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The Flames Of War More Missions pack is an optional expan- PICK A MISSION

sion for tournaments and players looking for quick pick-up


For a cooperative approach to selecting a mission, discuss
games. It contains new versions of the missions from the
which mission you’d like to play with your opponent and
rulebook that use a different set of victory conditions and the
pick one. With ten missions to choose from, you have plenty
optional Battle Plans mission selector.
of choices to try out.
The easy-to-use format means that when you print out the
missions, each mission will have a larger version of the set up
diagram and expanded instructions on the front side and all RESERVES
of the relevant mission special rules on the back. Some missions require you to hold part of your force in
Reserve. You may not deploy more than 60% of the agreed
points total for the game on the table. The remainder must
CONTENTS be held in Reserve.
Annihilation 3
The Reserves Table helps you calculate the proportion of
Breakout 5 your force that you can deploy for a given Force size. You
Breakthrough 7 may deploy less and hold more in Reserve if you wish.
Bridgehead 9
Contact 11 RESERVES
Cornered 13
FORCE SIZE ON TABLE
Counterattack 15
50 points 30 points
Dogfight 17
Dust Up 19 60 points 36 points
Encounter 21 75 points 45 points
Free-for-All 23
80 points 48 points
Killing Ground 25
No Retreat 27 100 points 60 points
Outflanked 29 125 points 75 points
Rearguard 31
150 points 90 points

WHICH MISSION? 200 points 120 points


There are three easy ways of selecting a mission to play.
• You can roll a die to determine the mission, or HOLDING OBJECTIVES
• You and your opponent can pick a mission that suits You are Holding an Objective if you start your turn with
your forces and the terrain, or a Tank, Infantry, or Gun team within 4”/10cm of an
• You can pick battle plans and use the mission selector on Objective, and end it with no opposing Tank, Infantry, or
the next page to determine the mission. Gun teams within 4”/10cm of that Objective.
Objectives cannot be Held by Tank Teams that are Bailed
RANDOM MISSION Out, Aircraft, Transports, or Independent Teams. Nor can
To quickly pick a mission, roll up a random mission. As these teams prevent the enemy from Holding an Objective.
the three defensive battles (Bridgehead, Rearguard, and No Teams that Moved at Dash speed cannot take an Objective
Retreat) are best suited to having an infantry-based force nor prevent the enemy from taking it.
defending, we haven’t included them in the random missions Note: This means that you check for victory at the end of your
list to avoid disadvantaging a tank-based force. Roll on the own turn, and the game ends at that point if you have won.
following table to select your mission.

RANDOM MISSIONS
1: Annihilation 4: Encounter
2: Free for All 5: Counterattack
3: Dust Up 6: Contact
Roll to see who Attacks

1
BATTLE PLANS
The Battle Plans mission selector allows players to pick a plan pick a battle plan (Attack, Manoeuvre, or Defend). They
that will influence the type of mission they will play. The then compare their plans on the Battle Plans table below
combination of the two players’ plans determines the type then roll a die to see what mission they will play.
of mission. Before the game, the Allied and Axis players each

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

Axis Player Attacks


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

WHY SELECT ATTACK


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

WHY SELECT MANOEUVRE


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

WHY SELECT DEFEND


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

2
PRINTING THIS DOCUMENT
If you intend to keep these missions as separate pages then
print this document in its entirety. This will give you
individual pages with the mission map on one side, and its
relevant special rules on the back.
However, if you intend to bind this document after print-
ing, or otherwise keep all the pages together in a booklet,
exclude or delete this page before printing. This will give
you a booklet in which the mission map lies on the left-
hand page and the relevant special rules are displayed on
the right-hand page.

BATTLE PLAN CARDS


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

ALLIED ALLIED ALLIED


PLAYER PLAYER PLAYER

ATTACK MANOEUVRE DEFEND


BATTLE PLAN BATTLE PLAN BATTLE PLAN

AXIS AXIS AXIS


PLAYER PLAYER PLAYER

ATTACK MANOEUVRE DEFEND


BATTLE PLAN BATTLE PLAN BATTLE PLAN
ANNIHILATION
12”/30cm Attacker places their units here

Defender places their units here 12”/30cm

Total war means total victory and total annihilation. DEPLOYMENT


1. Both players, starting with the Attacker, take turns at
SPECIAL RULES placing a Unit within 12”/30cm of their own table edge.
• Meeting Engagement (First Turn)
2. All Infantry and Gun Teams start the game in Foxholes.
SETTING UP WHO GOES FIRST
1. Both players roll a die. The highest-scoring player is Both players roll a die. The highest scoring player has the
the Attacker. first turn.
2. The Attacker picks a long table edge to attack from.
3. The Defender defends from the opposite table edge. WINNING THE GAME
• A player wins if their opponent has no Formations left
on the table.

3
ANNIHILATION SPECIAL RULES

MEETING ENGAGEMENT VICTORY POINTS


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

4
BREAKOUT
Defender places
their Units here

8”/20cm

Defender;s Reserves arrive here


12”/30cm

Both Players
place Attacker places
8”/20cm an objective in 16”/40cm their Units here
this area

12”/30cm

8”/20cm

After several hellish days of being trapped in the pocket, you DEPLOYMENT
are almost free. Only one last thin line of defence lies in your 1. The Defender selects up to 60% of their force to deploy
path. If you can break through that, you'll link up with you and holds the rest in Immediate Reserve. Their Reserves
allies. However, the enemy is hot on your heels behind you, arrive from the Attacking player’s short table edge.
so there's no time to waste.
2. Starting with the Defender, the players place Ranged In
markers for all of their deployed (including in Ambush)
SPECIAL RULES Artillery Units.
• Ambush (Defender)
3. The Defender may hold one of their Units in Ambush
• Immediate Reserves (Defender)
4. The Defender then places their remaining Units in their
SETTING UP table half at least 12”/30cm from the table centre line.
1. The Defender picks a short table edge to defend from. 5. The Attacker places all of their Units in their table half
The Attacker attacks from the opposite end of the table. at least 8”/20cm from the table centre line and at least
2. Both players, starting with the Defender, place one 12”/30cm from their short table edge.
Objective in the Defender’s table half, at least 16”/40cm 6. All Infantry and Gun Teams start the game in Foxholes.
from table centre line and 8”/20cm from all table edges.
3. The Defender may place one Minefield for each WHO GOES FIRST
25 points in their force anywhere outside the Attacker’s The Attacker has the first turn.
deployment area.
WINNING THE GAME
• The Attacker wins if they end their turn Holding an
Objective.
• The Defender wins if they end a turn on or after the sixth
turn with no Attacking Tank, Infantry, or Gun teams
within 8”/20cm of the Objectives.

5
BREAKOUT SPECIAL RULES

AMBUSH (DEFENDER) IMMEDIATE RESERVES (DEFENDER)


The defending player holds one Unit in Ambush when they The Defender may not deploy more than 60% of the agreed
deploy. Units held in Ambush are treated as being on the points total for the game on the table. The remainder must
table, but their location isn’t specified until they reveal them- be held in Reserve. The entire Unit must be In Command at
selves. They are held off the table at the start of the game. the end of its Movement in the turn it arrives from Reserves.
Attachments and their core Unit must arrive from the same
ALREADY THERE point, although Passengers may be Mounted or Dismounted.
Ambushing Teams do not have to move. They can remain A Unit may not use Movement Orders until it has moved on
where they are placed and shoot at their Halted ROF. Units to the table.
in Ambush are in Foxhole when they are placed on the table.

PLACING AMBUSHES ROLL FOR RESERVES


At the start of the Defender’s first turn, they roll a die. On a
At the start of the Defender’s turn, in the Starting Step, they
roll of 5+ their first Unit arrives from the Reserve. It may be
may place the Unit that they have been holding in Ambush.
any Unit of their choice, but must arrive now. The Reserves
They must place the entire Unit, and it must be placed with
move on from the table edge within 16”/40cm of the corner
all of its Teams within 6”/15cm of the Unit Leader. A Unit
in either of the Defender’s deployment areas at the start of
with at least eight Tank Teams or at least twelve Teams in
their Movement Step.
total increases this distance to 8”/20cm.
At the start of their second turn, they roll two dice. Each roll
The Defender may place a Team from Ambush anywhere in
of 5+ results in another Unit arriving from their Reserves.
their Deployment Area, provided that it is:
They keep rolling at the start of each of their following turns
• at least 16”/40cm of any enemy Team within Line of
adding one more die than the previous turn, so at the start of
Sight, unless Concealed by Terrain from it, and
turn three they roll three dice, at the start of turn four they
• at least 4”/10cm of all enemy Teams. roll four dice, and so on. Each roll of 5+ brings another Unit
ATTACHMENTS AND AMBUSHES on from the Defender’s Reserves.
When you hold a Unit in Ambush, you may also hold its If the Defender rolled three or more dice to get Reserves in
Transport or Infantry Attachment in Ambush as well, or this turn, but failed to score any rolls of 5+, they automati-
Deploy them as normal. If you do hold both a Unit and cally receive one Unit from Reserve anyway.
its Attachment in Ambush together, the Infantry must
be Mounted in their Transports when they are placed VICTORY POINTS
from Ambush. Count the number of Units Destroyed, including HQ
Units, but not Independent Teams. Count core Units and
their Attachments separately, so if both are Destroyed, this
counts as two Units.
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
• Winner lost 2 Units: Winner 7 VP, Loser 2 VP
• Winner lost 3+ Units: Winner 6 VP, Loser 3 VP

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


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

6
BREAKTHROUGH

Attacker’s Reserves arrive


arrive from either corner
Defender’s Reserves

16”/40cm 16”/40cm

from this corner


8”/20cm

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

Defender places their


8”/20cm
units in either quarter

arrive from either corner


16”/40cm

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

You have outflanked the enemy. Seize the objectives before 3. Starting with the Defender, the players place Ranged In
they can redeploy to protect them. markers for all of their deployed (including in Ambush)
Artillery Units.
SPECIAL RULES 4. The Defender may hold one of their deployed Units
• Ambush (Defender) in Ambush.
• Immediate Reserves (Defender) 5. The Defender then places their deployed Units in their
• Flanking Delayed Reserves (Attacker) table quarters, allocating them between the quarters as
they wish.
SETTING UP 6. The Attacker then places their deployed Units in their
1. The Defender picks two diagonally opposite table quar- table quarter at least 8”/20cm from both centrelines.
ters to defend.
7. All Infantry and Gun Teams start the game in Foxholes.
2. The Attacker picks one of the remaining table quarters
to attack from. WHO GOES FIRST
3. The Attacker places two Objectives in the remaining The Attacker has the first turn.
table quarter at least 8”/20cm from all table edges.
WINNING THE GAME
DEPLOYMENT • The Attacker wins if they end their turn on or after the
1. The Defender selects up to 60% of their force to sixth turn Holding an Objective.
deploy and holds the rest in Immediate Reserve. Their • The Defender wins if they end a turn on or after the sixth
Reserves will arrive within 16”/40cm of either of their turn with no Attacking Tank, Infantry, or Gun teams
table corners. within 8”/20cm of the Objectives.
2. The Attacker selects at least one Unit to hold in Delayed
Reserve. Their Reserves will arrive within 16”/40cm of
the Objective table corner.

7
BREAKTHROUGH SPECIAL RULES

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

IMMEDIATE RESERVES (DEFENDER) VICTORY POINTS


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

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


ROLL FOR RESERVES
player won, both players treat their opponent was the
At the start of the Defender’s first turn, they roll a die. On a winner and gain Victory Point as the Loser.
roll of 5+ their first Unit arrives from the Reserve. It may be
any Unit of their choice, but must arrive now. The Reserves
move on from the table edge within 16”/40cm of the corner
in either of the Defender’s deployment areas at the start of
their Movement Step.
At the start of their second turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves.
They keep rolling at the start of each of their following turns
adding one more die than the previous turn, so at the start of
turn three they roll three dice, at the start of turn four they
roll four dice, and so on. Each roll of 5+ brings another Unit
on from the Defender’s Reserves.

8
BRIDGEHEAD
Attacker places their units here

8”/20cm 8”/20cm
16”/40cm

8”/20cm Defender places


their units here

28“/70cm Attacker places 20“/50cm


two objectives
in this area

8”/20cm

Defender rolls to see where their Reserves Arrive

The enemy has forced a bridgehead across a river with light markers for all of their deployed (including in Ambush)
troops. Cut them off and destroy them before their rein- Artillery Units.
forcements arrive. 3. The Defender may hold one of their deployed Units
in Ambush.
SPECIAL RULES
• Ambush (Defender) 4. They then place their deployed Units in their table half at
• Deep Scattered Immediate Reserves (Defender) least 20”/50cm from the side table edges.
5. The Attacker places all of their Units in their table half
SETTING UP at least 16”/40cm from the table centre line or within
1. The Defender picks a long table edge to defend from. 8”/20cm of the side table edge.
The Attacker attacks from the opposite edge. 6. All Infantry and Gun Teams start the game in Foxholes.
2. The Attacker places two Objectives at least 8”/20cm from
the table centre line, at least 8”/20cm from long table WHO GOES FIRST
edge, and at least 28”/70cm from the short table edges. The Attacker has the first turn.
3. The Defender places one Minefield for each 25 points or WINNING THE GAME
part thereof in their force anywhere outside the oppo- • The Attacker wins if they end their turn Holding an
nent’s deployment area. Objective.
DEPLOYMENT • The Defender wins if they end a turn on or after the sixth
1. The Defender selects up to 60% of their force to deploy turn with no Attacking Tank, Infantry, or Gun teams
and holds the rest in Deep Scattered Immediate Reserve. within 8”/20cm of the Objectives.
The Defender will dice to see where each Unit will arrive.
2. Starting with the Defender, the players place Ranged In

9
BRIDGEHEAD SPECIAL RULES

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

10
CONTACT
Attacker’s Reserves arrive from Here

Defender places two objectives in this area


8”/20cm

Attacker places their units here

16”/40cm
12”/30cm

8”/20cm
12”/30cm

Defender places their units here

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

Defender rolls to see where their Reserves Arrive

Your advance has contacted the enemy before their defences DEPLOYMENT
are prepared. Attack now and destroy them before they can 1. The Attacker selects up to 60% of their force to deploy
reinforce. and holds the rest in Immediate Reserve. The Reserves
will arrive from the Attacker’s long table edge.
SPECIAL RULES
• Ambush (Defender) 2. The Defender selects up to 60% of their force to deploy
• Immediate Reserves (Attacker) and holds the rest in Scattered Delayed Reserve. The
player will dice to see where each Unit arrives.
• Scattered Delayed Reserves (Defender)
3. Starting with the Defender, the players place Ranged In
SETTING UP markers for all of their deployed (including in Ambush)
1. The Defender picks a long table edge to defend. The Artillery Units.
Attacker attacks from the opposite edge of the table. 4. The Defender may hold one of their deployed Units
2. The Defender places two Objectives in the Attacker’s in Ambush.
table half, at least 16”/40cm from the centre line and at 5. They then place their deployed Units in their table half at
least 8”/20cm from the short table edges. least 8”/20cm from the centre line.
3. The Attacker now places two Objectives in the Defender’s 6. The Attacker then places their deployed Units in their
table half, at least 12”/30cm from the centre line and at table half at least 12”/30cm from the centre line.
least 8”/20cm from the short table edges.
7. All Infantry and Gun Teams start the game in Foxholes.

WHO GOES FIRST


The Attacker has the first turn.

WINNING THE GAME


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

11
CONTACT SPECIAL RULES

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

ROLL FOR RESERVES


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

12
CORNERED

Defender’s Reserves arrive


16”/40cm

from this corner


8”/20cm
16”/40cm

8”/20cm Attacker places 8”/20cm


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

The enemy has been brought to bay and cornered. Destroy 2. Starting with the Defender, the players place Ranged In
them before they can reinforce their position. markers for all of their deployed (including in Ambush)
Artillery Units.
SPECIAL RULES 3. The Defender may hold one of their deployed Units
• Ambush (Defender) in Ambush.
• Immediate Reserves (Defender) 4. The Defender then places their deployed Units in their
table quarter.
SETTING UP
5. The Attacker then places their deployed Units in their
1. The Defender picks a table quarter to defend. table half at least 16”/40cm from the centreline.
2. The Attacker attacks from the opposite short table edge. 6. All Infantry and Gun Teams start the game in Foxholes.
3. The Attacker places two Objectives in the Defender’s
table quarter at least 8”/20cm from the table centre line WHO GOES FIRST
and all table edges. Depending on the quarters chosen, The Attacker has the first turn.
the table will look like:
WINNING THE GAME
• The Attacker wins if they end their turn on or after the
or sixth turn Holding an Objective.
• The Defender wins if they end a turn on or after the sixth
turn with no Attacking Tank, Infantry, or Gun teams
within 8”/20cm of the Objectives.

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

13
CORNERED SPECIAL RULES

AMBUSH (DEFENDER) ROLL FOR RESERVES


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

IMMEDIATE RESERVES (DEFENDER)


The Defender may not deploy more than 60% of the agreed
points total for the game on the table. The remainder must
be held in Reserve. The entire Unit must be In Command at
the end of its Movement in the turn it arrives from Reserves.
Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted.
A Unit may not use Movement Orders until it has moved on
to the table.

14
arrive from this corner
Defender’s Reserves
COUNTERATTACK
16”/40cm

Attacker places
8”/20cm
their units here

16”/40cm

8”/20cm

cm
/30
12”

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

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

Defender places
8”/20cm their units here

The enemy is cut off and surrounded. Destroy them before 2. Starting with the Defender, the players place Ranged In
the relief force arrives. markers for all of their deployed (including in Ambush)
Artillery Units.
SPECIAL RULES
3. The Defender may hold one of their deployed Units
• Ambush (Defender)
in Ambush.
• Immediate Reserves (Defender)
4. They then place their deployed Units in their quarter at
SETTING UP least 12”/30cm from the table centre.
1. The Defender picks a table quarter to defend. 5. The Attacker places all of their Units in their table quar-
2. The Attacker picks an adjacent (on either the long or the ter at least 8”/20cm from both centrelines.
short table edge) table quarter to attack from. Depending 6. All Infantry and Gun Teams start the game in Foxholes.
on the quarter chosen, the table will look like:
WHO GOES FIRST
The Attacker has the first turn.
 or WINNING THE GAME
• The Attacker wins if they end their turn on or after the
sixth turn Holding an Objective.
• The Defender wins if they end a turn on or after the sixth
3. The Defender places one Objective in their table quarter.
turn with no Attacking Tank, Infantry, or Gun teams
4. The Attacker places one Objective in the quarter oppo- within 8”/20cm of the Objectives.
site to their own.
5. All Objectives must be at least 8”/20cm from all table
edges and at least 12”/30cm from the table centre.

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

15
COUNTERATTACK SPECIAL RULES

AMBUSH (DEFENDER) ROLL FOR RESERVES


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

IMMEDIATE RESERVES (DEFENDER)


The Defender may not deploy more than 60% of the agreed
points total for the game on the table. The remainder must
be held in Reserve. The entire Unit must be In Command at
the end of its Movement in the turn it arrives from Reserves.
Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted.
A Unit may not use Movement Orders until it has moved on
to the table.

16
DOGFIGHT
8”/20cm

Defender rolls to see where their Reserves Arrive


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

8”/20cm 8”/20cm

8”/20cm

You have broken through the first line of enemy defences. markers for all of their deployed (including in Ambush)
Now you must break through the next one, while the enemy Artillery Units.
throw whatever reserves they can muster at your break- 4. The Defender may hold one of their Units in Ambush.
through force. It’s going to be an all-in dogfight.
5. The Defender then places their Units in their table half.
SPECIAL RULES 6. The Attacker places all of their Units in their table half at
• Ambush (Defender) least 16”/40cm from the table centre line.
• Deep Scattered Delayed Reserves (Defender) 7. All Infantry and Gun Teams start the game in Foxholes.
SETTING UP WHO GOES FIRST
1. The Defender picks a short table edge to defend from. The Attacker has the first turn.
The Attacker attacks from the opposite edge.
2. Both players, starting with the Defender, place one WINNING THE GAME
Objective in the Defender’s table half, at least 8”/20cm • The Attacker wins if they end their turn Holding an
from table centre line and all table edges. Objective.
• The Defender wins if they end a turn on or after the sixth
3. The Defender places one Minefield for each 25 points or
turn with no Attacking Tank, Infantry, or Gun teams
part thereof in their force anywhere outside the oppo-
within 8”/20cm of the Objectives.
nent’s deployment area.

DEPLOYMENT
1. The Defender selects up to 60% of their force to deploy
and holds the rest in Deep Scattered Delayed Reserve.
The Defender will dice to see where each Unit will arrive.
2. All of the Reserves will arrive from a table edge and must
arrive in the Defender’s table half.
3. Starting with the Defender, the players place Ranged In

17
DOGFIGHT SPECIAL RULES

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

DEEP SCATTERED DELAYED VICTORY POINTS


RESERVES (DEFENDER) Count the number of Units Destroyed, including HQ
The Defender may not deploy more than 60% of the agreed Units, but not Independent Teams. Count core Units and
points total for the game on the table. The remainder must their Attachments separately, so if both are Destroyed, this
be held in Reserve. No more than one Battle Tank Unit or counts as two Units.
Aircraft Unit can be placed on table. All remaining Units of • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
these types must be held in Reserve. • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
In Team Yankee and Late War, a Battle Tank Unit is one • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
with Front Armour of 4 or more. In Mid War, a Battle Tank
Unit is one with Front Armour of 3 or more. In Early War, a Both players lose a game that runs out of time. If neither
Battle Tank Unit is one with Top Armour 1 or 2 that is not player won, both players treat their opponent was the
a Transport. Regardless of their armour, Observer Teams are winner and gain Victory Point as the Loser.
never Battle Tank Units.

18
DUST UP
Attacker places
their units here 8”/20cm

Defender’s Reserves arrive from Here


Both players
place an
Objective in this
area

8”/20cm

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

8”/20cm
cm

Both players
place an
Objective in this
area

Defender places
8”/20cm their
units here

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


Coordinate an attack with your scattered forces. 1. Both players select up to 60% of their force to deploy and
hold the rest in Delayed Reserve. The Reserves will arrive
SPECIAL RULES from the long table edge adjacent to the player’s quarter.
• Meeting Engagement (First Turn)
2. Both players, starting with the Attacker, then take turns
• Delayed Reserves (Both Players) at placing a deployed Unit in their own quarter, at least
12”/30cm from the table centre.
SETTING UP
3. All Infantry and Gun Teams start the game in Foxholes.
1. Both players roll a die. The highest-scoring player is
the Attacker. WHO GOES FIRST
2. The Attacker picks a table quarter to attack from. Both players roll a die. The highest scoring player has the
3. The Defender defends from the opposite quarter. first turn.
4. Both players, starting with the Attacker, place one
Objective in their own quarter.
WINNING THE GAME
• A player wins if they end their turn Holding an Objective
5. Both players, again starting with the Attacker, place one in the opponent’s quarter.
Objective in their opponent’s quarter.
6. All Objectives must be at least 8”/20cm from all table
edges and at least 12”/30cm from the table centre.

19
DUST UP SPECIAL RULES

MEETING ENGAGEMENT ROLL FOR RESERVES


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

DELAYED RESERVES (BOTH PLAYERS) VICTORY POINTS


Count the number of Units Destroyed, including HQ
The Defender may not deploy more than 60% of the agreed
Units, but not Independent Teams. Count core Units and
points total for the game on the table. The remainder must
their Attachments separately, so if both are Destroyed, this
be held in Reserve. The entire Unit must be In Command at
counts as two Units.
the end of its Movement in the turn it arrives from Reserves.
• Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted. • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
A Unit may not use Movement Orders until it has moved on • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
to the table.
Both players lose a game that runs out of time. If neither
player won, both players treat their opponent was the
winner and gain Victory Point as the Loser.

20
ENCOUNTER
Attacker rolls to see where their Reserves Arrive

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

Attacker places their units here

Defender places their units here

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

Defender rolls to see where their Reserves Arrive

Your forces have been scattered in heavy fighting. Gather DEPLOYMENT


your forces and defeat the enemy before they do the same. 1. Both players select up to 60% of their force to deploy
and hold the rest in Scattered Delayed Reserve. The play-
SPECIAL RULES ers will dice to see where each Unit arrives.
• Meeting Engagement (First Turn)
2. Both players, starting with the Attacker, then take turns
• Scattered Delayed Reserves (Both Players) at placing a deployed Unit within 12”/30cm of their own
table edge.
SETTING UP
3. All Infantry and Gun Teams start the game in Foxholes.
1. Both players roll a die. The highest-scoring player is
the Attacker. WHO GOES FIRST
2. The Attacker picks a long table edge to attack from. The Both players roll a die. The highest scoring player has the
Defender defends from the opposite table edge. first turn.
3. Both players, starting with the Attacker, place two
Objectives within 8”/20cm of the opponent’s table edge, WINNING THE GAME
at least 8”/20cm from the side table edges. • A player wins if they end their turn Holding an Objective
on the opponent’s side of the table.

21
ENCOUNTER SPECIAL RULES

MEETING ENGAGEMENT If a player rolled three or more dice to get Reserves in this
turn, but failed to score any rolls of 5+, they automatically
In a Meeting Engagement, players do not place their Ranged
receive one Unit from Reserve anyway.
In markers as Preplanned Artillery Targets at the start
of the game.
WHERE DO RESERVES ARRIVE
In addition, the following rules apply in the first Shooting
When each Unit arrives from Reserve, the owning player
Step of the player who has the first turn. They do not apply
rolls a die to determine from which table edge or corner it
in the second player’s turn, nor in subsequent turns.
will arrive using the mission map as reference.
• The first player’s Aircraft cannot arrive in their first turn.
If a Unit arrives from a table edge, it may enter the table
• Treat all of the first player’s Teams as having moved when
anywhere along that table edge. If the Unit arrives from a
Shooting in their first Shooting Step, whether they actu-
corner, they must enter the table within 16”/40cm of the
ally moved or not.
corner. The Reserves move on from the table edge at the start
• The first player’s Teams cannot fire Artillery Bombard­ of their Movement Step.
ments in their first Shooting Step.
The first player’s Teams can still Move, Dig In, or Go to
Ground as normal in their Movement Step, and launch
VICTORY POINTS
assaults in the Assault Step. Count the number of Units Destroyed, including HQ
Units, but not Independent Teams. Count core Units and
their Attachments separately, so if both are Destroyed, this
SCATTERED DELAYED RESERVES counts as two Units.
(BOTH PLAYERS) • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
Players may not deploy more than 60% of the agreed points • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
total for the game on the table. The remainder must be held • Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
in Reserve. The entire Unit must be In Command at the
end of its Movement in the turn it arrives from Reserves. Both players lose a game that runs out of time. If neither
Attachments and their core Unit must arrive from the same player won, both players treat their opponent was the
point, although Passengers may be Mounted or Dismounted. winner and gain Victory Point as the Loser.
A Unit may not use Movement Orders until it has moved on
to the table.

ROLL FOR RESERVES


At the start of the player’s third turn, they roll a die. On a roll
of 5+ their first Unit arrives from the Reserve. It may be any
Unit of their choice, but must arrive now.
At the start of their fourth turn, they roll two dice. Each roll
of 5+ results in another Unit arriving from their Reserves.
They keep rolling at the start of each of their following turns
adding one more die than the previous turn, so at the start of
turn five they roll three dice, at the start of turn six they roll
four dice, and so on. Each roll of 5+ brings another Unit on
from the player’s Reserves.

22
FREE-FOR-ALL
8”/20cm Defender places two objectives in this area
8”/20cm 12”/30cm

Attacker places their units here

Defender places their units here

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

The breakthrough was successful and the situation is fluid. DEPLOYMENT


Find and destroy the enemy. 1. Both players, starting with the Attacker, take turns at
placing a Unit within 12”/30cm of their own table edge.
SPECIAL RULES 2. All Infantry and Gun Teams start the game in Foxholes.
• Meeting Engagement (First Turn)
WHO GOES FIRST
SETTING UP Both players roll a die. The highest scoring player has the
1. Both players roll a die. The highest-scoring player is first turn.
the Attacker.
2. The Attacker picks a long table edge to attack from. WINNING THE GAME
3. The Defender defends from the opposite table edge. • A player wins if they end their turn Holding an Objective
on the opponent’s side of the table.
4. Both players, starting with the Attacker, place two
Objectives within 8”/20cm of the opponent’s table edge,
at least 8”/20cm from the side table edges.

23
FREE-FOR-ALL SPECIAL RULES

MEETING ENGAGEMENT VICTORY POINTS


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

24
KILLING GROUND
20“/50cm 20“/50cm
Attacker places
their units here

8”/20cm 8”/20cm

8”/20cm

8”/20cm

16”/40cm

Defender places their units here

Attacker places two objectives in this area

Defender rolls to see where their Reserves Arrive

You have blundered into a killing ground. The only way out 3. The Defender may hold one of their deployed Units
is forward. Cut your way through the defenders to escape. in Ambush.
4. They then place their deployed Units in their table half at
SPECIAL RULES
least 12”/30cm from the centre line and in the Attacker’s
• Ambush (Defender)
table half within 8”/20cm of the short table edges.
• Deep Scattered Immediate Reserves (Defender)
5. The Attacker places all of their Units in their table half at
SETTING UP least 4”/10cm from the table centre line and 20”/50cm
1. The Defender picks a long table edge to defend from. from the short table edges.
The Attacker attacks from the opposite edge. 6. All Infantry and Gun Teams start the game in Foxholes.
2. The Attacker places two Objectives in the Defender’s half
of the table, at least 16”/40cm from the table centre line
WHO GOES FIRST
and at least 8”/20cm from the short table edges. The Attacker has the first turn.
3. The Defender places one Minefield for each 25 points or WINNING THE GAME
part thereof in their force anywhere outside the oppo- • The Attacker wins if they end their turn Holding an
nent’s deployment area. Objective.
• The Defender wins if they end a turn on or after the sixth
DEPLOYMENT
turn with no Attacking Tank, Infantry, or Gun teams
1. The Defender selects up to 60% of their force to deploy
within 8”/20cm of the Objectives.
and holds the rest in Deep Scattered Immediate Reserve.
The Defender will dice to see where each Unit will arrive.
2. Starting with the Defender, the players place Ranged In
markers for all of their deployed (including in Ambush)
Artillery Units.

25
KILLING GROUND SPECIAL RULES

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

26
NO RETREAT
Defender places their
8”/20cm
units here

Defenders Reserves arrive from Here


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

8”/20cm 8”/20cm

8”/20cm

The enemy are on the defensive, smash them before their markers for all of their deployed (including in Ambush)
reserves can arrive and save them. Artillery Units.
3. The Defender may hold one of their Units in Ambush.
SPECIAL RULES
• Ambush (Defender) 4. The Defender then places their Units in their table half.
• Deep Immediate Reserves (Defender) 5. The Attacker places all of their Units in their table half at
least 16”/40cm from the table centre line.
SETTING UP 6. All Infantry and Gun Teams start the game in Foxholes.
1. The Defender picks a short table edge to defend from.
The Attacker attacks from the opposite edge. WHO GOES FIRST
2. Both players, starting with the Defender, place one The Attacker has the first turn.
Objective in the Defender’s table half, at least 8”/20cm
from table centre line and all table edges. WINNING THE GAME
• The Attacker wins if they end their turn Holding an
3. The Defender places one Minefield for each 25 points or Objective.
part thereof in their force anywhere outside the oppo-
• The Defender wins if they end a turn on or after the sixth
nent’s deployment area.
turn with no Attacking Tank, Infantry, or Gun teams
DEPLOYMENT within 8”/20cm of the Objectives.
1. The Defender selects up to 60% of their force to deploy
and holds the rest in Deep Immediate Reserve. These will
arrive from the Defender’s short table edge.
2. Starting with the Defender, the players place Ranged In

27
NO RETREAT SPECIAL RULES

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

28
OUTFLANKED

Defender’s Reserves arrive


16”/40cm

from this corner


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

Defender places their


8”/20cm units here

16”/40cm
8”/20cm

Attacker places
their units here

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

WINNING THE GAME


• The Attacker wins if they end their turn on or after the
or
sixth turn Holding an Objective.
• The Defender wins if they end a turn on or after the sixth
turn with no Attacking Tank, Infantry, or Gun teams
within 8”/20cm of the Objectives.
DEPLOYMENT
1. The Defender selects up to 60% of their force to deploy
and holds the rest in Immediate Reserve. Their Reserves
will arrive within 16”/40cm of their table corner.

29
OUTFLANKED SPECIAL RULES

AMBUSH (DEFENDER) ROLL FOR RESERVES


The defending player holds one Unit in Ambush when they At the start of the Defender’s first turn, they roll a die. On a
deploy. Units held in Ambush are treated as being on the roll of 5+ their first Unit arrives from the Reserve. It may be
table, but their location isn’t specified until they reveal them- any Unit of their choice, but must arrive now. The Reserves
selves. They are held off the table at the start of the game. move on from the table edge within 16”/40cm of the corner
in either of the Defender’s deployment areas at the start of
ALREADY THERE their Movement Step.
Ambushing Teams do not have to move. They can remain At the start of their second turn, they roll two dice. Each roll
where they are placed and shoot at their Halted ROF. Units of 5+ results in another Unit arriving from their Reserves.
in Ambush are in Foxhole when they are placed on the table. They keep rolling at the start of each of their following turns
adding one more die than the previous turn, so at the start of
PLACING AMBUSHES
turn three they roll three dice, at the start of turn four they
At the start of the Defender’s turn, in the Starting Step, they
roll four dice, and so on. Each roll of 5+ brings another Unit
may place the Unit that they have been holding in Ambush.
on from the Defender’s Reserves.
They must place the entire Unit, and it must be placed with
all of its Teams within 6”/15cm of the Unit Leader. A Unit If the Defender rolled three or more dice to get Reserves in
with at least eight Tank Teams or at least twelve Teams in this turn, but failed to score any rolls of 5+, they automati-
total increases this distance to 8”/20cm. cally receive one Unit from Reserve anyway.
The Defender may place a Team from Ambush anywhere in
their Deployment Area, provided that it is: NO SPEARHEAD
• at least 16”/40cm of any enemy Team within Line of The Defending player may not use the Spearhead rule during
Sight, unless Concealed by Terrain from it, and their deployment.
• at least 4”/10cm of all enemy Teams.

ATTACHMENTS AND AMBUSHES


VICTORY POINTS
Count the number of Units Destroyed, including HQ
When you hold a Unit in Ambush, you may also hold its
Units, but not Independent Teams. Count core Units and
Transport or Infantry Attachment in Ambush as well, or
their Attachments separately, so if both are Destroyed, this
Deploy them as normal. If you do hold both a Unit and
counts as two Units.
its Attachment in Ambush together, the Infantry must
be Mounted in their Transports when they are placed • Winner lost 0-1 Units: Winner 8 VP, Loser 1 VP
from Ambush. • Winner lost 2 Units: Winner 7 VP, Loser 2 VP
• Winner lost 3+ Units: Winner 6 VP, Loser 3 VP
IMMEDIATE RESERVES (DEFENDER) Both players lose a game that runs out of time. If neither
The Defender may not deploy more than 60% of the agreed player won, both players treat their opponent was the
points total for the game on the table. The remainder must winner and gain Victory Point as the Loser.
be held in Reserve. The entire Unit must be In Command at
the end of its Movement in the turn it arrives from Reserves.
Attachments and their core Unit must arrive from the same
point, although Passengers may be Mounted or Dismounted.
A Unit may not use Movement Orders until it has moved on
to the table.

30
REARGUARD
Attacker places their units here 8”/20cm

Defender places their units here

Attacker places two objectives in this area


16”/40cm 16”/40cm

You have the enemy on the run. Don’t let them get away. DEPLOYMENT
1. The Defender may hold a Unit in Ambush.
SPECIAL RULES
• Ambush (Defender) 2. The Defender then places their remaining Units in their
• Strategic Withdrawal (Defender) table half.
3. The Attacker places all of their Units within 8”/20cm of
SETTING UP their table edge.
1. The Defender picks a long table edge to defend. The 4. All Infantry and Gun Teams start the game in Foxholes.
Attacker attacks from the opposite table edge.
2. The Attacker places two Objectives within 16”/40cm of WHO GOES FIRST
the Defender’s edge and at least 16”/40cm from the side The Attacker has the first turn.
table edges. Note, the Defender must remove Units from the table start-
3. The Defender places one Minefield for each 25 points or ing on turn two using the Strategic Withdrawal rule (see
part thereof in their force anywhere outside the oppo- overleaf ).
nent’s deployment area.
WINNING THE GAME
4. Starting with the Defender, the players place Ranged In • The Attacker wins if they end their turn Holding an
markers for all of their deployed (including in Ambush) Objective.
Artillery Units.
• Otherwise, the Defender wins at the start of their ninth
turn after checking Force Morale.

31
REARGUARD SPECIAL RULES

AMBUSH (DEFENDER) STRATEGIC WITHDRAWAL (DEFENDER)


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

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


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

32

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