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STARTING STEP (P. 39) RALLY PINNED DOWN UNITS (P. 64) CHECK VICTORY CONDITIONS (P.

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

• Move at Dash towards Unit Leader. Moving Out of Command.


PASSENGERS (P. 44)
MOVING THROUGH TERRAIN (P. 42) CROSS HERE — WHILE MOVING Dismount at the start or Mount at the
Move at Tactical and Shoot or Assault, Teams Crossing Difficult Terrain reduce end of Movement.
or Move at Terrain Dash. Cross rating by 1 within 6”/15cm of Leader. If not yet Moved, Transports can Move at
Dash after Passengers mount.
DIFFICULT TERRAIN (P. 42) FOLLOW ME! — AFTER MOVING
Score Cross rating or stop Moving (Team Move Unit Leader forward 4”/10cm, TRANSPORTS (P. 45)
has still Moved). then Score Motivation to Move Teams Send empty unarmoured or unarmed
forward 4”/10cm. Transports to rear. May send other
CROSSING MINEFIELDS (P. 112) Pass or fail, teams that are In Command empty Transports to rear.
If Moving within 2”/5cm of Minefield cannot Shoot. Bring forward Transports before
marker, score Skill (or Tactics) to avoid Moving. Must be within 4”/10cm
mines, otherwise hit. Mines are Anti- SHOOT AND SCOOT — ASSAULT STEP of Unit, and not within not within
tank 5 and Firepower 1+ (hit Top armour Score Skill (or Tactics) to Move Teams 4”/10cm of enemy, 16”/40cm if in Line
if Armoured Tank). that did not Move, up to 4”/10cm. of Sight unless Concealed.

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

7 Assign Hits CONCEALMENT (P. 53)


• Range is over 16”/40cm
8 Roll Saves Concealed if entirely behind or in Tall or • Concealed (but not Gone to Ground)
Short terrain, or at least half hidden by • Shooter moved Out of Command
WHICH WEAPONS CAN FIRE (P. 50) Buildings or Hills. • Shooting through Smoke
Tanks or Aircraft may either fire all of its Stationary Infantry are Concealed. • Shooting at Night
Machine-guns, or one other weapon. Gun Teams in Foxholes are Concealed. Add +2 to score needed if:
Infantry or Guns may fire one weapon. • Concealed and Gone to Ground
Cannot Shoot if Dash, Follow Me, or GONE TO GROUND (P. 40, 56)
Cross Here. Teams that don’t Move, Shoot, or 7+ OR MORE TO HIT (P. 56)
Pinned Down Teams shoot as Moving Assault are Gone to Ground. Scouts can If need 7+, must roll 6 followed by 5+
Move and still be Gone to Ground. If need 8+, must roll 6 followed by 6
ASSIGN HITS (P. 57) ROLL ARMOUR SAVES (P. 59) SHOOTING AT AIRCRAFT (P. 50)
First hit must be assigned to target. Target player rolls and adds: Nothing blocks Line of Sight for Aircraft.
Remaining hits assigned evenly to: • Armour rating Aircraft are only affected by terrain
• Valid targets • +1 if range is over 16”/40cm within 4”/10cm of ground troops.
• Part of same Unit as target Team Outcome: Anti-aircraft weapons shoot at Aircraft
• Same type as target Team • If greater than Anti-tank, no effect. immediately before Aircraft shoot in
• Within 6”/15cm of target Team • If equal to Anti-tank, roll Firepower enemy Shooting Step.
Test to Bail Out tank.
MISTAKEN TARGET (P. 58) • If less than Anti-tank, roll Firepower to Weapons that shoot at Aircraft, cannot
Destroy tank, otherwise Bail Out. Shoot at other Aircraft, Shoot Defensive
On 3+ target player can swap all swap- Fire, Shoot next Shooting Step, and
pable hits between two Teams. If they Team cannot Assault next Assault Step.
succeed, they can roll again to swap hits OTHER SAVES (P. 62)
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

Team can’t see Aiming Point.


Three attempts to Range In on Skill. PINNED DOWN (P. 70)
Add +2 to score needed if:
Add +1 to score needed if: Infantry, Gun, and Unarmoured Tank
• Ranged In on Third Attempt.
Units are Pinned Down by 1 hit.
• Template would cover Short or Tall
Terrain or Smoke Screen SMOKE BOMBARDMENTS (P. 71)
NUMBER OF WEAPONS FIRING
• Ranging In at Night
NUMBER MODIFIER Smoke Screen is 4”/10cm per weapon
1 or 2 Re-roll Hits firing. Blocks Line of Sight unless Range
ADDITIONAL BATTERIES (P. 68) is 6”/15cm or less. Must be fired at the
If Range In, Spotting Team can use rest 5 or more Re-roll Misses beginning of Shooting Step.
of rolls to Range In another Unit.

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

FALL BACK FROM DEFENSIVE FIRE (P. 76)


CHARGE INTO CONTACT (P. 73) TEST TO COUNTERATTACK (P. 78)
Fall Back and Pinned Down if take 5 hits.
Infantry and Armoured Tanks can Assault. If at least 12 Assaulting Teams, only Fall Score Motivation (or Counterattack) to
Assaulting Teams move up to 4”/10cm Back and Pinned Down if take 8 hits. Counterattack, otherwise Break Off.
into Contact with the enemy. Infantry Armoured Tanks only Fall Back if 2 or more
Teams can move into Contact with an are Bailed Out or Destroyed. COUNTERATTACK… (P. 79, 80)
Infantry Team that is in Contact. Defenders become Assaulters and
Fall Back 2”/5cm from Defenders.
Charge into Contact. No Defensive Fire.
ASSAULTING ACROSS TERRAIN (P. 74)
ROLL TO HIT (P. 77) …OR BREAK OFF
Score Cross number to cross Difficult
Terrain, otherwise fall back 2”/5cm. All assaulting teams in Contact must Defenders retire 6”/15cm or are Destroyed.
score Skill (or Assault) To Hit. Move victorious Unit up to 4”/10cm.

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