LESSONS FROM THE FRONT - Frequently Asked Questions November 2021 - Flames Of War
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LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR November 2021 During the time that the fourth edition of Flames Of War has been out, players have asked questions about the game. The questions and their answers have been gathered into this document. Please note that this is an on-going project. To help players who have read earlier versions of Lessons From the Front, new material is marked with a line in the left margin. — Phil Yates, Game Designer FORCES, Can my Formation Commander give following all the rules for moving. Then, Command Leadership re-rolls if his once it has finished its movement, it no FORMATIONS, UNITS, tank is Bailed Out? longer counts as having moved. AND TEAMS Yes. Whether the Formation Commander This means that it must take any Cross What’s a Sherman Team? Is it a single is Bailed Out or not has no effect. tests necessary, roll to cross Minefields vehicle or a group of vehicles? as usual, and leaves any Foxholes it has There are four levels in Flames Of War: Most Command Leadership re-rolls dug behind. • Force - everything you have in the require the Formation Commander to game (a Force card is where you find be close to the Unit Leader. However, If I move through several pieces of Support Units). when Remounting a Bailed Out tank, Difficult Terrain, do I have to take a the rules say the tank itself has to be Cross check for each of them? • Formation - a Western company or close to the Formation Commander. Is Soviet battalion, the core of your Yes. this right? Force (a Formation card tells you which Units you can have in the Yes it is. If the Formation Commander If I moved into a wood last turn (and Formation). wants to motivate a Bailed Out tank to took my Cross check then), do I need Remount, they have to be close to that to take another Cross check this turn • Unit - a Western platoon or Soviet tank, rather than the Unit Leader. to move out of it? company, the smallest grouping of stuff (a Unit card tells you what Yes. If you start your Movement in Does the Command Leadership re-roll Difficult Terrain, you need to take a Teams are in the Unit and what apply to the Remount test needed when Cross check at that time. their characteristics are). a Bailed Out Tank is Bailed Out again? • Team - a single playing piece, Yes. It applies to all Remount tests for If a Unit Leader issues a Cross Here either a single vehicle or a fire team any reason. order, can they use it to cross multiple of infantry. pieces of Difficult Terrain? What is an Artillery Unit? MOVEMENT Yes they can. Any team from the Unit Some Movement Orders only affect crossing any of the Difficult Terrain It is a Unit with a weapon capable of teams in Line of Sight of the Unit within 6”/15cm of where the Unit firing a Bombardment, i.e. one with a Leader. Do friendly teams block Line Leader crossed will benefit. ROF of Artillery or Salvo. of Sight for Movement Orders? No. Ignore friendly teams when determin- Does a Dig In or Mine Clearing move- COMMAND ing Line of Sight for Movement Orders. ment order prevent teams that are not If a team ended its Movement so digging foxholes or clearing mines that it was In Command at the from moving? If my Unit fails a Blitz Move movement end of the Movement Step, does it No. Teams that are not using the order, does it have to Move, or can it remain In Command until its next Movement Order can act as they wish. remain where it is and Go to Ground? Movement Step? It doesn’t have to Move. However, if it Yes. In Command is defined by its posi- Can a team move through a Shoots, it must shoot with the +1 penalty. tion at the end of the Movement Step. friendly team? When a team moves using a Blitz Move No. The Moving Through Gaps rule The Command Leadership rules give applies. If the gap isn’t big enough, then movement order, do they follow all re-rolls if the Formation Commander you can’t move through it. the normal Movement rules? Are they is close enough and in Line of Sight. actually moving? Remember, Infantry ignore their base Do friendly teams block Line of Sight Yes. A team using a Blitz Move movement when using this rule, so can move through for command? order doesn’t suddenly teleport to the new pretty small gaps, and Tanks Teams can No. Ignore friendly teams when determin- easily move through them. location. It moves 4”/10cm as normal, ing Line of Sight for Command purposes. 1
Can my models end their movement If an infantry unit is Mounted The purpose of the rule is to make it look on top of other models? in Transports, does it remain like your toy soldiers are actually shooting No. Pinned Down? at their target, so they need to turn to Yes, it remains Pinned Down. However, face them. TRANSPORT this does not stop the Transports from Are Transport Teams Tank Teams? moving towards the enemy, but when the After rotating to face my target, other infantry Dismount, they will have to do enemy teams are now in my field of Yes. All Teams are either Tank, Infantry, so away from the enemy if they are still fire. Can I shoot at them now? Gun, or Aircraft Teams. Transport Teams are Tank Teams with additional Pinned Down. No. You determine your field of fire before capabilities. you pick your target. The rotation does Some infantry (such as Soviet not change this. If a Unit is being carried as Passengers, Tankodesantniki) are allowed to can they use the Blitz Move movement Dismount to Charge into Contact What do I do if there isn’t enough space order to Dismount? in the Assault Step. Can they do this to rotate a team to face the target? after the Tank they are riding moved at If the team can rotate by moving slight- Yes, as long as all the rules for Dismounting Dash Speed? (such as you can’t do it after the Transport ly away from the obstacle, then do so. has moved) are obeyed. No. They have effectively moved at Dash Otherwise, it just rotates as far as it can Speed themselves, so cannot Charge and shoots anyway. into Contact. Can a Passenger Dismount using a Shoot and Scoot movement order from CONCEALMENT a Transport vehicle that did not move What if the Tanks they were riding Do the general Concealment rules in the previous Movement Step? Moved more than 10”/25cm at Tactical for Tall terrain apply to Hills and Speed or used a Movement Order other Buildings? Is my tank concealed simply No. You can only Mount and Dismount than Follow Me? by being on a hill? in the Movement Step. Since that would stop them from Hills and Buildings do not follow the Charging into Contact if they had done rules for Tall Terrain as they have their Can I use a Movement Order to it, they cannot do so. own rules for Concealment. Dismount my infantry from a Transport after it has moved? No. Teams cannot Dismount after their SHOOTING Infantry teams that are stationary in Why does a heavy Gun team like an Flat Terrain are Concealed. Teams in Transport has moved. 8.8cm AA gun have a Moving ROF of Short Terrain are Concealed unless 1 when it doesn’t have a Tactical speed? the team looking at them is on a Hill Can Passengers in a Transport take or or other high ground. Is an Infantry dispute an Objective? When it is Pinned Down it shoots using team that is stationary in Short Terrain Yes they can. its Moving ROF rating, getting only one Concealed to a team looking at it shot. Likewise, at the start of a Meeting from a Hill? The Unit Transport rule requires that Engagement, if the 8.8cm gun belongs to the first player, it will shoot as moving, Yes. While the Hill cancels the benefit of a Transport Attachment’s Unit Leader the Short Terrain (essentially making it remain within 6”/15cm of the Infantry i.e. using its Moving ROF, so it will get one shot in this case as well. the same as Flat Terrain), it doesn’t make Unit’s Leader. What happens if the stationary Infantry teams any more visi- Transport Attach ment’s Unit Leader ble. They are still Concealed. can’t do this? My M4 Sherman tank has three machine-guns. The .50 cal AA MG has Then the Transport Attachment has to GONE TO GROUND ROF 3, while the other two only have a be Sent to the Rear (see page 45 of the Is there any benefit to having my teams combined ROF 2. Why is that? rulebook). Gone to Ground if I’m not Concealed? Adding more machine-guns after the first has diminishing returns. The first No. Only teams that are Concealed Does the Unit Transport rule apply to machine-gun has the most effect, while benefit from the additional +1 to be hit the Formation HQ transports? each additional machine-gun adds a (taking the bonus from +1 to +2) for Yes. They must remain near the smaller increment. being Gone to Ground. Formation Commander. ROTATE TO FACE So why can my teams be Gone to Can a Pinned Down infantry unit Ground in the middle of an open field? Do all Teams need to rotate to face? Mount their Transport? What about Infantry teams that have Suppose you have a tank behind a hedge. Yes they can. However, they can’t move an all-round field of fire? It doesn’t want to shoot or move, so is towards visible enemy while doing so. Gone to Ground. To teams looking at it All Teams, including Infantry teams, That means that their Transports need from across the hedge, it is Concealed, need to rotate to face their target. to be behind them so they can fall back so gets the +2 bonus to be hit for being into them. Concealed and Gone to Ground. 2
On the other hand, a team that is behind If I shoot Smoke at a team in the upper Does a Passenger in a vehicle destroyed the hedge looking at it will see it sitting storey of a building, where do I place by a Brutal weapon like the 150mm in the open in the middle of the field, the Smoke Marker? main gun of a Hummel re-roll its save? without concealment. In this case, there As per the rules, you place the Smoke Yes. Passengers of a Destroyed vehicle need is no benefit from being Gone to Ground, Marker on the target team, in to make an Infantry Save, and Brutal and the team shoots at it with no penalty. the building. forces them to re-roll any Infantry Saves. Can my Tank teams be Gone Can a Team on a hill or in the What if the transport vehicle was to Ground? upper story of a building see over a Destroyed by a Repeat Bombardment Yes. Infantry, Gun, and Tank teams can Smoke Marker? (which also requires any Infantry teams all be Gone to Ground. In the case of a No. Teams beyond a Smoke Marker that it hits to re-roll successful Saves). Tank team, this represents the crew find- always benefit from the effect of the smoke. Yes. The Repeat Bombardment also ing the best concealment available and The only exception is Aircraft, which are forces the Passengers to re-roll their doing things like covering their tank in only affected by Smoke Markers within Infantry Saves. branches to make it harder to see. 4”/10cm of the teams on the ground. MISTAKEN TARGET LINE OF SIGHT MIXED TARGETS You have to assign one of the hits from Do the general Line of Sight rules My tanks are shooting at a unit of three a shooting team to the team that it was for Tall terrain apply to Hills and enemy tanks, one standing in the open, targeting. Does this restriction also Buildings? one concealed at the edge of a wood, apply to the opponent when they use No. The specific Line of Sight and and one out of sight behind the woods. the Mistaken Target rule? Concealment rules for Hills cover the What score do I need to hit them if No. It is possible to use the Mistaken special case of Hills. they are within 16”/40cm and have a Target rule to swap hits between the Is Hit On number of 3+? target team and a team that had no hits If I have a team on a high hill trying to If your tanks target the tank in the open, assigned, resulting in the targeted team shoot at a team on the far side of a low they’ll need 3+ to hit. They could target not having any hits on it. building, can It do so? the tank in the woods (needing 4+ as it The height of a hill is exactly the height it is Concealed), but would normally gain BULLETPROOF COVER is modelled. The only way to know what little from doing so. Does an Infantry team need to be you can see from that hill is to get down immediately behind a stone wall or to the level of the model and see if there is I’ve just scored three hits rolling 3, similar bulletproof terrain to be in a Line of Sight over the building or other 3, and 5. How are my hits allocated? Bulletproof Cover? intervening obstacle to the opposing team. Which hits can I allocate to the tank No. So long as it is Concealed by the in the woods? Can I allocate hits to the bulletproof terrain, it is in Bulletproof A shooting team has line of sight to tank behind the woods? Cover and the opponent needs to make a a window into a building containing The score you rolled to get the hit has no Firepower test to Destroy it. several infantry teams. Which ones can impact on how the hits are allocated. I shoot at? Think of it this way. The hardest part of KILLING COMMANDERS You can’t shoot through walls, so you’ll hitting a target on the modern battlefield If my Formation Command team is need to see the target team through a door is finding it without being hit first. A Destroyed, but succeeds in switching or a window to be able to hit it. lone tank sitting in the open is a dead to a Team from another Unit, does the The Terrain Table has a bit of an oddity giveaway. Where there’s one, there’ll be Formation HQ Unit still exist? where it says that doors and windows are more. Now that you know where the Since the Formation HQ Unit is defined Short Terrain while the walls they are enemy are, it’s a lot easier to find the rest as the Formation Command team (and in are Tall Terrain. It makes more sense of the unit that’s trying to hide. possibly other teams as well), and the to view the doors and windows as Tall So, in game terms, having figured out Formation Commander still exists, the Terrain too. where the enemy is, you’ve scored three HQ Unit still exists. That means that you’ll be able to see any hits. The first hit has to go to the target teams in the building that you have line tank, and all hits have to be allocated If my Formation Commander was of sight to through a door or a window, to valid targets, so the tank behind the Destroyed, but switched to a Team and that are within 2”/5cm of the door woods can’t be hit. That leaves two more from another Unit, does that Unit or window. hits to be allocated. They have to be allo- count the Team taken by the Formation cated evenly, so one has to go to the tank Commander as being Destroyed? The converse applies for teams looking out in the woods, leaving you the choice of of the building at your troops too. No. That Team is simply is no longer part which of the two will take the second hit. of the Unit. The Unit continues on with one less Team. 3
What if the Unit no longer has any Anti-aircraft weapons shooting in ARTILLERY Teams left because the Formation the enemy turn shoot immediately Mortars like the 3-inch mortar don’t Commander switched to the last Team before the Aircraft shoots. Can you be have a direct-fire line. Does that mean in the Unit? Is the Unit Destroyed? more specific? that they can only fire bombardments? A Unit that has no Teams left is not a As it says, the AA weapon shoots imme- Yes it does. Unit, so yes, it is Destroyed. diately before the Aircraft, so whenever the player declares that they are going to DANGER CLOSE ANTI-AIRCRAFT SHOOTING shoot with their Aircraft, the AA player Do Aircraft prevent you from firing a If a Tank Team shooting at aircraft is can jump in and try to shoot them down Bombardment near them? at the very edge of a wood, does it see first. You can wait to shoot your Aircraft the aircraft unconcealed, as it would an until after your tanks have knocked out Yes. Pilots really don’t like their own enemy tank? the enemy AA weapons if you want to, side firing explosive projectiles into which would limit the amount of AA fire their airspace. Yes, terrain works the same for aircraft as for any other team, with the excep- they would take. RANGING IN tion that all Short Terrain and any Tall If my Anti-aircraft weapon shot in If my Artillery Battery fails to Range Terrain more than 4”/10cm from the my previous turn, can it shoot at an In, can it Shoot with direct fire? Can it ground Team is ignored. Aircraft in the enemy turn? still be Gone to Ground? If my Anti-aircraft team is in the Yes it can. You don’t need to predict when No. It fired ranging shots for the middle of a wood, can it still shoot enemy Aircraft will appear. However, Bombardment, preventing it from at aircraft? once it shoots at an Aircraft in the enemy Shooting and revealing its position. Yes, although the Aircraft will be turn, it cannot shoot in its own next turn. If I fail all my attempts to Range In Concealed. Nothing ever blocks Line of If my Anti-aircraft weapon shoots at an with a One Use weapon, can I try Sight to Aircraft. Presumably the Anti- Aircraft in the enemy turn, the rules say again later? aircraft Unit is set up in a small clearing. the Weapon cannot shoot in Defensive Yes you can. Until you actually fire the Does Smoke ever block Line-of-Sight Fire or Assault in its next Assault step? Artillery Bombardment, you still have to and from Aircraft? How does that affect a Team? the ammunition to try again. No, however it does provide Concealment. If the weapon cannot shoot, the Team The same applies with other artillery Smoke is in effect treated as Tall Terrain can fire its other weapons in Defensive limitations such as the 30cm Nebelwerfer for the purpose of Line-of-Sight to Fire. For example, a Sherman shoots its Command Card’s three Bombardment Aircraft, meaning if within 4”/10cm of .50 cal AA MG at some helicopters, then limitation. If you don’t actually fire anti-aircraft team or target, but is still is assaulted by some enemy infantry. It the Bombardment, you don’t use the just Smoke for Concealment. can shoot its MG in Defensive Fire, but ammunition. not its .50 cal AA MG. Does my Sherman have to point However, because one of its weapons An Artillery Battery started with game its turret at a Aircraft to shoot its shot at an Aircraft in the enemy turn, with its Ranged In marker on the AA MG at it? the Sherman cannot Assault in its next table. Does it force enemy teams to Assault Step. re-roll their Saves using the Repeating No. The AA MGs can engage targets in Bombardments rule on the first turn. different directions from the main 75mm gun. Since they cannot easily be reposi- My Anti-aircraft team fires during Yes it does. It is firing on its existing tioned on the model and would have no the enemy turn at some aircraft, then Ranged In marker, so it is a Repeated effect if you could, you do not need to doesn’t do anything in their own next Bombardment. point them at the target. turn, are they Gone to Ground in the next enemy turn? I have an Artillery Battery that is firing AA IN THE ENEMY TURN No, it effectively grabbed its shooting a Repeat Bombardment. I also have What ROF do Anti-aircraft weapons from its own next turn. another Artillery Battery that I want to use when shooting at Aircraft in the The basic concept is it can’t be Gone to Range In on a new target. Can I use enemy turn? Ground if it shot in or since its last turn. the same team as the Spotting team for both Bombardments? They use their full ROF. If shooting in their own turn, this is whatever ROF they If it is Night and my Anti-aircraft Yes you can. However, although the would normally have, Moving ROF or weapon shoots at an Aircraft in the Repeat Bombardment automatically Halted ROF depending on whether they enemy turn, does the enemy need to Ranges In on its first attempt, that moved if Dedicated AA, otherwise 1 die. roll on the Night Vision Table to see it? still counts as the Spotting Team’s first No. It will be visible at night until the Ranging In attempt. You can then use In the enemy turn, the fire with their beginning of the next enemy turn. the Spotting team’s second (and third if best ROF. That is normally their Halted necessary) attempt to Range In the other ROF, but if they have no Halted ROF, Artillery Battery. that will be their Moving ROF, but once again, with ROF 1 if they are not Dedicated AA. 4
Can I do it the other way around, with Can a Team on a hill or in the upper My teams need to be within 4”/10cm the Spotting team Ranging In the new story of a building see over a Smoke to Charge into Contact. Does that Artillery Bombardment first? Screen from a Bombardment? allow an Infantry team that is 4”/10cm Yes you can. However, if the Spotting No. The only things that can see or be seen behind another Infantry team that team doesn’t Range In the new over a Smoke Screen are Aircraft, since charged to charge as well? Bombardment by their second attempt, nothing blocks Line of Sight to Aircraft. Yes. As long as its 4”/10cm move brings they won’t be able to Spot for the repeat it into Contact with the enemy (wheth- Bombardment as their third attempt will ASSAULTS er directly or through a fellow Infantry be taken up still trying to Range In the team), it can charge. CHARGE INTO CONTACT new Bombardment. An Infantry team has Contacted the Can a Tank contact the enemy by enemy if ‘its front edge is as close as it My Spotting team is Ranging In two moving into contact with another tank can get to the enemy team’ or ‘its front Repeat Bombardments, then attempt- that is in Contact with the enemy? edge is as close as it can get to another ing to Range In a third Artillery No. Only Infantry teams can Contact Infantry team from its own Unit that Battery. How does this work? the enemy through a friendly team, is directly in Contact with an enemy Each time they Range In uses up one team.’ What does the phrase ‘as close as and only if that friendly team is also an of their attempts, so they’d use the first it can get’ mean? Infantry team. two attempts Ranging In the repeat This phrase is used to cover all the phys- Bombardments, leaving their third Do I have to Charge into Contact with ical things that can prevent a team from attempt to try to Range In the third the closest enemy team? being placed physically in contact with Artillery Battery. No you don’t. You can Charge into another, such as a wall or hedge between them, or even irregularities in the table Contact with any enemy team that is A Spotting team must have Line close enough, but you must take the short- surface. Basically, if you can’t fit them any Of Sight to the Aiming Point when est route to Contact that team. closer together than they are, then they Ranging In. Do friendly teams block are in Contact. Line of Sight for spotting? If an enemy team Charged into No. Ignore friendly teams when determin- If my Infantry team doesn’t have Contact with the rear of my team, is ing Line of Sight for Spotting purposes. enough movement to physically touch that team in Contact with the team the enemy team, but moves as close that Charged it when I Counterattack? Can a Transport team that is part of the as it can given its charge move, is it Does the team move when Charging Formation HQ Spot for an Artillery in Contact? into Contact? Bombardment? If an enemy team is in Contact with No. It is still not as close as it can pos- No. An HQ Transport cannot Spot for an sibly get to the enemy team, so it is not your team, then your team is already Artillery Bombardment. in Contact. in Contact with that enemy team. That means that it does not move when ARMOUR SAVES If I can just get a corner of my team Charging into Contact. Do tanks get a +1 to their Armour Save into Contact is that enough? for being more than 16”/40cm from an No. The rules require the front edge to be DEFENSIVE FIRE Artillery Battery that hit them with an in contact, not a corner. The reprinted (Late War) rulebook has Artillery Bombardment? a change to how Defensive Fire forces No. That bonus only applies to Armour Do I have to Contact the front edge back Armoured Tank teams. The rule Saves from Shooting, not to Artillery of the enemy team, or can I contact now reads: Bombardments. it anywhere? If all the Assaulting teams are You can Contact any part of the enemy Armoured Tank teams, they only Fall SMOKE BOMBARDMENTS team with the front edge of your team, Back if two or more of them (or all If I’m attempting to fire a Smoke the front, side, or rear of its base, or even of them if fewer) are Bailed Out or Bombardment (and it’s a once per a corner of its base. Destroyed by Defensive Fire, regardless game option) and fail to Range In, can of the number of hits they take. I try again later? Do I need to be square to the enemy This means that all Armoured Tank Yes you can. Until you actually fire the team’s base when I Contact them? teams, even those with Top Armour Smoke Bombardment, you still have the 0, require two vehicles to be Bailed No. You stop when you Contact them, ammunition stocks to try again. Out or Destroyed to prevent them from and may or may not be square on to them assaulting. at that point. Can I use an existing Ranged In marker from a previous turn to fire a If my Infantry teams are stationary in Smoke Bombardment without needing Flat Terrain, and therefore Concealed, to Range In again? can they use the Sneaking Up on Tanks Yes you can. 5
rule to prevent the Tank teams that If I have an Infantry team and a Tank When my Unit Counterattacks, can I they are Assaulting from performing team, both in Contact with an enemy move teams that have been Contacted Defensive Fire? rifle team and an enemy bazooka team, by the enemy? No. The Infantry must be Concealed by can I allocate the bazooka hit to the No. A team that is in Contact with the Short or Tall Terrain. Infantry team and the rifle team’s hit to enemy, either because the enemy Charged the Tank team? into Contact with them, or because the Does getting Pinned Down by some- Yes. Presumably the Infantry team were team Charged into Contact with the thing like being hit by a Minefield or attempting to protect the Tank team from enemy, cannot move. It is already in the Defensive Fire of a Flame-thrower the bazooka, and kept it away from the Contact with the enemy (because the force my assaulting Unit to Fall Back Tank team, but died in the process. enemy is in Contact with it), and must and end the assault? fight the enemy it is in Contact with No. The only thing that forces you to Fall My Bazooka anti-tank teams have before seeking out other targets. Back is taking a sufficient number of hits the Assault 6 special rule. What does from Defensive Fire. A single hit that this mean? BREAKING OFF Pins Down a Unit will not do that. It means that instead of hitting on a 5+ I have two Units ready to launch in Assaults like the larger M1 Garand assaults on an enemy Infantry unit. My If a tank charges a gun with the rifle teams, the small Bazooka teams hit first Unit assaults and is forced to Break Forward Firing rule from slightly off to on a roll of 6. Off. My other Unit is within 6”/15cm the side, it will hit the front at an angle of the victorious defending Infantry and, because a small part of the tank is How do my infantry kill tanks unit. Does it have to Break Off as well, behind the front of the gun, it will now in assaults? or can it still launch its own assault? technically be out of the gun’s Field of Infantry that hit a tank in an Assault Only Units that were part of the assault Fire, preventing the gun from shooting may either use their normal Anti-tank can be forced to Break Off. Since you in Defensive Fire. Is this right? rating against a tank’s Side armour or cannot assault with two Units at the While it is technically correct, it makes Anti-tank 2 against its Top armour. same time, your second Unit cannot have no sense as it would essentially prevent Using weapons like the Bazooka can been part of the assault, so does not need Forward Firing guns from shooting in be very effective against lighter vehicles to Break Off. Defensive Fire in most situations. like the Panzer IV, but have limited Unless the defenders Consolidate away A better interpretation of the rule is that effect against heavy tanks like the Tiger. from your second Unit (so that it can if the tank was a valid target at the start Against these infantry in the open can no longer Charge into Contact), it can of its Charge into Contact, and is still at only endure and hope the tanks break off launch its own assault once the first is over. least partly in front of the gun’s base when before the infantry’s own determination it makes Contact with a defending team, to counterattack fails. An enemy Tank Unit assaults my then the gun can shoot in Defensive Fire. infantry and forces them to Break COUNTERATTACK Off. I have tanks within 6”/15cm of Can the gun then use its Anti-tank I have passed my roll to Counterattack. the assaulting teams, do my tanks also rating against the tank’s Side Armour Can I add additional teams into the need to Break Off? rating when it counterattacks, or does Assault, or am I limited to those teams Yes they do. As the defender in the assault, it have to use the default Anti-tank already involved? all of your teams within 8”/20cm of an 2 against Top Armour? You are limited to those teams already assaulting team are part of the assault. Again, while the tank is not technically involved in the assault. That means only That makes your tanks part of the assault in its Field of Fire (the requirement for the teams that originally assaulted on the (and thus able to shoot in Defensive Fire) using the gun’s Anti-tank rating), if the attacker’s side and those originally within even though the assaulting tanks cannot tank was in the gun’s Field of Fire for 8”/20cm of them on the defender’s side. directly attack them. So, when their Defensive Fire and still has at least part infantry support falls back, they do too. of the tank in front of the gun’s base, then If my defending Unit passes its it should be in the gun’s Field of Fire for Motivation test to Counterattack, can My tanks failed their Counterattack this purpose as well. it Charge into Contact with teams test and are Breaking Off. Directly from other Units on the attacking behind them there is a hedge, but just ASSAULT COMBAT player’s side? off to the side is a gate. Do they have to If I have two teams in Contact with No. Neither player may bring additional go back over the hedge and risk failing two enemy teams and both of enemy teams into the assault. On the attacking their Cross test and getting captured, teams score hits, can I allocate both player’s side, only the teams that initially or can they detour through the gate” hits to the same team? assaulted are in the fight. On the defend- The rules are deliberately somewhat soft No. You must spread the hits around if er’s side, only those within 8”/20cm of on the matter. It would be silly to require there are multiple teams that are eligi- them at the start of the assault are in the tank to cross the hedge if it could ble targets. the fight. move a few millimetres to the side and go through the gate, for instance. 6
If a team can dodge an obstacle, it may The phrase ‘only count teams that dawn to move forward to support the if you want it to. Whichever choice you are In Command’ under In Good attack. Their opponent’s Units are free to make, though, it must take the shortest Spirits in Unit Last Stand only refers move as they like. path to do so. to the second part of the rule that lists how many teams you need to be In I have a spotter who is attempting to My troops are surrounded by enemy Good Spirits if you’ve taken casual- Range in three 25 pdr Field Troops. infantry when they need to Break Off. ties, correct? These artillery batteries have the Mike Can they move through the infantry Yes. Driving away from them doesn’t Target special rule that allows the to get away? make the morale effect of the casual- spotter to immediately roll to Range If that is the shortest path to safety, then ties go away. In another battery when they succeed yes they can. in Ranging In another. How does My unit had three tanks at the end of this work? When I assault troops in a building, my last Movement Step and they were An example might be the best way to do I have to go through the doors all In Command. My opponent shot explain this. Let’s say that your spotter and windows? two of them, leaving just one alive. succeeds in Ranging In the first battery on Yes. The walls are Impassable Terrain, so Are the two Destroyed tanks still In the first attempt. Normally, they would you can’t move or fight through them. Command? Do they stop me from now move on to their second attempt and needing to take a Last Stand test? try to Range In another battery. If I Counterattack against a team in a They aren’t In Command, they’re dead! Instead, the Mike Target rule allows them Minefield, do I risk getting hit by it? The unit only has one tank In Command, to make another first attempt to range In Yes, even if the models didn’t move, they so needs to take a Last Stand test. another battery. Let’s say that they fail are still moving around in a minefield. to Range In that battery. Now, having A Transport Unit with just one team used the bonus attempt allowed by the CONSOLIDATION remaining would need to take a Unit Mike Target rule, they move on to their Last Stand test at the start of each turn. second attempt. Can an Infantry Unit that is Pinned Does it still need to do so if I Send it Let’s say they fail again, and move on Down Consolidate towards visible to the Rear? to their third attempt. This time they enemy teams? Yes. They are still disturbed by the succeed and Range In the second battery, Yes it can. The restriction against moving number of casualties they’ve taken and which will suffer a +2 penalty to hit for towards visible enemy teams while are likely to be reluctant to return to the having Ranged In on the third attempt. Pinned Down does not apply while front when called upon. Having successfully Ranged In another Consolidating. battery, the Mike Target rule comes into A Formation is In Good Spirits if it has effect again, allowing the spotter to make BUILDINGS two Units still in existence. Can the another third attempt to Range In the last How should I handle multiple storey HQ be one of those? battery. Again they succeed, so the third buildings? Yes it can, although it doesn’t have to be. battery is also Ranged In on the third The easiest way to handle it in the case attempt and suffers the +2 penalty to hit. of small buildings is just treat them as Do the Units need to be In Good one space that can fit more Teams than a GERMAN RULES Spirits to keep their Formation In single-storey building. Good Spirits? The German Stormtroopers rule allows If the building is particularly large, you them to attempt a second Movement No, they just have to still be in existence. might want to break it up into a series of Order after succeeding in the first. rooms, treating each room as a separate Can I use this to take a Blitz Move and Can Independent Teams be part of building that can either be reached direct- then Dig In? a Formation? Can you count them ly from the outside (although moving into as Units to keep the Formation In No. You cannot Dig In if you’ve moved an upstairs room from outside will not Good Spirits? in any form, including using a Blitz normally be possible) or from the rooms No, they are never part of a Formation. Move order. beside, above, or below it. The Mounted Assault rule gives LAST STAND SPECIAL RULES German half-tracks a bonus for their I have a Unit that started the game BRITISH RULES Passengers when assaulting. If the half- with one tank. When does it have to The British Night Attack rule stops track is Bailed Out and the Unit fails take a Unit Last Stand test? Units that don’t have the Night Attack its Counterattack roll, so has to Break A Unit only needs to take a Last Stand rule from moving out of their deploy- Off, can the Passengers dismount and Test at the start of a turn when it had ment area. Isn’t this a rather harsh Break Off, or are they stuck in the half- at least one team Destroyed or Bailed restriction on the opponent? track and Destroyed? Out. So, your Unit would only need to The rule only applies to the player making A Bailed Out half-track cannot Break test if the tank was Bailed Out and failed a Night Attack. Any of their formations Off, so it is Destroyed. Passengers in a to Remount. that can’t Night Attack have to wait until Transport that is Destroyed in an Assault are also Destroyed. 7
TANKODESANTNIKI & Can my Motor Company take a In missions like Free-for-All that have TANK ESCORTS Honey Armoured Troop from a Honey alternating deployment, can I ‘deploy’ The Tankodesantniki and Tank Escorts Armoured Squadron as Formation my Aircraft to effectively skip my turn rules allow Passengers to Dismount Support, and then a second Honey to deploy? when Charging into Contact. Does Armoured Troop from a Grant No. Aircraft must be your last deployment this allow them to Charge into Contact Armoured Squadron as another after all other Units have been deployed. at the same time as the Tank Unit they Formation Support? are riding? No. You may not take a Unit that you HOLDING OBJECTIVES No. The rule allows them to Dismount already have in your Force as Formation The reprinted (Late War) rulebook has when Charging into Contact, but Support. If you want two Honey a change to how Holding Objectives does not change when they can Charge Armoured Troops, then you can buy a works. The rule now reads: into Contact. Honey Armoured Squadron HQ and You are Holding an Objective if you make them into a second Formation in start your turn with a Tank, Infantry, Assaults are launched by one Unit at your force. or Gun team within 4”/10cm of an a time. If the Tank Unit launches an Assault, the Passengers remain aboard, Objective, and end it with no opposing If I take two Formations, can I take Tank, Infantry, or Gun teams within unable to do anything. If the Passengers Support Units for both of them? Could 4”/10cm of that Objective. launch an Assault, they Dismount and I take two lots of aircraft for instance? Charge into Contact, leaving the Tanks This is the same method of taking and behind to assault separately later. No. You must choose a Force Diagram as Holding Objectives that was introduced the basis of your Force. This determines in More Missions in 2017. Do the Tankodesantniki and Tank what Support is available to you. You Escorts rules allow Passengers to can take as many Formations as you like When do you check if a Unit is Dismount when the Tank Unit within this Force, but they all share the Holding an Objective? Can a Team Counterattacks? same Support. that started the turn Bailed Out, but No. The Passengers cannot Charge into then Remounted Hold an Objective? If I take an Allied Formation, can I take Contact as they are not an Assaulting A Team triggers the Holding the Support Units from both nationalities? Unit (the only Assaulting Unit is the Objective rule after you have Checked Tanks they are riding). Since they No. You must choose a Force Diagram Victory Conditions. If its still there and are not Charging into Contact, they from one country or the other to base your not Bailed Out, then you’ve met the first cannot Dismount. force on, and can only take options shown criteria of starting the turn with a Team on that diagram (including the Allied on the Objective. Now all you need to If a Tank Unit with Passengers that Formation option). Since Support Units do to Hold the Objective is end the turn have the Tankodesantniki or Tank are only found in the Force Diagram with no opposing teams within 4”/10cm Escorts rule launches an Assault, (and not in Formation Diagrams), the of the Objective. can it be Forced Back by five Hits in only Support Units available are those Defensive Fire? from the principal nationality. The Holding Objectives rule says that No. The Passengers are not an Assaulting a Team that moved at Dash speed What happens when a Command cannot take an Objective nor prevent Unit, only the Tank Unit is Assaulting. Card changes the teams of a Unit into the enemy from taking it. How does The Passengers are only along for the ride. Independent Teams? this work? It is better to either dismount the Each Team in the Unit becomes a sepa- What it means is that an opposing Team Passengers in the Movement Step before rate Independent Team and thus its own that only came within 4”/10cm of the the Tank Unit assaults, or use their spe- separate Unit. They deploy and operate Objective in its turn by moving at Dash cial rule to Dismount and Charge with completely independently. speed cannot stop you from Holding the the Passengers before later assaulting with the Tank Unit, as being a Passenger on Objective in your turn. If you end your a Tank in an Assault is dangerous (since MISSIONS turn with no other enemy teams within every defensive fire hit on a Tank will also All infantry are in Foxholes at the start 4”/10cm, you Hold the Objective. hit all of its Passengers, and all passengers of the game. Does this include infantry are Destroyed if the Tank is Destroyed). that deployed in No Man’s Land using How do I Hold or contest an Objective the Spearhead rule? if it is surrounded by Destroyed tanks and I can’t get within 4”/10cm of it? BUILDING A FORCE Yes it does. Can I take an M4 Sherman Tank If the Objective is such a tank graveyard Platoon Unit as part of an M4 Sherman Can passengers in a Transport take or that your models cannot be placed within Tank Company Formation, and then dispute an Objective? 4”/10cm of it, treat them as being within take another M4 Sherman Platoon as Yes they can. 4”/10cm of it if they are as close to the Formation Support? Objective as they can get. No. You may not take a Unit of the same type (that is the same name) as you already have in your Force as Formation Support. 8
AMBUSH In Late War, a Battle Tank Unit is one If my Spearhead Unit were armoured When I place a Gun Unit in Ambush with Front Armour of 4 or more. In Mid cars (which cannot enter a building), with its Transport, do the Gun teams War, a Battle Tank Unit is one with can I place an Infantry Unit in a build- have to be Mounted when they are Front Armour of 3 or more. In Early ing beside the Spearhead Unit? placed from Ambush? War, a Battle Tank Unit is one with Top Yes. Although the armoured cars cannot Armour 1 or 2 that is not a Transport. actually enter the buildings, infantry Yes. Like Infantry teams, Gun teams Regardless of their armour, Observer following their spearhead can deploy in ambushing with their Transports must Teams are never Battle Tanks. the buildings. be Mounted. If they don’t want to Ambush mounted in their Transports, the Are Formation HQ Units affected by Transports must be Sent to the Rear. the Deep Reserves special rule? MINEFIELDS Yes. The restriction applies to all Units If a Team starts its Move in a Minefield RESERVES (apart from Observer Teams), regardless (as opposed to moving into it), does it How do I work out my Reserves if I of their function. still need to roll a Skill test? have spent less then the permitted Yes. Any time a Team Move into, through, maximum points on my force? My opponent has ended up with or out of a Minefield, it needs to roll a The important point to remember is Infantry teams all along the area where Skill test to avoid being Hit by it. that you are allowed 60% of the per- my Reserves arrive, leaving no room mitted maximum points value on table for my Reserves to arrive without going When a team moves using a Blitz Move at the start of a game with Reserves. So, within 2”/5cm of their teams. What movement order, do they still need to if your force is smaller, it just means happens to my Reserves? take Cross tests and test to see if they that your Reserves will be less than the Since the battlefield doesn’t suddenly end got hit by a Minefield? remaining 40%. at the edge of the table, the obvious solu- Yes. All the normal movement rules apply tion is to move some of the opposing teams while making a Blitz Move. The only If I have a Unit that counts as 0 points back just enough to allow the Reserves on difference is that once you’ve finished the for Reserves (such as an FFI Platoon to the table so that they can try to fight Blitz Move, you don’t count as having supporting a D-Day American force), their way through the infantry. moved for things that happen afterwards. how does this work? You can have 60% of your points on STRATEGIC WITHDRAWAL When a team removes a Minefield table, so if the game is 100 points, you When in the Starting Step do I with- (instead of Moving) using a Mine can have 60 points on table. Since this draw a Unit in a game of Rearguard? Clearing Order, is that Minefield Unit is counted as 0 points, you can have Can I still withdraw it if it failed a Last removed right away or at the end of the it and 60 more points on table. Stand Check? Movement Step? Withdraw Units after Checking Victory It is removed immediately. How do my troops arrive from Conditions. If a Unit is still on table at Reserves? Can I just place them on the When I place Minefields, can I overlap that point, you can withdraw it. edge of the table and begin shooting? them to make a Unit trying cross them Teams arriving from Reserve move on roll a Skill test for each Minefield? from the edge of the table. Simply pick a SPEARHEAD No. Teams also only roll one Skill Test point on the table edge and measure their A Spearhead Unit was deployed in to cross the Minefields safely. However, movement from there. No-Man’s Land close to another a Team who successfully removes a Spearhead Unit, rather than moving Minefield, only removes one, even if they How does a Unit of Guns enter the there from it’s Deployment Area. Can are in several. table from Reserves if it doesn’t have a other Units use the Spearhead rule to Tactical speed? deploy near it? Can I deploy a Unit in a Minefield? If It must move onto the table at Dash Yes. The Spearhead rule does not remem- so, what happens? speed. In addition, some Gun teams have ber how a Unit got where it is when deploying further Units. Yes you can. Presumably they are dug in a Tactical speed that is too slow to allow with minefields surrounding their posi- them to move onto the table, so they too tion, and the paths through the minefield need to move at Dash speed. When deploying a Unit in the area that they use for supply and other neces- around a Spearhead Unit, what does sary activities are too difficult to negotiate As the war progresses, the definition the rule prohibiting placing the unit under fire. of a tank changes. The Deep Reserves in a place that the Spearhead Unit cannot go mean? The Unit is fine as long as it remains rule needs to change to match this in its foxholes. However, if it moves or as follows: Units deploying around the Spearhead counterattacks if assaulted, it will have In a mission with Deep Reserves, you may Unit need to be able to move from the to test for casualties like any other Unit only place one Battle Tank Unit or one Spearhead Unit’s location to their deploy- crossing a Minefield. Aircraft Unit on the table at the start of ment location. So you can’t deploy your the game. All remaining units of these Unit across impassable terrain like a types must be held in Reserves. river or cliff. 9
If a Unit deployed in a Minefield, how does it go about clearing it? It moves ‘into’ the Minefield (i.e. out of its carefully prepared defences) testing to do so as normal. Then in the next turn (having moved into the Minefield on a previous turn as required by the rules), the Unit Leader issues a Mine Clearing order and the Minefield is removed. If I Counterattack against a team in a Minefield, do I risk getting hit by it? Yes, even if the models didn’t move, they are still moving around in a minefield. CITY FIGHTING RULES How does Smoke work when targeting city buildings? Direct-fire smoke just affects one team in the building, and only as long as it remains in the same room. Smoke Bombardments affect a single room (regardless of how many weapons are firing). Line of Sight in or out of that room is restricted to a maximum of 6”/15cm. 10
Book and Card Updates This section has updates to the various Flames Of War army books and their associated cards. RULEBOOK The reprint of the rulebook has two Destroyed by Defensive Fire, regardless DOWNLOAD significant changes: Forcing Armoured of the number of hits they take. For a complete list of all changes Tanks to Fall Back from Defensive between the original (Mid War) Fire, and Holding Objectives. HOLDING OBJECTIVES printing and the reprint (Late War), You are Holding an Objective if you download: https://www.flamesofwar. DEFENSIVE FIRE start your turn with a Tank, Infantry, com/Portals/0/all_images/4 thEdition/ If all the Assaulting teams are or Gun team within 4”/10cm of an Changes.pdf Armoured Tank teams, they only Fall Objective, and end it with no opposing Back if two or more of them (or all Tank, Infantry, or Gun teams within of them if fewer) are Bailed Out or 4”/10cm of that Objective. LATE WAR JOURNEY COMBINING BOOKS to determine the Support Units that you Defence Grenadier Company represent- I want to field a force that I read about, can field. Then pick any Formations from ing a poor-quality infantry formation on but to build it I need to include forma- books from the same nationality to com- the defensive in Ukraine. tions from multiple books. How do I plete your force. go about doing that? As an example, you could field a German The first step is to pick the book that best force from Fortress Europe as an Eastern reflects the place you want to fight and Front force with a Panzer III & IV use the Force Diagram from that book Mixed Tank Company and a Beach BULGE: AMERICAN COMMAND CARDS The Tank Destroyer Hyper-Velocity Can Formations in the Force, even The Tank Destroyer Hyper-velocity AP card refers to M10 Tank Destroyer if they are coming from other Book AP, 76mm Hyper-velocity AP, M36B1 Platoons. Is that correct? (American or Allied), benefit from Tank Destroyer Platoon, and Tank The card should refer to the Veteran M10 George S. Patton Jr. card’s rules as well? Telephones are Upgrades. That means Tank Destroyer Platoons on page 82. Patton affects any and all American that I can’t take them with other Formations in the Force. Upgrades like the Uparmoured M4 The Glider 37mm Anti-tank Platoon However, he cannot affect an Allied Sherman (late). Is this correct? command card costs -1 point per two Formation as they obey all the rules for No. Remove the Upgrade Keyword from guns to change from 57mm guns. its own nationality. the Tank Destroyer Hyper-velocity AP, What happens if I want to change all 76mm Hyper-velocity AP, M36B1 Tank three guns to 37mm guns? Does Patton’s card benefit American Destroyer Platoon, and Tank Telephones It actually costs -1 point or part thereof, Support Units? command cards. so changing three guns will cost -2 points. Yes. Since any Formation Commander can lead a Support Unit, an American Can I take 76mm Hyper-velocity AP The M4 Shermans card replaces M4 Support Unit within 8”/20cm of any with my Veteran M4 Sherman (late) Sherman (late) tanks in a Unit with American Formation Commander would Tank Company HQ or M4 Sherman M4 Sherman tanks from the D-Day Rally or Remount on 2+. (late) Tank Company HQ? Veteran M4 Sherman Tank Platoon Yes, you can. These Units got missed off (LU160). Does this change the Unit’s the list of units you can take this com- Motivation, Skill, or Is Hit On ratings? mand card with. No. The Unit’s characteristics remain the same. The only things that change are the Armour, Movement, and Weapons ratings. 11
Some Bulge: American command Units. However, you can use any other cards are used on D-Day: American appropriate Bulge: American command Formations and Units, can I still use cards with them. D-Day: American command cards with them? No. By applying the Bulge: American command card to them they have now become Bulge: American Formations or BAGRATION: GERMAN UNIT CARDS Which Units does this does the Which Units are affected by the What is the Road Dash speed and 20th Panzer Division NCO Shortage 3rd & 5th SS-Panzer Division SS Heavy Cross rating of an Sd Kfz 250 OP? Command Card apply to? Weapons Command Card? The Road Dash speed is 32”/80cm and It applies to the Armoured Panzer It applies to the Armoured sMG42 the Cross rating is 4+. gren adier Company HQ, Armoured Machine-gun Platoon, sM34 Machine- Panzergrenadier Platoon, Panzer gun Platoon, 8cm Mortar Platoon, 7.5cm COMMAND CARDS grenadier Company HQ, Panzer Gun Platoon, 12cm Mortar Platoon, Are the Kampfgruppe Von Saucken grenadier Platoon. 15cm Gun Platoon, 7.5cm Tank-hunter Reserve Grenadier and Sperrverband Platoon, and 2cm Light AA Platoon. Command Cards Title Cards? Do the 3rd & 5th SS-Panzer Division SS Panthers, SS Panzer IVs and SS Which Units are affected by the 3rd & Yes they are. StuGs Command Cards apply to all 5th SS-Panzer Division SS SP Heavy of the Units in the Formation or just Weapons Command Card? How many Sperrverband Panzer those listed? grenadier Platoons can I field? Do they It applies to the Armoured 8cm Mortar all deploy on the table in a mission They only apply to the HQ and Tank or Section, Armoured 7.5cm Gun Platoon, with Reserves? Assault Gun Platoons listed. Grille 15cm Gun Platoon, Armoured Flame-thrower Platoon, Sd Kfz 10/4 The Sperrverband card is not Limited, so Light AA Platoon, Reconnaissance 8cm Which Units are affected by the you can field as many as you like. They Mortar Section, and Reconnaissance 3rd & 5th SS-Panzer Division SS Panzer are all Support Units, so not part of any 7.5cm Gun Platoon grenadiers Command Card? Formation. In a mission with Reserves, they all deploy on table. It applies to the Armoured Panzergren adier Company HQ, Armoured Panzer Does Ludwig Windgruber’s improved grenadier Platoon, Panzergrenadier Assault rating apply to weapons with Can I field a Sperrverband if I am not a specified Assault rating, like sMG42 using the Bagration: German Force Company HQ, Panzergrenadier Platoon, Reconnaissance Company HQ, & Recon HMG teams and Panzerschreck teams? Diagram for my Support? naissance Platoon. No. His special rule only changes the No. You can only take Support Units from Unit’s basic Assault rating. Weapons Bagration: German, like a Sperrverband with their own separate Assault rating Unit, if all of your Support Units come retain them. from Bagration: German. 12
BAGRATION: SOVIET UNIT CARDS Do the Flame-throwers in an Engineer- COMMAND CARDS Can Engineer-Sapper Companies Sapper, Hero Shock Rifle, and Rifle What is the points cost of the HQ choose which heavy weapons they Companies and the Storm Group T-70 tank in a T-70 Reconnaissance replace their PPSh SMG teams with at have Pinned ROF 2 like those in the Tank Company? the start of the game? SMG Company? The HQ Unit of 1x T-70 tank Yes, you can choose which weapons you Yes they do. All Soviet Flame-thrower costs 1 point.. field for each game. teams have Pinned ROF 2. What is the Tactical Speed of an OT-34 flame-tank? The Tactical Speed is 12”/30cm. BAGRATION: AXIS ALLIES SPECIAL RULES ing on their Motivation rating (Units Field a German Panzer IV Tank Platoon Are tanks affected by the Armoured already with worst Counterattack remain (LG167) of 3 or 4 tanks instead of a Reserve special rule Battle Tanks for the same): T-26 Armoured Platoon (LFI102) with the purpose of the Deep Reserves and This means that units already with lower the following characteristics and points, similar rules? Counterattack ratings are not changed and remove the Stormtrooper special rule. Yes they are Battle Tanks. and do not deduct -1 point. The Anti-tank and Firepower rating on Can my Lapinsota Finnish force have the Hungarian 149mm howitzer are COMMAND CARDS German Allies? worst than the 100mm howitzer firing How does the Lapinsota The Lapland A Finnish Force made with the Lapinsota as artillery, is that correct? War command card effect the Counterattack rating of my Units? The Lapland War command card cannot No, these two rating have been trans- have German Allies. posed. The 149mm howitzer should have The first paragraph of the card Anti-tank 3 and Firepower 2+ when should read; Do Finnish Panzer IV tanks get the firing an Artillery Bombardment. “All Infantry, Gun and Tank Units in your German Stormtroopers rule? force have the following Characteristics No, the Finns do not use the German for -1 point per Unit changed, depend- Stormtrooper rule. The text should read: 13
D-DAY: AMERICAN SPECIAL RULES The Crocodile Support card from the The HQ and Security Sections have What does the Rockets rule on the D-Day British command cards allows the descriptor Scout rather than SP P-47 Thunderbolt Fighter Flight do? a US player to take British Crocodile Gun. Do they still get the modified flame-tanks as support for ‘any Rifle Assault rating? It is the same as the Bombs rule on Company’. Does this include Parachute Yes they do. page 93 of the rulebook, so Rockets Rile Companies and Armoured Rifle do not need to re-roll successful To Hit Companies? BEACH DEFENCES rolls for having 1 or 2 weapons firing, and only the aircraft can Spot for their No it doesn’t. The any refers to any vari- Are Bunkers and Nests treated as Bombardments. ant on the normal Rifle Company such as Gun teams? the Veteran Rifle Company. They are Gun teams in all respects (except UNIT CARDS for Turret Bunker Saves see below). What are the points for a Green The Sherman DD card increases the Armoured 57mm Anti-tank Platoon? tanks’ MGs ROF to 3, yet a DD has Are Bunkers and Nests always less machine-guns than a normal tank. Concealed? • 2x 57mm gun & 2x M3 half-track What should it be? (.50 cal MG) 4 points Yes. As per the rules on page 107, they are • 3x 57mm gun 5 points The Sherman DD card should decrease always Concealed. the MGs ROF to 1. What are the points for a Green The French Turret Bunker has Armour Armoured 57mm Anti-tank Platoon? The FFI and FTP Platoon cards have ratings rather than a Save like most a fixed cost for a Rifle Platoon. How Gun Units. How does this work? The Veteran Armoured 57mm Anti-tank does this work? Can I take the option- Platoon is costed as follows: al upgrades? The French Turret Bunker takes Armour • 3x 57mm gun & 3x M3 half-track Saves like an Armoured Tank team, When you use these cards, you get a rather than Gun Saves. That means (.50 cal MG) 9 points Rifle Platoon (LU116 or see page 43 of • 3x 57mm gun 6 points that it can be Bailed Out like a Tank D-Day: American). This can be at full team rather than Pinned Down like • 2x 57mm gun 4 points strength or reduced strength, whichever a Gun team. you choose. You can add the options to In the Assault Boat Section and Veteran this platoon if you wish, paying the usual Likewise, in Assaults it is treated as an Assault Boat Section, what is the Range points to upgrade them. immobile Armoured Tank team, so will of the Flame-thrower? get an Armour Save and the assaulting The range is 4”/10cm like all other infan- team might need to pass a Firepower test Norman ‘Dutch’ Cota allows a Unit try flame-throwers. if they are using a weapon like a Bazooka. whose charge was stopped by Defensive Fire to Charge into Contact a second How many Jeeps does an Armoured time. Does the opponent get another Do the Fortifications Rules on Rifle Company HQ or a Veteran round of Defensive Fire? page 107 apply to Command Card Armoured Rifle Company HQ have? fortifications like a Pakfront? Yes. The assaulting Unit goes back to the It has either one M3 half-track or Charge Into Contact part of the assault No. These rules are specific to the massive two Jeeps. and everything begins again. concrete fortifications of the Normandy coastal defences. Field defences like the COMMAND CARDS Pakfront do not us these rules. The Div Arty, All In! card gives me The 4.2-inch Chemical Mortars card additional artillery bombardments. allows you to field an additional Mortar How many guns are firing? Platoon (LU118) of four 4.2-inch These Bombardments do not have any mortars as a Support option. Do I have re-rolls for the number of weapons firing. to have a normal Mortar Platoon in In effect, they are treated as having four my force to field a 4.2-inch Chemical weapons firing. Mortar Platoon? No. You simply need to be able to field The Desert Regulars Card upgrades a Mortar Platoon (LU118) to field a an M10 Tank Destroyer Company. 4.2-inch Chemical Mortar Platoon. Do I have to upgrade all units in the However, you may also field a 4.2-inch Formation, including the HQ and Chemical Mortar Platoon if you can field Security Sections? a Parachute Mortar Platoon (LU127) or Yes. Every Unit in the Formation Ranger Mortar Platoon (LU136). is upgraded. 14
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