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STARTING STEP (P. 16) BAILED OUT TANKS (P. 38) CHECK UNIT LAST STAND (P.

60)
1 Remount Bailed Out Tanks May not Move, Shoot, or Assault. Check unless:
2 Rally Pinned Down Units Score Motivation number to Remount. No Teams Bailed Out or Destroyed, or
3 Check Unit Last Stand 3+ Infantry Teams remain, or
Fearless 3+ 2+ Tank Teams (not Bailed Out), or
4 Check Formation Last Stand Confident 4+ 2+ Gun Teams remain
5 Check Victory Conditions Reluctant 5+
Score Motivation number or Destroyed.
6 Reveal Ambushes
STARTING

PINNED DOWN UNITS (P. 41) Fearless 3+


7 Roll for Reserves Confident 4+
Cannot Move closer to enemy in Line of
8 Roll for Aircraft Sight, cannot Shoot if they Move, and Reluctant 5+
9 Remove Friendly Smoke Markers Shoot with their Moving ROF.
CHECK FORMATION LAST STAND (P. 61)
Score Motivation number to Rally. If Formation doesnt have at least
Fearless 3+ two Units on table or in Reserve, it is
Confident 4+ Destroyed.
Reluctant 5+
ROLL FOR AIRCRAFT (P. 44)
On a score of 4+, a Unit of Aircraft arrives
until the end of the turn.

STAYING IN COMMAND (P. 18) PASSENGERS (P. 23) FOLLOW ME! AFTER MOVING
In Command if end movement: Dismount at the start or Mount at the Move Unit Leader forward 4/10cm,
within 6/15cm of Unit Leader. end of movement. then Score Motivation number to Move
within 8/20cm of Unit Leader if Unit Transports can Move at Dash speed after Teams forward 4/10cm.
with eight or more Teams. Passengers mount. Teams within 6/15cm and Line of Sight
of Unit Leader cannot Shoot.
OUT OF COMMAND (P. 18) MOVEMENT ORDERS (P. 24)
If not In Command, must: Unit Leader can issue one Order per turn SHOOT AND SCOOT ASSAULT STEP
remain in place, to Teams within 6/15cm. Score Skill number to Move Teams that
move at Tactical with +1 penalty on did not Move, up to 4/10cm.
score to hit, or BLITZ MOVE BEFORE MOVING
Dash towards Unit Leader. Score Skill number to Move Teams up DIG IN MOVEMENT STEP
to 4/10cm. Can only move at Tactical
Score Skill number to dig Foxholes.
DASH SPEED (P. 17) speed this turn. If do not Move further,
Teams then shoot with Moving ROF and
Cannot Shoot or Assault. Shoot with Halted ROF.
cannot fire Bombardments.
Otherwise, Teams from the Unit cannot
MOVING THROUGH TERRAIN (P. 20) Dash and suffer the +1 to hit penalty for SKILL MOTIVATION
Move at Tactical and Shoot or Assault, Moving Out of Command. Veteran 3+ Fearless 3+
or Move at Terrain Dash. Trained 4+ Confident 4+
CROSS HERE WHILE MOVING Conscript 5+ Reluctant 5+
DIFFICULT TERRAIN (P. 20)
MOVEMENT

Teams Crossing Difficult Terrain within


Score Cross number or stop moving but 6/15cm reduce Cross number by 1.
still count as moving in Shooting Step.

MOBILITY AND MOVEMENT (P. 18)


CROSS-COUNTRY
MOBILITY RATING TACTICAL TERRAIN DASH DASH ROAD DASH CROSS
FULLY-TRACKED TANK TEAMS
Standard Tank 10/25cm 12/30cm 18/45cm 20/50cm 3+
Light Tank 12/30cm 16/40cm 28/70cm 32/80cm 3+
Fast Tank 12/30cm 16/40cm 24/60cm 28/70cm 3+
Slow Tank 8/20cm 12/30cm 14/35cm 15/40cm 3+
Very Slow Tank 6/15cm 8/20cm 8/20cm 8/20cm 3+
OTHER TANKS TEAMS
Jeep, Motorcycle 12/30cm 12/30cm 18/45cm 40/100cm 4+
Half-tracked 10/25cm 10/25cm 18/40cm 32/80cm 4+
Wheeled 8/20cm 8/20cm 14/35cm 32/80cm 5+
Slow Wheeled 8/20cm 8/20cm 10/25cm 24/60cm 5+
Wagon 6/15cm 6/15cm 6/15cm 8/20cm 5+
GUNS TEAMS
Light Gun 4/10cm 4/10cm 6/15cm 8/20cm 3+
Medium Gun 2/5cm 4/10cm 6/15cm 8/20cm 5+
Heavy Gun 2/5cm 2/5cm 4/10cm 6/15cm 5+
Immobile Gun - 2/5cm 4/10cm 4/10cm 6
INFANTRY TEAMS
Infantry 8/20cm 8/20cm 12/30cm 12/30cm Auto
Cavalry 6/15cm 10/25cm 20/50cm 20/50cm 2+
Man-packed Gun 8/20cm 8/20cm 12/30cm 12/30cm Auto

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SHOOTING STEP (P. 26) CONCEALMENT (P. 30-31) MISTAKEN TARGET (P. 35)
1 Check Range Concealed if entirely behind or in Tall or On 3+ target player can swap all swap-
2 Check Line of Sight Short terrain, or at least half hidden by pable hits between two Teams. If they
Buildings or Hills. succeed, they can roll again to swap hits
3 Check for Concealment
Stationary Infantry are Concealed. between another pair. Tanks must be
4 Declare Targets more than 8/20cm and Infantry or Guns
5 Rotate to Face Gun Teams in Foxholes are Concealed. more than 4/10cm away to swap.
6 Roll to Hit Aircraft are only affected by terrain
7 Assign Hits within 4/10cm of ground troops. ARMOURED TANK TEAMS (P. 36)
8 Roll Saves Front if in front of line across front of hull and
GONE TO GROUND (P. 33) turret. Side if behind both lines.
WHICH WEAPONS CAN FIRE (P. 27) Teams that dont Move, Shoot, or Roll if front and side both visible:
Assault are Gone to Ground. 1 to 3hit hull
A Tank or Aircraft Team may either fire:
4 to 6hit turret
all of its Machine-guns, or RATE OF FIRE (P. 33)
one other weapon. ROLL ARMOUR SAVES (P. 36)
Roll one die per point of ROF. Halted
An Infantry or Gun Team may fire one ROF if did not Move and not Pinned Target player rolls and adds:
weapon. Down, otherwise Moving ROF. Armour rating
+1 if range is over 16/40cm
SHOOTING AT AIRCRAFT (P. 27) SCORE TO HIT (P. 33)
Outcome:
Only Anti-aircraft, AA MGs, Self-defence Target Teams Is Hit On number: If less than Anti-tank, roll Firepower to
Anti-aircraft, and Heavy Anti-aircraft Veteran 4+ Destroy tank, otherwise Bail Out.
weapons can shoot at Aircraft. Trained 3+ If equal to Anti-tank, roll Firepower
Can shoot immediately before Aircraft Conscript 2+ Test to Bail Out tank.
SHOOTING

shoots in enemy Shooting Step. If they Add +1 to score needed if: Otherwise, no effect.
shoot at Aircraft in enemy Shooting Range is over 16/40cm
Step, they cannot Defensive Fire, Shoot Concealed (but not Gone to Ground) OTHER SAVES (P. 39)
next Shooting Step, or Assault next Shooter moved Out of Command Infantry, Heavy Weapons, and Cavalry
Assault Step. Shooting through Smoke Save on 3+
Aircraft are Hit On 5+. Shooting at Night Unarmoured Tank Teams Save on 5+
Add +2 to score needed if: Unarmoured Tank Teams with Gun
ANTI-AIRCRAFT ROF (P. 66) Concealed and Gone to Ground Shield Save on 4+
Anti-aircraft weapons shoot at full ROF.
Recce Unarmoured Tank Teams Save
AA MGs, Self-defence Anti-aircraft, and 7+ OR MORE TO HIT (P. 34) on 4+
Heavy Anti-aircraft weapons shoot at If need 7+, must roll 6 followed by 5+
ROF 1, with +1 to hit if already ROF 1. If need 8+, must roll 6 followed by 6 Aircraft Save on 3+
Score Save and unharmed, otherwise
LINE OF SIGHT (P. 28-29) SMOKE (P. 42) Destroyed. If Infantry or Gun in
Tall terrain blocks Line of Sight after Shooting places 2/5cm Smoke ball. Bulletproof Cover, or Aircraft, shooter
2/5cm unless Range is 6/15cm or less. must score Firepower to Destroy.
Buildings and Hills block Line of Sight. ASSIGN HITS (P. 34)
Nothing blocks Line of Sight for Aircraft. First hit must be assigned to target. DESTROYED UNIT LEADERS (P. 40)
Appoint another Team from the Unit
Remaining hits assigned evenly to: within 6/15cm as the Unit Leader.
AIRCRAFT SHOOTING (P. 44) Valid targets
MGs, Cannons, and Rockets have a Part of same Unit as target Team
range of 8/20cm. Bombs of a range of PINNED DOWN (P. 41)
Same type as target Team
6/15cm. Pinned Down if take a total of 5 hits. If at
Within 6/15cm of target Team
least 12 Teams, only Pinned Down if
Rockets and Bombs shoot as Artillery. take a total of 8 hits.
Aircraft are Veteran Skill rating. Armoured Tank Teams and Aircraft
Aircraft MGs have a Rate of Fire 3. cannot be Pinned Down.
Aircraft Cannons have a Rate of Fire 2.

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ROLL TO RANGE IN (P. 47) ROLL TO HIT (P. 48) ARTILLERY BOMBARDMENT ARSENAL
Three attempts to Range In on Skill. Roll to hit all Teams under Template. ARSENAL ADJUSTED
Veteran 3+ Base score is target Teams Is Hit On ANTI-TANK ANTI-TANK
Trained 4+ number, 6 3
Conscript 5+ Veteran 4+ 5 3
Add +1 to score needed if: Trained 3+ 4 3
Template would cover Short or Tall Conscript 2+ 3 2
Terrain or Smoke Screen modified by the following: 2 1
Ranging In at Night 1 0
Add +1 to score needed if:
Ranged in on Second Attempt ARSENAL ADJUSTED
SMOKE BOMBARDMENTS (P. 51)
Repeat Bombardment where Spotting FIREPOWER FIREPOWER
Bombardment places Smoke Screen
ARTILLERY

Team cant see Aiming Point. 1+ 1+


4/10cm long for each weapon firing. 2+ 2+
Bombardment must be fired at the Add +2 to score needed if:
beginning of Shooting Step. Ranged In on Third Attempt. 3+ 3+
4+ 3+
Smoke Screens block Line of Sight NUMBER OF WEAPONS FIRING (P. 48) 5+ 4+
unless Range is 6/15cm or less.
NUMBER MODIFIER 6 4+
ROCKET LAUNCHERS COUNT AS (P. 50) 1 or 2 Re-roll Hits
PINNED DOWN (P. 49)
WEAPONS TEMPLATE 5 or more Re-roll Misses
Infantry, Gun, and Unarmoured Tank
2 Double-wide Units are Pinned Down by 1 hit.
ROLL SAVES (P. 48)
4 Devastating
Roll saves as for Shooting, except
vehicles use Top armour, and no
Bulletproof Cover behind terrain.
If Repeat Bombardment Re-roll Infantry
and Gun Saves.

ASSAULT STEP (P. 52) OPPONENTS DEFENSIVE FIRE (P. 55) ROLL SAVES (P. 57)
1 Charge into Contact Defending Teams within 8/20cm of No saves for Infantry, Guns, or Unarmoured.
2 Opponents Defensive Fire Assaulting Teams fire at Halted ROF Choose to hit Side armour with Anti-tank
3 Roll to Hit (Moving ROF if Pinned Down). rating, or Top armour with Anti-tank 2
4 Roll Saves Tanks cannot Defensive Fire if Contacted or Tank Assault # and Firepower 1+.
5 Check if Assault is Over by Infantry that did not Move or Shoot
and were Concealed. CHECK IF ASSAULT IS OVER (P. 57)
6 Test to Counterattack Assaulter wins if Defenders within 4/10cm
Defensive Fire hits Side armour.
7 Counterattack or Break Off are Bailed Out.
FALL BACK FROM DEFENSIVE FIRE (P. 56) Move victorious Unit up to 4/10cm.
CHARGE INTO CONTACT (P. 53) Fall Back and Pinned Down if take a total
ASSAULT

Assaulting Teams move up to 4/10cm of 5 hits. If at least 12 Teams, only Fall TEST TO COUNTERATTACK (P. 57)
into Contact with the enemy. Infantry Back and Pinned Down if take 8 hits. Score Motivation number to
Teams can move into Contact with an Tanks with Top armour 1 or 2 only Fall Counterattack,
Infantry Team that is in Contact. Back if 2+ are Bailed Out or Destroyed. Fearless 3+
ASSAULTING ACROSS TERRAIN (P. 54) Fall Back 2/5cm from Defenders. Confident 4+
Reluctant 5+
Score Cross number to cross Difficult
Terrain, otherwise fall back 2/5cm. ROLL TO HIT (P. 57) otherwise Break Off.
All assaulting teams in Contact must
score Skill number to hit. COUNTERATTACK (P. 58)
Veteran 3+ Defenders become Assaulters Charge
Trained 4+ into Contact. No Defensive Fire.
Conscript 5+ OR BREAK OFF (P. 59)
Defenders retire 6/15cm or Destroyed.

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