MISSIONSHEFT II b - spieltrieb-frankfurt.de · Flames of War ist eines der am häufigsten im...

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1 MISSIONSHEFT II b

Transcript of MISSIONSHEFT II b - spieltrieb-frankfurt.de · Flames of War ist eines der am häufigsten im...

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MISSIONSHEFT

II b

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INHALTSVERZEICHNIS

Seite

Einleitung 3

Kampagnenregeln des Spieltriebs Frankfurt 4

Special Rules

Airborne Assault 5

Coup-de-Main Glider Assault 6

Ambush, Defensive Battle, Fair Fight, Hasty Defence, Intense Battle 7

Limited Fortifications, Mobile Battle 8

Night Attack, Night Fighting, Night Training 9

Preliminary Bombardment, Prepared Positions, Random Deployment 10

Reserves (including Delayed, Mobile, Scattered, Local, and Marching Reserves) 11

River Assault 12

Strategic Withdrawal, Surprise, Unload the Gliders 13

Missions

2 - Free-for-All 14

3 – Trench Fight 15

4 - Delaying Action 16

5 - Hasty Attack 17

6 – Breakthrough 18

7 - Hold the Line 19

8 – Consolidate 20

9 – Counterattack 21

10 - King of the Hill 22

11 – Envelopment 23

12 – Encounter 24

S1 - Armoured Encounter 25

S2 - Fighting Withdrawal 26

S3 - Seize and Hold 27

S4 - Clean Sweep 28 S5 - River Crossing 29

Fortifications

Trench Lines, Gun Pits, Tank Pits 30

Bunkers 31

Barbed Wire Entanglements, Anti-tank Obstacles 32

Minefields 33

3

EINLEITUNG

Danksagung Viele der Missionen in diesem Handbuch

stammen aus den Zeiten von FoW 1.0 und

sind auf der Battlefront Homepage

veröffentlicht. Für dieses Handbuch wurden

die Missionen leicht überarbeitet und an die

Regeln von FoW 2.0 angepasst. Wir möchten

an dieser Stelle den FoW-Enthusiasten

danken, die sich diese Missionen ausgedacht

und ins Netz gestellt haben.

Spieltrieb Frankfurt Beim Spieltrieb Frankfurt handelt es sich um

eine Gruppe Männer in den besten Jahren, die

in der Frankfurter Innenstadt (zwischen Zoo

und Konstablerwache) einen Raum einzig zu

dem Zweck angemieteten haben, ihrem

Spieltrieb nachzugehen.

Der Raum wird von uns regelmäßig für

Flames of War, Herr der Ringe und alles

andere genutzt, was Spaß macht (Star Wars

Miniatures, Brettspiele, Warhammer

Historical, etc.). Kurzum: Jeder Form von

Spielchen wird gefrönt.

Der Spieltrieb Frankfurt kann im Internet

unter www.spieltrieb-frankfurt.de besucht

werden. Gäste, Zuschauer, neue Mitglieder,

etc. sind grundsätzlich willkommen. Sehr

empfohlen sei in diesem Zusammenhang

auch www.sweetwater-forum.de. Dort

tummeln sich regelmäßig auch Mitglieder des

Spieltriebs Frankfurt.

Das Missionsheft für FoW Flames of War ist eines der am häufigsten im

Spieltrieb Frankfurt gezockten Systeme. Um

nicht immer zwischen diversen Battlefront

Veröffentlichungen hin und her springen zu

müssen, haben wir einige Missionen und

deren Special Rules in diesem Heftchen hier

zusammengetragen.

Die Missionen in diesem Heft sind sortiert von

2 bis 12 und nach Sondermissionen. Der

Grund dafür ist, dass die zu spielenden

Missionen bei den FoW-Kampagnen des

Spieltriebs Frankfurt jeweils per Würfelwurf

ermittelt werden. Ansonsten hat diese

Anordnung keine weitere Bedeutung. Alle

Missionen in diesem Handbuch sind

eigenständig und ohne eine Kampagne

spielbar!

Tischgrößen Die im Spieltrieb Frankfurt verwendeten

Spielflächen haben die Ausmaße

1,20m x 1,80m. Die Längenangaben in

diesem Heft beziehen sich auf Spielflächen

dieser Größe. Beim Spiel auf einem Tisch

anderer Größe, muss eine Mission ggf.

entsprechend angepasst werden.

Der Spieltrieb Frankfurt wünscht

jedem viel Spaß beim Zocken!

4

KAMPAGNENREGELN DES SPIELTRIEBS FRANKFURT

Die folgenden Regeln sind zusammengefasst

aus den FoW-Kampagnenregeln des

Spieltriebs Frankfurt. Sie sind hier aufgeführt,

um springen zwischen diesem Missionsheft

und den Kampagnenregeln unnötig zu

machen. Für Spieler außerhalb der FoW-

Kampagnen des Spieltriebs Frankfurt

haben diese Regeln natürlich keinerlei

Bedeutung! Sie können sich eine Mission

frei aussuchen. Die vollständigen

Kampagnenregeln befinden sich auf unserer

Homepage www.spieltrieb-frankfurt.de.

Missionsauswahl Bevor die Spieler ihre Kompanien

zusammenstellen, wird die zu spielende

Mission ausgewürfelt. Der Spieler mit dem besseren Initiative-Kronkorken ☺ darf das

fertige Würfelergebnis um plus oder minus

eins verändern.

Würfelwurf Mission

2 Free-for-All

3 Trench Fight

4 Delaying Action

5 Hasty Attack

6 Breakthrough

7 Hold the Line

8 Consolidate

9 Counterattack

10 King of the Hill

11 Envelopment

12 Encounter

Sondermissionen Unter den anfolgend beschriebenen

Umständen kann statt der ausgewürfelten

Mission eine Sondermission gespielt werden.

Das Spielen einer Sondermission wird

bekannt gegeben bevor die Spieler ihre

Kompanien zusammenstellen

S1 Armoured Encounter

Sofern beide Spieler damit einverstanden

sind, können sie auf das Auswürfeln einer

Mission verzichten und die Mission Armoured

Encounter spielen. Beide Spieler müssen

dann allerdings eine Tank Company

aufstellen.

S2 Fighting Withdrawal

Befindet sich in keinem Nachbarfeld des

umkämpften Felds eine verbündete Kompanie

des Eigentümer des umkämpften Felds, dann

kann dieser statt der ausgewürfelten Mission

Fighting Withdrawal spielen lassen.

Entscheidet sich der Eigentümer des

umkämpften Felds dazu, Figthing Withdrawal

zu spielen, dann muss er sich nach dem

Gefecht aus dem Feld zurückziehen, egal wie

das Spiel ausgegangen ist. Der Gegenspieler

bleibt im Feld. Siegpunkte und Verluste

werden jedoch unverändert anhand des

Ergebnisses des Spiels ermittelt.

S3 Seize and Hold

Beabsichtigt der Spieler, der das umkämpfte

Feld betreten hat, eine Luftlandeeinheit zu

spielen, dann kann er bestimmen, dass statt

einer erwürfelten Mission Seize and Hold

gespielt wird.

Luftlandeeinheiten sind:

- Parachute Company (British)

- Airlanding Company (British)

- Parachute Rifle Company (US)

- Glider Rifle Company (US)

- Gvardeyskiy Vozdushno-Dasantniy Batalon

- Fallschirmjägerkompanie

- Fallschirmpionierkompanie

- Compagnia Paracadutisti

Die großen Luflandeoperationen der

Westalliierten dürften den meisten FoW-

Spielern bekannt sein. Weniger bekannt ist,

dass im Zeitraum von 1943 bis 1945 auch die

Sowjetunion und Deutschland mehrere

zumeist kleine Luftlandeoperationen

durchgeführt haben. Gerade in dem kleinen

Rahmen von Kompanien in dem FoW sich

bewegt ist die Seize and Hold Mission für

diese Nationen daher durchaus passend.

S4 Clean Sweep

Beträgt der Punktwert des Spielers dessen

Feld betreten wurde nur 60% oder weniger

seines Gegenspielers, dann kann er

bestimmen, dass statt der erwürfelten

Mission Clean Sweep gespielt wird.

S5 River Crossing Mission

Betritt ein Angreifer das Feld des Verteidigers

über einen Fluss, dann kann der Verteidiger

statt der ausgewürfelten Mission die River

Crossing Mission spielen lassen.

5

MISSION SPECIAL RULES

To reflect their unique circumstances most missions use a number of special rules that make them

more realistic and add exciting tactical twists to each engagement. Each mission tells you which

special rules apply.

Airborne Assault Only platoons that can be dropped by

parachute or delivered by glider can be

included in airborne attack force. Additionally,

no Snipers may be included in the attacker's

force during an airborne assault as every

rifleman is expected to engage in close

combat.

Prepare your Airborne Force

Before Deployment in an airborne assault you

must assign all HQ support weapons to

platoons. No platoons may make combat

attachments for an airborne assault.

Each of the Independent teams in your force

must join a platoon for the purposes of

deployment. However, your Company

Command team and 2iC Command team

must join different platoons for an airborne

assault.

Roll for Wind Direction

To determine the wind direction, the airborne

player chooses either long table edge as their

own, then rolls a die and checks the Wind

Direction Diagram to determine where the

wind is coming from.

Pathfinders

During your deployment choose any table

edge or corner and place your Pathfinder

marker on it. During the game whenever you

roll for Scattered Reserves any die roll of 2 or

5 will result in the platoon arriving on the

table edge or corner marked by your

Pathfinder marker. If the marker is located on

a corner, any platoons arriving there must

enter the table within 16"/40cm of the

corner.

Bezüglich der Pathfinder Marker ist

anzumerken, dass Sowjets und

Achsenmächte zwar nicht über genau diese

Art von Einheiten verfügten, aber auch sie

hatten natürlich Methoden und Personal

eingeführt, um ihre Luftlandetruppen nach

einem Abwurf möglichst schnell und geordnet

ins Kampfgeschehen zu bringen (mit genauso

bescheidenem Erfolg wie die Westalliierten).

Die Benutzung dieser Marker für Sowjets und

Achsenmächte ist also durchaus

gerechtfertigt.

Parachute Landings

Parachute platoons do not deploy on table at

the start of the game, instead each platoon

will move on during the game as detailed in

the mission rules.

Containers

All Parachute platoons have collected their

containers and are fully armed when they

move onto the table during the game.

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Coup-de-Main Glider Assault Only the Combat platoons of a British

Airlanding Company German Parachute

Pioneer Platoons may make a Coup-de-main

Glider Assault. If they do so add +145 points

to the cost of each platoon conducting the

assault. If they do not, their glider is

considered to have landed off-table and the

platoon will move onto the table as detailed

in the mission rules. All other Airlanding or

Glider platoons land off-table and move onto

the table as detailed in the mission rules.

A British Airlanding Platoon is carried in a

single Horsa glider. A German Pioneer Platoon

has one DFS 230 Glider per Pioneer Squad.

The German Platoon Command team is in one

of these squad gliders. Independent teams

that have joined the platoon are carried in the

platoon's glider(s) for no additional cost.

Conducting a Coup-de-main

Attempt to land all Coup-de-main gliders at

the start of the first Movement Step.

Find the Landing Zone

For each glider conducting a Coup-de-main,

roll a die.

- On a roll of 2+ the glider finds the Landing

Zone.

- Otherwise the glider misses the Landing

Zone, the glider will land off-table and the

passengers it is carrying are now in

reserve.

Glider Landing Run

Pick the landing point anywhere on the table,

place the glider on that point facing into the

wind. To find the length of the glider's landing

run, roll a die. Move the glider forward

2"/5cm for each point on the die roll.

On a landing run roll of 1, the glider crash

lands due to pilot error or enemy fire.

Obstacles

If the glider's fuselage runs into Rough

terrain, an enemy gun (except Man-packed

Gun teams), an enemy vehicle or the

fuselage of another glider. The glider crash

lands and stops immediately. However if the

glider's wings hit an obstacle, they just snap

off and the wingless fuselage carries on

unharmed. The glider only crash lands if the

fuselage itself hits an obstacle.

If the glider's fuselage passes through or

ends its run on the position of an enemy

Infantry or Man-packed Gun team, the

defending player moves the team aside just

far enough to avoid the body of the glider as

they dive out of its path.

Glider Crash Landings

If the glider crash lands, the passengers may

be killed or injured. Roll a die for each team

carried in a crashed glider except Command

teams. On a roll of 5+ they survive, but on a

lesser roll they are Destroyed.

Dismounting Gliders

Once the glider has come to a stop, all teams

immediately dismount anywhere adjacent to

the fuselage of the glider. The platoons may

either:

- Move as normal in this Movement Step, or

- launch an assault, if they are able, in the

Assault Step.

For this turn only however, they may only

perform one or the other action, not both. All

movement is measured from the fuselage of

the glider.

Additionally, because they are totally focused

on getting amongst the enemy the platoon

may not conduct any shooting in the Shooting

Step, regardless of whether they move or

not.

Shooting through Gliders

Gliders are only markers showing where

troops land and cannot be shot. Gliders

provide Concealment to any teams targeted

through them.

Moving through Gliders

A glider counts as Very Difficult Going to

teams attempting to move through it.

Rommel's Asparagus

The Seize and Hold mission allows the

defending player to place three Rommel's

Asparagus markers to counter glider landings.

Each marker should be modelled 8"/20cm

long by 2"/5cm deep. They count as Rough

terrain (Difficult Going), and therefore force

any glider that contacts them to crash land.

7

Ambush In missions with the Ambush special rule, the

ambushing player holds one or more platoons

(as specified in the mission) in ambush when

they deploy. Platoons held in ambush count

as being on the table, but their location isn't

specified until they reveal themselves. Place

platoons being held in ambush to one side at

the start of the game.

Revealing Ambushes

At the start of your turn, in the Starting Step,

you may deploy any or all platoons that you

have been holding in ambush. You must

deploy an entire platoon at a time and the

platoon must be deployed In Command.

You can deploy a platoon held in ambush

anywhere in your deployment area. You do

not have to decide where your platoon will be

deployed until you deploy it.

Teams deployed in ambush must be either:

- More than 16"/40cm away from all enemy

teams, or

- More than 4"/10cm away from all enemy

teams and either in concealing terrain or

out of Line of Sight of the enemy.

(Note that stationary Infantry teams in the

open are concealed but not in concealing

terrain!)

Reconnaissance avoids Ambushes

An ambushing platoon may not deploy teams

within 8"/20cm and in Line of Sight of a

Recce team unless the Recce team moved At

the Double their last turn.

Defensive Battle In a defensive battle mission a Tank

Company will always be the attacker and an

Infantry Company will always defend.

This means that a Tank Company will attack a

Mechanised Company or an Infantry

Company, while a Mechanised Company will

attack an Infantry Company.

In other circumstances, such as when both

sides are Tank Companies, both players roll a

die with the higher-scoring player attacking.

Obacht! Bei Kampagnenspielen des

Spieltriebs Frankfurt gilt die Defensive Battle

Regel nicht. Angreifer ist automatisch der

Spieler, der auf dem Kampagnenplan ins Feld

seines Gegenspielers gezogen ist. Der andere

Spieler ist entsprechend der Verteidiger. Eine

Ausnahme hierzu ist die Mission

Counterattack. Bei dieser Mission ist der

Spieler, der ins Feld seines Gegenspielers

gezogen ist, der Verteidiger.

Fair Fight In missions using the Fair Fight special rule it

is possible for neither player to win. If neither

player wins, both players look up the number

of enemy platoons they destroyed as though

their opponent was the winner and use the

Loser's Points column to determine their

Victory Points.

Hasty Defence The defender gets one defence point per

platoon that starts the game on the table. It

costs two defence points for the defender to

place a platoon in Ambush. It costs one

defence point for the defender to place a

platoon in Prepared Positions. To place a

platoon both in Ambush and Prepared

Positions would cost three defence points.

Intense Battle Ignore the first platoon Destroyed on either

side when calculating Victory Points in a

mission designated as an Intense Battle.

8

Limited Fortifications Given time, an army will prepare fortifications

to make its defensive positions secure.

Basic Fortifications

Every platoon that contains 4 or more

Infantry teams and that begins the game

deployed on the table has the following

fortifications:

- one section of Trench Line for each 4

Infantry teams it has, plus one section of

Trench Line for all of the remaining

Infantry teams, and

- three sections of Barbed Wire

Entanglements.

Platoons that begin the game on table may

deploy their Gun teams in Gun Pits and their

Tank teams in Tank Pits.

Additional Fortifications

In addition to the Basic Fortifications listed

above, the defenders also get fortification

points to buy Fortifications of their choice.

The number of fortification points they have

is determined by the width of the table.

Table Width Fortification Points

4'/120cm 24 points

5'/150cm 30 points

6'/180cm 36 points

Once you have determined how many

fortification points you have you may use

them to buy fortifications. You may not spend

more than half of you total fortification points

on any one type of fortification.

Fortification Costs

Fortification Cost per Section

Trench Lines 2 points

Barbed Wire Entanglement 2 points

Bunker 6 points

Minefield 5 points

Anti-tank Obstacle 10 points

Once purchased all fortifications are placed on

the table in the are shown on the mission

map during the defender's Deployment.

Pioneer Deployment

In missions with the Fortifications special

rule, attacking Pioneer teams may be

deployed 4"/10cm further forward than usual,

but they may not be within 4"/10cm of any

defending team.

Die genauen Regeln zu den einzelnen

Fortifications befinden sich am Ende

dieses Hefts!

Mobile Battle In a mission with the Mobile Battle special

rule the following rules apply in the first

Shooting Step of the player who has the first

turn. They do not apply in the second player's

turn, nor in subsequent turns.

- All teams belonging to the player who has

the first turn count as having moved in

their first Movement Step, whether they

actually moved or not. They must fire at

their reduced ROF for moving and cannot

fire artillery bombardments.

- All teams belonging to the second player

count as if they had moved in their last

turn, so teams cannot be Gone to Ground

and Infantry teams cannot be Concealed in

open terrain.

- The player who has the first turn cannot use

Ground-attack aircraft in that Shooting

Step.

These rules only apply in the Shooting Step of

the player taking the first turn. Their teams

can still move or dig in as normal in their

Movement Step and launch assaults in the

Assault Step.

9

Night Attack The game starts in darkness and uses the

Night Fighting rules until morning breaks.

- At the start of the defender's turn three, the

defender rolls a die. On a roll of 5+,

morning has broken.

- If the roll is unsuccessful, at the start of the

attacker's next turn they roll two dice with

morning breaking on any roll of 5+

- If it is still dark at the start of the defender's

next turn, they roll three dice, and so on

until morning breaks on any roll of 5+

Once morning breaks the Night Fighting rules

are no longer used, and it is daylight for the

remainder of the game.

Night Fighting Moving at Night

Teams may not move further than 8"/20cm

or move At the Double at night.

Teams must re-roll successful Bogging Tests

when moving through Rough terrain.

Shooting at Night

Each time you select a platoon to shoot with,

roll a die and consult the Night Visibility table.

The result is the maximum distance that the

platoon's teams can shoot at targets that did

not shoot. This does not affect Line of Sight,

just effective range of your weapons, and

only applies to that platoon for this turn.

The platoon can only shoot at, or range in on,

teams within that distance unless the target

team fired its weapons. Anything further

away is invisible in the darkness.

Enemy teams that fired in their Shooting Step

are always visible as long as they are within

Line of Sight.

Roll to determine the visibility distance before

you select your targets.

Night Visibility

1 4"/10cm

2 8"/20cm

3 12"/30cm

4 16"/40cm

5 20"/50cm

6 24"/60cm

Teams spotting for an Artillery Bombardment

must choose a team that is within the

distance rolled on the Night Visibility table as

their Aiming Point. Teams firing an Artillery

Bombardment do not have their range

restricted by Night Fighting rules.

Concealment

All teams count as Concealed at night. This

only benefits teams that are not already

Concealed.

Night is not Concealing Terrain, however, so

ambushing troops must deploy at least

16"/40cm from the enemy when in the open.

The Concealment of night does not allow

reconnaissance troops to use Cautious

Movement. They must be Concealed by

terrain.

No Air Support

Air Support may not be requested on turns

where the night-fighting rules are in effect.

Night Training The attacking Company may ignore the usual

rules regarding movement at night and may

instead move normally.

10

Preliminary Bombardment To conduct a preliminary bombardment, the

attacking player works through the defending

platoons deployed on the table one at a time,

including platoons that are held in Ambush.

The attacker rolls a die per team in the

platoon as if the whole platoon were under

the template of an artillery bombardment. For

each roll of 4+ the defending platoon takes a

hit on a team in the platoon chosen by the

defender. As always, hits must be distributed

evenly and should be assigned as though

they were caused by an artillery

bombardment.

The defender then rolls a save for each

Infantry or Gun team that was hit. Any team

that fails their save is removed from the

game even if it is in Bulletproof Cover.

The defender gets an Armour Save roll for

armoured vehicles. The Anti-tank rating of

the heavy guns firing the bombardment is 6,

so if the die roll plus the vehicle's Top armour

is 5 or less, the vehicle is removed from the

game. On a higher roll the vehicle is

unharmed.

Vehicle in Tank Pits roll their extra 4+ Tank

Pit Save if they fail their normal Armoured

Save. If they pass this, they are unharmed

and remain on table.

Unarmoured vehicles do not have any save

due to the intensity of the bombardment and

are automatically removed from the table

unless the are in a Tank Pit where they get

their 4+ Tank Pit Save.

To reflect the mind-numbing fury of the

bombardment all defending platoons on the

table start the game Pinned Down and all

defending Armoured vehicles on the table

start the game Bailed Out.

Defending teams may not start the game

mounted in their transport vehicles or on

tanks and, as normal, may not mount up

Bailed Out transport vehicles or tanks until

the crew have remounted.

Company and Higher Command teams and

Warrior teams are hardened veterans and

always survive a preliminary bombardment,

so do not roll to hit them.

Remember that losses taken before the first

turn of play do not affect Platoon or Company

Morale Checks.

Prepared Positions Players who start missions in Prepared

Positions my have all of their Infantry and

Gun teams deployed in Foxholes. All of their

Concealed teams begin the game Gone to

Ground.

Random Deployment When a player deploys a platoon under the

Random Deployment special rule, they roll a

die to determine where it is deployed.

- On a roll of 1 to 4, deploy the platoon in the

corresponding area shown on the mission

map.

- On a roll of 5 or 6, the player may deploy

the platoon in an area of their choice or

hold it in Reserve.

All teams must deploy more than 16"/40cm

away from enemy teams within Line of Sight,

or more than 8"/20cm from teams outside of

Line of Sight.

Roll for, and deploy, each platoon in turn. Do

not roll for the next platoon until the current

one is deployed.

Independent teams may choose to deploy

anywhere in the deployment area. They do

not need to roll to determine their location.

11

Reserves In missions that use the Reserves special

rule, players with reserves hold one or more

platoon (as specified in the mission) in

reserve when they deploy. Place these

platoons to one side at the start of the game.

At the start of your first turn roll a die. On a

roll of 5+ your first reserve platoon arrives. It

may be any platoon of your choice.

At the start of you second turn roll two dice.

Each roll of 5+ results in another platoon

arriving from your reserves. So, if you're

lucky, you could have up to two platoons

arriving from reserves during your second

turn.

Keep rolling at the start of each of your

following turns adding one more die than the

previous turn, so at the start of turn 3 you

roll three dice, at the start of turn 4 you roll

four dice, and so on. Each roll of 5+ brings

another platoon on from your reserves.

When a reserve platoon arrives place its

Platoon Command team at you edge of the

table to remind you of its arrival. During your

Movement Step move the newly arrived

platoon on from the table edge indicated in

the mission briefing. Immobile Gun teams

without Transport teams can be placed just

on from the table edge counting as moving,

but cannot move further from there.

Delayed Reserves

The Delayed Reserves special rule works the

same as the normal Reserves special rule

except that the player does not start rolling

for their Reserves until turn three, and then

they got one die.

This increases by one die per turn as normal,

so that on turn four they roll two dice, on

turn five they roll three dice, and so on.

Mobile Reserves

The defender may deploy only one platoon

with its vehicles on the table. Any other

platoons that wish to use their tanks and

transport must be held in Reserve.

The defending player may deploy any or all of

their remaining platoons on the table, but

they fight without their vehicles. These

platoons may only deploy their Infantry and

Gun teams. All Tank and Transport in these

platoons are sent to the rear before the game

begins and take no part in the battle.

Scattered Reserves

The Scattered Reserves special rule operates

in the same way as the Reserves special rule

with the following exception.

When each platoon arrives from reserve, the

defender rolls a die to determine from which

table edge or corner it will arrive (the mission

map shows the edge or corner for each roll).

If the reserves arrive from a corner, they

must enter the table within 16"/40cm of the

corner.

Local Reserves

Local Reserves are handled like Reserves with

two exceptions:

1. Start rolling for reserves at the start of

your second turn but start with two dice (3 on

your third turn and so forth).

2. No matter how many 5+ results you get

only one platoon may enter per turn.

Marching Reserves

At the beginning of turn one and afterwards,

roll one die for every platoon in your force

which is currently in Marching Reserve off

table. For example for a force of 6 platoons

roll six dice on the first turn. If ANY of these

dice score a 5 or higher you may select ONE

platoon to enter the table this turn.

You must select platoons with a faster speed

before platoons with a slower speed. For

example a platoon with a speed of 16"/40cm

(light tanks) would have to be chosen for

entry before a platoon with a speed of

8"/20cm (heavy tanks).

12

River Assault Landing Points

An Infantry or Man-packed Gun team that

began its Movement Step adjacent to a river

edge may enter the river and begin crossing.

Place the team in the river adjacent to the

opposite bank of the river at the landing point

it is paddling towards.

Teams cannot be placed at a landing point

closer than 2”/5cm to an enemy team that is

visible to it.

Get Across

While in the river, teams may not shoot,

move, assault, or be assaulted.

Get Out

When a team begins its Movement Step at its

landing point in the river, it exits the river

during its movement. It uses its normal

movement counting as if they started their

movement in Difficult Going.

Sitting Ducks

Teams cannot be Concealed or Gone to

Ground while in a river.

Teams crossing a river do not have their

normal Infantry Save.

Instead, roll a die for each hit:

• If the result is 5+, the team manages to

avoid any casualties despite their exposed

position.

• Otherwise, the team has been cut down

during the crossing and is Destroyed.

Pioneers

Pioneer Infantry teams ignore the Sitting

Ducks special rule, and retain their normal

Infantry 3+ save.

Rivers in FoW

FoW distinguishes between rivers and

streams. Make sure you define your

waterways before the start of the game.

Streams are Very Difficult Going and can only

be forded by Fully-tracked vehicles and

troops on foot. Creeks, like fords across

streams, are usually Difficult Going.

A river that is approximately 4”/10cm to

8”/20cm wide is Impassable to all teams but

Infantry and Man-packed Gun teams may

cross rivers up to 8”/20cm wide in Missions

using the River Assault special rules.

Amphibious vehicles using the Amphibious

special rule found on page 46 of the Flames

Of War rulebook can also cross rivers.

13

Strategic Withdrawal Only a fool stays in a losing position.

Timing a Platoon Withdrawal

Starting with turn three, in the Starting Step

when they would roll for Reserves if they had

any, the defending player counts the number

of platoons that they have on table.

- If the number is 5 or more, the defender

must withdraw one platoon.

- If they have less than 5 platoons, they gain

a Delay Counter instead.

Delay Counters

Add the number of Delay Counters to the

number of platoons that you have on table

when working out whether to withdraw a

platoon this turn.

When you withdraw a platoon, remove all

Delay Counters as well.

How to Withdraw Platoons

When the defending player is required to

withdraw a platoon they may withdraw any

platoon on the table. All of the teams of that

platoon are removed from the table and it is

considered to have withdrawn.

If a withdrawing platoon is both below half

strength and has teams within 8"/20cm of

enemy teams, there is a chance of their

withdrawal breaking into a rout. Make a Skill

Test before removing the teams.

- If the platoon passes, they successfully

withdraw.

- If they fail, they withdraw, but the whole

platoon counts as Destroyed.

Company Morale

Platoons that withdraw without being

destroyed are ignored and do not count as

either present on the table or Destroyed for

Company Morale Checks.

Platoons that were Destroyed during their

withdrawal count as Destroyed for Company

Morale Checks.

Phased Objective Withdrawal

At the start of their turns six and seven the

defender removes one of the objectives

placed by the attacker.

Surprise To simulate the time taken to get the

defending force fully ready to fight, all

defending platoons on the table start the

game Pinned Down and all defending

Armoured vehicles on the table start the

game Bailed Out.

Defending teams may not start the game

mounted in their transport vehicles or on

tanks, and as normal, may not mount Bailed

Out transport vehicles or tanks until the crew

have remounted.

Unload the Gliders During the game all Glider delivered platoons,

except those that land on the table in a Coup-

de-main, may only arrive on table after all

Parachute platoons. Glider delivered Support

platoons must arrive last of all.

14

2 – FREE-FOR-ALL

Both sides attacking each other in force

simultaneously was a rare event but not

totally unheard of. Especially the confusing

nature of urban fighting did produce such

battles.

Free-for-All uses the Fair Fight and Mobile

Battle special rules.

Attacker's table edge

Defender's table edge

YOUR ORDERS ATTACKER

Your force is punching into enemy territory.

You must seize one of your objective points

before the enemy seizes one of theirs.

DEFENDER

The enemy is breaking through our frontline

and your company has to counterattack.

You must seize one of your objective points

before the enemy seizes one of theirs.

PREPARING FOR BATTLE 1. Both players roll a die. The player with the

higher score chooses one of the long table

edges to attack from. The other player

defends from the opposite table edge.

2. The attacking player now places two

objectives on the defender's side of the

table. The defending player then places

two objectives on the attacker's side of the

table. The objectives must be at least

16"/40cm from the centre line of the table

and may not be placed within 8"/20cm of

the side table edges. Both of a player's

objectives must be within 48"/120cm of

each other.

3. Both players, starting with the attacking

player, alternate placing platoons in their

own half of the table. The platoons may

not be placed within 12"/30cm of the

centre line of the table.

4. Both players now alternate placing their

independent teams in their deployment

areas starting with the attacking player.

BEGINNING THE BATTLE 1. Starting with the attacker, both players

make Reconnaissance Deployment moves

for any Recce Platoons they have on the

table.

2. Both players now roll a die. The player

finishing their deployment first adds +1 to

their roll. The player with the higher result

has the first turn. In the event of a tie roll

again.

3. Because the Free-for-All mission uses the

Mobile Battle special rule all teams are

moving at the start of the battle.

ENDING THE BATTLE The battle ends when either:

� a player starts their turn in possession of

any of the objectives that they placed in

the enemy deployment area, or

� the game runs out of time.

DECIDING WHO WON The player that took their objective has

secured a key piece of terrain on the field,

forcing the enemy onto the defensive and

winning the day.

Calculate your Victory Points using the Victory

Points Table on page 195 of the Rulebook.

(Page 149 of the Free Rulebook.)

If neither side won use the Fair Fight special

rule to determine their Victory Points.

15

3 – TRENCH FIGHT

Sometimes manoeuvring around a

strongpoint isn't feasible and a direct

assault becomes necessary.

The Trench Fight uses the Ambush,

Defensive Battle, Intense Battle,

Limited Fortifications, Preliminary

Bombardment, Prepared Positions, and

Reserves special rules.

Attacker's table edge

Defender's table edge

YOUR ORDERS ATTACKER

We have forced the enemy to fall back to

fortified positions.

You must break the enemy trench line and

capture one of your objectives.

DEFENDER

You must hold the enemy back until

reinforcements arrive.

If necessary you must drive the enemy

back out of you trenches and restore the

situation.

PREPARING FOR BATTLE 1. Determine the attacker and defender

using the Defensive Battle special rule.

2. The defending player chooses which

short table end they will deploy in.

3. Starting with the defender, both players

now place one objective each in the

defender's end of the table. The

objectives must be at least 8"/20cm from

the centre table line, and all table edges.

4. Next the defender places the

fortifications they have selected in their

half of the table and up to 8"/20cm into

the attacker's half of the table.

5. The defending player nominates at least

half of their platoons to be hold off the

table in Reserve at the start of the

game. Of the remaining platoons up to

half may be held in Ambush. Finally,

they deploy the rest of their forces in the

defender's half of the table.

6. The attacker deploys their entire force at

least 16"/40cm back from the table's

centre line. Remember, Pioneer teams

may be deployed 4"/10cm further

forward, but not within 4"/10cm of any

defending team.

7. Both players now place their independent

teams in their deployment areas starting

with the defending player.

BEGINNING THE BATTLE 1. Both sides begin the game in Prepared

Positions, so the troops are in Foxholes

and Gone to Ground.

2. The attacking player conducts a

Preliminary Bombardment on the

defender's forces.

3. The attacker makes Reconnaissance

Deployment moves for any Recce

Platoons they have on table.

4. The attacking player has the first turn.

ENDING THE BATTLE The battle ends when either:

� the attacker holds any of the objectives

at the start of their turn, or

� the defender starts any of their turns

from turn six with no attacking teams in

the defender's half of the table.

DECIDING WHO WON The attacker wins if the game is ended

because they started one of their turns

holding an objective. The defences proved

unable to stop their attack.

Otherwise the defender wins. The

fortifications proved to be too tough for the

enemy.

Calculate your Victory Points using the

Victory Points Table on page 195 of the

rulebook (Page 149 of the Free Rulebook)

and the Intense Battle special rule.

16

4 – DELAYING ACTION

Once an offensive strikes it is up to the first

line of defence to either beat off the attack

or to delay it long enough for the reserves

to react.

Delaying Action uses the Ambush,

Defensive Battle, Local Reserves, and

Prepared Positions special rules.

Attacker's table edge

Defender's table edge

YOUR ORDERS ATTACKER

You are the spearhead of a larger offensive.

Your orders are to defeat the enemy

covering your front within the time line.

This will allow our reserves to exploit the

situation before the enemy can react.

DEFENDER

The enemy has launched an offensive in

your sector. You must delay their forward

spearhead long enough for our reserves to

react.

PREPARING FOR BATTLE 8. Determine the attacker and defender

using the Defensive Battle special rule.

9. The defending player chooses which

short table end they will deploy in.

10. Starting with the defender, both

players now place one objective each in

the defender's end of the table. The

objectives must be at least 12"/30cm

from the centre line of the table, and

may not be placed within 8"/20cm of any

table edge.

11. Next the defending player nominates

at least half of their platoons to be hold

off the table in Local Reserve at the

start of the game. Of the remaining

platoons one may be held in Ambush.

This platoon may deploy anywhere on

the board except for No Man's Land using

the normal rules for revealing ambushes.

Finally, they deploy the rest of their

forces. Platoons capable of firing

bombardments may deploy anywhere

except for No Man's Land (allowing them

to be placed in the rear), all other

platoons must deploy in the attacker's

half of the table within 12"/30cm of the

centre line.

12. The attacker deploys any Recce

Platoons they have within 4"/10cm of

their table edge. All other attacking

forces enter on turn one.

BEGINNING THE BATTLE 5. The defender's platoon held in Ambush

is in Prepared Positions, so the troops

are in Foxholes and Gone to Ground.

6. The attacker makes Reconnaissance

Deployment moves for any Recce

Platoons they have on table.

7. The defending player has the first turn.

ENDING THE BATTLE The battle ends when either:

� the attacker holds any of the objectives

at the start of their turn, or

� at the start of the defender's thirteenth

turn (remember to check Company

Morale if necessary before determining

who won).

DECIDING WHO WON The attacker wins if the game is ended

because they started one of their turns

holding an objective. An exploitable hole

has been opened in the enemy's front line.

Otherwise the defender wins. The enemy's

offensive has been delayed long enough to

stabilize the front line.

Calculate your Victory Points using the

Victory Points Table on page 195 of the

Rulebook. (Page 149 of the Free Rulebook.)

17

5 – HASTY ATTACK

Whatever the reasons are, for some assaults

the time could not be taken to properly form

up the attacking forces.

Hasty Attack uses the Ambush, Defensive

Battle, Prepared Positions, and Reserves

special rules.

YOUR ORDERS ATTACKER

Time has been traded for speed in this attack

Exploit the enemies position and breach their

defence before they can react.

DEFENDER

Your forces have been caught off guard. You

must hold until reinforcements arrive to

secure your position.

Attacker's table edge

Defender's table edge

PREPARING FOR BATTLE 1. Determine the attacker and defender using

the Defensive Battle special rule.

2. The defending player chooses which short

table end they will deploy in.

3. Starting with the defender, both players

now place one objective each in the

defender's end of the table. The objectives

must be at least 20"/50cm from the centre

line of the table, and may not be placed

within 8"/20cm of any table edge.

4. Next the defending player nominates at

least half of their platoons to be hold off

the table in Reserve at the start of the

game. Then the defender nominates one of

the remaining platoons to be held in

Ambush. Finally, they deploy the rest of

their platoons in their half of the table at

least 12"/30cm back from the centre table

line.

5. The attacker nominates two of their

platoons to be hold off the table in

Reserve at the start of the game. Then

the attacker deploys a single platoon in the

forward position (12" square, see

diagram). Finally, they deploy the rest of

their platoons within 12"/30cm of their

table's edge.

6. Both players now place their independent

teams in their deployment areas starting

with the defending player.

BEGINNING THE BATTLE 1. The defending force begins the game in

Prepared Positions, so their troops are in

Foxholes and Gone to Ground.

2. Starting with the defender, both players

make Reconnaissance Deployment moves

for any Recce Platoons they have on the

table.

3. The attacking player has the first turn.

ENDING THE BATTLE The battle ends when either:

� the attacker starts any of their turns from

turn three holding one of the objectives,

or

� the defender starts any of their turns from

turn six with no enemy teams within

16"/40cm of an objective.

DECIDING WHO WON The attacker wins if the game is ended

because they started one of their turns

holding an objective. The attacker hasty

attack has been successfully and their forces

have broken the enemy is a daring attack.

Otherwise the defender wins. The defender

has reacted before the attacker could

concentrate their forces properly.

Calculate your Victory Points using the Victory

Points Table on page 195 of the Rulebook.

(Page 149 of the Free Rulebook.)

18

6 – BREAKTHROUGH

Often a defence line is formed ahead of an

important objective thus forcing the attacker

to break through and gain ground to achieve

their goals.

Breakthrough uses the Defensive Battle,

Delayed Reserves, Mobile Reserves, and

Prepared Positions special rules.

Attacker's table edge

Defender's table edge

YOUR ORDERS ATTACKER

The enemy does not have sufficient strength

to cover the entire front and has left gaps big

enough to send a small flanking force

through to help you break their defences.

You must seize one of the objectives, either

by direct assault, or with a cunning flank

attack.

DEFENDER

Your force is too small to hold everywhere so

you have concentrated your defences at the

vital points. Now your reconnaissance troops

report a strong attack force moving around

your flank while another strong force is

massing for a frontal assault.

You must secure the objectives and drive the

enemy back.

PREPARING FOR BATTLE 1. Mark the centre of the table so that the

table quarters are obvious to both players.

2. Determine the attacker and defender

using the Defensive Battle special rule.

3. The defending player chooses two

diagonally opposite table quarters to

deploy in. The attacker then chooses one

of the remaining table quarters as their

deployment area.

4. The attacker places two objectives in the

final table quarter. They must be at least

8"/20cm from the table centre lines and

edges.

5. The defender deploys any or all of their

platoons in their deployment area using the

Mobile Reserves special rule. All

remaining platoons are held off the table in

Reserve.

6. The attacker must hold one platoon, and

may hold up to half of their platoons, off

table to make a flank attack as Delayed

Reserves. The rest of the force deploys in

their table quarter more than 12"/30cm

from all enemy teams.

7. Both players now place their independent

teams in their deployment areas starting

with the defending player.

BEGINNING THE BATTLE 1. The defending force begins the game in

Prepared Positions, so their troops are in

Foxholes and Gone to Ground.

2. Starting with the defender, both players

make Reconnaissance Deployment moves

for any Recce Platoons they have on the

table.

3. The attacking player has the first turn.

ENDING THE BATTLE The battle ends on or after six turns when

either:

� the attacker holds any of the objectives at

the start of their turn, or

� the defender starts their turn with no

enemy teams within 16"/40cm of the

objectives.

DECIDING WHO WON The attacker wins if the game is ended

because they started one of their turns

holding an objective. They attacker has

broken through and is now deep behind the

enemy line.

Otherwise the defender wins. The

breakthrough has been cut off and the front

line held.

Calculate your Victory Points using the Victory

Points Table on page 195 of the Rulebook.

(Page 149 of the Free Rulebook.)

19

7 – HOLD THE LINE

Troopers in foxholes defending against an

assault is perhaps the most "classical" World

War Two engagement – if there is such a

thing.

Hold the Line uses the Ambush, Defensive

Battle, Prepared Positions, and Reserves

special rules.

Attacker's table edge

Defender's table edge

YOUR ORDERS ATTACKER

You must assault and capture one of the

objectives.

DEFENDER

You must hold the objectives and push the

enemy back.

PREPARING FOR BATTLE 1. Determine the attacker and defender using

the Defensive Battle special rule.

2. The defending player chooses which short

table end they will deploy in.

3. Starting with the defender, both players

now place one objective each in the

defender's end of the table. The objectives

must be at least 8"/20cm from the centre

line of the table, and may not be placed

within 8"/20cm of any table edge.

4. Next the defending player nominates at

least half of their platoons to be hold off

the table in Reserve at the start of the

game. Then the defender nominates up to

half of the remaining platoons to be held in

Ambush. Finally, they deploy the

remaining platoons in their half of the

table.

5. The attacker deploys their entire force in

their half of the table at least 24"/60cm

back from the centre table line.

6. Both players now place their independent

teams in their deployment areas starting

with the defending player.

BEGINNING THE BATTLE 1. The defending force begins the game in

Prepared Positions, so their troops are in

Foxholes and Gone to Ground.

2. Starting with the defender, both players

make Reconnaissance Deployment moves

for any Recce Platoons they have on the

table.

3. The attacking player has the first turn.

ENDING THE BATTLE The battle ends when either:

� the attacker holds any of the objectives at

the start of their turn, or

� the defender starts any of their turns from

turn six with no enemy teams in the

defender's half of the table.

DECIDING WHO WON The attacker wins if the game is ended

because they started one of their turns

holding an objective. They have broken the

defence position and forced the enemy to fall

back.

Otherwise the defender wins. The attack has

been beaten off and the defender can now

prepare their counterstroke.

Calculate your Victory Points using the Victory

Points Table on page 195 of the Rulebook.

(Page 149 of the Free Rulebook.)

20

8 – CONSOLIDATE

After achieving a breakthrough an attacking

force had to exploit the situation and occupy

key terrain as fast a possible before the

resistance stiffened.

Consolidate uses the Hasty Defence,

Delayed Reserves, and Scattered

Reserves special rules.

Attacker's table edge

Defender's table edge

YOUR ORDERS ATTACKER

You have broken through their main line of

resistance. You must assemble your forces in

order to occupy the forward favourable

ground to prepare for the final offensive

planned to destroy the enemy.

DEFENDER

Your main line of resistance has been broken.

While forces are on their way to reinforce the

line you must delay the enemy from

occupying favourable ground.

PREPARING FOR BATTLE 1. Determine the attacker and defender using

the Defensive Battle special rule.

2. The defending player chooses which long

side of the table they will deploy in.

3. Starting with the attacker, both players

now place one objective each in the

defender's side of the table. The objectives

must be at least 8"/20cm from the centre

line of the table, and may not be placed

within 8"/20cm of any table edge. The

objectives may not be closer than

24"/60cm to each other.

4. Next the defending player nominates at

least half of their platoons to be hold off

the table in Delayed Reserve at the start

of the game. Then the defender deploys

the rest of their platoons in their side of

the table.

The attacker nominates at least half of

their platoons to be hold off the table in

Scattered Reserve at the start of the

game. The attacker deploys the rest of

their platoons in their half of the table at

least 16"/40cm back from the centre table

line.

5. Both players now place their independent

teams in their deployment areas starting

with the defending player.

BEGINNING THE BATTLE 1. Starting with the defender, both players

make Reconnaissance Deployment moves

for any Recce Platoons they have on the

table.

2. The defending player has the first turn.

ENDING THE BATTLE The battle ends when either:

� the attacker holds any of the objectives at

the start of their turn, or

� the defender starts any of their turns from

turn six with no enemy teams in the

defender's half of the table.

DECIDING WHO WON The attacker wins if the game is ended

because they started one of their turns

holding an objective. The breakthrough has

been successfully exploited.

Otherwise the defender wins. The

breakthrough has been stalled.

Calculate your Victory Points using the Victory

Points Table on page 195 of the Rulebook.

(Page 149 of the Free Rulebook.)

21

9 – COUNTERATTACK

All armies launched counterattacks to

recapture recently lost positions before the

enemy had a chance to consolidate their hard

won victory.

Counterattack uses the Ambush, Defensive

Battle, Prepared Positions, Delayed

Reserves, and Random Deployment

special rules.

Attacker's table edge

Defender's table edge

YOUR ORDERS ATTACKER

The enemy has recently captured a vital piece

of ground creating a salient in the frontlines.

Your company is the only available reserve

and has been ordered to launch an immediate

counterattack to dislodge the enemy from his

positions and restore the situation.

DEFENDER

You have just captured a vital objective and

are ordered to hold it until relieved. Strong

enemy forces are still present in the vicinity

and may launch a counterattack. Dig in and

hold until relieved.

PREPARING FOR BATTLE Determine the attacker and defender using

the Defensive Battle special rule.

1. The defending player chooses which long

side of the table they will deploy in.

2. Starting with the defender, both players

now place one objective each in the

defender's deployment area but at least

8"/20cm back from the table edge.

3. Next the defending player nominates at

least half of their platoons to be hold off

the table in Delayed Reserve at the start

of the game. Then the defender nominates

one platoon to be held in Ambush. Finally,

they deploy the remaining platoons in their

half of the table but at least 24"/60cm

back from both short table edges.

4. The attacker deploys all of their platoons

using the Random Deployment special

rule.

5. Both players now place their independent

teams in their deployment areas starting

with the defending player.

BEGINNING THE BATTLE 1. Both players' forces begin the game in

Prepared Positions, so their troops are in

Foxholes and Gone to Ground.

2. Starting with the attacker, both players

make Reconnaissance Deployment moves

for any Recce Platoons they have on the

table.

3. The defending player has the first turn.

ENDING THE BATTLE The battle ends on or after four turns when

either:

� the attacker holds any of the objectives at

the start of their turn, or

� the defender starts any of their turns with

no enemy teams within 16"/40cm of the

objectives.

DECIDING WHO WON The attacker wins if the game is ended

because they started one of their turns

holding an objective. The enemy penetration

has been neutralised and the front stabilised

once more.

Otherwise the defender wins. The

counterattack has been repulsed and the

position reinforced.

Calculate your Victory Points using the Victory

Points Table on page 195 of the Rulebook.

(Page 149 of the Free Rulebook.)

22

10 – KING OF THE HILL

Though being less common in mobile

warfare than before the taking and

defending of high ground still has its places.

King of the Hill uses the Defensive Battle,

Prepared Positions, and Reserves special

rules.

Defender's table edge

Attacker's table edge

YOUR ORDERS ATTACKER

You have been ordered to take and hold a

strategic hill near the front lines.

DEFENDER

You must hold an important hill that is a

vantage point over a large portion of the

front lines.

PREPARING FOR BATTLE 1. A hill at least 18"/45cm across with equal

access on all sides is placed in the centre

of the table. Surround the hill with other

terrain. (smaller hills, woods, ruins, etc.)

The hill should allow for models to travel

on it and should have a large flat area

that is the top, similar to a flat top mesa.

The hill counts as easy going terrain. One

objective is placed on top of the main

hill's centre.

2. Determine the attacker and defender

using the Defensive Battle special rule.

3. The defending player chooses a corner

they will deploy in. The attacking player

deploys from the diagonally opposite

corner.

4. The attacking player nominates two

platoons to be hold off the table in

Reserve at the start of the game. Then

the attacker deploys the rest of their

forces within 24"/60cm of their corner.

5. The defending player deploys one

platoon within 6"/15cm of the objective

on the main central hill. Then the

defender deploys the rest of their force

within 24"/60cm of their corner.

BEGINNING THE BATTLE 1. The defender's platoon on the main

central hill begins the game in Prepared

Positions, so the troops are in Foxholes

and Gone to Ground.

2. Starting with the defender, both players

make Reconnaissance Deployment

moves for any Recce Platoons they have

on the table.

3. The attacking player has the first turn.

ENDING THE BATTLE The battle ends when either:

� the attacker holds the objective at the

start of their turn, or

� the defender starts any of their turns

from turn six with no enemy teams

within 16"/40cm of the objective.

DECIDING WHO WON The attacker wins if the game is ended

because they started one of their turns

holding the objective. The high ground has

been assaulted successfully.

Otherwise the defender wins. The assault

has been beaten off the hill has been

secured.

Calculate your Victory Points using the

Victory Points Table on page 195 of the

Rulebook. (Page 149 of the Free Rulebook.)

23

11 – ENVELOPMENT

One of the main tactics in WWII was to by-

pass or outflank pockets of resistance and

leave them for follow up troops (often

infantry) to deal with.

Envelopment uses the Ambush, Defensive

Battle, Delayed Reserves, Intense

Battle, Limited Fortifications,

Preliminary Bombardment, Prepared

Positions, and Reserves special rules.

Attacker's table edge

Defender's table edge

YOUR ORDERS ATTACKER

Your orders are to mop up an outflanked

enemy strong-point.

DEFENDER

You have received reports that the enemy is

trying to outflank your fortified positions. You

must hold until reinforcements arrive.

PREPARING FOR BATTLE 1. Determine the attacker and defender

using the Defensive Battle special rule.

2. The defending player chooses which short

table end they will deploy in.

3. Starting with the defender, both players

now place one objective each in the

defender's end of the table. The objectives

must be at least 12"/30cm from the

centre line of the table, and may not be

placed within 8"/20cm of any table edge.

4. Next the defender places the fortifications

they have selected in their half of the

table and up to 8"/20cm into the

attacker's half of the table.

5. Then the defending player nominates at

least half of their platoons to be hold off

the table in Reserve at the start of the

game. Then the defender nominates up to

half of the remaining platoons to be held in

Ambush. Finally, they deploy the

remaining platoons in their half of the

table.

6. The attacker must hold one platoon, and

may hold up to half of their platoons, off

table to make a flanking move as Delayed

Reserves. The rest of the platoons deploy

in their half of the table at least 24"/60cm

back from the centre table line. Remember,

Pioneer teams may be deployed 4"/10cm

further forward, but not within 4"/10cm of

any defending team.

7. Both players now place their independent

teams in their deployment areas starting

with the defending player.

BEGINNING THE BATTLE 1. The defending force begins the game in

Prepared Positions, so their troops are in

Foxholes and Gone to Ground.

2. The attacking player conducts a

Preliminary Bombardment on the

defender's forces.

3. Starting with the defender, both players

make Reconnaissance Deployment moves

for any Recce Platoons they have on the

table.

4. The attacking player has the first turn.

ENDING THE BATTLE The battle ends on or after six turns when

either:

� the attacker holds any of the objectives at

the start of their turn, or

� the defender starts any of their turns with

no enemy teams within 16"/40cm of the

objectives.

DECIDING WHO WON The attacker wins if the game is ended

because they started one of their turns

holding an objective. The enemy's strong-

point has been neutralised.

Otherwise the defender wins. The attack has

been held off.

Calculate your Victory Points using the Victory

Points Table on page 195 of the Rulebook.

(Page 149 of the Free Rulebook.)

24

12 – ENCOUNTER

Manoeuvring units can encounter a lot of

trouble very easily. If neither side backs off

but instead calls for additional support the

action escalates.

Encounter uses the Delayed Reserves, Fair

Fight, Mobile Battle, and Scattered

Reserves special rules.

Attacker's table edge

Defender's table edge

YOUR ORDERS ATTACKER

Your force was advancing when it

encountered opposition.

You must crush the enemy resistance and

seize one of your objectives before the enemy

captures one of theirs.

DEFENDER

While on their way towards new positions

your force has encountered advancing enemy

spearheads.

You must act aggressively until your

reinforcements arrive. Capture one of your

objectives before the enemy captures one of

theirs.

PREPARING FOR BATTLE 1. Both players roll a die. The player with the

higher score chooses one of the long table

edges to attack from. The other player

defends from the opposite table edge.

2. Starting with the attacker, both players

place an objective in their own half of the

table.

3. Both players, having placed an objective in

their own half of the table, now place a

second objective, this time in their

opponent's half of the table, again starting

with the attacking player. The objectives

must be at least 16"/40cm from the centre

line of the table and may not be placed

within 8"/20cm of the side table edges.

4. Starting with the attacker, both players

now nominate at least half of their

platoons to be held off the table in

Delayed Reserve and Scattered

Reserve at the start of the game.

5. Both players, starting with the attacking

player, now alternate placing platoons in

their own half of the table. The platoons

may not be placed within 12"/30cm of the

centre line of the table.

6. Again starting with the attacker, both

players now place their independent teams

in their own deployment areas.

BEGINNING THE BATTLE 1. Starting with the attacker, both players

make Reconnaissance Deployment moves

for any Recce Platoons they have on the

table.

2. Finally both players now roll a die. The

player finishing their deployment first adds

+1 to their roll. The player with the higher

result has the first turn. In the event of a

tie roll again.

3. Because the Encounter mission uses the

Mobile Battle special rule all teams are

moving at the start of the battle.

ENDING THE BATTLE The battle ends when either:

� a player starts their turn in possession of

any of the objectives in the enemy

deployment area, or

� the game runs out of time.

DECIDING WHO WON The player that took their objective wins the

battle. Favourable ground has been occupied

successfully while the enemy has been

blocked from reaching their objectives.

Calculate your Victory Points using the Victory

Points Table on page 195 of the Rulebook.

(Page 149 of the Free Rulebook.)

If neither side won use the Fair Fight special

rule to determine their Victory Points.

25

S1 ARMOURED ENCOUNTER

When they were part of an active or mobile

defence tank units could be ordered to

engage advancing armoured columns.

Armoured Encounter uses the Fair Fight and

Marching Reserves special rules.

Attacker's table edge

Defender's table edge

YOUR ORDERS ATTACKER

Elements of your division have broken

through the enemies front line.

You must exploit the breakthrough and

capture objectives in the enemies rear area

with your armoured company.

DEFENDER

A breach has occurred in the front and enemy

armoured units are pouring through the gap

to endanger vital supply routes in the rear.

You must throw the enemy spearhead back

and defend the objectives with your

armoured company.

PREPARING FOR BATTLE Both players must field a Tank Company.

1. Both players roll a die. The player with the

higher score chooses one of the short table

edges to attack from. The other player

defends from the opposite table edge.

2. Starting with the attacker, both players

place an objective in their opponent's half

of the table. The objectives must be within

8"/20cm of opponent's table edge and may

not be placed within 8"/20cm of the long

table edges.

3. Starting with the attacker, both players

now deploy their Recce Platoons within

8"/20cm of their own table edge but not

within 8"/20cm of the long table edges. All

other forces are held off the table in

Marching Reserve at the start of the

game.

BEGINNING THE BATTLE 1. Starting with the attacker, both players

make Reconnaissance Deployment moves

for any Recce Platoons they have on the

table.

2. Finally both players now roll a die. The

player with the most Recce Platoons adds

+1 to their roll. The player with the higher

result has the first turn. In the event of a

tie roll again.

ENDING THE BATTLE The battle ends on or after four turns when

either:

� a player starts their turn in possession of

the objective in the enemy's half of the

table, or

� the game runs out of time.

DECIDING WHO WON The player that took their objective wins the

battle. Your tankers were able to beat the

enemy in this swirling armoured encounter.

Calculate your Victory Points using the Victory

Points Table on page 195 of the Rulebook.

(Page 149 of the Free Rulebook.)

If neither side won use the Fair Fight special

rule to determine their Victory Points.

26

S2 FIGHTING WITHDRAWAL

A fighting withdrawal allows a commander to

preserve the bulk of his forces while falling

back.

Fighting Withdrawal uses the Ambush,

Defensive Battle, Prepared Positions,

and Strategic Withdrawal special rules.

Attacker's table edge

Defender's table edge

YOUR ORDERS ATTACKER

You must smash the enemy rearguard and

turn their retreat into a full-fledged rout.

Break through the enemy line and capture

one of the objective points before it is too

late.

DEFENDER

You must cover your withdrawal as the army

falls back. The enemy is moving around your

flanks so you cannot stay too long. Hold the

objectives long enough for the rest of the

army to get clear.

PREPARING FOR BATTLE 1. Determine the attacker and defender

using the Defensive Battle special rule.

2. The defending player chooses the long

table edge they will deploy in.

3. The defender places an objective on their

side of the table at least 8"/20cm away

from all table edges and at least 8"/20cm

back from the centre line of the table.

4. The attacker now places two objectives in

the same area so that no two objectives

are more than 48"/120cm apart.

5. The defender deploys their entire force in

their own half of the table. They may hold

one platoon in Ambush.

6. The attacker now deploys their entire

force in their own half of the table, with all

platoons at least 16"/40cm back from the

centre line of the table.

7. Both players now place their independent

teams in their deployment areas starting

with the defending player.

BEGINNING THE BATTLE 1. The defending force begins the game in

Prepared Positions, so their troops are in

Foxholes and Gone to Ground.

2. Starting with the defender, both players

make Reconnaissance Deployment moves

for any Recce Platoons they have on the

table.

3. The attacking player has the first turn.

ENDING THE BATTLE The battle ends either:

� when the attacker holds any of the

objectives at the start of their turn, or

� at the start of the defender's eighth turn

(remember to check Company Morale if

necessary before determining who won).

DECIDING WHO WON The attacker wins if the game is ended

because they started one of their turns

holding an objective. The attacker has

smashed the rearguard and seized their

objectives.

Otherwise the defender wins. The rearguard

has held out long enough for the army to get

safely away and now withdraws its last

elements.

Calculate your Victory Points using the Victory

Points Table on page 195 of the Rulebook.

(Page 149 of the Free Rulebook.)

27

S3 SEIZE AND HOLD

The Seize and Hold mission reflects the

daring airborne assaults conducted by the

Allied Airborne forces. It is also suitable to

simulate the smaller airborne operations

conducted by other nations.

Seize and Hold uses the Airborne Assault,

Coup-de-Main Glider Assault, Night

Attack, Night Fighting, Night Training,

Reserves, Scattered Reserves, Surprise,

and Unload the Gliders special rules.

Defender's table edge

Airborne player's table edge

YOUR ORDERS ATTACKER

Your airborne troops have been dropped into

enemy territory to capture vital objectives

ahead of the advancing main force.

You must seize an objective point and hold it

until a link-up can be established with your

ground troops.

DEFENDER

You are attacked by airborne assault!

Your mission is to hold both objectives and

drive the attacking force back.

PREPARING FOR BATTLE 1. The player with the airborne force is

always the attacker. If both players have

airborne forces, both player roll a die. The

player with the higher result is the

attacker. In the event of a tie roll again.

2. The defending player places one objective

anywhere on the table at least 16"/40cm

from the table edges.

3. The attacking player places two objectives

anywhere on the table at least 16"/40cm

from the table edges.

4. The defender must hold at least half of

their platoons off table in Scattered

Reserve at the start of the game. The

remaining platoons deploy anywhere on

the table.

5. The attacker must hold at least half of

their platoons off table in Scattered

Reserve, ignoring any that are to be used

in a Coup-de-main. The remaining

platoons are not deployed on table at the

start of the game and will instead move

onto the table in the attacker's first

Movement Step.

6. The attacking player now removes one of

the objectives that they placed (not the

objective that the defender placed).

7. The defender may now place up to three

Rommel's Asparagus markers anywhere on

the table.

8. The attacker selects their table edge and

rolls of Wind Direction.

9. The attacker places the Pathfinder marker

using the Airborne Assault rules.

BEGINNING THE BATTLE 1. Neither player may make any

Reconnaissance Deployment moves.

2. The attacking player has the first turn.

Remember to roll for Reserves in the

Starting Step.

3. At the start of their first Movement Step

the attacker lands any Coup-de-main

gliders.

4. In their first Movement Step the attacker

moves that portion of their force that is

not in reserve onto the table as if arriving

as Scattered Reserves. All reserves

arrive on the table as Scattered

Reserves.

ENDING THE BATTLE The battle ends on or after six turns when

either:

� the attacker holds any of the objectives at

the start of their turn, or

� the defender starts any of their turns with

no enemy teams within 16"/40cm of

either objective.

DECIDING WHO WON The attacker wins if the game is ended

because they started one of their turns

holding an objective. The attack has gained a

foothold and reinforcements are on the way.

Otherwise the defender wins. The airborne

assault has failed.

Calculate your Victory Points using the Victory

Points Table on page 195 of the Rulebook.

(Page 149 of the Free Rulebook.)

28

__

S4 CLEAN SWEEP

It is difficult to completely surround an

enemy force but very much worth the effort.

Mopping pockets up before they can break

out or are relieved can become hazardous

though.

Clean Sweep uses the Defensive Battle and

Prepared Positions special rules.

There are no Attacker's and Defender's table

edges.

YOUR ORDERS ATTACKER

An enemy force has been surrounded at a

strategic objective.

You must attack immediately to take the

objective and clean the area of any enemy

resistance.

DEFENDER

Your force has been hit hard and is now

surrounded. There is little hope of

reinforcements.

You must take up strong defensive positions

and hold on to the objective for as long as

possible.

PREPARING FOR BATTLE 1. Determine the attacker and defender using

the Defensive Battle special rule.

2. Mark the centre of the table.

3. The defending player chooses which short

table end they will deploy in.

4. The attacking player places two objectives

within 8"/20cm of the centre of the table

and at least 8"/20cm from each other.

5. The defending player now places at least

half of their platoons on the table. Each

platoon must be deployed within 8"/20cm

of an objective.

6. The attacker then deploys all of their force

within 6"/15cm of any table edge and at

least 12"/30cm from any of the defenders.

7. Finally the defender deploys the rest of

their force on the table. These must be

16"/40cm from any attacker or 8"/20cm

from any attacker if out of sight.

BEGINNING THE BATTLE 1. Both sides begin the game in Prepared

Positions, so all troops are in Foxholes

and Gone to Ground.

2. The attacking player makes

Reconnaissance Deployment moves for

any Recce Platoons they have on the table.

3. The attacking player has the first turn.

ENDING THE BATTLE The battle ends when either:

� the attacking player starts any turn

holding both objectives, or

� the defending player starts any turn from

turn six holding both objectives.

DECIDING WHO WON The attacker wins if the game is ended

because they started one of their turns

holding both objectives. The enemy

resistance has been neutralised and the

pocket is closed.

Otherwise the defender wins. The attack has

been repulsed and your defences are strong.

Maybe you can hold out long enough to be

relieved?

Calculate your Victory Points using the Victory

Points Table on page 195 of the Rulebook.

(Page 149 of the Free Rulebook.)

29

S5 RIVER CROSSING

Battles to take river crossings became a

regular occurrence in World War II. Some

were well-planned executed operations,

others became vicious ad hoc fights.

River Crossing uses the Defensive Battle,

Intense Battle, Limited Fortifications,

Night Attack, Preliminary, Bombardment,

Prepared Positions, Reserves and River

Assault special rules.

Defender's table edge

Attacker's table edge

YOUR ORDERS ATTACKER

Your company has been ordered to secure a

river crossing. Follow up the initial artillery

barrage to secure a bridgehead

across the river.

DEFENDER

The enemy is expected to assault your

positions and attempt to force a bridgehead

across the river. You must hold the river line

until reinforcements arrive.

PREPARING FOR BATTLE 1. Set up the terrain with a river between

4”/10cm and 8”/20cm wide running from

one long edge to the other near the centre

of the table. Place a single one-lane road

or rail bridge or Very Difficult Going ford

for each 24”/60cm to 36”/90cm of table

width and at least 12”/30cm apart.

2. Use the Defensive Battle special rule to

determine who is the attacker. The

defender decides which short end of the

table they will defend.

3. The attacker places three objectives on the

defender’s side of the river no closer than

12”/30cm to the river’s edge and at least

8”/20cm from all table edges.

4. The defender places at least half their

platoons in Reserve.

5. The defender places their remaining

platoons and Limited Fortifications on

the table in their deployment area. The

defender’s deployment area extends

8”/20cm beyond the river’s edge towards

the attacker’s end of the table.

6. The attacker now removes one of the

objectives.

7. The attacker places their platoons on their

side of the river at least 12”/30cm from

any defending platoons.

8. The attacker may choose to use the Night

Attack special rule on page 73.

BEGINNING THE BATTLE 1. Both sides start the game in Prepared

Positions.

2. The attacker conducts a Preliminary

Bombardment.

3. The attacking player makes

Reconnaissance Deployment moves for

any reconnaissance platoons they have.

Teams cannot enter or cross the river in

this movement.

4. The attacking player has the first turn.

5. Infantry and man-packed teams use the

River Assault special rules to cross the

river

ENDING THE BATTLE The battle ends when either:

� the attacking player holds any of the

objectives at the start of their turn, or

� the defending player starts any of their

turns from turn six with no attacking

teams on the defender’s side of the river.

DECIDING WHO WON The attacker wins if the game ended because

they started one of their turns holding an

objective. They have broken the defensive

position and secured a bridgehead over the

river.

Otherwise the defender wins. The attack has

been beaten off and the defender can now

prepare their counter stroke.

Calculate your Victory Points using the Victory

Points Table on page 195 of the rulebook and

the Intense Battle special rule.

30

FORTIFICATIONS

In FoW Fortifications are either Strongpoints

(Gun Pits, Tank Pits and Bunkers), or Barriers

(Barbed Wire Entanglements, Minefields, and

Anti-tank Obstacles). Trench Lines are

unusual in being both Strongpoints and

Barriers.

Strongpoints are modelled to scale but should

not exceed 4"/10cm in width or depth, nor

2"/5cm in height.

Barriers are modelled in sections on bases

8"/20cm long by 2"/5cm deep. Trench Lines

are also modelled sections on bases 8"/20cm

long by 2"/5cm deep.

TRENCH LINES, GUN PITS, TANK PITS

Given time, troops connect up their foxholes

into a continuous trench line. Pits allow guns

and their crew to go below ground and even

tanks can be dug in so that only the turrets

are visible.

Occupying Trench Lines and Gun Pits Trench Lines and Gun Pits provide the

occupants with Concealment and Bulletproof

Cover. Because trenches are dug in a zigzag

pattern, the Concealment and Bulletproof

Cover even applies when shot at by troops in

the same section of trench line.

Troops spending their entire turn in a trench

line without shooting are Concealed and Gone

to Ground in the opponent's next turn, even if

they moved.

Only Infantry and Man-packed Gun teams can

enter Trench Lines. Trench Lines count as

Cross-country terrain to troops moving along

them. Troops moving along a trench line can

Move at the Double.

Once placed in a Gun Pit, the weapon cannot

move or rotate outside its original Field of

Fire for the rest of the game, and is not

turned to face its target when shooting.

Crossing Trench Lines Trench Lines and Gun Pits are Cross-country

terrain to Fully-tracked vehicles, Infantry and

Cavalry teams, and Man-packed Gun teams.

Trench Lines and Gun Pits are Difficult Going

for Half-tracked vehicles, and Impassable to

Wheeled vehicles, Jeeps and Wagons, and

other Gun teams.

Tank Pits A Tank Pit is a big hole with a tank inside. It

is deep enough so that only the turret is

visible.

A Tank team in a Tank Pit is Concealed. If the

tank fails its Armour Save, you may roll an

additional 4+ Tank Pit save.

A Tank team in a Tank Pit cannot move or

rotate during the game since the body of the

tank is firmly entrenched behind earth and

rock. Tanks with turrets may rotate them as

normal and only the turret matters when

determining the tank's facing for deciding

whether shots hit the front or side armour. A

turretless tank cannot be placed in a tank pit.

Tank Pits are Impassable terrain. Teams

cannot enter or cross a Tank Pit.

31

BUNKERS

Bunkers and pillboxes are fortified positions

with overhead cover. They are commonly

made of earth-covered logs or concrete, but

the materials used are limited only by the

ingenuity of the soldiers building them.

A Bunker can be armed with either of the

following weapons and must be modelled with

clearly defined firing slits. The weapon may

fire from any or all of the bunker's firing slits

having a 180 degree field of fire from each

slit. Bunkers may not be placed on mission

objectives.

HMG Bunker

Range ROF Anti-tank Firepower

24"/60cm 6 2 6

Anti-tank Gun Bunker

Range ROF Anti-tank Firepower

24"/60cm 3 6 4+

Treat a Bunker as an Independent team.

Because of its virtual invulnerability to enemy

fire, a bunker automatically passes all

Motivation Tests.

Bunkers are Difficult Going for Infantry and

Man-packed Gun teams, but are impassable

to all other teams.

Shooting at Bunkers A team must be able to draw a Line of Sight

to a bunker's firing slit and be within

16"/40cm to be able to shoot at it. Unlike

normal shooting, teams roll a Skill Test to hit

a Bunker.

If they hit, make a Firepower Test.

- A successful test will Pin Down the bunker,

which remains Pinned Down until it Rallies

in its Starting Step.

- A failed test leaves the Bunker totally

unharmed.

No HE

A weapon's No HE characteristic does not

prevent it from Pinning Down a Bunker.

Flame-throwers

A hit by a Flame-thrower will Pin Down a

Bunker without the need for a Firepower Test.

Artillery and Aircraft

A bunker cannot be used as the aiming point

for an artillery bombardment or air strike.

Artillery bombardments and air strikes cannot

harm a bunker at all.

Bunker Busters

Any hit by a weapon rated as a Bunker Buster

automatically Destroys the Bunker and its

occupants. The rubble of a Destroyed Bunker

provides Bulletproof Cover.

Assaulting Bunkers Because Bunkers are almost immune to

shooting, the best way to destroy a Bunker is

to assault it with demolition charges. Once

the assault team gets up to the Bunker, its

destruction is almost certain.

Defensive Fire

Bunkers conduct Defensive Fire as normal

when assaulted. In addition, as Bunkers are

usually laid out as a mutually supporting

network, when one Bunker is assaulted,

every other bunker is automatically eligible to

conduct Defensive Fire on the assaulting

platoon.

Assaulting Bunkers

Only teams adjacent to a firing slit can

assault a Bunker and only one team may

assault each slit. When the Bunker is hit in an

assault it is automatically Destroyed.

Pioneer teams can re-roll failed Skill Tests to

hit a Bunker in an assault.

Counterattacking from a Bunker

When Counterattacking, a Bunker rolls one

die.

- On a score of 4+, it hits and Destroys one

of the enemy teams adjacent to its firing

slits.

- On any other roll, the enemy is unharmed,

but must still take a Motivation Test to

Counterattack as if it has been hit.

Tanks Assaulting Bunkers

Tank teams cannot assault Bunkers.

32

BARBED WIRE ENTANGLEMENTS

Crossing Barbed Wire Composed of masses of densely coiled wire

interwoven with sharp barbs, Entanglements

are capable of holding up the advance of

anything short of a tank.

Infantry and Man-packed Guns

To cross a Barbed Wire Entanglement,

Infantry and Man-packed Gun teams on foot

(but not Cavalry teams) must start their

movement –whether it's a normal move, a

charge into contact, or whatever–adjacent to

the Entanglement.

Each team must make a Skill Test to cross

the Wire.

- If they pass the test, they move as normal.

- If they fail, they cannot move at all.

Pioneer teams may re-roll failed Skill Test

when attempting to cross Barbed Wire

Entanglements.

Barbed Wire Entanglements are Rough

Terrain, so troops may not Move at the

Double across them.

Fully-tracked Vehicles

A Barbed Wire Entanglement slows a Fully-

tracked down as if it were Rough Terrain, but

does not cause it to take a Bogging Check.

Remove a section of Barbed Wire

Entanglement once the tank has crossed it,

although the area remains Rough Terrain to

all troops. However, fully-tracked vehicles do

still not need to take a Bogging Check.

Other Teams

Barbed Wire Entanglements are Impassable

to all other types of teams.

Gapping Barbed Wire To gap a Barbed Wire Entanglement an

Infantry team must start the turn adjacent to

the Entanglement and not be Pinned Down.

The team cannot move in the Movement Step

although they do count as moving and cannot

claim to be Concealed in the open or Gone to

Ground.

Instead of shooting, roll a Skill Test for each

team attempting to gap the wire at the end of

the Shooting Step.

- If they pass the test, remove the section of

Barbed Wire Entanglement.

- If they fail, more work is needed and they

will have to try again next turn.

Pioneer teams may re-roll failed Skill Test

when attempting to gap Barbed Wire

Entanglements.

ANTI-TANK OBSTACLES

The most primitive Anti-tank Obstacle is an

anti-tank ditch deep and wide enough to stop

a tank. With more time, armies emplace rows

of steel or concrete 'dragons teeth' or erect

high, thick concrete anti-tank walls.

Crossing Anti-tank Obstacles Anti-tank Obstacles are Impassable to all

vehicles, Cavalry teams and non Man-packed

Gun teams, but only Difficult Going to

Infantry teams and Man-packed Gun teams.

Anti-tank Obstacles provide Concealment and

Bulletproof Cover for Infantry and Man-

packed Gun teams.

Gapping Anti-tank Obstacles To gap an Anti-tank Obstacle a Pioneer team

must start the turn adjacent to the Obstacle

and not be Pinned Down. It must also have a

Pioneer Supply vehicle within Command

Distance.

The team cannot move in the Movement Step

although they do count as moving and cannot

claim to be Concealed in the open or Gone to

Ground.

Instead of shooting, roll a Skill Test for each

team attempting to gap the Anti-tank

Obstacle at the end of the Shooting Step.

Place a die beside the Obstacle showing the

total number of successful Skill Tests. If at

the end of the Step the total number of

successful test from all Pioneer teams

working on this Obstacle is 6 or more,

remove the Obstacle. The area remains

Difficult Going.

33

MINEFIELDS

Minefields make no-man's land a real devil's

garden, springing up around every defensive

position a littering the battlefield wherever

trench warfare sets in.

Crossing Minefields It takes nerves an skill to cross a Minefield

Motivation Test to Cross Minefields

A platoon attempting to cross one or more

minefields must make a Motivation Test

before moving.

- If they pass the Motivation Test, they move

as normal across all of the Minefields.

- If they fail the test, they move to the edge

of the first Minefield and stop facing

towards the minefield, and cannot move or

assault further this turn.

If a Soviet platoon containing a Komissar fails

its Motivation Test to cross a Minefield, you

may use the Komissar special rule to re-roll

the test.

Teams may not attempt to cross a Minefield

At the Double.

Moving through a Minefield

Roll a Skill Test for each team that crosses a

minefield.

- If they pass the Skill Test, they are

unharmed.

- If they fail, they take a hit from a mine and

must stop moving immediately after they

cross the Minefield. Even if the team ends

up on or partly on the Minefield it counts

as having crossed the Minefield.

If any team in a platoon is hit by a mine,

whether the hit causes casualty or not, the

entire platoon is Pinned Down at the end of

their movement.

If a team enters more than one Minefield in a

turn, roll a Skill Test for each one.

Armoured Vehicles Hit by Mines

Treat hits on armoured vehicles as a hit on

the Top armour by a gun with an Anti-tank

rating of 5 and a Firepower rating of 1+.

Unarmoured Vehicles Hit by Mines

Unarmoured vehicles that are hit by mines

are Destroyed.

Infantry and Gun teams hit by Mines

Roll a save for each team hit by mines. An

Infantry team survives on a roll of 3+, but is

destroyed otherwise. Gun teams survive on a

roll of 5+.

Passengers

Passengers carried in a vehicle Destroyed by

mines must roll a 5+ save. If they pass the

save, they have survived crossing the

minefield and are placed adjacent to their

destroyed vehicle on the far side of the

minefield. Otherwise they are Destroyed with

their vehicle.

Gapping Minefields To gap a Minefield an Infantry team must

start the turn adjacent to the Minefield and

not be Pinned Down.

The team cannot move in the Movement Step

although they do count as moving and cannot

claim to be Concealed in the open or Gone to

Ground.

Instead of shooting, roll a Skill Test for each

team attempting to gap the mines at the end

of the Shooting Step.

- If they pass the test, remove the section of

Minefields, but the area becomes Difficult

Going as it is always possible to find that

one stray mine the pioneers missed.

- Any teams that fail the test accidentally

detonate a mine. The team must pass a

3+ save or be Destroyed, and the whole

platoon is Pinned Down at the end of the

Step.

Due to their lack of

training, Infantry teams

that are not Pioneer

teams must re-roll

successful Skill Tests to

clear a lane through the

Minefield.

34

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