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Turn Sequence Skill Test Motivation Test Company Command Team

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.

Movement Step Movement Distances Command Distance


1 Select a Platoon to Move Type Cross Country Road Rough Terrain Experience Tanks Others
2 Bring Forward Transports Fully-tracked Tanks and Transports Conscript 4/10cm 2/5cm
3 Move Teams in the Platoon Standard Tank 12/30cm 12/30cm 8/20cm Trained 6/15cm 4/10cm
a Dismount Passengers before Light Tank 16/40cm 16/40cm 8/20cm Veteran 8/20cm 6/15cm
moving Transports Slow Tank 8/20cm 8/20cm 8/20cm Moving teams must attempt to
b Move Transports before or Very Slow Tank 6/15cm 6/15cm 6/15cm end any movement In Command.
after Mounting Passengers
Other Tanks and Transports Passengers
Movement

c Take Bogging Checks in


Rough Terrain Jeep, Motorcycle 16/40cm 24/60cm 4/10cm * Dismount at the start of their
d Take Skill Tests to Enter Half-tracked 12/30cm 18/45cm 4/10cm movement or mount at the end of
Contested Buildings Wheeled 12/30cm 18/45cm 4/10cm * their movement.
4 Send Empty Transports to Rear Slow Wheeled, Wagon 8/20cm 12/30cm 4/10cm *
5 Select Next Platoon to Move Infantry Bring Transports Forward
Cavalry 10/25cm 10/25cm 10/25cm ** Must be placed within 4/10cm of
Rough Terrain Infantry 6/15cm 6/15cm 6/15cm ** own platoon, and 8/20cm from
Quick Reference

No Bogging Checks in Slow Going. enemy Recce or 4/10cm from


Guns others if Concealed, or 16/40cm
Roll 2+ to avoid Bogging Down in Man-packed Guns 6/15cm 6/15cm 6/15cm ** from any if not.
Difficult Going. Light Guns 6/15cm 6/15cm 4/10cm *
Roll a Skill test to avoid Bogging Medium and Heavy Guns 4/10cm 4/10cm 4/10cm * Entering Buildings
Down in Very Difficult Going. Immobile Guns Cannot Move Need Skill Test to enter if no
Wrecked armoured vehicles are * Cannot move in Very Difficult Going ** No Bogging Checks required friendly team inside or at opening.
Slow Going and Concealment. Move twice as far At the Double. Take direct route 8/20cm from enemy.

Shooting Step Score to Hit Allocate Hits Roll Armour Save


1 Select the Shooting Platoon Target Score Needed Allocate hits as follows: Target player rolls and adds:
2 Select the Target Platoons Conscript 2+ Only valid targets Armour rating
3 Who Shoots at What Trained 3+ Roll 5+ to pick out Gun Tanks +1 if range is over 16/40cm
4 Check that the Target is Valid Veteran 4+ Allocate hits evenly Outcome:
a Check Line of Sight Add +1 to score needed if: Priority targets first If less than Anti-tank, roll
b Check Range Range is over 16/40cm Best Firepower to Priority Firepower Test to Destroy tank,
c Check Field of Fire Concealed Others before Gone to Ground otherwise Bail Out tank.
5 Rotate to Face the Target Gone to Ground while Concealed Operational before Bogged If equal to Anti-tank, roll
6 Check if Target is Concealed ROF 1 weapon moving Down or Bailed Out Firepower Test to Bail Out tank.
7 Roll to Hit Within 16/40cm first Otherwise, no effect.
8 Allocate Hits to Target Teams Concealment Unarmoured before Armoured
9 Roll Saves Teams are Concealed if at least Lowest Armour first Roll Other Saves
10Roll Firepower Tests half hidden by terrain. Best Anti-tank to Armoured Target Score Needed
Shooting

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

5 Check if Target is Concealed Veteran 4+ Veteran 3+ or None Double-width


6 Roll to Range In on the Target Add +1 to the score needed if: Add +1 to the score needed if: 9 to 13 Misses Double-width
7 Position the Template Concealed ranged on the second attempt*. or None Devastating
8 Roll to Hit all Under Template Gone to Ground while Concealed Add +2 to the score needed if:
9 Roll Saves 14+ Misses Devastating
Company Command spotting ranged on the third attempt*.
10Remove Destroyed Teams Add +1 to the score needed if:
Mortars re-roll first failed attempt. Roll Saves
11Pin Down Platoons Hit only one weapon firing. Roll saves as for shooting, except
Select the Aiming Point Pinned Down A roll of 6 always hits vehicles use Top armour, and no
Aiming Point must be enemy team. Platoons are Pinned Down by 1 hit. *Rocket Launchers ignore penalty. cover behind Linear Obstacles.

Assault Step Conduct Defensive Fire Roll Saves Counterattack


1 Select the Assaulting Platoon Teams within 8/20cm of assault- No saves for Infantry, Guns or Defending platoons become
2 Test for Tank Terror ing teams fire. Unarmoured vehicles. assaulting platoons and Charge into
3 Charge into Contact Full ROF even if moved. Armoured vehicles use Top Contact starting a new round with
4 Conduct Defensive Fire No rotating outside field of fire, armour against Tank Assault. no Defensive Fire.
5 Roll to Hit Tanks Save using Side armour.
6 Roll Saves Tanks Hit by Gun Teams Break Off
7 Remove Destroyed Teams Fall Back from Defensive Fire Guns with ROF 2+ may use their Gun teams within 2/5cm of enemy
8 Push into Enemy Positions If assaulting platoon takes 5 Anti-tank against Side armour of teams are Destroyed. All other
9 Has Assaulting Platoon Won hits or has 2 vehicles Bailed Out tanks in their Field of Fire. Must teams move at least 4/10cm from
10Opponent Tests Motivation: or Destroyed, it falls back until pass a Firepower Test or no effect. the enemy or are Destroyed.
Counterattacks, or 2/5cm away and assault ends.
Assault

Breaks Off Push Into Enemy Positions Victor Consolidates


11Victor Consolidates If a team is Destroyed across a Move victorious teams up to
Sneak Up on Tanks
12Select Next Platoon to Assault Linear Obstacle or in building, an 4/10cm to consolidate. Push all
Tanks cannot Defensive Fire at

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

aircraft only get 1 die.


Shooting Step Ground Attack arrives on any 5+. Use aircraft weapons To Hit rating.
Fighter Interception arrives on 6. Roll Firepower to reduce strength Number of Aircraft Effect
1 Conduct Anti-aircraft Fire
Reduce Air Support Pool by 1 after by one aircraft per hit. 1 Re-roll hits
2 Roll to Range In on the Target
3 Roll to Hit each roll. 2 Normal
4 Roll Saves Roll to Range In on the Target 3 Re-roll misses
5 Remove Destroyed Teams How Many Aircraft Target Score Needed
6 Pin Down Platoons Hit Conscript 2+
Score Number of Aircraft Trained 3+ Roll Saves
7 Aircraft Return to Base 1 or 2 1 Roll saves as for shooting, but
Veteran 4+
Choose Target & Place Aircraft 3 to 5 2 Range in automatically on target use Top armour against bombs &
Place aircraft 4/10cm from target. 6 3 over 2/5cm from trees orbuildings. rockets, Side armour against guns.

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

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