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QuickReferenceSheet PDF
QuickReferenceSheet PDF
101)
1 Remount Bailed Out Tanks Shoot with Moving ROF, cannot Move Most games end when player starts
2 Rally Pinned Down Units closer to visible enemy or Bombard. their turn Holding an Objective or when
3 Check Unit Last Stand Score Motivation (or Rally) to Rally. opponent has no Formations left.
4 Check Formation Last Stand
CHECK UNIT LAST STAND (P. 81) REVEAL AMBUSHES (P. 103)
5 Reveal Ambushes
In Good Spirits if: Place Teams in Deployment Area, not within
6 Roll for Reserves 4”/10cm of enemy, 16”/40cm if in Line of
STARTING
7 Roll for Aircraft • No Teams Bailed Out or Destroyed, or Sight unless Concealed by Terrain.
• 3 or more Infantry Teams,
8 Remove Friendly Smoke Markers • 2 or more Tanks (not Bailed Out), or
• 2 or more Gun Teams remain. ROLL FOR RESERVES (P. 104)
If not In Good Spirits, score Motivation Roll one die first turn of Reserves, two
REMOUNT BAILED OUT TANKS (P. 61) (or Last Stand) or Unit is Destroyed. dice second turn, three dice third turn,
May not Move, Shoot, Bombard, etc. Each score of 5+ brings on a Unit.
or Assault. If Bailed Out again, pass CHECK FORMATION LAST STAND (P. 82)
Motivation (or Remount) or Destroyed. ROLL FOR AIRCRAFT (P. 39)
If Formation doesn’t have at least two
Score Motivation (or Remount) to Remount. Units on table or in Reserve, it is Destroyed. On a score of 4+, a Unit of Aircraft arrives
until the end of the turn.
STAYING IN COMMAND (P. 41) MOVEMENT ORDERS (P. 46) DIG IN — MOVEMENT STEP
In Command if end movement: Unit Leader can issue one Order per turn Score Skill (or Tactics) to dig Foxholes.
• within 6”/15cm of Unit Leader, or to Teams that are In Command. Teams then Shoot with Moving ROF, but
• within 8”/20cm of Unit Leader if Unit BLITZ MOVE — BEFORE MOVING cannot fire Bombardments.
has eight or more Teams.
Score Skill (or Tactics) to Move Teams up
to 4”/10cm. Can only Move at Tactical MINE CLEARING — MOVEMENT STEP (P. 112)
OUT OF COMMAND (P. 41) If not Pinned Down, Infantry or
this turn. If do not Move further, Shoot
If not In Command, Team must: with Halted ROF. Mine-clearing Tank remove Minefield
• remain in place, within 2”/5cm (after entering Minefield
• Move at Tactical with +1 penalty on Otherwise, Teams from the Unit cannot last turn). Cannot Move further, Shoot,
score To Hit when Shooting, or Dash and suffer the +1 to hit penalty for Bombard, or Assault.
MOVEMENT
SHOOTING STEP (P. 49) LINE OF SIGHT (P. 51) HOW MANY DICE (P. 56)
1 Check Range Tall terrain blocks Line of Sight after Roll one die per point of ROF. Halted
2 Check Line of Sight 2”/5cm unless Range is 6”/15cm or less. ROF if did not Move and not Pinned
3 Check for Concealment Buildings and Hills block Line of Sight. Down, otherwise Moving ROF.
Line of Sight to Aircraft is never blocked.
4 Declare Targets
Smoke Screen blocks Line of Sight if SCORE TO HIT (P. 56)
5 Rotate to Face Range is more than 6”/15cm. Roll Target Team’s Is Hit On number:
6 Roll to Hit
Add +1 to score needed if:
SHOOTING
between another pair. Tanks must be Score Save and unharmed, otherwise
more than 8”/20cm and Infantry or Guns Destroyed. If Infantry or Gun in ANTI-AIRCRAFT ROF (P. 93)
more than 4”/10cm away to swap. Bulletproof Cover, or Aircraft, shooter Dedicated AA weapons shoot at full ROF.
must score Firepower to Destroy. Self-defence AA weapons shoot at ROF 1,
HULL OR TURRET (P. 59) with +1 to hit if already ROF 1.
Front if in front of line across front of hull and PINNED DOWN (P. 64)
turret. Side if behind both lines. DESTROYED UNIT LEADERS (P. 63)
Pinned Down if Unit takes a total of 5
Roll if front and side both visible: hits. If at least 12 Teams, only Pinned Appoint another Team from the Unit
• 1 to 3—hit hull Down if Unit takes a total of 8 hits. within 6”/15cm as the Unit Leader.
• 4 to 6—hit turret Armoured Tank Teams and Aircraft
cannot be Pinned Down. KILLING COMMANDERS (P. 63)
SMOKE (P. 65)
Shoot with Moving ROF, cannot Move Appoint another Team from HQ or roll 3+
Shooting places 2”/5cm Smoke ball. to appoint another Team within 6”/15cm.
closer to visible enemy or Bombard.
+1 To Hit when Shooting through Smoke.
SELECT AIMING POINT (P. 67) ROLL TO HIT (P. 69) ROLL SAVES (P. 70)
Pick an Aiming Point in Line of Sight Roll to hit each Team under Template. Roll saves as for Shooting, except tanks
of Spotting Team. Template cannot Roll Target Team’s Is Hit On number: use Top armour, and no Bulletproof
be within 4”/10cm of friendly Teams Cover behind terrain or Gun Shield.
(6”/15cm if Salvo, 8”/20cm if Aircraft). Add +1 to score needed if:
• Ranged in on Second Attempt If Repeat Bombardment, re-roll Infantry
• Repeat Bombardment where Spotting and Gun Saves.
ROLL TO RANGE IN (P. 68)
ARTILLERY
ASSAULT STEP (P. 72) OPPONENT’S DEFENSIVE FIRE (P. 75) ROLL SAVES (P. 77)
1 Charge into Contact Defending Teams within 8”/20cm of No saves for Infantry, Guns, or Unarmoured.
2 Opponent’s Defensive Fire Assaulting Teams fire at Halted ROF Hit Side with Anti-tank rating, or
3 Roll to Hit (Moving ROF if Pinned Down). Top with Anti-tank 2 and Firepower 1+.
4 Roll Saves Tanks cannot Defensive Fire if Contacted
5 Check if Assault is Over by Infantry that were Concealed and did CHECK IF ASSAULT IS OVER (P. 78)
not Move or Shoot.
6 Test to Counterattack Assaulter wins if Defenders within
Defensive Fire hits Side armour. 4”/10cm are Destroyed or Bailed Out.
7 Counterattack or Break Off
Defender must Break Off.
ASSAULT
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