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THE WORLD WAR ONE MINIATURES GAME

1918 saw great changes in the warfare of the Western Front INSIDE YOU WILL FIND: in and Belgium. e Germans moved 500,000 men from the Eastern Front to the Western Front after the • History of the last battles of the Great War, including Russians pulled out of the war, and launched a series of the Battle of Villers-Bretonneux, Battle of Soissons, and the Meuse-Argonne O ensive. off ensives to break the Allied lines between March and July 1918. Great gains were made and the Allies’ positions were • Great War rules for  ghting the battles of 1918. pushed back huge distances. • Options to  eld German Infanterie, Stoss, Jäger or Siegfriedstellung companies with supporting A7V e Germans utilised specialist off ensive , the panzers in the great o ensives of 1918. Stosstruppen (shock troops), to lead the attacks, using • Field a British Line or Elite Ri e , ANZAC fi re and moment to bypass and outfl ank enemy defensive or Canadian Ri e Company, or a Cavalry positions. and stop the German o ensives, or go on the attack However, tenacious defence and the timely allocation of supported by the ’s great new war machines: reserves by the British, French and Americans was fi nally Mark IV, Mark V and Whippet . able to halt the German progress in July. • Field a French Metropolitan Compagnie de Fusiliers, e Allies immediately launched a series of off ensives that Colonial Compagnie de Tirailleurs, Escadron de gave no respite to the now exhausted Germans. With new Cavalerie or Foreign Russian and American companies tanks to break though German positions and the Allies’ own as they drive the Germans from France with the aid of implementation of fi re and movement tactics, they pushed their Schnieder CA.1 and Char Saint Chamond heavy tanks, as well as the nimble FT-17 light . the Germans back towards their own borders and defeat. • Field an American trained, veteran, or Marine Ri e • • • Company with French tanks, British tanks, or your own American FT-17 tanks in support. Battlefront brings the Great War to life in a game where • Field a Belgian Compagnie de Infanterie supported by you command your troops in miniature on a realistic and their French and British allies. battlefi eld. • Great War missions and mission rules. • Inspirational painting guides and colour photos.

ISBN 9780995104266 DESIGNED IN NEW ZEALAND PRINTED IN CHINA Product Code FW916 THE WORLD WAR ONE MINIATURES GAME © Copyright Battlefront Miniatures Limited, 2019. All rights reserved. i NOTES FROM THE RECENT FIGHTING QUESTIONS AND ANSWERS ON GREAT WAR October 2020

During the time that Great 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 Notes From the Recent Fighting, new material is marked with a line in the left margin. — Wayne Turner, Game Designer

FORCES, MOVEMENT If a Unit Leader issues a Cross Here order, can they use it to cross multiple Some Movement Orders only affect FORMATIONS, UNITS, pieces of Difficult Terrain? teams in Line of Sight of the Unit AND TEAMS Leader. Do friendly teams block Line Yes they can. Any team from the Unit What’s a A7V Tank Team? Is it a single of Sight for Movement Orders? crossing any of the Difficult Terrain vehicle or a of vehicles? within 6”/15cm of where the Unit No. Ignore friendly teams when determin- Leader crossed will benefit. There are four levels inFlames Of War: ing Line of Sight for Movement Orders. • Force - everything you have in the Does a Dig In movement order prevent game (a Force card is where you find If my Unit fails a Blitz Move movement teams that are not digging entrench- Support Units). order, does it have to Move, or can it ments from moving? • Formation - a company, the core of remain where it is and Go to Ground? No. Teams that are not using the your Force (a Formation card tells It doesn’t have to Move. However, if it Movement Order can act as they wish. you which Units you can have in the Shoots, it must shoot with the +1 penalty. Formation). Can a team move through a • Unit - a , the smallest When a team moves using a Blitz Move friendly team? grouping of stuff (a Unit card tells movement order, do they follow all you what Teams are in the Unit and the normal Movement rules? Are they No. The Moving Through Gaps rule what their characteristics are). actually moving? applies. If the gap isn’t big enough, then you can’t move through it. • Team - a single playing piece, Yes. A team using a Blitz Move movement either a single vehicle or a fire team order doesn’t suddenly teleport to the new Remember, ignore their base of infantry. location. It moves 4”/10cm as normal, when using this rule, so can move through pretty small gaps, and Tanks Teams can What is an Artillery Unit? following all the rules for moving. Then, once it has finished its movement, it no easily move through them. It is a Unit with a weapon capable of longer counts as having moved. firing a Bombardment, i.e. one with a Can my models end their movement ROF of Artillery. This means that it must take any Cross tests necessary, roll to cross Minefields as on top of other models? usual, and leaves any Entrenchments it No. COMMAND has dug behind. If a team ended its Movement so TRANSPORT that it was In Command at the If I move through several pieces of If a Unit is being carried as Passengers, end of the Movement Step, does it Difficult Terrain, do I have to take a can they use the Blitz Move movement remain In Command until its next Cross check for each of them? order to Dismount? Movement Step? Yes. Yes, as long as all the rules for Dismounting Yes. In Command is defined by its posi- (such as you can’t do it after the Transport tion at the end of the Movement Step. If I moved into a wood last turn (and has moved) are obeyed. took my Cross check then), do I need The Command Leadership rules give to take another Cross check this turn Can a Passenger Dismount using a re-rolls if the Formation Commander to move out of it? Shoot and Scoot movement order from is close enough and in Line of Sight. Yes. If you start your Movement in a Transport vehicle that did not move Do friendly teams block Line of Sight Difficult Terrain, you need to take a in the previous Movement Step? for command? Cross check at that time. No. You can only Mount and Dismount No. Ignore friendly teams when determin- in the Movement Step. ing Line of Sight for Command purposes.

1 Can I use a Movement Order to GONE TO GROUND in are Tall Terrain. It makes more sense Dismount my infantry from a Is there any benefit to having my teams to view the doors and windows as Tall Transport after it has moved? Gone to Ground if I’m not Concealed? Terrain too. No. Teams cannot Dismount after their No. Only teams that are Concealed That means that you’ll be able to see any Transport has moved. benefit from the additional +1 to be hit teams in the building that you have line (taking the bonus from +1 to +2) for of sight to through a door or a window, Can Passengers in a Transport take or being Gone to Ground. and that are within 2”/5cm of the door dispute an Objective? or window. Yes they can. So why can my teams be Gone to The converse applies for teams looking out Ground in the middle of an open field? of the building at your troops too. SHOOTING Suppose you have a tank behind a hedge. MIXED TARGETS ROTATE TO FACE It doesn’t want to shoot or move, so is My guns are shooting at a unit of three Do all Teams need to rotate to face? Gone to Ground. To teams looking at it enemy armoured cars, one standing in What about Infantry teams that have from across the hedge, it is Concealed, the open, one concealed at the edge of an all-round field of fire? so gets the +2 bonus to be hit for being Concealed and Gone to Ground. a wood, and one out of sight behind All Teams, including Infantry teams, the woods. What score do I need to hit need to rotate to face their target. On the other hand, a team that is behind the hedge looking at it will see it sitting them if they are within 16”/40cm and The purpose of the rule is to make it look in the open in the middle of the field, have a Is Hit On number of 3+? like your toy are actually shooting without concealment. In this case, there If your guns target the armoured car in at their target, so they need to turn to is no benefit from being Gone to Ground, the open, they’ll need 3+ to hit. They could face them. and the team shoots at it with no penalty. target the armoured car in the woods (needing 4+ as it is Concealed), but After rotating to face my target, other Can my Tank teams be Gone would normally gain little from doing so. enemy teams are now in my field of to Ground? fire. Can I shoot at them now? Yes. Infantry, Gun, and Tank teams can I’ve just scored three hits rolling 3, No. You determine your field of fire before all be Gone to Ground. In the case of a 3, and 5. How are my hits allocat- you pick your target. The rotation does Tank team, this represents the crew find- ed? Which hits can I allocate to the not change this. ing the best concealment available and armoured car in the woods? Can I allo- doing things like covering their tank in cate hits to the armoured car behind What do I do if there isn’t enough space branches to make it harder to see. the woods? to rotate a team to face the target? The score you rolled to get the hit has no If the team can rotate by moving slight- LINE OF SIGHT impact on how the hits are allocated. ly away from the obstacle, then do so. Do the general Line of Sight rules Think of it this way. The hardest part of Otherwise, it just rotates as far as it can for Tall terrain apply to Hills and hitting a target on the modern battlefield and shoots anyway. Buildings? is finding it without being hit first. A lone armoured car sitting in the open is a No. The specific Line of Sight and CONCEALMENT dead giveaway. Where there’s one, there’ll Concealment rules for Hills cover the be more. Now that you know where the Do the general Concealment rules special case of Hills. for Tall terrain apply to Hills and enemy are, it’s a lot easier to find the rest Buildings? Is my tank concealed simply of the unit that’s trying to hide. If I have a team on a high hill trying to by being on a hill? shoot at a team on the far side of a low So, in game terms, having figured out Hills and Buildings do not follow the building, can It do so? where the enemy is, you’ve scored three rules for Tall Terrain as they have their hits. The first hit has to go to the target The only way to answer that is to get own rules for Concealment. armoured car, and all hits have to be down to the level of the model and see if allocated to valid targets, so the armoured there is a Line of Sight over the building car behind the woods can’t be hit. That Infantry teams that are stationary in to the opposing team. Flat Terrain are Concealed. Teams in leaves two more hits to be allocated. They Short Terrain are Concealed unless have to be allocated evenly, so one has A shooting team has line of sight to the team looking at them is on a Hill to go to the armoured car in the woods, a window into a building containing or other high ground. Is an Infantry leaving you the choice of which of the two several infantry teams. Which ones can team that is stationary in Short Terrain will take the second hit. I shoot at? Concealed to a team looking at it from a Hill? You can’t shoot through walls, so you’ll need to see the target team through a door Yes. While the Hill cancels the benefit of or a window to be able to hit it. the Short Terrain (essentially making it the same as Flat Terrain), it doesn’t make The Terrain Table has a bit of an oddity stationary Infantry teams any more visi- where it says that doors and windows are ble. They are still Concealed. Short Terrain while the walls they are

2 MISTAKEN TARGET RANGING IN ARMOUR SAVES You have to assign one of the hits from If my Artillery Battery fails to Range Do tanks get a +1 to their Armour Save a shooting team to the team that it was In, can it Shoot with direct fire? Can it for being more than 16”/40cm from an targeting. Does this restriction also still be Gone to Ground? Artillery Battery that hit them with an apply to the opponent when they use No. It fired ranging shots for the Artillery Bombardment? the Mistaken Target rule? Bombardment, preventing it from No. That bonus only applies to Armour No. It is possible to use the Mistaken Shooting and revealing its position. Saves from Shooting, not to Artillery Target rule to swap hits between the Bombardments. target team and a team that had no hits An Artillery Battery started with game assigned, resulting in the targeted team with its Ranged In marker on the ASSAULTS not having any hits on it. table. Does it force enemy teams to CHARGE INTO CONTACT re-roll their Saves using the Repeating An Infantry team has Contacted the BULLETPROOF COVER Bombardments rule on the first turn. enemy if ‘its front edge is as close as it Does an Infantry team need to be Yes it does. It is firing on its existing can get to the enemy team’ or ‘its front immediately behind a stone wall or Ranged In marker, so it is a Repeated edge is as close as it can get to another similar bulletproof terrain to be in Bombardment. Infantry team from its own Unit that Bulletproof Cover? is directly in Contact with an enemy No. So long as it is Concealed by the I have an Artillery Battery that is firing team.’ What does the phrase ‘as close as bulletproof terrain, it is in Bulletproof a Repeat Bombardment. I also have it can get’ mean? another Artillery Battery that I want to Cover and the opponent needs to make a This phrase is used to cover all the phys- Range In on a new target. Can I use Firepower test to Destroy it. ical things that can prevent a team from the same team as the Spotting team for being placed physically in contact with KILLING COMMANDERS both Bombardments? another, such as a wall or hedge between If my Formation Command team is Yes you can. However, although the them, or even irregularities in the table Destroyed, but succeeds in switching Repeat Bombardment automatically surface. Basically, if you can’t fit them any to a Team from another Unit, does the Ranges In on its first attempt, that closer together than they are, then they Formation HQ Unit still exist? still counts as the Spotting Team’s first are in Contact. Since the Formation HQ Unit is defined Ranging In attempt. You can then use as the Formation Command team (and the Spotting team’s second (and third if If my Infantry team doesn’t have possibly other teams as well), and the necessary) attempt to Range In the other enough movement to physically touch Formation Commander still exists, the Artillery Battery. the enemy team, but moves as close HQ Unit still exists. as it can given its charge move, is it Can I do it the other way around, with in Contact? the Spotting team Ranging In the new If my Formation Commander was No. It is still not as close as it can pos- Artillery Bombardment first? Destroyed, but switched to a Team sibly get to the enemy team, so it is not from another Unit, does that Unit Yes you can. However, if the Spotting in Contact. count the Team taken by the Formation team doesn’t Range In the new Commander as being Destroyed? Bombardment by their second attempt, If I can just get a corner of my team No. That Team is simply is no longer part they won’t be able to Spot for the repeat into Contact is that enough? Bombardment as their third attempt will of the Unit. The Unit continues on with No. The rules require the front edge to be be taken up still trying to Range In the one less Team. in contact, not a corner. new Bombardment. What if the Unit no longer has any Do I have to Contact the front edge My Spotting team is Ranging In two Teams left because the Formation of the enemy team, or can I contact Repeat Bombardments, then attempt- Commander switched to the last Team it anywhere? in the Unit? Is the Unit Destroyed? ing to Range In a third Artillery Battery. How does this work? You can Contact any part of the enemy A Unit that has no Teams left is not a team with the front edge of your team, Each time they Range In uses up one Unit, so yes, it is Destroyed. the front, side, or rear of its base, or even of their attempts, so they’d use the first a corner of its base. ARTILLERY two attempts Ranging In the repeat Bombardments, leaving their third Do I need to be square to the enemy Mortars like the 3-inch don’t attempt to try to Range In the third team’s base when I Contact them? have a direct-fire line. Does that mean Artillery Battery. that they can only fire bombardments? No. You stop when you Contact them, Yes it does. A Spotting team must have Line and may or may not be square on to them Of Sight to the Aiming Point when at that point. Ranging In. Do friendly teams block Line of Sight for spotting? No. Ignore friendly teams when determin- ing Line of Sight for Spotting purposes.

3 My teams need to be within 4”/10cm and, because a small part of the tank is COUNTERATTACK to Charge into Contact. Does that behind the front of the gun, it will now I have passed my roll to Counterattack. allow an Infantry team that is 4”/10cm technically be out of the gun’s Field of Can I add additional teams into the behind another Infantry team that Fire, preventing the gun from shooting Assault, or am I limited to those teams charged to charge as well? in Defensive Fire. Is this right? already involved? Yes. As long as its 4”/10cm move brings While it is technically correct, it makes You are limited to those teams already it into Contact with the enemy (wheth- no sense as it would essentially prevent involved in the assault. That means only er directly or through a fellow Infantry Forward Firing guns from shooting in the teams that originally assaulted on the team), it can charge. Defensive Fire in most situations. attacker’s side and those originally within A better interpretation of the rule is that 8”/20cm of them on the defender’s side. Can a Tank contact the enemy by if the tank was a valid target at the start moving into contact with another tank of its Charge into Contact, and is still at If my defending Unit passes its that is in Contact with the enemy? least partly in front of the gun’s base when Motivation test to Counterattack, can No. Only Infantry teams can Contact it makes Contact with a defending team, it Charge into Contact with teams the enemy through a friendly team, then the gun can shoot in Defensive Fire. from other Units on the attacking and only if that friendly team is also an player’s side? Infantry team. Can the gun then use its Anti-tank No. Neither player may bring additional rating against the tank’s Side Armour teams into the assault. On the attacking Do I have to Charge into Contact with rating when it counterattacks, or does player’s side, only the teams that initially the closest enemy team? it have to use the default Anti-tank assaulted are in the fight. On the defend- No you don’t. You can Charge into 2 against Top Armour? er’s side, only those within 8”/20cm of Contact with any enemy team that is Again, while the tank is not technically them at the start of the assault are in close enough, but you must take the short- in its Field of Fire (the requirement for the fight. est route to Contact that team. using the gun’s Anti-tank rating), if the tank was in the gun’s Field of Fire for When my Unit Counterattacks, can I If an enemy team Charged into Defensive Fire and still has at least part move teams that have been Contacted Contact with the rear of my team, is of the tank in front of the gun’s base, then by the enemy? that team in Contact with the team it should be in the gun’s Field of Fire for No. A team that is in Contact with the that Charged it when I Counterattack? this purpose as well. enemy, either because the enemy Charged Does the team move when Charging into Contact with them, or because the into Contact? ASSAULT COMBAT team Charged into Contact with the If an enemy team is in Contact with If I have two teams in Contact with enemy, cannot move. It is already in your team, then your team is already two enemy teams and both of enemy Contact with the enemy (because the in Contact with that enemy team. teams score hits, can I allocate both enemy is in Contact with it), and must That means that it does not move when hits to the same team? fight the enemy it is in Contact with Charging into Contact. No. You must spread the hits around if before seeking out other targets. there are multiple teams that are eligi- DEFENSIVE FIRE ble targets. BREAKING OFF If my Infantry teams are stationary in I have two Units ready to launch Flat Terrain, and therefore Concealed, If I have an Infantry team and a Tank assaults on an enemy Infantry unit. My can they use the Sneaking Up on Tanks team, both in Contact with an enemy first Unit assaults and is forced to Break rule to prevent the Tank teams that rifle team and an enemy bazooka team, Off. My other Unit is within 6”/15cm they are Assaulting from performing can I allocate the bazooka hit to the of the victorious defending Infantry Defensive Fire? Infantry team and the rifle team’s hit to unit. Does it have to Break Off as well, No. The Infantry must be Concealed by the Tank team? or can it still launch its own assault? Short or Tall Terrain. Yes. Presumably the Infantry team were Only Units that were part of the assault attempting to protect the Tank team from can be forced to Break Off. Since you Does getting Pinned Down by some- the bazooka, and kept it away from the cannot assault with two Units at the thing like being hit by a the Defensive Tank team, but died in the process. same time, your second Unit cannot have Fire of a Flame-thrower force my been part of the assault, so does not need assaulting Unit to Fall Back and end My 1.3cm anti-tank rifle teams have to Break Off. the assault? the Assault 4+ special rule. What does Unless the defenders Consolidate away No. The only thing that forces you to Fall this mean? from your second Unit (so that it can Back is taking a sufficient number of hits It means that instead of hitting on a no longer Charge into Contact), it can from Defensive Fire. A single hit that 3+ in Assaults like the larger G98 rifle launch its own assault once the first is over. Pins Down a Unit will not do that. teams, the small anti-tank rifle teams hit on a roll of 4+. If a tank charges a gun with the Forward Firing rule from slightly off to the side, it will hit the front at an angle

4 An enemy Tank Unit assaults my LAST STAND on that diagram (including the Allied infantry and forces them to Break Formation option). Since Support Units I have a Unit that started the game Off. I have tanks within 6”/15cm of are only found in the Force Diagram with one tank. When does it have to the assaulting teams, do my tanks also (and not in Formation Diagrams), the take a Unit Last Stand test? need to Break Off? only Support Units available are those A Unit only needs to take a Last Stand Yes they do. As the defender in the assault, from the principal nationality. Test at the start of a turn when it had all of your teams within 8”/20cm of an at least one team Destroyed, Damaged, assaulting team are part of the assault. or Bailed Out. So, your Unit would only MISSIONS That makes your tanks part of the assault need to test if the tank was Damaged or All infantry are in Entrenchments at (and thus able to shoot in Defensive Fire) Bailed Out and failed to Remount. the start of the game. Does this include even though the assaulting tanks cannot infantry that deployed in No Man’s directly attack them. So, when their The phrase ‘only count teams that Land using the Spearhead rule? infantry support falls back, they do too. are In Command’ under In Good Yes it does. Spirits in Unit Last Stand only refers My tanks failed their Counterattack to the second part of the rule that lists RESERVES test and are Breaking Off. Directly how many teams you need to be In How do I work out my Reserves if I behind them there is a hedge, but just Good Spirits if you’ve taken casual- have spent less then the permitted off to the side is a gate. Do they have to ties, correct? maximum points on my force? go back over the hedge and risk failing their Cross test and getting captured, Yes. Driving away from them doesn’t The important point to remember is or can they detour through the gate” make the morale effect of the casual- that you are allowed 60% of the per- ties go away. mitted maximum points value on table The rules are deliberately somewhat soft at the start of a game with Reserves. So, on the matter. It would be silly to require My unit had three Renault tanks at if your force is smaller, it just means the tank to cross the hedge if it could the end of my last Movement Step and that your Reserves will be less than the move a few millimetres to the side and go they were all In Command. My oppo- remaining 40%. through the gate, for instance. nent shot two of them, leaving just one If a team can dodge an obstacle, it may alive. Are the two Destroyed tanks still How do my troops arrive from if you want it to. Whichever choice you In Command? Do they stop me from Reserves? Can I just place them on the make, though, it must take the shortest needing to take a Last Stand test? edge of the table and begin shooting? path to do so. They aren’t In Command, they’re dead! Teams arriving from Reserve move on The unit only has one tank In Command, from the edge of the table. Simply pick a My troops are surrounded by enemy so needs to take a Last Stand test. point on the table edge and measure their infantry when they need to Break Off. movement from there. Can they move through the infantry A Formation is In Good Spirits if it has to get away? two Units still in existence. Can the My opponent has ended up with If that is the shortest path to safety, then HQ be one of those? Infantry teams all along the area where yes they can. Yes it can, although it doesn’t have to be. my Reserves arrive, leaving no room for my Reserves to arrive without going When I assault troops in a building, Do the Units need to be In Good within 2”/5cm of their teams. What do I have to go through the doors Spirits to keep their Formation In happens to my Reserves? and windows? Good Spirits? Since the battlefield doesn’t suddenly end Yes. The walls are Impassable Terrain, so No, they just have to still be in existence. at the edge of the table, the obvious solu- you can’t move or fight through them. tion is to move some of the opposing teams BUILDING A FORCE back just enough to allow the Reserves on CONSOLIDATION to the table so that they can try to fight Can an Infantry Unit that is Pinned If I take two Formations, can I take their way through the infantry. Down Consolidate towards visible Support Units for both of them? Could enemy teams? I take two lots of artillery for instance? STRATEGIC WITHDRAWAL Yes it can. The restriction against moving No. You must choose a Force Diagram as When in the Starting Step do I with- towards visible enemy teams while the basis of your Force. This determines draw a Unit in a game of Rearguard? Pinned Down does not apply while what Support is available to you. You Can I still withdraw it if it failed a Last Consolidating. can take as many Formations as you like within this Force, but they all share the Stand Check? same Support. Withdraw Units after Checking Victory Conditions. If a Unit is still on table at If I take an Allied Formation, can I take that point, you can withdraw it. 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

5 SPEARHEAD ment location. So you can’t deploy your If my Spearhead Unit were armoured When deploying a Unit in the area Unit across impassable terrain like a cars (which cannot enter a building), around a Spearhead Unit, what does river or cliff. can I place an Infantry Unit in a build- the rule prohibiting placing the unit ing beside the Spearhead Unit? in a place that the Spearhead Unit Yes. Although the armoured cars cannot cannot go mean? actually enter the buildings, infantry Units deploying around the Spearhead following their spearhead can deploy in Unit need to be able to move from the the buildings. Spearhead Unit’s location to their deploy-

6 Book and Card Updates

RULES Page 38: Shooting at Tanks. If a Team other than an Infantry Team Page 53: Pre-panned Artillery Targets. It seems this is a bit of a Shoots at a moving Tank Team, it must In the first sentence it should read throwback to the previous version Shoot with its Moving ROF (including ‘Barbed Wire’, not ‘Minefields’. of the rules. The second paragraph any penalties To Hit from Slow Firing, should read: One-man Turret, or similar rules). GERMAN Page 85: 3.7cm Anti-tank Gun. The gun costs 6 points. Page 95: Veteran 3.7cm Anti-tank Gun. The gun costs 7 points. FRANCE Page 159: Metropolitan 75mm Page 159: Metropolitan 75mm Battery. As a Unit of Gun Gun. As a Gun Team it should have Teams the Unit should have Assault 4+ Assault 4+ under the Skill rating box. under the Skill rating box. Page 175: 4th Marine , Rifle Page 178: 1st Infantry Artillery Page 178: 1st Infantry Division Field Half-Platoon. The Retreat Hell Battery. As a Unit of Gun Teams the Gun. As a Gun Team it should have Counterattack rating should be Unit should have Assault 4+ under the Assault 4+ under the Skill rating box. 2+ (not 3+). Skill rating box. UNIT CARDS Page 177: 42nd Infantry Division Page 178: 42nd Infantry Division Field GWU118 4th Marine Brigade Rifle Artillery Battery. As a Unit of Gun Gun. As a Gun Team it should have Company HQ. The card top bar titles Teams the Unit should have Assault 5+ Assault 5+ under the Skill rating box. should say ‘4th Marine Brigade’, not under the Skill rating box. ‘42nd Infantry Division’. BELGIUM Page 183: Belgian Infanterie Section. Page 184: Artillery Battery. As a Unit The Mauser rifle team should not have of Gun Teams the Unit should have the Trench Fighters rule note. Assault 5+ under the Skill rating box. Page 183: 3” Stokes Trench Mortar. Page 184: Field Gun. As a Gun Team it As a Heavy Weapons Infantry Team it should have Assault 5+ under the Skill should have Assault 5+ under the Skill rating box. rating box.

7 MISSIONS Page 202: Counterattack Mission their entire turn in a Trench Line while Diagram. The defender’s Reserves arrive not Shooting are Gone to Ground in within 16”/40cm of the table corner. the opponent’s next turn, even if they Page 206: Trench Lines. Teams entirely Moved. Teams in Trench Lines do not within Trench Lines are Concealed and block Line of Sight. in Bulletproof Cover. Teams spending PAINTING GUIDE Page 211: French Painting Guide, French Infantry Paint List. Metropolitan Uniforms are a 50:50 mix of Luftwaffe Blue and Infantry Blue. BASING GUIDE 215: French, US, & Belgian Basing. The Chauchat MG team has two rifle- men/ammo bearers and one Chauchat MG gunner (not three riflemen/ ammo bearers).

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