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All of us here at Battlefront are proud to bring you this, the thitd installment of the world’s most popular World War II miniatures game. This is thanks tno small part wo the support and feedback of yourself and the thousands jound the globe. This edition retains all -n us so many hours of enjoyable historical ( CREDITS Phil Yates Game Design Casey Davies Graphic Design Peter Simunovich John-Paul Brisigotti Battlefront Design Studio: Tim Adcock, Evan Allen, James Brown, Blake Cost Mike Haught, Mike Haycock, Mark Hazell, Mac P Townley, Wayne Turner Sean Goodison, es, Victor Pesch, ch With Support From: Derek and Josh Forrester, Nick Garden, Marcelle Walden, and Battlefront Staff everywhere Internal Art: Vincent Wai Phaytest Groups: Arizona Desert Rats {Thomas Weller), Dad’s Army (Andy Duncan), Dog Kompanie (Troy Fuller), Einherjar (Gis Jokull Gislason), First Born Gamers (Charles McCall), Golf Kompanie (Jason Rose), Oregon Flames of War (Michael McSwincy), Spritz of War (Nicol Da Lio), La Brigada de Madrid (Jorge Sancho), The Rats Patrol (Ed Leland), The Regiment (Simon McBeth), Sons of Liberty (Paul Kitchin). Outstandi Andy Blezinski, Russell Briant, John Goetzinger, Aaron Hanten, Brjénn Jonasson, Bryan Koches, Tom Leamy; McCarthy, Alex McEwen, Chris Maddox, Francesco Mioni, Jeff Pla nes Pittman, Gavin van Rossum, Federico Sopracordevole Tony Vodanovich, Eric Warren. Playtest Proof Readers: Russell Briant, Tioy Fuller, Chris Maddox, Mark Sealeti, Gregg Site Neal Smith, Brian Wright, Photograph National Library of New Zealand, Imperial War Museum, NARA, Deutsches Bundestchiv ISBN 978-0-9864661-7-5 Praducs Code FWOO34 Flames Of War website: bxpllwwoxFlameOlWarcom he Bauefrone Miniacures Limited, ‘What is Flames Of War? 2 What You Need.......ee20 064 How Does it Work? . 6 Tank Teams....+.. “ul Transport Teams «6.6. 66666 11 Gun Tears ee Infantry Teams ... 4... 06+6 13 Command and Warrior Teams 13 Movorcycle Reconnaissance. Intelligence Briefings... . 14 Picking a Force... 15 Platoons. +++ 16 -18 Motivation. . 19 Playing Flames Of War ...... 20 Reading the Rules . 21 Sporting Play. hed Terrain.....+.+++ 22 Ground Conditions 24 Eastern Front Battlefields . 26 City Terrain. 28 ‘Terrain Summary. . 30 GAME TURNS...... al STARTING STEP......32 MOVEMENT.........33 Select a Platoon to Move. « Move Teams in the Platoon... 36 Wheeled Vehicles on Roads... 40 ‘Through Rough Terrain... 41 Making Bogging Checks... 43 Bogged Down Teams. ....... 44 Recovery Vehicles... eee e045 ‘Transports and Passengers... 46 ‘Towing Guns and Portes... 49 Moving At the Double....... 50 igging In. . 51 Moving in Bui 52 Crossing Rivers ...006..05 56 Normandy Bocage Hedgerows 58 Leaving the Battlefield... ... 60 Movement Special Rules ..... G1 Movement Summary. ......- 62 Command Distance... +4 65 Command and Movement. ... 66 Warrior Teams. wees 6B * Independent Teams +70 Allied Platoons .......+++. 70 SHOOTING..........71 Who Can Shoot... .. + 73 Select the Shooting Platoon. .. 73 Select the Target Platoon. 74 h ‘Check that the Target is Valid . 75 Check Your Line of Sight... 75 Shooting Near Friendly Teams 80 Check the Range « Check Your Field of Fire 82 Rotate to Face the Target... 84 Check if Target is Concealed. . 85 81 Gone to Ground wee 90 Roll to Hit... Boel Score to Hit. 92 Allocste Hits to Target Teams. 93 Roll Saves. .. 7 Bailed Out Vehicles ........ 102 Destroyed Teams 103 Pinned Down Platoons ..... 104 Command Casualties. ...... 105 Warrior Casualties. ......,. 106 Smoke Ammunition ....... 107 Buildings... 108 Snipers. sees 10 Vehiele Weapons issvs.cs.4 111 Infantry Weapons 114 Man-packed Guns 116 Larger Guns. . 117 Shooting Special Rules, ..... 118 Shooting Summary ........ 120 ARTILLERY.......... 121 Artillery... = oamlae Firinga Bombardment ..... 123 Select the Aiming Point..... 124 Spotting Teams ..... 126 Observer ‘Teams. 0127 Staff Teams 05. 128 Roll to Range in on the Target 129 Position the Template...... 130 Bigger and Smaller Batteries . 131 Roll to Hic Teams Under the Template... ., 132 133 Allocate Hits to Teams . . Scooke BossbardrseatFfay' g, 136 Rocket Launchers ......... 138 Air Observation Posts ...... 139 Artillery Summary. - 140 ASSAULTS .......... 141 Select the Assaulting Platoon. 143 Assaulting & Non-assaulting. 144 Charge into Contact ....... 145 Charging into Terrain... 148 Assault Abandoned Positions . 150 Which Platoons are Defending. 151 Conduct Defensive Fire... 152 Assault Falls Back . 154 Roll to Hit......... 155 Allocate Hits . 156 Roll Armoured Saves . 157 Others do not Roll Saves... 159 Push Into Enemy Positions .. 160 Has Assaulting Platoon Won. 161 Opponent ‘Tests Motivation . 162 Counterattacking.......... 163 Breaking Off. +: 165 Victor Consolidates . . 167 Warriors & Independents ... 169 Assault Special Rules....... 169 Assault Summary. .... 170 MORALE ........ Platoon Morale Checks. .... 172 Company Morale Checks ... 175 Sole Surviving Infantry Team 176 AIRCRAFT ..........177 171 Air Support Level... 178 Roll for Air Support. 79 Select the Target & Place Aircraft... - 180 Conduct Anti-aircraft Fire... 181 Roll to Range In on the Target 184 Position the ‘Template « 185 Roll to Hit. R 185 Allocate Hits to Teams 186 Pin Down All Platoons 187 Roll Saves 187 Aircraft Return to Base 189 Air Support Summary...... 190 SPECIALISTS ...,.... 191 Reconnaissance . 193 Motorcycle Reconnaissance, . 196 Cavalry Armoured Trains FORTIFICATIONS ... 21 Fortifications . Haseena Street Barricades .......... 228 Minefields ........ Booby Traps Anti-tank Obstacles. Demolition Carriers NATIONAL SPECIAL RULES vee. 235 MISSIONS Playing Missions... ....... 255 Which Mission to Play .. .». 25 Deciding Who Attacks... ... Mission Objectives Deploying Your Force . Deploying Fortifications . Mission Special Rules . Night Fighting. Time of Day . Ending the Battle. Deciding the Winner... COMBAT MISSIONS .271 Freefor-all . Encounter . Dust Up. No Retreat, Hold the Line Pincer .. Surrounded ..+.... Fighting Withdrawal Hasty Attack ....6s2ss008, 28 Cauldron .. Breakthrough. Counterattack © a3 z io} : ro bd 5 S a Ea lone jeep drives slowly down a deserted road as the rew scan the village ahead for signs of life. Without ripping the silenc arning the distinctive sound of a jerman machine-gun tea the driver throws the jeep into revers start barking as the fovering the jeep’s specdy revrcat. ching armoured ears op ding drama from the ‘OK John, ret’ The rearguard is no tank spoke into his throat mik ie there, Clear ‘em out. ( ntoaction. Tanks and armoured infantry 1g on the town as the artillery’ first shells stare A second mongst the defende oup swings uncruated by deeper cracks as the h in the norch vy tanks opened oods, a calmer voice the headphones, ‘I've lose wo tanks. I need IL back off and try to flank them, Over “The captain faces a dilemma. Should he call forward his ank platoc iger tanks? Or should he send it around the other flank, seeking route forward? : gainse th reser again easier The captain is you. What will you do? that you have just read is a description, not of an me being played. cs plave on a miniature battlefield, that represent the real-life s of the Second nent assun actual battle, but of a miniature All of the action with model tanks and soldie troops that foughtin the decisive batt World War. You and your opp the roles of the commanders, pitting your wits and cunning against one another to attain victory and, more importantly, to THE CHALLENGE OF COMMAND ‘War allows you to re-fight the decisive battles old k racton's spearhead or Monty's Desert Rats, Can you out-fox Rommel, the Desert Fox? Can you withstand Zhukor’s hammer blows? Hlarnes © © to find our War lets you recreate history ‘This rulebook is your guide to fighting historical bales in miniature, With it you can take command of a company of soldiers and pic yourself against cunning opponents oy the fied of batile, You will sce for yourself what made the Tiger tank so feared by every Allied soldier. You will find our if you have the guts to stop a massed infantry charge, or the cold-bloaded ruthlessness fo launch one! Flames Of War combines the joys of painting and mod elling your own miniature army with the challenge of facing off against your opponent across a gaming table ina social sexting, and you'll get to recreate history—or change it! GETTING STARTED Reality isimmensely complex and rather messy. This has the advantage of giving players virtually unlimited op- portunities to fight new battles and collect new armies, Unfortunately, it also requires a lot of rules to cover all of the many aspects of somethin World War, making this book rather long. The good news is that you dont need to know all of the rules to play the game. You can start with the basics and add as big as the Second fe, fortifications, and even armoured ady. ia i things like aire rains when you are The website also has the Flames Of War forum where players discuss tacties, meet new gamers, get feedback on the new army they are planning, ask for help with rules questions, or just ch WEBSITE The Flames Of War websive (wu.FlamesOfWarcom) has a imers. It has information on various armies, downloadable play aids, as well as piles of other hobby material “The to visit 4 store where the staff can rt you through an introductory game and introduce you to other players. [Fyou donte siest way of learning the rules have a store near you, the Op Boot Camp on the Flames Of War webs a quick-start introduction to the co you co start playing immediately and learn the detail provide of the rules later WHAT'S NEW Players who are familiar with Flames Of War will find) the core of the ne much the same, with a numbet of exciting changes. ‘The assault rules are cleaner and) simpler, making. getting easier than ever, Massed artillery delivers devastating) bombardments, while anti-tank guns go to ground, safe you up lose and personal until the time comes to strike. Aircraft and their arch= aft guns, are Armoured cus and transports are faster and: kers sweeping manoeuvres across the Steppes, enemy, anti-a sier to use and morg deadly. n conduct ng as they To top this off, thirteen new and much more eflective. Now, Soviet ta advance at speed revised missions provide a whole new set of challenges, lot of uscful matcrial for new and experienced x about the hobby. MTN Rae la ke) aALUt 8 Fr Zz 2 ° > @ Fy z= ES ‘AN OPPONENT THIs RULEBOOK Flames Of War is a social game played by wo or more This rulebook contains all the rules you players, so grab a friend and get st need co play Flames Of War TWO ARMIES “The Flames Of War range of 1Smm (1/100) scale miniatures is specifically designed for the game and is Available through all good hobby scores. — TEMPLATES Artillery and aircraft are not precision weapons. Thei shells atid bombs blanket a wide area, possibly wiping out dozens of the enemy at a time. Templates make ic easy to work out who is hit, and who isnit | A BATTLEFIELD Whether it’s the kitchen table or a custom-built table, you'll nced a large Rar surface to pla the game, A 6° x4’ (180cm x 120cm) sheet of custom board covered with a green sheet or painted and flocked makes an ideal battlefield TERRAIN You'll need a selection of terrain like hills, woods, hedges, buildings, and roads to create a realistic bat- ops to fight over. painted terrain in the Battlefield in a Box makes setting up a battlefield easy. Bem cole TOKENS 1 Even though they are toy soldiers, your troops react to heavy fire like real TAPE MEASURE You'll need a tape measure or ruler to measure Movement and shooting, ranges, You can use metric or Imperial measurements, whichever suits you best (oh, Ae) 40 um cel.t tae Ih Flames Of War the two sides take turns to move and fight with croops. Each player's turn has four steps: the Starting, Movement, Shooting and Assault Steps nceone side has finished their turn c other side takes f turn. The wwo sides keep alternating their urns until ‘ne side or the other wins by taking their objective Te SNA Ye) TH Ls e):1 Cae STARTING STEP (SEE PAGE 32) At the stare of each tum a player checks to sce if they have won. Ifthey haverit, they rally any of their troops that are pinned down by enemy fire, and drag bogged down tanks out of the mire, Thas done, they bring their reserves onto the battlefield, MOVED ALL OF THEIR TROCPS THEY WANT TO MOVE, THEY GO ONTO THE SHOOTING STE? IN WHICH THEY SHCOT WITH TROOP: ROLL SAVES (SEE PAGE 97) ‘THE OP?POSNG PLAYER ROLLS TO SAVE THEIR TROOPS FROM THE WORET EFFECTS OF YOUR FRE. INFANTRY GAVE ON A ROLL OF 8 OR MORE. TANKS APD THEIR ARMOUR TO THE DIE ROLL TRYNS TO BEAT THE ANTI-TANK CAPABILITY OF THE SHOCTNG WEAPON. Pe rrefen rhs X2 91) (eA) en ROLL To HiT (SEE PAGE 91) TARGET, THEY ROLL A DICE FOR EACH SHOT THEY HAVE, TIPICALLY ONE IF THEY MOVED, OR TWO OTHERWISE. THE score NEEDED TO HiT THE eh DEPENDS ON THINGS LIKE THE SSKILL OF THE ENEMY, THE INGE, AND WHETHER THEY ARE TAKING COVER. ROLL TO DESTROY (SEE PAGE 97) | THE OPPONENT FAILED THEIR SAVE, THE TEAM IS DESTROVED, UNLESS IT IS ARMOURED OR IN BULLETPROOF COVER, THESE HARDENED TARGETS NEED A SUCCESSFUL ROLL AGAINST THE SHOOTING WEAPON'S FIREPOWER RATNS TO DESTROY. — - { t } + { if i } r 4 t 4 PSTN [AFTER SHOOTING, THE PLAYER MAY LAUNCH ASSAULTS IN THE ASSALLT STEP. THESE REPRESENT | ‘SHORT RANGE BATTLES WITH BAYONETS AND GRENADES AS THE TROOPS ATTEWT TO STORM ROLL TO HIT Gee PAGE 155) ec Tea THAT Reaches THE DEFENSIVE FIRE (SEE PAGE 152) fear To ArT one any: Hoe THE Even RESPONDS TO THE CHARGE WITH A VOWLEY OF PIE, TO FaKD cOMBAT Is DEADLY, £0 ONLY OFF THE ASSAULT BEFORE TT ON CLOSE. F THEY SUCCEED, TH BSAA Meno veuenes Get Saves COUNTERATTACK OR BREAK OFF 4 CONSOLIDATE (SEE PAGES 163 AND 165) (SEE PAGE 164) THE ENEMY THEN ROLLS AGAINST THEIR MOTIA- ‘THE WINNER OF THE Flo4T TION RATING 70 SEE IF THEY WILL CHARGE BACK THEN REORSANISES THEIR Vic INTO THE FRAY, OR BREAK OFF AND RUN FROM 2 ‘ORIOUS TROOPS, THEN THE THe FIGHT, THE FIGHT GOES BACK AND FORTH 3 ASSAULTING PLAYER LAUNCHES UNTIL ONE SIDE OF THE OTHER BREAKS CFF. HEIR NEXT ASSAULT. MORALE CHECKS (SEE PAGE 171) No matter what the generals may want, soldiets don't usually fight to the death. When things look hopeless, they retreat to fight again another day: Soldiers in Flames Of War are the same. If they take heavy casualties, the phyer needs 10 roll better than their troops’ motivation rating to stop them leaving the battlefield. (ONCE ALL OF A PLAYER'S ASSAULTS ARE OVER, THEIR OPPONENT TAKES THEIR TURN, RUNNNS THROUGH THEIR STARTING, MOVENENT, SHOOTING, AND ASSAULT STEPS WITH THEIR TROOPS, ough the heroic acts of a few individuals are glorified by the med ty a soldier never does anything on their own. Soldiers are tained Ko operate as a ream, and it is chis tcamwork that keeps back home, in tes them alive, In Flames Of War your miniature soldiers also operate in teams. ‘There are four types of teams: Tank, Transport, Infantry, and Gun teams. Tank and ‘Transport teams are described collectively as vehicles. the the vehicl page 112. Every Intelligence Briefing has an ar Every team has a set of characteristics describing ivin the game, Here isa typical arsenal entry For MAAI Sherman tank, Vehicles and their weapons are described together in Arsenals. The first line describes «cond line in italics describes its main weapon, fone that can fire as artillery) will have additional weapons lines. Stand that describes the American ks with more d one main weapon (or rd vehicle machine-guns are shown on sams found in it Armour Name Mobility Front Side _——Top_—_Equipment and Notes Weapon Range ROF Anti-tank Firepower MAAI Sheeman Standard Tank 6 4 1 Coax MG, Hull MG, .50 cal AA MG. ‘M3 75mm gun 52°7800m 2 10. 3s Smoke, Sabiliser M4AT SHERMAN ‘MOBILITY fOne of the importaie characteristics of any team is how Hast it moves. This is given by its mobility rating. The Mifferent Mobility ratings are descril cd on page 36 FULLY-TRACKED VEHICLES IFully-tracked vehicles have tank tracks giving them good Eetoss-country mobility at the cost of road speed. Four mobility ratings are classed as Fully-tracked: Standard Tank, Light ‘Tank, Slow Tank, and Very Slow Tank. FULLY-TRACKED VEHICLES IN OLD ARSENALS Tn the past, Flames Of War showed the speed of Fully tracked vehicles inthe Equip in the Mobility colurnn anc and Notes rather tha y vehicle with Fully-tracked in its Mobility column and ro speed in the Equipment ARMOUR ‘Tanks, half-tracks, and armoured cars are protected by armour p ing. ‘The degree of procection is measured by an armour rating ranging from values of 0 t0 16 ot ‘more, the higher the number the thicker the A vehicle’ protection is divided into three arcas: the Front, Side, and Top armour ofa tank is usually the strongest part as that’s where the cnemy should be. ‘The side (and rear) armour of tanks is thinner than the front armour to save weight. ‘The ngs. The front armour top armour of a tank protects against infantry assaults, artillery, and aircraft bombs. ARMOURED VEHICLES Armoured vehicles are any vehicles with armour ratings ~. They are further subdivided into Fully armoured vehicles and Open-topped vehides other 1 FULLY-ARMOURED VEHICLES Armoured vehicles with Top armour 1 or 2 are described as Fully-armoured vehicles. They have complete protec- tion on the top of the vehicle OPEN-TOPPED ARMOURED VEHICLES Armoured veh les with Top armour 0 are described as Open-topped vehicles. They either have large openings the top of the vehicle or rubber tyres making them vulnerable to grenades at short range, UNARMOURED VEHICLES Unarmoured vehicles haye no armour protection, and are distinguished by having an armour rating of instead of a number. ras ‘WEAPONS No weap suited t0 is perfect and different \eapons are better erent jobs. For example, abig, high-velocity tank gun is very effective against tanks, but its low «s it a poor choice for knocking down. large numbers of infantry. rate of fire MAA SHERMAN WEAPONS com Consal Vehicle MG co Vehicle MG RANGE The range of a weapon tells you the maximum dis cover which the weapon can be fired effectively. This is given in both inches and centimetres. ROF (RATE OF FIRE) pons ROF (Rate Of Fite) reflects how quickly pon cin deli given is the maximum number of dice that the team Aw the w + rounds on target. ‘The number rolls when shooting this type of weapon. This ranges from 1 for a slow-firing heavy artillery piece, to 6 for a rapid-firing belt-fed heavy machine-g ANTI-TANK A weapon's anti-tank rating tells you how good the gun is a punching holes in armoured vehicles, Effective ‘weapons usually combine a good heavy shell and along, barrel to propel ic ara high velocity FIREPOWER A.weapon's firepower rating isbasically a measure of how big the weapon's explosive charge is, and therefore how likely it is t0 destroy a protected target. The firepower rating shows the score you need 10 roll ro destroy a pro- tected target like a tank or troops hiding. in trenches. FIREPOWER TESTS To make a Firepower Test, roll a die. If the score is at least equal to your weapon's Firepower rating, you have passed the Firepower Test. Ifthe score islower, you have failed the Firepower Test isis that describe how it operates In the game, These are its Range, ROF (Rate Of Fire) Anti-tank, and Firepower ratings. 7 Notes ‘Weapon 50-e| AA MG| FIRING BOMBARDMENTS Many weapons have theability to fire artillery bombard 2xura fine of weapon ments, ‘This will not ments, These weapons will have a characteristics for firing bomb: llery bombardments plaster af th shells rather than firing individual shots att specific targets. MULTIPLE WEAPONS Some teams are equipped with a choice of weapons} (uch as submachine-guns and Panzerfanst anci-cank launchers), or distinctly different ammunition for chet same weapon (like the German 3.7m PaK36 whid can fire normal ammunition or special muzzle-loaded anti-tank bombs). Teams with such choices have a extra line of weapon characteristics. Players can choose) which they will use each time they shoot, but must fi me weapon, all of their shots with SPECIAL ATTRIBUTES Some vehicles and weapons have special artributes 16 reflect their specific advantages and disadvantages, ‘These are listed after their normal characteristics. An} special cules thar a vehicle has a e shown in the notes a the end of the arsenal entry. T-34/E5 OBR 1BHB MEDIUM TANK KONIGSTISER HEAVY TAN STUG 6 ASSALLT GUN STASHOUND ARWOURED CAR SEXTON SELF-PROPELLED GUN 'UNARMOURED TANK TEAMS Unarmoired vehicles have no armour protection at all, leaving their crew exposed to enemy fire: They are distinguished by having an armour rating of instead of a number: 5 a z yj 5 et < BOFORS SELF-PROPELLED ANTI-AIRCRAFT GUN VEHICLE BASING Vehicles are not normally mounted on bases in Flamer Of War, although some vehicles are cast with a base. You can base other vehicles too if you want, but bases on. vehicles have no effect on the game. Some self-propelled artillery pieces don't have room on the vehicle for the entire erew. You can either model these on a large base containing both the vehicle and crew, or model the loading crew on a separate base, Infantry mounted on fast-moving vehicles like motor- In Flames Of War, these Motorcycle Recon cycles and jeeps are the ideal support for armoured cus. naissance teams area type of ‘Tank ceamy They have the speed to keep up, arc usually well-armed © Motorcycle Reconnaissance teams are unusual in to fight mounted, and can dismount when needed to that they are always based as shown below, lear stubborn enemy positions. METOROVCLE MG TEAM COMMAND SHG TEM Let Mera Tetm SMALL MOTORCYCLE LARGE MOTORCYCLE RECONNAISSANCE TEAMS RECONNAISSANCE TEAMS Motorcycle Reconnaissance teams with Wo MOL Motorcycle Reconnaissance teams with a single cycles and sidccars or joeps have a large base and face motorcycle and sidecar or jeep have a medium base and face the short edge. These teams dismount as the short edge. These teams dismount as Infantry teams of two or three miniatures. teams of four or five miniatures. Transport teams are vehicles whose main task is moving other teams around the battlefield, including armoured half-tracks, trucks, and jeeps. Supply, pioneer and demolition carriers, and recovery vehicles are also Transport teams “They have the same characteristics as Tank teams, ‘although few have much in the way of armament $0 Krz 9 RECOVERY VEHCLE (Ope. BuiTz TRUCK 216-5 PIONEER SUPPLY TRUCK Name Mobility Equipment and Notes M3 half-rack Halfracked Passenger-ied .50 eal AX MG. = Py F 4 5 o rended to fight the enemy at nachine-guns, mortars, anti- i-airerafi guns, rockets, and artillery BASE SIZES There are three standard base sizes: * Small: 1:4"/32mm wide by 1°/25mm deep Medium: 2°/50mm wide by 144°/32mm deep + Large: 2°/50mm by 2% /65mm deep. §] All Hammes Of War miniatures are supplied with the al appropriate bases. IAL 3° MORTAR MAN-PACKED GUN TEAMS Man-packed Gun teams such ay HMG and Mortar teams have a medium base and face the long edge. SMALL GUN TEAMS Other Gun teams with four crew have a medium base and face the short edge. LARGE GUN TEAMS. All Gun teams with five or more crew have a large base 8c PAKYB ANTI-TANK GUN Since Gun teams don't have armour their arsenal entr for their mo Weapon Sem PaK38 gun 15cm sFHI8 howiver icing bombardments Mobility Medium Immobile 247/600m 39 24°/60cm 1 B 80°/200em 5 base and face the shore edge she heli Sem PAK3B ANTI-TANK GUN a8 shown in the following examples, Range ROF Anti-tank Firepower Notes Each Gun team is mounted on a base to keep the gun and crew together. The size of the base depends on the size of the weapon and its crew as shown in the Intelligence Briefing, TEAMS THAT DON’T FIT Ifa team caninor easily fir on the normal base you might need to rotate the base so they face a larger base. Some gi re particularly large crews, making it easier (0 mount some of the crew on an additional mediium base, Any extra bases like this are ignored during play. 1 short edge or use teams h: (NL 4.2" MORTAR HEAVY MORTAR TEAMS Mortars that are not Man-Packed Guns have a large bw 61633 HeAVy INFANTRY GUN and face the short edge. Sn SFHIB HOWIT? ies only have weapons lines with an extra column, 4+ Gun shield, 1+ Bunker buster, Smoke. 2+ Smoke bombardment Infantry are expected to close with the e foot of on horseback, and destroy them. fight in small, mutually-supporting groups and. fire teams. SMALL INFANTRY TEAMS Infantry teams of one 1© three miniatures have @ small base and face the long edge. SMALL CAVALRY TEAMS Cavalry teams of one or two. miniatures have a medium base and face the short edge. “These teams dismount as Infantry teams of wo or three miniacures LARGE CAVALRY TEAMS. cavalry teams with chree or four miniatures have a large base and face the short edge. These mount as Infantry teams of four or five 167/40em, 1 #7100 Rifle eam SMG team, operate in teams mounted cogether on a common base. The size of the base depends on the number and type of troops and weapons in the team, LARGE INFANTRY TEAMS Infantry teams of four or five miniatures haye a medium base and face the long edge. RIFLE/MG TEAM. ry isthe same regardless of weaponry. Notes Full ROF when moving COMMAND TEAMS In Flames Of War, leadership is provided by command teams made up of an officer, theit assistant, and a mes senger ot signaller. In order of rank the four types of command teams are: + Higher Command teams, npany Command teams, (Sccond-in-Command) Command teams, and. + Platoon Command teams. WARRIOR TEAMS dicts who perform amazing cs, against COMMAND AND WARRIO the odds or inspiring leadership in desperate situations these warriors can change the outcome of battles b their strength of will and personal courage: Warriors can be any eype of team. While some warrior areinfantrymen, others are tank commanders, and som are even generals travelling in their transpore vehick Each Warrior tcam is unique. There can only be one @ ‘each particular Warrior in any force. INDEPENDENT TEAMS Scnior commanders and artillery observers follow th flow of the battle moving where they are needed mos These soldiers are known as Independent teams and at fice 10 mov e The most important thing you need to play Flames IOf War is a force co lead into batile. There area wide Wariety of different forces to choose from as cach army Gig that fought in World War I had their own way'of or : Ibanising their troops and fighting battles. These evolved fas the war continued in response to combat experierice, Beem combat losses, and the arrival of new weapons and fequipment. Blames Of War has an eyer ligence Briefings covering most of the armies that ought in the Second World War. ‘The core of every Iniclligence Briefing is the organisational diagrams that how the composition of the different combat forces ge of Iniel- increasing, Howl be able to create a force that is just ike its real-life ounterpart. Each handbook also contains an arsenal Isting the fand vehicle used by the forces covered. fof the armies described. By following these d same characteristics of every team, weapon, Puisaec a aad Planes Of War is am [War II, every army used a simi LIEUTENANT Commanding 25 1050 Soldiers or 10.5 Tanks A licutenanc (‘loo-tenant’ in the US Army and ‘lefi-cenane’ in the British Army!) com platoon of two to four sections or squads, ind a few extra weapons mortar or bazooka, ‘machine-gur "INTELLIGENCE BRIEFINGS Lee Neyer Commanding 100 to 200 Silden ares The normal force you will field in Flames Of Waris a company of two to four placoons. Rifle companies often have an additio platoon equipped with light and mortars. Aswell as game-based material, each Intellige also contains a wealth of information on the org tion, weapons, and battlefield tactics they used, as well as battle histories, famous warriors, and lots more The armies of the Second World War were constantly developing new weapons and tactics, ‘The heaviest tanks of 1940 would barely have rated as medium tanks by the end of the war, and even the lightest of battle tanks atthe end of the war totally outclass anything in service three yeats earlier. As a result Flames Of War divides the Second World War into three periods—Early War (1939-1941), Mid-War (1942-1943) and Late War (1944-1945), Every Intelligence Briefing is specific to ‘one or another of these periods and should only be used with other Incelligence Briefings from the same period. As well as publishing Intelligence Briefings like those shown below, there are a wide variety of Intelligence Briefings downloadable from, the Flames Of War website (wuz FlamesOfWar.com) ary simulation, so its helpful to know a little bit about military organisation. During World Ar structure to organise its troops as shown in this summary BATTALION LIEUTENANT COLONEL Commancling 500 t0 1,000 Soldier ‘or 3000 90 Tanks A battalion has three or four ‘companies plus a heavy weapons company of heavy machine-guns, weapons d light guns. Icis the biggest force you will see on a Hlames Of War battlefield, Before fighting a battle, you need to choose your force + ‘The most common form of force selection, and the best way of ensuring a fair fight and an interesting game, is to select your force based on the points given for each unit in the Incellig ¢ Briefings. The points value is calculated based upon the size and fighting capability of each unit—the larger and more powerful a unit is the higher its points value PoE support adds a hea Your headquarters represents you leading your combat and weapons platoons on the battlefield. Divisional punch from supporting tanks, yeavy anti-tank guns, artiller Agree with your opponent on the maximunt points value that yourmay both spend on you armies, 500, 750, or even 1000 points is a good place to start, while 1500 points is a good size fora to three hour game. Lat experienced commander you may want t0 build your army up to 2600-3000 points or even more! s you become a more skilled PN Pro Tepe er Piro aK eye Commanding 2,000 to 3,000 Soldiers ‘or 100 t0 300 Tanks A regiment groups together two ions of the same type, along with supporting arms. Abr usually combines a number of battalions of different types. b to four batt ade is like a regiment, but DIVISION MAJOR GENERAL Commanding 5,000 t0 25,000 Sellers ‘and up 10100 10 300 Tanks Divisions vary widely in strength, all havea similar o with ewo to four regiments of infantry (or tanks in armoured divisions) and another of artillery, along with supportin (eo) To) WN Ne fowl Commanding 50,000 or mare Soldiers rare is usually tasked with a major opsaton by the army commande sation 3g barralions. Flames Of War your force is usually a company of yy platoon in Flames Of War has two cha Fee or more platoons, cach of 30 10 60 men, oF three and Motivation. While planning and luck play a anks or guns, led by a lieutenant, In battle a t—icis the skilland bravery of the soldiers that oon operates together as a unit, ma US ARMORED RIFLE PLATOON MH AE a an Gennard — Rievean Berg ong ee i) CORO ther frie | ate eet ORR xs MBh . Cx) , Maat PLATOONS SPECIALIST PLATOONS While most platoons are ight-forward combat troops, some units are spec ways of fighting. lists with specific roles and MULTI-PART PLATOONS Some platoons, particularly reconnaissance platoons, operate as numerous detached patrols rather than as a le large entity. This allows them o spread out across the front probing for weaknesses, 4 Multi-part Plaivon is made up ofseveral platoons, each ich of the platoons is a separate platoon for all purposes, including deployment. with their own Platoon Command team. In missions with Ambushes or Rezerves (we pages 266 10 269), each platoon in a Multi-part Platoon is counted as «eseparate plaioon when working out how many plaroons may be held in Ambush or Reserves ASSAULT GROUPS When faced with a difficult task and given tir fully prepare an assault, a com inder may organise a special task-oriented platoon with just the right eq ment for the job. Pethaps the simplest example of this is the decision as to whether assault engineers should break out their flame-thrower equipment or not A platoon that is an Assault Group can change its come The Intelligence Briefing will describe the changes that the platoon can make in its equipment, position from game ta game RECONNAISSANCE PLATOONS Reconnaissance platoons (recceplatoons for short) are a com ders ‘eyes and ears) on the battlefield. Composed of htly-armoured vehicles or stealthy infanery, 3k is 10 push out in front of an adv and ascertain the strength and disposition of th enemy. This infor der to ditee ‘inst points in the enemy line where th oons ac a force ation allows a com opposition is the weakest. In defence cece ph as.a screen, keeping the enemy fiom learni ns while gathering information about wher and from where any attack will come dispo: A Reconnaisance Plaioon is any plawon noted a such in the Intelligence Handbooks, All teams in 4 Reconnaisance Platoon are Reece teams, Teams attache 10 a Reconnaissance Platoon are not Recce teams wnles they are attached from another Reconnaisance Platoon Recee teams use the special rls on pages 193 t0 195. TRANSPORT PLATOONS ‘Transport platoons are units of trucks, They haye ne combat capability whatsoever and spend most of thei time carrying supplies to and fio in the rear areas Sometimes command is need to move infantry faste than they can_max h and order transport platoons forward to get the in ay where they are needed. A Transpors Platoon is any platoon noted as such in th Intelligence Handbooks LOTR Ca igh a combination of basic iuaining and battlefield expe maining to survive your first few days of battle, but there field survival skills chat can a soldic: the first couple of weeks of combat then his ch: fof survival ger a lor higher. This is bec Hearn the unwritten rules of combac tha hardened comrades ince. You need the basic fre many imporcant b jonly be learnt on the fi se he begins co only his bactle- ach him, IA platoonis Skill rating is arguably the most important Bharacicristic they possess. Not only are skilful oops bee: land finishing off the enemy they also survive lon Ieover andl avoid being seen and hit by enemy shooting, at moving across treacherous terrain, digging in hand-to-hand combat 1 because they know how to take Troops are clasified according to their prior taining fand experience into three categories: = Conscript > Trained Veteran CONSCRIPT Consetipt platoons have been hustled into battle with are ignorant of even the most basic battlefield techniques. They are only used as a last resort buying their successes with horrendous casualties. little oF no training TRAINED. Trained platoons are those who have at least recei basic training and are ready for battle, but that haven’ had many opportunities to test their skills in combat VETERAN Veteran platoons are batile-tested oops, hardened under fire, or highly trained professionals. They have learned all the tricks they need to keep alive on the bat- field and are exceptionally effective soldiers, SKILL TESTS The skill and training of soldiers can affect how well they do all kinds of jobs—from crossing a river, to directing artillery fire, to fighting in an assaul ‘When your troops attempea task like thisin Flames Of War you may have to make a Skill Test To make a Still Test, roll a die and compare it 10 the platoon’ Skill ating on the table below. Ifthe rcore equals ‘or exceeds the seore needed, you have passed tse Skill Test Ifthe score is lower, you have failed the Skill ‘Team’s Skill Score Needed [See Test. Trained SHOOTING AND SKILL One of the things that makes Flames Of War unique as a ‘game is its use of the targets skill raci as the primary facror when working out the score needed to hita carget (most games use the skill rating of the shooting team) The reason for this is simply that it isa betcer reflection of modern combat, While silled troops certainly shoot more accurately than unskilled troops, this isnit the ‘most important factor in hitting the enemy. The most importa t factor is seeing the enemy in the first place! Modern weapons are so accurate and deadly that even ig down any target they can see. Given a machine-gun, anyone can mow down hordes of conscripts charging across an open field of the First World War attest to this, However, a unit of veteran commandos using, every available bit of cover the casualties and fire and movement tactics will cross the same open field with few if any casualties. Ik goes without saying that a battlefidld is a terrifying place to be. One thing soldiers always say about a ba agine yourself in a muddy trench as. high-explosive shells explode dangerously close, spraying mud and deadly mecal fragments through the ait, while machine-gun tlefield is that it is noisy—incredibly noisy, 1 bullets wl ine overhead like angry wasps. The e ‘gun next to you begins blasting back at the enemy, the ening as the weapon showers you with You realise your Lieutenant is shouting es you guess that staccato bark dea hot shell casing something above the by his gestu he is saying that your platoon is about to attack. It is no wonder that in an like this the motivation of your soldiers is a vitally important part of the battle. Sometimes theyll keep it together and do heroic things, and sometimes they'll crack under the pe In Flames Of War, the Motivation rating measures the courage and determination of your fighting soldi Troops are classified according to their motivation just like real people might do, three categories + Reluctant + Confident + Fearless RELUCTANT There are many reasons that oops can be reluctant, They may simply be unenthusiastic conscripts sent into batile against their will, or they might not cate wo cents about the cause they're fighting for. Maybe they're just good soldiers who have seen too much fighting, who have had their fill of batile and feel that its about ted taki reluctant troops are likely to breale under pressure e risks, Regardless, ‘CONFIDENT Faith in both yourself and your leaders can be my, Believing chat you can crust in the actions of your superiors and your fellows cam sustain you even when all else fails. Most confident troops have that faith aplenty. critical for an FEARLESS. In war there are always those who believe that the caus is bigger tha are fanatical zealots or just supremely confident, these themselves, Whether it's because they troops are nearly unbreakable. They will fight co. the last me . staying in bactle until there is absolutely no choice but to withdraw, For fearless troops, incredible heroism is commonplace and fleeing from. the eneruy unthinkable, MOTIVATION TESTS In Flames Of War the courage and enchu asm of yout miniature troops is checked by making Motivation Tests. To make a Motivation Test, voll a die and compare it t the platoon’ Motivation rating on the table below. Ifthe score equals or exceeds the score needed, you have passed the Motivation Test. If the core is lower, you have failed the Motivation Test. [eosin MIXED-RATING PLATOONS In some cases 2 platoon will have teams with different skill or motivation ratings. This can occur in ad hoe bavclegroups formed from bits and pieces of different platoons. It might also happen when a leader joins a platoon as well If a platoon has teams with different Skill or Motivation ratings, use the worst value in the platoon DIE ROLLS Flames Of War uses the same standard six-sided dice that games like Monopoly and Yahtzee use, When the rules say to roll a die, they give a number for example, 3+ (a roll Of 3, 4, 5, oF 6 means success), or 5+ (a roll of 5 or 6 means success). A the atcempr has failed that you must equal or excee roll lower chan the number means lInsomecascs, suchas shootingat partly concealed targets, ihe number needed for success will be modified. Add +1/t0 the requited score for each of the modifiers that apply ar the time. For instance, n enemy, but the target was both (a) lt long range and (b) concealed in a wood, the required Bcore on each die would go up 10 5+ If the score needed ever goes above 6 then the attempt Hill auromatically fai Hf the rules requite you 10 roll more than one die, treat feach roll as a separate success or failure RE-ROLLS Hn some situations, where your first roll fails, you may he allowed a re-roll. A re-roll is just what the name Says—you get to ignore the fi droll the die lagain. The score on the second dic roll is what counts. RYou never sc more than one te-roll per situation MEASURING PRlames Of War gives game n GGmperial) and centimetres ( surements in both inches etric), You should agree fon which system you and your opponent will use Before the game begins systems, not switch berween both. Generally, its a good idea to use the system you Wade kaa you must use one of these two tances on the battlefield any time you want to. You your weapons can shoot, how far the ‘opponent’s weapons can shoot, or even whether or not you have enough movement to assault at the end of the turn, After all, your soldiers have maps, range-finders, and binoculars to help them work these things out DECLARATIVE MEASURING You can make your game flow more easily by letting your opponent know what your intention is when moving your forces. If you tell them you are intend- ing to stay out of are completely out of or that you think your tops ight behind a wood, it reduces disputes ifa model gets bumped later Up TO HALF, AT LEAST HALF At times Flames Of War allows or requires you to do somerhing with up to half or at least half of your teams, When dealin staigheforward, With an odd number of teams, up to with an even number of teams this is half means that the odd team is excluded, while at least half requires the odd team to be included. Either way, always use the current strength of the unit. WYSIWYG Flames Of War is a What You See Is What You Get, or WYSIWYG soldier or vehicle. In many cases you can resolve dif ame, One miniature represents one ficulties by remembering this and taking look at the situ 1n from a model’-eye view, down on the ground so to speak. Hi sce from where they are or where they could go on the ve a look at what your miniature could terrain as modell To make the rules easier to read we have distinguished the explanations of the rules from the actual rules themselves. While the explanation n understanding and interpr printed in fale: and in the accompanying tables are only the text ing the rule actually rules. DIAGRAMS AND SUMMARIES You'll find diagrams and summary boxes throughout the cules. These make it easier to understand the rules and refresh your memory of them at a glance when you are looking, them up in a game. OF necessity the diagrams and summary boxes show a shortened version of the rules and may not have all of the details that apply to your situation. Always go to the rules themselves if you have run into a problem and need to clarify the situation, eae Sy ae eRe In « hobby, such as wargaming, i’s impossible to over-emphasise the importance of being a good sport hether you are crushing your opponent or you are on. the receiving end of an almighty pummelling, its always good to remember thar whatever the outcome of the bare, ying is all about having fun Some good basic rules are to play fais, follow the rules of the game, and treat your opponents with courtesy and nd don't give up! The odds may look grim with yourarmy setto be beaten, but hang in there Some of the best stories are about heroic last stands and. respect. Oh, that a few brave individuals turning the tide and holding out against the odds to finally snatch unlikely victory Remember that wh ether you are facing a friend or a new opponent treat them just the way you would like to be treated, and you will get so much more from the hobby SPECIAL RULES To keep things simple, the a Flames Of cases, Rules thy part of the ar rales only cover the more common re pecific ro certain weapons, vehicles platoons or armies are given as special rule These special rules eithet acl additional capab ties OF allow the teams and platoons chat ase them to bre the normal rules. When a special rule conflicts with they normal rules, apply the special rule. WHEN THINGS HAPPEN Normally turns in Flames Of War follow a straighfOry ard sequence, However, some rules, particulatly special rules, cause things to happen out of turn. An example of this would be reconnaissance troops disengaging when the enemy starts shooting at them. When this happens, interrupe the normal turn sequenceys resolve the unusual activity, then retutn to. where you were and continge the turn. WORKING IT OUT Lots of things happen in war, so naturally the Flamed Of War rulebook may not caver every possible situation) n occur in your battles. If something unexpected happens, alk with the other players and cry 10 come up with a good interpretation of what would happen that Ifyou can't come to.an agreement quickly just roll a diet * Ifyou roll 4, 5, or 6, use your interpretation of the rule for the rest of the + Aroll of 1 ave 10 accept your opponent’s interpretation of the rule for the! or 3, means that you rest of the game Afier the game, when you have more time for discus sion without holding up the battle, sit down and agreas how you'll handle the situation in the faeute. IF you still aren’e sure, you can always check out the forum at town FlamesOfWar.com and ask other players how they would handle the problem. Zz 3 = & # eg TFT FWorld War 1 was fought over almost every type of Rerrain, Battles ranged fiom the feozen arctic of northern Finland to the scorching heat of North African de fiom the grassy’ steppes of the Ukraine 10 the dense orests of the German Reichswald, and from the hedge Tows of France to the mountains of Italy Woods, hedges, bogs, bridges, rivers, lakes, rocks, Tubble, and buildings all break up the terrain and com pplicate the battles fadvancage, since your troops (whether riflemen Banners, or trucks) can hide themselves among, the Id. Sometimes this will be to your tanks, HEDSES AND WALLS HEDSES AND WALLS ARE LINEAR OBSTACLES. TH DOWN VEMICLES CROSSING THEIN AND CONCEAL SEEN ACROSS THEM HEDGES AND WALLS ARE NO COMMONLY USED TO KEEP ANIMALS QUT CF HOUSE GERTENS AND TO KEEP ANIWALS IN THER PASTURES. BUILDINGS Man-made structures like buildings are different from nacural certains: They are solid, $0 troops can't be seen on the other side, tbuc troops can enter them and fight through their jopenings, such as doors and windows. AREA TERRAIN Area Terrain, such as roads, rivers, forests, marshes, hills, snow, or mud, occupies an area of the table, Som iypes of Area Terrain like roads and hills can be easily modelled ia a realistic fashion, Ochers like woods need ipproach A more representat OPEN SPACES Open spaces are the areas of underl Jround the other terrain features. clutter and put something solid between them and any bullets lying around. Other times these features will be a hindrance, as they impede your movement, slowing your advance to a crawl CROP FIELDS VuLaces ace CFTEN SURROUNDED BY CROP TROOPS MOVING IN OR BEYOND THEM, VENI SLEW DOWN TO AVOID HDDEN OBSTACLES WHILE EROSEN BulLDINGs BUILDINGS ARE A UNIQUE TPE OF TeReAi TRCOPS CAN CMLY ENTER AND SHOOT THROUGH DOORS AND WINDOWS. BULDINGS ARE USLALLY FOUND CLUSTERED IN VILAGES 8 48 OUTLINS FARNOLSES. LINEAR OBSTACLES Some terrain features like hedges, walls, and streams are Linear Obstacles forming a line running from one point to another. In game terms the chief characteristic of these terrain features is their lack of depth. A team can be on one side or the other of them, but never actually in or on them, HILLS HLS ARE AREA TERRAN, THEY SLOCK VISIBILITY IND SLOW VEHICLES CROSSING THEM DOAN, 1 | ROSS, THEY CONCEAL TROCPS CN THE FAR SDE, HONG THOSE FURTHER AWAY, TREES ROWDS 70 PROVIDE SHADE FOR TRA € FOUND AS WIND BREAKS BETWEEN ROADS ARE AREA TERRAIN, THEY ALLOW WHEELED VEHICLES TO MOVE SUCH FASTER ON THEM THAN THEY WOULD CROSS-COUNTRY. Bogs AND MARSHES SOFT GRCIND LIKE BOGS AND MARSHES ARE ‘AREA TEREAN THAT SLONS VEHICLES DOWN ‘ND CAN CAUSE THEM TO GET STUCK CULT TO PLAGE NCDELS IN THE OR EN AROLND WSi INSTEAD, THIS TPE OF AREA TERRAIN IS TO SHOW THE LIMITS OF INSIDE AND WHT 1S OUTSIDE OF IT, WITH TREES PLACED OW TOP TO INDICATE THE TYPE AND HEIGHT OF THE TERRAIN The TREES CAN BE MOVED AROUND ON THE BASE (OR EVEN REMOVED ALTOGETHER) TO ALLOW YOUR FEANS TO WOVE NITHN THE AREA OF TEREAN, BUT ARE ASEVED TO BE LNFCRNLY DISTRIBUTED THROUSHOUT THE AREA RIVERS AND CROSSINGS RIVERS ARE AREA TERRAN, RIVER CROSENGS ARE OFTEN THE SITE OF BATTLES £S, UNLIKE STREAMS, RIVERS ARE SIGNFICANT CBSTACLES, THINK Bi PROUT Wh THE BATTLE Is BENG FOUGHT HEE ISTHE RVER A DFENGE LUNE? HAS THE ATTACKER ALREADY TAKEN & BRIDGEHEAD ACROSS THE RIVER, PLOUGHED FIELDS {AND THIS IS & COUNTERATTACK TO ELIMINATE THE BRIDGEHEAD? PLACE THE PLOUGHED FIELDS ARE AREA TERRAN., RIVER AND CROSSINGS ACCORDINGLY. I'S A GOOD IDEA TO HAVE AT LEAST ‘THEY SLOW VEHCLES DOWN, BUT SWE THREE CROSSING POINTS UNLESS YOU ARE PLANNING TO HAVE INFANTRY INO COVER TO TROOPS CROSSING THE: NACE AN ASSAULT CROSSING, WHAT YOU SEE Is WHAT YOU GET Most terrain features are represented quite literally on the table top. A house represents OPEN SPACES @ house, exactly as itis shown. A hill represents 2 hill, exactly as shown, A wall represents, ONLY BATTLES FOUGHT IN HUGE FORESTS LACK THE OPEN SPACES THAT ALLOW TROOPS SPACE TO This makes ic easy co work out the answer to questions like ‘Can my tank see over that qunceuyee Avr FRevire THE B'S | | wall” by looking ax the actual terrain feature placed on the table, Is the wall talleechan wall, exactly as shown, Bia Suns WITH & FIELD OF Fine your tank? If so, then it will probably have a great deal of difficulty seeing overt! Is the wall taller than the height of the gun barrel? Ifs0, the tank will not be able to shoot over it. [Fits lower than that; the tank should have slo problems sceing and shooting over the wall ‘One exception co the WYSIWYG principle is bases om teftain, A lot of area terrain is based (usually on a base 44"/3mm thick) for manufaccating reasons, This raises terrain like roads and fields above the surrounding terran, bux should be ignored during ph Bere are fourcategorics of ground conditions that units Roads, Cross-country, Rough Terrain, and Impassable. Rough Terrain is further divided into Slow going, Difficult Going, and Very Difficult Going, 4 ROADS BWhether concrete, brick, cobble, ordirt, a road provides B quick route from one place co another. Trucks and thalf-tracks travelling on a road move much faster than hey do cross-country. Even tanks benefit from roads Bince they bridge or cut thro most obstacles. MULTI-ROOM BUILDINGS B) BuLDNes wore THAN ABOUT B) G'/i5cm Across shown se pivneD B 00m. Tas Linirs THe erFecT OF WASSVE BLNKER-BUSTER WEAPONS FE TO & REASONABLE AREA WALLS WaLLs see DieULT GONG, AND GWE TROOPS. HONS BEHIND THEA BULLETPROO> COVER, OPEN SPACES ‘MOST BATTLEFELDS ARE CROss- ‘COUNTRY TERRAIN APART FROM SPECEIC TERRAIN FEATURES. GROUND CONDITIONS ree ROUGH TERRAIN There can be any number fof reasons why an environment is classed as rough terrain, ranging ground that has been chumed to sticky mud flo nacural obstructions such as woods, rocks, or deep ‘snow. This terrain will limic the speed at which vehicles Rough terrain is likely to cause vehicles crossing it to BAM bog, down’ getting stuck in the mud or trapped on an obstruction. Rough Terrain is rated as Slow Go Difficule Going, or Very Difficult Going, SLOW GOING Slow going is a ype of rough cerrain that slows vehicles down, without any risk of them boge eging, down. TOTP KX) Ya Co) CROSS-COUNTRY Terrain that is rated as cross-country is basically level and smooth enough that troops can eross it without much difficulty. Ic could be grassy or barren ficlds, expanses of firmly packed desert, of farmland. woos Woos age DeFicur GONG, Guns AND venicLes MOVING THROUGH A WCOD Sh RISE BOSGINS DOWN, % Med LS 4 CROP FIELDS a Sraons cers sxe Siow Gone, fl ences wons THROU THe Neco ro SLOW DOIN TO AVOD HADDIN casTacies \ AND POTENTIAL INFANTRY AMBUSHES, 5 4 hark # PLOUGHED FIELDS oe Pioushen FILES ARE DPFCILT TO : inove scnoss at SPEC, nakne Ten (a SLOW Gon oy, Lon GOR f DIFFICULT GOING Difficult going is rough terrain that presents 4 significant hindrance to movement. Vehicles ac tempting to move through this terrain must slow to a cravl and risk getting stuck ifthe driver isn careful RAILWAY EAMBANKMENTS RALWAY LINES ARE NORWALLY ELOW EN PLACED ON OF AN ENBANOVENT, THEY BEC GONG, OF F THE ENBANKMENT IS PARTICULARL HEDGES AND TREE LINES AND Tase LINES ARe DEFIOAT | GENTLE HILLS H coves us ate S.oH Gone, ut DON'T PRESENT ANY RISK OF Py CUTTINGS AND CLIFFS BS) curtinss AND cLiPrs ane B wwassaeve 10 SPEQALLY-TRAINED MOUNTAI BUILDINGS BULDINGS ARE VERY DFFICULT Goi BUT INFANTRY wan No ae . Waser ores ‘ONE-PIECE SOLID BUILDINGS COUNTRY TERRAN aN: The ideal model buildings for Flames Of War have remo’ 20 NOT HINDER Ve thle roofs so that mode's can he placed inside. F some buildings are made as solid piece with no room for models inside, With buildings like this, you can either place your oops VINEYARDS AND ORCHARDS agains: the outside walls ofthe building adjacent to the VINErARDS AND ORCHRES ARE opening they are occupying, and inform your oppenent GONG. VEHICLES NEED 70 BXERAISE CARE TO AVOD GETTNE BOSEED DOWN. re supposed tobe, or draw a floor plan of the building and place the models on that instead ‘VERY DIFFICULT GOING IMPASSABLE Very dificule going is rough terrain that is Some rerrain is just so dificult that ies impossible 1 barely passable. While soldiers on foot can scramble 4 ‘cross, such as deep rivers, fetid swamps, or sheer clifisy around or over most obstructions, most vehicles simply tee 3 cannot get through very difficult going, Only tanks and other tracked vehicles are able to force their wa Impassable tervain stops all movement, forcing you 1 to the objective unless you have special training or equipment. through TTT OTN Ce TT Te Eastern Europe differs from Wester Europe in being a Tot more open and less densely cultivated. The steppes ‘of central Russia are wide open grasslands of rolling hills GULLIES TRAVELLNG ALONG THE FLOOR OF & broken by gullies and ravines where streams cut through SG suaeone h the soft soil, flowing to wide, shallow sivers. Woods and ‘GENERALLY STEEP AND VERY D scattered peasant villages linked by dire roads break the Se eS ee rf 2 ° z MORE VARIED TERRAIN Nor all terrain needs to be the same ‘One of the great things about Flames Of War is that you can intioduce more variety into your battles by changing the terrain, NYou might abso like to bear in mind the season during which your Flames Of War battle is being fought, and adjust the effect of the terrain ‘on your table accordingly. For example, you could adjudge that a shallow river that would normally be Very Difficult Going, has frozen over making it easier to cross EPMEE 2nd chus raced as only Difficule Going (maybe instead of bogging down, vehicles risk through the ice!). Or perhaps itis the spring melt, making the river n Impassable Battles fought in particular places might have terrain that is slightly differenc than normal too, 30 German forests could be Very Difficult Go focusing the action towards the tracks through them. At the lother end of the spectrum, woods in Sicily might be so sparse that they are only Slow Going, Don't get too carried away though, ifthe te n is 10 diffculr, che game will slow to a crawl as troops spend more time fighting the terrain than the opposition! Rocky HILLS ND INPASSABLE CLIFFS. TRACKED 5 CAN CRAWL UP THE EASIER ROW Fences LIGHT-WEIGHT FENCES ARE ONLY $.0" Go! 70 STOP AV |CE FOR LON STREAMS STREUIS Wr TO 4/100 WDE ARE DIFFICULT GOING, MAKING THEN GROSSABLE BY ANY TROON, THEY DON'T GET STUCK cy HLLS ARE A WICTURE OF VERY DEFIOAT (GAS THEY ARENT LIKELY Woors Woons age DeFicur GONS. GINS AND VEs OVNE THRCUGH & NCOD sk BOSSING DOWN, | RAILWAY LINES J evar Lines aze SiON GON, SLOWING J veuicizs Down, Bur wiTa No wise oF BREAKING A TRACK AND BOEING DOUN wy WMTAOUT i240, AQROSS SHALLOW ARE DEFICULT GOING WITH THE ENGNE. BOGS AND MARSHES Boss are Deriaat Goins. Soccer MARSHES ARE VERY DIFICULT GOI HAYSTACKS P ARCUND HARVESTED FELDS ARE VERY SHALL RAIN. THEY ARE VERT DIFFICULT GONG, $0 VERY HARD TO ACTUALLY DRIVE THROUGH (BUT EASY TO SWWELY DRVE AROUND! ANYTHNG A WELL-POSITIONED HAYSTACK BETWEEN IT AND THE ENEMY. A VERY LARGE TANK WOULD BE CONCEALED BY WHAT MAKES A GOOD TABLE? Av good table represents che reablife terrain in the area being fought over in the way it combines open space, linear obstacles, area certain, and man-made features. The most important thing to consider isthe way real-life terrain tends to clump. Houses form villages surrounded by ctops, tees form woods, and boggy ground is found acound rivers Tn the same way, open spaces are usually lange as people clear space for crops and harvest wood, ‘These open spaces aren empty and are broken up by erop fields of fenesd or hedged grazing. bue they do offer extensive lines of sight As.av example, most tok batdes in Europe took place at ranges of half mile (800m) oF more (round 24°/60em on a Flames of War battlefield), while ranges were even greater con the Eastern Front z es Pa m4 ir = 3 is} The Battle of Stalingrad was pivotal 10 the outcome of the Second World War and remains th standard for urban warfare. Like all combat in cities, che fighting was brutal, bloody, land at very close quarters. Whole battles were flight over single buildings as fone side or the other tried to evice the enemy from their well-protected positions. Only powerful guns firing ac pointblank ran desperate assaults with hand grenades and sharpened entrenching tools could clear a building room-by. floor CITY STREETS 1 DISCUSS THE TERRAIN Ik is important to discuss the terrain on the table with your epponent before you start your Flames Of War game. By ageceing on how each piece of terrain will work in the game, you reduce the possibility of confusion and misunderstanding during play- Most terrain will be fairly obvious from looking at the model and comparing it with the examples in this section. Some terrain is less obvious and will need some thought, If you cantt reach an agreement, simply pick the most lkel candidates and roll a die «9 choose between them, TABLE SIZE Most games of Flames Of War are played FACTORIES AND WAREHOUSES INSUSTRAL BUILDINGS LIKE FACTORIES AND WAREHC SPACES INSIDE. RATHE on 6'x4’ (180cm x 120cm) tables, as chis while still being Battles fought in close terrain like cities and the Bocage x3 (120em x 90cm) tables. “This is useful as troops move more slowly and can only cover shorter frontages due restricted lines of sight small enough for convenient sor |ARE VERY DIFFICL.T GONG AND PROVIDE BLLLETPROF COVER TO ‘TROOPS INSIDE. of Normandy are usually played on a half Larger tables, say 12°x6" (360cm x 180cm), suit bigge games with kuger forces or multiple players RUINS BuLDNGs Recuine FoUR WALLS, INO MATTER HOW BATTERED. ANY STRUCTURE WITH FEWER WALLS Ig A RUN, RUINS ARE JUST A AREA OF RUBBLE, ALTHOUGH ‘SURECLADING WALLE AAKE IT EASER TO HIDE IN THEM RUBBLE PILES OF RUBBLE ARE AREA TERRANI THAT 1s VERY PASSAGE TO ALL BUT OLDIERS ON FOCT. INFANTRY AND GUNS SHELTERING IN LBBLE ARE CONCEALED AND IN BLLLETPRCOF COVER, TYPE : PEN SPACES e+ Open Space » Open Space ss or steppe Firm sand or thin snow sand, snow or mud Open Space Jeep snow or mud Open Space CONCEALMENT BULLETPROOF COVER GROUND CONDITION Cross-country ross-country. Slow Going xXx e Difficult Going Slow Going Difficult Going VEGETATION —_ i ss aoe ———— — —— ae: Mloughed field Open Space Slow Going x x op field or open scrub Area Terrain Slow Going A x Orchard or vineyard Area Terrain Difficult Going Ss x Woods Area Terrain Difficult Going JS x forest Arca Very Difficult Going x HEDGES AND WALLS: > Fence Liftegn Obstacle Slow Going oS x Hedge or line of ces Linear Obstacle Difficult Going A x 1 Difficult Going Jv Vv ILLS ——— —— ~~ “ — <_——_———-» s9-country x* x x x x Pome Gentle hill Ea Sisco il : Arca Terrain 2 z lly floor Area‘Terrain eB Gully accesses Area Terrain Fae Gully wall Linear Obstacle = teep bank, orlow sea wall Linear Obstacle iff, cutting, or high sea wall Linear Obstacle Terrain Terrain Terrain Area Terrain Bog, Area Terrain ‘Area‘Terrain Area'Terrain errain -a‘Terrain a g g xx ae Very Difficult Going BANKS, GULLIES, AND CLIFFS ——-=>———=>_——»#=- Slow Going, Difficult Going, Very Difficult Going Very Difficult Going Impassable KALK KKK Slow Going, Difficule Very Difficult Going Impassable Difficult Going Very Difficult Going Impassable XXRKKXX XXXKKKK Road Cross-country Area Terrain Linear Obstacle ity streets Terrain Slow Going. way Line errain Slow Going railway embankment Obstacle Difficult Going High railway embankment Linear Obstacle Very Difficult Going JUILDINGS pe — — - nilding, Building. Very Difficult Very Difficule Impassable KA | KERR troops. In real life so TURN ORDER A Flames Of War turn consists of one side playing their tum, then the other. When ita player's turn, they will perform all of the actions available to them, then the turn will switch co the other player. The players keep alternating theie turns like this until che game ends In Flames Of War, both players usually soll a die and whoever rolls the highest has the firse tur How some missions the attacker or defender always has the first curn Starting Step Movement Step Shooting Step Assault Step A THE STARTING STEP During the Starting Step you: page 1. Check Sole Surviving Infantry Teams 176 2. Check Company Morale 175 3. Cheek Victory Conditions 274 4, Reveal Ambushes 266 5. Roll for Air Support 178 6. Roll for Reserves 268 7. Rally Pinned Down Platoons 104 8. Remount Bailed Out Vehicles 102 9. Free Bogged Down Vehicles 44 10. Remove Friendly Smoke Markers 107 C THE SHOOTING STEP During the Shooting Step your page ct the Shooting Platoon 73 2. Select the Target Platoons 74 3. Decide Who will Shoot at each Platoon 74 4 Smoke Ammunition 107 5. Check that the Target is Valid 75 6, Rotate to Face the Target 84 7. Check if the Targetis Concealed 85 8 Roll to Hit 1 9. Allocate Hits to Target Teams 93 10. Roll Saves for Teams that were Hit 97 11, Roll Firepower Tests 7 12, Mark or Remove Destroyed Teams 103 13. Return to 1 and Select the Next Platoon Pin Down Platoons if Hit Five Times 104 Like Chess, Flames Of War is played with cach side taking turns to move and fight with the ers don’t move one at a time, so you move and fight with your entire force in your turn, then your opponent moves and fights with their entire force. “into four seeps the Searing ORDER OF A GAME TURN Rally your forces, bring up reserves and air support, and spring your ambushes Manoeuvre all of your teams into posi Shoot the enemy from a distance Charge the enemy defences in fierce hand-to-hand combat PLAYING A TURN To keep things organised, each player’ carn is divided p, the Movement Step, the Shooting Step, and the Assault Step. At the start of each of a players turn they reorganise their troops and decide what they are going to do, the they move all of their platoons, After that, they shoot at the enemy, nd finally they launch assaults on the enemy. When their turn is finished, the opposing playe plays their turn in the same order. B THE MOVEMENT STEP During the Movement Step you: page 1. Select a Platoon to Move 35 2. Bring Forward Transports 48 3. Move Teams in the Platoon 36 a. Dismount Passengers a7 b. Take Bogging Checks in Rough Terrain 43 ©. Take Skill Tests to Enter Buildings 52 d. Move Transports after Mounting 46 4, Send Empty Transports to the Rear. 48 Return to 1 and Select the Next Platoon D THE ASSAULT STEP During the Assault Step yout 1, Select the Assaulting Platoon 2. Charge into Contact 3. Opponent Conducts Defensive Fire 4. Roll to Hit with Assaulting Teams 5. Roll Saves for Armoured Vehicles 6. Mark or Remove Destroyed Teams 7. Push into Enemy Positions 8. Has Assaulting Platoon Won (iF so, Skip to 10) 9. Opponent Tests Motivation and either: * Counterattacks (Return to 2), or + Breaks Off f 165, 10. Victor Consolidates 167 . Return to 1 and Select the Next Platoon page 143 145 152 155 175. 103, 160 | 161 162 Ps Py # & re) ES P rf a he Starting Step is the administrative step in Flames Of War. It is here that you check and update the status of the units under your command, rallying your troops and carrying out various other tasks depend- ing upon the course of the battle, Because each of these tasks is just a small part of a bigger topic, for cxample Rolling for Air Support is a part of Air Support, we've left the explanation of them for their relevant section fof the rule book. As you read on, you'll find each task fully explained in those sections. SVs Pe elias ‘Check Sole Surviving Infantry Teams ‘Check Company Morale Check Victory Conditions Place Ambushes Roll for Air Support Roll for Reserves Rally Pinned Down Platoons Remount Bailed Out Vehicles Free Bogged Down Vehicles While a battle may seem to be all about shooting, an intelligent commander quickly learns that movement isa crucial component of victory. After all, before you can shoot your enemy you have to put yourself into a tactical position that lets you do so! While movement may seem a simple matter of getting in close and hitting your opponent with everything ‘you have, itis often worthwhile to use fire and movement tactics, where one part of your force fires to cover the movement of another. Where to advance is another important consideration. If you pick a place where the terrain is too dense and cluttered, your advance can be slowed to a cravil as your troops attempt to cross obstacle after obstacle. On the other hand, open ground can easily become a shooting gallery for your opponent's troops. r 1, Select a Platoon to Move 2. Bring Forward Transports 3. Move Teams in the Platoon 4. Dismount Passengers before moving Transports b. Move Transports before or after Mounting Passengers, c. Take Bogging Checks in Rough Terrain 4, Take Skill Tests to Enter Contested Buildings 4, Send Empty Transports to the Rear 5. Return to 1 and Select the Next Platoon to Move Select a Platoon to Move « Move Teams in the Platoon . Moving a Team ......2.. Moving Near the Enemy . Wheeled Vehicles on Roads . ‘Moving Through Rough Terrain . Making Bogging Checks . Vehicles in Rough Terrain Guns in Rough Ter Infantry and Man-packed Guns in Rough Terrain. Bogged Down Teams . evo i]y 1a Entering Buildings . Exiting Buil Moving Across Alleyways . ... Moving Up or Down Guns in Buildings Driving Through Buildings. .. Crossing Rivers..... Paddling Across the River .......0. Sitting Ducks. . Landing on the Other Side Normandy Bocage Hedgerows Bocage Hedgerows. . .. Narrow Lanes... .. Leaving the Battlefield ..... Movement Special Rules. Recovery Vehicles «22... ‘Transports and Passengers Mounting Transports, ..... Dismounting Transports. ‘Transport Platoons ..... +... Riding on Tanks .. Send Transports to the Rear... e.eesceees 48 Bring Transports Forward... seeees 48 Movement Summary ... - 49 Towing Guns and Portees. During your tum you are able to move each of your platoons one by one—though you dont have to move any at all, If you feel a platoon is in a good position ges to keeping it stationary, but if their location: isn’t ideal they can be manoeuvred into a better position. It doesn’ m: move your platoons, or the teams within each platoon, just remember to finish all of your movement with one there are advan ger in what order you platoon before moving on to the next one. During the Movement Step you may move cach of your plaroonss one at a time, They may be moved in any order you wish, but do not nced to be moved if you do not want to move ther. Once you have chosen a platoon, move any or all team from that platoon one at a time. Affer you want to mov moved all teams from a platoon that yeu choose another platoon to move and repeat When you have moved every platoon you wish to move the Movement Step end Gata Qr alsa TACTICS Don't Do THis! a ‘MOVING ALL YOUR TROCPS AT (ONCE LIMITS YOUR ABILITY TO EFFECTIVELY ENGAGE THE ENEMY, Leave some oF your ‘TROOPS STATIONARY TO WHLE OTHERS MOVE FROM COYER TO COVER, READY TO TACKLE THE ENEMY NEXT TURN, f MVC TINY ON IN THE PLATOON The amount of distance your team can move is dete mined by the type of toops that are moving. ‘Thé more mobile the team, the further it can move The Movement Distance table gives the maximum distances eams can move over Cross-country Terrain. Simply look up the relevant Arsenal to find the Mobility Wating of che team that you are irying t0 move to find the Maximum distance that the team can move, ree NE Ned FULLY-TRACKED TANKS AND TRANSPORTS Standard Tank Light Tank 16°/40em Slow Tank ery Slow Tank OTHER TANKS AND TRANSPORTS Jeep, Motorcycle 16"140em, Half-tracked, Wheeled 12"/30em Slow Wheeled, Wagon Man-packed and Light Guns 6°/1Sem Medium and Heavy Guns 4"/10em Immobil ‘Cannot Move MOVE TEAMS IN THE PLATOON INFANTRY Infantry @115em See page 62 for a summary of Movement Distances ees URE Ea PRR Pee STANDARD TANKS ae GuITE McBILE, MOVING 12*/20cM cRoSs-CCUNTR, LIGHT TANKS HAVE POWER-LL ENGINES AND ARE ‘MUCH FASTER, MOVING Ho'/HOCM, —_ HEAVY TANKS TEND TO Be SLOWER, MOVING 8'/20cm AS A SLOW TANK. ‘SOME REALLY OLD TANKS ADVANCE AT A WALKING SPEED AND MOVE G'/ISCA\ AS A VERY SLOW TANK. ASSAULT GINS MOVE LIKE TANKS. MOST MOVE 12'/80cM 8 A STANDARD TANK. SMALL TANKS LACK THE POWER OF FULL-GI2ED TANKS, MOVING 12°/30C AS HALF-TRACKED VEHICLES, ARMOURED CARS WITH HALE TRACKS, HALE WHEELS, MOVE 12°/20CM AS HALF-TRACKED VeHICLes. MOST ARMOURED CARS ARE WHEELED TANKS. THEY WOVE 12°/200M AS WHEELED VeHices, SWALLER, LIGHT WEIGHT ARMOURED CARS AND BiG MULTI-WHEELED VEHICLES move I6*/Hoem as JEEPS. ‘THE HEAVIEST ARMOURED CRS ARE NOT AS NIMBLE, MOVING 8°/200% AS SLOW WHEELED veHcies. TRUCK-MOUNTED GUNS FIGHT AS LNAR- MOLRED TANKS, MOVING [2°/BCCIN AS WHEELED vevicies, JEEPS AND MOTORCYCLES OFTEN ACT INFANTRY. INFANTRY ARE THE AUINSTAY OF ever’ agin. THEY move 6*/I5CA ON Foor, ry =e ~% HORSED CAVALRY STILL HAVE A PLAGE IN MODERN WARERE. THEY move I0"/28cin As CAVALRY. | Heavy macHINE-cuNs AND MORTARS ] ARE CARRIED BY THEIR CREWS, MOVING G/IBCIN As MAN-PACKED GUNS, LIGHTWEIGHT GUNS CAN BE PUSHED 8y THEIR CREWS. THEY Move G'/IBCM 48 LIGHT GUNS, HEAVIER GUNS CAN STILL 8 MOVED BY THEIR CREWS, MOVING 4 /IOCIN AS ‘MEDIUM OR HEAVY GUNS. ] THe HEAVIEST GINS NEED A TRACTOR TRANSPORTS — , COMMANDERS OFTEN USE FAST JEEPS | 18 THEIR PERSONAL TRANSPORT, MOWING 1° /40cH as Jeers.” — | HALF-TRACKED TRANSPORTS GVE 6000 CROSS-COLNTRY MOBLITY, ‘NOVING 12°/20CN AS HALF ‘TRACKED VEHICLES, & TRUCKS ARE CHEAP AND STILL MOVE 12°/800m AS WHEELED VEHIC.eS, | Heavy Trucks move 8°/200m As SLOW WHEELED veuicies } ALTHOUGH EXPENSIVE, SOME ARMIES | USE TRACKED TRANSPORTS. MOST | | Move 8°/20CN LIKE A SLOW TANK. | Pads HORSES ARE A MAJOR FORM OF AS RECONNAISSANCE VEHICLES, MOVING TO move. THEY ARE WMOBILE AND TRINSPORT FOR EUROPEAN ARMIES, Te Moc as JEEPS. CANNOT IMOVE ON THEIR OWN. ‘THEY MOVE 8'/Z0C AS WAGONS. | MOVING A TEAM When you move a platoon, all of the teams in the platoon are moved separately. You can choose to have a eam move in a differenc direction from the rest of the placoon or ro move some teams in a platoon while you Teave others in their current positions LA team may move in any direction and end up facing lany way you wish, just as long as the distance it covers fete mowement is no further than the tears maximum allowed movement distance. A team does not have to move in a siraight line, and lean deviate and zigzag as much as you like. Use the path iravelled to determine the distance moved, rather than Gjust the distance between the starting and end points. ROTATING TEAMS Troops in combat rend to move slowly in fis B pausing berwe fime their sprints 10 avoid getting shor. After they scop facing th dy to fight. dl spurts; dashes to look our for enemy fire and each dash Teams can rotate to fiace in any direction at any time when they move, as long as this docs not increase the total Vissance moved. Although Immobile Guns cannot mave any distance, they ean still rotate about their centre as their movement, IN ANY DIRECTION. MOVE TEAMS IN THE PLATOON Teas DONT HAVE TO Move. MOVE TEAMS UP TO THEIR FULL MOVEMENT DISTANCE. TEAMS CAN MOVE AROUND CBSTACLES AND CAN FACE MOVING THROUGH FRIENDLY TEAMS Soldiers and vehicles make way for friendly troops, and resume their positions once they pass. Teams can move through other friendly teams, but a team cannot end its movement on top of another team. MOVING NEAR THE ENEMY Movement towards an objective is quire a different m. noeuvre than simply rolling your way across an open ficld. You must take that you donk jeop- ardise your units or unnecessarily expose them to harm, Infanery and Gun teams may not move eloer than 2°75 to any visible enemy toa and must top moving when an unieen enemy team within 2” /Sem becomes visible to it (except in the Assault Step) Vehicles can move within 2°/Scm of enemy vehicles (even passing through their position), but cannot end their reverent on top of an enemy vehicle. However, vehicles ‘may not move closer than 2'/5cm ta an enemy Infantry or Gun tram thas is visible to it (escept in the Assault Step). MOVING A TEAM SS eS TeAIs CANNOT WOVE WITHIN SEM OF THE ENEMY [ALES BOTH ARE VEHICLES, Toe FRONT OF THE BASE TO 1 tHe Front OF THE Base —— Teams ist REWAIN 2°/5¢ FROM THE ENEMY Ine THROUGH OPENINGS, JF THERE Ave NO SNA WALL WS MUST STAY 2°/SCAL FROM ENEMY TEAMS IN THE MOVING NEAR THE ENEMY IN BUILDINGS The walls of a building allow opponents to sneak up on each other. Troops only move up to an enemy-occupied building when they are ready to assault and cleat it 4 team may move freely near an enemy Infariry Gun team ou the other side of the wall of a Building except that it may not move within 2'/5cn of an enem Infantry or Gun team measuring through an Opening within Line of Sig 7 team (except, as usual, in the Assault Step) As there is nothing to block Line of Sight, a seam may not move within 2°/5em of an enemy Infantry or Gun team that is in the same Building (again, except in the Assault Step). Ite dear) Sr ad route as long as the distance covered is no more than its Movement Distance. > Teams can rotate to face any direction eed Pee Drees em a SUMMARY a roeeke ent Puy aes PAO ere Cnn owed Crna na Roke cn 'on Roads All on Infantry (includin the same 5 + WHEELED VEHICLES ON ROADS Roads allow troops to avoid obstacles and move quickly from place to place. Roads are of particular benefit tc Whecled vehicles thac have relatively poor cross-country performance. Once on a road, the wheeled transport lean actually use their high speed Yep, Motorcycle, Half tracked, Wheeled, Slow Wheeled, fand Wagon vehicles move one and a half times as fas las normal when they spend their entire Movement Step 7 types of teams, including Fully-tracked vebicles Cavalry) and Gun tea oads as they do Cross-cou don ‘ALL WHEELED AND HALE-TRACKED VEHICLES MOVE ONE-AND-A-HALE Bp THES AS FAST ON ROADS. Wy. Z = cat od =e Daa P A aimee haa any MOVEMENT ON ROAD All Wheeled and Half-tracked vehicles move one~ and-a-half times ai ast on Roads. Jeep, Motorcycle 24” /60em. Half-wacked, Wheeled 18"/45em Slow Wheeled, Wagon See page 62 for a summary of Movement Distances ference SOUNTRY CAN MOVE 124/300 1 OW a Roso IT moves 18" /4ScM. A cpeereeeneerermerreeremerreret ie ~ While tanks aren't generally fast, they: most unstop- pable, Their tracks and powerful engines allow them to a tuck m if they start their movement in, enter or crass Rough Terrain plough through terrain that would immobilise Only troops on Foor can match them in rough Filly-tnached vebicles cannot move more than 8 (Gee page 24) Since Slow vehicles can only move 8'/20cm and Very Slow vebicles can only move 6'/15cm anyway, Rough Terrain does not slow them down ac alt. Jeep, Motorcycle, Halftracked, Wheeled, Slow Wheeled, and Wagon vebicles, and Guns (apart from Man-packed Guns) cannot move more than 4°/LOcm if they start their movement in, or enter ov cross Rough Terrain, All other types of teams including Infantry and Man- packed Gun teams, more at the same speed in Rough Terrain as they do normally NO STOPPING ON LINEAR OBSTACLES Balancing models on top of hedges is messy! A team may not end its movement on top of Linear Obstacles. It must be'on one side or the other. If a team does not have enough movement io crossa Linear Obstacle, it stops on reaching it MOVING THROUGH MIXED TERRAIN. To keep things simple, teams can only enter rough terrain if they move av the rough te speed for the whole turn, A team may not enter Reugh Termin if has already moved further than it it-allowed to in Rough Tern Instead the team muat stop at the edge of the Rough Terrain and wait until next turn to move into it, FULLY-TRACKED VEHICLES PN AM ICU ae MUy Standard Tank 8"/20cm ight Tank Very Slow Tank. COU a Aa ensy IONE LE Lea eg Ua Alll other ve 4°/10cm See page 62 for a summary of Movement Distances fect A FULLY-TRACKED TANK TEAM, ENTERING O8 MOVING IN ROUGH TERRAIN CAN ONLY MOVE 8°/200M. si 1/2000 Pere MOVE FROM COVER TO COVER Bq ove Fxom cover To coven WHENEVER POSSIBLE DONT STOP IN THE OFEN UNLESS YOu ABSOLUTELY HAVE 70, AS YOU GIVE THE ENEMY & PERFECT TARGET WHEN YOU DO. Run (A FULLY-TRACKED “Talc TEAM MOVING CROSS-COUNTRY CAN move 12°/80¢M, BUT ‘MAY NOT ENTER ROUGH TeRRAIN IT WOvES i z Po ed - a4 G 5 ° 4 x= icy =} ce} m = z re) r Ey io} 2 THe LARGE TIGER TANK IS 00 WDE TO FIT BETWEEN THE WRECKED SHERMAN ft. TANK AND THE HOUSE, MOVING THROUGH GaPs Sometimes the gaps between obstacles are too narrow for a vehicle ro pass through, forcing the driver to slow Mown and force their way through the obstacles. Uf the gap between two pieces of terrain, or between a Beam or wrecked vehicle and terrain, is too small for a Tank, Transport, or Gun team to fit between, the earn Iniust move through ‘vie o both pieces of through the gap. Uf their vebicle and gun models can fit through the gap, Whe team does not need t0 pass through the Rough Terrain in either side, even if their base is wider than the gap. Unjantry teams can move through any gap at least Wi5mm wide enore any bases that vehicles, infantry. or guns are Imounied on and assume that guns close their rails to move Wrrough gaps when deiermining if they can fis shrough. SINCE YOU IGNORE BASES. E TIGER CHOOSES TO GO ARCUND THE BUILDING RATHER THIN GONG THROUGH THE WRECK OR RISKING A SKILL TEST 70 60 THROUGH THE BUILDING TAKING THE SHORTEST ROUTE ‘SOMETIMES THE SHORTEST ROUTE IS NOT THE QUICKEST. IT'S NO GOOD TAKING THE SHORTEST ROUTE ‘TO WHERE YOU WANT TO O, IF THAT MEANS A COUPLE CE TEARS BVASSD veavnic THe Rest OF YOUR PLATOON LNSUPPORTED AND VULNERABLE TO 20M" YOUR PLATOON END LP STUCE, (ony ATTACK Discuss TERRAIN BEFORE THE GAME Since it is physically impossible for wo model terrain pieces to be perfectly touching, you should discuss with your opponent which pieces ofrerrain are supposed to be ind which are supposed to have a gap. le ma bea oor idea t9 move pieces a litde further apart where there is supposed to be a gap to make ie ¢ DOME ol CR ELULU) Sree nee Sn om Ca Peet ere Rens eee eee ee to 4”/10cm for other vehicles and guns. POG O ue ot ken ng petted eee ote ‘Teams cannot enter Rough Ten As well asslowing down, vehicles moving through rough terrain run the risk of breakdown or getting stuck. VEHICLES IN ROUGH TERRAIN Even tanks, which are specifically designed wo cross rough te matsh or getting hung up on a tree stump! ain, arent immune to sinking deep into a BOGGING DOWN ! Vehicles of all kinds have a habic of g ting stuck or ‘bogged down’ when crossing rough terrain. “The worse the going. the more likely they are to bog down. ) Each time a vehicle attempts to cross Difficult Going or Very Difficult Going it must pass a Bogging Check to cros safely. Teams take a Bogging Check as they enier Area } Terrain, start moving in Area Terrain, or attempt to cros a Linear Obstacle. Even if a vebicles movement is just rotating on the spot in Area Terrain, it still needs to take t 4 Bogging Check Ifa team attempts to cross multiple obstacles in the same urn, it takes a Bogging Check for each one. ; SLOW GOING ' Slow going forces drivers to slow down, but presents no } real risk of getting stuck. Slow Going is Rough Terrain and reduces the speed of vehicles crossing it accordingly, but docs not require « } Bogging peck 10 cross, DIFFICULT GOING Difficult going is the bane of vehic! No matter how carefully drivers. ‘ou proceed there is ahvays the chance that you and your vehicle will become stranded Difficult Going is Rough Terrain and reduces the speed o ebicles crossing it, and ean cause thera to become Bogged, Down. Each time a vehicle needs to take a Bogeing Check for crossing Difficult Going, rola die. * Ona roll of 2+ the team continues moving without any problems + A roll of 1 means shat the ream has Bogged Downy and may not move any further until iis freed VERY DIFFICULT GOING The only thing worse than crossing through muck that he got you stuck is going into stuff thar you know bog you down, Very Difficult Going is Rough Terrain and reduces tha sperd of vehicles crossing it, and can cause them to become Bogeed Down, Each time a Fully-tracked or Half-racked wehicle needs to rake a Bogging Check for crassing Ven Difficult Going, roll « Skill Test (sce page 18). If they pass the Skill Test the seam continues moving without any problems + If they fail, she ceam hus Bogged Dover, and may ne move any further until iti freed. Osher types of vehicles may not atiempe to cross Very Difficult Going THEY START MOVINS IN ROUGH TERRAN OF WHEN THEY ENTER RCUGH TERRAIN. ‘A ScoRE OF LIN DIFFICULT GONG suc AS A WCOD (OR A FAILED ‘SKILL CHECK IN VERT DiFicuLT GONe such As AA DENSE FOREST) RESULTS IN THE VEHICLE BECOMING Boaaep DOWN AND STOPPING MOVING. FULL-TRACKED AND HALP-TRACKED VEHICLES CAN ENTER CR CROSS VERY DIFFICULT GOING, OTHER VEHICLES CANNOT. ‘GUNS IN ROUGH TERRAIN Gun crews have even more trouble man guns ace andling their rough terrain than tanks, {GUNS IN DIFFICULT GOING Guns are manhandled into position, but if the terrain is difficult, they might find chemselves stuck instead. Light, Medium, or Heav Begging Check to cross Difficult Going in the same way Gun teams must pass a as vehicles. No GUNS IN VERY DIFFICULT GOING While gunners can move their guns through some ob: Btacles, they simply can't move through really difficule going ac all Light, Medium, or Heavy Gun teams may not aitempt to enter, exit, or cross Very Difficult Going, including when Limbered to a Transport team (see page 49). However, Gun teams may begin the game in Very Difficult IGoing—their crews having spent the time to haul them they nto position before dhe batle begins. Once there ll rake Gist as many howrs to haul them out again. Gun teams, wother than Man-packed Gun teams, may only be placed on he ground floor of a Building ‘earrnot move, even to ratate on the spot, since it INFANTRY AND MAN-PACKED GUNS IN ROUGH TERRAIN Unlike vehicles, troops on foot or horseback can go just about anywhere and make their way through all but truly impassable They can cross almost any obstacle Infanory teams (including Cavalry) and Man-packed Gun teams never become Bagged Down and do not need to take Bogging Checks regardless of the terrain encoun: tered. They move at the same rate on Roads, and through Crass Country and Rough Terrain. MAKING BOGGING CHECKS agteerike ame rey os Rat ule Gi aes eee atone Reed Po eae eee) gin Very Difficult Going. > z < a = Ey > Other vehicles and guns (unless Man-packed) cannot move in Very Difficult Goi CA cue tee Rena TS Tae ‘Once fix the problem. They may be directing the driver from chicle is bogged down, the crew dismounts to ng to wedge timber under the tread for BOGGED DOWN TEAMS Inaction, digging the wheels out of holes, or fixing a broken track, Whatever measures they are taking, they Kean’ fight uncil chey’re going again, Place a marker beside ichicles or Gun teams that have Bogged Down. They may not move or fight (including Shooting, firing Artillery Bombardments and fighting in Assaults) until she crew frees their vebicle or gun. Bagged Down guns and vehicles end their movement at the point they had to sake the Bogging Check. A team What Bogged Down entering a wood stops halfivay into the woods, w le one that Bogged Down within a wood Btops where it was. A team thas Bogged Down on a hedge Stops as it reaches the hedge, and one that Begged Down tntering a Building stops as it reaches the Building. Passengers may Dismount from a Bogged Down vehicle Whe start of their next Movement Step as normal. FREEING BOGGED DOWN TEAMS The problem isnt being stuck, it’s getting fiee before Your time runs out At the start of your turn, in the Starting Step, rolla Skill Tist for each Bogged Down team. he test is successftl, the crew manages to Free their techicle or gun + Uf you fail she est, the crew are still rrying to sore the problem out and remain Bogged Down. Roll again to free the team at the itart of your next turn A team that Frees itself can move, shoot and assault as normal that turn. If the team wishes to move through the same Rough Terrain again in the turn it Frees itself. it must cake a new Bogging Check. BOGGED DOWN COMMAND TANK Officers don't have time to wait around while their crew sec their tank back into operation after getting it bogged down, they simply commandeer someone else tank. Ifone of our Command Tank teams is Bogged Down, ou may take over another tank using the Bogged or Bailed Command Tanks rule on page 105. rest mea eerie OUR eT oan Test in the Starting Step to Free a Bogged Down team. Once Fre POR eee E 2 2 E d more expedient, to simply have another vehicle pull a bogged vehicle our rather than cd for themselves. This geeatly in- shicle unstuek and back ‘ercases the odds of getting the on the move, If a Recovery Vehicle that is not Bogged Down or Bailed Out ends the Movement Step touching a Bogged Down, Bailed Out, or Destroyed vebicle or Gun team, it can tow them instead of shooting Move the Recovery Vehicle and the team being towed up 10 4'/10cm, The team being towed is Freed and no longer Bogged Down, Ifit does this, neither the Recovery Vehicle nor the team it towed may move further, shoot, or take part in an ascault this turn. Ifthe Recovery Vebicle is in Rough Terrain when it starts towing the vehicle, it must take a Boeing Check before towing she vebicle. RECOVERY VEHICLES ARE INDEPENDENT TEAMS Recovery vehicles are manned by mechanics whose job is wo keep everyone else moving. When they see a vehicle in trouble, they head off to fx it Recovery Vehicles are Independent teams, so aré able to move wherever they need to go to do their job BOGGED DOWN MARKER If one of your vehicles bogs down, place a marker next to it to remind you thac it cannot move or shoot and to try to free, iar the start of your next urn, << Tow IT FREE IN THE SHOOTING sreP. ‘ Beal BALD O17, of DesTRoven veHiaes M0 IMPROVISED VEHICLE RECOVERY Almost any vehicle can be used to help a stuck vehicle, though they don't always have the proper tools and equipment to get the job done. Any vehicle shat i: not Bogged Down or Bailed Out cam attempt to tow a team as a Recovery Vebicle, provided tha: the model being toured is of the same size or smaller than the towing model. When towing a team with a vebicle shat ii not a Recovery Vehicle take a Skill Test for the towing team © Ifthe Skill Test succeedi, the vebicle tows the team a if tt were a Recovery Vehicle * Otherwise the team is not towed. Any attempt at towing, whether succesful or not, leaves the improvised Recovery Vehicle and the team being towed tunable to move further, shoot, oF assaul: this turn, a esa Cenc nee ts Down, Bailed Out, or Destroyed team may een hs ache 3 Fa ee ages a Pin mene Oe ea en ee pean Skill Test. Serene ger 2) rng eee eens eg sement, shooting, and assaults that turn, RECOVERY VEHICLES CAN TOW BoaaeD DOUN, (s FREED AFTER BEING NEXT TURN. Though troops on foor have their advantages, in general it is much easier, and more effective, 0 get soldiers to and from the battlefield in transport vehicles CARRYING CAPACITY A squad's vehicle is their home. It carries their personal belongings and spare ammunition, so naturally soldiers to allow others transport , if another squad's transport breaks down, they/ll give them a lift, buc there platoon is go borrow the no way another 1g 0 make off with their vehicles! Tronsport teams may carry Infantry and Man-packed Gun teams as Pasiengers and are able to tow other types lof Guin teams Transport teams may only be wed to carry teas from heir own platoon. Teams. ride in their owm section or Kiguadls Transport teams. If their own Transport team: is Destroyed, chey must be evenly diseribuied across their (platoon' other available Transport teams A Transport team can only carry @ maximum of six Wears as Passengers (including up to one towed Gun Team). Pioneer, Supply, Ammo, Demolition Carrier, and. Recovery vehicles may not carry any Passengers Ir is importane to. keap track of which ream is in whac Yehicle. You might do this by marking vehicles for par ticular squads, orby drawing abox for eich vehicle on a of paper and placing tears in the boxes INDEPENDENT TEAMS RIDE ANYWHERE While most of the time squads do their best to keep BEV Je) MPU E ICA a ty lother people out of their transports, no one can say no Iwhen the ‘Old Man’ asks for a ride Tndependent and Warrior teams are able te ride in any Transport team capable of carrying them, from any platoon. IGNORE PASSENGERS While infantry on foot are well positioned to ambush a vehicle attempting © drive through them, once mounted in a vehicle, they have no ability to interfere: with passing vebicles at al. While mounted, Passengers do not stop their vehicle from moving within 2”)5em of enemy vebicles, nor do they stop enemy vehicles moving within 2'T5em of their vehicle TANK ESCORTS Some tanks are particularly vulnerable to attacks by enemy infantry. They are given dedicated escorting infantry to procecs ther, Tank Escorts are part of their Tank team, they are not separate teams and are not Passengers. Tank teams wish Ta certs cannot carry Passengers MOUNTING TRANSPORTS When the time comes to move quickly, troops mount up ports to arrive frst, things ean take a lot longer: nd move out. If they have to wait for their trans- Unless otherwise stated, teams.an only Mounta Transport team in the Movement Step. Only teams that started their turn Dismounied may Mount Transport teams. Teams that move far enough 10 reach a Transport team's passenger compartment «an Mount it as Passengers If the Transport team as already moved when the Passengers Mount up, it cannot move any further If the Transport team has not yet moved when the Passengers Mount it, the Transport team can now move as normal. As long as the Pascengers did not move At the Dauble (see page 50) 10 reach their vehicle, the Transport tearm can move At the Double afier they Mount. aa TEAMS MOVE INTO THEIR TRANSPORT'S PASSENGER COMPARTMENT TO MOUNT LP. Pane Da pacer AneRien = ‘TRANSPORT Rewensen, A TRANSPORT DOES NOT HAVE TO DSMOUNT ALL OF ITS PASSENGERS, IF yoUR TRANSPORT HAS A PASSENGER-FIRED MG, CONSIDER LEAVING ONE OF THE TEAMS MOUNTED TO MAN THE MACHINE-GUN AND KEEP THE ‘TRANSPORT ON THE BATTLEFEL, DISMOUNTING TRANSPORTS “The whole point of cransporis is to get someone some- where, and then for them co get out and fight! Teams that started their urn Mounted may Dismount from Transport teams at the start of their Movement Step, prior to the Transport team moving. Unless otherwise stated, teams can anly Dismount from a Transport team in the Movement Step. When they Dismount, Pasiengers move as though they had begun their movement in the pastenger compartment of the Transpors team. A Transport team cannotmove before unloading Passengers and counts as moving, even if it does not move afier the Passengers Dismount An empty Transport team (unless a Pioneer, Supply Ammo, Demolition Carrien:or Recovery Transport team) must be Sent to the Rear when the last Passengers Dismount. Some German armoured balfracks are an exception to this, remaininig on table withous passengers using the Mounted Asiault special rule (ce page 243). TRANSPORT PLATOONS ‘Though some platoons have dedicated transports co support their activities, itis much more common to ask for a transport platoon when they need it. A Transport Platoon operates. as its own platoon. It ‘must openaie tagether picking up and dropping off other IF THE TRINSPORT STILL HAS PASSENGERS IT NOW MOVES ON Ie 17 Is ENPTY IT Is REMOVED FROM THE TABLE. platoons as needed. Teams from a Transport Platoon cat never be allocated out to other platoons. Transport teams from Transport Platoons may carry 0m tow teams from any other platoons without restriction, They can even carry seams from several platoons at once if uccesuary Transport teams from Transport Platoons can each carey up to six Infantry or Man-packed Gun teams. Thay irhaita ote Gaeniiba ni placed one af err ena Passenger teams, RIDING ON TANKS ) Often infantry *hitch a lift’ on the engine decking of ranks, It's not a particularly safe means of getting aboury and it certainly isnt comfortable, but it beats walking, Tank teams can carry up to chree lnfantry or Man-pac Gun cams in the same manner as Transport team carrying Passengers. Tears siding on tanks must be spread evenly across all tans in the platoon. A Tank team carrying Passengers must have infantry ‘models, or some other identifiable token, placed om the rear deck of he tank to indicate that tt is carrying passengers Passengers on Tank teain: Mount and Dismount in de samme waay as Passengers in any other sort of transport Flame-throwing tanks may not carry Passengers—no sae infaneryran cen be convinced 10 ride ona ‘mobile bomb They'd rather walk, no matier the discomfort. SEND TRANSPORTS TO THE REAR Because most transport vehicles are so. vulnerable— Jacking both firepower and armour—they ave normally Bent to the reat when their passengers dismount. You must remove empty Transport team: (unless Pioneer, Suppl, Ammo, Demolition Carrier, or Recovery Taansport Teams) from the table at the end of any Step. Transport seams removed in this fashion do not count as Destroyed. When a Bagged Down (ste page 43) or Bailed Out (see (page 102) Transport ream it Sent tothe Re the Bagged Down or Baile Out ar, it ceases to Te Mounted Asauls special rule (see page 243) allows lemmpty German armoured half-tracks to remain on table BRING TRANSPORTS FORWARD. When their charges need them aga n, the transports leome forw: d and pick them up. Before moving a platoon, you may place all ofits Transport ears (other than thove that have been Destroyed) that Yhave been Sent to the Rear or did not deploy on the table ack on che table The Transport teams must be placed within £/10em of a eam from their platoon, and may not be * within 16°/40cm of any enemy team within Line of Sigh, unless Concealed by Terrain from is, or * within 4110¢m of any enemy team, or within 8°120cm of any enemy Reece team that is in Line of Sight (apart from Recce teams that are Bogged Down, Bailed Out, or moved at the Double) TRANSPORTS AND PASSENGERS Once Brought Forward in this way, the Transport teams can mount Passenger teams and move in the normal way bus cannot shoot in the Shooting Step nor asiault in the Assaule Step They may however move in either step if they have a special rule such as Avanti or Stormtroopers that allows them to do sa Specialist Transport Platoons may be Brought Forward to load teams from any friendly platoon. BU POD Eat Deu cee eres > Dismounted teams move into a Transport team’s passenger compartment to Mount. The Transport team can then move. > Passengers move out of their Transport eee nets Dismount. Passengers must Dismount before the Transport team moves. Remove Pa ieee > Tank tcams without Tank Escorts may carry Und up to three Passengers. > Bring a platoon’s Transports Forward before it moves. Place each Transport ean ne wa Centra tea tay ena Sy ress Re ae Wet ee et Recee teams or 4”/10cm of other enemy Prerree eee a 16"/40cm if not Concealed. Passengers can then Mount and the Transport teams move em ties TRANSPORTS REMOVED FROM ‘THE TABLE CAN BE BROUGHT Seem EVN de) tee) AKO Baia 2 ent ‘THE TRANSPORTS MST BE CONCEALED FROM THE ENEMY OR FAR ENOUGH AWAY TO BE SAFE WHEN THEY RETURN, Pushing a gun is slow and backbreaking work, It isa lor quicker to limber the gun to a tractor (limbering is the n for hook gunner’ te ng the gun ‘0 the tractor) and tow it to where you want 10 unlimber. Transport teams can carry Gun teams as Passengers, While Man-packed Gun teams are carried in a vebicle like most Passenger teams, Light, Medium, Heavy, and Immobile Gurr teams are towed behind the vebicle. Towed Gun teams Limber and Unlimber their guns in the same way that other teams Mount and Dismount, except that each Transport eam can only tow one Gun team. When a Gun team Unlimbers from its Transport team it starts its movement in its current location, and moves {from there rather than from the pasienger compartment. PLACE LIMBERED GUNS BEHIND TRANSPORTS A towing vehicle and its gun form a single entity when ‘on the move, One is useless without the other until the crew dismount, unlimber their gun and go into action, When tt moves, & Towed Gun team is placed as though they were being towed behind the Tiansport team in which it is a Passenger. As Pasiengers, they do not need 10 take Bogging Checks separately from the vebicle The model of the Towed Gun and the Transport team towing it are both considered to be the Transport ream when shot at, bombarded, assaulted and so forth JEEPS AND MOTORCYCLES TOWING GUNS A jeep is barely able to tow a large gun and carry its am- munition, so it doesn’ have room for the crew as well, Asa result, the crew walk alongside, slowing progress The British and Americans sometimes used Buntan, Ford, and Willys jee motorcycles and Kerrenkrad sracked motorcycles in the 5.10 sow guns. The Germans used same role. Any of these vebicles towing a Gun team can anly move 8°/20em on Roads and Cross Country. CRASH ACTION Gun crews are tained to get their guns into action quickly. [fa gun comes under fire while being towed, the crew leap out of their vehicle, unlimber t gun, and open fire A Gun team is not considered 10 have moved when it Unlimbers as long as it docs not move other than rotating on the spot. DISMOUNTING PORTEE GUNS Some guns were carried ‘en portée’ on the load bed of at truck rather than being towed to allow the gun to fire on the move A Tank team with the Porte attribuie may Dismount its, weapon by Sending she vebicle to the Rear and replacing it with a Gun team equipped with the came weapon, asi it were Unlimbering from a Transport team. A Gun team Dismounted from a Porte may Mount again hy Bringing Forward the vehicle as if it were a Transport team. Replace the Gun team with the Porte Tank tearm rather than placing the vebicle near the Gun seam, Portee guns may deploy as Dismounted Gun reams having. already Sent their vehicle to the Rear. > Man-packed Gun Passengers. Other Gun teams Limbe Unlimber Ara the same way other teams SUMMARY Dent > Limbered Gun teams are placed behind their Transport teams, becoming part of the nsport team. > Gun tea 5 Unlimber in place and do not rants GUNS ARE PLACED BEIND THEIR TRACTORS WHEN BEING TOWED, WHILE LUMBERED GINS AND THER TRACTORS ARE BOTH CONSIDERED TO BE PART OF THE TRANSPORT TEHAN IF THE GUN DOESNT MOVE AFTER UNLINBERING, IT CAN SHOOT WITH ITS FULL EFI wy 3 Fy =} ° 4 m7 os =) = < re zi 5 fe] eS Sometimes speed is more important than safety. Maybe you have held a platoon in reserve waiting for that crucial breakthrough, and you want 10 move the fonce you know where it is going to happen. Maybe the only option isa quick retreat the double to gain you're surrounded a Regardless, a team can try to move this vital speed ny or all teams in a platoon shat is not Pinned Down Those move At the Double may move twice as fer Gee page 104) may elect tw move At the Double teams the Bs normal When moving At the Double, teams may not: © Puss within 8"/20cm of an enemy team (other than an Independent team that is not a Warrior), © Move dhrough Rough Terrain (sce page 41), STAKE THE MOST DIRECT ROUTE If you are moving fast you dorit have time for clever factical manoeuvres. You just point in the direction you need to go, and move! Teams that move At the Double must follow the mes direct oute and may only change direction to avoid Rough Terrain, lor coming within 8°/20cm of the enemy, or to follow a Road. They must end hey moved. vir movement facing in the direction NO TIME FOR DELAYS. When moving at the double there isn't time for slow terrain, combat or clever tactics. Ifa team moved At the Double, it may not take any further action this turn, It cannot move further, shoot, or assault Other teas in the platoon can operate as normal, TARGETS MOVING AT THE DOUBLE An‘enemy team moving at the double is not using con cealment and has thrown caution to the wind. Teams roll evice as many dice as normal when shooting at teams that moved At the Double. Artillery bombardment and air attacks against ams moving At the Double are no more effective than normal. > At the Double, teams move up to twice as far as normal. They must take the most direct route and end facing the direction travelled. Riis eed Sy Peo rect es Sire Ween eats Pee es eee PUA U eC URC TEAMS THAT MOVE AT THE DOUBLE MOVE TWICE AS FAR, BUT MusT FOLLOW THE MOST DIRECT ROUTE. Teans MOVING AT THE DOUBLE CAN ONLY TURN 70 AVOID ROUGH TERRAIN (OR THE ENEMY, OR TO FOLLOW A ROAD. 18-2 HEAVY TANKS ARE SLOW TRACKED, SO HAVE A Move! TEAMS NAY NOT MOVE AT THe Douste N) OR THROUGH ROUSH TERRAN, OR WITHIN 8°/200H OF THE ENEMY. DISTANCE OF 8°/20ch WHEN MOVING AT THE DOUBLE THEY WOvE 16"/4OcM. Most Dsstance When riflemen halt, the first thing they do is dig them- selves burrows in the earth for protection from enemy fire. They call their holes by many names: foxholes, slit trenches, slittes, and rifle pi proper slit trench i shell scrape is almost as effective when youare desperate. Regardless of the name, they all minimise the soldier's ny fire. Ies impossible to dig a a battle situation, but a shallow exposure to en Rather than move, a platoon can use their Movement Step to attempt to Dig In, Platoons can Dig In while Pinned Down (see page 104). To Dig In, the platoon takes a Skill Test. + If the Skill Test sueceeds, all Infantry and Gun teams 1n the platoon immediately dig themselves Fexboles. * Uf the Skill Test fails, the ground is too rocky or hard, or they havent dug deep enough yer and they remain tonprotected. Regardless of whether shey succeed or not, every team that attempted 10 Dig In is treated as having moved when determining its ROF if it shoots (ice page 91), but not for any other purpose. When a platoon Digs In, all Infantry and Gun teams in the Platoon that are not already in Bulletproof Cover must Dig In. Teams already in Bullesproof Cover and all tebicles und Cavalry, operate as normal since they do not Ese Duc IN MARKER Show that teams in a platoon are in Foxhoes by placing a matker with the Platoon Command team indicating thatthe whole platoon is Dug In or by patting Foshole markers in front of the teams, PIONEER SUPPLY VEHICLES Pioneer supply vehicles carry stocks of picks, shovels, and explosives that make digging in much easier. A platoon with a Pioneer Supply vebicle within 2"Z50n of the Platoon Command team, or any Independent team within 2°75cm of «Pioneer Supply vcbicl, may r-rel failed Skill tests to Dig In. WHERE CAN'T YOU DIG IN While infantry are very inventive, there are some places they just cant dig a foxhole—such as under water Teams that are in water terrain like streams, ‘rivers, idges or fords crossing them, cannot Dig In, so operate as norma. swamps and lakes, or on b occupying them, foxholes make their occupants” smaller targets, Unfortunately for most gun crews, thei weapon is too big to quickly dig a pit for-so it tema standing tall giving their position away. Dug In Infantry and Man-packed Gun teams ares Concealed and in Bulletproof Cover. As they did move, they are sill Concealed in the Open (sce page 89, if they failed their artempe to Dig In Dug In Light and Mediwm Gun teams (other than Anti aircraft guns) are Concealed and in Bullesproof Cover. Dug In Heavy and immobile Gun teams, and Light a Medium Anti-aircraft Gun teams, are not Concealed, bl are in Bulletproof Cover unless Concealed by Terrain. Teams that Dug In or attempted to Dig In can Go ta Ground (see page 90) if they do not shoot since they did not move LEAVING DUG IN POSITIONS ‘Though it is a miserable experience to dig a foxhole one minute and leave it the next, sometimies it has ta happ ied up exactly the same positions, or even find well-con- cealed foxholes, so will have to dig new positions. 1 Other troops atriving later are unlikely to tak Ifa Dug In team moves in any way, other than rotating on the spot, it immediately ceases to be Dug In. Ai an exception, you may mark the pasitions of the Dug I teams of a Defending platoon in an assault (see page 15 before moving them to Counterattack. Any team fron that platoon that ends the Assaule Step back in one of th marked positions hecomes Dug In again. Ifa team cannal reach an unoccupied marked position at the end of the Assault Step, it is no longer Dug In, Remove any unoes cupid markers remaining at the end of the Assault Step. Ic is not necessary for teams to return co che speci foxholes they began in—only for the platoon to retur to the foxholes they collectively dug. > Dug In Infantry and Gun teams are in EMER ET uke Heavy, Immobile, and Ant teams, are Concealed. As they did not move, ircraft Gun they can also Go to Ground. SUMMARY. » Teams cease to be Dug In if they move or sept when returning to their aes Prema Poets Idings, performing military manoeuvres within them fein be incredibly challenging. Every attempt to! move sks running into obstacles, and roundabout routes Imust be found co stay away from enemy fire OPENINGS |As in normal life, openings like doors and windows are fssential for enter i Byen the toughest serge NOpenings are gaps in she walls of Buildings chat are big fenough 10 move and shoot through, Windows, doors, and Holes blown in she walls are all Openingy (CHECKED BUILDINGS [Soldiers donic just dash inco a building withoue checking it first. They send scouts forward to sce who's holding ithe building, then they either dash inside or plan an assaule to push the enemy WA Building is a Checked Building if it either contdined ia friendly team. or a friendly team was touching an (Opening into the Building at the start of the current Step Note that « Building can be Checked even if there is an Henemy tear inside. ‘CONTESTED BUILDINGS Soldiers only sta re by being cautious. Any building noc know to be clear of the enemy has to be assumed fro be occupied by the enemy until checked out. WA Building shat is not Checked is Contested. A Contested Building cin be cither empty or occupied by the enemy ENTERING BUILDINGS Entering a'building ina combat situation matter of walking up and knocking on the door ENTERING CHECKED BUILDINGS Ie is easy enough to get into a building held by friends. They will have unbarred the door or help drag the new arrivals in through the window. An Infantry or Man-packed Gun tram can move into a Checked Building through any ground-floor Opening Measure the team’s movement up to the Opening and into the Building, just like moving across any other form of terrain, ENTERING CONTESTED BUILDINGS An unoceuj ed building also presents difficulties. Even if the door isn't bolted or barricaded by the owners hoping to protect their possessions, approaching infantry need to be prepared just in case it does turn out to be occupied—by the enemy’ When a moving Infantry or Man-packed Gun team atempis to enter a Contested Building through an Opening that they were not touching at the start of their movement, roll « Skill Test + [fit passes the Skill Tess, the team enters the Building shrough the Opening and the Building is now Checled for the rest of the Step. + Otherwise it failed the Skill Test and the team ends its movement for the Step outside the Building touching the Opening it atterupted to enter. This blocks further TK see) tery ‘A BUILONG (5 CHECKED F A FRENDLY TEAM STARTED N IT, OR THE BUILDING, ALLOWING IT AND OTHER TEAMS TO ENTER FREELY. | INFANTRY DON'T HAVE eNoUSH MOVEMENT TO FULLY ENTER A BUILONG, THEY CANNOT ENTER Likewise, 6 THEY [ia CAN ONLY MOVE PART WAY RCROSS THE ROOM, THEY STOP WHERE THEY GET TO, aa eee SRT ey rt IF THEY PASS, THEY ENTER THE BUILDING AND IT 1S NOW CHECKED. (OTHER TEMS CAN THEN FOLLOW THEM THROUGH THE OPENING ( THey Pall, THEY STOP )y OUTSIDE, BLOCKING THE OPENING TO FOLLOWING EVEN THOUGH ONE OPENING 1S BLOCKED, OTHER TEAMS CAN ATTEMPT TO CHECK AND ENTER THE BUILDING BY DIFFERENT CPENINeS. troops from using the same Opening this turn. Other EXITING BUILDINGS reams may sill attempt 10 enter and Check the Once building has been checked . nce a building has been checked out, troops can pass Pree eae a Be through ic at will as che occupying troops guide them Ifa modelled Opening is wider than the Checking base, it only blocks its base width of the Opening if' fails through the maze of rooms to the appropriate exit. Infantry or Man-packed Gun teamscan move through andy out of Checked Buildings using a ground-floor Opening. its Skill Test, allowing another team to attempt to enter through the remaining part of the Opening aaciaiea ere MOVING ITS NORMAL G'/ISCK MOVE OUT THROUGH AN OPENING. TEAMS CAN MOVE THEIR NORMAL GBC MOVEMENT DISTANCE THROUGH A CHECKED BULDING. WYeNint Naoxsw nts aN.\ G3 THE ALLEYWAY IS TOO SMALL FOR & TEAM TO STOP IN IT, $0 THE TEAM CROSSING INTO. ‘THE NEXT BULLING REMAINS WHERE ITS IF IT FAILS (TS ‘SLL TEST TO ENTER. ‘TREAT BUILDINSS SEPARATED BY A NARROW ALLEYWAY AS BENG ADJACENT, $0 A TEAK TOUCHNG THE EXIT IN ONE BUILDING CAN CHECK THE NEXT ONE. MOVING ACROSS ALLEYWAYS Soldiers in one building can cross a narrow alle foo much. If the other building tums out to be unoe ily check outa building ay without exposing, themselves feupied, they can quickly nip across the alley and into the other building, Uf tivo Buildings are separated by an alleyway that is too Diarrow 10 fit a ream, treat the two Buildings as being Eadjacent when crossing the alleyway. If an Infantry or [Man-packed Gun team failsto enter a Contested Building laeross such an alleyway, it remains at the Opening in its iow Building since i cannot be placed in the alleyway. onary MOVING UP OR DOWN Many un between the floors, allowing woops to move up land down. If the rubble and ladders to move up and down instead. dings have two or more floors or levels. Stairs irs have collapsed, soldiers will use Infintry and Man-packed Gun teams can move up ot down by a total of two floors at any time during their movement, This is additional to the normal Movement Distance, soa team can move its full Movement Distance and still move up or down two floors If your Buildings don't have any Openings modelled between floors, simply assume that there is a ladder or sufficient rubble to climb up to an Opening in the ceiling ofeach room. GUNS IN BUILDINGS Getting small, ceam-carried guns into a building is faisly easy, but it takes a huge amount of effort ro get a bigger gun inside Man-packed Gun teams enter and exit Buildings like Infantry teams Other Gun teams may not enter, exit, or move in a Building during a game, but they can be deplayed on the ground floor of a Building at she start of the game MULTI-STORY BUILDINGS REMEMBER! Ie THE BUILDING HASN'T BEEN (CLEARED BY ANOTHER Tet, TESMS NEED TO PASS A SKULL TEST TO ENTER THE BUILDING, INFANTRY AND MAN-PACKED GUN TEAMS CAN [MONE UP OR DOWN BY ONE OR TWO FLOORS IN ADDITION 70 THEIR NORMAL MOVEMENT. S ONLY FULLY-ARWOLRED VEHICLES CAN DRIVE INTO A BULDING, BUT PO (OT NEED AN OPENING TO DO $0. PY excnes Yr Or DRIVING THROUGH BUILDINGS A tank will never fit through a door, bur that doesnt ICMR TOTO er Checked or Contested. | matter at all—ic simply makes its own opening. Tanks 7 ° sin gal neers, uel ghey. iico @ elec «d Buildings contain a friendly team have the whole house collapse on top of them! CO Eun aa | Pally armoured vebicles are the only type of vebicles that Sa ey I in enter Buildings. Other types of vehicles cannot enter a Openings in Che Idings, but must Building or be deployed in one at the start of the game ppass a Skill Test to move into a Contested Fully-armoured vehicles do not need an Opening (and Building, and block the Opening if they fail. | cannot use Openings) to enter a Building, they simply drive straight through. As Buildings are Very Difficult Going, they still need to pass a Skill Test to enter, exit, o move within or through a Building > Man-packed Gun teams move through Buildings as Infantry. Other Gun teams TCR MICs eed Deere as > Teams can climb or descend up to two floors in a Building while movi SULA G The debris from falling walls and ceilings immediately closes off the hole smashed by the ank, leaving no Opening for infantry or other vehicles ta fi » Fully-armoured vehicles treat Bu Very Difficult Going. Other vehicles cannot PN ts nna When a river crossing was expected, special equipment das moved forward to assist the effort. Boats, ‘other floatation devices helped the men getacross, When crossing was ny means xvailable ro hastily cross the river. This would includelocal Dats, ras, or even suringing a rope actoss the rive expected, the unit would u PADDLING ACROSS THE RIVER When the infantry ser out actos the river, each was ven a landing point on the opposite bank WA wide River or canal is normally Impassuble, However Unfaniry (including Cavalry) and Man-packed Gun Heams can paddle across Impasiable Rivers up t0 8°/20em Wide. ‘To do so an Infantry or Man-packed Gun team frist begin its Movement Step square against the edge of the River Un the Movement Step the team moves directly across the River to touch the opposite bank. Ie is placed in the River io show that it is sill crossing Uf crossing the River would put the team within 2”/5cm lf an enemy team, the team cannot cross the Riven, The Ieeam must either move further along the bank and cross lin a subsequent cura, or wait until the enemy is cleared ifrom the far bank. INO SHOOTING OR ASSAULTING While paddling their assault boats across the river, the deas fat sy making their way across imen have one goal in mind—get to the other 428 possible. They are too bi to do anything * CROSSING RIVERS + While crossing the River, teams may not shoot, move, fasaul, or be assauled, and take no part in any assault happening around them. SITTING DUCKS Sicciny in a boat is not the best place to be in a fight. nowher ‘There 10 grab cover or dodge incoming fire. Teams cannot be Concealed in the Open (vee page 89) or Gone to Ground (1ee page 90) while in a River: The ‘exception to thisis that Smoke markers have their normal «effect of making teams seen through them Concealed and Gone to Ground (ee pages 107 and 137) Teams crossing a River do not have their normal Infantry or Gun Save. Instead, roll a die for each hit + Uf the result is 5+, the team manages to avoid any casualties despite their exposed position, * Otherwise, the team has been cur down during the cressing and is Destroyed. PIONEERS Pioneers have trained extensively on may h them to cross quickly and with lee difficulty givers and assault boats with outboard allowing Pioneer Infantry teams ignore the Sitting Ducks rule, and retain their normal 3» Infantry Save. LANDING ON THE OTHER SIDE ‘As soon as the soldiets got to the other side they moved quickly to clear the bank for the follow-up troops. In the turn after entering the River, a team that began the turn in the River completes its crossing The team moves as normal movement from its landing point on the River bank, rao en iaac) CINNOT BE CONGEALED IN THE OPEN OR GONE TO GROUND, AND ONLY HAVE A $+ SAVE UNLESS THEY ARE PIONEERS. TAINS CANNOT ENTER THE RIVER IF ENEMY TEMS ARE WITHIN IR EXIT POINT. STARTING THE TURN AT A RIVER BANK CAN START TO CROSS IT IN THE MOYEWENT STEP. NEXT TURN THE CROSSING TEA EXIT THE RIVER AND CARRY ON WITH A CONTESTED CROSSING Since you cannot enter the river if there are enemy within 2°/5em of your intended landing point, you may have to use firepower to make a gap before you can cross IF your opponent moves troops up to contest your cross after you have entered the river, they still can't cop you crossing as they can't come within 2"/Sem of the crossing team and cannot assault into the river, On the other hand, your teams can assault out of the tiveras they land, opening the way for others to cross afier ther Cae etry eked Gun teams can cross Impassable Rivers up t Ree (ey Seger oe Fa onc one eee Li eet re ee Chane gn > While crossing, teams can't shoot, assault or uence ocd ‘riers Ciera ea Pee Near a Td c At the Double. he Bocage is an area covering the southern and western [part of Normaridy. It is made up of many small imegular fields bordered by the hedgerows that give the area its name. Bocage hedgerows have thick stone banks, formed when the fields were cleared in antiquity, oped by F dense hedges of trees and bushes, While the hedgerows fre excellent for keeping cattle from straying, they are lalmost impassable to vehicles and even to troops on foot they present a major obstacle The area is rural, so most roads are small lanes designed for horse-drawn torised vehi le wider and more modern, but few and far between. Roads are usually banked up on both sides and lined ih crees that ofien meet overhead. Jy wide enough for a mo- roads between the towns The farm buildings are usually made of the same grey hedgerow banks. The tile-roofed house with litle in the way of decoration to break: their square lines The farmers of the ater mostly raise cattle to make the Faro nd grow apples to cheeses of the region make into potent Calyados brandy. Crops like com land wheat ily restricted to the flatcer open areas around Cac BOCAGE ON THE TABLETOP Mie Bocage extended 60 miles (100 km) from north 1 Bouth, and over half of that ease to west. Apart from Farmhouses, small villages, enclosed orchards, and oc Ieasional woods, the entire area of a battle fought in the Bocage should be covered in bocage hedgerows. Bocage Fighting requires far more wroops to del Frontage ally. As a result, you will need to fight over a half-sized fable (4°x3'/120cmx 90cm or 4'x4'/120em x 120cmn), Bocage fields typically scale out to be 6-12"/15-30em Facross by 8-16"/20-40cm long. They areusually entirely nded by bocage hedgerows with few gates through ihe banks. Some fields do not have a gate at all, juse an fey OND) Malar Cola id the same 1d slows down forward movement dramati- surre opening barely wide enough to allow a whe {or cow to pass through. Placing small patches of bocage « gaming table docs not tend 10 work well as it essentially ibecomes impassable terrain for tank forces and slows Mown infancy battles. In this situation, ic is better to treat bocage hedgerows as tall normal hedgerows as this {could be anywhere in Europe. and the difficulty of manocuyre require careful tactics to overcome, BOCAGE HEDGEROWS Hedgerows are the defining feature of the bocage. They make cross-country movement @ nightmare and give the enemy plenty of cover and concealment. CROSSING BOCAGE HEDGEROWS The banks of éocage hedgerows are stone walls 6 feet (1.8m) or more tall and up to pwice as thick, ‘The roots of the trees growing on the banks bind them together into an impenetrable mass. Bocage Hedgerous are Very Difficult Going, but only Infintry and Man-packed Gun teams on foot, and Fully- tracked vehicles can cross them at all In addition, the hedgerows are so overgrown that teams must stop their movement on reaching a Bocage Hedgerow, ready to crass next iurn. A team muse start their movement touching a Becage Hedgerow to eres it This can result in disjointed movement with a platoon taking several turns to cross a hedgerow as each echelon ‘moves up 10 the hedgerow and crosses in ern. Like any Linear Obstacle, teams cannot end a Step sitting on a Bocage Hedgerow. They must be on one side or the other and clearly either touching the Hedgerow or back from it MOVING THROUGH GATES IN BOCAGE While gates are much easier to travel throug! they are narrow and overgrown, making negotiating them slow and tricky. Gates in Bocage Hedgerows are Difficult Going. Like the Bocage Hedgerows, teams must start their movement touching a Gate to wse tt, and must stop cheir movement upon reaching a Gate in a Bocage Hedgerow, BELLY Up! Tanks stuck on boauge hedgerows usually found them- led with their nose pointing to the sky their belly pointing to the enemy! Any Armoured vebicle Bogged Down on a Bocage Hedgerow uses its Side armour rating as its Front armour raving when bit from the front. The hit still counts as being on the Front armour, just with a lower armour rating. pana rial Peo PANES > Bocage Hedgerows are Very Difficult ‘The narrow lanes often found Going, but only Infantry and Man-packed than the hedge oc any P Teeter advance must be on a o1 i So eRe Rare rer ea ec cecaee additional problems for in Bocage Hedgerows are Difficult Ge nor cuen in them. Pee ae coer re row Lane is a Road with some aa z a eee pe ee en 2 5 Ey ct the practical need 10 model a Narrow Lane wider FUR TEDU GS te cross them. Pe se ee ese use th Pete eae armour rating. face along a the side without era adjacen PACU MEU Re ee geo must face along the Road and cant pass Convenes che other Gun tcams and vehicles. detour into the neighb Xo eid seen Mhere are times when discretion is most definitely the better part of valour and troops must leave the battle field, It mighs be because th they can no lor are so badly batteréd tha ute to the fi 1 effectively contr I might be because they find themselves so badly out Igunmed and outnumbered shat retreat is the only viable foption. Or it could be that they have just performed their mission and are no longer required AWithdrawing is always a risk chough. Inexperienced ftoops sceing fiiendly troops leaving the battlefield are all coo likely to take thar asa too. Only well-handled veterans can pull it off without n that they should leave Konfision and potential disaster, any team that moves off one of the rable edges (either partially lr entirely) is removed from the game and cannot return. ny time that teams from a platoon move off the table ledge, the platoon must take a Skill Tes Uf they pass the Skill Test. they understand the tactical significance of the withdrawal and are unaffected. + Ifthey fail the Still Test, the entire platoon is Destroyed aa: the remaining teams think they have been aban doned and follow the departing teams. If the platoon remains on table, they do not count teams that left through their own Deployment Area or the table edge where their Reserves arrive as Destroyed, they are imply no longer part of their platoon. Teams that exit from a table edge other than their Deployment Are aluiays Destroyed, cven if the rest of the platoon remains on the table > Ifa team moves off the table, the platoon rete aren circ eee kee ey > & ef E Deployment Area or Reserves arrival area, it Dis Destroyed, eae ee nae LEAVING THE BATTLEFIELI IF A TEAM MOVES OFF & TABLE EDGE, THE PLATOON MUST PASS A SciLL TEST (OR FLEE OFF THE TABLE AFTER IT UNLESS IT moves: ACROSS A FRIENDLY TABLE EDSE, THE WW IS DESTROYED, The following rules represent the baitlefield performance of teams with unusual characteristics and supersede the normal movement rules for these teams. The Arsenals lise which atcributes apply to a par sular team, AMPHIBIOUS Amphibious vehicles are desi their passengers across rivers or lakes ned to swim, carrying Amphibious vebicles reat all Impasiable water terrain as Difficult Going instead of Impassable. If Passengers are forced to Dismount for any reason while in impassable water, they drown and count as Destroyed. FAST TANK Tanks based on Christie's design are built around encep- tionally powerful en; ly move when the throttle’s opened up. nes and flexible s pensions and Fast tanks can move up 10 32%800m At the Double However, they still only go 12°130em during normal movement. MOUNTAINEERS Some infantry are trained as mountaineers. They can scale cliffs that are impassable to normal infantry. Mountaineers treat steep bills as normal Cross-country Terrain (they can move At the Double across them) and rocky hills as Difficuls Going ‘Mountaineers can oress Impassable cliff and similar ob- stacles (but not Impassable terrain in general), To do 30 they must stare the Movemene Step touching the obstacle and not be Pinned Down (ee page 104). Roll « Skill Test for cach team instead of moving in'the Movement Step. + Iftheysucceed, the team crosses the obstacles halting at the top or botiom of the cliff «© If they fail. the team remains where it is, A team that attempt; to cross an Impassable obrtach cannot shoot this turn, although it can assdult OVERLOADED Super-heavy tanks and heavily-laden assault guns often overload their engines and suspensions, making them Very poor at crossing obstacles. When rguired to sake a Bogring Check co tos Digial Going, an Overloaded vehicle becomes Bogged Down on 4 roll of 1 or 2, rather than the usial 1 An Overloaded chicle must re-rollsuccesful Skill Tests tg crass Very Difficult Going. UNRELIABLE Whether poorly designed, unsuitable for the conditions or requiring more maintenance than current supply considerations will allow, these vehicles have a signifi cant chance of breakdown when pushed too hard. | Ifan Unreliable vebicle attempts to move As the Doubles roll a die. On a roll of I the vehicle becomes Bogged Down. WIDE TRACKS Some excellent tank designs have successfully utilised wider tracks, allowing them to cross almost any tert If vebicle with Wide Trucks becomes Bogged Down while attempting to eross Rough Terrain, roll again. On a rol of 4 the vehicle immediately fres itself and. continues moving. Next Tum, THE THINK A TURN AHEAD FAST TANKS ARE BETTER ABLE TO MAXE USE OF TERRAIN. THEY CAN MOvE 32'/B0CU INTC COVER CUT TANKS CAN MAKE USE OF THEIR WIDE TRACKS TO DRIVE THROUGH THE WOODS AND ATTACK THE GERMAN ARTILLERY BATTERY, 1 SELECT THE MOVING PLATOON Teams moving in or across Rough ‘Terrain may need to Select a platoon to Move. take a Bogging Check. Teams must pass a Still Test to Entera Contested Building, 2 BRING FORWARD TRANSPORTS brat may enter a Checked Building freely. Place a platoons empty Transport teams back on the table, ready to mount up and move out. The Transport team; 4 SEND EMPTY TRANSPORTS TO THE REAR leannot shoot or assault. All empty Transport teams must be removed and Sent to the Rear, 3 MOVE ALL TEAMS IN A PLATOON Move each team up 10 its Movement Distance. 5 RETURN TO J AND SELECT THE NEXT Uf moving across multiple remain types, use the slower PLATOON TO MOVE Movement Distance. IN THE STARTING STEP FREE BOGGED DOWN VEHICLES Pass a Skill Test in the Starting Step to Free a Bogged Down vehicle. Passengers can Dismount before they or their Transport eam moves. PTian:port teams can move before or after Mounting Passengers MOVEMENT DISTANCES TYPE (olor Reel Ltr) ClO) FULLY-TRACKED TANKS AND TRANSPORTS Standard Tank 12°/30cm. 12°/30em 8"/20cm Light Tank 16"/40cm. 16"/40cm 8/20cm, Slow Tank 8"/20em '/20cm 8°/20cm, Yery Slow Tank "15m, 6"/15em, 6"/15em, ‘OTHER TANKS AND TRANSPORTS. Jeeps Motorcycle 16"/40em, 24"/60em #7/10cm* Half-tracked 12"/30em, 18"/45em. #/10cm, Wheeled 12°/30cm 18°/45cm 4#°/10om* Slow Wheeled, Wagon 87/20cem, 12°/30em 4"/.0cm* MOVEMENT SUMMARY INFANTRY Cavalry 10”/25em 10"/25em 10°/25cm** Infantry @'N15em 6°/15em, 6°/15em** ‘GUNS Man-packed Guns "15cm. 6"/15em 6"/15em** Light Guns 6"/15em, 6"/15em. 4°/1.0em* Medium and Heavy Guns 4"/10cm, 4°/1.0cm 4°/1\0cn* Immobile Guns Cannot Move * Cannot move in Very Difficult Going ** No Bogging Checks required 8 “peek wan ‘wait around doing as close to nothing as possible. As soon as they are properly led, they become a deadly fighting unit. In a Flames Of War battle nportant for teams to remain closc cnough together to be able 0 receive orders from their officers. ‘Command and Movement . Moving While In Command. ... Moving When Out of Comiand ‘Stay Together Warrior Teams Joining Platoons . Who's In Charge . ‘Warrior Special Rules Independent Team: Allied Platoons « ry} Zz cf Bs Pa fe} is The ability of a platoon to sp depend on its training and experience, Battle-hardened out effectively will veterans have learned to spread out without losing their cohesion. Less experienced troops need 10 be closer together so their officers can supervise them more closely, The Command Distance table gives the maximum distance a team may be from another to be within Command Distance of in If two teams have different Command Diances, take the lower Command Distance t0 determine if they are within Command Distance of each other. Lene aeLiaceLd IN COMMAND In a Flames Of War battle, a team may be either in command or out of command. A team is In Cominand if i is ether: + within Command Distance of its Platvon Command within Command Distance of another team from the platoon that is itself In Command, thereby forming ai chain back to the Platoon Command tear. If neither of these applies soa team, then that team is Oud of Command. » Teams are In Command if they are within oemrer eens ‘Command team or within Command Cag nnn > Take the lower Command Distance if two teams have different Command Distances. aR ta 7 TEAMS ARE IN COWMAND IF THEY ARE WITHIN COMMAND DISTANCE (OF THE PLATOON COMNAND TEAM OR ANOTHER TEAM THAT IS IN TERAN TANK WITH & 8°/Z0CM AWIAND DISTANCE on VETERAN INFANTRY WITH A 6'/1SCM COMMAND DISTANCE BOTH TEAMS NEED TO BE WITHN COMMAND DISTANCE OF BACH OTHER TO BE IN COMMAND. $0, WHILE THE NEXT TEAM IN THE CHAIN IS WITHIN THE TANK'S COWMAND DISTANCE, THE TANK ISN'T WITHIN THE NEXT TEAM'S COMMAND DISTANCE, AND IS QUT OF COMMAND. |F THEY DO Move, TEAMS MUST RENAN IN COWMIND AT THE END OF THEIR MOVEMENT. MOVING WHILE IN COMMAND MOVING WHEN OUT OF COMMAND IA platoon moves together asa group. All of the soldiers It is sometimes useful co leave a team to guard a flank or Ssiay close enough to receive new orders. IF necessary, ire for your advance, Once the team’s the platoon commander can order individual t task is complete, ic must return (o its unic co receive new provide covet Wvehicles to hal e while the rese orders. Once they see where the rest of the platoon is ‘ofthe platoon advan going, they hasten to catch up. When moving, a team may either: Movement by teams that start the Movement Step Out © Move so as to be In Command at the end of the of Command takes place after all teams in their platoon Movement Step, or that started In Command have moved. © Remain in place without moving. When a team that was Out of Command moves, it mustdo 0.4510 be In Command, or asclose ro being In Command as possible, at the end of the Moveren Double, although it may do 5 0 if the owning player wishes it to. Tis allows you to leave team: in place to shoot while ‘others move off under their protection. Step. This does not require a team to move At t If the platoon does not have a Command team, its teams cannot move to be In Command, so cannot move at all. Wea kinelxco rw) ‘OUT OF COMMUND TEAS THAT MOVE BUT CANNOT GET IN COMWAND MUST GET AS CLOSE AS THEY CAN, a Our of Connmo “eas nove ave reas a a TAT ARE IN COMUWAD 489 THEY HOVE, 7 Tey hist vove Tose Como. 's job is to lead his unit, not to run off on s own leaving them wondering what to do. While 2 od officer will sometimes order a team oF two to sit back and cover the test, they'll qu platoon if their own party takes too many casualties, Should an officer find themselves cut off from theit surviving troops, they will work their way back to theit unit to rake them under command o: A Platoon C group with the If this is not possible, the moving Platoon Command am must move directly towar rams tha ommand (aveiding enc d Rough Terrain LOC aK ee nd teams move last and eee Pe en ro eke eee eR ert evened nd out from the rest. Their ourstand- ing performance in combat and strong leadership marks them out as warriors. Most warriors operate independ- ently, roving the battlefield, while others are pa plucoon, fighting their batcle with their comrade Some soldiers s Although they are no: a platoon, Warrior teams that are inot permanently part of a platoon move as a platoon on Wheir own. They do not need 10 remain within Command Distance of any other teare. Werriors har are Transport teamsarenever Sentto the Rear hror removed fiom the table unless they are Destroyed, BiC, Company, and Higher Command teams are always Warrior teams. Warrior teams are not Independent teams (se page 70) JOINING PLATOONS While mostly free to operate on their own, a warrior Will often want to join one of their platoons to lead it through a critical part of the battle, Warriors may Join friendly platoons at any time in either (players: turn. A Warrior tram can Join one friendly (platoon within Command Distance in each Step. Once they Join, they remain Joined until the end of the Step, lat which point they automatically leave the platoon. They tan Join the same or a different platoon in the next Step. [A Warrior team that ix a permanent part of a platoon cannot Join another platoon or team. WARRIOR TEAMS. WARRIOR TEAMS CAN JOIN A FRIENDLY PLATOON WITHIN CCONWMAND DISTANCE AT ANY TIVE, AND REMAIN JOINED 0 IT UNTIL THE END OF THE CURRENT STEP. i 4, | JOINING OTHER WARRIORS Sometimesva leader finds themselves with no friendly plutons to call upon for as gather any nearby troops and form an ad hoe platoon, vange. In that case they A Warrior team can Join any friendly Independent teanns and Warrior teams within Command Distance initead of Joining a platoon. If they do so, they become the Platoon Command ream of a temporary platoon that exists until the end of the Step. Other Warrior teams ean then Join the temporary platoon in the same way they would Join a normal plateon. ONLY JOIN OWN COMPANY While capeains and majors lead their own company, colonels and generals command the whole battle, welding their commands into a single seamless whole. Most Warrior teams can only Join platoons from their own company, but cannot Join an Allied platoon (see page 70) supporting their company. As an exception, Higher Command teams can Join platoons from any friendly company, again excepting Allied platoons WARRIOR'S TRANSPORT ALSO JOINS. A warrior’s vehicle is esi I for them to do their job. They stay with their leader come hell ot high water. A Transport team belonging to a Warrior always Joins the same platoon as the Warrior, but remains dedicated to that Warrior, Ie cannot carry reams from the joined platoon, BToNTINHeNne\o)\ en Bl Once Noerecent reas ice recover’ veniaes > Bl ARTILLERY OBSERVERS CANNOT VOLUNTARILY JOIN A PLATOON, PY 7 THey can Be FRED TO JON IF SHOT AT on assauLTeD. i Er EET PLATOONS LED BY & COMPANY OR HIGHER COMMAND TEAM RE-ROLL FAILED MOTIVATION TESTS, DOING $0 (ON THEIR OWN MOTIVATION RATING. WHO'S IN CHARGE? Company commanders can order anyone in theit company to do whatever is needed at the time. They simply walk over, give the order, and leave again. When a Warrior Command team Joins a platoon that does not have a Platoon Command team, they become the platoon’s Command team leading the platoon in place of the normal Platoon Command team. COMMAND LEADERSHIP The ‘Old Man’, has the experience t0 know just how critical the situation is and the leadership co encou his troops to hold ont for just a licee longer. A failed Motivation Tests shat it is required to take, except ‘when taking Company Morale Checks, unless the team is Bailed Out (see page 102). A platoon ar a team, unless Allied, from a platoon Joined by a Company or Higher Command team may re-roll any Motivation Tests it is required to take, unless the Company or Higher Command team is Bailed Out. Company or Higher Command tea always reroll JOIN AT ANY TIME ‘A Warrior team can Join a platoon at any time, This means that it can Join 2 platoon that has just failed a Moxivation Test before that failure takes effect, and allow it to reroll the failed test. Since iv is now part of the platoon (until the end of the Step) it will be affected by the outcome of the success 0 falure However, no matter when a Warrior team Joinsa platoon, neither it nor the platoon can benefit fiom a roll made previously by the other, So, the Company Command team could not Join a platoon that had passed its tes to make 2 Stormtroopers move (see page 241) and then make a Stocmuroopers move with them, STUN ou Zui aN ‘A CONFDENT COMPANY COMMAND TEN SUCLESSELLLY MOTIVATES FEIRESS (GUARDS HEAVY TANKS USE PLATOON’S MOTIVATION RATING. While the ‘Old Man? may be able to inspire troops (0 fight harder, the main factor in whether a platoon will stand ot fall in a crisis is their own belief in thei and their cause: Platoons always use their own Motivation rating, nathan than the Warrior's Motivation rating, when taking Motivation Tests, unteis the Warrior's special rules state) otherwise. WARRIOR SPECIAL RULES Warriors are by their very nature extraordinary, capable Idiers. of feats barely considered by common Warriors have heir oven special rules, and unless others wise specified in the special rule, Warrior teams are nob affected by the special rules of a platoon that they Join, ‘and conversely the platoon is not affected by the Warrior teams spectal rules. > 2iC, Company, and Higher Command me teams Ika oe ermine . platoon again at the end of the Ste; Poy raid ITV ean non Pad SMU cea CSc Co een Company or Higher tion Tests if Joined by = Py f= E Z & a Fe a Fy Ke Independent teams ate teams like company com: imanders and artillery observers that do not opera permanent members of any platoon. Instead thett roles Fequire them to move between platoons as the battle progresses, oF even to head offon their own, Although they are not a platoon, Independent teams move las a platoon on their own, They do not need to remain within Command Distance of any other teams. INDEPENDENT TEAM'S TRANSPORT Commanders often have their own personal transport order t0 move around the bauleficld quickly. This Vehicle is theirs and theirs alone, Uf an Independent team has a Tranyport team, the Transport team operates as part of the same platoon as its Independent ream, Uf the Independent team is Destroyed, the Transport team 4s alio Destroyed, but the Destruction of the Transport team has no effees on the Independent team itself A Transport team belonging 10 an Independent team cannoscarry any Passengers other than Independent teanns If its Independent team Dismounts, all other Passengers must alo Dismount, and the Transport team must be ‘Sento the Rear. Itcan be Brought Forward again later if the Independent team needs it again, < Poa oe oe eee eee Sane ts = i (PR haar een aces etre ad Ey ee eee ymetimes—in_ situations where this occurred hist- rically—forces will contain platoons from allied mies fighting alongside your main force. While allied plawoons have to obey your orders, they only answer to their own commanders An Allied plasoon is one of a different nationality from Whe Company HQ (or a different branch of service under ihe German Reich Divided special rule on page 242) Warrior teams and Independent team: may not voluniar- ily Join an Allied platoon, and cannot Spot for Allied Artillery Batteries (ee page 126). The exception to thisis that USand British teams ean Spot Yor cach osher’s Artillery Bombardments, and German Heams can Spot for German Ar regardless of branch. Ulery Bombardments, I ean er eer ae ac Pod Ueno at een een ny Join Allied Platoons, > ‘The exception is that US and British teams can Spot for each other's Artillery PO eee et ignore branch when Spotting for Arti Bombardments. RTS eee rw t \ \ ‘enemy and win the day for you: Modern warfare is all about guns. The entire array of weapons equipping an army are designed to destroy the . Once you have finished all of your movement, its time to shoot. Select the Shooting Platoon Select the Target Platoons Decide Who will Shoot at each Platoon Check that the Target is Valid a, Check Line of Sight b. Cheek Range . Check Field of Fire Rotate to Face the Target ‘Check if the Target is Concealed SeNe : 7 SHOOTING A) 0) 0) Nel Roll to Hit Allocate Hits to Target Teams 9. Roll Saves for Teams that were Hit 10. Roll Firepower Tests for Armoured Teams and ‘Teams in Bulletproof Cover 11, Mark or Remove Destroyed Teams 12, Return to 1 and Select the next Shooting, Platoon 13. Pin Down Platoons that were Hit Five Times | Who Can Shoot . Select the Shooting Platoon... sesseeeeeee+ 3 Select the Target Platoon Splitting Your Fire +74 ‘ Shooting at Isolated Groups +74 ej Warriors &Independent’Teams. -74 z ‘Check that the'Target is Valid, BeYB Check Your Line of Sight 4 Intervening Terrai ; bale Shooting Near Friendly Teams 80 MME Check the Range..... 81 Check Your Field of Fire... Rotate to Face the'Target . Check if the Target is Concealed ie Concealed by Linear Obstacles. = 86 Concealed by Hills... Concealed by Arca Terrain Concealed when Dug In Concealed in the Open . ; Looking through Multiple Features ....... 89 Gone to Ground . +90 Roll to Hit. 9 How Many Dice? +91 Score to Hi 92 locate Hits to Target Teams. Overkill ig ‘Shooting at Mixed Platoons . Hit Weakest Armour First. Gun Tanks .. Roll Saves for Teams that were ‘Armoured Vehicle Saves. Front or Side Armour . Unarmoured Vehicle Saves Infantry Saves « Gun Saves. No Saves from B f Bulletproof Cover - 100 Passengers in Transports . < 101 Passengers on Tanks - 101 Bailed Out Vehicles. + 102 Destroyed Teams. = 103 Pinned Down Platoons. + 104 Warriors and Independent Team: «104 Rallying From Pinned Down . - 104 Command Casualties ...... seeeess 105 Appointing New Commanders .......... 105 Warrior Casualties +. 106 Smoke Ammunition . - 107 Buildings. . Snipers .. 10 Vehicle Weapons uu Main Guns il Machine-guns . 12 Machine-gun Mountings. 13, Infantry Weapons 14 Man-packed Guns 116 Larger Guns . . 17 Gun Teams ean Fire as 117 Shooting Special Rules... 18 ‘Shooting Summary. Shooting is not as simple as just ordering your soldiers to ‘Fire!’ Ie is about maximising the effectiveness of every weapon at your disposal. Pick your targets care- fully—not every enemy soldier is worth expending your fi holding youe fire will pay divi epower upgn. Choose your moment well—sometimes nds, WHO CAN SHOOT Unsurprisingly, almost all of the soldiers on a battlefield capable of sho ngat the ener The few exceptions to this are troops with a specialist job, for example truck drivers, or weapons which have been developed to use a very specific method of attack, like rocket launchers which cannot shoot directly at the enemy, but can only fire bombardments Any team with weapons listed in their Arsenal is eligible to shoot at the enemy during the Shooting Step. Some teams may also have a line listing their characteristics for firing bombardments, Although this type of fire is conducted during the Shooting Step, it is distinct from normal shootin and must be conducted using the Artillery rules (se page 121), No SHOOTING AT THE DOUBLE When troops move at the double, reaching their ne position is their only concern, leaving no time to shoc accurately Ifa team moved At the Double, it may not shoot Pe eo RT a tere? listed in their Arsenal. Peart ead ts eg S % Es 5B 3 Pees re on a battlefield cis in fact usually Although ro the untrained observe may look chaotic and uncontrolled, well-coordinated and timed co achieve maximum effect » soldier has the luxury ofan unlimited ammo supply and the freedom to shoot at anything that moves In the Shooting Step, you shoot with any or all of your platoons one by one. When a platoon shoots, each team that warts 10 shoot in the platoon shoots its weapons at the enemy. Once you've finished shooting with one of your platoons, moveon to thenext until all of the platoons that you want ta shoot with have shot. (German The important thing to remember is thar you mul finish shooting with the whole platoon before movin on to shoot with other platoons. Not every platoon must shoot. Sometimes itis bet to hold your fire and go to ground rather than mah yourself a target by shooting, 2 > Choose a platoon and finish all of its Sco r Cts E Pe ee oo ces (eos Tn the excitement and confusion of battle [possible for your troops to pick out specific targets. They whatever they can ‘snot usually - To reflect this, teams specific teams. at enemy platoons rather tha You must sclecs an enemy platoon or Independent teara to shoot at with the platoon that is shooting SPLITTING YOUR PLATOON'’S FIRE Although your troops will usu ly concentrate their fire fon the most dangerous enemy platoon, you may oc- Casionally want to split the fire of one platoon across several enemy platoons. A platoon may split its fire to shoot at more than one lenemy platoon. Ta do so you must declare which of your Weems will root atcach enemy platoon before your platoon Degins shooting A team must shoot all of its weapons at the same enemy [platoon, «0 a tank firing its main gun and machine-guns must shoot them all at the same enemy platoon. If some fof tears weapons cantt damage she targes or are ous of ange, then you usually won't shoot with them. SHOOTING AT ISOLATED GROUPS Sometimes your opponent will split their platoons foto several groups, exch covering a different avenue of pproach, When th the most dangerous xy do this, you can direct your fire at oup and ignore the rest Ifan enemy platoon is sufficiently spread out that a part “of vis not within Command Distance of the rest, then the E platoon is broken into two or more Isolated Groups (one SELECT THE TARGET PLATOON lof which has the Platoon Command team). You may choese o shoot'at an Iiolated Group rather than he whole platoon. If you do so, treat the lolated Group is if it were a separate enemy platoon. You must declare What you are only targeting the Isolated Group before you roll the dice WARRIOR & INDEPENDENT TEAMS Commanders a int stupid. When moving around the ry 10 make sure they dont become battlefield they sitting ducks for enemy fire. By staying close to their men they make it difficult to be picked out ftom the ordinary soldiers and any shooting will have to target the whole group. When a Warrior team that bas not already Joined a platoon this Step is selecied us the target for the enemys shooting, it must, if posible, immediately Join a friendly platoon (vee page 68). It must Join a platoon with a team of the same type (Tank, Transport, Infantry. Gun) if one is available, otherwise it Joins any friendly platoon. When an Independent team (such as an artillery observer or recovery vehicle) is selected as the target for the enemy’ shooting, it must Join a platoon (if it can) as if they were a Warrior team. Shooting is then resolved against the combined platoon, including the Warrior and Independent teams. SHARING THE RISKS Sometimes commander needs to take a few risks to be in effective leader. As well as being forced to Join a platoon when targeted by enemy shooting, a Warrior team that has not Joined 4 platoon this Step and is within Command Distance of a friendly platoon that is selected as the target for the enemys shooting may Join the plateon if the owning player wishes ier Dees eee eee a platoon may shoot at different regs es Se ee eer ee > You may choose to shoot at an Isolated eet ements ret ea eens Cea ne > Warrior and Independent teams must Join a friendly platoon within Comm Before you shoot, you need to make sure your troops actually have some chance of hitting the target. For each team in the shooting platoon check that the target platoon is within: + Line of Sight, © Range, and © Field of Fir. At least one team from the target platoon must fulfil all of these criteria for the plawon w be a valid target. If cere are no valid targets in the target platoon, select another platoon for that team to shoot a Ideally, all of the tea fire thelr ns in your plavoon will be able to apons at the target platoon. Ifsome cannot, her select a different target for those teams or dont fire with them this cu : Put yourself in the place of your soldiers—iying, flat ; on your belly ying to be as inconspicuous as possible You catrt see much of what is in front of you, and you . definitely can't see what is beyond the next hill or in the 4 middle of those woods over there. A Line of Sight is the imaginary line along which your team sees the enemy. If the Line of Sight is blocked by : terrain, the eager is not valid. ‘ WHAT You SEE Is WHAT YOU GET ) The easiest way of deciding whether a miniature ean sto physically get down to the level of the , at what the miniature could rom its current position. So if, while looking from ; dlretly behind one of your tanks, you are unable to see ‘ some enemy tanks because some miniature houses on your tabletop are in the way, then it is safe to assume that . your tank commander could not sce them either ) IF.you are sll not sure after geting down and looking ask your opponent to havea look and get chee opinion 4 Ifyou cart come to a quick agreement, i’sobsiously too close co call, so roll adie-—1,2,3 you have Line of Sight ‘ 4,5,6 you dont DRAW A LINE OF Sich TO THE TARGET TO SHOOT. VeulcLes TRACE LINE OF SiGHT FROM THE WEAPON MOUNT. LOOKING TO AND FROM INFANTRY AND GUNS Infancry and gunners operate as part of a close Indivi whole. ‘The specific location of the individuals doesnt the location of the whole team. al soldiers aren’ as important as the veam as a matter as much Trace the Line of Sight of an Infantry or Gun team to or fiom any figure or weapon in the team. In addition, Line of Sight can be traced to and from the space thas would be occupied by a standing figure anywhere on the base (ar the figures on the base stood up and moved around). Ignore prowruding gun barrels, extra bases holding loading sews, and the like. Treat teams modelled with decorative terrain as ifthe figures were standing on the base. LOOKING TO AND FROM VEHICLES Vehicles fightas individuals, each standing alone, rather than as teams occupying a general area. Trace the Line of Sight of a vehicles weapon from the weapon's mounting point on the minianure. Trace Line of Sight to any point on a vehicle model, ignoring protrudes ing gun barrels, bases, lading crews, and other accesoriee except tailers and Towed Gun teams. OTHER Teams TaAace LNE OF SiciT |i FROIN ANY PART OF THE BASE. 5 re = 2 ° Zz | e Ry ° Es x iv a Pt u INTERVENING TERRAIN The world is not flat like a billiard table. Hills, gullies, Broods, hedges, crops, and buildings abound, breaking lup the line of sight of your troops, Terrain that is taller than both the shooting tear and its Harget blocks the Line Of Sight of teams looking across it TEAMS AGAINST OBSTACLES SEE THROUGH No matter how tall a hedges, troops thaccome right up to it will be able to find gaps and see what's on the other Side. In doing so, they give the enemy the opportunity to spot them too. (A team placed with a base edge or face of the model Mequare against « Linear Obstacle that would normally Block Line of Sight, can see anything on the other side of ithe Obstacle, even if the enemy is also touching the same "Obstacle further along it BA team at the intersection of two Linear Obstacles can see lacross either of them, including across the corner into the Wield diagonally acros from iself TEAMS CAN BE SEEN OVER LOWER TERRAIN IF the opponent is all enough, they can be seen sticking our above hedges and standing crops. Terrain does not block Line of Sight if either the shooting team or its target are taller than it. TEAMS ON HIGH GROUND SEE MORE A team occupying. hill or similar high ground (such as a church tower) has a much better field of view than a grunt hugging the ground below A team on higher ground may be able to see across Terrain that would normally block its Line of Sight. The only way 10 check whether they have a Line of Sight is to look from the miniature position and see if it can see the enemy, TEAMS AGAINST OBSTACLES SEE THROUGH THEM. ‘A TEAM IN THE CORNER OF TWO LINEAR OBSTACLES CAN SEE AND SHOOT ACROSS BOTH LINEAR OBSTACLES INTO THE FIELD DIAGONALLY AcROSS EROU IT. TEAMS AGAINST A LNEAR OssTACLE (CAN S26 AND SHOOT ANY TEAM CN THE OTHER SIDE OF A LINEAR OBSTACLE, EVEN TEAMS AGAINGT THE GAME OBSTACLE, g (A Tean Souste 1 scaiusr A.Lnene Osstace ox see all Axo shOoT TaRcUsH TT. ARN ihr Cea Seance: ay le ae 5 2 char ne Pac arr sa pean aca El Attica corsa an

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