Lessons From The Front - Flames Of War

Lessons From The Front - Flames Of War

i LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR MARCH 2018 During the time that the fourth edition of Flames Of War has been out, p...

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LESSONS FROM THE FRONT QUESTIONS AND ANSWERS ON FLAMES OF WAR MARCH 2018

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, FORMATIONS, UNITS, AND TEAMS What’s a Sherman Team? Is it a single vehicle or a group of vehicles? There are four levels in Flames Of War: • Force - everything you have in the game (a Force card is where you find Support Units). • Formation - a Western company or Soviet battalion, the core of your Force (a Formation card tells you which Units you can have in the Formation). • Unit - a Western platoon or Soviet company, the smallest grouping of stuff (a Unit card tells you what Teams are in the Unit and what their characteristics are). • Team - a single playing piece, either a single vehicle or a fire team of infantry. What is an Artillery Unit? It is a Unit with a weapon capable of firing a Bombardment, i.e. one with a ROF of Artillery or Salvo.

COMMAND If a team ended its Movement so that it was In Command at the end of the Movement Step, does it remain In Command until its next Movement Step? Yes. In Command is defined by its position at the end of the Movement Step. The Command Leadership rules give re-rolls if the Formation Commander is close enough and in Line of Sight. Do friendly teams block Line of Sight for command? No. Ignore friendly teams when determining Line of Sight for Command purposes.

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Can my Formation Commander give Command Leadership re-rolls if his tank is Bailed Out? Yes. Whether the Formation Commander is Bailed Out or not has no effect. Most Command Leadership re-rolls require the Formation Commander to be close to the Unit Leader. However, when Remounting a Bailed Out tank, the rules say the tank itself has to be close to the Formation Commander. Is this right? Yes it is. If the Formation Commander wants to motivate a Bailed Out tank to Remount, they have to be close to that tank, rather than the Unit Leader. Does the Command Leadership re-roll apply to the Remount test needed when a Bailed Out Tank is Bailed Out again? Yes. It applies to all Remount tests for any reason.

MOVEMENT Some Movement Orders only affect teams in Line of Sight of the Unit Leader. Do friendly teams block Line of Sight for Movement Orders? No. Ignore friendly teams when determining Line of Sight for Movement Orders. If my Unit fails a Blitz Move movement order, does it have to Move, or can it remain where it is and Go to Ground? It doesn’t have to Move. However, if it Shoots, it must shoot with the +1 penalty. When a team moves using a Blitz Move movement order, do the follow all the normal Movement rules? Are they actually moving? Yes. A team using a Blitz Move movement order doesn’t suddenly teleport to the new location. It moves 4”/10cm as normal,

following all the rules for moving. Then, once it has finished its movement, it no longer counts as having moved. This means that it must take any Cross tests necessary, roll to cross Minefields as usual, and leaves any Foxholes it has dug behind. If I move through several pieces of Difficult Terrain, do I have to take a Cross check for each of them? Yes. If I moved into a wood last turn (and took my Cross check then), do I need to take another Cross check this turn to move out of it? Yes. If you start your Movement in Difficult Terrain, you need to take a Cross check at that time. If a Unit Leader issues a Cross Here order, can they use it to cross multiple pieces of Difficult Terrain? Yes they can. Any team from the Unit crossing any of the Difficult Terrain within 6”/15cm of where the Unit Leader crossed will benefit. Does a Dig In or Mine Clearing movement order prevent teams that are not digging foxholes or clearing mines from moving? No. Teams that are not using the Movement Order can act as they wish. Can a team move through a friendly team? No. The Moving Through Gaps rule applies. If the gap isn’t big enough, then you can’t move through it. Remember, Infantry ignore their base when using this rule, so can move through pretty small gaps, and Tanks Teams can easily move through them.

TRANSPORT The Unit Transport rule requires that a Transport Attachment’s Unit Leader remain within 6”/15cm of the Infantry Unit’s Leader. What happens if the Transport Attach­ ment’s Unit Leader can’t do this? Then the Transport Attachment has to be Sent to the Rear (see page 45 of the rulebook). If a Unit is being carried as Passengers, can they use the Blitz Move movement order to Dismount? Yes, as long as all the rules for Dismounting (such as you can’t do it after the Transport has moved) are obeyed. Can a Passenger Dismount using a Shoot and Scoot movement order from a Transport vehicle that did not move in the previous Movement Step? No. You can only Mount and Dismount in the Movement Step. Can I use a Movement Order to Dismount my infantry from a Transport after it has moved? No. Teams cannot Dismount after their Transport has moved. Can Passengers in a Transport take or dispute an Objective? Yes they can.

SHOOTING My M4 Sherman tank has three machine-guns. The .50 cal AA MG has ROF 3, while the other two only have a combined ROF 2. Why is that? Adding more machine-guns after the first has diminishing returns. The first machine-gun has the most effect, while each additional machine-gun adds a smaller increment. What do I do if there isn’t enough space to rotate a team to face the target? If the team can rotate by moving slightly away from the obstacle, then do so. Otherwise, it just rotates as far as it can and shoots anyway.

A shooting team has line of sight to a window into a building containing several infantry teams. Which ones can I shoot at? You can’t shoot through walls, so you’ll need to see the target team through a door or a window to be able to hit it. The Terrain Table has a bit of an oddity where it says that doors and windows are Short Terrain while the walls they are in are Tall Terrain. It makes more sense to view the doors and windows as Tall Terrain too. That means that you’ll be able to see any teams in the building that you have line of sight to through a door or a window, and that are within 2”/5cm of the door or window. The converse applies for teams looking out of the building at your troops too. If I fire Smoke at a team in the upper storey of a building, where do i place the Smoke Marker? On the ground in front of the building. Can a team in the upper storey of a building see over the Smoke Marker? No. Smoke is Tall Terrain and cannot be seen over.

LINE OF SIGHT Do the general Line of Sight and Concealment rules for Tall terrain apply to Hills? No. The specific Line of Sight and Concealment rules for Hills cover the special case of Hills. If I have a team on a high hill trying to shoot at a team on the far side of a low building, can It do so? The only way to answer that is to get down to the level of the model and see if there is a Line of Sight over the building to the opposing team.

MIXED TARGETS My tanks are shooting at a unit of three enemy tanks, one standing in the open, one concealed at the edge of a wood, and one out of sight behind the woods.

What score do I need to hit them if they are within 16”/40cm and have a Is Hit On number of 3+? If your tanks target the tank in the open, they’ll need 3+ to hit. They could target the tank in the woods (needing 4+ as it is Concealed), but would normally gain little from doing so. I’ve just scored three hits rolling 3, 3, and 5. How are my hits allocated? Which hits can I allocate to the tank in the woods? Can I allocate hits to the tank behind the woods? The score you rolled to get the hit has no impact on how the hits are allocated. Think of it this way. The hardest part of hitting a target on the modern battlefield is finding it without being hit first. A lone tank sitting in the open is a dead giveaway. Where there’s one, there’ll be more. Now that you know where the enemy are, it’s a lot easier to find the rest of the unit that’s trying to hide. So, in game terms, having figured out where the enemy is, you’ve scored three hits. The first hit has to go to the target tank, and all hits have to be allocated to valid targets, so the tank behind the woods can’t be hit. That leaves two more hits to be allocated. They have to be allocated evenly, so one has to go to the tank in the woods, leaving you the choice of which of the two will take the second hit. Does a Passenger in a vehicle destroyed by a Brutal weapon like the 150mm main gun of a 15cm (Sf ) Lorraine Schlepper re-roll its save? Yes. Passengers of a Destroyed vehicle need to make an Infantry Save, and Brutal forces them to re-roll any Infantry Saves.

ANTI-AIRCRAFT SHOOTING If a Tank Team shooting at aircraft is at the very edge of a wood, does it see the aircraft unconcealed, as it would an enemy tank? Yes, terrain works the same for aircraft as for any other team, with the exception that all Short Terrain and any Tall Terrain more than 4”/10cm from the ground Team is ignored. If my Anti-aircraft team is in the middle of a wood, can it still shoot at aircraft? Yes, although the Aircraft will be Concealed. Nothing ever blocks Line of

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Sight to Aircraft. Presumably the Antiaircraft Unit is set up in a small clearing. Does Smoke ever block Line-of-Sight to and from Aircraft? No, however it does provide Concealment. Smoke is in effect treated as Tall Terrain for the purpose of Line-of-Sight to Aircraft, meaning if within 4”/10cm of anti-aircraft team or target, but is still just Smoke for Concealment. Does my Sherman have to point its turret at a helicopter to shoot its AA MG at it? No. The AA MGs can engage targets in different directions from the main 75mm gun. Since they cannot easily be repositioned on the model and would have no effect if you could, you do not need to point them at the target.

AA IN THE ENEMY TURN What ROF do Anti-aircraft weapons use when shooting at Aircraft in the enemy turn? They use their full ROF. If shooting in their own turn, this is whatever ROF they would normally have, Moving ROF or Halted ROF depending on whether they moved if Dedicated AA, otherwise 1 die. In the enemy turn, the fire with their best ROF. That is normally their Halted ROF, but if they have no Halted ROF, that will be their Moving ROF, but once again, with ROF 1 if they are not Dedicated AA. Anti-aircraft weapons shooting in the enemy turn shoot immediately before the Aircraft shoots. Can you be more specific? As it says, the AA weapon shoots immediately before the Aircraft, so whenever the player declares that they are going to shoot with their Aircraft, the AA player can jump in and try to shoot them down first. You can wait to shoot your Aircraft until after your tanks have knocked out the enemy AA weapons if you want to, which would limit the amount of AA fire they would take. If my Anti-aircraft weapon shot in my previous turn, can it shoot at an Aircraft in the enemy turn? Yes it can. You don’t need to predict when enemy Aircraft will appear. However, once it shoots at an Aircraft in the enemy turn, it cannot shoot in its own next turn.

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If my Anti-aircraft weapon shoots at an Aircraft in the enemy turn, the rules say the Weapon cannot shoot in Defensive Fire or Assault in its next Assault step? How does that affect a Team? If the weapon cannot shoot, the Team can fire its other weapons in Defensive Fire. For example, a Sherman shoots its .50 cal AA MG at some helicopters, then is assaulted by some enemy infantry. It can shoot its MG in Defensive Fire, but not its .50 cal AA MG. However, because one of its weapons shot at an Aircraft in the enemy turn, the Sherman cannot Assault in its next Assault Step. My Anti-aircraft team fires during the enemy turn at some aircraft, then doesn’t do anything in their own next turn, are they Gone to Ground in the next enemy turn? No, it effectively grabbed its shooting from its own next turn. The basic concept is it can’t be Gone to Ground if it shot in or since its last turn. If it is Night and my Anti-aircraft weapon shoots at an Aircraft in the enemy turn, does the enemy need to roll on the Night Vision Table to see it? No. It will be visible at night until the beginning of the next enemy turn.

ARTILLERY Mortars like the 3-inch mortar don’t have a direct-fire line. Does that mean that they can only fire bombardments? Yes it does. If my Artillery Battery fails to Range In, can it Shoot with direct fire? Can it still be Gone to Ground? No. It fired ranging shots for the Bombardment, preventing it from Shooting and revealing its position. I have an Artillery Battery that is firing a Repeat Bombardment. I also have another Artillery Battery that I want to Range In on a new target. Can I use the same team as the Spotting team for both Bombardments? Yes you can. However, although the Repeat Bombardment automatically Ranges In on its first attempt, that still counts as the Spotting Team’s first Ranging In attempt. You can then use

the Spotting team’s second (and third if necessary) attempt to Range In the other Artillery Battery. Can I do it the other way around, with the Spotting team Ranging In the new Artillery Bombardment first? Yes you can. However, if the Spotting team doesn’t Range In the new Bombardment by their second attempt, they won’t be able to Spot for the repeat Bombardment as their third attempt will be taken up still trying to Range In the new Bombardment. Do tanks get a +1 to their Armour Save for being more than 16”/40cm from an Artillery Battery that hit them with an Artillery Bombardment? No. That bonus only applies to Armour Saves from Shooting, not to Artillery Bombardments. A Spotting team must have Line Of Sight to the Aiming Point when Ranging In. Do friendly teams block Line of Sight for spotting? No. Ignore friendly teams when determining Line of Sight for Spotting purposes.

SMOKE BOMBARDMENTS If I’m attempting to fire a Smoke Bombardment (and it’s a once per game option) and fail to Range In, can I try again later? Yes you can. Until you actually fire the Smoke Bombardment, you still have the ammunition stocks to try again. Can I use an existing Ranged In marker from a previous turn to fire a Smoke Bombardment without needing to Range In again? Yes you can.

ASSAULTS An Infantry team has Contacted the enemy if ‘its front edge is as close as it can get to the enemy team’ or ‘its front edge is as close as it can get to another Infantry team from its own Unit that is directly in Contact with an enemy team.’ What does the phrase ‘as close as it can get’ mean? This phrase is used to cover all the physical things that can prevent a team from being placed physically in contact with another, such as a wall or hedge between

them, or even irregularities in the table surface. Basically, if you can’t fit them any closer together than they are, then they are in Contact. If my Infantry team doesn’t have enough movement to physically touch the enemy team, but moves as close as it can given its charge move, is it in Contact? No. It is still not as close as it can possibly get to the enemy team, so it is not in Contact. If I can just get a corner of my team into Contact is that enough? No. The rules require the front edge to be in contact, not a corner. Do I have to Contact the front edge of the enemy team, or can I contact it anywhere? You can Contact any part of the enemy team with the front edge of your team, the front, side, or rear of its base, or even a corner of its base. Do I need to be square to the enemy team’s base when I Contact them? No. You stop when you Contact them, and may or may not be square on to them at that point. My teams need to be within 4”/10cm to Charge into Contact. Does that allow an Infantry team that is 4”/10cm behind another Infantry team that charged to charge as well? Yes. As long as its 4”/10cm move brings it into Contact with the enemy (whether directly or through a fellow Infantry team), it can charge. Can a Tank contact the enemy by moving into contact with another tank that is in Contact with the enemy? No. Only Infantry teams can Contact the enemy through a friendly team, and only if that friendly team is also an Infantry team. Do I have to Charge into Contact with the closest enemy team? No you don’t. You can Charge into Contact with any enemy team that is close enough, but you must take the shortest route to Contact that team.

If my defending Unit passes its Motivation test to Counterattack, can it Charge into Contact with teams from other Units on the attacking player’s side? No. Neither player may bring additional teams into the assault. On the attacking player’s side, only the teams that initially assaulted are in the fight. On the defender’s side, only those within 8”/20cm of them at the start of the assault are in the fight. When my Unit Counterattacks, can I move teams that have been Contacted by the enemy? No. A team that is in Contact with the enemy, either because the enemy Charged into Contact with them, or because the team Charged into Contact with the enemy, cannot move. It is already in Contact with the enemy (because the enemy is in Contact with it), and must fight the enemy it is in Contact with before seeking out other targets.

DEFENSIVE FIRE If my Infantry teams are stationary in Flat Terrain, and therefore Concealed, can they use the Sneaking Up on Tanks rule to prevent the Tank teams that they are Assaulting from performing Defensive Fire? No. The Infantry must be Concealed by Short or Tall Terrain. Does getting Pinned Down by something like being hit by a Minefield or the Defensive Fire of a Flame-thrower force my assaulting Unit to Fall Back and end the assault? No. The only thing that forces you to Fall Back is taking a sufficient number of hits from Defensive Fire. A single hit that Pins Down a Unit will not do that.

ASSAULT COMBAT If I have two teams in Contact with two enemy teams and both of enemy teams score hits, can I allocate both hits to the same team? No. You must spread the hits around if there are multiple teams that are eligible targets. If I have an Infantry team and a Tank team, both in Contact with an enemy rifle team and an enemy bazooka team,

can I allocate the bazooka hit to the Infantry team and the rifle team’s hit to the Tank team? Yes. Presumably the Infantry team were attempting to protect the Tank team from the bazooka, and kept it away from the Tank team, but died in the process. My Bazooka anti-tank teams have the Assault 6 special rule. What does this mean? It means that instead of hitting on a 5+ in Assaults like the larger M1 Garand rifle teams, the small Bazooka teams hit on a roll of 6. How do my infantry kill tanks in assaults? Infantry that hit a tank in an Assault may either use their normal Anti-tank rating against a tank’s Side armour or Anti-tank 2 against its Top armour. Using weapons like the Bazooka can be very effective against lighter vehicles like the Panzer IV, but have limited effect against heavy tanks like the Tiger. Against these infantry in the open can only endure and hope the tanks break off before the infantry’s own determination to counterattack fails.

COUNTERATTACK I have passed my roll to Counterattack. Can I add additional teams into the Assault, or am I limited to those teams already involved? You are limited to those teams already involved in the assault. That means only the teams that originally assaulted on the attacker’s side and those originally with 8”/20cm of them on the defender’s side.

BREAKING OFF If an enemy Tank Unit assaults my infantry and forces them to Break Off. I have tanks within 6”/15cm of the assaulting teams, do my tanks also need to Break Off? Yes they do. When their infantry support falls back, they do too. My tanks failed their Counterattack test and are Breaking Off. Directly behind them there is a hedge, but just off to the side is a gate. Do they have to

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go back over the hedge and risk failing their Cross test and getting captured, or can they detour through the gate” The rules are deliberately somewhat soft on the matter. It would be silly to require the tank to cross the hedge if it could move a few millimetres to the side and go through the gate, for instance. If a team can dodge an obstacle, it may if you want it to. Whichever choice you make, though, it must take the shortest path to do so. My troops are surrounded by enemy infantry when they need to Break Off. Can they move through the infantry to get away? If that is the shortest path to safety, then yes they can. When I assault troops in a building, do I have to go through the doors and windows? Yes. The walls are Impassable Terrain, so you can’t move or fight through them. Does getting Pinned Down by something like being hit by a Minefield or the Defensive Fire of a Flame-thrower force my assaulting Unit to Fall Back and end the assault? No. The only thing that forces you to Fall Back is taking a sufficient number of hits from Defensive Fire. A single hit that Pins Down a Unit will not do that. 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.

LAST STAND I have a Unit of one tank. When does it have to take a Unit Last Stand test? A Unit only needs to take a Last Stand Test at the start of a turn when it has at least one team Destroyed or Bailed Out. So, your Unit would only need to test if the tank was Bailed Out and failed to Remount. The phrase ‘only count teams that are In Command’ under In Good Spirits in Unit Last Stand only refers to the second part of the rule that lists

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how many teams you need to be In Good Spirits if you’ve taken casualties, correct? Yes. Driving away from them doesn’t make the morale effect of the casualties go away. A Transport Unit with just one team remaining would need to take a Unit Last Stand test at the start of each turn. Does it still need to do so if I Send it to the Rear? Yes. They are still disturbed by the number of casualties they’ve taken and are likely to be reluctant to return to the front when called upon. A Formation is In Good Spirits if it has two Units still in existence. Can the HQ be one of those? Yes it can, although it doesn’t have to be. Do the Units need to be In Good Spirits to keep their Formation In Good Spirits? No, they just have to still be in existence.

BRITISH RULES The British Night Attack rule stops Units that don’t have the Night Attack rule from moving out of their deployment area. Isn’t this a rather harsh restriction on the opponent? The rule only applies to the player making a Night Attack. Any of their formations that can’t Night Attack have to wait until dawn to move forward to support the attack. Their opponent’s Units are free to move as they like. I have a spotter who is attempting to Range in three 25 pdr Field Troops. These artillery batteries have the Mike Target special rule that allows the spotter to immediately roll to Range In another battery when they succeed in Ranging In another. How does this work? An example might be the best way to explain this. Let’s say that your spotter succeeds in Ranging In the first battery on the first attempt. Normally, they would now move on to their second attempt and try to Range In another battery. Instead, the Mike Target rule allows them to make another first attempt to range In another battery. Let’s say that they fail to Range In that battery. Now, having

used the bonus attempt allowed by the Mike Target rule, they move on to their second attempt. Let’s say they fail again, and move on to their third attempt. This time they succeed and Range In the second battery, which will suffer a +2 penalty to hit for having Ranged In on the third attempt. Having successfully Ranged In another battery, the Mike Target rule comes into effect again, allowing the spotter to make another third attempt to Range In the last battery. Again they succeed, so the third battery is also Ranged In on the third attempt and suffers the +2 penalty to hit.

BUILDING A FORCE Can I take a Panzer III Tank Platoon Unit as part of a Panzer III Tank Company Formation, and then take another Panzer III Tank Platoon as Formation Support? 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. Can my Motor Company take a Honey Armoured Troop from a Honey Armoured Squadron as Formation Support, and then a second Honey Armoured Troop from a Grant Armoured Squadron as another Formation Support? No. You may not take a Unit that you already have in your Force as Formation Support. If you want two Honey Armoured Troops, then you can buy a Honey Armoured Squadron HQ and make them into a second Formation in your force. If I take an Allied Formation, can I take Support Units from both nationalities? No. You must choose a Force Diagram from one country or the other to base your force on, and can only take options shown on that diagram (including the Allied Formation option). Since Support Units are only found in the Force Diagram (and not in Formation Diagrams), the only Support Units available are those from the principal nationality.

MISSIONS All infantry are in Foxholes at the start of the game. Does this include infantry that deployed in No Man’s Land using the Spearhead rule? Yes it does.

Can passengers in a Transport take or dispute an Objective? Yes they can. In missions like Free-for-All that have alternating deployment, can I ‘deploy’ my Aircraft to effectively skip my turn to deploy? No. Aircraft must be your last deployment after all other Units have been deployed.

AMBUSH When I place a Gun Unit in Ambush with its Transport, do the Gun teams have to be Mounted when they are placed from Ambush? Yes. Like Infantry teams, Gun teams ambushing with their Transports must be Mounted. If they don’t want to Ambush mounted in their Transports, the Transports must be Sent to the Rear.

RESERVES How do I work out my Reserves if I have spent less then the permitted maximum points on my force? The important point to remember is that you are allowed 60% of the permitted maximum points value on table at the start of a game with Reserves. So, if your force is smaller, it just means that your Reserves will be less than the remaining 40%. As the war progresses, the definition of a tank changes. The Deep Reserves rule needs to change to match this as follows: In Late War, the Deep Reserves rule becomes: In a mission with Deep Reserves, you may only place one Tank Unit with Front Armour of 4 or more, or one Aircraft Unit on the table at the start of the game. All remaining units of these types must be held in Reserves. In Mid War, the Deep Reserves rule remains: In a mission with Deep Reserves, you may only place one Tank Unit with Front Armour of 3 or more, or one Aircraft Unit on the table at the start of the game. All remaining units of these types must be held in Reserves. In Early War, the Deep Reserves rule becomes: In a mission with Deep Reserves, you may only place one Tank Unit with Top Armour 1 or 2 that is not a Transport, or one Aircraft Unit on the table at the start of the game. All remaining units of these types must be held in Reserves.

Are Formation HQ Units affected by the Deep Reserves special rule that restricts a player to one Tank Unit with Front armour 3 or more or one Aircraft Unit on table at the start of the game? Yes. The restriction applies to all Units, regardless of their function.

MINEFIELDS When I place Minefields, can I overlap them to make a Unit trying cross them roll a Skill test for each Minefield? No. Teams also only roll one Skill Test to cross the Minefields safely. However, a Team who successfully removes a Minefield, only removes one, even if they are in several. When a team removes a Minefield (instead of Moving) using a Mine Clearing Order, is that Minefield removed right away or at the end of the Movement Step? It is removed immediately. When a team moves using a Blitz Move movement order, do they still need to take Cross tests and test to see if they got hit by a Minefield? Yes. All the normal movement rules apply while making a Blitz Move. The only difference is that once you’ve finished the Blitz Move, you don’t count as having moved for things that happen afterwards. Can I deploy a Unit in a Minefield? If so, what happens? Yes you can. Presumably they are dug in with minefields surrounding their position, and the paths through the minefield that they use for supply and other necessary activities are too difficult to negotiate under fire. The Unit is fine as long as it remains in its foxholes. However, if it moves or counterattacks if assaulted, it will have to test for casualties like any other Unit crossing a Minefield.

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.

COMMAND CARDS If a Unit Command Card gives the Unit Leader a bonus, does this still apply if the Unit Leader is Destroyed and replaced? Yes. Any Unit Leader in that Unit gains that bonus. What about Formation Commanders? Do they retain their bonus after being Destroyed? Yes. The benefits to the Formation Commander from a Formation Command Card remain, even if the Formation Command Team is Destroyed and switches to another team. How are Command Cards included in the Reserves rule? Force Command Cards are always included in the 60% of the force on table, since they are always in effect. Formation Command Cards are included in the 60% of the force on table if any part of the Formation is included as they are in effect in that case. Unit Command Cards are included in the 60% of the force on table if the Unit is included as they are in effect in that case.

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.

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Book and Card Updates This section has updates to the various Flames Of War army books and their associated cards.

DESERT RATS COMMAND CARDS What is the correct Cross Country speed of Softskin Transports? 14”/35cm.

FIGHTING FIRST What is the Unit Transport rule on the M3 half-track card? The Unit Transport rule says: While on table, the Unit Leader of a Transport Attachment must end its Movement Step within 6”/15cm of the Unit Leader of its Passenger Unit.

What is the Field of Fire of a Rear Firing weapon? A Rear Firing weapon can only hit a target fully to the rear of the team.

UNIT CARDS The US M3A1 Armored Recon Patrol unit card has the Scout and Spearhead special rules listed. This Unit also

includes two Jeeps which have a different card only shows the Scout rule. Does that mean that the Jeeps don’t to use the Spearhead rule? No it doesn’t. The Unit is defined on the M3A1 Armored recon Patrol card, and this gives Spearhead to the whole Unit. The Jeep card is used by a variety of Units, so only gives the rules relevant to them all.

AVANTI In the Bersaglieri Weapons Platoon, is it the 47mm gun or the 20mm antitank rifle that is optional? As per the book, the unit includes a 20mm anti-tank rifle as standard, and can add a 47mm gun for +2 points.

The 90mm on Lancia has the Gun Shield special rule. What effect does this have, given that it is a Tank team rather than a Gun team? It functions exactly the same as it would if the 90mm on Lancia was a Gun team.

COMMAND CARDS What is the correct Range for the Captured 25 pdr Artillery? The guns should have a range of 24”/60cm for Direct Fire.

The 90mm on Lancia has the Gigantic special rule. What does that mean? The Gigantic rule is essentially the same as the Large Gun rule on page 92 of the rulebook.

MOVEMENT ORDER SUMMARY CARDS Some Desert Rats and Afrika Korps Movement Orders summary cards require teams to be close to the Unit Leader to Dig In. Is this correct? No. The books are correct. Any team in the unit can dig Foxholes, regardless of where they are.

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COMMAND CARDS Can I take a Formation Command Card for a Support Unit taken as Formation Support from that Formation. As an example, can I take a Motor Platoon as Support for my Grant Armoured Squadron, and use the Guards Motor Company card to make it into a Guards Motor Platoon? Yes you can.

Can I use a Unit or Formation Command Card with an Allied Support Formation or Unit in my Force? As an example, could I take the above Guards Motor Platoon as an Allied Support Unit in my American Force? Yes you can.

Can I us a Force Command Card like Pip Roberts with an Allied Support Formation in my American Force? No. You can only use Force Command Cards with the Force you are fielding, in this case a US Force from Fighting First.

FOG OF WAR CARDS When can Objective Cards that have Turn Counters be claimed? Can I claim it on the turn in which the last Turn Counter is removed? Yes you can. You remove the Turn Counter at the start of the turn, the claim the Objective. Are turn counters removed at the start of both players’ turns, or just at the start of the turns of the player that placed it? Just at the start of the turn of the player that placed it. Can two Objectives be placed in the same place, one on top of the other and then claimed together? Yes they can. When placing cards that can’t be placed close to your own deployment area, does the extension created by the Spearhead rule count? No. The Spearhead rule is only in effect during deployment. After that it is no longer defined as the Spearhead teams could have moved in the meantime. When do you play Hidden Objective cards? At any time. You can play them in your turn or the opponent’s turn. However, you can’t play them after a die has been rolled, but before its effect is resolved. Can you play an Objective card and at the start of a Starting Step, then claim it in the same Starting Step? No you can’t. You must complete your turn before you can claim an Objective.

When do I win? Do I win immediately I score sufficient Victory Points, or do I have to wait until my Starting Step? You must wait until your Starting Step to win. Are the Objectives on the Line in the Sand card supposed to be arranged in a line? Yes. The three Objectives are supposed to be arranged in a line, 12”/30cm apart, centred on the centre of the table. Do I remove an Objective from Line in the Sand when I take it? Yes. You remove the Objective when you hold it to score one point. The card is discarded once all three Objectives have been claimed.

The Scout the Perimeter card requires a Spearhead Unit to score the points. How does this work in Early and Late War? All Reconnaissance Platoons have the Spearhead rule (see page 68 of the rulebook). Both the Diversionary Tactics and Artillery Expert cards allow players to reposition Ranged In markers. Which order do they take effect? Artillery Expert should be played first as this allows a player to move their Ranged In marker anywhere. Then when Diversionary Tactics is played, it allows their opponent to move it 6”/15cm from its new position.

There are two different cards labelled Precise Attack. Does this matter? No. The labels on the cards have no effect on the game. One of the Precise Attack cards gives you points for destroying units with the same name. Does the name have to be exactly the same or do units like Panzer III Tank Platoon and Panzer III (Mixed) Tank Platoon both count? They have different names, so you’d need to pick one or the other. The other Precise Attack card gives a different number of points for destroying Units of more or less than 9 points. How does this work in Early or Late War? Treat the cut-off point as 135 points.

For more information about Team Yankee visit

WWW.FLAMESOFWAR.COM

8

LESSONS FROM THE FRONT EARLY & LATE WAR VERSION 4 QUESTIONS AND ANSWERS ON FLAMES OF WAR MARCH 2018

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

ATTACHMENTS The Attachments rule on page 7 says that Infantry Units containing Transport teams are split into an Infantry Unit and a Transport Attachment. What about Gun Units and others with Transport teams? All Units with Transport teams split the Transport teams off into a Transport Attachment. If it has any Tank teams, they are included in the Transport Attachment as well. What is the difference between Attachments and Combat Attachments (both mentioned on page 7)? Attachments is a new concept in this version of the rules and refers to Units that are associated with another Unit. An example of this would be a Transport Attachment which is the transports for an Infantry Unit. Combat Attachments is a concept carried over from older versions of the rules and refers to Teams attached to a Unit from other Units in the same Formation (where specifically allowed in the Intelligence Briefing). An example of this would be an anti-tank gun or heavy machine-gun attached to an infantry platoon from the company anti-tank or machine-gun platoon.

REDUNDANT TEAMS The Redundant Teams rule on page 7 removes command Infantry teams, Staff teams, and Observer teams from Gun Units. What is a Gun Unit? A Gun Units is one that apart from its Command Infantry team and any Transport teams is predominantly composed of Heavy Weapons, Gun, or Tank teams (before any optional teams are added).

Redundant Teams Points Rebate Team

Fearless Veteran

Confident Veteran

Other

10 points

10 points

5 points

-

+5 points

+5 points

Staff team*

10 points

10 points

5 points

Observer team*

10 points

10 points

5 points

Cavalry Rifle team

25 points

-

-

Pioneer SMG team

-

-

25 points

Rifle/MG team*

25 points

-

15 points

Rifle team

20 points

-

15 points

-

30 points

20 points

-

30 points

20 points

20 points

15 points

10 points

Gun Unit Command team* M2 half-track with .50 cal MG*

Panzer IV J OP US M4 Sherman OP Other OP tank

*Transports (other than M2 half-track with .50 cal MG) carrying Gun Unit Command, Staff, Observer, and other redundant teams do not give an additional rebate. These vehicles (whether armoured or not) do not make a significant difference to their passenger’s points cost. If I add optional Teams to a Gun Unit, can I make one of them the Unit Leader at the start of the game? No. The Unit Leader must be one of the compulsory Gun teams. If my Gun Unit’s Command team was a Command Komissar or Command Sword team, does the new Gun team Unit Leader retain the Komissar or Sword rule? Yes it does. Do I get any points back for the teams I remove? For each team removed as a redundant team, you get the points back shown in the Redundant Teams Points Rebate table.

MOVEMENT What is the correct Road Dash speed of a Slow Tank? It is 16”/40cm. What are the correct Dash speeds for Very Slow Tanks? They are all Unreliable, but applying that penalty makes their Terrain Dash speed slower than their Tactical speed. Do not apply the Unreliable penalty to Very Slow Tanks. It has already been factored into their movement speeds. What is the correct Cross Country Dash speed of a Half-track? It is 18”/45cm.

Do the Redundant Teams rebates apply to forces from Armies of Late War? No. They have already been applied.

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If I have a Gun Unit that includes Infantry teams, can I use the Blitz Move order to move the Infantry Teams? Yes. Gun Teams cannot be issued this Movement Order, but Infantry Teams can.

TRANSPORTS Can a Unit’s Transport Attachment move anywhere it likes? No. Transport Attachments are subject to the Unit Transport rule which says: While on table, the Unit Leader of a Transport Attachment must end its Movement Step within 6”/15cm of the Unit Leader of its Passenger Unit. What happens if the Transport Attach­ ment’s Unit Leader can’t do this? Then the Transport Attachment has to be Sent to the Rear (see page 23 of the rulebook). Is a Gun towed by a Tank using the Tow Hooks rule carried inside or on the Tank? The Gun is towed using the Passengers On Tanks rules as the gun crew are riding on the tank, not inside it.

Aircraft MG and Cannon Anti-tank

Aircraft MG and Cannon ROF

Arsenal Anti-tank

Adjusted Anti-tank

Arsenal To Hit

Adjusted ROF

15

11

2+

3

12

9

3+

2

11

9

4+

1

9

7

8

6

7

6

6

5

Oberst Hans-Ulrich Rudel is an exception to this change and has ROF 2.

MORTARS

Infantry Teams rule. However, this only applies to the initial teams at the beginning of the game (these teams normally have three models, although some players may have modelled them with only two models). In the Perfectly Camouflaged rule for Snipers it says that Sniper Teams are Concealed and Gone to Ground, even when they shoot. Is this the case when they move in the open? No, this only while they remain in their Sniper’s Hide. If they move they lose all the benefits of the Perfectly Camouflaged rule.

Some mortars only have both Artillery Bombardment and direct fire characteristics, while the same mortar in another book just has artillery characteristics. Which is correct? All Mortar teams that can fire an Artillery Bombardment lose their direct fire characteristics and can only fire Artillery Bombardments.

ARTILLERY Rocket Launchers are too effective for their points. As an update to the Bombardment Firepower and Anti-tank Ratings table on page 49 of the rulebook, Rocket Launchers retain their unadjusted Firepower rating.

SHOOTING Does the direction the gun and gun shield are pointing change the Save of an Unarmoured Tank Team with a Gun Shield? No. An Unarmoured Tank Team with a Gun Shield has a 4+ Save all the time, even against Artillery Bombardments. My Unit Leader has been Destroyer=d and I appoint an new one. What happens if my replacement Unit Leader is a Bazooka Team. The Bazooka Team has the score required To Hit in Assaults increased by +1 for being a Small Infantry Team, does the Bazooka Team lose this because it is now a Unit Leader? No, replacement Unit Leaders always retain the characteristics of the replacement team. In this example the new Unit Leader retains its Bazooka Team characteristics, including the Small Infantry Team rule. The rule for Small Infantry Teams on page 57 of the Flames Of War 1939-41 and 1944-45 rulebook does specifically exempt Unit Leaders and Formation Commanders from the Assault Small

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Aircraft Bombs and Rockets Aircraft

Weapon

Adjusted Anti-tank

Adjusted Firepower

P38 Lightning

Bombs

4

2+

Rockets

5

3+

Bombs

4

2+

Rockets

5

3+

Bombs

4

2+

Rockets

5

3+

Arado 234B

Bombs

4

2+

Bf 109E or G

Bombs

4

2+

FW 190F

Bombs

4

2+

Ju 87B Stuka

Bombs

3

2+

Ju 87D Stuka

Bombs

4

2+

Hurricane IV

Rockets

5

3+

Typhoon

Rockets

5

3+

Il-2 Shturmovik

Bombs

4

2+

Rockets

5

3+

Bombs

4

2+

Rockets

5

3+

I-153 Chaika

Rockets

3

3+

Other Aircraft

Bombs

3

2+

P47 Thunderbolt F4U Corsair

Il-2M Tip 3M Shturmovik

The rules for Line of Sight of AOPs seems to be different from other aircraft? Is this correct? No, the Line of Sight rules for AOPs on page 50 of the Flames Of War 1939-41 and 1944-45 rulebook should be the same as the normal Aircraft Line Of Sight rules on page 28. So Line of Sight is traced from any point on the flight stand of any Aircraft or AOP.

AIRCRAFT Aircraft MG and cannon are too effective against tanks, and in some cases insufficiently effective against other targets. As an update to page 44 of the rulebook, Aircraft MG and cannon adjust their Anti-tank and ROF values as shown in the Aircraft MG and Cannon tables. Aircraft Bombs and Rockets are insufficiently effective against tanks. As an update to the Bombardment Firepower and Anti-tank Ratings table on page 49 of the rulebook, Aircraft Bombs and Rockets adjust their Antitank and Firepower ratings as shown in the Aircraft Bombs and Rockets table. What is the Last Stand rating of an Aircraft Unit? Aircraft Units are rated as Confident. The High-speed Jet rule is changing to: Anti-aircraft weapons add +1 to the score needed To Hit when shooting at Highspeed Jet aircraft.

LAST STAND Large infantry units seem rather robust. Units that started the game with at least 16 Infantry or Gun teams are only In Good Spirits if they have at least five Infantry teams (rather than three Infantry teams) or two Gun teams remaining. How do I work out whether or not my Unit made up of a mix of Team types (for example, a US Glider Antitank Platoon with a mix of M1 57mm Gun Teams and Bazooka Teams) is in Good Spirits? If it meets either criteria for being in Good Spirits, so as long as it has either at least three Infantry teams or it has at least two Gun teams, it is In Good Spirits. So

if the Unit had three Infantry teams, it could lose all of its Gun teams ans still be In Good Spirits.

CAVALRY Was it intended that Cavalry Teams would automatically be Destroyed if they Break Off from an assault as they only have a 6”/15cm Tactical move? No. The Cavalry rule on page 68 is missing the following line: Cavalry Teams move up to 10”/25cm when they Break Off in an Assault. When do Cavalry Teams Dismount? Like Passengers and Transports, Cavalry Teams, Dismount at the start of their Movement before Moving in the Movement Step.

FORTIFICATIONS I have to have line of sight to the gun slit of a bunker to shoot it. Do I also need to have to be in contact with a gun slit to hit it in an assault? Yes. A bunker can only be harmed through the gun slits. Do Gun Pits operate like Trench Lines or Bunkers? Gun Pits act in the same way as Trench Lines. What effect do trench Lines have on Movement? Teams crossing them do so at their Tactical or Terrain Dash speed. Which size of Minefield should I use? The old 8”/20cm by 2”/5cm pieces or the new tokens with a 2”/5cm radius around them? Whichever is specified in the mission you are playing. If you are playing a mission from the Early War/Late War Conversion rulebook, then use the 8”/20cm sections. If you are playing a mission from the main rulebook, then use the markers. The Minefield rules say that you have to enter a Minefield to clear it, but then you can clear minefields within 2”/5cm? This seems odd. Remove the “within 2”/5cm”, as this is unnecessary when using 8”/20cm by 2”/5cm minefields.

My Fortified Platoon includes a Bunker, which is a separate Unit in the game. Does the Bunker have to deploy within the 12”/30cm circle with the rest of the Unit? Yes they do. If my Force has more than 60% of its points in Fortifications, what do I do for Reserves? Fortifications and Fortified Platoons are always deployed on the table, even if this results in more than 60% of your points being on table.

MISSIONS If I have part of a Unit with another Unit as a Combat Attachment, how do I work out the points for Reserves? If a Unit has any part of it on the table, then its points are included in the on-table component of the force.

ALLIED SUPPORT Can an Allied Support Unit benefit from the Command Leadership of another Formation Commander? No. An Allied Unit can only benefit from the Command Leadership of its own Formation Commander (if it is part of an Allied Support Formation). Can the Formation Commander of an Allied Support Formation give Command Leadership to Support Units? No. An Allied Formation Commander can only give Command Leadership to its own Formation.

NAVAL GUNFIRE SUPPORT Naval Gunfire Support has various sizes of battery. Does this change under the latest rules? All Naval Gunfire Support is now a 4-gun battery. What are the Anti-tank and Firepower ratings of Naval gunfire Support? They are those shown in the Arsenal, modified as shown on page 49 of the rulebook.

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When do I choose whether the Observer team for my Naval Gunfire Support will be an NGFS Air Observation Post or an NGFS Observer team? You may choose which type of Observer team you will have at the start of each game before deployment. Can my force be supported by multiple Naval Gunfire Support options? Like Air Support, only one company in your force may have Naval Gunfire Support. Why does Naval Gunfire Support have a range in the arsenal? While Naval Gunfire Support can normally reach anything on the table, you might like to play a big game on a large table where you use the range from the beach instead.

BRITISH If I have a British Bagpipes Infantry Team in my Company HQ, nearby Units require one more hit than normal to become Pinned Down. Does the Bagpipes Infantry Team also require nearby Assaulting Units to take one more hit to Fall Back? Yes, the reference in the Bagpipes rule (page 72 of the Flames Of War 1939-41 and 1944-45 rulebook) to Defensive Fire should reference Fall Back. The last sentence should read: Any Unit within 6”/15cm of the Bagpiper requires one extra hit in the Shooting Step to become Pinned Down and in Defensive Fire to be forced to Fall Back.

GERMAN The Stuka zu Fuss rule (page 71) is changing as follows. The Stuka zu Fuss rule limits the Unit to firing their rockets once per game. As an exception: • the FHH Mortar Platoon (page 27 of The Ardennes Offensive), • the Gepanzerte SS-Heavy Mortar Platoon (page 56 of The Ardennes Offensive), • the Führer Panzerfüsilier Mortar Platoon (page 133 of The Ardennes Offensive), and • the Gepanzerte Mortar Platoon (page 51 of Bridge by Bridge) replace the Stuka zu Fuss rule with the Super Heavy Rockets rule (see page 38 of

4

Special Rules and Warriors) instead. The Stuka zu Fuss half-tracks in these platoons form a separate Unit from the 12cm mortars and their transports. If a German half-track with the Mounted Assault rule Charges into Contact while carrying an Infantry Team, how many times do you roll to hit? The Assaulting half-track Transport Teams and any Infantry Teams they are carrying as Passengers can roll To Hit in Assaults. How many hits does it require to drive off an Assault from a Unit using the Mounted Assault rule? The Assaulting Unit is the Transport Attachment, so the number of hits required to make the Assaulting teams Fall Back is determined by the size of that Unit. The Passengers are a different Unit, so are ignored. If a half-track using the Mounted Assault rule is Bailed Out, what happens to the Infantry inside? Nothing. They remain safely in their half-track. Since the half-track can’t assault, neither can its Passengers. What happens if the Bailed Out halftrack is required to Break Off? The Bailed Out half-track is Destroyed since it cannot Break Off. Since it was Destroyed by an assault, the Passengers are automatically Destroyed as well. The Schürzen rule states it increases Side armour to 5 when hit by an ‘infantry weapon’ that has firepower 5+ or 6. Does this mean a Panzer IV that took a hit by PIAT held by an infantry team can use its Schürzen, while a tank that took a hit by PIAT mounted on a Universal Carrier can’t use its Schürzen? No. The word ‘Infantry’ is unnecessary for the meaning of the rule. The rule applies to any weapon with Firepower 5+ or 6 hitting Tank Team with the Schürzen rule. Panzerfausts are ROF 1 weapons and have a rule stating ‘Cannot shoot in the Shooting Step if moved in the Movement Step’ in the arsenal. If using their Moving ROF for shooting

when Pinned Down, does this mean they have a ROF 0 and can’t shoot if Pinned Down? No, they have a ROF 1 with an additional +1 to the score required To Hit for being a ROF 1 weapon. The quoted rule simple prevents them from Shooting, but does not change their ROF. The Volkssturm Platoon’s Local Militia rule says that they have a value of 0 points when working out Reserves. How does this work? You are allowed 60% of your maximum points total on table in missions at the start of a game with Reserves. This being the case, the best thing to do is put the Volkssturm Platoon on table, using 0 points out of your 60%, then add more Units to fill up the points available. This means that your Reserves will be less than the remaining 40%.

SOVIET Are Guards Rocket Mortar Battalions included in the Steel Wall rule which breaks artillery battalions into separate batteries? If so, what comprises a battery? Yes they are included. Treat each pair of Platoons (four Teams) as a Unit. Any Anti-aircraft Platoon added is also a separate Unit. What is the ROF of a Soviet Flamethrower Team and other Flamethrowers with a ROF higher than two in the arsenal? Most Flame-throwers are ROF 2 as stated in their arsenal and on page 44 of the Flames Of War 1939-41 and 194445 rulebook. However, Soviet Flamethrower Teams have all the same stats as stated on page 44 of the Flames Of War 1939-41 and 1944-45 rulebook, except they retain their ROF 4 as found in their Arsenals.

US Can my Aircraft Unit Leader Spot for an Artillery Bombardment using the Under Command rule? No. They do not have the communications equipment to talk to the artillery.

INDEPENDENT TEAMS Are Recovery Vehicles rated as Independent Teams? Yes. They are shown as Independent Teams in the Intel Handbooks and remain so.

5

ERRATA AND EXTRA RULES

1

When compiling the rules updates for the Flames Of War, Special Rules and Warriors book we had to comb through all of our books to and find all the rules that needed to be looks at. Since we the book was published we have noticed a few rules that got missed.

THE ALLIED INVASION OF FRANCE JUNE-SEPTEMBER 1944

PAGE 5: BREACHING GROUP The Breaching Force rule on page 5 should read: A Unit from a Breaching Group may only be held in Reserve if all Breaching Group Units that can be deployed on table have been. PAGE 5: KING’S OWN SCOTTISH BORDERERS Bagpipes rule is on page 72 of the rulebook (not page 65). PAGE 7: RULES NO LONGER USED The Tank Telephones rule is no longer used.

ADDITIONAL RULES PAGE 33: AIRBORNE ARMOURED RECCE SQUADRON HQ AND AIRBORNE ARMOURED RECCE PLATOON Tetrarch, Tetrarch CS and Captured Sd Kfz 10/5 (2cm) Tank Teams use the Scout rule. PAGE 34: SEABORNE ARMOURED RECCE PLATOON Cromwell IV Tank Teams use the Scout rule. PAGE 83: ARMOURED RECCE SQUADRON HQ AND ARMOURED RECCE PLATOON Cromwell IV and Cromwell VI CS Tank Teams use the Scout rule. PAGE 116: HEAVY ARMOURED CAR PLATOON A Heavy Armoured Car Platoon uses the Scout special rules. PAGE 230: ARMORED DIVISION SPEARHEAD One Unit that is not a Spearhead Unit already may use the Spearhead rule if the Force is attacking in a Mission that is not a Meeting Engagement.

as your forces one Observer Team since it is the Formation Commander and does not gain the benefit of the Observer special rules.

PAGE 11: CANADIAN Assault Troops is missing the reference to Remount Tests, it should read: Canadian Units do not use the British Bulldog special rule. Instead Canadian Units pass Rally and Remount Tests on a 3+. PAGE 11: DIXIE AIR SUPPORT Instead of bringing your Air Observation Post on in the starting step, you may leave it off the table. Then reduce the roll required to get your Air Support to 3+. PAGE 11: RUMPUS Replace rule with: If a New Zealand Gun Troop, Field Battery, Royal Artillery Unit (page 94) successfully Ranges In on the first attempt, all Infantry and Gun Teams under the Template must Re-roll successful Saves. PAGE 12: ROAD TO ROME AIRCRAFT ARSENAL P38 Lightning MG should be labelled Cannon giving it ROF 2 (not 3).

ADDITIONAL RULES PAGE 61: ASSAULT GUN PLATOON An Assault Gun Platoon uses the Scout special rules. PAGE 101: BREACHING GROUP Although a Breaching Group is a single Support choice, each Section operates as a separate Unit. The D7 Bulldozer is an Independent Tank Team. Teams from all Sections of a Breaching Group may not Charge into Contact. However, a D7 Bulldozer may Assault Bunkers (see page 76 and 80 of the rulebook). PAGE 101: BREACHING FORCE Teams from a Breeching Group may not be held in Reserves. PAGE 101: AVRE See page 82 of the rulebook.

THE GERMAN Defence OF FRANCE JUNE-SEPTEMBER 1944

ADDITIONAL RULES PAGE 55: BEUTE STUG BATTERIE HQ The special rule listed under the Beute StuG Batterie HQ no longer applies (as this is no longer how spotting works in FoW). A Formation Commander 39H OP does not count

2

PAGE 161: FIRST SPECIAL SERVICE FORCE PLATOON MORTARS At the start of the game before deployment you may group all of the First Special Service Force Platoons’ M2 60mm Mortar Teams or M1 81mm Mortar Teams into a single new Mortar Platoon Unit. One Mortar Team becomes the Unit Leader. The Mortar Teams are no longer part of their original First Special Service Force Platoons. The Mortar Platoon counts as a Unit for all purposes.

PAGE 183: PLATOON MORTARS At the start of the game before deployment you may group all of the Dismounted Cavalry Platoons’ M2 60mm mortars into a single new Mortar Platoon Unit. One M2 60mm Mortar Team becomes the Unit Leader. The M2 Mortar Teams are no longer part of their original Dismounted Cavalry Platoons. The Mortar Platoon counts as a Unit for all purposes and may use the Mountain Training special rule.

PAGE 163:HEROISM If the Unknown Hero is a Gun team, the team remains in play in the same way as a Gun team.

PAGE 20: KERUTT’S PANZERFAUST TRAPS Clarification: You can now take the Panzerfaust Traps without taking von der Heydte. However, this does not mean you can take them twice (once with von der Heydte, and one by themselves), you may still only have up to four Panzerfaust Trap Teams in any Force. Panzerfaust Trap teams are Independent teams.

ADDITIONAL RULES PAGE 131: TOWED TANK DESTROYER PLATOON Towed Tank Destroyer Platoon teams may be place from Ambush within 16”/40cm of enemy teams as an exception to the normal Large Gun rules for placing Immobile Gun teams (see page 65 of the rulebook).

PAGE 126: HITLER’S GUARDS Correct rule to: All Units in a Führerbegleit or Führergrenadier Formation (but nor Support Units) pass Last stand tests on 3+.

PAGE 13: CALLIOPE TANK PLATOON Replace “Tanks from a Calliope Tank Platoon are always Non-assaulting teams when involved in an assault” with “A Calliope Tank Platoon cannot Charge into Contact, and must Break Off in an Assault.” PAGE 28: MINE-EXPLODER TANK PLATOON Delete Always Attacks rule. Replace “Tanks from a Mine-exploder Tank Platoon are always Non-assaulting teams when involved in an assault” with “A Mine-exploder Tank Platoon cannot Charge into Contact, and must Break Off in an Assault.” PAGE 65: ENJOY THE WAR The Enjoy the War rule only applies to SS Platoons. PAGE 65: BAZOOKA TOWN Panzerfaust Trap teams are Independent teams.

PAGE 23: 101ST AIRBORNE DIVISION, GAMMON BOMBS All Carbine, Rifle, Rifle/MG, and SMG Teams in a Parachute Rifle Company HQ and a Parachute Rifle Platoon carry Gammon Bombs giving them Tank Assault 3. Anti-tank rating of 3, FP 1+, verses Top Armour in Assaults. PAGE 31: INFRA-RED VISIBILITY Change last paragraph to:

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In the next enemy shooting step, enemy Teams equipped with Infra-Red Equipment in Line of Sight can be seen the Sd Kfz 251/20 (Uhu) half-track at any distance, but any team shooting at it still gets the additional +1 penalty To Hit for shooting at night.

• Grenadierkompanie Grenadier Platoon.

(page

26)

for

a

German

ADDITIONAL RULES WARRIOR OTTO CARIUS

PAGE 34: CAMOUFLAGE POSITIONS Correct rule to: In order to Shoot at or Spot for an Artillery Bombardment on a Team from a Pulyemyetno-Artillyeriyskiy Batalon HQ, Pulyemyetno-Artillyeriyskiy Company, or Artillery Group that is in a Foxhole, Trench Line or Gun Pit and that has not shot during the game, an enemy Team must be within 16”/40cm of the Team. PAGE 34: HARDENED VETERANS Change to: Teams from Udaney or Shock Units count as Skill Rating Veteran for all purposes excepted for the score needed To Hit them, which remains a 3+ for Trained. PAGE 37: LEYTENANT IVAN ZABOLOTNY Lieutenant Ivan Zabolotny replaces the Unit Leader Pioneer SMG team in an Engineer Sapper Platoon.

FOR BRAVERY Zabolotny and his Engineer Sapper Platoon always pass Motivation Tests on a 2+.

LEADING THE WAY If your Force does not contain another Unit with the Infiltration special rule you may Infiltrate with Zabolotny. Zabolotny may infiltrate his Engineer Sapper Platoon. See the Infiltration rules on page 73 of the rulebook.

ADDITIONAL RULES PAGE 37: ARTILLERY GROUP An Artillery Group is subject to the Steel Wall rule. Because the diagram does not divide the guns into Batteries, treat each pair of Platoons (four Gun Teams) as a Unit for the purposes of the Soviet Steel Wall rule (see page 73 of the rulebook). ROMANIAN ALLIES Romanian Forces that do not have Soviet Allies may take Allied Formations from Grey Wolf, and visa versa. The relevant Formations from Grey Wolf are: • Panzerkompanie (page 72) for a German Panzer Platoon. • StuG Batterie (page 58) for a German Assault Gun Platoon. • Panzergrenadierkompanie (page 78) for a German Panzergrenadier Platoon.

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Otto Carius, Tiger Ace is a Warrior Unit Leader Tiger I E Tank Team rated Confident Veteran. Carius replaces the Unit Leader Tiger I E tank in a Schwere Panzer Platoon for +100 points. Carius’ Schwere Panzer Platoon does use the normal Tiger Ace rules because he has his own special rules below. HERO OF THE FATHERLAND If Carius is Destroyed during a game the morale of the entire German war effort takes a heavy blow, despite any other gains. The German player loses one Victory Point and their opponent gains one Victory Point at the end of the battle. OTTO’S KÜBELWAGEN Otto Carius may be either deployed as normal in his Tiger I E Tank Team at the start of the game, or begin the game as a Kübelwagen Transport Team. While mounted in the Kübelwagen, Carius used the Scout rule on page 68 of the Flames Of War 1939-41 and 1944-45 rulebook. If mounted in his Kübelwagen, Carius’ Schwere Panzer Platoon must be held off-table at the beginning of the game, but counts as an on table Unit for the purposes of the Reserves rules. Despite being modelled as a Kübelwagen, Carius counts as a Front Armour 3 or more Armoured Unit for the Deep Reserves rule (see page 96 of the Flames Of War 1939-41 and 1944-45 rulebook). At the start of any of your turns, you may deploy Carius’ Schwere Panzer Platoon held off-table so that all of the Unit’s Tank Teams are within 6”/15cm of Carius’ Kübelwagen. In addition, each Tiger I E Tank Team must be: • More than 16”/40cm away from all enemy teams, and • Concealed or entirely out of Line of Sight of the enemy. Once deployed, Carius remounts his Tiger I E Tank Team and fights as normal. Remove Carius’ Kübelwagen. The Tigers placed on the table in this way can move and fight as normal during the turn they appear. If Carius is Destroyed while mounted in his Kübelwagen, his Schwere Panzer Platoon is immediately placed in Reserve. Carius’ Tiger becomes a normal Unit Leader Tiger I E Tank Team that still uses the Every Shot Counts special rule, even though Carius has been Destroyed. CARIUS TAKES COMMAND While Carius leads his Schwere Panzer Platoon, the Unit passes Unit Last Stand Tests on a 2+. WHAT A BUNCH OF HEROES! Carius’ Schwere Panzer Platoon passes Motivation Tests to Counterattack in assaults on a 3+.

EVERY SHOT COUNTS! Tiger Tank Teams in Carius’ Schwere Panzer Platoon re-rolls any failed To Hit rolls when shooting their main gun. SETTING UP THE SHOT Enemy Teams do not benefit from Concealment when shot at by Carius. Furthermore, Carius ignores the normal +1 modifier when Shooting at Teams greater than 16”/40cm away. FELDWEBEL ALBERT KERSCHER You may nominate one Tiger I E Tank Team in Carius’s Schwere Panzer Platoon to be lead by Feldwebel Albert Kerscher for +50 points. In addition, while in Kerscher is within 6”/15cm of Carius, Kerscher may use the Setting up the Shot special rule.

ADDITIONAL RULES PAGE 119: ARMOURED COMPANY The HQ, Light and Cruiser Platoons of a Armoured Company operate as separate Units. The HQ Platoon is a headquarters in name only and operates as any other Unit with a normal Unit Leader.

ADDITIONAL RULES PAGE 42: HEROES OF THE SOVIET UNION

SMARTER Teams from Hero Units count as Skill Rating Veteran for all purposes excepted for the score needed To Hit them, which remains a 3+ for Trained.

PAGE 64: MOUNTAIN ARTILLERY BATTERY PACK MULES Gun Teams carried by Pack Mules Transport Teams are Mountaineers, see page 68 of the rulebook. Pack Mule Transport Teams carry Gun Teams as Passengers and the Gun Team is removed from the table while it is carried by the Pack Mule Transport Team. Can a Fallschirmjäger platoon recover its containers at the start of the opponent’s turn? No. They recover them at the start of their own turn.

PAGE 45: HEROES OF THE SOVIET UNION

SMARTER Teams from Hero Units count as Skill Rating Veteran for all purposes excepted for the score needed To Hit them, which remains a 3+ for Trained. PAGE 45: ZA RODINU! Replace rule with the following:

ZA RODINU! A Unit with the Red Banner Unit Leader is Pinned Down on eight or more hits even if it has less then 12 Teams, and forced to Fall Back in Assault Defensive Fire on eight or more hits even if it has less then 12 Assaulting Teams. A Panzerfaust team has Range 4”/10cm, ROF 1, Anti-tank 12, Firepower 5+, and Tank Assault 6.

PAGE 57: HUMAN BULLET The last paragraph of the rule should read: If a Nikuhaku Team is in Contact with an enemy Tank Team when it Rolls to Hit in Assaults they roll 4 dice per Team. These hits may only be assigned to enemy Tank Teams. If there are no enemy Tank Teams they roll one dice per Team as normal. Nikuhaku Teams are rated Tank Assault 4.

5

ADDITIONAL RULES PAGE 64: MOTORISED ARTILLERY BATTALION Because the diagram does not divide the guns into Batteries, treat each pair of Platoons (four Gun Teams) as a Unit for the purposes of the Soviet Steel Wall rule (see page 73 of the rulebook). PAGE 65: MOTORISED HEAVY ARTILLERY BATTALION Because the diagram does not divide the guns into Batteries, treat each pair of Platoons (four Gun Teams) as a Unit for the purposes of the Soviet Steel Wall rule (see page 73 of the rulebook). PAGE 71: ARTILLERY BATTALION Because the diagram does not divide the guns into Batteries, treat each pair of Platoons (four Gun Teams) as a Unit for the purposes of the Soviet Steel Wall rule (see page 73 of the rulebook). PAGE 77: KAVALYERIYSKIY ARTILLERY BATTALION Because the diagram does not divide the guns into Batteries, treat each pair of Platoons (four Gun Teams) as a Unit for the purposes of the Soviet Steel Wall rule (see page 73 of the rulebook).

ADDITIONAL RULES PAGE 75: ARTILLERY BATTALION Because the diagram does not divide the guns into Batteries, treat each pair of Platoons (four Gun Teams) as a Unit for the purposes of the Soviet Steel Wall rule (see page 73 of the rulebook). PAGE 80: MOTORISED ARTILLERY BATTALION Because the diagram does not divide the guns into Batteries, treat each pair of Platoons (four Gun Teams) as a Unit for the purposes of the Soviet Steel Wall rule (see page 73 of the rulebook). PAGE 81: MOTORISED HEAVY ARTILLERY BATTALION Because the diagram does not divide the guns into Batteries, treat each pair of Platoons (four Gun Teams) as a Unit for the purposes of the Soviet Steel Wall rule (see page 73 of the rulebook).

6

PAGE 39: GERMAN SPECIAL RULES The Schürzen rule should be named Bazooka Skirts. PAGE 31: US INFANTRY OBSERVER (XU134) This team has a Skill rating of Veteran 3+. PAGE 49: GERMAN ARMOURED FLAME-THROWER PLATOON (XG119) This team has a Counterattack rating of ‘-’, a Remount rating of 5+, and an Assault rating of ‘-’. PAGE 59: GERMAN INFANTRY OBSERVER (XG145) This team has an Infantry Save of 3+ rather than the Armour ratings shown.

BOOK CORRECTIONS OCTOBER 2017

This document notes a few glitches that have been noted in various Intelligence Briefings. Please note that this is an on-going project. To help players who have read earlier versions of Book Corrections, new material is marked with a line in the left margin. — Phil Yates, Game Designer The M3 75mm GMC is shown without a machine-gun. Is this correct? No. It has an .50 cal AA MG fitted.

THE ALLIED INVASION OF FRANCE JUNE-SEPTEMBER 1944

The Assault Company does not appear to have the ability to field the Assault Anti-tank Platoon, Royal Artillery from page 66. It should be an option in the Anti-tank box at the bottom of the first Support column along with the Assault Anti-tank Platoon (SP), Royal Artillery and the Corps Anti-tank Platoon (SP), Royal Artillery. Can Major Currie arm his Sherman tank with a .50 cal AA MG? Yes he can for +5 points, the same as the Company Command tank he replaces.

The 3 RTR — Desert Veterans rule on page 100 allows an 11th Armoured Division Motor Company to have a Veteran Armoured Platoon as support. The 4th King’s Shropshire Light Infantry spent a lot of time working with 3 RTR, but cannot do this as they are Lorried Rifle Companies. While Overlord does not allow this combination, it is a worthwhile option. As a new variant on the Lorried Rifle Company on page 104, you may apply the 3 RTR — Desert Veterans rule to the Lorried Rifle Company. Naval Gunfire Support has various sizes of battery. Does this change under the latest rules? All Naval Gunfire Support is now a 4-gun battery..

The Armoured Car Support Platoon on page 115 has the Inns of Court more expensive than the Household Cavalry. Is that right? No. The points for the Household Cavalry and the Inns of Court should be swapped.

THE GERMAN Defence OF FRANCE JUNE-SEPTEMBER 1944

Should the Tank Recce Platoon on page  126 be a Reconnaissance Platoon giving it Scout and Spearhead? Yes it should.

Why does the 716. Divisional Anti-tank Gun Platoon not appear in any company diagrams? These guns were the ones in the Sword Wiederstand Nest on page 29. The entry was accidentally left in the book.

The Airborne Engineer Platoon on page 184 says ‘Add Bazooka teams’. The diagram shows Pioneer Bazooka teams. Which is it? They are just Bazooka teams. They are not Pioneer teams. The Glider Engineer Combat Platoon on page 191 says ‘Add Bazooka teams to HQ Section and Operating Squads’. What about the Weapons Squad? It should read ‘Add Bazooka teams to HQ Section, Operating Squads, and Weapons Squad’. The points for 4 M4 or M4A1 Sherman tanks for the Fourth Division on page 269 appear to be wrong. The points should be 335, not 235. The Towed Tank Destroyer Platoon diagram on page 289 shows M5 3in gun (late), should it just be M5 3in gun? Yes, as everywhere else in the book.

The 21. Gepanzerte Multiple Mortar Platoon on page 59 has a Command SMG team and a Command U304(f ) halftrack. Which is the actual command team? As a Gun Unit, the Command team is a Redundant team and is removed. One of the S307(f ) Reihenwerfer half-track. Should an SS-Panzerspähkompanie be able to field a Heavy SS-Panzerspäh Platoon? Yes. It should be an option in the first box, along with the Halftracked, Light, and Puma SS-Panzerspäh Platoons. Should the command team of a Gepanzerte Panzergrenadier Lehr Platoon be an SMG team as shown or MG team as suggested by the first option? It should be an MG team.

1

A Gepanzerte Panzergrenadier Lehr Platoon can remove its half-tracks without having Field Fortifications. Why is this? All of the infantry in the Panzer Lehr Division was mounted in armoured half-tracks. As the Normandy terrain was often unsuited for half-tracks, they sometimes left them to the rear, even when attacking as they had no motorised Panzergrenadiere to use in these situations. A Gepanzerte Panzergrenadier Heavy Platoon and an Armoured SS-Heavy Platoon can remove its half-tracks if the company has Field Fortifications. However, the only way to get Field Fortifications is to take them in place of the heavy platoon, so how can I ever remove the half-tracks? You can’t. We got a little carried away when we included the option. The Gepanzerte Panzerpionier Platoon on page 117 may remove its half-tracks if it has Field Fortifications. Does this remove all of the half-tracks, even those upgraded to Stuka zu Fuss and the command half-track? Yes, they are all removed. The Motorised Heavy Artillery Battery on page 128 has the same points for two and four s10cm K18 guns for the 2nd and 9th Panzer Divisions. What should it be? Two guns should be 180 points. The Schwere SS-Panzerkompanie on page 172 has Panzer Platoon listed twice in its first Support box. Should this be a Panzer Platoon and a Panther Platoon? Yes it should. The SS-Panzer Anti-aircraft Gun Platoon on page 186 does not have numbers for how many 2cm FlaK38(V) on a Panzer IV anti-aircraft tanks you get for the points. You get 3 for 185 points and 2 for 125 points.

The 2cm Flakvierling 38 anti-aircraft gun is listed as Light. Shouldn’t it be Immobile? Yes it should be Immobile. Why is the 7.62cm FK288(r) rated as a Heavy gun when the 76mm ZIS-3 gun is rated as a Medium gun. Most of the guns in use were actually 76mm FK297(r), the 76mm obr 1939 gun. At the time Atlantik Wall was written, the ZIS-3 was the closest model we could suggest to represent it. The 10cm leFH14/19 (t) howitzer is listed as having a Smoke Bombardment, but no direct-fire smoke. Which is correct? This weapon did not have a smoke shell, so should not have a Smoke Bombardment. Is the 8.8cm FlaK36 Nest rated as Anti-aircraft or Heavy Anti-aircraft? It is rated as Heavy Anti-aircraft, the same as all other 8.8cm FlaK36 guns. The 12.2cm FH396(r) howitzers seem to have different characteristics from 122mm howitzers. Is this correct? No. The 122mm obr 1938 howitzer should be Anti-tank 7. The Sd Kfz 251/17 (2cm) half-track has ROF 3. In other books it is shown as 4. Which is correct? It should be ROF 4. Also these vehicles have can fire at full ROF against Aircraft. What are the characteristics of an HMG Nest? HMG Nest: Range 24”/60cm, ROF 6, Anti-tank 2, Firepower 6, ROF 3 when Pinned Down.

Should the SS-Panzer­grenadier­kompanie on page 196 have an Armoured SS-Anti-tank Gun Platoon or a Light SS-Antitank Gun Platoon as a Weapons platoon? It should be a Light SS-Anti-tank Gun Platoon. The S307(f ) Reihenwerfer has Mortar Battery as one of its notes. What does this mean as it is also described as a Rocket Launcher? If it is a rocket launcher, should it not count as two weapons firing as it has 16 tubes like the Katyusha? Mortar Battery was a reference to the rule on page 59 that states that they are rocket launchers, but the heading got left out. As for counting as two weapons firing, yes it should be that way. The 7.5cm KwK35(f ) gun on the Panzer B-2 740(f ) (Char  B-1) has a Range of 16”/40cm and can fire on the move. Is this correct? No. It has Range 24”/60cm and Awkward Layout. The Range for the 2cm KwK38 gun on the Panzer II L Luchs armoured car is given as 16”/60cm on page 233. What should it be? It should be 16”/40cm.

2

The Airborne Engineer Platoon on page 70 says ‘Add Bazooka teams’. The diagram shows Pioneer Bazooka teams. Which is it? They are just Bazooka teams. They are not Pioneer teams. Is the Inns of Court Armoured Car Platoon supposed to be a Recon­nais­sance Platoon with Spearhead and Scout? Yes it is. Should the Canadian Motor Platoon (on page 157) really pay +15 points per Motor Squad for Ram Kangaroo armoured personnel carriers? Like the Rifle Platoon, it should be +15 points for the entire platoon.

How many Ram Kangaroos does the Canadian Motor Platoon get? Does the HQ Section have its own Kangaroo? The platoon has three Ram Kangaroos at full strength. The HQ Section rides with one of the Motor Squads. How is the optional .50 cal MG on the Ram Kangaroo mounted? It is hull mounted. What are the characteristics of the Humber IV and Otter LRC I armoured cars? Humber IV: Wheeled, Front 1, Side 0, Top 0, Co-ax MG. M6 37mm gun: Range 24:/60cm, ROF 2, Anti-tank 7, Firepower 4+. Otter LRC I: Jeep, Front 0, Side 0, Top 0, AA MG. Boys anti-tank rifle: Range 16:/40cm, ROF 2, Anti-tank 4, Firepower 5+, Hull mounted.

These Bunkers have a Field of Fire of 180 degrees to the front of the model and may fire both their main gun and their hull machine-gun at the same time. Can SS-Hauptsturmführer Viktor Graebner make a Spearhead move using the Graebner’s Gamble special rule? Yes he can. The Sd Kfz 251/1 D (Stuka) half-track is listed as a Transport, but has no passengers to carry. Shouldn’t it be a Tank team? Yes it should be listed as a Tank team, not a Transport team. What are the characteristics of the Captured Humber IV armoured car an Captured Humber scout car? Humber IV: Wheeled, Front 1, Side 0, Top 0, Co-ax MG. M6 37mm gun: Range 24:/60cm, ROF 2, Anti-tank 7, Firepower 4+. Humber Scout Car: Jeep, Front 1, Side 0, Top 0, AA MG.

Should the PIAT Battery Carrier count as two weapons firing like the Katyusha as it has 14 PIAT projectors? Yes it should. Naval Gunfire Support has various sizes of battery. Does this change under the latest rules? All Naval Gunfire Support is now a 4-gun battery.

Should the Tank Destroyer Platoon on page 39 be a Reconnaissance Platoon? No. It is a Tank Destroyer Platoon.

Where can Panzerfaust Trap teams be placed using the Panzerfaust Ambush rules? It says they can be in any terrain feature. Does this allow them to be placed on roads or hills, or behind walls? Terrain features are basically things placed on the table, as opposed to the basic table, so, yes, you can placed them on roads and hills. It also makes sense to place them behind walls and other linear obstacles since they can’t actually be on them. Can I place my Panzerfaust Trap team in my opponent’s Movement Steps? No. The rule refers to any of your own Movement Steps only. Tank Pits are now the same as Tank Turret Bunkers (see the Rulebook Update at the end of this document), are Euling’s dug-in assault guns also Tank Turret Bunkers now? Yes. Euling’s Dig In the Assault Guns rule on page 57 is replaced with: Before deployment, you may choose to place all Jagdpanzer IV assault guns from an SS-tank-Hunter Platoon (see page 136) in Assault Gun Pits as Tank Turret Bunkers.

Can the Engineer Combat Platoon on page 91 have halftracks for the ones in the armoured divisions? Yes. They may replace all 2½-ton dump trucks with M3 halftracks for +5 points per half-track. Can I upgrade my Cavalry Recon Platoon jeeps (page 97) with an extra Hull MG? Yes. You may equip any or all Jeeps with a Hull MG for +5 points per jeep. What are the correct points for the Armoured Platoon on page 171? They are 425 points for 2 Sherman V and 2 Firefly IC, 375 points for 3 Sherman V and 1 Firefly IC, or 295 points for 2 Sherman V and 1 Firefly IC. Can I field Daimler armoured cars and Dingo scout cars instead of Humbers in my Recce Platoon (page 202) as I can in other books? Yes. A Recce Patrol with 3 Daimler I and 2 Daimler Dingo costs 175 points.

3

How many points are the trucks for the SS-Panzerpionier Platoon on page 57? Add trucks to the platoon for +5 points. The SS-Aufklärungs Mortar Platoon on page 71 seems to be pointed too high for its rating. Correct. The points should be 3 Mortar Sections for 220 points, 2 Mortar Sections for 155 points, or 1 Mortar Section for 85 points. The diagram for the Panzergrenadier Tank-hunter Platoon on page 197 shows four tanks, but you can only get three in the points section. How many can I have? You may have three. The points for the SS option for the Panzer IV/70 in this platoon are different from earlier in the book. What should they be? 3 Panzer IV/70 for 390 points. 2 Panzer IV/70 for 260 points.

Should the D7 dozer really be unarmoured? As the model shows, its armoured with Front armour 0, Side armour 0, and Top armour 0. Can I equip just some of the squads in a 512 Panzer Scout Platoon with half-tracks? No. It must be all or none. The Sd Kfz 251/17 (2cm) half-track has ROF 3. In other books it is shown as 4. Which is correct? It should be ROF 4.

Is it the 15th/17th Hussars or the 15th/19th Hussars? The 15th/19th Hussars. The Sd Kfz 251/17 (2cm) half-track has ROF 3. In other books it is shown as 4. Which is correct? It should be ROF 4. You can mount your Marine Anti-aircraft 3.7cm FlaK43 guns on Kfz 70 trucks. Aren’t they a bit small for such a big gun? Yep. They should be mounted on Opel trucks (code GE431). A German company equipped with Infra-red Equipment may make a Night Attack. How much Infra-red equipment must I have to use this rule? Ideally, you would have as much Infra-red Equipment as you can, but at a minimum, you must have at least one Combat Platoon equipped with Infra-red Equipment to use this rule.

The Tank Riders Company on page 97 and the Motostrelkovy Company on page 99 have 9 figures in each squad, while all of the other SMG teams have 8 figures. Can I use 8 figures? Yes. All Soviet SMG teams should be 4 figures per team. Do the Shtraf Companies rules on page 251 of the rulebook apply to the 8ya Otdyelnaya Shtrafnoy Batalon (on page 48)? No. The Shtrafbat has its own rules. Both of the Warriors Nevsky (on page 92) and Loza (on page 137) have special rules that say that the Hen and Chicks special rule does not apply to them. What happens if they move and the rest of the company shoots? Can the rest of the company move without them? If the Warrior moves but the others don’t, the rest of the company shoots as stationary. If any of the other tanks do move, you need to revert back to the regular Hen and Chicks rule.

4

The M10 self-propelled anti-tank gun (on page 134) is only available as a Guards option. Can units other than Guards have M10 support? Units that are not Guards are able to take Guards M10 self-propelled guns in support in the same way that Guards units can take regular Red Army SU-57 self-propelled guns in support. A Legkiy Samokhodno-Artillyeriyskiy Polk (Light Selfpropelled Artillery Regiment) (on page 106) equipped with SU-76M can be either a Tank Company or a Mechanised Company. When do I make this decision, at the start of each game or when I form the force? When you form your force you decide once and for all which it will be.

Should the 100mm BS-3 gun have the Volley Fire rule or the Cat Killer rule? It has the Cat Killer special rule, the same as the SU-100.

Should the 100mm BS-3 gun have the Volley Fire rule or the Cat Killer rule? It has the Cat Killer special rule, the same as the SU-100. The SU-57 is based on the M3 half-track. Does it really have thicker side armour? No. Its Side armour is 0. Does a Motorcycle Komissar team really have the MG listed in the arsenal? No. It has a Pistol. Can the 45mm obr 1942 Nest use the Volley Fire special rule? Yes it can.

The SS-Vielfachwerfer Battery on page 171 has Vielfachwerfer auf Maultier rocket launchers. Elsewhere these count as two weapons firing, or four weapons firing if they have Loading Crews. Should these be the same? Yes. They count as two weapons firing, or four if they have Loading Crews. The German arsenal has a minor glitch: The StuG M42 75/18 assault gun is armed with an AA MG in addition to its 7.7cm StuK 75/18 gun.

The German arsenal has a few minor glitches: The StuH42 has Smoke. A Panzerfaust team has Range 4”/10cm, ROF 1, Anti-tank 12, Firepower 5+, and Tank Assault 6.

The points for the Armoured Regiment on pages 118 and 119 change as follows: The Regiment HQ points should be: 1 A10 Cruiser Mk II and 1 Light Mk VI B for 130 points. • Replace 2iC Command Light Mk VI B tank with Light Mk VI C tank for +5 points, A9 Cruiser Mk I tank for +45 points, or A10 Cruiser Mk II tank for +60 points. • Add A9 Cruiser Mk I tank for +80 points, A10 Cruiser Mk II for +95 points, Light Mk VI B tank for +35 points, or Light Mk VI C tank for +40 points. • Add Light Mk VI B tank for +35 points or Light Mk VI C tank for +40 points. The Armoured Company points should be: HQ Platoon of: • 2 A13 Cruiser Mk III and 2 A9 Cruiser Mk I CS 235 points • 2 A13 Cruiser Mk III and 1 A9 Cruiser Mk I CS 200 points • 1 A13 Cruiser Mk III and 2 A9 Cruiser Mk I CS 155 points

5

• •

1 A13 Cruiser Mk III and 1 A9 Cruiser Mk I CS 120 points Replace all A9 Cruiser Mk I CS tanks with Light Mk VI C tanks at no cost.

or HQ Platoon of: • 2 A9 Cruiser Mk I CS and 1 Light Mk VI C 115 points • 2 A9 Cruiser Mk I CS 75 points with Combat Platoons: • 2 Cruiser and 2 Light Platoons +700 points • 1 Cruiser and 2 Light Platoons +460 points • 1 Cruiser and 1 Light Platoon +350 points • Replace any or all A13 Cruiser Mk III tanks with A13 Mk II Cruiser Mk IV tanks for +20 points per tank. ARMOURED TRAINS The Armoured Railcar Platoon is a Supporting Tank Platoon. The Assault Car is an Infantry Car that deploys with the Assault Platoon. MOTORCYCLE RECONNAISSANCE Motorcycle Reconnaissance teams are Tank teams with the characteristics shown in the Motorcycle Reconnaissance Teams table below. ARSENALS The Arsenals have the following changes: All MG teams have ROF 2 when Pinned Down. British Vickers, French 8mm mle 1914, German sMG34 and sMG42, and Polish ckm wz.30 HMG teams all have ROF 3 when moving or Pinned Down. The following weapons now have the Breakthrough Gun special rule (see page 66 of the rulebook): • British: OQF 4.5” howitzer. • French: 105 C mle 1935B howitzer, 105 L mle 1913 S gun.





German: 10cm leFH30(t) howitzer, 10.5cm leFH18 howitzer. The 15cm sIG33 auf Panzer I no longer has the Heavy Infantry Gun special rule. Polish: 100mm wz.14/19 howitzer and 105mm  wz.29  gun.

The French Autocanon de 75mm and German Sd Kfz 10/5 (2cm) have Gun Shields. The Autocanon de 75mm no longer has the Stabiliser Jacks special rule. The weapon of the A9 Cruiser Mk I CS should be listed as OQF 3.7” howitzer rather than OQF 3.7” mortar. An OP Light Mk VI B tank has the same characteristics as a normal Light Mk VI B tank. 25mm SA-34 guns mounted on Lorraine 38L tractors are Tank teams with the following characteristics: Slow Tank, Front 1, Side 0, Top 0, Two AA MG, armed with 25mm SA-34, Range 16”/40cm, ROF 3, Anti-tank 6, Firepower 5+, Hull mounted, No HE, Portee. 15cm sIG33 auf Panzer I has a mobility rating of Slow Tank. 7TP dw and 7TP jw tanks have a mobility rating of Standard Tank. Taczanka machine-gun wagons are not HMG Carriers. Their machine-guns are hull-rear weapons. Taczanka machine-gun wagons, cavalry limbers, and cavalry wagons have a mobility rating of Wagon.

The points for the Armoured Regiment on pages 112 to 115 change as follows: The Regiment HQ points should be: • 4 A9 Cruiser Mk I 320 points • 3 A9 Cruiser Mk I 240 points

MOTORCYCLE RECONNAISSANCE TEAMS

6

Name Weapon

Mobility Front Side Top Range ROF Anti-tank Firepower

Notes

Motorcycle Rifle Rifle

Jeep 16”/40cm

- 1

- 2

- 6

Dismount as Rifle team. Hull mounted.

Motorcycle Rifle/MG MG

Jeep 16”/40cm

- 2

- 2

- 6

Dismount as Rifle/MG team. Hull mounted, Vehicle MG.

Motorcycle MG MG

Jeep 16”/40cm

- 3

- 2

- 6

Dismount as MG team. Hull mounted, Vehicle MG.

Motorcycle SMG SMG

Jeep 4”/10cm

- 3

- 1

- 6

Dismount as SMG team. Hull mounted, Vehicle MG.

Motorcycle VB VB grenade launcher

Jeep 8”/20cm

- 2

- 1

- 4+

Dismount as VB team. Hull mounted, Awkward layout, Can fire over friendly troops.

Motorcycle Light Mortar Light mortar

Jeep 16”/40cm

- 1

- 1

- 4+

Dismount as Light Mortar team. Hull mounted, Awkward layout, Can fire over friendly troops.

Motorcycle HMG MG

Jeep 16”/40cm

- 3

- 2

- 6

Dismount as HMG team. Hull mounted, Vehicle MG.

Motorcycle Anti-tank Rifle Jeep British anti-tank rifle 16”/40cm German anti-tank rifle 16”/40cm

- 1 1

- 4 4

- 5+ 6

Dismount as Anti-tank Rifle team. Hull mounted, Awkward layout. Hull mounted, Awkward layout.

2 A9 Cruiser Mk I 160 points Replace any A9 Cruiser Mk I tank with A10 Cruiser Mk IIA tank for +15 points or A13 Cruiser Mk IVA tank for +20 points per tank.

Italian motorcycles may not remount after Dismounting, and have the Awkward Layout special rule. The Raiders’ Trucks rule remains, so raiding trucks are still mounted singly on a base.

The Heavy Cruiser Armoured Company points should be: HQ Platoon of: • 2 A10 Cruiser Mk IIA and 2 A10 Cruiser Mk IIA CS 305 points • 1 A10 Cruiser Mk IIA and 2 A10 Cruiser Mk IIA CS 210 points

ARSENALS All MG teams have ROF 2 when Pinned Down. The following weapons now have the Breakthrough Gun special rule (see page 66 of the rulebook): • British: OQF 4.5” howitzer. • German: 10.5cm leFH18 howitzer. • Italian 100/17 howitzer, and 102/35 and 105/28 guns.

• •

with Combat Platoons with A10 Cruiser Mk IIA tanks: • 4 Armoured Platoons +1150 points • 3 Armoured Platoons +860 points • 2 Armoured Platoons +570 points The Light Cruiser Armoured Company points should be: HQ Platoon of: • 2 A9 Cruiser Mk I and 2 A9 Cruiser Mk I CS 255 points • 1 A9 Cruiser Mk I and 2 A9 Cruiser Mk I CS 175 points

The British 2 pdr portee, Bofors 37mm portee, and German Sd Kfz 10/5 (2cm) all have Gun Shields. The guns on British Bofors 37mm and 47/32 portees are hullrear weapons. The Italian L3/35 Lanciafiamme flame-tank has a Hull MG. The Stützpunkt 5cm Nest is a Tobruk Pit.

with Combat Platoons with A9 Cruiser Mk I tanks: • 4 Armoured Platoons +970 points • 3 Armoured Platoons +725 points • 2 Armoured Platoons +480 points The Light Armoured Company points should be: HQ Platoon of: • 4 Light Mk VI B 145 points • 3 Light Mk VI B 110 points with Combat Platoons with Light Mk VI B tanks: • 4 Armoured Platoons +440 points • 3 Armoured Platoons +330 points • 2 Armoured Platoons +220 points The points for the Crusader Armoured Squadron on pages 116 to 117 change as follows: The Crusader Armoured Squadron HQ points should be: • 2 Cruiser Mk VI Crusader and 2 Cruiser Mk VI Crusader CS 455 points • 1 Cruiser Mk VI Crusader and 2 Cruiser Mk VI Crusader CS 335 points The Crusader Armoured Platoon points should be: • 3 Cruiser Mk VI Crusader 360 points The Heavy Armoured Platoon points should be: • 3 A10 Cruiser Mk IIA 285 points MOTORCYCLE RECONNAISSANCE Motorcycle Reconnaissance teams are Tank teams with the characteristics shown in the Motorcycle Reconnaissance Teams table on the previous page.

FRENCH FORCES The diagram for the Vichy Anti-tank Gun Platoon on page 108 should show 4 crew (not 5) for the 75mm mle 1897 in the anti-tank role. The Colonial 75mm Artillery battery on page 110 is rated Confident Trained as shown in the diagram, not Confident Veteran as written. PACK MULES Pack Mules are Transport teams that move as Man-Pack Gun speeds. DESERT FORTS All compulsory Combat platoons in a Force with a Desert Fort are must be deployed in the Desert Fort. A Force wit a Desert Fort will always be the Defender in any mission. LRDG PATROL The option to add an extra hull-mounted MG to any or all Chev trucks in an LRDG Patrol applies to all vehicles in the patrol, not just Chev trucks. The arsenal entry for Vickers 0.5” MG should be Vickers 0.5” AA MG. COMPAGNIA AUTOSAHARIANA The extra AA MG should not be Passenger-fired as the vehicles are Tank teams and do not carry Passengers.

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103A COMPAGNIA ARDITI CAMIONETTISTI The Pioneer Assault Training rule should refer to dismounted SMG teams rather than dismounted Rifle/MG teams. ARSENALS The following changes are needed in the arsenals. All MG teams have ROF 2 when Pinned Down. The German 7.5cm LG40 has a Turntable. The following weapons now have the Breakthrough Gun special rule (see page 66 of the rulebook): • French: 105 L mle 1913 S gun. • German: 10.5cm leFH18 howitzer. • Greek 105mm Schneider M1925 gun. • Italian 100/17 howitzer, and 102/35 and 105/28 guns. The British 2 pdr portee, Bofors 37mm SP, French Autocanon de 75mm, German Sd Kfz 10/5 (2cm) all have Gun Shields. The Autocanon de 75mm no longer has the Stabiliser Jacks special rule. The guns on British Bofors 37mm and 47/32 portees, and the Bofors 37mm SP, Italian AS37 da 47/32 trucks are hullrear weapons. The French Laffly S15TOE does not have a 37mm SA-18 gun. Its only armament is an MG. German Captured Crusader tanks have ROF 3. The Italian L3/35 Lanciafiamme flame-tank has a Hull MG. MOTORCYCLE RECONNAISSANCE Motorcycle Reconnaissance teams are Tank teams with the characteristics shown in the Motorcycle Reconnaissance Teams table shown previously. Greek motorcycles may not remount after Dismounting, and have the Awkward Layout special rule. The Raiders’ Trucks rule remains, so raiding trucks are still mounted singly on a base.

ADDITIONAL QUESTIONS If I use the Interdiction Raids in Missions with Reserves rule (on page 125), I can make my opponent ignore a successful Reserves roll. If they were rolling three or more dice, but only got one success, does the At Least One Platoon Arrives rule kick in? If after the effects of the Interdiction Raids, you are left with zero successes, the At Least One Platoon Arrives rule kicks in (it is triggered by the presence of zero successes), so you get a single reserve. The advantage of Interdiction Raids is that it reduces the likelihood of early reserves and reduces the likelihood of multiple reserves later. However, it can’t permanently stall the reserves.

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The Brandenburger Halbkompanie (on page 164) is a Midwar force that has a Gebirgsjäger Infanterie Platoon as a support option. The Gebirgsjäger Infanterie Platoon is part of an Early War force. Can I take it and what is its points value? Infantry platoons don’t change points much across periods. Since the Brandenburgers were supported by a Gebirgsjäger unit that was virtually identical to the Early War one (and worth the same points value), referencing them avoids double-ups. Can a Mid-war Compagnie de Tirailleurs Sénégalais (on page 154) take a Free French Anti-tank Gun Platoon as support? Yes it can. The points value is the same as the Early-war platoon as the points value of the guns does not increase across the two periods. How does the Luftlandesturm­komp­anie HQ (on page 79) arrive on the table if they don’t have a glider? They walk on. This option is for forces that are not using gliders. Can a glider platoon make a glider assault (on page 85) if they are held in Reserves? No, they must arrive by glider in the first turn, otherwise they arrive on foot. In the Cauldron mission, the defender has the first turn. As the gliders don’t land until their first turn, do they count as being on the table in the defender’s first turn? No they do not count as being on the table until it actually arrives. It is still counted when working out which platoons need to be held off the table in Reserve. Does all Terrain cause a Glider to crash? No. Only Difficult and Impassable Terrain cause it to crash. What if it hits an Obstacle like a Barbed Wire Entanglement? Treat it as terrain that causes the Glider to crash. What happens if a glider slides off the table? The best idea is to use Landing Off the Table from the Parachute Landings rules on page 83. Can a Fallschirmjäger platoon recover its containers at the start of the opponent’s turn? No. They recover them at the start of their own turn.

How do I get the SS version of the Panzerpionier Platoon (page 38)? This platoon is only available to Heer units. Use the Pioneer Platoon (page 32).

ADDITIONAL QUESTIONS Does a platoon that has drawn on its Seishin have to assault with all of its teams, or can some voluntarily stay out of the assault? The soldiers are trying to commit suicide to atone for their failure, not make a tactical attack, so yes, all of the teams that can assault must do so. The Fire Bursts rule mentions two-gun batteries. Does that mean the rule doesn’t apply to batteries that are down to one gun? No. The rule applies to all of the ‘two-gun batteries’ in the book, even after they have taken losses and been reduced to a single gun. The Soviet Gun teams don’t have Volley Fire shown in the arsenal. Do they still have the Volley Fire rule. Yes they do. In addition, the BT-7A and SU-12 self-propelled guns also use the Volley Fire special rule. The Type 92 105mm gun has a different range in Banzai. What is the correct range? The Type 92 105mm gun has a Range of 32”/80cm.

The 15cm sFH18 guns of the SS version of the Heavy Artillery Battery (page 38) seem rather cheap. What is the correct cost? 4 15cm sFH18 guns cost 540 points. 2 15cm sFH18 guns cost 280 points. Can a Flammpanzer II shoot at different platoons with each of its flame-throwers? No. They must both target the same platoon. Are German Pioneer teams supposed to be Tank Assault 4 in this book? They are Tank Assault 3 elsewhere. Yes they are. The Germans discovered the need for their infantry to be able to assault tanks when they faced the T-34 and KV-1. Their pioneers responded by developing new and better antitank techniques. Can I get just one KV-2 tank in my KV Tankovy Company (page 61)? Yes. The limit on replacing KV-1 tanks with KV-2 tanks should be ‘any or all’ rather than ‘up to half ’. Is the Tank Destruction Com­pany (page 76) limited to Guards forces? No. It should not have any symbol above its points column, but is rated as Fearless Conscript. What about the Self-propelled Anti-tank Company (page 77)? Likewise, It should not have any symbol above its points column, but is rated as Fearless Conscript. Can a Militia Strelkovy Batalon have a Flamethrower Platoon? No. The Flame-thrower Platoon does not have an option with the Militia symbol.

How can a Kradschützenkompanie (page 24) have a Heavy Artillery Battery? Since they only have one artillery battery, and need to have a Light Artillery Battery before they can have a Heavy Artillery Battery, they can’t.

Does the German Motorcycle Light Mortar team have Smoke ammunition. No. It should not have Smoke in the arsenal.

Can I only have six Panhard 178(f ) armoured cars? You may take Light Panzerspäh Platoons equipped with Panhard 178(f ) armoured cars in place of Mixed and Heavy Panzerspäh Platoons, as long as all of your armoured cars are Panhard 178(f ). What are the correct points for a Light Panzerspäh Platoon with 3 Panhard 178(f ) armoured cars? 3 Panhard 178(f ) armoured cars are 135 points.

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