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MISSIONS PACK

June 2022
MISSIONS
The Flames Of War Missions pack is an optional expansion WHICH MISSION?
for tournaments and players looking for quick pick-up
There are three easy ways of selecting a mission to play.
games. It contains new versions of the missions from the
• You can roll a die to determine the mission, or
rulebook that use a different set of victory conditions and the
optional Battle Plans mission selector. • You and your opponent can pick a mission that suits
your forces and the terrain, or
The easy-to-use format means that when you print out the
• You can pick battle plans and use the mission selector on
missions, each mission will have a larger version of the set up
the next page to determine the mission.
diagram and expanded instructions on the front side and all
of the relevant mission special rules on the back.
RANDOM MISSION
CONTENTS To quickly pick a mission, roll up a random mission. As
the three defensive battles (Bridgehead, Rearguard, and No
Annihilation 5
Retreat) are best suited to having an infantry-based force
Breakthrough 7
defending, we haven’t included them in the random missions
Bridgehead 9 list to avoid disadvantaging a tank-based force. Roll on the
Contact (Hasty Attack) 11 following table to select your mission.
Cornered 13
Counterattack 15 RANDOM MISSIONS
Dogfight 17
1: Annihilation 4: Encounter
Dust-Up 19
2: Free for All 5: Counterattack
Encirclement 21
Encounter 23 3: Dust-Up 6: Probe
Escape (Breakout) 25 Roll to see who Attacks
Fighting Withdrawal (Rearguard) 27
Free for All 29 PICK A MISSION
Gauntlet 31 For a cooperative approach to selecting a mission, discuss
Killing Ground 33 which mission you’d like to play with your opponent and
pick one. With twenty missions to choose from, you have
No Retreat 35
plenty of choices to try out.
Outflanked 37
Probe (Hasty Attack) 39
Scouts Out (Into the Unknown) 41
Spearpoint (Armoured Fury) 43
Valley of Death (Gauntlet) 45
Vanguard 47

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RESERVES HOLDING OBJECTIVES
Some missions require you to hold part of your force in You are Holding an Objective if you start your turn with
Reserve. You may not deploy more than 60% of the agreed a Tank, Infantry, or Gun team within 4”/10cm of an
points total for the game on the table. The remainder must Objective, and end it with no enemy Tank, Infantry, or Gun
be held in Reserve. teams within 4”/10cm of that Objective.
The Reserves Table helps you calculate the proportion of Objectives cannot be Held by Tank teams that are Bailed
your force that you can deploy for a given Force size. You Out, Aircraft, Transports, or Independent teams. Nor can
may deploy less and hold more in Reserve if you wish. these teams, or any team that moved at Dash speed, pre-
vent the enemy from Holding an Objective. Objectives can
RESERVES be Held or contested by Infantry that are Passengers in a
Transport team.
FORCE SIZE ON TABLE
Note: This means that you check for victory at the end of your
50 points 30 points own turn, and the game ends at that point if you have won.
60 points 36 points
75 points 45 points REPELLING AN ATTACK
You have Repelled an Attack when, at the end of your turn,
80 points 48 points every Objective has no enemy Tank, Infantry, or Gun teams
100 points 60 points within 8”/20cm. Ignore enemy Tank teams that are Bailed
Out, Aircraft, Transports, or Independent teams when deter-
125 points 75 points
mining if you have Repelled an Attack.
150 points 90 points
200 points 120 points

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BATTLE PLANS
The Battle Plans mission selectors allow players to pick a plan Before the game, the Allied and Axis players each pick a
that will influence the type of mission they will play. The battle plan (Attack, Manoeuvre, or Defend). They then com-
combination of the two players’ plans determines the type pare their plans on the Battle Plans table in the rulebook or
of mission. There are two Battle Plan mission selectors to the expanded one below and roll a die to see what mission
choose from: the Battle Plans from the rulebook, and the they will play.
Extended Battle Plans that adds extra missions into the mix.

BATTLE PLANS
ALLIED AXIS PLAYER’S PLAN
PLAYER’S PLAN ATTACK MANOEUVRE DEFEND
Allied Player Attacks
Roll to see who Attacks
Axis Player Defends Allied Player Attacks
1: Breakthrough Axis Player Defends
1: Breakthrough
2: Counterattack
2: Probe 1 or 2: Bridgehead
ATTACK 3: Dust-Up
3: Counterattack 3 or 4: No Retreat
4: Encounter
4: Counterattack 5 or 6: Fighting
5: Free for All
5: Dust Up Withdrawal
6: Free for All
6: Encounter
Axis Player Attacks Allied Player Attacks
Roll to see who Attacks
Allied Player Defends Axis Player Defends
1: Breakthrough
1: Breakthrough 1: Breakthrough
2: Counterattack
2: Probe 2: Bridgehead
MANOEUVRE 3: Dust Up
3: Counterattack 3: Probe
4: Encounter
4: Counterattack 4: No Retreat
5: Free for All
5: Dust Up 5: No Retreat
6: Free for All
6: Encounter 6: Fighting Withdrawal

Axis Player Attacks


Roll to see who Attacks
Axis Player Attacks Allied Player Defends
Allied Player Defends 1: Breakthrough
1: Breakthrough
2: Counterattack
1 or 2: Bridgehead 2: Bridgehead
DEFEND 3: Dust Up
3 or 4: No Retreat 3: Probe
4: Encounter
5 or 6: Fighting 4: No Retreat
5: Free for All
Withdrawal 5: No Retreat
6: Free for All
6: Fighting Withdrawal

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EXTENDED BATTLE PLANS
The Extended Battle Plans mission adds many of the missions that first appeared in the D-Day series of books to give a greater
variety of missions for each battle plan.

EXTENDED BATTLE PLANS


ALLIED AXIS PLAYER’S PLAN
PLAYER’S PLAN ATTACK MANOEUVRE DEFEND
Allied Player Attacks Allied Player Attacks
Roll to see who Attacks
Axis Player Defends Axis Player Defends
1: Counterattack
1: Breakthrough 1: Bridgehead
2: Dust-Up
2: Counterattack 2: Dogfight
ATTACK 3: Encounter
3: Escape 3: Encirclement
4: Free for All
4: Fighting Withdrawal 4: Fighting Withdrawal
5: Probe
5: Spearpoint 5: Killing Ground
6: Scouts Out
6: Valley of Death 6: No Retreat
Axis Player Attacks Allied Player Attacks
Roll to see who Attacks
Allied Player Defends Axis Player Defends
1: Counterattack
1: Breakthrough 1: Breakthrough
2: Dust Up
2: Counterattack 2: Cornered
MANOEUVRE 3: Encounter
3: Escape 3: No Retreat
4: Outflanked
4: Fighting Withdrawal 4: Outflanked
5: Probe
5: Spearpoint 5: Spearpoint
6: Scouts Out
6: Valley of Death 6: Valley of Death

Axis Player Attacks Axis Player Attacks


Roll to see who Attacks
Allied Player Defends Allied Player Defends
1: Breakthrough
1: Bridgehead 1: Breakthrough
2: Dust-Up
2: Dogfight 2: Cornered
DEFEND 3: Encounter
3: Encirclement 3: No Retreat
4: Free for All
4: Fighting Withdrawal 4: Outflanked
5: Probe
5: Killing Ground 5: Spearpoint
6: Scouts Out
6: No Retreat 6: Valley of Death

WHY SELECT ATTACK


With the Attack battle plan, you will be attack-
ing in a fairly straightforward mission. This suits
forces that rely on brute force over mobility. You
will be able to focus your firepower to reduce the
enemy piece by piece as you advance into their
defensive position.

WHY SELECT MANOEUVRE


A Manoeuvre battle plan allows you to exploit your mobil-
ity while avoiding assaults against fortified positions. This
suits forces that have a good mix of mobility and firepow-
er. You won’t be trapped into a grinding battle of attrition,
and can manoeuvre rapidly to defeat your opponent.

WHY SELECT DEFEND


A Defend battle plan allows you to dig in and
force the enemy to come to you. You can lay
out a carefully planned defence without needing
to worry about manoeuvring light troops across
open ground. This suits infantry forces with a
good anti-tank capability.

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PRINTING THIS DOCUMENT
If you intend to keep these missions as separate pages then
print this document in its entirety. This will give you
individual pages with the mission map on one side, and its
relevant special rules on the back.
However, if you intend to bind this document after print-
ing, or otherwise keep all the pages together in a booklet,
exclude or delete this page before printing. This will give
you a booklet in which the mission map lies on the left-
hand page and the relevant special rules are displayed on
the right-hand page.

BATTLE PLAN CARDS


Print this page and cut out these cards as a handy way to
choose your battle plans. Each player takes their three battle
plans and selects one, then both players reveal their plans.

ALLIED ALLIED ALLIED


PLAYER PLAYER PLAYER

ATTACK MANOEUVRE DEFEND


BATTLE PLAN BATTLE PLAN BATTLE PLAN

AXIS AXIS AXIS


PLAYER PLAYER PLAYER

ATTACK MANOEUVRE DEFEND


BATTLE PLAN BATTLE PLAN BATTLE PLAN
ANNIHILATION

12”/30cm Attacker places their units here

Defender places their units here 12”/30cm

SPECIAL RULES DEPLOYMENT


• Meeting Engagement (First Player) 1. Both players, starting with the Attacker, take turns at
placing a Unit within 12”/30cm of their own table edge
SETTING UP until all are deployed.
1. Both players roll a die. The highest-scoring player is 2. All Infantry and Gun Teams start the game in Foxholes.
the Attacker.
2. The Attacker picks a long table edge to attack from. WHO GOES FIRST
Both players roll a die. The highest scoring player has the
3. The Defender defends from the opposite table edge.
first turn. As the game is a Meeting Engagement, the player
who has the first turn will Shoot as if they Moved and cannot
use Artillery Bombardments or Aircraft on that turn.

WINNING THE GAME


• A player wins if their opponent has no Formations left
on the table.

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ANNIHILATION SPECIAL RULES
MEETING ENGAGEMENT VICTORY POINTS
In a Meeting Engagement, players do not place their Ranged Count the number of Units Destroyed, including HQ
In markers as Preplanned Artillery Targets at the start Units, but not Independent Teams. Count core Units and
of the game. their Attachments separately, so if both are Destroyed, this
In addition, the following rules apply in the first Shooting counts as two Units.
Step of the player who has the first turn. They do not apply • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
in the second player’s turn, nor in subsequent turns. • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
• The first player’s Aircraft cannot arrive in their first turn. • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
• Treat all of the first player’s Teams as having moved when
Shooting in their first Shooting Step, whether they actu- Both players lose a game that runs out of time. If neither
ally moved or not. player won, both players treat their opponent as the winner
• The first player’s Teams cannot fire Artillery Bombard­ and gain Victory Points as the Loser.
ments in their first Shooting Step.
The first player’s Teams can still Move, Dig In, or Go to
Ground as normal in their Movement Step, and launch
assaults in the Assault Step.

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BREAKTHROUGH

Attacker’s Reserves arrive


arrive from either corner
Defender’s Reserves

16”/40cm 16”/40cm

from this corner


8”/20cm

16”/40cm 16”/40cm
Attacker places
two objectives
Defender places their
in this area
units in either quarter
8”/20cm

Defender places their


8”/20cm
units in either quarter

arrive from either corner


16”/40cm

Defender’s Reserves
Attacker places 8”/20cm
their units here
16”/40cm

SPECIAL RULES 3. Starting with the Defender, the players place Ranged In
• Flanking Delayed Reserves (Attacker) markers for all of their deployed (including in Ambush)
• Ambush (Defender) Artillery Units.
• Immediate Reserves (Defender) 4. The Defender may hold one of their deployed Units
in Ambush.
SETTING UP 5. The Defender then places their deployed Units in their
1. The Defender picks two diagonally opposite table quar- table quarters, allocating them between the quarters as
ters to defend. they wish.
2. The Attacker picks one of the remaining table quarters 6. The Attacker then places their deployed Units in their
to attack from. table quarter at least 8”/20cm from both centre lines.
3. The Attacker places two Objectives in the remaining 7. All Infantry and Gun Teams start the game in Foxholes.
table quarter at least 8”/20cm from all table edges.
WHO GOES FIRST
DEPLOYMENT The Attacker has the first turn.
1. The Defender selects up to 60% of their force to
deploy and holds the rest in Immediate Reserve. Their WINNING THE GAME
Reserves will arrive within 16”/40cm of either of their • The Attacker wins if they end their turn on or after the
table corners. sixth turn Holding an Objective.
• The Defender wins if they have Repelled the Attack at
2. The Attacker selects at least one Unit to hold in Delayed
the end of their turn on or after the sixth turn.
Reserve. Their Reserves will arrive within 16”/40cm of
the Objective table corner.

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BREAKTHROUGH SPECIAL RULES
AMBUSH (DEFENDER) If the Defender rolled three or more dice to get Reserves in
this turn, but failed to score any rolls of 5+, they automati-
The defending player holds one Unit in Ambush when they
cally receive one Unit from Reserve anyway.
deploy. Units held in Ambush are treated as being on the
table, but their location isn’t specified until they reveal them-
selves. They are held off the table at the start of the game. FLANKING DELAYED RESERVES
ALREADY THERE (ATTACKER)
Ambushing Teams do not have to move. They can remain The Attacker must hold at least one Unit in Reserve. The
where they are placed and shoot at their Halted ROF. Units entire Unit must be In Command at the end of its Movement
in Ambush are in Foxholes when they are placed on the table. in the turn it arrives from Reserves. Attachments and
their core Unit must arrive from the same point, although
PLACING AMBUSHES Passengers may be Mounted or Dismounted. A Unit may
At the start of the Defender’s turn, in the Starting Step, they not use Movement Orders until it has moved on to the table.
may place the Unit that they have been holding in Ambush.
They must place the entire Unit, and it must be placed with ROLL FOR RESERVES
all of its Teams within 6”/15cm of the Unit Leader. A Unit At the start of the Attacker’s third turn, they roll a die. On a
with at least eight Tank Teams or at least twelve Teams in roll of 5+ their first Unit arrives from the Reserve. It may be
total increases this distance to 8”/20cm. any Unit of their choice, but must arrive now. The Reserves
The Defender may place a Team from Ambush anywhere in move on from the table edge within 16”/40cm of the corner
their Deployment Area, provided that it is: opposite the Attacker’s deployment area at the start of their
• at least 16”/40cm of any enemy Team within Line of Movement Step.
Sight, unless Concealed by Terrain from it, and At the start of their fourth turn, they roll two dice. Each roll
• at least 4”/10cm of all enemy Teams. of 5+ results in another Unit arriving from their Reserves.
They keep rolling at the start of each of their following turns
ATTACHMENTS AND AMBUSHES adding one more die than the previous turn, so at the start of
When you hold a Unit in Ambush, you may also hold its turn five they roll three dice, at the start of turn six they roll
Transport or Infantry Attachment in Ambush as well, or four dice, and so on. Each roll of 5+ brings another Unit on
Deploy them as normal. If you do hold both a Unit and from the Attacker’s Reserves.
its Attachment in Ambush together, the Infantry must If the Attacker rolled three or more dice to get Reserves in
be Mounted in their Transports when they are placed this turn, but failed to score any rolls of 5+, they automati-
from Ambush. cally receive one Unit from Reserve anyway.

IMMEDIATE RESERVES (DEFENDER) VICTORY POINTS


The Defender may not deploy more than 60% of the agreed Count the number of Units Destroyed, including HQ
points total for the game on the table. The remainder must Units, but not Independent Teams. Count core Units and
be held in Reserve. The entire Unit must be In Command at their Attachments separately, so if both are Destroyed, this
the end of its Movement in the turn it arrives from Reserves. counts as two Units.
Attachments and their core Unit must arrive from the same • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
point, although Passengers may be Mounted or Dismounted.
• Winner lost 2 Units: Winner 7 VP, Loser 2 VP
A Unit may not use Movement Orders until it has moved on
to the table. • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP

Both players lose a game that runs out of time. If neither


ROLL FOR RESERVES
player won, both players treat their opponent as the winner
At the start of the Defender’s first turn, they roll a die. On a and gain Victory Points as the Loser.
roll of 5+ their first Unit arrives from the Reserve. It may be
any Unit of their choice, but must arrive now. The Reserves HOLDING OBJECTIVES
move on from the table edge within 16”/40cm of the corner
You Hold an Objective if you start your turn with a Tank,
in either of the Defender’s deployment areas at the start of
Infantry, or Gun team within 4”/10cm of it, and end it with
their Movement Step.
no opposing Tank, Infantry, or Gun teams within 4”/10cm
At the start of their second turn, they roll two dice. Each roll of it. Objectives cannot be Held or contested by Tank teams
of 5+ results in another Unit arriving from their Reserves. that are Bailed Out, Aircraft, Transports, or Independent
They keep rolling at the start of each of their following turns teams, or by teams that moved at Dash speed.
adding one more die than the previous turn, so at the start of
turn three they roll three dice, at the start of turn four they REPELLING AN ATTACK
roll four dice, and so on. Each roll of 5+ brings another Unit You have Repelled an Attack when, at the end of your turn,
on from the Defender’s Reserves. every Objective has no enemy Tank, Infantry, or Gun teams
within 8”/20cm. Ignore enemy Tank teams that are Bailed
Out, Aircraft, Transports, or Independent teams.

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BRIDGEHEAD

Attacker places their units here

8”/20cm 8”/20cm
16”/40cm

8”/20cm Defender places


their units here

28“/70cm Attacker places 20“/50cm


two objectives
in this area

8”/20cm

Defender rolls to see where their Reserves Arrive

SPECIAL RULES 3. The Defender may hold one of their deployed Units
• Ambush (Defender) in Ambush.
• Deep Scattered Immediate Reserves (Defender) 4. They then place their deployed Units in their table half at
• Minefields (Defender) least 20”/50cm from the side table edges.
5. The Attacker places all of their Units in their table half
SETTING UP at least 16”/40cm from the long centre line or within
1. The Defender picks a long table edge to defend from. 8”/20cm of the side table edge.
The Attacker attacks from the opposite edge.
6. All Infantry and Gun Teams start the game in Foxholes.
2. The Attacker places two Objectives at least 8”/20cm from
the long centre line, at least 8”/20cm from long table WHO GOES FIRST
edge, and at least 28”/70cm from the short table edges. The Attacker has the first turn.
3. The Defender places one Minefield for each 25 points or
part thereof in their force anywhere outside the oppo-
WINNING THE GAME
• The Attacker wins if they end their turn Holding an
nent’s deployment area.
Objective.
DEPLOYMENT • The Defender wins if they have Repelled the Attack at
1. The Defender selects up to 60% of their force to deploy the end of their turn on or after the sixth turn.
and holds the rest in Deep Scattered Immediate Reserve.
The Defender will dice to see where each Unit will arrive.
2. Starting with the Defender, the players place Ranged In
markers for all of their deployed (including in Ambush)
Artillery Units.

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BRIDGEHEAD SPECIAL RULES
AMBUSH (DEFENDER) ROLL FOR RESERVES
The defending player holds one Unit in Ambush when they At the start of the Defender’s first turn, they roll a die. On a
deploy. Units held in Ambush are treated as being on the roll of 5+ their first Unit arrives from the Reserve. It may be
table, but their location isn’t specified until they reveal them- any Unit of their choice, but must arrive now.
selves. They are held off the table at the start of the game. At the start of their second turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves.
ALREADY THERE They keep rolling at the start of each of their following turns
Ambushing Teams do not have to move. They can remain adding one more die than the previous turn, so at the start of
where they are placed and shoot at their Halted ROF. Units turn three they roll three dice, at the start of turn four they
in Ambush are in Foxholes when they are placed on the table. roll four dice, and so on. Each roll of 5+ brings another Unit
on from the Defender’s Reserves.
PLACING AMBUSHES
At the start of the Defender’s turn, in the Starting Step, they If the Defender rolled three or more dice to get Reserves in
may place the Unit that they have been holding in Ambush. this turn, but failed to score any rolls of 5+, they automati-
They must place the entire Unit, and it must be placed with cally receive one Unit from Reserve anyway.
all of its Teams within 6”/15cm of the Unit Leader. A Unit
with at least eight Tank Teams or at least twelve Teams in WHERE DO RESERVES ARRIVE
total increases this distance to 8”/20cm. When each Unit arrives from Reserve, the owning player
rolls a die to determine from which table edge or corner it
The Defender may place a Team from Ambush anywhere in
will arrive using the mission map as reference.
their Deployment Area, provided that it is:
• at least 16”/40cm of any enemy Team within Line of If a Unit arrives from a table edge, it may enter the table
Sight, unless Concealed by Terrain from it, and anywhere along that table edge. If the Unit arrives from a
corner, they must enter the table within 16”/40cm of the
• at least 4”/10cm of all enemy Teams.
corner. The Reserves move on from the table edge at the start
ATTACHMENTS AND AMBUSHES of their Movement Step.
When you hold a Unit in Ambush, you may also hold its
Transport or Infantry Attachment in Ambush as well, or VICTORY POINTS
Deploy them as normal. If you do hold both a Unit and Count the number of Units Destroyed, including HQ
its Attachment in Ambush together, the Infantry must Units, but not Independent Teams. Count core Units and
be Mounted in their Transports when they are placed their Attachments separately, so if both are Destroyed, this
from Ambush. counts as two Units.
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
DEEP SCATTERED IMMEDIATE • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
RESERVES (DEFENDER) • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
The Defender may not deploy more than 60% of the agreed
points total for the game on the table. The remainder must Both players lose a game that runs out of time. If neither
be held in Reserve. No more than one Battle Tank Unit or player won, both players treat their opponent as the winner
Aircraft Unit can be placed on table. All remaining Units of and gain Victory Points as the Loser.
these types must be held in Reserve.
In Late War, a Battle Tank Unit is one with Front Armour of HOLDING OBJECTIVES
4 or more. In Mid War, a Battle Tank Unit is one with Front You Hold an Objective if you start your turn with a Tank,
Armour of 3 or more. In Early War, a Battle Tank Unit is one Infantry, or Gun team within 4”/10cm of it, and end it with
with Top Armour 1 or 2 that is not a Transport. Regardless no opposing Tank, Infantry, or Gun teams within 4”/10cm
of their armour, Observer Teams are never Battle Tank Units. of it. Objectives cannot be Held or contested by Tank teams
The entire Unit must be In Command at the end of its that are Bailed Out, Aircraft, Transports, or Independent
Movement in the turn it arrives from Reserves. Attachments teams, or by teams that moved at Dash speed.
and their core Unit must arrive from the same point,
although Passengers may be Mounted or Dismounted. A REPELLING AN ATTACK
Unit may not use Movement Orders until it has moved on You have Repelled an Attack when, at the end of your turn,
to the table. every Objective has no enemy Tank, Infantry, or Gun teams
within 8”/20cm. Ignore enemy Tank teams that are Bailed
Out, Aircraft, Transports, or Independent teams.

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CONTACT
Attacker’s Reserves arrive from Here

Defender places two objectives in this area


8”/20cm

Attacker places their units here

16”/40cm
12”/30cm

8”/20cm
12”/30cm

Defender places their units here

8”/20cm
Attacker places two objectives in this area

Defender rolls to see where their Reserves Arrive

SPECIAL RULES 2. The Defender selects up to 60% of their force to deploy


• Immediate Reserves (Attacker) and holds the rest in Scattered Delayed Reserve. The
• Ambush (Defender) player will dice to see where each Unit arrives.
• Scattered Delayed Reserves (Defender) 3. Starting with the Defender, the players place Ranged In
markers for all of their deployed (including in Ambush)
SETTING UP Artillery Units.
1. The Defender picks a long table edge to defend. The 4. The Defender may hold one of their deployed Units
Attacker attacks from the opposite edge of the table. in Ambush.
2. The Defender places two Objectives in the Attacker’s 5. They then place their deployed Units in their table half at
table half, at least 16”/40cm from the long centre line least 8”/20cm from the long centre line.
and at least 8”/20cm from the short table edges.
6. The Attacker then places their deployed Units in their
3. The Attacker now places two Objectives in the Defender’s table half at least 12”/30cm from the long centre line.
table half, at least 12”/30cm from the long centre line
7. All Infantry and Gun Teams start the game in Foxholes.
and at least 8”/20cm from the short table edges.
WHO GOES FIRST
DEPLOYMENT
The Attacker has the first turn.
1. The Attacker selects up to 60% of their force to deploy
and holds the rest in Immediate Reserve. The Reserves WINNING THE GAME
will arrive from the Attacker’s long table edge. • A player wins if they end their turn Holding an Objective
on the opponent’s side of the table.

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CONTACT SPECIAL RULES
AMBUSH (DEFENDER) If the Attacker rolled three or more dice to get Reserves in
this turn, but failed to score any rolls of 5+, they automati-
The defending player holds one Unit in Ambush when they
cally receive one Unit from Reserve anyway.
deploy. Units held in Ambush are treated as being on the
table, but their location isn’t specified until they reveal them-
selves. They are held off the table at the start of the game. SCATTERED DELAYED RESERVES
ALREADY THERE (DEFENDER)
Ambushing Teams do not have to move. They can remain The Defender may not deploy more than 60% of the agreed
where they are placed and shoot at their Halted ROF. Units points total for the game on the table. The remainder must
in Ambush are in Foxholes when they are placed on the table. be held in Reserve. The entire Unit must be In Command at
the end of its Movement in the turn it arrives from Reserves.
PLACING AMBUSHES Attachments and their core Unit must arrive from the same
At the start of the Defender’s turn, in the Starting Step, they point, although Passengers may be Mounted or Dismounted.
may place the Unit that they have been holding in Ambush. A Unit may not use Movement Orders until it has moved on
They must place the entire Unit, and it must be placed with to the table.
all of its Teams within 6”/15cm of the Unit Leader. A Unit
with at least eight Tank Teams or at least twelve Teams in ROLL FOR RESERVES
total increases this distance to 8”/20cm. At the start of the Defender’s third turn, they roll a die. On a
The Defender may place a Team from Ambush anywhere in roll of 5+ their first Unit arrives from the Reserve. It may be
their Deployment Area, provided that it is: any Unit of their choice, but must arrive now.
• at least 16”/40cm of any enemy Team within Line of At the start of their fourth turn, they roll two dice. Each roll
Sight, unless Concealed by Terrain from it, and of 5+ results in another Unit arriving from their Reserves.
• at least 4”/10cm of all enemy Teams. They keep rolling at the start of each of their following turns
adding one more die than the previous turn, so at the start of
ATTACHMENTS AND AMBUSHES turn five they roll three dice, at the start of turn six they roll
When you hold a Unit in Ambush, you may also hold its four dice, and so on. Each roll of 5+ brings another Unit on
Transport or Infantry Attachment in Ambush as well, or from the Defender’s Reserves.
Deploy them as normal. If you do hold both a Unit and If the Defender rolled three or more dice to get Reserves in
its Attachment in Ambush together, the Infantry must this turn, but failed to score any rolls of 5+, they automati-
be Mounted in their Transports when they are placed cally receive one Unit from Reserve anyway.
from Ambush.
WHERE DO RESERVES ARRIVE
IMMEDIATE RESERVES (ATTACKER) When each Unit arrives from Reserve, the Defender rolls
The Attacker may not deploy more than 60% of the agreed a die to determine from which table edge or corner it will
points total for the game on the table. The remainder must arrive using the mission map as reference.
be held in Reserve. The entire Unit must be In Command at If a Unit arrives from a table edge, it may enter the table
the end of its Movement in the turn it arrives from Reserves. anywhere along that table edge. If the Unit arrives from a
Attachments and their core Unit must arrive from the same corner, they must enter the table within 16”/40cm of the
point, although Passengers may be Mounted or Dismounted. corner. The Reserves move on from the table edge at the start
A Unit may not use Movement Orders until it has moved on of their Movement Step.
to the table.

ROLL FOR RESERVES


VICTORY POINTS
Count the number of Units Destroyed, including HQ
At the start of the Attacker’s first turn, they roll a die. On a
Units, but not Independent Teams. Count core Units and
roll of 5+ their first Unit arrives from the Reserve. It may be
their Attachments separately, so if both are Destroyed, this
any Unit of their choice, but must arrive now. The Reserves
counts as two Units.
move on from the Attacker’s long table edge at the start of
their Movement Step. • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
• Winner lost 2 Units: Winner 7 VP, Loser 2 VP
At the start of their second turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves. • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
They keep rolling at the start of each of their following turns
Both players lose a game that runs out of time. If neither
adding one more die than the previous turn, so at the start of
player won, both players treat their opponent as the winner
turn three they roll three dice, at the start of turn four they
and gain Victory Points as the Loser.
roll four dice, and so on. Each roll of 5+ brings another Unit
on from the Attacker’s Reserves.

12
CORNERED

Defender’s Reserves arrive


16”/40cm

from this corner


16”/40cm
12”/30cm Defender places their
units here
4”/10cm
Attacker places
two objectives
Attacker places
4”/10cm in this area 12”/30cm
their units here
4”/10cm

20”/50cm

SPECIAL RULES DEPLOYMENT


• Ambush (Defender) 1. The Defender selects up to 60% of their force to deploy
• Immediate Reserves (Defender) and holds the rest in Immediate Reserve. Their Reserves
• Minefields (Defender) will arrive within 16”/40cm of their table corner.
2. Starting with the Defender, the players place Ranged In
SETTING UP markers for all of their deployed (including in Ambush)
1. The Defender picks a table quarter to defend. Artillery Units.
2. The Attacker attacks from the opposite short table edge. 3. The Defender may hold one of their deployed Units
3. The Attacker places two Objectives in the Defender’s in Ambush.
table quarter at least 4”/10cm from both centre lines 4. The Defender then places their deployed Units in their
and 12”/30cm from all table edges. Depending on the table quarter or up to 4”/10cm into the Attacker’s table
quarter chosen, the table will look like: half.
5. The Attacker then places their deployed Units in their
table half at least 20”/50cm from the short centre line.
or 6. All Infantry and Gun Teams start the game in Foxholes.

WHO GOES FIRST


The Attacker has the first turn.
4. The Defender may place one Minefield for each
25 points in their force anywhere outside the Attacker’s WINNING THE GAME
deployment area. • The Attacker wins if they end their turn on or after the
sixth turn Holding an Objective.
• The Defender wins if they have Repelled the Attack at
the end of their turn on or after the sixth turn.

13
CORNERED SPECIAL RULES
AMBUSH (DEFENDER) ROLL FOR RESERVES
The defending player holds one Unit in Ambush when they At the start of the Defender’s first turn, they roll a die.
deploy. Units held in Ambush are treated as being on the On a roll of 5+ their first Unit arrives from the Reserve. It
table, but their location isn’t specified until they reveal them- may be any Unit of their choice, but must arrive now. The
selves. They are held off the table at the start of the game. Reserves move on from the table edge within 16”/40cm of
the corner in the Defender’s deployment area at the start of
ALREADY THERE their Movement Step.
Ambushing Teams do not have to move. They can remain At the start of their second turn, they roll two dice. Each roll
where they are placed and shoot at their Halted ROF. Units of 5+ results in another Unit arriving from their Reserves.
in Ambush are in Foxholes when they are placed on the table. They keep rolling at the start of each of their following turns
adding one more die than the previous turn, so at the start of
PLACING AMBUSHES
turn three they roll three dice, at the start of turn four they
At the start of the Defender’s turn, in the Starting Step, they
roll four dice, and so on. Each roll of 5+ brings another Unit
may place the Unit that they have been holding in Ambush.
on from the Defender’s Reserves.
They must place the entire Unit, and it must be placed with
all of its Teams within 6”/15cm of the Unit Leader. A Unit If the Defender rolled three or more dice to get Reserves in
with at least eight Tank Teams or at least twelve Teams in this turn, but failed to score any rolls of 5+, they automati-
total increases this distance to 8”/20cm. cally receive one Unit from Reserve anyway.
The Defender may place a Team from Ambush anywhere in
their Deployment Area, provided that it is: VICTORY POINTS
• at least 16”/40cm of any enemy Team within Line of Count the number of Units Destroyed, including HQ
Sight, unless Concealed by Terrain from it, and Units, but not Independent Teams. Count core Units and
• at least 4”/10cm of all enemy Teams. their Attachments separately, so if both are Destroyed, this
counts as two Units.
ATTACHMENTS AND AMBUSHES • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
When you hold a Unit in Ambush, you may also hold its • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
Transport or Infantry Attachment in Ambush as well, or • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
Deploy them as normal. If you do hold both a Unit and
its Attachment in Ambush together, the Infantry must Both players lose a game that runs out of time. If neither
be Mounted in their Transports when they are placed player won, both players treat their opponent as the winner
from Ambush. and gain Victory Points as the Loser.

IMMEDIATE RESERVES (DEFENDER) HOLDING OBJECTIVES


The Defender may not deploy more than 60% of the agreed You Hold an Objective if you start your turn with a Tank,
points total for the game on the table. The remainder must Infantry, or Gun team within 4”/10cm of it, and end it with
be held in Reserve. The entire Unit must be In Command at no opposing Tank, Infantry, or Gun teams within 4”/10cm
the end of its Movement in the turn it arrives from Reserves. of it. Objectives cannot be Held or contested by Tank teams
Attachments and their core Unit must arrive from the same that are Bailed Out, Aircraft, Transports, or Independent
point, although Passengers may be Mounted or Dismounted. teams, or by teams that moved at Dash speed.
A Unit may not use Movement Orders until it has moved on
to the table. REPELLING AN ATTACK
You have Repelled an Attack when, at the end of your turn,
every Objective has no enemy Tank, Infantry, or Gun teams
within 8”/20cm. Ignore enemy Tank teams that are Bailed
Out, Aircraft, Transports, or Independent teams.

14
arrive from this corner
Defender’s Reserves
COUNTERATTACK

16”/40cm

Attacker places
8”/20cm
their units here

16”/40cm

8”/20cm

cm
/30
12”

12
”/3
0c
8”/20cm
Attacker places Defender places

m
8”/20cm an Objective in an Objective in
this area this area

Defender places
8”/20cm their units here

SPECIAL RULES 2. Starting with the Defender, the players place Ranged In
• Ambush (Defender) markers for all of their deployed (including in Ambush)
• Immediate Reserves (Defender) Artillery Units.
3. The Defender may hold one of their deployed Units
SETTING UP in Ambush.
1. The Defender picks a table quarter to defend. 4. They then place their deployed Units in their quarter at
2. The Attacker picks an adjacent (on either the long or the least 12”/30cm from the table centre.
short table edge) table quarter to attack from. Depending 5. The Attacker places all of their Units in their table quar-
on the quarter chosen, the table will look like: ter at least 8”/20cm from both centre lines.
6. All Infantry and Gun Teams start the game in Foxholes.
 or WHO GOES FIRST
The Attacker has the first turn.

WINNING THE GAME


3. The Defender places one Objective in their table quarter. • The Attacker wins if they end their turn on or after the
4. The Attacker places one Objective in the quarter oppo- sixth turn Holding an Objective.
site to their own. • The Defender wins if they have Repelled the Attack at
5. All Objectives must be at least 8”/20cm from all table the end of their turn on or after the sixth turn.
edges and at least 12”/30cm from the table centre.

DEPLOYMENT
1. The Defender selects up to 60% of their force to deploy
and holds the rest in Immediate Reserve. Their Reserves
will arrive within 16”/40cm of the opposite corner from
their quarter.

15
COUNTERATTACK SPECIAL RULES
AMBUSH (DEFENDER) ROLL FOR RESERVES
The defending player holds one Unit in Ambush when they At the start of the Defender’s first turn, they roll a die.
deploy. Units held in Ambush are treated as being on the On a roll of 5+ their first Unit arrives from the Reserve. It
table, but their location isn’t specified until they reveal them- may be any Unit of their choice, but must arrive now. The
selves. They are held off the table at the start of the game. Reserves move on from the table edge within 16”/40cm of
the opposite corner from their quarter at the start of their
ALREADY THERE Movement Step.
Ambushing Teams do not have to move. They can remain At the start of their second turn, they roll two dice. Each roll
where they are placed and shoot at their Halted ROF. Units of 5+ results in another Unit arriving from their Reserves.
in Ambush are in Foxholes when they are placed on the table. They keep rolling at the start of each of their following turns
adding one more die than the previous turn, so at the start of
PLACING AMBUSHES
turn three they roll three dice, at the start of turn four they
At the start of the Defender’s turn, in the Starting Step, they
roll four dice, and so on. Each roll of 5+ brings another Unit
may place the Unit that they have been holding in Ambush.
on from the Defender’s Reserves.
They must place the entire Unit, and it must be placed with
all of its Teams within 6”/15cm of the Unit Leader. A Unit If the Defender rolled three or more dice to get Reserves in
with at least eight Tank Teams or at least twelve Teams in this turn, but failed to score any rolls of 5+, they automati-
total increases this distance to 8”/20cm. cally receive one Unit from Reserve anyway.
The Defender may place a Team from Ambush anywhere in
their Deployment Area, provided that it is: VICTORY POINTS
• at least 16”/40cm of any enemy Team within Line of Count the number of Units Destroyed, including HQ
Sight, unless Concealed by Terrain from it, and Units, but not Independent Teams. Count core Units and
• at least 4”/10cm of all enemy Teams. their Attachments separately, so if both are Destroyed, this
counts as two Units.
ATTACHMENTS AND AMBUSHES • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
When you hold a Unit in Ambush, you may also hold its • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
Transport or Infantry Attachment in Ambush as well, or • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
Deploy them as normal. If you do hold both a Unit and
its Attachment in Ambush together, the Infantry must Both players lose a game that runs out of time. If neither
be Mounted in their Transports when they are placed player won, both players treat their opponent as the winner
from Ambush. and gain Victory Points as the Loser.

IMMEDIATE RESERVES (DEFENDER) HOLDING OBJECTIVES


The Defender may not deploy more than 60% of the agreed You Hold an Objective if you start your turn with a Tank,
points total for the game on the table. The remainder must Infantry, or Gun team within 4”/10cm of it, and end it with
be held in Reserve. The entire Unit must be In Command at no opposing Tank, Infantry, or Gun teams within 4”/10cm
the end of its Movement in the turn it arrives from Reserves. of it. Objectives cannot be Held or contested by Tank teams
Attachments and their core Unit must arrive from the same that are Bailed Out, Aircraft, Transports, or Independent
point, although Passengers may be Mounted or Dismounted. teams, or by teams that moved at Dash speed.
A Unit may not use Movement Orders until it has moved on
to the table. REPELLING AN ATTACK
You have Repelled an Attack when, at the end of your turn,
every Objective has no enemy Tank, Infantry, or Gun teams
within 8”/20cm. Ignore enemy Tank teams that are Bailed
Out, Aircraft, Transports, or Independent teams.

16
DOGFIGHT

8”/20cm

Defender rolls to see where their Reserves Arrive


Defender
places Both Players place
Attacker places their an objective in
their
units here 16”/40cm this area
units
here

8”/20cm 8”/20cm

8”/20cm

SPECIAL RULES 3. Starting with the Defender, the players place Ranged In
• Ambush (Defender) markers for all of their deployed (including in Ambush)
• Deep Scattered Delayed Reserves (Defender) Artillery Units.
• Minefields (Defender) 4. The Defender may hold one of their Units in Ambush.
5. The Defender then places their Units in their table half.
SETTING UP
6. The Attacker places all of their Units in their table half at
1. The Defender picks a short table edge to defend from.
least 16”/40cm from the short centre line.
The Attacker attacks from the opposite edge.
7. All Infantry and Gun Teams start the game in Foxholes.
2. Both players, starting with the Defender, place one
Objective in the Defender’s table half, at least 8”/20cm WHO GOES FIRST
from the short centre line and all table edges. The Attacker has the first turn.
3. The Defender places one Minefield for each 25 points or
part thereof in their force anywhere outside the oppo- WINNING THE GAME
nent’s deployment area. • The Attacker wins if they end their turn Holding an
Objective.
DEPLOYMENT • The Defender wins if they have Repelled the Attack at
1. The Defender selects up to 60% of their force to deploy the end of their turn on or after the sixth turn.
and holds the rest in Deep Scattered Delayed Reserve.
The Defender will dice to see where each Unit will arrive.
2. All of the Reserves will arrive from a table edge and must
arrive in the Defender’s table half.

17
DOGFIGHT SPECIAL RULES
AMBUSH (DEFENDER) ROLL FOR RESERVES
The defending player holds one Unit in Ambush when they At the start of the Defender’s third turn, they roll a die. On a
deploy. Units held in Ambush are treated as being on the roll of 5+ their first Unit arrives from the Reserve. It may be
table, but their location isn’t specified until they reveal them- any Unit of their choice, but must arrive now.
selves. They are held off the table at the start of the game. At the start of their fourth turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves.
ALREADY THERE They keep rolling at the start of each of their following turns
Ambushing Teams do not have to move. They can remain adding one more die than the previous turn, so at the start of
where they are placed and shoot at their Halted ROF. Units turn five they roll three dice, at the start of turn six they roll
in Ambush are in Foxholes when they are placed on the table. four dice, and so on. Each roll of 5+ brings another Unit on
from the Defender’s Reserves.
PLACING AMBUSHES
At the start of the Defender’s turn, in the Starting Step, they If the Defender rolled three or more dice to get Reserves in
may place the Unit that they have been holding in Ambush. this turn, but failed to score any rolls of 5+, they automati-
They must place the entire Unit, and it must be placed with cally receive one Unit from Reserve anyway.
all of its Teams within 6”/15cm of the Unit Leader. A Unit
with at least eight Tank Teams or at least twelve Teams in WHERE DO RESERVES ARRIVE
total increases this distance to 8”/20cm. When each Unit arrives from Reserve, the owning player
rolls a die to determine from which table edge it will arrive
The Defender may place a Team from Ambush anywhere in
using the mission map as reference.
their Deployment Area, provided that it is:
• at least 16”/40cm of any enemy Team within Line of When a Unit arrives from a table edge, it may enter the table
Sight, unless Concealed by Terrain from it, and anywhere along that table edge in the Defender’s table half.
The Reserves move on from the table edge at the start of their
• at least 4”/10cm of all enemy Teams.
Movement Step.
ATTACHMENTS AND AMBUSHES
When you hold a Unit in Ambush, you may also hold its VICTORY POINTS
Transport or Infantry Attachment in Ambush as well, or Count the number of Units Destroyed, including HQ
Deploy them as normal. If you do hold both a Unit and Units, but not Independent Teams. Count core Units and
its Attachment in Ambush together, the Infantry must their Attachments separately, so if both are Destroyed, this
be Mounted in their Transports when they are placed counts as two Units.
from Ambush.
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
• Winner lost 2 Units: Winner 7 VP, Loser 2 VP
DEEP SCATTERED DELAYED • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
RESERVES (DEFENDER)
The Defender may not deploy more than 60% of the agreed Both players lose a game that runs out of time. If neither
points total for the game on the table. The remainder must player won, both players treat their opponent as the winner
be held in Reserve. No more than one Battle Tank Unit or and gain Victory Points as the Loser.
Aircraft Unit can be placed on table. All remaining Units of
these types must be held in Reserve. HOLDING OBJECTIVES
In Late War, a Battle Tank Unit is one with Front Armour of You Hold an Objective if you start your turn with a Tank,
4 or more. In Mid War, a Battle Tank Unit is one with Front Infantry, or Gun team within 4”/10cm of it, and end it with
Armour of 3 or more. In Early War, a Battle Tank Unit is one no opposing Tank, Infantry, or Gun teams within 4”/10cm
with Top Armour 1 or 2 that is not a Transport. Regardless of it. Objectives cannot be Held or contested by Tank teams
of their armour, Observer Teams are never Battle Tank Units. that are Bailed Out, Aircraft, Transports, or Independent
The entire Unit must be In Command at the end of its teams, or by teams that moved at Dash speed.
Movement in the turn it arrives from Reserves. Attachments
and their core Unit must arrive from the same point,
although Passengers may be Mounted or Dismounted. A
Unit may not use Movement Orders until it has moved on
to the table.

18
DUST-UP
Attacker’s Reserves arrive from Here

Attacker places
8”/20cm
their units here

Both players
place an
Objective in this

12”/
area

30cm
8”/20cm

12”
/30

8”/20cm
cm Both players
place an
Objective in this
area

Defender places
their
8”/20cm units here

Defender’s Reserves arrive from Here

SPECIAL RULES DEPLOYMENT


• Meeting Engagement (First Player) 1. Both players select up to 60% of their force to deploy and
• Delayed Reserves (Both Players) hold the rest in Delayed Reserve. The Reserves will arrive
from the long table edge adjacent to the player’s quarter.
SETTING UP 2. Both players, starting with the Attacker, then take turns
1. Both players roll a die. The highest-scoring player is at placing a deployed Unit in their own quarter, at least
the Attacker. 12”/30cm from the table centre until all are deployed.
2. The Attacker picks a table quarter to attack from. 3. All Infantry and Gun Teams start the game in Foxholes.
3. The Defender defends from the opposite quarter.
WHO GOES FIRST
4. Both players, starting with the Attacker, place one Both players roll a die. The highest scoring player has the
Objective in their own quarter. first turn. As the game is a Meeting Engagement, the player
5. Both players, again starting with the Attacker, place one who has the first turn will Shoot as if they Moved and cannot
Objective in their opponent’s quarter. use Artillery Bombardments or Aircraft on that turn.
6. All Objectives must be at least 8”/20cm from all table
edges and at least 12”/30cm from the table centre. WINNING THE GAME
• A player wins if they end their turn Holding an Objective
in the opponent’s quarter.

19
DUST-UP SPECIAL RULES
MEETING ENGAGEMENT At the start of their fourth turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves.
In a Meeting Engagement, players do not place their Ranged
They keep rolling at the start of each of their following turns
In markers as Preplanned Artillery Targets at the start
adding one more die than the previous turn, so at the start of
of the game.
turn five they roll three dice, at the start of turn six they roll
In addition, the following rules apply in the first Shooting four dice, and so on. Each roll of 5+ brings another Unit on
Step of the player who has the first turn. They do not apply from the player’s Reserves.
in the second player’s turn, nor in subsequent turns.
If a player rolled three or more dice to get Reserves in this
• The first player’s Aircraft cannot arrive in their first turn.
turn, but failed to score any rolls of 5+, they automatically
• Treat all of the first player’s Teams as having moved when receive one Unit from Reserve anyway.
Shooting in their first Shooting Step, whether they actu-
ally moved or not.
• The first player’s Teams cannot fire Artillery Bombard­ VICTORY POINTS
ments in their first Shooting Step. Count the number of Units Destroyed, including HQ
Units, but not Independent Teams. Count core Units and
The first player’s Teams can still Move, Dig In, or Go to
their Attachments separately, so if both are Destroyed, this
Ground as normal in their Movement Step, and launch
counts as two Units.
assaults in the Assault Step.
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
• Winner lost 2 Units: Winner 7 VP, Loser 2 VP
DELAYED RESERVES (BOTH PLAYERS) • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
Neither player may deploy more than 60% of the agreed
points total for the game on the table. The remainder must Both players lose a game that runs out of time. If neither
be held in Reserve. The entire Unit must be In Command at player won, both players treat their opponent as the winner
the end of its Movement in the turn it arrives from Reserves. and gain Victory Points as the Loser.
Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted. HOLDING OBJECTIVES
A Unit may not use Movement Orders until it has moved on You Hold an Objective if you start your turn with a Tank,
to the table. Infantry, or Gun team within 4”/10cm of it, and end it with
no opposing Tank, Infantry, or Gun teams within 4”/10cm
ROLL FOR RESERVES of it. Objectives cannot be Held or contested by Tank teams
At the start of the player’s third turn, they roll a die. On a roll that are Bailed Out, Aircraft, Transports, or Independent
of 5+ their first Unit arrives from the Reserve. It may be any teams, or by teams that moved at Dash speed.
Unit of their choice, but must arrive now. The Reserves move
on from the long table edge adjacent to their table quarter at
the start of their Movement Step.

20
ENCIRCLEMENT

Attacker places 16”/40cm 16”/40cm Attacker places


40-60% of their 40-60% of their
Force here Force here

16”/40cm 16”/40cm 16”/40cm

4”/10cm

8”/20cm

16”/40cm
8”/20cm
Defender places
their units here
12”/30cm 12”/30cm
Attacker places two
objectives in this area

Defender rolls to see where their Reserves Arrive

SPECIAL RULES 4. The Defender then places their remaining Units in their
• Ambush (Defender) table half at least 8”/20cm from the long centre line, or
• Minefields (Defender) within 8”/20cm of the short centre line and no more
• Scattered Immediate Reserves (Defender) than 4”/10cm into the Attacker's table half.
5. The Attacker selects between 40% and 60% of their force
SETTING UP to deploy within 16”/40cm of both table edges at one
1. The Defender picks a long table edge to defend from. corner of their table half.
The Attacker attacks from the opposite side of the table. 6. The Attacker deploys the rest of their force within
2. The Attacking player places two Objectives in the 16”/40cm of both table edges at the other corner of their
Defender’s table half. Objectives must be either at least table half.
16”/40cm from the long centre line and 12”/30cm from 7. All Infantry and Gun Teams start the game in Foxholes.
the short table edges, or within 4”/10cm of the short
centre line. WHO GOES FIRST
3. The Defender may place one Minefield for each The Attacker has the first turn.
50 points or part thereof in their force anywhere outside
the Attacker’s deployment area. WINNING THE GAME
• The Attacker wins if they end their turn Holding an
DEPLOYMENT Objective.
1. The Defender selects up to 60% of their force to deploy • The Defender wins if they have Repelled the Attack at the
and holds the rest in Immediate Scattered Reserve. The end of their turn on or after the sixth turn.
player will dice to see where each Unit arrives.
2. The Defender may hold one of their Units in Ambush.
3. Starting with the Defender, the players place Ranged In
markers for all of their deployed (including in Ambush)
Artillery Units.

21
ENCIRCLEMENT SPECIAL RULES
AMBUSH (DEFENDER) They keep rolling at the start of each of their following turns
adding one more die than the previous turn, so at the start of
The defending player holds one Unit in Ambush when they
turn three they roll three dice, at the start of turn four they
deploy. Units held in Ambush are treated as being on the
roll four dice, and so on. Each roll of 5+ brings another Unit
table, but their location isn’t specified until they reveal them-
on from the Defender’s Reserves.
selves. They are held off the table at the start of the game.
If the Defender rolled three or more dice to get Reserves in
ALREADY THERE this turn, but failed to score any rolls of 5+, they automati-
Ambushing Teams do not have to move. They can remain cally receive one Unit from Reserve anyway.
where they are placed and shoot at their Halted ROF. Units
in Ambush are in Foxholes when they are placed on the table. WHERE DO RESERVES ARRIVE
When each Unit arrives from Reserve, the owning player
PLACING AMBUSHES rolls a die to determine from which table edge or corner it
At the start of the Defender’s turn, in the Starting Step, they will arrive using the mission map as reference.
may place the Unit that they have been holding in Ambush.
If a Unit arrives from a table edge, it may enter the table
They must place the entire Unit, and it must be placed with
anywhere along that table edge. If the Unit arrives from a
all of its Teams within 6”/15cm of the Unit Leader. A Unit
corner, they must enter the table within 16”/40cm of the
with at least eight Tank Teams or at least twelve Teams in
corner. The Reserves move on from the table edge at the start
total increases this distance to 8”/20cm.
of their Movement Step.
The Defender may place a Team from Ambush anywhere in
their Deployment Area, provided that it is:
• at least 16”/40cm of any enemy Team within Line of VICTORY POINTS
Sight, unless Concealed by Terrain from it, and Count the number of Units Destroyed, including HQ
• at least 4”/10cm of all enemy Teams. Units, but not Independent Teams. Count core Units and
their Attachments separately, so if both are Destroyed, this
ATTACHMENTS AND AMBUSHES counts as two Units.
When you hold a Unit in Ambush, you may also hold its • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
Transport or Infantry Attachment in Ambush as well, or • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
Deploy them as normal. If you do hold both a Unit and • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
its Attachment in Ambush together, the Infantry must
be Mounted in their Transports when they are placed Both players lose a game that runs out of time. If neither
from Ambush. player won, both players treat their opponent as the winner
and gain Victory Points as the Loser.
SCATTERED IMMEDIATE RESERVES
(DEFENDER) HOLDING OBJECTIVES
Players may not deploy more than 60% of the agreed points You Hold an Objective if you start your turn with a Tank,
total for the game on the table. The remainder must be held Infantry, or Gun team within 4”/10cm of it, and end it with
in Reserve. The entire Unit must be In Command at the no opposing Tank, Infantry, or Gun teams within 4”/10cm
end of its Movement in the turn it arrives from Reserves. of it. Objectives cannot be Held or contested by Tank teams
Attachments and their core Unit must arrive from the same that are Bailed Out, Aircraft, Transports, or Independent
point, although Passengers may be Mounted or Dismounted. teams, or by teams that moved at Dash speed.
A Unit may not use Movement Orders until it has moved on
to the table. REPELLING AN ATTACK
You have Repelled an Attack when, at the end of your turn,
ROLL FOR RESERVES every Objective has no enemy Tank, Infantry, or Gun teams
At the start of the Defender’s first turn, they roll a die. On a within 8”/20cm. Ignore enemy Tank teams that are Bailed
roll of 5+ their first Unit arrives from the Reserve. It may be Out, Aircraft, Transports, or Independent teams.
any Unit of their choice, but must arrive now.
At the start of their second turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves.

22
ENCOUNTER
Attacker rolls to see where their Reserves Arrive

8”/20cm
8”/20cm Defender places two objectives in this area 12”/30cm

Attacker places their units here

Defender places their units here

12”/30cm 8”/20cm
Attacker places two objectives in this area
8”/20cm

Defender rolls to see where their Reserves Arrive

SPECIAL RULES DEPLOYMENT


• Meeting Engagement (First Player) 1. Both players select up to 60% of their force to deploy
• Scattered Delayed Reserves (Both Players) and hold the rest in Scattered Delayed Reserve. The play-
ers will dice to see where each Unit arrives.
SETTING UP 2. Both players, starting with the Attacker, then take turns
1. Both players roll a die. The highest-scoring player is at placing a deployed Unit within 12”/30cm of their own
the Attacker. table edge until all are deployed.
2. The Attacker picks a long table edge to attack from. The 3. All Infantry and Gun Teams start the game in Foxholes.
Defender defends from the opposite table edge.
WHO GOES FIRST
3. Both players, starting with the Attacker, place two
Objectives within 8”/20cm of the opponent’s table edge, Both players roll a die. The highest scoring player has the
at least 8”/20cm from the side table edges. first turn. As the game is a Meeting Engagement, the player
who has the first turn will Shoot as if they Moved and cannot
use Artillery Bombardments or Aircraft on that turn.

WINNING THE GAME


• A player wins if they end their turn Holding an Objective
on the opponent’s side of the table.

23
ENCOUNTER SPECIAL RULES
MEETING ENGAGEMENT If a player rolled three or more dice to get Reserves in this
turn, but failed to score any rolls of 5+, they automatically
In a Meeting Engagement, players do not place their Ranged
receive one Unit from Reserve anyway.
In markers as Preplanned Artillery Targets at the start
of the game.
WHERE DO RESERVES ARRIVE
In addition, the following rules apply in the first Shooting
When each Unit arrives from Reserve, the owning player
Step of the player who has the first turn. They do not apply
rolls a die to determine from which table edge or corner it
in the second player’s turn, nor in subsequent turns.
will arrive using the mission map as reference.
• The first player’s Aircraft cannot arrive in their first turn.
If a Unit arrives from a table edge, it may enter the table
• Treat all of the first player’s Teams as having moved when
anywhere along that table edge. If the Unit arrives from a
Shooting in their first Shooting Step, whether they actu-
corner, they must enter the table within 16”/40cm of the
ally moved or not.
corner. The Reserves move on from the table edge at the start
• The first player’s Teams cannot fire Artillery Bombard­ of their Movement Step.
ments in their first Shooting Step.
The first player’s Teams can still Move, Dig In, or Go to
Ground as normal in their Movement Step, and launch
VICTORY POINTS
assaults in the Assault Step. Count the number of Units Destroyed, including HQ
Units, but not Independent Teams. Count core Units and
their Attachments separately, so if both are Destroyed, this
SCATTERED DELAYED RESERVES counts as two Units.
(BOTH PLAYERS) • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
Neither player may deploy more than 60% of the agreed • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
points total for the game on the table. The remainder must • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
be held in Reserve. The entire Unit must be In Command at
the end of its Movement in the turn it arrives from Reserves. Both players lose a game that runs out of time. If neither
Attachments and their core Unit must arrive from the same player won, both players treat their opponent as the winner
point, although Passengers may be Mounted or Dismounted. and gain Victory Points as the Loser.
A Unit may not use Movement Orders until it has moved on
to the table. HOLDING OBJECTIVES
You Hold an Objective if you start your turn with a Tank,
ROLL FOR RESERVES Infantry, or Gun team within 4”/10cm of it, and end it with
At the start of the player’s third turn, they roll a die. On a roll no opposing Tank, Infantry, or Gun teams within 4”/10cm
of 5+ their first Unit arrives from the Reserve. It may be any of it. Objectives cannot be Held or contested by Tank teams
Unit of their choice, but must arrive now. that are Bailed Out, Aircraft, Transports, or Independent
At the start of their fourth turn, they roll two dice. Each roll teams, or by teams that moved at Dash speed.
of 5+ results in another Unit arriving from their Reserves.
They keep rolling at the start of each of their following turns
adding one more die than the previous turn, so at the start of
turn five they roll three dice, at the start of turn six they roll
four dice, and so on. Each roll of 5+ brings another Unit on
from the player’s Reserves.

24
ESCAPE

Defender places
their units here

Defender's Reserves arrive here


8”/20cm 12”/30cm

8”/20cm Both players 16”/40cm


place an Attacker places
objective in their units here
this area

8”/20cm

8”/20cm

SPECIAL RULES 3. The Defender may hold one of their Units in Ambush.
• Ambush (Defender) 4. The Defender then places their remaining Units in their
• Immediate Reserves (Defender) table half at least 8”/20cm from the short centre line.
5. The Attacker places all of their Units in their table half
SETTING UP at least 8”/20cm from the short centre line and at least
1. The Defender picks a short table edge to defend from. 12”/30cm from their short table edge.
The Attacker attacks from the opposite end of the table. 6. All Infantry and Gun Teams start the game in Foxholes.
2. Both players, starting with the Defender, place one
Objective in the Defender’s table half, at least 16”/40cm WHO GOES FIRST
from the short centre line and 8”/20cm from all The Defender has the first turn.
table edges.
WINNING THE GAME
DEPLOYMENT • The Attacker wins if they end their turn Holding an
1. The Defender selects up to 60% of their force to deploy Objective.
and holds the rest in Immediate Reserve. Their Reserves • The Defender wins if they have Repelled the Attack at
arrive from the Attacking player’s short table edge. the end of their turn on or after the sixth turn.
2. Starting with the Defender, the players place Ranged In
markers for all of their deployed (including in Ambush)
Artillery Units.

25
ESCAPE SPECIAL RULES
AMBUSH (DEFENDER) ROLL FOR RESERVES
The defending player holds one Unit in Ambush when they At the start of the Defender’s first turn, they roll a die. On a
deploy. Units held in Ambush are treated as being on the roll of 5+ their first Unit arrives from the Reserve. It may be
table, but their location isn’t specified until they reveal them- any Unit of their choice, but must arrive now. The Reserves
selves. They are held off the table at the start of the game. move on from the short table edge in the Attacker’s deploy-
ment area at the start of their Movement Step.
ALREADY THERE At the start of their second turn, they roll two dice. Each roll
Ambushing Teams do not have to move. They can remain of 5+ results in another Unit arriving from their Reserves.
where they are placed and shoot at their Halted ROF. Units They keep rolling at the start of each of their following turns
in Ambush are in Foxholes when they are placed on the table. adding one more die than the previous turn, so at the start of
turn three they roll three dice, at the start of turn four they
PLACING AMBUSHES
roll four dice, and so on. Each roll of 5+ brings another Unit
At the start of the Defender’s turn, in the Starting Step, they
on from the Defender’s Reserves.
may place the Unit that they have been holding in Ambush.
They must place the entire Unit, and it must be placed with If the Defender rolled three or more dice to get Reserves in
all of its Teams within 6”/15cm of the Unit Leader. A Unit this turn, but failed to score any rolls of 5+, they automati-
with at least eight Tank Teams or at least twelve Teams in cally receive one Unit from Reserve anyway.
total increases this distance to 8”/20cm.
The Defender may place a Team from Ambush anywhere in VICTORY POINTS
their Deployment Area, provided that it is: Count the number of Units Destroyed, including HQ
• at least 16”/40cm of any enemy Team within Line of Units, but not Independent Teams. Count core Units and
Sight, unless Concealed by Terrain from it, and their Attachments separately, so if both are Destroyed, this
• at least 4”/10cm of all enemy Teams. counts as two Units.
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
ATTACHMENTS AND AMBUSHES • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
When you hold a Unit in Ambush, you may also hold its • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
Transport or Infantry Attachment in Ambush as well, or
Deploy them as normal. If you do hold both a Unit and Both players lose a game that runs out of time. If neither
its Attachment in Ambush together, the Infantry must player won, both players treat their opponent as the winner
be Mounted in their Transports when they are placed and gain Victory Points as the Loser.
from Ambush.
HOLDING OBJECTIVES
IMMEDIATE RESERVES (DEFENDER) You Hold an Objective if you start your turn with a Tank,
The Defender may not deploy more than 60% of the agreed Infantry, or Gun team within 4”/10cm of it, and end it with
points total for the game on the table. The remainder must no opposing Tank, Infantry, or Gun teams within 4”/10cm
be held in Reserve. The entire Unit must be In Command at of it. Objectives cannot be Held or contested by Tank teams
the end of its Movement in the turn it arrives from Reserves. that are Bailed Out, Aircraft, Transports, or Independent
Attachments and their core Unit must arrive from the same teams, or by teams that moved at Dash speed.
point, although Passengers may be Mounted or Dismounted.
A Unit may not use Movement Orders until it has moved on REPELLING AN ATTACK
to the table. You have Repelled an Attack when, at the end of your turn,
every Objective has no enemy Tank, Infantry, or Gun teams
within 8”/20cm. Ignore enemy Tank teams that are Bailed
Out, Aircraft, Transports, or Independent teams.

26
FIGHTING WITHDRAWAL

Attacker places their units here 8”/20cm

Defender places their units here

Attacker places two objectives in this area


16”/40cm 16”/40cm

SPECIAL RULES DEPLOYMENT


• Ambush (Defender) 1. The Defender may hold a Unit in Ambush.
• Minefields (Defender) 2. The Defender then places their remaining Units in their
• Strategic Withdrawal (Defender) table half.
SETTING UP 3. The Attacker places all of their Units within 8”/20cm of
their table edge.
1. The Defender picks a long table edge to defend. The
Attacker attacks from the opposite table edge. 4. All Infantry and Gun Teams start the game in Foxholes.
2. The Attacker places two Objectives within 16”/40cm of WHO GOES FIRST
the Defender’s edge and at least 16”/40cm from the side The Attacker has the first turn.
table edges.
Note, the Defender must remove Units from the table start-
3. The Defender places one Minefield for each 25 points or ing on turn two using the Strategic Withdrawal rule (see
part thereof in their force anywhere outside the oppo- overleaf ).
nent’s deployment area.
4. Starting with the Defender, the players place Ranged In WINNING THE GAME
markers for all of their deployed (including in Ambush) • The Attacker wins if they end their turn Holding an
Artillery Units. Objective.
• Otherwise, the Defender wins at the start of their eighth
turn after checking Force Morale.

27
FIGHTING WITHDRAWAL SPECIAL RULES
AMBUSH (DEFENDER) STRATEGIC WITHDRAWAL (DEFENDER)
The defending player holds one Unit in Ambush when they The Defender starts the game with no Delay Counters.
deploy. Units held in Ambush are treated as being on the At the start of each turn from turn two onwards, after check-
table, but their location isn’t specified until they reveal them- ing Victory Conditions, the Defender counts the number of
selves. They are held off the table at the start of the game. Units (not counting their Attachments and any Independent
Teams) and Delay Counters that they have on table.
ALREADY THERE
• If the total is six or more, they must Withdraw one Unit
Ambushing Teams do not have to move. They can remain
(other than an Independent Team) and its Attachments
where they are placed and shoot at their Halted ROF. Units
and remove all Delay Counters.
in Ambush are in Foxholes when they are placed on the table.
• If they have less than six Units and Delay Counters com-
PLACING AMBUSHES bined, they gain a Delay Counter, but do not Withdraw
At the start of the Defender’s turn, in the Starting Step, they any Units.
may place the Unit that they have been holding in Ambush.
They must place the entire Unit, and it must be placed with WITHDRAWING UNITS
all of its Teams within 6”/15cm of the Unit Leader. A Unit When the Defender is required to Withdraw a Unit, all of
with at least eight Tank Teams or at least twelve Teams in the teams of that Unit (and its Attachments) are removed
total increases this distance to 8”/20cm. from the table. An Attachment must always be withdrawn
The Defender may place a Team from Ambush anywhere in with its core Unit.
their Deployment Area, provided that it is: If a Withdrawing Unit is not in Good Spirits, it will be treat-
• at least 16”/40cm of any enemy Team within Line of ed as being Destroyed when working out Victory Points.
Sight, unless Concealed by Terrain from it, and
• at least 4”/10cm of all enemy Teams. VICTORY POINTS
ATTACHMENTS AND AMBUSHES Count the number of Units Destroyed, including HQ
Units, but not Independent Teams. Count core Units and
When you hold a Unit in Ambush, you may also hold its
their Attachments separately, so if both are Destroyed, this
Transport or Infantry Attachment in Ambush as well, or
counts as two Units.
Deploy them as normal. If you do hold both a Unit and
its Attachment in Ambush together, the Infantry must • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
be Mounted in their Transports when they are placed • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
from Ambush. • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP

Both players lose a game that runs out of time. If neither


player won, both players treat their opponent as the winner
and gain Victory Points as the Loser.

28
FREE FOR ALL

8”/20cm Defender places two objectives in this area


8”/20cm 12”/30cm

Attacker places their units here

Defender places their units here

12”/30cm
Attacker places two objectives in this area 8”/20cm 8”/20cm

SPECIAL RULES DEPLOYMENT


• Meeting Engagement (First Player) 1. Both players, starting with the Attacker, take turns at
placing a Unit within 12”/30cm of their own table edge
SETTING UP until all are deployed.
1. Both players roll a die. The highest-scoring player is 2. All Infantry and Gun Teams start the game in Foxholes.
the Attacker.
2. The Attacker picks a long table edge to attack from. WHO GOES FIRST
Both players roll a die. The highest scoring player has the
3. The Defender defends from the opposite table edge.
first turn. As the game is a Meeting Engagement, the player
4. Both players, starting with the Attacker, place two who has the first turn will Shoot as if they Moved and cannot
Objectives within 8”/20cm of the opponent’s table edge, use Artillery Bombardments or Aircraft on that turn.
at least 8”/20cm from the side table edges.
WINNING THE GAME
• A player wins if they end their turn Holding an Objective
on the opponent’s side of the table.

29
FREE FOR ALL SPECIAL RULES
MEETING ENGAGEMENT VICTORY POINTS
In a Meeting Engagement, players do not place their Ranged Count the number of Units Destroyed, including HQ
In markers as Preplanned Artillery Targets at the start Units, but not Independent Teams. Count core Units and
of the game. their Attachments separately, so if both are Destroyed, this
In addition, the following rules apply in the first Shooting counts as two Units.
Step of the player who has the first turn. They do not apply • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
in the second player’s turn, nor in subsequent turns. • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
• The first player’s Aircraft cannot arrive in their first turn. • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
• Treat all of the first player’s Teams as having moved when
Shooting in their first Shooting Step, whether they actu- Both players lose a game that runs out of time. If neither
ally moved or not. player won, both players treat their opponent as the winner
• The first player’s Teams cannot fire Artillery Bombard­ and gain Victory Points as the Loser.
ments in their first Shooting Step.
HOLDING OBJECTIVES
The first player’s Teams can still Move, Dig In, or Go to
You Hold an Objective if you start your turn with a Tank,
Ground as normal in their Movement Step, and launch
Infantry, or Gun team within 4”/10cm of it, and end it with
assaults in the Assault Step.
no opposing Tank, Infantry, or Gun teams within 4”/10cm
of it. Objectives cannot be Held or contested by Tank teams
that are Bailed Out, Aircraft, Transports, or Independent
teams, or by teams that moved at Dash speed.

30
GAUNTLET
Attacker's Reserves arrive here

Defender rolls to see which edge their Reserves Arrive from


Defender rolls to see which edge their Reserves Arrive from

8”/20cm 8”/20cm
Attacker places
their units here

28”/70cm 28”/70cm

8”/20cm
Defender Defender
places places
their units their units
here here
8”/20cm

12”/30cm 12”/30cm
Attacker places two
24”/60cm objectives in this area 24”/60cm

8”/20cm

SPECIAL RULES 3. The Attacker selects up to 60% of their force to deploy


• Immediate Reserves (Attacker) and holds the rest in Immediate Reserve. The Reserves
• Meeting Engagement (Attacker) will arrive from their long table edge.
• Scattered Delayed Reserves (Defender) 4. The Attacker deploys the rest of their force in their own
table half at least 28”/70cm from the short table edges
SETTING UP and 8”/20cm from the long centre line.
1. The Defender picks a long table edge to defend from. 5. All Infantry and Gun Teams start the game in Foxholes.
The Attacker attacks from the opposite side of the table.
2. The Attacking player places two Objectives in the WHO GOES FIRST
Defender’s table half. Objectives must be at least 8”/20cm The Attacker has the first turn. As this is a Meeting
from the long centre line and the long table edge, and at Engagement, they Shoot as if they Moved (whether they
least 24”/60cm from the short table edges. Moved or not), cannot use Artillery Bombardments, and
have no Aircraft on their first turn.
DEPLOYMENT
1. The Defender selects up to 60% of their force to deploy WINNING THE GAME
and holds the rest in Delayed Scattered Reserve. The • The Attacker wins if they end a turn on or after the sixth
player will dice to see from which short table edge each turn Holding an Objective.
Unit arrives. • The Defender wins if they have Repelled the Attack at the
2. The Defender then places their deployed Units within end of their turn on or after the sixth turn.
12”/30cm of either short table edge and at least 8”/20cm
from the Attacker's table edge. They may split their force
between the two ends of the table as they wish.

31
GAUNTLET SPECIAL RULES
MEETING ENGAGEMENT ROLL FOR RESERVES
In a Meeting Engagement, players do not place their Ranged At the start of the Defender’s third turn, they roll a die. On a
In markers as Preplanned Artillery Targets at the start roll of 5+ their first Unit arrives from the Reserve. It may be
of the game. any Unit of their choice, but must arrive now.
In addition, the following rules apply in the first Shooting At the start of their fourth turn, they roll two dice. Each roll
Step of the player who has the first turn. They do not apply of 5+ results in another Unit arriving from their Reserves.
in the second player’s turn, nor in subsequent turns. They keep rolling at the start of each of their following turns
• The first player’s Aircraft cannot arrive in their first turn. adding one more die than the previous turn, so at the start of
turn five they roll three dice, at the start of turn six they roll
• Treat all of the first player’s Teams as having moved when
four dice, and so on. Each roll of 5+ brings another Unit on
Shooting in their first Shooting Step, whether they actu-
from the Defender’s Reserves.
ally moved or not.
• The first player’s Teams cannot fire Artillery Bombard­ If the Defender rolled three or more dice to get Reserves in
ments in their first Shooting Step. this turn, but failed to score any rolls of 5+, they automati-
cally receive one Unit from Reserve anyway.
The first player’s Teams can still Move, Dig In, or Go to
Ground as normal in their Movement Step, and launch
WHERE DO RESERVES ARRIVE
assaults in the Assault Step.
When each Unit arrives from Reserve, the Defender rolls
a die to determine from which table edge or corner it will
IMMEDIATE RESERVES (ATTACKER) arrive using the mission map as reference.
The Attacker may not deploy more than 60% of the agreed If a Unit arrives from a table edge, it may enter the table
points total for the game on the table. The remainder must anywhere along that table edge. The Reserves move on from
be held in Reserve. The entire Unit must be In Command at the table edge at the start of their Movement Step.
the end of its Movement in the turn it arrives from Reserves.
Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted. VICTORY POINTS
A Unit may not use Movement Orders until it has moved on Count the number of Units Destroyed, including HQ
to the table. Units, but not Independent Teams. Count core Units and
their Attachments separately, so if both are Destroyed, this
ROLL FOR RESERVES counts as two Units.
At the start of the Attacker’s first turn, they roll a die. On a • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
roll of 5+ their first Unit arrives from the Reserve. It may be • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
any Unit of their choice, but must arrive now. The Reserves • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
move on from the short table edge in the Attacker’s deploy-
ment area at the start of their Movement Step. Both players lose a game that runs out of time. If neither
At the start of their second turn, they roll two dice. Each roll player won, both players treat their opponent as the winner
of 5+ results in another Unit arriving from their Reserves. and gain Victory Points as the Loser.
They keep rolling at the start of each of their following turns
adding one more die than the previous turn, so at the start of HOLDING OBJECTIVES
turn three they roll three dice, at the start of turn four they You Hold an Objective if you start your turn with a Tank,
roll four dice, and so on. Each roll of 5+ brings another Unit Infantry, or Gun team within 4”/10cm of it, and end it with
on from the Attacker’s Reserves. no opposing Tank, Infantry, or Gun teams within 4”/10cm
of it. Objectives cannot be Held or contested by Tank teams
If the Attacker rolled three or more dice to get Reserves in
that are Bailed Out, Aircraft, Transports, or Independent
this turn, but failed to score any rolls of 5+, they automati-
teams, or by teams that moved at Dash speed.
cally receive one Unit from Reserve anyway.
REPELLING AN ATTACK
SCATTERED DELAYED RESERVES You have Repelled an Attack when, at the end of your turn,
(DEFENDER) every Objective has no enemy Tank, Infantry, or Gun teams
The Defender may not deploy more than 60% of the agreed within 8”/20cm. Ignore enemy Tank teams that are Bailed
points total for the game on the table. The remainder must Out, Aircraft, Transports, or Independent teams.
be held in Reserve. The entire Unit must be In Command at
the end of its Movement in the turn it arrives from Reserves.
Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted.
A Unit may not use Movement Orders until it has moved on
to the table.

32
KILLING GROUND

20“/50cm 20“/50cm
Attacker places
their units here

8”/20cm 8”/20cm

8”/20cm

8”/20cm

16”/40cm

Defender places their units here

Attacker places two objectives in this area

Defender rolls to see where their Reserves Arrive

SPECIAL RULES 3. The Defender may hold one of their deployed Units
• Ambush (Defender) in Ambush.
• Deep Scattered Immediate Reserves (Defender) 4. They then place their deployed Units in their table
• Minefields (Defender) half at least 8”/20cm from the long centre line and in
the Attacker’s able half within 8”/20cm of the short
SETTING UP table edges.
1. The Defender picks a long table edge to defend from. 5. The Attacker places all of their Units in their table half
The Attacker attacks from the opposite edge. at least 8”/20cm from the long centre line and 20”/50cm
2. The Attacker places two Objectives in the Defender’s half from the short table edges.
of the table, at least 16”/40cm from the long centre line 6. All Infantry and Gun Teams start the game in Foxholes.
and at least 8”/20cm from the short table edges.
3. The Defender places one Minefield for each 25 points or WHO GOES FIRST
part thereof in their force anywhere outside the oppo- The Attacker has the first turn.
nent’s deployment area.
WINNING THE GAME
DEPLOYMENT • The Attacker wins if they end their turn Holding an
1. The Defender selects up to 60% of their force to deploy Objective.
and holds the rest in Deep Scattered Immediate Reserve. • The Defender wins if they have Repelled the Attack at
The Defender will dice to see where each Unit will arrive. the end of their turn on or after the sixth turn.
2. Starting with the Defender, the players place Ranged In
markers for all of their deployed (including in Ambush)
Artillery Units.

33
KILLING GROUND SPECIAL RULES
AMBUSH (DEFENDER) ROLL FOR RESERVES
The defending player holds one Unit in Ambush when they At the start of the Defender’s first turn, they roll a die. On a
deploy. Units held in Ambush are treated as being on the roll of 5+ their first Unit arrives from the Reserve. It may be
table, but their location isn’t specified until they reveal them- any Unit of their choice, but must arrive now. The Reserves
selves. They are held off the table at the start of the game. move on from the Defender’s short table edge at the start of
their Movement Step.
ALREADY THERE At the start of their second turn, they roll two dice. Each roll
Ambushing Teams do not have to move. They can remain of 5+ results in another Unit arriving from their Reserves.
where they are placed and shoot at their Halted ROF. Units They keep rolling at the start of each of their following turns
in Ambush are in Foxholes when they are placed on the table. adding one more die than the previous turn, so at the start of
turn three they roll three dice, at the start of turn four they
PLACING AMBUSHES
roll four dice, and so on. Each roll of 5+ brings another Unit
At the start of the Defender’s turn, in the Starting Step, they
on from the Defender’s Reserves.
may place the Unit that they have been holding in Ambush.
They must place the entire Unit, and it must be placed with If the Defender rolled three or more dice to get Reserves in
all of its Teams within 6”/15cm of the Unit Leader. A Unit this turn, but failed to score any rolls of 5+, they automati-
with at least eight Tank Teams or at least twelve Teams in cally receive one Unit from Reserve anyway.
total increases this distance to 8”/20cm.
WHERE DO RESERVES ARRIVE
The Defender may place a Team from Ambush anywhere in
When each Unit arrives from Reserve, the owning player
their Deployment Area, provided that it is:
rolls a die to determine from which table edge or corner it
• at least 16”/40cm of any enemy Team within Line of
will arrive using the mission map as reference.
Sight, unless Concealed by Terrain from it, and
If a Unit arrives from a table edge, it may enter the table
• at least 4”/10cm of all enemy Teams.
anywhere along that table edge. The Reserves move on from
ATTACHMENTS AND AMBUSHES the table edge at the start of their Movement Step.
When you hold a Unit in Ambush, you may also hold its
Transport or Infantry Attachment in Ambush as well, or VICTORY POINTS
Deploy them as normal. If you do hold both a Unit and Count the number of Units Destroyed, including HQ
its Attachment in Ambush together, the Infantry must Units, but not Independent Teams. Count core Units and
be Mounted in their Transports when they are placed their Attachments separately, so if both are Destroyed, this
from Ambush. counts as two Units.
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
DEEP SCATTERED IMMEDIATE • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
RESERVES (DEFENDER) • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
The Defender may not deploy more than 60% of the agreed
points total for the game on the table. The remainder must Both players lose a game that runs out of time. If neither
be held in Reserve. No more than one Battle Tank Unit or player won, both players treat their opponent as the winner
Aircraft Unit can be placed on table. All remaining Units of and gain Victory Points as the Loser.
these types must be held in Reserve.
In Late War, a Battle Tank Unit is one with Front Armour of HOLDING OBJECTIVES
4 or more. In Mid War, a Battle Tank Unit is one with Front You Hold an Objective if you start your turn with a Tank,
Armour of 3 or more. In Early War, a Battle Tank Unit is one Infantry, or Gun team within 4”/10cm of it, and end it with
with Top Armour 1 or 2 that is not a Transport. Regardless no opposing Tank, Infantry, or Gun teams within 4”/10cm
of their armour, Observer Teams are never Battle Tank Units. of it. Objectives cannot be Held or contested by Tank teams
The entire Unit must be In Command at the end of its that are Bailed Out, Aircraft, Transports, or Independent
Movement in the turn it arrives from Reserves. Attachments teams, or by teams that moved at Dash speed.
and their core Unit must arrive from the same point,
although Passengers may be Mounted or Dismounted. A REPELLING AN ATTACK
Unit may not use Movement Orders until it has moved on You have Repelled an Attack when, at the end of your turn,
to the table. every Objective has no enemy Tank, Infantry, or Gun teams
within 8”/20cm. Ignore enemy Tank teams that are Bailed
Out, Aircraft, Transports, or Independent teams.

34
NO RETREAT

Defender places their


8”/20cm
units here

Defenders Reserves arrive from Here


Attacker places their
units here Both Players place
16”/40cm an objective in this area

8”/20cm 8”/20cm

8”/20cm

SPECIAL RULES 2. Starting with the Defender, the players place Ranged In
• Ambush (Defender) markers for all of their deployed (including in Ambush)
• Deep Immediate Reserves (Defender) Artillery Units.
• Minefields (Defender) 3. The Defender may hold one of their Units in Ambush.
4. The Defender then places their Units in their table half.
SETTING UP
5. The Attacker places all of their Units in their table half at
1. The Defender picks a short table edge to defend from.
least 16”/40cm from the short centre line.
The Attacker attacks from the opposite edge.
6. All Infantry and Gun Teams start the game in Foxholes.
2. Both players, starting with the Defender, place one
Objective in the Defender’s table half, at least 8”/20cm WHO GOES FIRST
from the short centre line and all table edges. The Attacker has the first turn.
3. The Defender places one Minefield for each 25 points or
part thereof in their force anywhere outside the oppo- WINNING THE GAME
nent’s deployment area. • The Attacker wins if they end their turn Holding an
Objective.
DEPLOYMENT • The Defender wins if they have Repelled the Attack at
1. The Defender selects up to 60% of their force to deploy the end of their turn on or after the sixth turn.
and holds the rest in Deep Immediate Reserve. These will
arrive from the Defender’s short table edge.

35
NO RETREAT SPECIAL RULES
AMBUSH (DEFENDER) ROLL FOR RESERVES
The defending player holds one Unit in Ambush when they At the start of the Defender’s first turn, they roll a die. On a
deploy. Units held in Ambush are treated as being on the roll of 5+ their first Unit arrives from the Reserve. It may be
table, but their location isn’t specified until they reveal them- any Unit of their choice, but must arrive now. The Reserves
selves. They are held off the table at the start of the game. move on from the Defender’s short table edge at the start of
their Movement Step.
ALREADY THERE At the start of their second turn, they roll two dice. Each roll
Ambushing Teams do not have to move. They can remain of 5+ results in another Unit arriving from their Reserves.
where they are placed and shoot at their Halted ROF. Units They keep rolling at the start of each of their following turns
in Ambush are in Foxholes when they are placed on the table. adding one more die than the previous turn, so at the start of
turn three they roll three dice, at the start of turn four they
PLACING AMBUSHES
roll four dice, and so on. Each roll of 5+ brings another Unit
At the start of the Defender’s turn, in the Starting Step, they
on from the Defender’s Reserves.
may place the Unit that they have been holding in Ambush.
They must place the entire Unit, and it must be placed with If the Defender rolled three or more dice to get Reserves in
all of its Teams within 6”/15cm of the Unit Leader. A Unit this turn, but failed to score any rolls of 5+, they automati-
with at least eight Tank Teams or at least twelve Teams in cally receive one Unit from Reserve anyway.
total increases this distance to 8”/20cm.
The Defender may place a Team from Ambush anywhere in VICTORY POINTS
their Deployment Area, provided that it is: Count the number of Units Destroyed, including HQ
• at least 16”/40cm of any enemy Team within Line of Units, but not Independent Teams. Count core Units and
Sight, unless Concealed by Terrain from it, and their Attachments separately, so if both are Destroyed, this
• at least 4”/10cm of all enemy Teams. counts as two Units.
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
ATTACHMENTS AND AMBUSHES • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
When you hold a Unit in Ambush, you may also hold its • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
Transport or Infantry Attachment in Ambush as well, or
Deploy them as normal. If you do hold both a Unit and Both players lose a game that runs out of time. If neither
its Attachment in Ambush together, the Infantry must player won, both players treat their opponent as the winner
be Mounted in their Transports when they are placed and gain Victory Points as the Loser.
from Ambush.
HOLDING OBJECTIVES
DEEP IMMEDIATE RESERVES (DEFENDER) You Hold an Objective if you start your turn with a Tank,
The Defender may not deploy more than 60% of the agreed Infantry, or Gun team within 4”/10cm of it, and end it with
points total for the game on the table. The remainder must no opposing Tank, Infantry, or Gun teams within 4”/10cm
be held in Reserve. No more than one Battle Tank Unit or of it. Objectives cannot be Held or contested by Tank teams
Aircraft Unit can be placed on table. All remaining Units of that are Bailed Out, Aircraft, Transports, or Independent
these types must be held in Reserve. teams, or by teams that moved at Dash speed.
In Late War, a Battle Tank Unit is one with Front Armour of
REPELLING AN ATTACK
4 or more. In Mid War, a Battle Tank Unit is one with Front
Armour of 3 or more. In Early War, a Battle Tank Unit is one You have Repelled an Attack when, at the end of your turn,
with Top Armour 1 or 2 that is not a Transport. Regardless every Objective has no enemy Tank, Infantry, or Gun teams
of their armour, Observer Teams are never Battle Tank Units. within 8”/20cm. Ignore enemy Tank teams that are Bailed
Out, Aircraft, Transports, or Independent teams.
The entire Unit must be In Command at the end of its
Movement in the turn it arrives from Reserves. Attachments
and their core Unit must arrive from the same point,
although Passengers may be Mounted or Dismounted. A
Unit may not use Movement Orders until it has moved on
to the table.

36
OUTFLANKED

Defender’s Reserves arrive


16”/40cm

from this corner


8”/20cm
No-Man’s Land 16”/40cm
table quarter
Attacker places 8”/20cm
two objectives
32”/80cm in this area

Defender places their


8”/20cm units here

16”/40cm
8”/20cm

Attacker places
their units here

SPECIAL RULES 2. Starting with the Defender, the players place Ranged In
• Ambush (Defender) markers for all of their deployed (including in Ambush)
• Immediate Reserves (Defender) Artillery Units.
• No Spearhead (Defender) 3. The Defender may hold one of their deployed Units
in Ambush.
SETTING UP 4. The Defender then places their deployed Units in their
1. The Defender picks a table quarter to defend. table quarter or in the No-Man’s Land table quarter at
2. The Attacker attacks from the opposite long table edge. least 32”/80cm from the short table edge. The Defending
player may not use the Spearhead rule.
3. The Attacker places two Objectives in the Defender’s
table quarter or in the No-Man’s Land table quarter at 5. The Attacker then places all of their Units in their table
least 8”/20cm from the long centre line and all table half at least 16”/40cm from the long centre line or within
edges, and at least 32”/80cm from the short table edge in 8”/20cm of the short table edge opposite the Defender’s
the No-Man’s Land quarter. Depending on the quarters table quarter.
chosen, the table will look like: 6. All Infantry and Gun Teams start the game in Foxholes.

WHO GOES FIRST


The Attacker has the first turn.
or
WINNING THE GAME
• The Attacker wins if they end their turn on or after the
sixth turn Holding an Objective.
DEPLOYMENT • The Defender wins if they have Repelled the Attack at
1. The Defender selects up to 60% of their force to deploy the end of their turn on or after the sixth turn.
and holds the rest in Immediate Reserve. Their Reserves
will arrive within 16”/40cm of their table corner.

37
OUTFLANKED SPECIAL RULES
AMBUSH (DEFENDER) At the start of their second turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves.
The defending player holds one Unit in Ambush when they
They keep rolling at the start of each of their following turns
deploy. Units held in Ambush are treated as being on the
adding one more die than the previous turn, so at the start of
table, but their location isn’t specified until they reveal them-
turn three they roll three dice, at the start of turn four they
selves. They are held off the table at the start of the game.
roll four dice, and so on. Each roll of 5+ brings another Unit
ALREADY THERE on from the Defender’s Reserves.
Ambushing Teams do not have to move. They can remain If the Defender rolled three or more dice to get Reserves in
where they are placed and shoot at their Halted ROF. Units this turn, but failed to score any rolls of 5+, they automati-
in Ambush are in Foxholes when they are placed on the table. cally receive one Unit from Reserve anyway.

PLACING AMBUSHES
At the start of the Defender’s turn, in the Starting Step, they NO SPEARHEAD (DEFENDER)
may place the Unit that they have been holding in Ambush. The Defending player may not use the Spearhead rule during
They must place the entire Unit, and it must be placed with their deployment.
all of its Teams within 6”/15cm of the Unit Leader. A Unit
with at least eight Tank Teams or at least twelve Teams in VICTORY POINTS
total increases this distance to 8”/20cm. Count the number of Units Destroyed, including HQ
The Defender may place a Team from Ambush anywhere in Units, but not Independent Teams. Count core Units and
their Deployment Area, provided that it is: their Attachments separately, so if both are Destroyed, this
• at least 16”/40cm of any enemy Team within Line of counts as two Units.
Sight, unless Concealed by Terrain from it, and • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
• at least 4”/10cm of all enemy Teams. • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
• Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
ATTACHMENTS AND AMBUSHES
When you hold a Unit in Ambush, you may also hold its Both players lose a game that runs out of time. If neither
Transport or Infantry Attachment in Ambush as well, or player won, both players treat their opponent as the winner
Deploy them as normal. If you do hold both a Unit and and gain Victory Points as the Loser.
its Attachment in Ambush together, the Infantry must
be Mounted in their Transports when they are placed HOLDING OBJECTIVES
from Ambush. You Hold an Objective if you start your turn with a Tank,
Infantry, or Gun team within 4”/10cm of it, and end it with
IMMEDIATE RESERVES (DEFENDER) no opposing Tank, Infantry, or Gun teams within 4”/10cm
The Defender may not deploy more than 60% of the agreed of it. Objectives cannot be Held or contested by Tank teams
points total for the game on the table. The remainder must that are Bailed Out, Aircraft, Transports, or Independent
be held in Reserve. The entire Unit must be In Command at teams, or by teams that moved at Dash speed.
the end of its Movement in the turn it arrives from Reserves.
Attachments and their core Unit must arrive from the same REPELLING AN ATTACK
point, although Passengers may be Mounted or Dismounted. You have Repelled an Attack when, at the end of your turn,
A Unit may not use Movement Orders until it has moved on every Objective has no enemy Tank, Infantry, or Gun teams
to the table. within 8”/20cm. Ignore enemy Tank teams that are Bailed
Out, Aircraft, Transports, or Independent teams.
ROLL FOR RESERVES
At the start of the Defender’s first turn, they roll a die.
On a roll of 5+ their first Unit arrives from the Reserve. It
may be any Unit of their choice, but must arrive now. The
Reserves move on from the table edge within 16”/40cm of
the corner in the Defender’s deployment area at the start of
their Movement Step.

38
PROBE
Attacker rolls to see where their Reserves Arrive

8”/20cm Attacker places their units here

8”/20cm
Both players place an objective in this area

12”/30cm
8”/20cm

12”/30cm
16”/40cm

Defender places their units here

Both players place an objective in this area 8”/20cm

Defender rolls to see where their Reserves Arrive

SPECIAL RULES 3. The Defender may hold one of their deployed Units
• Meeting Engagement (Attacker) in Ambush.
• Scattered Immediate Reserves (Attacker) 4. Both players, starting with the Defender, then take turns
• Ambush (Defender) at placing a deployed Unit in their own table half at least
• Scattered Delayed Reserves (Defender) 12”/30cm from the long centre line.
5. All Infantry and Gun Teams start the game in Foxholes.
SETTING UP
1. The Defender picks a long table edge to defend. The WHO GOES FIRST
Attacker attacks from the opposite edge of the table. The Attacker has the first turn.
2. Both players, starting with the Attacker, place one
WINNING THE GAME
Objective in their own table half. Then, again starting
• A player wins if they end their turn Holding an Objective
with the Attacker, both players place one Objective in
on the opponent’s side of the table.
the opponent’s table half.
3. Objectives in the Attacker’s table half must be at least
8”/20cm from the long centre line and at least 8”/20cm
from all table edges. Objectives in the Defender’s table
half must be at least 16”/40cm from the long centre line
and at least 8”/20cm from the short table edges.

DEPLOYMENT
1. The Attacker selects up to 60% of their force to deploy
and holds the rest in Scattered Immediate Reserve. The
player will dice to see where each Unit arrives.
2. The Defender selects up to 60% of their force to deploy
and holds the rest in Scattered Delayed Reserve. The
player will dice to see where each Unit arrives.

39
PROBE SPECIAL RULES
MEETING ENGAGEMENT (ATTACKER) point, although Passengers may be Mounted or Dismounted.
A Unit may not use Movement Orders until it has moved on
In a Meeting Engagement, players do not place their Ranged
to the table.
In markers as Preplanned Artillery Targets at the start
of the game.
ROLL FOR RESERVES (ATTACKER)
In addition, the following rules apply in the first Shooting
At the start of the Attacker’s first turn, they roll a die. On a
Step of the Attacker. They do not apply in the Defender’s
roll of 5+ their first Unit arrives from the Reserve. It may be
turn, nor in subsequent turns.
any Unit of their choice, but must arrive now. The Reserves
• The Attacker’s Aircraft cannot arrive in their first turn. move on from the Attacker’s long table edge at the start of
• Treat all of the Attacker’s Teams as having moved when their Movement Step.
Shooting in their first Shooting Step, whether they actu-
At the start of their second turn, they roll two dice. Each roll
ally moved or not.
of 5+ results in another Unit arriving from their Reserves.
• The Attacker’s Teams cannot fire Artillery Bombard­ They keep rolling at the start of each of their following turns
ments in their first Shooting Step. adding one more die than the previous turn, so at the start of
The Attacker’s Teams can still Move, Dig In, or Go to Ground turn three they roll three dice, at the start of turn four they
as normal in their Movement Step, and launch assaults in the roll four dice, and so on. Each roll of 5+ brings another Unit
Assault Step. on from the Attacker’s Reserves.

AMBUSH (DEFENDER) ROLL FOR RESERVES (DEFENDER)


The defending player holds one Unit in Ambush when they At the start of the Defender’s third turn, they roll a die. On a
deploy. Units held in Ambush are treated as being on the roll of 5+ their first Unit arrives from the Reserve. It may be
table, but their location isn’t specified until they reveal them- any Unit of their choice, but must arrive now.
selves. They are held off the table at the start of the game. At the start of their fourth turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves.
ALREADY THERE They keep rolling at the start of each of their following turns
Ambushing Teams do not have to move. They can remain adding one more die than the previous turn, so at the start of
where they are placed and shoot at their Halted ROF. Units turn five they roll three dice, at the start of turn six they roll
in Ambush are in Foxholes when they are placed on the table. four dice, and so on. Each roll of 5+ brings another Unit on
from the Defender’s Reserves.
PLACING AMBUSHES
At the start of the Defender’s turn, in the Starting Step, they ROLL FOR RESERVES (BOTH PLAYERS)
may place the Unit that they have been holding in Ambush.
If a player rolled three or more dice to get Reserves in this
They must place the entire Unit, and it must be placed with
turn, but failed to score any rolls of 5+, they automatically
all of its Teams within 6”/15cm of the Unit Leader. A Unit
receive one Unit from Reserve anyway.
with at least eight Tank Teams or at least twelve Teams in
total increases this distance to 8”/20cm.
WHERE DO RESERVES ARRIVE
The Defender may place a Team from Ambush anywhere in When each Unit arrives from Reserve, the player rolls a die
their Deployment Area, provided that it is: to determine from which table edge or corner it will arrive
• at least 16”/40cm of any enemy Team within Line of using the mission map as reference.
Sight, unless Concealed by Terrain from it, and
If a Unit arrives from a table edge, it may enter the table
• at least 4”/10cm of all enemy Teams. anywhere along that table edge. If the Unit arrives from a
ATTACHMENTS AND AMBUSHES corner, they must enter the table within 16”/40cm of the
When you hold a Unit in Ambush, you may also hold its corner. The Reserves move on from the table edge at the start
Transport or Infantry Attachment in Ambush as well, or of their Movement Step.
Deploy them as normal. If you do hold both a Unit and
its Attachment in Ambush together, the Infantry must VICTORY POINTS
be Mounted in their Transports when they are placed Count the number of Units Destroyed, including HQ
from Ambush. Units, but not Independent Teams. Count core Units and
their Attachments separately, so if both are Destroyed, this
SCATTERED RESERVES (BOTH PLAYERS) counts as two Units.
The players may not deploy more than 60% of the agreed • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
points total for the game on the table. The remainder must • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
be held in Reserve. The entire Unit must be In Command at • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
the end of its Movement in the turn it arrives from Reserves.
Attachments and their core Unit must arrive from the same Both players lose a game that runs out of time. If neither
player won, both players treat their opponent as the winner
and gain Victory Points as the Loser.

40
SCOUTS OUT
Attacker’s Reserves arrive from Here

Defender places
an objective 8”/20cm 8”/20cm
in this area

Attacker places their units here

Defender places 16”/40cm


an objective
8”/20cm
in this area

Attacker places
8”/20cm an objective
in this area
16”/40cm

Defender places their units here

Attacker places
8”/20cm 8”/20cm an objective
in this area
Defender’s Reserves arrive from Here

SPECIAL RULES DEPLOYMENT


• Meeting Engagement (First Player) 1. Both players select up to 60% of their force to deploy
• Delayed Reserves (Both Players) and hold the rest in Delayed Reserve. The Reserves will
arrive from the long table edge in their own table quarter.
SETTING UP 2. Both players, starting with the Attacker, then take turns
1. Both players roll a die. The highest-scoring player is at placing a deployed Unit in their own quarter, at least
the Attacker. 8”/20cm from the long centre line until all are deployed.
2. The Attacker picks a table quarter to attack from. 3. All Infantry and Gun Teams start the game in Foxholes.
3. The Defender defends from the opposite quarter.
WHO GOES FIRST
4. Both players, starting with the Attacker, place one Both players roll a die. The highest scoring player has the
Objective in the opponent's table quarter at least first turn. As the game is a Meeting Engagement, the player
16”/40cm from the short centre line and within 8”/20cm who has the first turn will Shoot as if they Moved and cannot
of the long centre line. use Artillery Bombardments or Aircraft on that turn.
5. Both players, again starting with the Attacker, place one
Objective within 8”/20cm of the long table edge in the WINNING THE GAME
opponent’s table quarter, more than 8”/20cm from the • A player wins if they end a turn Holding an Objective
short centre line. that they placed.

41
SCOUTS OUT SPECIAL RULES
MEETING ENGAGEMENT At the start of their fourth turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves.
In a Meeting Engagement, players do not place their Ranged
They keep rolling at the start of each of their following turns
In markers as Preplanned Artillery Targets at the start
adding one more die than the previous turn, so at the start of
of the game.
turn five they roll three dice, at the start of turn six they roll
In addition, the following rules apply in the first Shooting four dice, and so on. Each roll of 5+ brings another Unit on
Step of the player who has the first turn. They do not apply from the player’s Reserves.
in the second player’s turn, nor in subsequent turns.
If a player rolled three or more dice to get Reserves in this
• The first player’s Aircraft cannot arrive in their first turn.
turn, but failed to score any rolls of 5+, they automatically
• Treat all of the first player’s Teams as having moved when receive one Unit from Reserve anyway.
Shooting in their first Shooting Step, whether they actu-
ally moved or not.
• The first player’s Teams cannot fire Artillery Bombard­ VICTORY POINTS
ments in their first Shooting Step. Count the number of Units Destroyed, including HQ
Units, but not Independent Teams. Count core Units and
The first player’s Teams can still Move, Dig In, or Go to
their Attachments separately, so if both are Destroyed, this
Ground as normal in their Movement Step, and launch
counts as two Units.
assaults in the Assault Step.
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
• Winner lost 2 Units: Winner 7 VP, Loser 2 VP
DELAYED RESERVES (BOTH PLAYERS) • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
Neither player may deploy more than 60% of the agreed
points total for the game on the table. The remainder must Both players lose a game that runs out of time. If neither
be held in Reserve. The entire Unit must be In Command at player won, both players treat their opponent as the winner
the end of its Movement in the turn it arrives from Reserves. and gain Victory Points as the Loser.
Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted. HOLDING OBJECTIVES
A Unit may not use Movement Orders until it has moved on You Hold an Objective if you start your turn with a Tank,
to the table. Infantry, or Gun team within 4”/10cm of it, and end it with
no opposing Tank, Infantry, or Gun teams within 4”/10cm
ROLL FOR RESERVES of it. Objectives cannot be Held or contested by Tank teams
At the start of the player’s third turn, they roll a die. On a roll that are Bailed Out, Aircraft, Transports, or Independent
of 5+ their first Unit arrives from the Reserve. It may be any teams, or by teams that moved at Dash speed.
Unit of their choice, but must arrive now. The Reserves move
on from the long table edge adjacent to their table quarter at
the start of their Movement Step.

42
SPEARPOINT

16”/40cm
8”/20cm 24”/60cm 8”/20cm
16”/40cm

Defender's Reserves arrive at the indicated


corners or along their deployment area
Attacker places their Units here
Attacker's Reserves arrive here

16”/40cm

Defender Attacker
12”/30cm 12”/30cm
places two places one
objectives objective in
in this area Defender this area
8”/20cm places
their Units
here
8”/20cm Attacker
places one
objective
here
8”/20cm 8”/20cm
16”/40cm
8”/20cm 8”/20cm 8”/20cm
16”/40cm

SPECIAL RULES DEPLOYMENT


• No Spearhead (Both Players) 1. The Defender selects up to 60% of their force to deploy
• Immediate Reserves (Attacker) and holds the rest in Delayed Scattered Reserve. The
• Ambush (Defender) Reserves arrive within 16"/40cm of the indicated corners
• Meeting Engagement (Defender) or along the table edge of the Defender's Deployment
• Scattered Delayed Reserves (Defender) Area depending on the die roll.
2. The Defender may hold one of their Units in Ambush.
SETTING UP 3. The Defender places their remaining Units in their
1. The Defender picks a long table edge to defend from. Deployment Area. They may not use the Spearhead rule.
Their Deployment Area is the area between their table 4. The Attacker selects up to 60% of their force to deploy
edge and the centre of the table to a width of 12"/30cm and holds the rest in Immediate Reserve. Their Reserves
on either side of the table centre. will arrive along their short table edge.
2. The Attacker then chooses a short table edge to 5. The Attacker places their remaining Units in their table
attack from. half at least 24”/60cm from the long centre line. They
3. The Defender places two Objectives up to 8"/20cm from may not use the Spearhead rule.
the Attacker's table edge and more than 8"/20cm from 6. All Infantry and Gun Teams start the game in Foxholes.
the long table edges.
4. The Attacker then places one Objective in the Defender's WHO GOES FIRST
Deploy­ment area at least 8"/20cm from the edge of the The Defender has the first turn. As the game is a Meeting
Deployment Area. Engagement, the Defender will Shoot as if they Moved
5. The Attacker then places another Objective up to and cannot use Artillery Bombardments or Aircraft on the
16"/40cm from the opposite short table edge at least first turn.
8"/20cm from the long table edges.
WINNING THE GAME
• A player wins if they end their turn Holding an Objective
that they placed.

43
SPEARPOINT SPECIAL RULES
MEETING ENGAGEMENT ROLL FOR RESERVES
In a Meeting Engagement, players do not place their Ranged At the start of the Attacker’s first turn, they roll a die. On a
In markers as Preplanned Artillery Targets at the start roll of 5+ their first Unit arrives from the Reserve. It may be
of the game. any Unit of their choice, but must arrive now. The Reserves
move on from the short table edge in the Attacker’s deploy-
In addition, the following rules apply in the first Shooting
ment area at the start of their Movement Step.
Step of the player who has the first turn. They do not apply
in the second player’s turn, nor in subsequent turns. At the start of their second turn, they roll two dice. Each roll
• The first player’s Aircraft cannot arrive in their first turn. of 5+ results in another Unit arriving from their Reserves.
They keep rolling at the start of each of their following turns
• Treat all of the first player’s Teams as having moved when
adding one more die than the previous turn, so at the start of
Shooting in their first Shooting Step, whether they actu-
turn three they roll three dice, at the start of turn four they
ally moved or not.
roll four dice, and so on. Each roll of 5+ brings another Unit
• The first player’s Teams cannot fire Artillery Bombard­
on from the Attacker’s Reserves.
ments in their first Shooting Step.
If the Attacker rolled three or more dice to get Reserves in
The first player’s Teams can still Move, Dig In, or Go to
this turn, but failed to score any rolls of 5+, they automati-
Ground as normal in their Movement Step, and launch
cally receive one Unit from Reserve anyway.
assaults in the Assault Step.

AMBUSH (DEFENDER) NO SPEARHEAD (BOTH PLAYERS)


Neither player may use the Spearhead rule.
The defending player holds one Unit in Ambush when they
deploy. Units held in Ambush are treated as being on the
table, but their location isn’t specified until they reveal them-
SCATTERED DELAYED RESERVES
selves. They are held off the table at the start of the game. (DEFENDER)
The Defender may not deploy more than 60% of the agreed
ALREADY THERE points total for the game on the table. The remainder must
Ambushing Teams do not have to move and are in Foxholes. be held in Reserve. The entire Unit must be In Command at
They can remain where they are placed and unless placed on the end of its Movement in the turn it arrives from Reserves.
their first turn, shoot at their Halted ROF. Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted.
PLACING AMBUSHES A Unit may not use Movement Orders until it has moved on
At the start of the Defender’s turn, in the Starting Step, they to the table.
may place the Unit that they have been holding in Ambush.
They must place the entire Unit, and it must be placed with ROLL FOR RESERVES
all of its Teams within 6”/15cm of the Unit Leader. A Unit At the start of the Defender’s third turn, they roll a die. On a
with at least eight Tank Teams or at least twelve Teams in roll of 5+ their first Unit arrives from the Reserve. It may be
total increases this distance to 8”/20cm. any Unit of their choice, but must arrive now.
The Defender may place a Team from Ambush anywhere in At the start of their fourth turn, they roll two dice. Each roll
their Deployment Area, provided that it is: of 5+ results in another Unit arriving from their Reserves.
• at least 16”/40cm of any enemy Team within Line of They keep rolling at the start of each of their following turns
Sight, unless Concealed by Terrain from it, and adding one more die than the previous turn, so at the start of
• at least 4”/10cm of all enemy Teams. turn five they roll three dice, at the start of turn six they roll
four dice, and so on. Each roll of 5+ brings another Unit on
ATTACHMENTS AND AMBUSHES from the Defender’s Reserves.
When you hold a Unit in Ambush, you may also hold its If the Defender rolled three or more dice to get Reserves in
Transport or Infantry Attachment in Ambush as well, or this turn, but failed to score any rolls of 5+, they automati-
Deploy them as normal. If you do hold both a Unit and cally receive one Unit from Reserve anyway.
its Attachment in Ambush together, the Infantry must
be Mounted in their Transports when they are placed WHERE DO RESERVES ARRIVE
from Ambush. When each Unit arrives from Reserve, the Defender rolls
a die to determine from which table edge or corner it will
IMMEDIATE RESERVES (ATTACKER) arrive using the mission map as reference.
The Attacker may not deploy more than 60% of the agreed points An Attacking Unit arriving from a table edge, enters the table
total for the game on the table. The remainder must be held in anywhere along that table edge. A Defending Unit arriving
Reserve. The entire Unit must be In Command at the end of from a table edge must enter the table within 8”/20cm of the
its Movement in the turn it arrives from Reserves. Attachments short centreline. If a Defending Unit arrives from a corner,
and their core Unit must arrive from the same point, although they must enter the table within 16”/40cm of the corner.
Passengers may be Mounted or Dismounted. A Unit may not The Reserves move on from the table edge at the start of their
use Movement Orders until it has moved on to the table. Movement Step.

44
VALLEY OF DEATH
Defender rolls to see which edge their Reserves Arrive from

Defender places 8”/20cm


their units here 12”/30cm
16”/40cm

Attacker's Reserves arrive here


Attacker
places
two Attacker places
8”/20cm objectives 16”/40cm 16”/40cm their units here
in this
area

16”/40cm
Defender places 12”/30cm
their units here 8”/20cm

Defender rolls to see which edge their Reserves Arrive from

SPECIAL RULES 3. The Attacker selects up to 60% of their force to deploy


• Immediate Reserves (Attacker) and holds the rest in Immediate Reserve. The Reserves
• Meeting Engagement (Attacker) will arrive from their short table edge.
• Scattered Delayed Reserves (Defender) 4. The Attacker deploys the rest of their force in their own
table half at least 12”/30cm from the long table edges
SETTING UP and 16”/40cm from the short centre line.
1. The Defender picks a short table edge to defend from. 5. All Infantry and Gun Teams start the game in Foxholes.
The Attacker attacks from the opposite end of the table.
2. The Attacking player places two Objectives in the WHO GOES FIRST
Defender’s table half. Objectives must be at least The Attacker has the first turn. As this is a Meeting
16”/40cm from the long centre line and the long table Engagement, they Shoot as if they Moved (whether they
edge, and at least 8”/20cm from the short table edges. Moved or not), cannot use Artillery Bombardments, and
have no Aircraft on their first turn.
DEPLOYMENT
1. The Defender selects up to 60% of their force to deploy WINNING THE GAME
and holds the rest in Delayed Scattered Reserve. The • The Attacker wins if they end a turn on or after the sixth
player will dice to see from which long table edge (within turn Holding an Objective.
their table half ) each Unit arrives. • The Defender wins if they have Repelled the Attack at the
2. The Defender then places their deployed Units in their end of their turn on or after the sixth turn.
table half within 8”/20cm of either long table edge. They
may split their force between the two sides of the table
as they wish.

45
VALLEY OF DEATH SPECIAL RULES
MEETING ENGAGEMENT ROLL FOR RESERVES
In a Meeting Engagement, players do not place their Ranged At the start of the Defender’s third turn, they roll a die. On a
In markers as Preplanned Artillery Targets at the start roll of 5+ their first Unit arrives from the Reserve. It may be
of the game. any Unit of their choice, but must arrive now.
In addition, the following rules apply in the first Shooting At the start of their fourth turn, they roll two dice. Each roll
Step of the player who has the first turn. They do not apply of 5+ results in another Unit arriving from their Reserves.
in the second player’s turn, nor in subsequent turns. They keep rolling at the start of each of their following turns
• The first player’s Aircraft cannot arrive in their first turn. adding one more die than the previous turn, so at the start of
turn five they roll three dice, at the start of turn six they roll
• Treat all of the first player’s Teams as having moved when
four dice, and so on. Each roll of 5+ brings another Unit on
Shooting in their first Shooting Step, whether they actu-
from the Defender’s Reserves.
ally moved or not.
• The first player’s Teams cannot fire Artillery Bombard­ If the Defender rolled three or more dice to get Reserves in
ments in their first Shooting Step. this turn, but failed to score any rolls of 5+, they automati-
cally receive one Unit from Reserve anyway.
The first player’s Teams can still Move, Dig In, or Go to
Ground as normal in their Movement Step, and launch
WHERE DO RESERVES ARRIVE
assaults in the Assault Step.
When each Unit arrives from Reserve, the Defender rolls a
die to determine from which table edge it will arrive using the
IMMEDIATE RESERVES (ATTACKER) mission map as reference. When a Unit arrives, it may enter
The Attacker may not deploy more than 60% of the agreed the table anywhere along that table edge in the Defender’s
points total for the game on the table. The remainder must table half. The Reserves move on from the table edge at the
be held in Reserve. The entire Unit must be In Command at start of their Movement Step.
the end of its Movement in the turn it arrives from Reserves.
Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted.
VICTORY POINTS
A Unit may not use Movement Orders until it has moved on Count the number of Units Destroyed, including HQ
to the table. Units, but not Independent Teams. Count core Units and
their Attachments separately, so if both are Destroyed, this
counts as two Units.
ROLL FOR RESERVES
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
At the start of the Attacker’s first turn, they roll a die. On a
roll of 5+ their first Unit arrives from the Reserve. It may be • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
any Unit of their choice, but must arrive now. The Reserves • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
move on from the short table edge in the Attacker’s deploy-
ment area at the start of their Movement Step. Both players lose a game that runs out of time. If neither
player won, both players treat their opponent as the winner
At the start of their second turn, they roll two dice. Each roll
and gain Victory Points as the Loser.
of 5+ results in another Unit arriving from their Reserves.
They keep rolling at the start of each of their following turns
HOLDING OBJECTIVES
adding one more die than the previous turn, so at the start of
You Hold an Objective if you start your turn with a Tank,
turn three they roll three dice, at the start of turn four they
Infantry, or Gun team within 4”/10cm of it, and end it with
roll four dice, and so on. Each roll of 5+ brings another Unit
no opposing Tank, Infantry, or Gun teams within 4”/10cm
on from the Attacker’s Reserves.
of it. Objectives cannot be Held or contested by Tank teams
If the Attacker rolled three or more dice to get Reserves in that are Bailed Out, Aircraft, Transports, or Independent
this turn, but failed to score any rolls of 5+, they automati- teams, or by teams that moved at Dash speed.
cally receive one Unit from Reserve anyway.
REPELLING AN ATTACK
SCATTERED DELAYED RESERVES You have Repelled an Attack when, at the end of your turn,
(DEFENDER) every Objective has no enemy Tank, Infantry, or Gun teams
within 8”/20cm. Ignore enemy Tank teams that are Bailed
The Defender may not deploy more than 60% of the agreed
Out, Aircraft, Transports, or Independent teams.
points total for the game on the table. The remainder must
be held in Reserve. The entire Unit must be In Command at
the end of its Movement in the turn it arrives from Reserves.
Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted.
A Unit may not use Movement Orders until it has moved on
to the table.

46
VANGUARD

arrive from this corner


Defender’s Reserves
Defender
8”/20cm 8”/20cm places
12”/30cm their
units
here
8”/20cm Both players
place an 12”/30cm
Objective in
4”/10cm 0 cm
this area 4
”/
16

4”/10cm
Both players
c m
Attacker’s Reserves arrive

40 place an
12”/30cm ”/
16 Objective in
from this corner

this area
Attacker
places
their 12”/30cm
units 8”/20cm 8”/20cm
here

SPECIAL RULES DEPLOYMENT


• Cumulative Victory Points (Both Players) 1. Both players select up to 15% of their force to deploy
• Main Force (Both Players) as their Scouting Force using the rules on the next page.
• Meeting Engagement (First Player) 2. Both players select their Vanguard Force using the rules
• Scouting Force (Both Players) on the next page so that their Scouting and Vanguard
• Vanguard Force (Both Players) Forces are no more than 50% of their force. The Vanguard
Force will arrive within 16”/40cm of the player’s corner.
SETTING UP 3. The rest of each player’s force is their Main Force. The
1. Both players roll a die. The highest-scoring player is Main Force will arrive within 16”/40cm of their corner.
the Attacker.
4. Both players, starting with the Attacker, take turns
2. The Attacker picks a corner to attack from. The Defender at placing Units from their Scouting Force in their
chooses a corner on the opposite short table edge to attack Deployment Area until all are deployed.
from. Their Deployment Area is a square 12”/30cm on
5. All Infantry and Gun Teams start the game in Foxholes.
a side in their corner. Depending on the quarter chosen,
the table will look like: WHO GOES FIRST
Both players roll a die. The highest scoring player has the
first turn. As the game is a Meeting Engagement, the player
or who has the first turn will Shoot as if they Moved and cannot
use Artillery Bombardments or Aircraft on that turn.
Note the players’ Vanguard Forces arrive on their third turns,
  and their Main Forces arrive on their fifth turns.
3. Both players, starting with the Attacker, place one
Objective in their own table half, at least 16”/40cm from WINNING THE GAME
their Deployment Area, at least 4”/10cm from the short Players score Victory Points by having Teams (not Gone to
centre line, and at least 8”/20cm from all table edges. Ground or Dashing) within 4”/10cm of Objectives in the
4. Both players, again starting with the Attacker, place one opponent’s table half at the end of their turn. The game ends
Objective in their opponent’s table half with the same when a player reaches eight Victory Points, or the combined
constraints. total of both players’ Victory Points reaches nine or more.
• The player with the most Victory Points wins.

47
VANGUARD SPECIAL RULES
MEETING ENGAGEMENT VANGUARD FORCE (BOTH PLAYERS)
In a Meeting Engagement, players do not place their Ranged A player may not have more than 50% of the agreed points
In markers as Preplanned Artillery Targets at the start total for the game in their Scouting Force and Vanguard
of the game. Force combined.
In addition, the following rules apply in the first Shooting The Vanguard Force will arrive from Reserve on turn 3.
Step of the player who has the first turn. They do not apply
in the second player’s turn, nor in subsequent turns.
RESERVES ARRIVE
• The first player’s Aircraft cannot arrive in their first turn.
Reserves move on from a table edge within 16”/40cm of
• Treat all of the first player’s Teams as having moved when the player’s corner at the start of their Movement Step. The
Shooting in their first Shooting Step, whether they actu- entire Unit must be In Command at the end of its Movement
ally moved or not. in the turn it arrives from Reserves. Attachments and their core
• The first player’s Teams cannot fire Artillery Bombard­ Unit must arrive from the same point, although Passengers may
ments in their first Shooting Step. be Mounted or Dismounted. A Unit may not use Movement
The first player’s Teams can still Move, Dig In, or Go to Orders until it has moved on to the table.
Ground as normal in their Movement Step, and launch
assaults in the Assault Step.
CUMULATIVE VICTORY POINTS
The normal rules for taking and holding
MAIN FORCE (BOTH PLAYERS) Objectives do not apply in this mission.
A player may not have more than 50% of the agreed points A player gains a Victory Point for each Objective in the
total for the game in their Scouting and Vanguard Forces. The opponent’s table half that has one or more of their Teams
remainder must be held in the Main Force. within 4”/10cm at the end of each of their own turns. It
The Main Force will arrive from Reserve on turn 5. does not matter if there are enemy Teams within 4”/10cm
of the Objective, you still score the Victory Point.
SCOUTING FORCE (BOTH PLAYERS) Ignore any Teams that are Gone to Ground or moved at
A player may not deploy more than 15% of the agreed points Dash Speed, Bailed Out Tank teams, Aircraft, Transports,
total for the game on the table. and Independent Teams when determining Victory Points.
This force may only include Battle Tank Units if there are only The game continues until either:
Battle Tank or Aircraft Units left in the rest of the force. If their • a player reaches eight Victory Points, or
only Units that are not Battle Tank or Aircraft Units cost more • the combined total of both players’ Victory Points
than 15% of the agreed points, they may include any type of reaches nine or more.
Units in their Scouting Force. At the end of the game, the player with the most Victory
In Late War, a Battle Tank Unit is one with Front Armour of Points wins.
4 or more. In Mid War, a Battle Tank Unit is one with Front If a player has no Formation in Good Spirits (other than
Armour of 3 or more. In Early War, a Battle Tank Unit is one an Allied Formation) they lose the game. Their opponent
with Top Armour 1 or 2 that is not a Transport. Regardless gains enough Victory Points to bring the combined total of
of their armour, Observer Teams are never Battle Tank Units. both players Victory Points to nine, to a maximum of eight
Victory Points for the winning player.

48

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