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W1FoW Blue Help Is On The Way 38fha
W1FoW Blue Help Is On The Way 38fha
SETTING UP
1. Starting with the Defender, both
players place an Objective at
Defender places their Units in the
least 20"/50cm from the sea wall,
Hinterland Zone
8"/20cm of the table side edges, and
12"/30cm from the rear of the table.
Place the relief Objective
2. The Defending player selects
here 20”/50cm
eight points of Fortifications, one
Minefield, and one Barbed Wire 24”/60cm
Entanglement for each 25 points in
the Attacker's force.
3. The Defender now places their
selected Fortifications, Minefields, Sea Wall
and Barbed Wire Entanglements in
the Hinterland Zone. 24”/60cm
Beach Zone
Fortifications must be placed at
least 2"/5cm apart, at least 2"/5cm
from Objectives, and may not be Surf Zone
placed to block a beach exit, road,
railway line, bridge or ford, nor in Sea Zone Attacker places their loaded Landing Craft here
water. All of the Fortifications must
be placed within 12"/30cm of a
5. The Attacker selects their First Wave from the troops making
central point.
the Amphibious Assault, leaving the rest of the Amphibious
DEPLOYMENT Assault troops in Floating Reserve.
1. The Defender selects up to 40% of their force to deploy 6. The Attacker places their Landing Craft in the Sea Zone.
and holds the rest in Deep Delayed Reserves. Reserves 7. The Attacker then resolves the Preliminary Bombardment.
arrive from their short edge at the rear of the table. 8. All Defending Infantry and Gun Units begin the game
2. The Defender then places their deployed Units anywhere Pinned Down and in Foxholes.
in the Hinterland Zone.
3. The Attacking player selects up to 60% of their force to WHO GOES FIRST
make the Amphibious Assault. The remainder are held as The Attacker has the first turn.
Relief Reserves. These Reserves arrive within 16”/40cm of
either table corner at the rear of the table. WINNING THE GAME
4. The Defender places Ranged In markers for all of their The game ends at the end of the twelfth turn, or sooner if:
deployed Artillery Units. • the Attacker ends their turn Holding both Objectives.
Consult the FUBAR Victory Points Table to see the outcome
of the assault.
HELP'S ON ITS WAY FORCES
ATTACKER DEFENDER
FORCE AMPHIBIOUS LANDING RELIEF FORCE ON-TABLE FORTIFICATIONS* RESERVES
POINTS FORCE CRAFT FORCE POINTS
48 Fortification Points*
150 90 4 60 75 30 + 6 Minefields 45
+ 6 Barbed Wire
40 Fortification Points*
125 75 3 50 62 25 + 5 Minefields 37
+ 5 Barbed Wire
32 Fortification Points*
100 60 3 40 50 20 + 4 Minefields 30
+ 4 Barbed Wire
24 Fortification Points*
75 45 2 30 37 15 + 3 Minefields 22
+ 3 Barbed Wire
* Halve the Fortification Points if playing the Pointe du Hoc variant.
CURRENT
Surf Zone
Sea Zone
Teams disembark in
the Movement Step
On a roll of 4 or more
On a roll of 1 to 3 the an empty landing craft
landing craft is stuck and returns to sea to reload
cannot return to sea this turn
DEFILADE WALLS
Any Anti-tank Bunker may have an attached Defilade Wall.
A Defilade Wall is an Impassable Tall Wall, that cannot be
moved, seen, or shot through.
Some fortifications use thick concrete walls to limit their field of
fire, thereby limiting the directions from which the enemy can
shoot them in turn.
This section allows you to recreate a fortified 'resistance nest' of the sort
found along the Normandy coast as part of Hitler's Atlantic Wall.
9
LM004 LM003
10
10
10
8
LM001
FRENCH TURRET FRENCH TURRET
10
BUNKER BUNKER
9
LM005 LM005
10
10
GUN NEST
FORTIFICATIONS LM002
8
10
FORTIFICATIONS
GUN NEST
LM002
8
10
ANTI-TANK MACHINE-GUN
BUNKER TOBRUK PITS
8
LM001
9
LM003
10
10
ANTI-TANK BUNKER
ANTI-TANK BUNKER
MOTIVATION • GUN UNIT • BUNKER • IS HIT ON
CONFIDENT 4+ BUNKER 2+
SKILL SAVE
GREEN 5+
Bunker
6 Bunker
2+
1x 8.8cm Bunker 12 POINTS Assault
CONFIDENT 4+ NEST 3+
SKILL SAVE
GREEN 5+
1x 5cm Anti-tank Nest 8 POINTS Nest
Assault 6 Nest
3+
1x 2cm AA Nest 4 POINTS
CONFIDENT 4+ TOBRUK 3+
4x Machine-gun SKILL SAVE
8 POINTS GREEN 5+
Tobruk Pit Tobruk Pit
Assault 6 Bunker
3+
3x Machine-gun
Tobruk Pit 6 POINTS
2x Machine-gun
Tobruk Pit 4 POINTS TACTICAL TERRAIN DASH CROSS COUNTRY DASH ROAD DASH CROSS
1x Machine-gun - - - - -
Tobruk Pit 2 POINTS
WEAPON RANGE ANTI- FIRE- NOTES
HALTED MOVING TANK POWER
Machine-gun 16”/40CM 4 2 2 6
Tobruk pits, devised during the Siege of Tobruk
in Africa, were simple concrete bunkers with a
hole in the top to allow a machine-gunner to
pop out and fire from relative safety.
CONFIDENT 4+ TOBRUK 3+
SKILL SAVE
4 POINTS GREEN 5+
2x Mortar Tobruk Pit Tobruk Pit
Assault 6 Bunker
3+
1x Mortar Tobruk Pit 2 POINTS
- - - - -
be covered by direct-fire weapons. These turned
defiles and sea walls into death traps. WEAPON RANGE ROF
HALTED MOVING
ANTI- FIRE-
TANK POWER NOTES
CONFIDENT 4+ TURRET 3+
SKILL ARMOUR
5CM GUN
MACHINE-GUN
MACHINE-GUN
2CM AA GUN
MACHINE-GUN
MACHINE-GUN
5CM BUNKER
Field Of Fire
Field Of Fire
8.8CM BUNKER
12"/30cm
Minefield Tokens
8"/20cm
8"/20cm
DROP ZONE
Available from
Drift:
Crash!
Crash! 1 or 2: 4"/10cm
3 or 4: 8"/20cm
LANDING
ZONE LANDING 5 or 6: 12"/30cm
Defilade ZONE
Walls
Landing Zone Markers
Turret Bunker
8.8cm Bunker
© 2019 Battlefront Miniatures Ltd. Permission is granted to photocopy for game use.