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1 Starting Step Skill Score Needed Motivation Score Needed Re-roll failed Motivation Tests
2 Move Step Conscript 5+ Reluctant 5+ if Company or Higher Command
3 Shooting Step Trained 4+ Confident 4+ team Joins platoon.
4 Assault Step Veteran 3+ Fearless 3+
Starting Step 7 Rally Pinned Down Platoons Remount Bailed Out Vehicles Rally Pinned Down Platoons
Starting
1 Check Sole Surviving Teams 8 Re-mount Bailed Out Vehicles Pass a Motivation Test to Pass a Motivation Test to Rally a
2 Check Company Morale 9 Free Bogged Down Vehicles Remount a Bailed Out vehicle. Pinned Down platoon.
3 Check Victory Conditions 10Remove Smoke Markers
4 Reveal Ambushes Free Bogged Down Vehicles Pinned Down Platoons
5 Roll for Air Support Bogged Down or Bailed Out Pass a Skill Test to free a Bogged Unless armoured, reduce ROF and
6 Roll for Reserves May not move, shoot, or assault. Down vehicle. no moving closer to enemy.
11Remove Destroyed Teams Stationary Infantry and Man- Lower Armour get lower Infantry 3+
12Return to 1 packed Guns are Concealed. Anti-tank Guns 5+
13Pin Down Platoons Hit 5 Times Bunker Busters to Buildings Gone to Ground Guns 3+
Gone to Ground Unprotected before in Unarmoured Vehicles 5+
Moving or Pinned Down ROF Teams that dont move, shoot, or Bulletproof Cover Passengers 5+
ROF ROF when Moving assault are Gone to Ground. Best Firepower to Recce Vehicles 3+
1 to 3 1 Bulletproof Cover Warrior Vehicles 3+
4 or 5 2 Hit Front or Side No save against Breakthrough
6 or more 3 Hit Front if Line of Sight in front of Gun or Bunker Buster.
line across front of hull or turret. Pinned Down
Roll 2x dice against At the Double. Pinned Down if take a total of 5 hits.
Hit Side otherwise. Vehicles with Gun Shields
Smoke Ammunition Roll if front and side both visible: Armoured teams ignore being No Save if hit across Gun Shield,
Fire Smoke first. Place two 1 to 3hit hull Pinned Down. but Firepower Test needed to
2/5cm markers for each hit. 4 to 6hit turret Destroy vehicle.
Platoon Morale
Smoke Markers Bunker Busters If more teams Destroyed than still Bulletproof Cover
Line of Sight limited to 16/40cm, Moving Bunker Busters cant hit fighting and had teams Destroyed If team is in Bulletproof Cover
all targets seen through smoke are vehicles unless they are Bogged or Bailed Out, pass a Motivation attacker must make a successful
Concealed and Gone to Ground. Down or Bailed Out. test or be Destroyed. Firepower Test to Destroy it.
Battlefront Miniatures Ltd. 2011 Permission granted to photocopy for personal use only. www.FlamesOfWar.com
Artillery Roll to Range In on the Target Roll to Hit Template Size
1 Select the Aiming Point Three attempts to range in. Roll to hit all teams under template. Number Re-rolls Template
2 Nominate the Spotting Team Target Score Needed Artillery Score Needed 1 or 2 Hits Normal
3 Check that the Target is Valid Conscript 2+ Conscript 5+ 3 to 5 None Normal
4 Rotate to Face the Target Trained 3+ Trained 4+ 6 to 8 Misses Normal
Artillery
Quick Reference
Assaulting team can occupy the defending teams 2/5cm away.
Infantry that do not move or shoot
Tank Terror Destroyed teams place. Any that cannot get more than
and were Concealed by Terrain.
Infantry take Motivation Test to 2/5cm away are Destroyed.
Hull-mounted weapons (other than Has Assaulting Platoon Won
assault if within 6/15cm of tanks. machine-guns) cannot Defensive Win if no assaulted teams left Pin Down Platoons
Fire at Infantry. fighting within 4/10cm. All platoons hit in assault combat
Charge into Contact
are Pinned Down.
Assaulting teams within 8/20cm Roll to Hit Opponent Tests Motivation
of enemy move 4/10cm into All assaulting teams within Opponent makes Motivation Test Platoon Morale
contact with the enemy. 2/5cm of the enemy roll to hit. using one die roll for all platoons. If more teams Destroyed than still
Skill Score Needed If no teams hit, pass automatically fighting, pass a Motivation test or
Tanks in Rough Terrain Conscript 5+ unless assaulting Tank teams. be Destroyed.
Make Bogging Check each round Trained 4+ If pass, may Counterattack,
if fighting into Rough Terrain. Veteran 3+ otherwise must Break Off.
Air Support Roll for Air Support Conduct Anti-aircraft Fire Safety Distance
Starting Step Level Air Support Pool Range increased by 8/20cm. Must abort if any friendly teams
1 Roll for Ground-attack Aircraft Priority 7 dice Roll one Skill Test to hit per ROF. within 16/40cm.
2 Roll for Fighter Interception Limited 5 dice Heavy and Self-defence anti-
3 Choose Target & Place Aircraft Sporadic 3 dice Roll to Hit
Air Support
Amphibious: Water is Difficult Going. Mountaineers: Can double across steep hills. Treat mountains as
Awkward Layout: No move and fire. Difficult Going. Cliffs require a Skill test to cross.
Special Rules
Fast Tank: Moves 32/80cm At the Double. No HE: Can only hit vehicles or Bunkers.
Flying Tank: Add +1 to the Firepower needed to destroy a Flying Tank. One-man Turret: +1 to hit targets when moving unless MG.
HMG Carrier: Fire as MG when moving or HMG if stationary. Overloaded: Bog Down on 1 or 2. Re-roll in Very Difficult Going.
Horse Artillery: Unlimber after moving. Passenger-fired Weapons: Must have passengers mounted to fire.
Improvised Armour: Extra 5+ save against Firepower 5+ or 6. Protected Ammo: Crew may re-roll to remount Bailed Out vehicles.
Improvised Tank Assault: Teams are Destroyed if they roll a 1 to hit Recoilless Guns: Not Concealed if fired.
against Armoured vehicles. Slow Traverse: +1 to hit targets not in front of turret unless AA MG.
Limited Vision: +1 to hit targets not in front of turret unless AA MG. Unreliable: Bog Down on 1 if moving At the Double.
Turret must face forward when moving. Wide Tracks: Roll 4+ to immediately free from Bogging Down.
Battlefront Miniatures Ltd. 2011 Permission granted to photocopy for personal use only. www.FlamesOfWar.com