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“The 1st Brigade would be hard pressed to hold another attack,” the S-3 informed Bannon in a workman like
manner. “Intelligence indicates that the Soviet forces in front of 1st Brigade had lost heavily and are no longer
able to attack. A second echelon division, the 28th Guards Tank Division, is moving up and is expected to be in
position to attack not later than dawn tomorrow. The Air Force has been pounding the 28th Guards throughout
the day, but hasn’t slowed it. We have the mission of attacking into the flank of the 28th Guards Division as soon
as they were fully committed in the attack. Task Force 3rd of the 78th will pull out of the line on order, moving
north, and spearhead the attack. Team Yankee will be in the lead.”

The Team Yankee More Missions pack is an optional expan- RANDOM MISSION
sion for tournaments and players looking for quick pick-
If you want a quick way of picking a mission, roll up a
up games. It contains five new missions for Team Yankee,
random mission. As the three defensive battles (Bridgehead,
extended rules for different times of day, new versions of the
Rearguard, and No Retreat) are best suited to having an
missions from the rulebook that use a different set of victory
infantry-based force defending, we haven’t included them
conditions and the optional Battle Plans mission selector.
in the random missions list to avoid disadvantaging a tank-
All eleven missions, the five new ones and the six from the based force.
rulebook, are presented in a handy two-page format with a
Roll on the following table to select your mission.
larger version of the set up diagram and expanded instruc-
tions on the front side and all of the relevant mission special
rules on the back. If you print a mission double-sided, all the
RANDOM MISSIONS
rules you need will be on one handy sheet of paper. 1: Breakthrough
2: Counterattack
CONTENTS 3: Contact
Annihilation 3 4: Dust Up
Breakthrough 5
RANDOM MISSIONS
5: Encounter
Bridgehead 7 6: Free for All
Contact 9 Roll to see who Attacks
Counterattack 11
Dust Up 13
Encounter 15 TAKING OBJECTIVES
Objectives cannot be Held by Tank Teams that are Bailed
Free-for-All 17
Out or Bogged Down, Transports, or Independent Teams.
Hasty Attack 19 Nor can these teams prevent the enemy from Holding an
No Retreat 21 Objective.
Rearguard 23 Teams that Moved at Dash speed cannot take an Objective
nor prevent the enemy from taking it.
WHICH MISSION?
There are three easy ways of selecting a mission to play. WHEN DO YOU WIN
• You and your opponent can pick a mission that suits The Winning the Game section of a number of missions
your forces and the terrain. adds an opportunity to win the game at the end of your
• You can roll a die to determine the mission, or turn. This is in addition to the normal checking of Victory
• You can pick battle plans and use the mission selector Conditions at the start of your turn.
below to determine the mission type, and then roll again
to select the mission. THERE ARE NO DRAWS
Both players lose a game that runs out of time—there is no
PICK A MISSION such thing as a draw in Team Yankee. If neither player won,
For a cooperative approach to selecting a mission, discuss both players look up the number of Surviving Units the
which mission you’d like to play with your opponent and enemy force has as though their opponent was the winner
pick one. With ten missions to choose from, you have plenty and use the Loser’s Points column to determine their own
of choices to try out. Victory Points.

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BATTLE PLANS
The Battle Plans mission selector allows players to pick a plan Before the game, the NATO and Warsaw Pact players each
that will influence the type of mission they will play. The pick a battle plan (Attack, Manoeuvre, or Defend). They
combination of the two players’ plans determines the type then compare their plans on the Battle Plans table below
of mission. then roll a die to see what mission they will play.

BATTLE PLANS
NATO WARSAW PACT PLAYER’S PLAN
PLAYER’S PLAN ATTACK MANOEUVRE DEFEND
NATO Player Attacks
Roll to see who Attacks NATO Player Attacks
Warsaw Pact Player Defends
1: Breakthrough Warsaw Pact Player Defends
1: Breakthrough
2: Counterattack
2: Contact
ATTACK 3: Dust Up
3: Counterattack 1 or 2: Bridgehead
4: Encounter
4: Counterattack 3 or 4: No Retreat
5: Free for All
5: Dust Up 5 or 6: Rearguard
6: Free for All
6: Encounter
Warsaw Pact Player Attacks NATO Player Attacks
Roll to see who Attacks
NATO Player Defends Warsaw Pact Player Defends
1: Breakthrough
1: Breakthrough 1: Breakthrough
2: Counterattack
2: Contact 2: Bridgehead
MANOEUVRE 3: Dust Up
3: Counterattack 3: Contact
4: Encounter
4: Counterattack 4: No Retreat
5: Free for All
5: Dust Up 5: No Retreat
6: Free for All
6: Encounter 6: Rearguard

Warsaw Pact Player Attacks


Warsaw Pact Player Attacks Roll to see who Attacks
NATO Player Defends
NATO Player Defends 1: Breakthrough
1: Breakthrough
2: Counterattack
2: Bridgehead
DEFEND 1 or 2: Bridgehead 3: Dust Up
3: Contact
4: Encounter
3 or 4: No Retreat 4: No Retreat
5: Free for All
5 or 6: Rearguard 5: No Retreat
6: Free for All
6: Rearguard

WHY SELECT ATTACK


When you choose the Attack Battle Plan, you can be fairly sure
that you will be attacking 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 mobility while avoid-
ing assaults against fortified positions. This suits forces that have a good
mix of mobility and firepower. 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 with interlocking fields of fire
covering selected killing zones without needing to worry about manoeuvring
light troops across open ground. This suits infantry forces with a good anti-
tank missile capability.

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The rulebook only has two times of day, Day or Night. The following rules expand this to encompass four times of day:
Dawn, Daylight, Dusk, and Darkness.

DAWN DUSK
In a mission being played at Dawn, the game starts in In a mission being played at Dusk, the game starts
Darkness, with the Night Fighting rules in effect. in Daylight.
At the start of the Defender’s third turn, roll a die: At the start of the Defender’s third turn, roll a die:
• On a score of 5+, morning has broken. Once morning • On a score of 5+, night has fallen. Once night falls, the
breaks, the Night Fighting rules are no longer used, and Night Fighting rules come into effect and the rest of the
the rest of the battle is fought in Daylight. battle is fought in Darkness.
• If the roll is unsuccessful, at the start of the Attacker’s • If the roll is unsuccessful, at the start of the Attacker’s
turn four, they roll two dice with morning breaking on turn four, they roll two dice with night falling on any
any roll of 5+. roll of 5+.
• If it is still dark at the start of the Defender’s next turn, • If it is still light at the start of the Defender’s next turn,
they roll three dice, and so on with each player rolling they roll three dice, and so on with each player rolling
one more die until morning breaks on any roll of 5+. one more die until night falls on any roll of 5+.

DAYLIGHT
In a mission being played in Daylight, the Night Fighting
rules on page 66 are not used.

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12”/30cm Attacker places their units here

Defender places their units here 12”/30cm

Total war means total victory and total annihilation. DEPLOYMENT


1. Both players, starting with the Attacker, take turns at
SPECIAL RULES placing Ranged In markers for all of their Artillery Units.
• Meeting Engagement (First Turn)
2. Both players, starting with the Attacker, take turns at
placing a Unit within 12”/30cm of their own table edge.
SETTING UP
3. All Infantry Teams start the game in Foxholes.
1. Both players roll a die. The highest-scoring player is
the Attacker. WHO GOES FIRST
2. The Attacker picks a long table edge to attack from. Both players roll a die. The highest scoring player has the
3. The Defender defends from the opposite table edge.\ first turn.
4. The Attacker chooses either to roll on the Random Time
of Day Table or to attack in Daylight. WINNING THE GAME
• A player wins if their opponent has no Formations left
on the table.
RANDOM TIME OF DAY
DIE ROLL MISSION

1 or 2 Dawn
3 or 4 Daylight
5 or 6 Dusk

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MEETING ENGAGEMENT VICTORY POINTS
In a Meeting Engagement, the following rules apply in Count the number of Units Destroyed, including HQ
the first Shooting Step of the player who has the first turn. Units, but not Independent Teams. Count core Units and
They do not apply in the second player’s turn, nor in subse- their Attachments separately, so if both are Destroyed, this
quent turns. counts as two Units.
• The first player’s Aircraft must Loiter Off Table (see • Winner lost 0 Units: Winner 6 VP, Loser 1 VP
page 30 of the rulebook) in their first turn. • Winner lost 1 Units: Winner 5 VP, Loser 2 VP
• Treat all of the first player’s Teams as having moved when • Winner lost 2+ Units: Winner 4 VP, Loser 3 VP
Shooting in their first Shooting Step, whether they actu-
ally moved or not. Both players lose a game that runs out of time. If neither
• The first player’s Teams cannot fire Artillery Bombard­ player won, both players treat their opponent was the
ments in their first Shooting Step. winner and gain Victory Points as the Loser.
The first player’s Teams can still Move, Dig In, or Go to If the winner started the game with nine or more Units
Ground as normal in their Movement Step, and launch (on table or held in Reserve), including HQ Units, but not
assaults in the Assault Step. Independent Teams, they may ignore the first Unit that is
Destroyed when working out their Victory Points.

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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 half their
in this area
units in either quarter
8”/20cm

Defender places half 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

You have outflanked the enemy. Seize the objectives before DEPLOYMENT
they can redeploy to protect them. 1. The Defender places at least half of their Units in
Immediate Reserve. Their Reserves will arrive within
SPECIAL RULES 16”/40cm of either of their table corners.
• Ambush (Defender)
2. The Attacker selects at least one Unit to hold in Delayed
• Immediate Reserves (Defender) Reserve. Their Reserves will arrive within 16”/40cm of
• Flanking Delayed Reserves (Attacker) the Objective table corner.
3. Starting with the Defender, the players place Ranged In
SETTING UP markers for all of their Artillery Units.
1. The Defender picks two diagonally opposite table quar-
4. The Defender may hold one of their deployed Units
ters to defend.
in Ambush.
2. The Attacker picks one of the remaining table quarters
5. The Defender then places their deployed Units in their
to attack from.
table quarters, allocating them between the quarters as
3. The Attacker places two Objectives in the remaining they wish.
table quarter at least 8”/20cm from all table edges.
6. The Attacker then places their deployed Units in their
4. The Attacker chooses either to roll on the Random Time table quarter at least 8”/20cm from both centrelines.
of Day Table or to attack in Daylight.
7. All Infantry Teams start the game in Foxholes.
RANDOM TIME OF DAY WHO GOES FIRST
DIE ROLL MISSION The Attacker has the first turn.

1 Dawn WINNING THE GAME


2, 3 or 4 Daylight • The Attacker wins if they start their turn on or after the
sixth turn with a Tank or Infantry team within 4”/10cm
5 or 6 Dusk of an Objective, and end it with no Defending Tank or
Infantry teams within 4”/10cm of that Objective.
• The Defender wins if they end a turn on or after the sixth
turn with no Attacking Tank or Infantry teams within
8”/20cm of the Objectives.
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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 and up to half of their
where they are placed and shoot at their Halted ROF. Units Units in Reserve. When counting the number of Units on
in Ambush are in Foxhole when they are placed on the table. table and in Reserve, the Attacker doesn’t count HQ Units,
Independent Teams, or Attachments. The Attacker may
PLACING AMBUSHES choose whether to hold an HQ Unit or Independent Team
At the start of the Defender’s turn, in the Starting Step, they in Reserve or place it on table. Attachments always start the
may place the Unit that they have been holding in Ambush. game with their core Unit, and arrive with the core Unit if
They must place the entire Unit, and it must be placed with it is in Reserve.
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 Attacker’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. The Reserves
• at least 16”/40cm of any enemy Team within Line of move on from the table edge within 16”/40cm of the corner
Sight, unless Concealed by Terrain from it, and opposite the Attacker’s deployment area at the start of their
• at least 4”/10cm of all enemy Teams. Movement Step.
At the start of their fourth turn, they roll two dice. Each roll
ATTACHMENTS AND AMBUSHES of 5+ results in another Unit arriving from their Reserves.
When you hold a Unit in Ambush, you may also hold its They keep rolling at the start of each of their following turns
Transport or Infantry Attachment in Ambush as well, or adding one more die than the previous turn, so at the start of
Deploy them as normal. If you do hold both a Unit and turn five they roll three dice, at the start of turn six they roll
its Attachment in Ambush together, the Infantry must four dice, and so on. Each roll of 5+ brings another Unit on
be Mounted in their Transports when they are placed from the Attacker’s Reserves.
from Ambush. If the Attacker rolled three or more dice to get Reserves in
this turn, but failed to score any rolls of 5+, they automati-
IMMEDIATE RESERVES (DEFENDER) cally receive one Unit from Reserve anyway.
The Defender must hold at least half of their Units in Reserve.
When counting the number of Units on table and in Reserve, VICTORY POINTS
the Defender doesn’t count HQ Units, Independent Teams, Count the number of Units Destroyed, including HQ
or Attachments. The Defender may choose whether to hold Units, but not Independent Teams. Count core Units and
an HQ Unit or Independent Team in Reserve or place it their Attachments separately, so if both are Destroyed, this
on table. Attachments always start the game with their core counts as two Units.
Unit, and arrive with the core Unit if it is in Reserve. • Winner lost 0 Units: Winner 6 VP, Loser 1 VP
• Winner lost 1 Units: Winner 5 VP, Loser 2 VP
ROLL FOR RESERVES
• Winner lost 2+ Units: Winner 4 VP, Loser 3 VP
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 Both players lose a game that runs out of time. If neither
any Unit of their choice, but must arrive now. The Reserves player won, both players treat their opponent was the
move on from the table edge within 16”/40cm of the corner
winner and gain Victory Points as the Loser.
in either of the Defender’s deployment areas at the start of
their Movement Step. If the winner started the game with nine or more Units
(on table or held in Reserve), including HQ Units, but not
At the start of their second turn, they roll two dice. Each roll Independent Teams, they may ignore the first Unit that is
of 5+ results in another Unit arriving from their Reserves. Destroyed when working out their Victory Points.
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 three they roll three dice, at the start of turn four they
roll four dice, and so on. Each roll of 5+ brings another Unit
on from the Defender’s Reserves.

7
Attacker places their units here

8”/20cm 8”/20cm
16”/40cm

8”/20cm Defender places half


their units here

28“/70cm Attacker places 20“/50cm


two objectives
in this area

8”/20cm

Defender rolls to see where their Reserves Arrive

The enemy has forced a bridgehead across a river with light 2. Starting with the Defender, the players place Ranged In
troops. Cut them off and destroy them before their rein- markers for all of their Artillery Units.
forcements arrive. 3. The Defender may hold one of their deployed Units
in Ambush.
SPECIAL RULES
• Ambush (Defender) 4. They then place their deployed Units in their table half at
• Deep Scattered Immediate Reserves (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 table 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 Teams start the game in Foxholes.
2. The Attacker places two Objectives at least 8”/20cm from
the table 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 WINNING THE GAME
part thereof in their force anywhere outside the oppo- • The Attacker wins if they start their turn with a Tank
nent’s deployment area. or Infantry team within 4”/10cm of an Objective, and
4. The Attacker chooses the time of day: Daylight, end it with no Defending Tank or Infantry teams within
Dawn, or Dusk. 4”/10cm of that Objective.
• The Defender wins if they end a turn on or after the sixth
DEPLOYMENT
turn with no Attacking Tank or Infantry teams within
1. The Defender places at least half of their Units in Deep
8”/20cm of the Objectives.
Scattered Immediate Reserve. The Defender will dice to
see where these Units will arrive.

8
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 Foxhole 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 Units: Winner 6 VP, Loser 1 VP
DEEP SCATTERED IMMEDIATE • Winner lost 1 Units: Winner 5 VP, Loser 2 VP
RESERVES (DEFENDER) • Winner lost 2+ Units: Winner 4 VP, Loser 3 VP
The Defender must hold at least half of their Units in
Reserve. No more than one Tank Unit with Front armour Both players lose a game that runs out of time. If neither
greater than 4 or Aircraft Unit can be placed on table. All player won, both players treat their opponent was the
remaining Units of these types must be held in Reserve. winner and gain Victory Points as the Loser.
When counting the number of Units on table and in Reserve, If the winner started the game with nine or more Units
the Defender doesn’t count HQ Units, Independent Teams, (on table or held in Reserve), including HQ Units, but not
or Attachments. The Defender may choose whether to hold Independent Teams, they may ignore the first Unit that is
an HQ Unit or Independent Team in Reserve or place it Destroyed when working out their Victory Points.
on table. Attachments always start the game with their core
Unit, and arrive with the core Unit if it is in Reserve.

9
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

Your advance has contacted the enemy before their defences DEPLOYMENT
are prepared. Attack now and destroy them before they can 1. The Attacker places at least half of their Units in
reinforce. Immediate Reserve. The Reserves will arrive from the
Attacker’s long table edge.
SPECIAL RULES
• Ambush (Defender) 2. The Defender places at least half of their Units in
• Immediate Reserves (Attacker) Scattered Delayed Reserve. The player will dice to see
where these Units arrive.
• Scattered Delayed Reserves (Defender)
3. Starting with the Defender, the players place Ranged In
SETTING UP markers for all of their 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 centre line and at least 8”/20cm from the centre line.
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 centre line.
table half, at least 12”/30cm from the centre line and at
7. All Infantry Teams start the game in Foxholes.
least 8”/20cm from the short table edges.
4. The Attacker chooses either to roll on the Random Time WHO GOES FIRST
of Day Table or to attack in Daylight. The Attacker has the first turn.

RANDOM TIME OF DAY WINNING THE GAME


• A player wins if they start their turn with a Tank or
DIE ROLL MISSION Infantry team within 4”/10cm of an Objective on the
1 opponent’s side of the table, and end it with no opposing
Dawn
Tank or Infantry teams within 4”/10cm of that Objective.
2, 3 or 4 Daylight
5 or 6 Dusk

10
AMBUSH (DEFENDER) SCATTERED DELAYED RESERVES
The defending player holds one Unit in Ambush when they (DEFENDER)
deploy. Units held in Ambush are treated as being on the The Defender must hold at least half of their Units in Reserve.
table, but their location isn’t specified until they reveal them- When counting the number of Units on table and in Reserve,
selves. They are held off the table at the start of the game. the Defender doesn’t count HQ Units, Independent Teams,
ALREADY THERE or Attachments. The Defender may choose whether to hold
Ambushing Teams do not have to move. They can remain an HQ Unit or Independent Team in Reserve or place it
where they are placed and shoot at their Halted ROF. Units on table. Attachments always start the game with their core
in Ambush are in Foxhole when they are placed on the table. Unit, and arrive with the core Unit if it is in Reserve.

PLACING AMBUSHES ROLL FOR RESERVES


At the start of the Defender’s turn, in the Starting Step, they At the start of the Defender’s third turn, they roll a die. On a
may place the Unit that they have been holding in Ambush. roll of 5+ their first Unit arrives from the Reserve. It may be
They must place the entire Unit, and it must be placed with any Unit of their choice, but must arrive now.
all of its Teams within 6”/15cm of the Unit Leader. A Unit At the start of their fourth turn, they roll two dice. Each roll
with at least eight Tank Teams or at least twelve Teams in of 5+ results in another Unit arriving from their Reserves.
total increases this distance to 8”/20cm. They keep rolling at the start of each of their following turns
The Defender may place a Team from Ambush anywhere in adding one more die than the previous turn, so at the start of
their Deployment Area, provided that it is: turn five they roll three dice, at the start of turn six they roll
• at least 16”/40cm of any enemy Team within Line of four dice, and so on. Each roll of 5+ brings another Unit on
Sight, unless Concealed by Terrain from it, and from the Defender’s Reserves.
• at least 4”/10cm of all enemy Teams. If the Defender rolled three or more dice to get Reserves in
this turn, but failed to score any rolls of 5+, they automati-
ATTACHMENTS AND AMBUSHES cally receive one Unit from Reserve anyway.
When you hold a Unit in Ambush, you may also hold its
Transport or Infantry Attachment in Ambush as well, or WHERE DO RESERVES ARRIVE
Deploy them as normal. If you do hold both a Unit and When each Unit arrives from Reserve, the Defender player
its Attachment in Ambush together, the Infantry must rolls a die to determine from which table edge or corner it
be Mounted in their Transports when they are placed will arrive using the mission map as reference.
from Ambush.
If a Unit arrives from a table edge, it may enter the table
anywhere along that table edge. If the Unit arrives from a
IMMEDIATE RESERVES (ATTACKER) corner, they must enter the table within 16”/40cm of the
The Attacker must hold at least half of their Units in Reserve. corner. The Reserves move on from the table edge at the start
When counting the number of Units on table and in Reserve, of their Movement Step.
the Attacker doesn’t count HQ Units, Independent Teams,
or Attachments. The Attacker may choose whether to hold
an HQ Unit or Independent Team in Reserve or place it
VICTORY POINTS
Count the number of Units Destroyed, including HQ
on table. Attachments always start the game with their core
Units, but not Independent Teams. Count core Units and
Unit, and arrive with the core Unit if it is in Reserve.
their Attachments separately, so if both are Destroyed, this
counts as two Units.
ROLL FOR RESERVES
• Winner lost 0 Units: Winner 6 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 1 Units: Winner 5 VP, Loser 2 VP
any Unit of their choice, but must arrive now. The Reserves • Winner lost 2+ Units: Winner 4 VP, Loser 3 VP
move on from the Attacker’s long table edge 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 was the
At the start of their second turn, they roll two dice. Each roll
winner 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 If the winner started the game with nine or more Units
adding one more die than the previous turn, so at the start of (on table or held in Reserve), including HQ Units, but not
turn three they roll three dice, at the start of turn four they Independent Teams, they may ignore the first Unit that is
roll four dice, and so on. Each roll of 5+ brings another Unit Destroyed when working out their Victory Points.
on from the Attacker’s Reserves.
If the Attacker rolled three or more dice to get Reserves in
this turn, but failed to score any rolls of 5+, they automati-
cally receive one Unit from Reserve anyway.

11
arrive from this corner
Defender’s Reserves

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 half their units here

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

WINNING THE GAME


or • The Attacker wins if they start their turn on or after the
sixth turn with a Tank or Infantry team within 4”/10cm
of an Objective, and end it with no Defending Tank or
Infantry teams within 4”/10cm of that Objective.
3. The Defender places one Objective in their table quarter.
• The Defender wins if they end a turn on or after the sixth
4. The Attacker places one Objective in the quarter oppo- turn with no Attacking Tank or Infantry teams within
site to their own. 8”/20cm of the Objectives.
5. All Objectives must be at least 8”/20cm from all table
edges and at least 12”/30cm from the table centre. RANDOM TIME OF DAY
6. The Attacker chooses either to roll on the Random Time MISSION
DIE ROLL
of Day Table or to attack in Daylight.
1 Dawn
DEPLOYMENT
1. The Defender places at least half of their Units in 2, 3 or 4 Daylight
Immediate Reserve. Their Reserves will arrive within 5 or 6 Dusk
16”/40cm of the opposite corner from their quarter.

12
AMBUSH (DEFENDER) on table. Attachments always start the game with their core
Unit, and arrive with the core Unit if it is in Reserve.
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- ROLL FOR RESERVES
selves. They are held off the table at the start of the game. 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
ALREADY THERE may be any Unit of their choice, but must arrive now. The
Ambushing Teams do not have to move. They can remain Reserves move on from the table edge within 16”/40cm of
where they are placed and shoot at their Halted ROF. Units the opposite corner from their quarter at the start of their
in Ambush are in Foxhole when they are placed on the table. Movement Step.
At the start of their second turn, they roll two dice. Each roll
PLACING AMBUSHES of 5+ results in another Unit arriving from their Reserves.
At the start of the Defender’s turn, in the Starting Step, they They keep rolling at the start of each of their following turns
may place the Unit that they have been holding in Ambush. adding one more die than the previous turn, so at the start of
They must place the entire Unit, and it must be placed with turn three they roll three dice, at the start of turn four they
all of its Teams within 6”/15cm of the Unit Leader. A Unit roll four dice, and so on. Each roll of 5+ brings another Unit
with at least eight Tank Teams or at least twelve Teams in on from the Defender’s Reserves.
total increases this distance to 8”/20cm.
If the Defender rolled three or more dice to get Reserves in
The Defender may place a Team from Ambush anywhere in this turn, but failed to score any rolls of 5+, they automati-
their Deployment Area, provided that it is: cally receive one Unit from Reserve anyway.
• at least 16”/40cm of any enemy Team within Line of
Sight, unless Concealed by Terrain from it, and
• at least 4”/10cm of all enemy Teams.
VICTORY POINTS
Count the number of Units Destroyed, including HQ
ATTACHMENTS AND AMBUSHES 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 • Winner lost 0 Units: Winner 6 VP, Loser 1 VP
its Attachment in Ambush together, the Infantry must • Winner lost 1 Units: Winner 5 VP, Loser 2 VP
be Mounted in their Transports when they are placed • Winner lost 2+ Units: Winner 4 VP, Loser 3 VP
from Ambush.
Both players lose a game that runs out of time. If neither
IMMEDIATE RESERVES (DEFENDER) player won, both players treat their opponent was the
The Defender must hold at least half of their Units in Reserve. winner and gain Victory Points as the Loser.
When counting the number of Units on table and in Reserve, If the winner started the game with nine or more Units
the Defender doesn’t count HQ Units, Independent Teams, (on table or held in Reserve), including HQ Units, but not
or Attachments. The Defender may choose whether to hold Independent Teams, they may ignore the first Unit that is
an HQ Unit or Independent Team in Reserve or place it Destroyed when working out their Victory Points.

13
Attacker places
half of their units 8”/20cm
here

Defender’s Reserves arrive from Here


Both players
place an
Objective in this
area

8”/20cm

12”/
30cm 12”
/30
Attacker’s Reserves arrive from Here

8”/20cm
cm

Both players
place an
Objective in this
area

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

The fighting is confused with the enemy in all directions. DEPLOYMENT


Coordinate an attack with your scattered forces. 1. Both players, starting with the Attacker, take turns at
placing Ranged In markers for all of their Artillery Units.
SPECIAL RULES 2. Both players place at least half of their Units in Delayed
• Meeting Engagement (First Turn)
Reserve. These Units will arrive from the long table edge
• Delayed Reserves (Both Players) adjacent to the player’s quarter.
3. Both players, starting with the Attacker, then take turns
SETTING UP
at placing a deployed Unit in their own quarter, at least
1. Both players roll a die. The highest-scoring player is 12”/30cm from the table centre.
the Attacker.
4. All Infantry Teams start the game in Foxholes.
2. The Attacker picks a table quarter to attack from.
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.
5. Both players, again starting with the Attacker, place one
Objective in their opponent’s quarter.
WINNING THE GAME
• A player wins if they start their turn with a Tank or
6. All Objectives must be at least 8”/20cm from all table Infantry team within 4”/10cm of an Objective in the
edges and at least 12”/30cm from the table centre. opponent’s quarter, and end it with no opposing Tank or
7. The Attacker chooses either to roll on the Random Time Infantry teams within 4”/10cm of that Objective.
of Day Table or to attack in Daylight. 14
MEETING ENGAGEMENT DELAYED RESERVES (BOTH PLAYERS)
In a Meeting Engagement, the following rules apply in Each player must hold at least half of their Units in Reserve.
the first Shooting Step of the player who has the first turn. When counting the number of Units on table and in Reserve,
They do not apply in the second player’s turn, nor in subse- the player doesn’t count HQ Units, Independent Teams, or
quent turns. Attachments. A player may choose whether to hold an HQ
• The first player’s Aircraft must Loiter Off Table (see Unit or Independent Team in Reserve or place it on table.
page 30 of the rulebook) in their first turn. Attachments always start the game with their core Unit, and
• Treat all of the first player’s Teams as having moved when arrive with the core Unit if it is in Reserve.
Shooting in their first Shooting Step, whether they actu-
ally moved or not. ROLL FOR RESERVES
• The first player’s Teams cannot fire Artillery Bombard­ At the start of the player’s third turn, they roll a die. On a roll
ments in their first Shooting Step. of 5+ their first Unit arrives from the Reserve. It may be any
Unit of their choice, but must arrive now. The Reserves move
The first player’s Teams can still Move, Dig In, or Go to
on from the long table edge adjacent to their table quarter at
Ground as normal in their Movement Step, and launch
the start of their Movement Step.
assaults in the Assault Step.
At the start of their fourth turn, they roll two dice. Each roll
RANDOM TIME OF DAY of 5+ results in another Unit arriving from their Reserves.
They keep rolling at the start of each of their following turns
DIE ROLL MISSION
adding one more die than the previous turn, so at the start of
1 or 2 Dawn 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
3 or 4 Daylight from the player’s Reserves.
5 or 6 Dusk If a player rolled three or more dice to get Reserves in this
turn, but failed to score any rolls of 5+, they automatically
receive one Unit from Reserve anyway.

VICTORY POINTS
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
counts as two Units.
• Winner lost 0 Units: Winner 6 VP, Loser 1 VP
• Winner lost 1 Units: Winner 5 VP, Loser 2 VP
• Winner lost 2+ Units: Winner 4 VP, Loser 3 VP

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


player won, both players treat their opponent was the
winner and gain Victory Points as the Loser.
If the winner started the game with nine or more Units
(on table or held in Reserve), including HQ Units, but not
Independent Teams, they may ignore the first Unit that is
Destroyed when working out their Victory Points.

15
Attacker rolls to see where their Reserves Arrive

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

Attacker places half of their units here

Defender places half of their units here

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

Defender rolls to see where their Reserves Arrive

Your forces have been scattered in heavy fighting. Gather DEPLOYMENT


your forces and defeat the enemy before they do the same. 1. Both players, starting with the Attacker, take turns at
placing Ranged In markers for all of their Artillery Units.
SPECIAL RULES 2. Both players place at least half of their Units in Scattered
• Meeting Engagement (First Turn)
Delayed Reserve. The players will dice to see where these
• Scattered Delayed Reserves (Both Players) Units arrive.
3. Both players, starting with the Attacker, then take turns
SETTING UP
at placing a deployed Unit within 12”/30cm of their own
1. Both players roll a die. The highest-scoring player is table edge.
the Attacker.
4. All Infantry Teams start the game in Foxholes.
2. The Attacker picks a long table edge to attack from. The
Defender defends from the opposite table edge. WHO GOES FIRST
3. Both players, starting with the Attacker, place two Both players roll a die. The highest scoring player has the
Objectives within 8”/20cm of the opponent’s table edge, first turn.
at least 8”/20cm from the side table edges.
4. The Attacker chooses either to roll on the Random Time WINNING THE GAME
of Day Table or to attack in Daylight. • A player wins if they start their turn with a Tank or
Infantry team within 4”/10cm of an Objective on the
RANDOM TIME OF DAY opponent’s side of the table, and end it with no opposing
Tank or Infantry teams within 4”/10cm of that Objective.
DIE ROLL MISSION

1 or 2 Dawn
3 or 4 Daylight
5 or 6 Dusk

16
MEETING ENGAGEMENT 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
In a Meeting Engagement, the following rules apply in
four dice, and so on. Each roll of 5+ brings another Unit on
the first Shooting Step of the player who has the first turn.
from the player’s Reserves.
They do not apply in the second player’s turn, nor in subse-
quent turns. If a player rolled three or more dice to get Reserves in this
• The first player’s Aircraft must Loiter Off Table (see turn, but failed to score any rolls of 5+, they automatically
page 30 of the rulebook) in their first turn. receive one Unit from Reserve anyway.
• Treat all of the first player’s Teams as having moved when
Shooting in their first Shooting Step, whether they actu- WHERE DO RESERVES ARRIVE
ally moved or not. When each Unit arrives from Reserve, the owning player
• The first player’s Teams cannot fire Artillery Bombard­ rolls a die to determine from which table edge or corner it
ments in their first Shooting Step. will arrive using the mission map as reference.
The first player’s Teams can still Move, Dig In, or Go to If a Unit arrives from a table edge, it may enter the table
Ground as normal in their Movement Step, and launch anywhere along that table edge. If the Unit arrives from a
assaults in the Assault Step. corner, they must enter the table within 16”/40cm of the
corner. The Reserves move on from the table edge at the start
of their Movement Step.
SCATTERED DELAYED RESERVES
(BOTH PLAYERS) VICTORY POINTS
Each player must hold at least half of their Units in Reserve. Count the number of Units Destroyed, including HQ
When counting the number of Units on table and in Reserve, Units, but not Independent Teams. Count core Units and
the player doesn’t count HQ Units, Independent Teams, or their Attachments separately, so if both are Destroyed, this
Attachments. A player may choose whether to hold an HQ counts as two Units.
Unit or Independent Team in Reserve or place it on table. • Winner lost 0 Units: Winner 6 VP, Loser 1 VP
Attachments always start the game with their core Unit, and
• Winner lost 1 Units: Winner 5 VP, Loser 2 VP
arrive with the core Unit if it is in Reserve.
• Winner lost 2+ Units: Winner 4 VP, Loser 3 VP
ROLL FOR RESERVES Both players lose a game that runs out of time. If neither
At the start of the player’s third turn, they roll a die. On a roll player won, both players treat their opponent was the
of 5+ their first Unit arrives from the Reserve. It may be any
winner and gain Victory Points as the Loser.
Unit of their choice, but must arrive now.
If the winner started the game with nine or more Units
At the start of their fourth turn, they roll two dice. Each roll (on table or held in Reserve), including HQ Units, but not
of 5+ results in another Unit arriving from their Reserves. Independent Teams, they may ignore the first Unit that is
They keep rolling at the start of each of their following turns Destroyed when working out their Victory Points.

17
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

The breakthrough was successful and the situation is fluid. DEPLOYMENT


Find and destroy the enemy. 1. Both players, starting with the Attacker, take turns at
placing Ranged In markers for all of their Artillery Units.
SPECIAL RULES 2. Both players, starting with the Attacker, take turns at
• Meeting Engagement (First Turn)
placing a Unit within 12”/30cm of their own table edge.
SETTING UP 3. All Infantry Teams start the game in Foxholes.
1. Both players roll a die. The highest-scoring player is WHO GOES FIRST
the Attacker. Both players roll a die. The highest scoring player has the
2. The Attacker picks a long table edge to attack from. first turn.
3. The Defender defends from the opposite table edge.
4. Both players, starting with the Attacker, place two WINNING THE GAME
Objectives within 8”/20cm of the opponent’s table edge, • A player wins if they start their turn with a Tank or
at least 8”/20cm from the side table edges. Infantry team within 4”/10cm of an Objective on the
opponent’s side of the table, and end it with no opposing
5. The Attacker chooses either to roll on the Random Time
Tank or Infantry teams within 4”/10cm of that Objective.
of Day Table or to attack in Daylight.

RANDOM TIME OF DAY


DIE ROLL MISSION

1 or 2 Dawn
3 or 4 Daylight
5 or 6 Dusk

18
MEETING ENGAGEMENT VICTORY POINTS
In a Meeting Engagement, the following rules apply in Count the number of Units Destroyed, including HQ
the first Shooting Step of the player who has the first turn. Units, but not Independent Teams. Count core Units and
They do not apply in the second player’s turn, nor in subse- their Attachments separately, so if both are Destroyed, this
quent turns. counts as two Units.
• The first player’s Aircraft must Loiter Off Table (see • Winner lost 0 Units: Winner 6 VP, Loser 1 VP
page 30 of the rulebook) in their first turn. • Winner lost 1 Units: Winner 5 VP, Loser 2 VP
• Treat all of the first player’s Teams as having moved when • Winner lost 2+ Units: Winner 4 VP, Loser 3 VP
Shooting in their first Shooting Step, whether they actu-
ally moved or not. Both players lose a game that runs out of time. If neither
• The first player’s Teams cannot fire Artillery Bombard­ player won, both players treat their opponent was the
ments in their first Shooting Step. winner and gain Victory Points as the Loser.
The first player’s Teams can still Move, Dig In, or Go to If the winner started the game with nine or more Units
Ground as normal in their Movement Step, and launch (on table or held in Reserve), including HQ Units, but not
assaults in the Assault Step. Independent Teams, they may ignore the first Unit that is
Destroyed when working out their Victory Points.

19
Attacker’s Reserves arrive from Here

Defender places an objective in this area


8”/20cm

Attacker places half of their units here

16”/40cm
12”/30cm

8”/20cm
12”/30cm

Defender places half of their units here

Defender places one objective and


8”/20cm
Attacker places two objectives in this area
(Defender’s Objective must be 8”/20cm from the table edge.)

Defender rolls to see where their Reserves Arrive

The enemy are still preparing their defences. Attack now and 3. Starting with the Defender, the players place Ranged In
destroy them before they can reinforce. markers for all of their Artillery Units.
4. The Defender may hold one of their deployed Units
SPECIAL RULES
in Ambush.
• Ambush (Defender)
• Immediate Reserves (Attacker) 5. They then place their deployed Units in their table half at
least 8”/20cm from the centre line.
• Scattered Delayed Reserves (Defender)
6. The Attacker then places their deployed Units in their
SETTING UP table half at least 12”/30cm from the centre line.
1. The Defender picks a long table edge to defend. The 7. Lastly, the Attacker removes one of the Objectives
Attacker attacks from the opposite edge of the table. they placed.
2. The Defender places an Objective in their own table 8. All Infantry Teams start the game in Foxholes.
half, at least 12”/30cm from the centre line and at least
8”/20cm from the table edges. WHO GOES FIRST
3. The Defender then places an Objective in the Attacker’s The Attacker has the first turn.
table half, at least 16”/40cm from the centre line and at
WINNING THE GAME
least 8”/20cm from the short table edges.
• A player wins if they start their turn with a Tank or
4. The Attacker now places two Objectives in the Defender’s Infantry team within 4”/10cm of an Objective on the
table half, at least 12”/30cm from the centre line and at opponent’s side of the table, and end it with no opposing
least 8”/20cm from the short table edges. Tank or Infantry teams within 4”/10cm of that Objective.
5. The Attacker chooses either to roll on the Random Time
of Day Table or to attack in Daylight. RANDOM TIME OF DAY
DIE ROLL MISSION
DEPLOYMENT
1. The Attacker places at least half of their Units in 1 Dawn
Immediate Reserve. The Reserves will arrive from the
2, 3 or 4 Daylight
Attacker’s long table edge.
2. The Defender places at least half of their Units in 5 or 6 Dusk
Scattered Delayed Reserve. The player will dice to see
where these Units arrive.
20
AMBUSH (DEFENDER) SCATTERED DELAYED RESERVES
The defending player holds one Unit in Ambush when they (DEFENDER)
deploy. Units held in Ambush are treated as being on the The Defender must hold at least half of their Units in Reserve.
table, but their location isn’t specified until they reveal them- When counting the number of Units on table and in Reserve,
selves. They are held off the table at the start of the game. the Defender doesn’t count HQ Units, Independent Teams,
ALREADY THERE or Attachments. The Defender may choose whether to hold
Ambushing Teams do not have to move. They can remain an HQ Unit or Independent Team in Reserve or place it
where they are placed and shoot at their Halted ROF. Units on table. Attachments always start the game with their core
in Ambush are in Foxhole when they are placed on the table. Unit, and arrive with the core Unit if it is in Reserve.

PLACING AMBUSHES ROLL FOR RESERVES


At the start of the Defender’s turn, in the Starting Step, they At the start of the Defender’s third turn, they roll a die. On a
may place the Unit that they have been holding in Ambush. roll of 5+ their first Unit arrives from the Reserve. It may be
They must place the entire Unit, and it must be placed with any Unit of their choice, but must arrive now.
all of its Teams within 6”/15cm of the Unit Leader. A Unit At the start of their fourth turn, they roll two dice. Each roll
with at least eight Tank Teams or at least twelve Teams in of 5+ results in another Unit arriving from their Reserves.
total increases this distance to 8”/20cm. They keep rolling at the start of each of their following turns
The Defender may place a Team from Ambush anywhere in adding one more die than the previous turn, so at the start of
their Deployment Area, provided that it is: turn five they roll three dice, at the start of turn six they roll
• at least 16”/40cm of any enemy Team within Line of four dice, and so on. Each roll of 5+ brings another Unit on
Sight, unless Concealed by Terrain from it, and from the Defender’s Reserves.
• at least 4”/10cm of all enemy Teams. If the Defender rolled three or more dice to get Reserves in
this turn, but failed to score any rolls of 5+, they automati-
ATTACHMENTS AND AMBUSHES cally receive one Unit from Reserve anyway.
When you hold a Unit in Ambush, you may also hold its
Transport or Infantry Attachment in Ambush as well, or WHERE DO RESERVES ARRIVE
Deploy them as normal. If you do hold both a Unit and When each Unit arrives from Reserve, the Defender player
its Attachment in Ambush together, the Infantry must rolls a die to determine from which table edge or corner it
be Mounted in their Transports when they are placed will arrive using the mission map as reference.
from Ambush.
If a Unit arrives from a table edge, it may enter the table
anywhere along that table edge. If the Unit arrives from a
IMMEDIATE RESERVES (ATTACKER) corner, they must enter the table within 16”/40cm of the
The Attacker must hold at least half of their Units in Reserve. corner. The Reserves move on from the table edge at the start
When counting the number of Units on table and in Reserve, of their Movement Step.
the Attacker doesn’t count HQ Units, Independent Teams,
or Attachments. The Attacker may choose whether to hold
an HQ Unit or Independent Team in Reserve or place it
VICTORY POINTS
Count the number of Units Destroyed, including HQ
on table. Attachments always start the game with their core
Units, but not Independent Teams. Count core Units and
Unit, and arrive with the core Unit if it is in Reserve.
their Attachments separately, so if both are Destroyed, this
counts as two Units.
ROLL FOR RESERVES
• Winner lost 0 Units: Winner 6 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 1 Units: Winner 5 VP, Loser 2 VP
any Unit of their choice, but must arrive now. The Reserves • Winner lost 2+ Units: Winner 4 VP, Loser 3 VP
move on from the Attacker’s long table edge 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 was the
At the start of their second turn, they roll two dice. Each roll
winner 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 If the winner started the game with nine or more Units
adding one more die than the previous turn, so at the start of (on table or held in Reserve), including HQ Units, but not
turn three they roll three dice, at the start of turn four they Independent Teams, they may ignore the first Unit that is
roll four dice, and so on. Each roll of 5+ brings another Unit Destroyed when working out their Victory Points.
on from the Attacker’s Reserves.
If the Attacker rolled three or more dice to get Reserves in
this turn, but failed to score any rolls of 5+, they automati-
cally receive one Unit from Reserve anyway.

21
Defender places half
8”/20cm
their 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

The enemy are on the defensive, smash them before their DEPLOYMENT
reserves can arrive and save them. 1. The Defender places at least half of their Units in Deep
Immediate Reserve. These will arrive from the Defender’s
SPECIAL RULES
short table edge.
• Ambush (Defender)
• Deep Immediate Reserves (Defender) 2. Starting with the Defender, the players place Ranged In
markers for all of their Artillery Units.
SETTING UP 3. The Defender may hold one of their Units in Ambush.
1. The Defender picks a short table edge to defend from. 4. The Defender then places their Units in their table half.
The Attacker attacks from the opposite edge.
5. The Attacker places all of their Units in their table half at
2. Both players, starting with the Defender, place one least 16”/40cm from the table centre line.
Objective in the Defender’s table half, at least 8”/20cm
6. All Infantry Teams start the game in Foxholes.
from table centre line and all 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.
4. The Attacker chooses the time of day: Daylight, WINNING THE GAME
Dawn, or Dusk. • The Attacker wins if they start their turn with a Tank
or Infantry team within 4”/10cm of an Objective, and
end it with no Defending Tank or Infantry teams within
4”/10cm of that Objective.
• The Defender wins if they end a turn on or after the sixth
turn with no Attacking Tank or Infantry teams within
8”/20cm of the Objectives.

22
AMBUSH (DEFENDER) or Attachments. The Defender may choose whether to hold
an HQ Unit or Independent Team in Reserve or place it
The defending player holds one Unit in Ambush when they
on table. Attachments always start the game with their core
deploy. Units held in Ambush are treated as being on the
Unit, and arrive with the core Unit if it is in Reserve.
table, but their location isn’t specified until they reveal them-
selves. They are held off the table at the start of the game.
ROLL FOR RESERVES
ALREADY THERE At the start of the Defender’s first turn, they roll a die. On a
Ambushing Teams do not have to move. They can remain roll of 5+ their first Unit arrives from the Reserve. It may be
where they are placed and shoot at their Halted ROF. Units any Unit of their choice, but must arrive now. The Reserves
in Ambush are in Foxhole when they are placed on the table. move on from the Defender’s short table edge at the start of
their Movement Step.
PLACING AMBUSHES At the start of their second turn, they roll two dice. Each roll
At the start of the Defender’s turn, in the Starting Step, they of 5+ results in another Unit arriving from their Reserves.
may place the Unit that they have been holding in Ambush. They keep rolling at the start of each of their following turns
They must place the entire Unit, and it must be placed with adding one more die than the previous turn, so at the start of
all of its Teams within 6”/15cm of the Unit Leader. A Unit turn three they roll three dice, at the start of turn four they
with at least eight Tank Teams or at least twelve Teams in roll four dice, and so on. Each roll of 5+ brings another Unit
total increases this distance to 8”/20cm. on from the Defender’s Reserves.
The Defender may place a Team from Ambush anywhere in If the Defender rolled three or more dice to get Reserves in
their Deployment Area, provided that it is: this turn, but failed to score any rolls of 5+, they automati-
• at least 16”/40cm of any enemy Team within Line of cally receive one Unit from Reserve anyway.
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
When you hold a Unit in Ambush, you may also hold its Units, but not Independent Teams. Count core Units and
Transport or Infantry Attachment in Ambush as well, or their Attachments separately, so if both are Destroyed, this
Deploy them as normal. If you do hold both a Unit and counts as two Units.
its Attachment in Ambush together, the Infantry must • Winner lost 0 Units: Winner 6 VP, Loser 1 VP
be Mounted in their Transports when they are placed • Winner lost 1 Units: Winner 5 VP, Loser 2 VP
from Ambush. • Winner lost 2+ Units: Winner 4 VP, Loser 3 VP

DEEP IMMEDIATE RESERVES (DEFENDER) Both players lose a game that runs out of time. If neither
The Defender must hold at least half of their Units in player won, both players treat their opponent was the
Reserve. No more than one Tank Unit with Front armour winner and gain Victory Points as the Loser.
greater than 4 or Aircraft Unit can be placed on table. All If the winner started the game with nine or more Units
remaining Units of these types must be held in Reserve. (on table or held in Reserve), including HQ Units, but not
Independent Teams, they may ignore the first Unit that is
When counting the number of Units on table and in Reserve,
Destroyed when working out their Victory Points.
the Defender doesn’t count HQ Units, Independent Teams,

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Attacker places their units here 8”/20cm

Defender places their units here

Attacker places two objectives in this area


16”/40cm 16”/40cm

You have the enemy on the run. Don’t let them get away. DEPLOYMENT
1. The Defender may hold a Unit in Ambush.
SPECIAL RULES
• Ambush (Defender) 2. The Defender then places their remaining Units in their
• Strategic Withdrawal (Defender) table half.
3. The Attacker places all of their Units within 8”/20cm of
SETTING UP their table edge.
1. The Defender picks a long table edge to defend. The 4. All Infantry Teams start the game in Foxholes.
Attacker attacks from the opposite table edge.
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.
WINNING THE GAME
4. The Attacker chooses the time of day: Daylight, • The Attacker wins if they start their turn with a Tank
Dawn, or Dusk. or Infantry team within 4”/10cm of an Objective, and
5. Starting with the Defender, the players place Ranged In end it with no Defending Tank or Infantry teams within
markers for all of their Artillery Units. 4”/10cm of that Objective.
• Otherwise, the Defender wins at the start of their ninth
turn after checking Formation Morale.

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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 Foxhole 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 Units: Winner 6 VP, Loser 1 VP
be Mounted in their Transports when they are placed • Winner lost 1 Units: Winner 5 VP, Loser 2 VP
from Ambush. • Winner lost 2+ Units: Winner 4 VP, Loser 3 VP

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


player won, both players treat their opponent was the
winner and gain Victory Points as the Loser.
If the winner started the game with nine or more Units
(on table or held in Reserve), including HQ Units, but not
Independent Teams, they may ignore the first Unit that is
Destroyed when working out their Victory Points.

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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 battl-
eplans and selects one, then both players reveal their plans.

NATO NATO NATO


PLAYER PLAYER PLAYER

ATTACK MANOEUVRE DEFEND


BATTLE PLAN BATTLE PLAN BATTLE PLAN

WARSAW WARSAW WARSAW


PACT PACT PACT
PLAYER PLAYER PLAYER

ATTACK MANOEUVRE DEFEND


BATTLE PLAN BATTLE PLAN BATTLE PLAN

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