a distinct attacker and defender like Hasty fields. These missions formations defend. there are four more: Breakthrough. The third method is to have the player with more infantry Rearguard. 92 . and your formation has a mis- sion as part of that plan. and Dust Up. 6 Hasty Attack Once you've played Annihilation a few times. Counterattack. While you can just stick your forces RANDOM MISSION TABLE on the table and fight until one side is completely destroyed. This mission is ideal for smaller forces. Free roll on the Random Mission Table to select one of the six for All. and No Retreat. which adds Objectives (page 97) to the mission to bring in new stratagems to defeat your opponent with. After that play WHO ATTACKS Dust Up to add Reserves (page 98) and a new battlefield There are three ways to determine which player is the attacker. then Once you've gained some experience with the first six roll a die as above. Encounter. This method is particularly opponent can either choose a mission. you and your scoring player is the Attacker. The highest- When you've got the hang of these missions. 2 Free for All 3 Dust Up SELECTING A MISSION 4 Encounter Your first mission should be Annihilation (page 97) as it is a simple mission that pits one player against the other in a 5 Counterattack fight to the death. Each mission tells you which special rules apply. The simplest is for both players to roll a die. MORE MISSIONS If both players want to attack or both want to defend. suit infantry forces as the defender giving you the opportu- nity to experiment with different types of force. easiest-to-play missions. The army always has a plan. and strategic withdrawals. layout to your games. These missions particularly Attack. No Retreat. These last two methods are useful for introduce new twists to your battles with ambushes. Alternatively. DIE ROLL MISSION TYPE missions and scenarios add a whole new level to the game 1 Annihilation as players struggle to take or defend specific objectives or achieve goals vital to their war effort. or one player can suited to Meeting Engagements like Annihilation. mine.

MORE WAYS TO PLAY Be sure to visit the website: www. A Unit that is left out of battle takes no part in the game and is ignored for all purposes. held in Ambush. but not Dismounted. scenarios and campaigns. Independent for WHO HAS THE FIRST TURN loads more exciting ways to play Flames Of War. If neither player won. much more. it both players look up the number of Surviving Units the cannot move off the table. along with download packs to get you started. Once a Unit is placed on the table or arrives from Reserve. but do not want to lose. Count core Units and their Attachments separately. They may be placed the victory. sions. The Attacker has the first turn. The Passengers may be Mounted or Force that were Destroyed. VICTORY POINTS TABLE WINNER’S LOSSES RESULT WINNER’S VICTORY POINTS LOSER’S VICTORY POINTS 0 or 1 Unit Stunning Victory 8 1 2 Units Major Victory 7 2 3 or more Units Minor Victory 6 3 DEPLOYMENT WINNING THE GAME Each mission explains how both sides forces are deployed. including HQ Units. this counts as two Units. and much. their force flees the battlefield and the enemy wins. so if both are Destroyed. giving them Concealment and Bulletproof Cover. count the number of Units from the Winner's together or separately. with the higher rolling player having the first turn. this leaves all of the Objectives You must place all of a Unit’s Teams so that they are In in the hands of the enemy. the battle. or placed on a player has no Formations (other than Allied Formations) the table. and history of the period! 93 . there’s loads of information on the units. LEFT OUT OF BATTLE Look up the number of Units from the Winner's Force that At the start of the game you may elect to leave Units that you were Destroyed on the Victory Points Table to see how many do not think will contribute. PLACING UNITS IN COMMAND In missions with Objectives. battles. THERE ARE NO DRAWS Both players lose a game that runs out of time—there is no NO LEAVING THE TABLE such thing as a draw in Flames Of War. If Units can be held in Reserve. Command (page 18). On top of this. and other forms of organised play. enemy force has as though their opponent was the winner and use the Loser’s Points column to determine their own START IN FOXHOLES AND GONE TO GROUND Victory Points. You’ll also find information on organising your own escalation campaigns. To determine the extent of time. All Teams start the game Gone to Ground. although they may have Support Units left. except in Meeting The website has downloads giving you expanded mis- Engagements where both players roll a die after setting up. tournaments. leagues. in Good Spirits (page 61). out of Victory Points each side gains. All Infantry and Gun Teams start the game in Foxholes. but separately from its core Unit. The goal in most missions is to take or hold Objectives. VICTORY POINTS ATTACHMENTS Refer to the Winning the Game section of the mission A Transport or Infantry Unit Attachment deploys at the same briefing to figure out who won.FlamesOfWar.

Teams can Hold or contest an Objective while Pinned Down. Objectives cannot be Held by Tank Teams that are Bailed Out. or Independent Teams. either marked with a While you can use a spare large base as an objective symbol representing your or your opponent’s army or with a marker. 94 . it is a lot more fun to do a little modelling and small diorama modelled on it. or Gun Team within 4”/10cm of the Objective. on the base. or Gun Teams within 4”/10cm of the Objective. Nor can these teams prevent the enemy from Holding an Objective. Teams that Moved at Dash speed cannot take an Objective nor prevent the enemy from taking it. regardless of what is modelled and create a mini diorama. and the enemy has no Tank. nor do they block Line of Sight. nor place it in the middle of an Impassable lake. Teams can't Hold an Objective if they moved at Dash speed in their previous turn. and do not hinder movement or provide Concealment or Bulletproof Cover. HOLDING OBJECTIVES You are Holding an Objective if you have a Tank. provided that there are no enemy teams within 4”/10cm of it. They are a standard large base MODELLING OBJECTIVES (2½”/63mm wide by 2”/50mm deep). Infantry. Infantry. Objective 4”/10cm Bailed Out Tanks cannot Hold or contest Objectives. Transports. You may not lean it up against a hedge or a cliff for instance. Objectives are markers to indicate the importance of this point to the combatants. PLACING OBJECTIVES You must place an Objective where it will sit flat (or relatively flat) on the table or a piece of terrain where it is accessible to the enemy. at the start of your turn after any Last Stand tests. stick a broken-down tank or stack of supplies on the base Objectives are not Terrain. Teams Hold an Objective if they are within 4”/10cm at the start of their turn.

player holds one or more Units (as specified in the mission) in Ambush when they deploy. making it far easier to select the ideal • Meeting Engagements place for an ambush than it is in a game. but their location isn’t specified Deployment Area (ignoring any extensions created by the until they reveal themselves. You must place an entire Unit at a time. Units held in Ambush are You may place a Team from Ambush anywhere in your treated as being on the table. and the Unit must be In missions with the Ambush special rule.Each mission has a selection of special rules that set the PLACING AMBUSHES scene and tell you how to run the mission. the ambushing placed with all of its Teams In Command (page 18). Infantry. the Infantry must be Mounted in their Transports when they are placed from Ambush. the minor details of the terrain and small pieces rules include: of intelligence on the enemy’s activities give you clues as to • Ambush where they will attack. If you do hold both a Unit and its Attachment in Ambush together. unless Concealed by ALREADY THERE Terrain from it. or more than 4”/10cm from the enemy if Concealed by Terrain or out of Line of Sight. then move closer. so still must be if they are more 16”/40cm 16"/40cm from the enemy. • at least 16”/40cm from any enemy Tank. Teams can never Ambush within 4”/10cm of the enemy. • Reserves the ambushing player does not need to decide where their • Strategic Withdrawal ambush will take place until it is revealed. 95 . At the start of your turn. Teams must be revealed more than 16”/40cm from the enemy. ATTACHMENTS AND AMBUSHES When you hold a Unit in Ambush. or Deploy them as normal. than 4”/10cm away and Concealed by Terrain. in the Starting Step. Infantry. Gun Teams. Being stationary Conceals Infantry Teams. 4”/10cm Teams can Ambush out of sight behind Terrain and more than 4"/10cm away. Mission special In real life. They can remain • at least 4”/10cm from all enemy Tank. or Gun Team within Line of Sight. you may also hold its Transport or Infantry Attachment in Ambush as well. They are held off the table at the Spearhead rule). To reflect this. you may place AMBUSH any or all Units that you have been holding in Ambush. Infantry and Gun Units are in Foxholes when they are placed on the table from Ambush. but they Teams can Ambush are still not Concealed by Terrain. provided that it is: start of the game. or where they are placed and shoot at their Halted ROF. and Ambushing Teams do not have to move.

your choice. The entire Unit must be In Command at the end of its Movement in the turn it arrives from Reserves. you’re lucky. players do not place their A Unit may not use Movement Orders until it has moved Ranged In markers as Preplanned Artillery Targets at the on to the table. you may have a smaller force in Reserve than usual. So. and then get one die. increases by one die per turn as normal. • Treat all of the first player’s Teams as having moved At the start of your second turn roll two dice. roll four dice. although Passengers may be Mounted or Dismounted. If you rolled three or more dice to get Reserves in a turn. The remainder must DELAYED RESERVES be held in Reserve. use the same rules as The Reserves Table helps you calculate the proportion of Immediate Reserves. You must hold at least one Unit 1250 points 750 points in Reserve. if actually moved or not. or the whole Unit is deployed on table. Free for All. start of the game. at the start of turn four you Assault Step. You your Reserves until turn three. and launch assaults in the of turn three you roll three dice. RESERVES FORCE SIZE ON TABLE DEEP RESERVES In a mission with Deep Reserves. except that you do not start rolling for your force that you can deploy for a given Force size. They do not apply At the start of your first turn roll a die. and so on. Encounter. the owning player rolls a die to determine which table edge or corner it 2250 points 1350 points will arrive from using the mission map as reference. Either the whole Unit is in Reserve. Reserve. first Unit arrives from the Reserve. These 1500 points 900 points Reserves will arrive on the enemy flank. on turn five you roll three dice. so that on turn four you roll two dice. but operate as separate Units. Attachments 96 . When a Unit arrives from Reserves. the following rules apply in the first Shooting IMMEDIATE RESERVES Step of the player who has the first turn. MEETING ENGAGEMENTS and their core Unit must arrive from the same point. It may be any Unit of • The first player’s Aircraft cannot arrive in their first turn. Keep rolling at the start of each of your following turns The first player’s Teams can still move or Go to Ground as adding one more die than the previous turn. so at the start normal in their Movement Step. Each roll of when Shooting in their first Shooting Step. ments in their first Shooting Step. are either all placed in Reserve. This may deploy less and hold more in Reserve if you wish. it and its Attachments move onto the table from the table edge specified in the mis- sion. but must arrive now. it 2750 points 1650 points may enter the table anywhere along that table edge. or 600 points 360 points one Aircraft Unit on the table at the start of the game. Each roll of 5+ brings another Unit on from your Reserves. but may hold more in Reserve if you wish. you automatically receive one Some missions require you to hold part of your force in Unit from Reserve anyway. and Dust Up). If the Unit arrives from Reserves on a corner. If the mission has Delayed Reserves. All remaining Units of these types must be held in Reserve. but RESERVES failed to score any rolls of 5+. or all deployed on table. On a roll of 5+ your in the second player’s turn. whether they 5+ results in another Unit arriving from your Reserves. In addition. You may not deploy more than 60% of the agreed points total for the game on the table. it must enter the 3000 points 1800 points table within 16”/40cm of the corner. 1750 points 1050 points SCATTERED RESERVES 2000 points 1200 points When each Unit arrives from Scattered Reserve. you may only place 500 points 300 points either one Tank Unit with front armour of 3 or more. A Unit (along with its Attachments) must be kept together. In a Meeting Engagement (such as Annihilation. Units that are bought as one choice. 2500 points 1500 points If a Unit arrives from Scattered Reserves on a table edge. nor in subsequent turns. and so on. you could have up to two Units arriving from • The first player’s Teams cannot fire Artillery Bombard­ Reserve during your second turn. 750 points 450 points 800 points 460 points FLANKING RESERVES 1000 points 600 points In a mission with Flanking Reserves.

These missions are the core missions for Flames Of War. SPECIAL RULES Defender places their units here Attacker places their units here • Meeting Engagement (Both players) SETTING UP The Attacker picks a long table edge to attack from. Pick a mission that suits the story you want before moving on to more challenging ones. 8”/20cm 8”/20cm SPECIAL RULES Defender places two objectives in this area Attacker places two objectives in this area • Meeting Engagement (Both players) SETTING UP Defender places their units here Attacker places their units here The Attacker picks a long table edge to attack from. WINNING THE GAME A player wins if they start their turn Holding one of 8”/20cm the Objectives that they placed on the opponent’s side of the table. DEPLOYMENT Both players.STRATEGIC WITHDRAWAL • If they have less than six Units and Delay Counters com- The Defender starts the game with no Delay Counters. after check. but do not Withdraw At the start of each turn from turn two onwards. any Units. 12”/30cm Total war means total victory or total annihilation. 12”/30cm 8”/20cm The breakthrough was successful and the situation is fluid. they must Withdraw one Unit the teams of that Unit (and its Attachments) are removed (other than an Independent Team) and its Attachments from the table. The Defender defends from the opposite table edge. they gain a Delay Counter. starting with the Attacker. Find and destroy the enemy. WINNING THE GAME A player wins if their opponent has no Formations left 12”/30cm on the table. If a Withdrawing Unit is not in Good Spirits. Both players. bined. take turns placing Units within 12”/30cm of their own table edge until all of their Units are deployed. at least 8”/20cm from the side table edges. When the Defender is required to Withdraw a Unit. then take turns placing Units within 12”/30cm of their own table edge until all of their Units are deployed. starting with the Attacker. the Defender counts the number of Units (not counting their Attachments and any Independent WITHDRAWING UNITS Teams) and Delay Counters that they have on table. The Defender defends from the opposite table edge. starting with the Attacker. DEPLOYMENT Both players. all of • If the total is six or more. 97 . it will be treated as being Destroyed when working out Victory Points. ing Victory Conditions. to tell and tweak it to match. and remove all Delay Counters. As You can also use these missions to design scenarios recreating a new player you should experiment with these missions historical battles. place two Objectives within 8”/20cm of the opponent’s table edge.

SPECIAL RULES • Meeting Engagement (Both players) Both players place an • Delayed Reserves (Both players) Objective in this area SETTING UP The Attacker picks a table quarter to attack from. Both players. WINNING THE GAME Defender places A player wins if they start their turn Holding one of the 8”/20cm their Objectives in the opponent’s quarter. DEPLOYMENT Both players place the required part of their force in Scattered Delayed Reserve. then both players. Both players. starting with the Attacker. starting with the Attacker. The Defender defends from the opposite quarter. Coordinate an attack with your scattered forces. at least Objective in this 12”/30cm from the table centre until all of their area remaining Units are deployed. place two Objectives within 8”/20cm of the opponent’s table edge. at least 8”/20cm from the side table edges. The players will dice to see where each Unit moves on from as it arrives from reserve. Objectives must be at least 8”/20cm from all table edges and at least 12”/30cm 12” from the table centre. Defender places their units here Attacker places their units here The Defender defends from the opposite table edge. again starting with the Attacker. SPECIAL RULES 8”/20cm • Meeting Engagement (Both players) • Scattered Delayed Reserves (Both players) Attacker rolls to see where their Reserves Arrive Defender rolls to see where their Reserves Arrive SETTING UP Defender places two objectives in this area Attacker places two objectives in this area The Attacker picks a long table edge to attack from. units here 8”/20cm 12”/30cm Your forces have been scattered in heavy fighting. place one 8”/20cm Objective in their own quarter. Both players Both players. then take place an turns at placing Units in their own quarters. starting with the Attacker. Gather your forces and defeat the enemy. starting with the Attacker. place one Objective 12”/ 30cm in their opponent’s quarter. /30 8”/20cm cm Attacker’s Reserves arrive from Here DEPLOYMENT Both players place the required part of their force in Delayed Reserve. 12”/30cm 8”/20cm 98 . then take turns Units within 12”/30cm of their own table edge until all of their remaining Units are deployed. These Units will arrive from the long table edge adjacent to the player’s quarter. Both players. Attacker places their units here 8”/20cm The fighting is confused with the enemy in all direc- Defender’s Reserves arrive from Here tions. WINNING THE GAME A player wins if they start their turn Holding one of 8”/20cm the Objectives that they placed on the opponent’s side of the table.

Attacker places The Attacker places all of their Units in their table an Objective in quarter at least 8”/20cm from both centrelines. 12”/30cm 16”/40cm The enemy is weak. The Attacker removes one of the Objectives that they placed. They then place their remaining Units in their quarter at least 12”/30cm from the table centre. The Defender places their units here Attacker places their units here Defender places one objective and Attacker attacks from the opposite table edge. Objectives must be at least 8”/20cm /3 1 2” from all table edges and at least 12”/30cm from the centre. The Attacker places one Objective in the quarter diagonally 8”/20cm 0c m opposite to their own. Reserves arrive within 16”/40cm of the opposite corner. Objectives must be at least 8”/20cm from the side edges. The Defender wins if they start their turn 8”/20cm with no Attacking Tank or Infantry Teams within 16”/40cm 16”/40cm of an Objective. The Defender places one Objective in their table quarter.) • Scattered Delayed Reserves (Defender) SETTING UP Defender rolls to see where their Reserves Arrive Defender places an objective in this area Attacker’s Reserves arrive from Here Attacker places two objectives in this area The Defender picks a long table edge to defend. throwing in troops as they arrive. then places their remaining Units in 8”/20cm their table quarter within 12”/30cm of their table edge. The Defender’s Reserves Attacker wins if they start their turn Holding an arrive from this corner Objective. 8”/20cm Attacker places SPECIAL RULES their units here Defender places • Ambush (Defender) an Objective in • Immediate Reserves (Defender) this area SETTING UP The Defender picks a table quarter to defend. 99 . 16”/40cm this area WINNING THE GAME The game cannot be won before the sixth turn. Beat them to the objective to seal your victory. The Attacker then places two Objectives within 12”/30cm of the Defender’s edge. 12” DEPLOYMENT /30 8”/20cm The Defender places the required part of their force in cm Immediate Reserve and may hold one of their remaining Units in Ambush. 12”/30cm SPECIAL RULES • Ambush (Defender) • Immediate Reserves (Attacker) (Defender’s Objective must be 8”/20cm from the table edge. but getting stronger. DEPLOYMENT The Defender places the required part of their force in Scattered Delayed Reserve and may hold one Unit in Ambush. places the required part of their force in Immediate Reserve. Defender places their 8”/20cm units here You have broken through the enemy defences. The Attacker picks an adjacent table quarter to attack from. WINNING THE GAME 8”/20cm 8”/20cm A player wins if they start their turn Holding one of the Objectives on the opponent’s side of the table. You must attack now. They then place their remaining Units within 16”/40cm of their table edge. The Defender places an Objective within 8”/20cm of the Attacker’s edge and an Objective at least 8”/20cm from their own edge.

The Attacker places all of their Units within 8”/20cm of their table edge. DEPLOYMENT The Defender may hold a Unit in Ambush and places their remaining Units in their table half. defender slowly removes parts of their force as they thin out lenges for you to overcome. adding new twists and chal. Defender places their units here Attacker places their units here The Attacker places two Objectives within 16”/40cm of the Defender’s edge and at least 16”/40cm from the sides. and strategic withdrawal—where the sions in the previous section. You have the enemy on the run. there is lots to try out. The Defender wins at the start of their ninth turn after checking Formation Morale. STRATEGIC WITHDRAWAL The Defender will remove Units from their force as the game progresses using the Strategic Withdrawal rule (page 97). Don’t let them get away. the rearguard. These missions are a little more complex than the basic mis. With the addition of minefields. The Attacker places two objectives in this area Attacker attacks from the opposite table edge. 100 . WINNING THE GAME 16”/40cm The Attacker wins if they start their turn Holding one of the Objectives. different reserves rules. The Defender places one Minefield outside the oppo- nent’s deployment area for each 750 points in their force. 8”/20cm SPECIAL RULES • Ambush (Defender) 16”/40cm • Strategic Withdrawal (Defender) SETTING UP The Defender picks a long table edge to defend.

starting with the Defender. Seize the objectives Reserves arrive before they can redeploy to protect them. divided as they wish. smash them before their reserves can arrive and save them. The enemy are on the defensive. DEPLOYMENT The Defender places the required part of their force in Immediate Reserve and may hold one Unit in Ambush. 16”/40cm Both players. The Defender places their Units in their table half. from either corner Attacker 8”/20cm SPECIAL RULES places their • Ambush (Defender) 16”/40cm units here • Immediate Reserves (Defender) • Flanking Delayed Reserves (Attacker) SETTING UP Defender places their The Defender picks two diagonally opposite table quarters units in either quarter to defend. The Defender places one Minefield outside the oppo- nent’s deployment area for each 750 points in their force. Attacker places their units here SPECIAL RULES • Ambush (Defender) • Deep Immediate Reserves (Defender) SETTING UP The Defender picks a short table edge to defend from. They then place the remaining Units in their 16”/40cm 16”/40cm table quarter at least 8”/20cm from both centrelines. The Attacker attacks from the opposite edge. The Attacker picks a quarter to attack from. at least 8”/20cm from table centre line and all table edges. two objectives in The Attacker places at least one Unit in Delayed Reserve. 8”/20cm Both players place an 8”/20cm The Attacker places all of their Units in their table half Objective in this area at least 16”/40cm from the table centre line. Defender places their Reserves arrive within 16”/40cm of either of their table 8”/20cm units in either quarter corners. The Defender wins if they start their turn on or after the sixth turn with no Attacking Tank or Infantry 8”/20cm Units in their half. 16”/40cm Defender’s You have outflanked the enemy. The from either corner arrive from this corner Attacker wins if they start their turn Holding an Objective. They then place their remaining Units in their Attacker places table quarters. 8”/20cm The Defender wins if they start their turn with no Attacking 16”/40cm 16”/40cm Tank or Infantry Units within 16”/40cm of an Objective. The Attacker places two Objectives in the remaining 8”/20cm table quarter at least 8”/20cm from all table edges. 8”/20cm Defender places their units here DEPLOYMENT The Defender places the required part of their force in Deep Immediate Reserve and may hold one Unit in Ambush. Defender’s WINNING THE GAME Reserves arrive Attacker's Reserves The game cannot be won before the sixth turn. Reserves arrive from their short table edge. place one Objective in the Defender’s table half. 101 . WINNING THE GAME The Attacker wins if they start their turn Holding an Objective. this area These will arrive within 16”/40cm of the Objective table corner.

The Defender places one Minefield outside the oppo- nent’s deployment area for each 750 points in their force. SPECIAL RULES 28”/70cm • Ambush (Defender) • Deep Scattered Immediate Reserves (Defender) 8”/20cm Defender rolls to see where their Reserves Arrive SETTING UP The Defender picks a long table edge to defend from. at least 8”/20cm from long table edge. and at least 28”/70cm from the short table edges. 8”/20cm The enemy has forced a bridgehead across a river with light troops. WINNING THE GAME 20”/50cm The Attacker wins if they start their turn Holding an Objective. They place their remaining Units in their half at least 20”/50cm from the side edges. Cut them off and destroy them. The Defender wins if they start their turn on or after the sixth turn with no Attacking Tank or 8”/20cm Infantry Units within 16”/40cm of an Objective. Defender places their units here DEPLOYMENT 16”/40cm The Defender places the required part of their force in Deep Scattered Immediate Reserve and may hold one Unit in Ambush. Attacker places their units here 8”/20cm 8”/20cm The Attacker places two Objectives at least 8”/20cm objectives in this area Attacker places two from the centre line. The Attacker places their Units at least 16”/40cm from the centre line or within 8”/20cm of the side edge. The Attacker attacks from the opposite edge. 102 .

. . . . . . . . . . . . . . . . . 37. . . . 38. . . . . . 65 Flying Tank . . . . . Amphibious . . . 12 Deploying 29. 55 Commander . . . 61 HMG Bombardments . . . . . . . . . . . . . . . . . . . . . . 36. . Portee . . . . . . . 56 EASY Self-defence Anti-aircraft66 Cavalry . . . . . . . . . . . 75 Aircraft . . . . . . . . . . . . . . . 101 Armour Saves . . . . . . . . . 42 Blitz Move . . . . . . . . . . . . . . . . . 34. . 59 Leading from the Front 52 Ambush . 7 Equipment Special Rules 65 Aircraft Saves . . . . . 6. 77 Falling Back . 51 Protected Ammo . 8. . . . . . 47 Bunker Buster . . . . . . . . 76. . . . 72 Bombardment Firepower Danger Close . . . 41. . . . . 93 Multiple Formations Tip and Run . . . 4 Booby Traps . . . 8. . . . . . . . . . . 59 CHARLIE Duckbills . . . . . 48 Defensive Fire . . . . . . . . . . 48 Detroit’s Finest . . 49. . . . . . . . . . . . . 83 Awkward Layout . . . . . . . . . . . . . . 21. . . . . . 60 Improvised Tank Air Observation Post . . . . . . . . . . . . . . . 52. . . . . . . . . . . . . . . . . . . . . 83 103 . 58. 77 Bulletproof Cover . . . . . . 58. . . . 8 Large Gun . 60. . 26. . . . . . . . . . . . 83 Concealment . 61 Bulldozer . . . . . . . 71 Attachments 7. . . . 25. . 57 Flame-throwers . 61 . . 65 Remount . 27. . . . . . . 16 Bombardments . 58 Draws. . . . . . . . . . . . . 66 Small Infantry Teams . . . . . . . . . . . . 59 Tow Hooks . . . . . . 42 . 65 Area Defences . 65 Unarmoured Tank Killing Commanders . 50 Die Rolls . . . . . . . . . . . Victory Points . 76 Smoke Bombardments 51 Bunkers . 57 Breakthrough Gun . . . . . . . . . . . 62-64 21. . . 60. . . . . . . . . . . . . . . . . . . . . . 44 Heavy Weapon . . 45-47 Buildings . . 80 HQ Unit . . . 57 Commander . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Difficult Terrain . . . . 69. . . . . . 38 57. 25 Duckbills . . . 48. 31. 8. 95-97 Switching to Another Anti-tank Rating . . . . . . . . . . . . . . . . . . 80 Spotting Team . 21. . 49 Dash Speed 17. . . 36-37. . . . . . 72 Deep Reserves . . 66 Re-rolls . . . . . . . . . . . . . . . . 14. . . . . . 72 Meeting Engagements . . . . . . . . . . . . . . 98 AA MGs . 31. . . . 56 Booby Traps . 98 Heavy Anti-aircraft . . . 57 Assaulting . . . . . 56 Breakthrough Mission . . 65 Aircraft Saves . 33. . . . . . 93 Fortifications . . . . . . . . . 42. . 82 Semi-indirect Fire . . . 72 . . . . 61 Formation Last Stand . . . . . . . . . . 66 Gun Teams . . . . . . . . . . 39. . . . . 72 Roll to Hit . 52 Combat Attachments . . . . . . . . . . . . . 78 Charge into Contact53. . . . 68 Encounter Mission . . . . . . 97 Break Off . . . . . . . . . 60. 65 Teams . . . . . . . 53 Entrenchments . . . . . . . . . . . . . 57 BAKER . . . 66 Fall Back . . . . . . . . . 41. . . . . . .see Artillery Counterattack in Unarmoured . . 86-89 Bulletproof Cover . . . . . . 65 36-37. . . . . . . . . . . . . . . . . 61. . . 80. 75-83 Tally Ho! . . . . . 72 Safety Distance . . . . . . . . . . . . . . . . . . . . . . . . . 65 Shooting At . . 23. . 79 Rotate to Face . . . . . . 57 Cross Here . 6 AVRE . . . . . . . . . . . . . . . . . . . . . . . . 99 Tractor . 65 Sneaking up on Tanks . . 48 Break Off . . . 60 Gun Shield . . 66 Defensive Fire . . . . 91 Formation Last Stand . . . . . . . 52 Charge into Contact . . . . . . . . . . . . . . . . . . . . . Concealment . . . . . . . . . . . . . . . . . . . . . . . 18. 52 Duckbills . . 83. . . . . . . 82 Mine Clearing Devices 65 Commander’s Leadership Armour Saves . . . . . . 39 Is Assault Over . . 75 Bulldozers . . . 42 British Special Rules . . . 50 Transport Teams . . . 47 Fortifications . . . 59 Dismounting Transports 23 Minefields . . . . 24 Fortifications . 72 Danger Close . . . 46 Delayed Reserves . . 93. 40 Allied Support . . . . . . . . . . . . . . . 57 Dismounting Entrenchments . . . 37 Team . . . . . . . . 54 Demolition Carriers . . . . .ABLE Consolidating . . 32 Shooting Before . . . . . . . . . . . . . . . . . . . . . 72 Rocket Launchers . . . . . . 33 Tank Assault # . . . . . 41 Bogs and Marshes . . . . . . . . . . . . 18. . 40. 66 Mine Rollers and Flails 65 Unit Last Stand . . . . . . . . . . . 52 Follow Me . . 45 Sneaking Up on Tanks 56 Commander’s Leadership Heavy Weapon . 60 Armoured Tanks . . . . . . . 30. . 48. . 22. 72 Bombardment Anti-tank Dawn . . . . . . . . . 21 Counterattack Mission . . . . . 50 Dig In . . . . . . . . . . . . . . . . . . . . 66 Counterattack . . . 57 53. . . 39. . . . . . . . . . 66 Artillery . . . 79 assault . . . 59 Assault . . . . . . . . . . . . . . . . . . . . . . . . 46 Flat Terrain . 65 Spotting for Aircraft . 52. . . . . . . . 57. . . . 72 Passengers . . . . . . . . . 58 Annihilation Mission . . . . . . . . . . . . . . 96 Formation Diagrams 8. . . . . . . . . . . . 65. . . . 20. . . . 4 Bunkers . . . . . . . . . 86-87 Tow Hooks . . . . . . . . . . . . . . . . . . . . . . 93 Engineering Equipment80 Line of Sight . . 72 Range In . . . . . . 38. . . . . 59 Cross Check . 24 Consolidating . . . . . 25 Firepower . . . . . . FOX Armoured Trains . . . . 96 Formations . . . . . . 20. . 83 Difficult Going . . 31. . . 45-51 Flame-throwers . 65 Bailed Out . 82 At Deployment . . . . . . 8. . . . . . 40 Man-packed Gun . . . . . . . 6-7. . . . . . . 39 Templates . . . . . 72 DOG Aiming Point . . . . . . . 96 Demolition Carriers . . . . . . . . 57-58 Can Fire Over Dust Up Mission . . 60. . . . . 66 British Bulldog . . . 80 Meeting Engagements . . . 38. . 83 . 69 AVRE . 8. . . . 39 Tank Flame-throwers . . . 55-56 Friendly Teams . . . . . . . . . . . . 57 Stand and Fight . . . . . . . . . . . . . . . . . 31 Assault Bridges . 52 Commanders Always Gun . 72 Pre-planned . 46 Flying Tank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21. 96 Roll to Hit . 12-15. . . . . . . . . . . . . . . . 66 Roll Saves . . 87 Mike Target . 72 Repeat Bombardments 49 In Command . 60 Bailed Out . 95 Schürzen . . . . . . 38. . . . . . . . 72 Anti-aircraft . . . . . . . . . . . . . . . . . 49 Deployment . 52-59 Machine-guns . . . . . . . . 46. . . . . . . 67 Score to Hit . 60. . . . 26. . . . . 61 Night Attack . . . . 30 Bagpipes . . . . . . 80 Assaults . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Assault Rating . . 27. . . . . 49 Eight-gun and Twelve- gun Batteries . 16. . 69. . . . . . . . . . 37. . 93 Fortified Platoons . . . . . . 69 Obstacles . . . .

. . 86. . . . . . . . . . . . . . . . . . . . . . . 73 SUGAR No HE . . . . . . . . 74 Gun Units . 96 104 . . . . . . . . . . . . . . . 33 Line of Sight . . . . . . . . . 26. . 65 Machine-guns (MG) . 93 OBOE Aircraft . . . . . . . . . . . . . 48. . . . . . 93 Reserves . . . 33 Breakthrough Gun . 39. . . . . . 57 Concealed In Flat Moving ROF . . . . . 56. . . . 10 Roll Saves . . . . . . . . 61 MIKE One-man Turret . 86 Replacing Unit Leaders . . . 21 Protected Ammo . . . . . . 44 Pre-planned Artillery . . . 33 Handbooks . 30. . . . 20. . . 94 Armour Saves At Deployment . . 49 Mobility Rating . . . . . . . 41 In Command . . . . . . 71. . . . 59 Check Line of Sight 28-29 Hills . 39 Gun Saves . 86-89 Moving at Night . . . . . . . . . . . . 19 Motivation . . . . 39. . 49 Commanders . . . . 7. . . . . . 66 Measuring . . . . . . . . . . . . . . 16. In . . . . . . . . . . . . . 93 Start Dug In . . 31 Movement . . . 67 Assaults . . . . . . . . . . . . . . . . . . . . . . . 71 KING Rotate to Face . . 52 Heavy Weapon Mountaineers . . . . . . 35 Shooting . . . . . . . 66 Through Gaps . 90 Rate of Fire (ROF) . . . . 26. . . . . . . . . . 26. . 35. . . . . . . 21. . . . . . . 27 Out of Command . . . . . . . . 26. . . . . . . . . 39 . . . . . . 22-23 Repeat Bombardments 49 Meeting Engagements . . . . . . 48. . . . . . . . 38 Heavy Anti-aircraft . . . . . . . . . . . . . 18. . . . . . . . . . . . . . . . . 47 Night Visibility Table . . . . . . 71 Leaving the Table . 24 HOW Mistaken Target . . . . . . . . 28-29 Cross Check . . . . 96 Bombardment . . 18 Range . . . . . . . . 17. 71 Joint Assault . . . 38 Side Armour . . . . 92-102 Deployment . . . 33 Immediate Reserves . . . . . . . . . 33 Infantry Saves . 57 Man-packed Gun Teams . . . 17. . . 67 Sneaking Up on Tanks 56 NAN Deep . . . . . . . . . 24-25 Down . . 24. 36-37 Hasty Attack Mission . . 60 Aircraft . . . . . 21. 39 Breakthrough Gun . . . . . 52 Score to Hit . . . . . . 33 Horse Artillery . 90 Anti-aircraft . . . . . . . 26. . 92 Night . . . Cross Here . 29. . . 46 Number of Passengers . . . . . . 48 Assaults . . . 33. . . . . . . . . 26. 6. 26-43 Halted ROF . . . 31. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41. . 20 Recce . . . . 96 Repeating Bombardments49 Smoke 16. . . . 33. . . . . . . . . . . . . . . . . . . . . . 10 Shooting at . . . . 86 Before Assaulting . 71 Roll to Hit . . . . . . . . 21 Rally from Pinned Defensive Fire . . . . 11 Rotate to Face . . . . . 21 Recoilless . 24-25. . . . . 39. . . . . . 67 Stormtroopers . . . . . 93 Night Fighting Delayed . . . . . . 93 Infantry Units . . . . . . . . . 29 JIG Ranging In . 78 Self-defence Anti-aircraft 66 Missions . . . . . . . . . . . . . . 36-39. . . . . . . . . . 39. . 71 LOVE Safety Distance . 47 ROF 1 Weapons . . . 6. . . . . . 59 Bulletproof Cover . . . . . . . . . . 68 Smoke . . . . . 36 Out of Command . . . 33. . 96 Passengers . . . . 30-31 Hits Top Armour . . . . . 57 Tiger Ace . . . . . 33 Begleit Escorts . . . . 33 Pinned Down . . . 49. . . . . . . . . . Unarmoured Tank . . . . . . . . . . . . . . 67 Overloaded . . . . . 67 Terrain . . . . . . . . . . . . 90 Mounted Assault . . . . . . . . . . . . . . . . 78 Random Missions . . . 65 Mounting Transports . . 48. . . 42. . . . . . . 32. . . . 40 Score to Hit . . 66 Intelligence Bombardments . . . . . . . . . . . 78 Ambushes . 6. . . . . . . . . . . 67 Gaps . . . . . . . . . . . . . . 47. . . . . 33. 28-29. . . . . 66 GEORGE Night Visibility Table . 68 Short Terrain . . . . 30 Infantry Teams . . . . . . . 68 Out of Command . . 66 Night . . . . . . . 66 Minefields . . . 34. . 57 Good Spirits. . . 3. . . . . . . . . 33 Pinned Down . . 7. . . 39 Tactical Speed . . . 30 Multiple Formations . . 41 Mistaken Target . . . 55 Mixed-Rating Units . . . . . . 40 Line of Sight . . . . . . . . 39 Gone to Ground . . . . . . . 71 Komissar . . . 20. . . . . . . 6. . . . . . . . 27. 67 Score to Hit . 66 Reconnaissance . . 71 Left Out of Battle . . . . . 90 ITEM Mobility Rating . . Foxholes . . . . . . . 18. . . . . . . . . . . . . . 57. . 28. . 14. . 66 QUEEN Dash Speed. . . . . . . . . . 67 Repeat Bombardments 49 Through Terrain . . . . . . . . . . 33. . 57 Reserves . . . . 16. . . . 99 Motorcycle Passenger-fired Weapons 67 Bailed Out . . 16. 24. . 48. . . 27. . . . 39 None in Assaults . . . . . 36 Orders . . . . . . . . . 60 Clearing . . . . . . . . 47. 41. 35 Gun Teams . 39 Main Weapons . . . . 28. . . . . . 36. . 50 . 60. . . . . . . . . . . 18 Remount Bailed Out . 77 Ratings . . . . 4 Smoke Saves . . 42. . . . . . . . 10 Roll to Hit . 93 Saves . . 96 Score to Hit . . . . . . . . . . . 68 In Good Spirits . . . . . . . . . . 16. . . . . . 96 Shoot and Scoot . . . . . . . . . 49. 17-25 Points . . . . . . . . . 67 Tank . . . . . . . . . . . 24-25 Mixed-Rating Units . . 95 Scout . . . 52. . 8. 90 Schürzen . . . 22 Stuka zu Fuss . . . . 97 In Good Spirits . . . . . . 57 Gun Teams . . . . . . . . . . . . . . 6. 68 Picking your Force . . . . . . . . . . . . . . 67 Terrain Chart . . . 39. . . 19 Reconnaissance . 23 Improvised Armoured . . . 8. 68 Dash Speed . . . 96 Full ROF When Moving . . . . . 7 Minefields . . . . . . . . . 33. . . . . . . . . . . . . . . . . . . . . . . . . 93 Obstacles . . . . . . . . . . . . . . . . . . . . 90-91 Immediate . . 7. . . 68 Pinned Down . . . . . . . . . . . . . . 51. . . . . . . . . . . 96 At Deployment . . . . . . . . . 51. . . . 36-37. . . 7 . . . . 48. . . . . . . . . . . . . . . 18 Skill . 16. . . . . . . . . . . . . . . . . . . . . 28 Concealment . . . . . . 33. . . . . 90 ROF 1 . . . 53. . . . 96 Moving Through Teams19 Range In . . . . . . . . . . . . 32 HQ Units . . . . . . . . . . . . . . 33. 42. . . . . 56. . . . . . . . . . 33 Infantry . . . . 18 no shooting . . . . 36-39 Independent Teams & Units . 51. 55 Hull Mounted and In Command . . . 49 Objectives . . . . . . . . 23 Armour Saves . . 67 German Special Rules . . . . 10 Range . . . . Cross Number . . . . . 90 Scattered . . . . . . . . . . . . . . 48. 57 Shooting . . . . 18 ROGER Declare Targets . 65 Concealment . 30-31 Aircraft . . . . . . . 96 Check Range . . . . . . . 61 Difficult Going . . . . . 93 Observer Team . . . . 4 PETER Scattered Reserves . . . 32 None in Assaults . 36-37. . . . . . . 33. . . . . 13. . . 19. . . . . . 33. 45. . . . . . . . . . . 90 ROF (Rate of Fire) . 57. . . 8. . . . . 9. . . . . . . . . . 60. . . . . 49 Multiple Weapons . . . . . . . . 67 Re-rolls . 25 48. . . . . . . 19. . . . . . 51 Passengers . 96 Free for All Mission . . 23 Assaults . .

. . . . . . 66 British Bulldog . . . . . .Sneaking Up on Tanks . . 34. 73 Automatic Rifles . Tank Team Saves . 73 Support Units . . . . . 67 Terrain . . . . . . . . . . . . . . . 14. 72 Under Command . . . . 68 No HE . . . . . . . . 73 Flying Tank . . . . . . . . . . . . . . 73 Improvised Armoured 66 In Good Spirits . . . . 69 Bombardment . . . . . 12-15. . . . . . . 23. 72 Anti-aircraft . . . . . . . . . . . 43 Spotting Team 45. 66 Soviet Special Rules . . . 60 Eight-gun and Twelve. . . . . . . . . . . 71 Hull Mounted and Cannot Assault Tanks . . . . . . 67 Spearhead . . . . 68 Turntable . . . . . . . . . . . . . 6. 72 Jumbos Lead the Way . . . 42. . . . . . . . . . . . . . . . . 18 Unarmoured Tanks Machine-guns . VICTOR WYSIWYG 57. 14. . . . 68 HMG Carrier . 7. . . . . . . . . . . . . 68 Wide-tracks . . . . 69 ROF 1 Weapons . 57 No Saves in Assaults . . 69 The Moon . . . . . . . . . . . 69 Turreted Tank . . . . 57 One-man Turret . . . . . . . . and LMG’s . . . . . . . . . . . . . . . 78. . . 91 Weapons Characteristics 26 Semi-indirect Fire . 52 95-97 Multiple Weapons . 68 Shtraf Companies . . . . . . . . 69 Assaults . . 14. . . . . 73 You Get) . . . . . . . . . . . . . . . . . . . . . . 69 Seek. 27 Dusk . . 66 Reconnaissance . 66 Battalion Komissar . . . 60 Unarmoured . . . . . . . . . . 25 Mountaineers . . 69 Seek. . . 20 Tank Destroyers . 68. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 (What You See Is What Steel Wall . 74 Tank Teams 6. 36-39. . 21. . . . . . . . . . 40 Begleit Escorts . 67 Independent . . . 42. . . . . . . . . 71 Tall Terrain . . . . 96 105 . 67 Templates . 70 Artillery . . . . . 29. . 54 Automatic Rifles . . . . . . . . . . . 70 Too Close for Error . . . . . . 61. . . . . . . . . . . . 73 Tank Flame-throwers . . . . . . . . . 36-37. . . . . . . . . 91 Time on Target . . . . . 29. . . . 49 Tankodesantniki . 69 Smoke . . . 60 Gun Teams . 93. . 73 Independent Units . . . . 7. 71 Hedgerow Cutters . . 22-23. . . . 39. . . . 71 Weapon Special Rules 66-67 Transport Teams . . . . 70 Turret-rear MG . . 48. . . 93. 26. . . . Heavy Anti-aircraft . . . . 23. . . . . . 69 Smooth Ride . . . . . . . . . . . . . . . . . . 66 Tall Terrain . . . . . . . . . 66 ZEBRA Tip and Run . . . . . . . . . . . . . . . . . . . 67 Transport Teams 22-23. 50 Turret-rear MG . . . . . 87. . . . . 73 Unarmoured Saves Detroit’s Finest . 21 Destroy . . . . . . . . . . . . 45 Deployment . . . . . . . . . 51. . . . . . . . . . . . . . . . . . . . . . . . 68 Deep Reserves . . . . . 33. . . 69 Jumbos Lead the Way . . 69 Self-defence Anti- Motorcycle Cross Here . . . 39. . . 67 Saves 36-37. . . 26. . . . . . . . . . . 72 Range 8”/20cm . . . . . . . 23 Tank Destroyers . . 69 Komissar . . . . . 60 Leadership . . . . . . . . 66 Snipers . . . . . . . . . . . 89 42. . . Strike. . . . . . . . . . 57 Mounting HMG’s Infiltration . . . . . . . . . . 42. . . . . . . . 67 Weapons . . . . . . . . 20. . . . . . . . . . . . 56 Spearhead Units . . . . 73 Hits Top Armour . . . . . . . . . . . . 71 Can Fire Over Cat Killers . . . . . . . . . 21 HMG Bombardments . . . . 67 Awkward Layout . . . . 73 X-RAY Tally Ho! . . 70 Destroy . . . . . . . . . . 36-38. . . . . . . . . . . . 27. 60 Overloaded . . . 20 . 5. . . . 67 Terrain Chart . . . . . . . . . . . . 91 Tank Destroyers . . . . . . . . . . . . 42 When Moving . . . . . . . Strike. . . 69 Mounting HMG’s Stabiliser . . . . . . . . . . . . 91 The Truscott Trot . . . . 48. . . 31 Time on Target . 73 into Contact . . . 69 Scout . 7. . . . 57 AA MG . . . . . . . 48. . . . . . . . . . . . 66 Armoured . . . . . . 49 Roll up the Guns . 39. . . . . . . . . . . . . . . 73 Top Armour . . . . . . . 7. . . . . . . . . . . . . 60 Under Command . . . . . . . 69 Reconnaissance . . 91 Stabiliser . 71 Attachments . 21 Stormtroopers . . . . . . . . 69 Hen and Chicks . 23 YORKE Tiger Ace . 47. . . . . . . . . . . . . . . 42. . . . . 21. . . . . 21. . . 68 Unreliable . 86-89 Tank Units . . . 67 Dawn . . . . . 69-70 Recoilless . . . . . 42. . 57 Dismounting Tactical Speed . . . . . . 72 Falling Back . 39. . . . . . . . . . . . . . . . . 49. 68 US Special Rules . 67 Difficult Going . . . . . . . . . . . . . . 42. . . . . . . . . . . . . . . . 20. 56 Commander’s Cat Killer . . 67 Breakthrough Gun . 70 Passenger-fired Hen and Chicks . . . . . . 7. . . . 41. 6. . 35 Wide-tracks . . . . . . . . . 5 Daylight . . 69 Recce . . . . . . . . . . 74 TARE . . . . 20 Night Attack . . . . . . . 39. . . . . . 14. . 22-23 Time on Target . and Which Can Fire . . . . . . 42. . . . . . . . . . . . 52 Full ROF Steel Wall . . . . . . . . . . . 66 Infiltration . 74 and LMG’s . . . . . . . . . . . 15 Transports . . 56 Attachments . . . 67 Impassable . . . . . . . . . 96 Volley Fire . . . 48. . . . 14. . . . . . 73 Support Units 8. . . 30 Tankodesantniki . . . . . 72 Dismounting . . . . . . 69 34. Unit Leader . . . . 46. . . . . . . . . 74 Unreliable . . . . . . . . . . . . . . . . . . . . . . . . . 88 UNCLE Friendly Teams . . . . . . . . . . . . . . 72 Cross Check . . . . Minimum Sneaking Up on . . . . 50 Horse Artillery . . . . . . 6. . . 52. . . . 91 Smooth Ride . . 69 The Truscott Trot . . . . 66 Pinned Down . . . 25 Dismounting aircraft . . . . 72 Assaulting across . 17. . . . . . . . . . . 69 WILLIAM Mounting . . . . . . 73 Stuka zu Fuss . . . . . . . . . . . . . . . . . 67 Time of Day . . 68 Duckbills . . . . . 7. . . . . . . . . . . . 66 Transport Units . . . . 31 No Charge Shtraf Companies . . . . . . gun Batteries . . . . . 57 Volley Fire . . . . . . . . . . . . . . . . . . . . . 69 Short Terrain . . . . . 67 Mike Target . . . . . . . . 57 Units . . . 68 When Things Get Tricky . . 39. . . . . . . . 60. . . . . . 69 Stuka zu Fuss . . 73 Through Terrain . . . . . . . . . . . . 69 Reserves . 69 Movement through . 7. . 67 Observer . . . . 48. . . . . . . . 66 42. . . . . . 30 Mounted Assault . 54 Detroit’s Finest . . . 21. . 79 Victory Points . . . 19. . . . . . . . . 67 Darkness . . . . . . . . . . 21. . 52 Unit Last Stand . . . . . 20. . . . 52 Vineyards . . . . 73-74 Stabiliser . . 68 Machine-guns . 67 Komissar . . . . . . . . . . . . . . . . . 61. . . . . . . . 51. 36 Bunker Buster . 8. . . . . 57 Replacing . 60 Cavalry . 93 Volley Fire . . 40 Special Abilities . . 96 Under Command . . . . . . . 6. 7. . . . 68 HQ Units . . . 66 27. . . . . . . . . . . . . and Turntable . . . 60. . . . 69 Smoke Flat Terrain . .

Veteran 3+ Fearless 3+ or Move at Terrain Dash. Teams within 6”/15cm and Line of Sight of Unit Leader cannot Shoot. Confident 4+ If not In Good Spirits the Formation is Reluctant 5+ automatically Destroyed. then Score Motivation number to Move • within 8”/20cm of Unit Leader if Unit Transports can Move at Dash speed after Teams forward 4”/10cm. or Fearless 3+ • 2+ Tank Teams (not Bailed Out). or Assault. STAYING IN COMMAND (P. DASH SPEED (P. 20) Dash and suffer the +1 to hit penalty for SKILL MOTIVATION Move at Tactical and Shoot or Assault. 41) Fearless 3+ STARTING 7 Roll for Reserves Confident 4+ Cannot Move closer to enemy in Line of 8 Roll for Aircraft Sight. 18) PASSENGERS (P. Motorcycle 12”/30cm 12”/30cm 18”/45cm 40”/100cm 4+ Half-tracked 10”/25cm 10”/25cm 18”/40cm 32”/80cm 4+ Wheeled 8”/20cm 8”/20cm 14”/35cm 32”/80cm 5+ Slow Wheeled 8”/20cm 8”/20cm 10”/25cm 24”/60cm 5+ Wagon 6”/15cm 6”/15cm 6”/15cm 8”/20cm 5+ GUNS TEAMS Light Gun 4”/10cm 4”/10cm 6”/15cm 8”/20cm 3+ Medium Gun 2”/5cm 4”/10cm 6”/15cm 8”/20cm 5+ Heavy Gun 2”/5cm 2”/5cm 4”/10cm 6”/15cm 5+ Immobile Gun - 2”/5cm 4”/10cm 4”/10cm 6 INFANTRY TEAMS Infantry 8”/20cm 8”/20cm 12”/30cm 12”/30cm Auto Cavalry 6”/15cm 10”/25cm 20”/50cm 20”/50cm 2+ Man-packed Gun 8”/20cm 8”/20cm 12”/30cm 12”/30cm Auto ©Battlefront Miniatures Ltd. Teams from the Unit cannot MOVING THROUGH TERRAIN (P. and Reluctant 5+ 9 Remove Friendly Smoke Markers Shoot with their Moving ROF. Shoot with Halted ROF. Otherwise. 61) Score Motivation number to Rally. CHECK FORMATION LAST STAND (P. 23) FOLLOW ME! — AFTER MOVING In Command if end movement: Dismount at the start or Mount at the Move Unit Leader forward 4”/10cm. 38) CHECK UNIT LAST STAND (P. still count as moving in Shooting Step. Can only move at Tactical Score Skill number to dig Foxholes. ROLL FOR AIRCRAFT (P. Shoot. MOBILITY AND MOVEMENT (P. must: Unit Leader can issue one Order per turn SHOOT AND SCOOT — ASSAULT STEP • remain in place. Teams then shoot with Moving ROF and Cannot Shoot or Assault. or 4 Check Formation Last Stand Confident 4+ • 2+ Gun Teams remain 5 Check Victory Conditions Reluctant 5+ Score Motivation number or Destroyed. If do not Move further. end of movement. • No Teams Bailed Out or Destroyed. Moving Out of Command. 20) MOVEMENT Teams Crossing Difficult Terrain within Score Cross number or stop moving but 6”/15cm reduce Cross number by 1. www.FlamesOfWar. OUT OF COMMAND (P. • within 6”/15cm of Unit Leader. 18) CROSS-COUNTRY MOBILITY RATING TACTICAL TERRAIN DASH DASH ROAD DASH CROSS FULLY-TRACKED TANK TEAMS Standard Tank 10”/25cm 12”/30cm 18”/45cm 20”/50cm 3+ Light Tank 12”/30cm 16”/40cm 28”/70cm 32”/80cm 3+ Fast Tank 12”/30cm 16”/40cm 24”/60cm 28”/70cm 3+ Slow Tank 8”/20cm 12”/30cm 14”/35cm 15”/40cm 3+ Very Slow Tank 6”/15cm 8”/20cm 8”/20cm 8”/20cm 3+ OTHER TANKS TEAMS Jeep. Check unless: 2 Rally Pinned Down Units Score Motivation number to Remount. score to . with eight or more Teams. In Good Spirits if have at least two Units Fearless 3+ In Good Spirits (see Unit Last Stand). Score Skill number to Move Teams that • move at Tactical with +1 penalty on did not Move. to Teams within 6”/15cm. Passengers mount. cannot Shoot if they Move. or 3 Check Unit Last Stand • 3+ Infantry Teams remain. up to 4”/10cm. Trained 4+ Confident 4+ CROSS HERE — WHILE MOVING Conscript 5+ Reluctant 5+ DIFFICULT TERRAIN (P. 24) If not In Command. Score Skill number to Move Teams up DIG IN — MOVEMENT STEP to 4”/10cm. STARTING STEP (P. a Unit of Aircraft arrives until the end of the turn. 18) MOVEMENT ORDERS (P. or BLITZ MOVE — BEFORE MOVING • Dash towards Unit Leader. 16) BAILED OUT TANKS (P. 2017 Permission granted to photocopy for personal use only. 6 Reveal Ambushes PINNED DOWN UNITS (P. cannot fire Bombardments. 60) 1 Remount Bailed Out Tanks May not Move. 44) On a score of 4+. 17) speed this turn.

take a total of 8 hits. or Aircraft. weapons can shoot at Aircraft. If Infantry or Gun in Tall terrain blocks Line of Sight after Shooting places 2”/5cm Smoke ball. 34) on 4+ Heavy Anti-aircraft weapons shoot at If need 7+. shoot at Aircraft in enemy Shooting • Range is over 16”/40cm Step. 33) turret. Down. 33) • one other weapon. • Shooting through Smoke Save on 3+ Aircraft are Hit On 5+.FlamesOfWar. more than 4”/10cm away to swap. Tanks must be 4 Declare Targets more than 8”/20cm and Infantry or Guns 5 Rotate to Face Gun Teams in Foxholes are Concealed. 42) Destroyed. 27) Teams that don’t Move. First hit must be assigned to target. • Shooting at Night Unarmoured Tank Teams Save on 5+ Add +2 to score needed if: Unarmoured Tank Teams with Gun ANTI-AIRCRAFT ROF (P. ROLL ARMOUR SAVES (P. Pinned Down if take a total of 5 hits. or at least half hidden by pable hits between two Teams. 2017 Permission granted to photocopy for personal use only. they cannot Defensive Fire. 26) CONCEALMENT (P. 30-31) MISTAKEN TARGET (P. Side if behind both lines. roll Firepower to Anti-aircraft. Heavy Weapons. Halted An Infantry or Gun Team may fire one ROF if did not Move and not Pinned Target player rolls and adds: weapon. Armoured Tank Teams and Aircraft Aircraft MGs have a Rate of Fire 3. SHOOTING STEP (P. ARMOURED TANK TEAMS (P. If they Add +1 to score needed if: • Otherwise. AIRCRAFT SHOOTING (P. no effect. 36) Roll one die per point of ROF. AA MGs. WHICH WEAPONS CAN FIRE (P. Shoot. 36) 8 Roll Saves Front if in front of line across front of hull and GONE TO GROUND (P. only Pinned Down if Rockets and Bombs shoot as Artillery. 66) • Concealed and Gone to Ground Shield Save on 4+ Anti-aircraft weapons shoot at full ROF. ©Battlefront Miniatures Ltd. DESTROYED UNIT LEADERS (P. • 1 to 3—hit hull A Tank or Aircraft Team may either fire: • 4 to 6—hit turret • all of its Machine-guns. Buildings and Hills block Line of Sight. Trained 3+ • If equal to Anti-tank. and Rockets have a • Part of same Unit as target Team range of 8”/20cm. 27) SCORE TO HIT (P. Aircraft Cannons have a Rate of Fire 2. must score Firepower to Destroy. with +1 to hit if already ROF 1. or RATE OF FIRE (P. SHOOTING shoots in enemy Shooting Step. If they Buildings or Hills. 44) • Valid targets MGs. otherwise Bail Out. 35) 1 Check Range Concealed if entirely behind or in Tall or On 3+ target player can swap all swap- 2 Check Line of Sight Short terrain. 40) Appoint another Team from the Unit Remaining hits assigned evenly to: within 6”/15cm as the Unit Leader. or Roll if front and side both visible: Assault are Gone to Ground. 34) Nothing blocks Line of Sight for Aircraft. 41) • Same type as target Team 6”/15cm. shooter 2”/5cm unless Range is 6”/15cm or less. Cannons. Bulletproof Cover. 28-29) SMOKE (P. succeed. cannot be Pinned Down. and 7+ OR MORE TO HIT (P. and Cavalry Assault Step. 39) next Shooting Step. Recce Unarmoured Tank Teams Save AA MGs. Self-defence Target Team’s Is Hit On number: • If less than Anti-tank. 33) Outcome: Only Anti-aircraft. 6 Roll to Hit Aircraft are only affected by terrain 7 Assign Hits within 4”/10cm of ground troops. and Heavy Anti-aircraft Veteran 4+ Destroy tank. must roll 6 followed by 6 Aircraft Save on 3+ Score Save and . ASSIGN HITS (P. Self-defence Anti-aircraft. Shoot • Concealed (but not Gone to Ground) OTHER SAVES (P. otherwise Moving ROF. If need 8+. otherwise LINE OF SIGHT (P. www. between another pair. or Assault next • Shooter moved Out of Command Infantry. Aircraft are Veteran Skill rating. Bombs of a range of PINNED DOWN (P. roll Firepower Can shoot immediately before Aircraft Conscript 2+ Test to Bail Out tank. • Armour rating • +1 if range is over 16”/40cm SHOOTING AT AIRCRAFT (P. they can roll again to swap hits 3 Check for Concealment Stationary Infantry are Concealed. If at • Within 6”/15cm of target Team least 12 Teams. must roll 6 followed by 5+ ROF 1.

49) WEAPONS TEMPLATE 5 or more Re-roll Misses Infantry. NUMBER MODIFIER 6 4+ ROCKET LAUNCHERS COUNT AS (P. If at least 12 Teams. except vehicles use Top armour. 50) 1 or 2 Re-roll Hits PINNED DOWN (P. Score Motivation number to Teams can move into Contact with an Tanks with Top armour 1 or 2 only Fall . 57) 1 Charge into Contact Defending Teams within 8”/20cm of No saves for Infantry. Roll to hit all Teams under Template. COUNTERATTACK… (P. and Unarmoured Tank 2 Double-wide Units are Pinned Down by 1 hit. ROLL TO HIT (P. 1+ 1+ 4”/10cm long for each weapon firing. 47) ROLL TO HIT (P. 53) Fall Back and Pinned Down if take a total ASSAULT Assaulting Teams move up to 4”/10cm of 5 hits. ROLL SAVES (P. Gun. otherwise fall back 2”/5cm. If Repeat Bombardment Re-roll Infantry and Gun Saves. 59) Defenders retire 6”/15cm or Destroyed. ROLL TO RANGE IN (P. Infantry Back and Pinned Down if take 8 hits. 57) 6 Test to Counterattack Assaulter wins if Defenders within 4”/10cm Defensive Fire hits Side armour. Back if 2+ are Bailed Out or Destroyed. 5 Check if Assault is Over by Infantry that did not Move or Shoot and were Concealed. 48) ARTILLERY BOMBARDMENT ARSENAL Three attempts to Range In on Skill. 55) ROLL SAVES (P. CHARGE INTO CONTACT (P. 57) into Contact with the enemy. CHECK IF ASSAULT IS OVER (P. 52) OPPONENT’S DEFENSIVE FIRE (P. Conscript 5+ …OR BREAK OFF (P. 54) Fall Back 2”/5cm from Defenders. • Ranged In on Third Attempt. ASSAULT STEP (P. rating. 6 3 Conscript 5+ Veteran 4+ 5 3 Add +1 to score needed if: Trained 3+ 4 3 • Template would cover Short or Tall Conscript 2+ 3 2 Terrain or Smoke Screen modified by the following: 2 1 • Ranging In at Night 1 0 Add +1 to score needed if: • Ranged in on Second Attempt ARSENAL ADJUSTED SMOKE BOMBARDMENTS (P. 48) 5+ 4+ unless Range is 6”/15cm or less. 48) 4 Devastating Roll saves as for Shooting. 56) Move victorious Unit up to 4”/10cm. Guns. Infantry Team that is in Contact. www. ARSENAL ADJUSTED Veteran 3+ Base score is target Team’s Is Hit On ANTI-TANK ANTI-TANK Trained 4+ number. 3+ 3+ 4+ 3+ Smoke Screens block Line of Sight NUMBER OF WEAPONS FIRING (P. 51) • Repeat Bombardment where Spotting FIREPOWER FIREPOWER Bombardment places Smoke Screen ARTILLERY Team can’t see Aiming Point. 2+ 2+ Bombardment must be fired at the Add +2 to score needed if: beginning of Shooting Step. ©Battlefront Miniatures Ltd. and no Bulletproof Cover behind terrain. 2 Opponent’s Defensive Fire Assaulting Teams fire at Halted ROF Choose to hit Side armour with Anti-tank 3 Roll to Hit (Moving ROF if Pinned Down). FALL BACK FROM DEFENSIVE FIRE (P. or Top armour with Anti-tank 2 4 Roll Saves Tanks cannot Defensive Fire if Contacted or Tank Assault # and Firepower 1+. 58) Veteran 3+ Defenders become Assaulters Charge Trained 4+ into Contact. Fearless 3+ ASSAULTING ACROSS TERRAIN (P. Confident 4+ Reluctant 5+ Score Cross number to cross Difficult Terrain. 57) otherwise Break Off. 7 Counterattack or Break Off are Bailed Out. All assaulting teams in Contact must score Skill number to hit.FlamesOfWar. 2017 Permission granted to photocopy for personal use only. only Fall TEST TO COUNTERATTACK (P. or Unarmoured. No Defensive Fire.