A jeep drives slowly down a deserted road, the crew CONTENTS scanning the village ahead. Without warning, the What is Flames Of ...... 1 distinctive ripping canvas sound of a German ma- chine-gun tears the silence, bullets whizzing past as Companies and Platoons...... 2 the driver throws the jeep into reverse. Team Characteristics...... 3 The Captain watching the unfolding drama speaks Motivation and Skill...... 3 into his throat mike. ‘OK John, they’re there. Clear Playing the Game...... 4 ‘em out, Over’. The rearguard is no surprise. His company has dealt with a dozen just like it in the last Against Tank...... 6 week alone. and infantry advance. Score to Hit...... 6 ‘Ambush! Tigers!’ a strained voice bursts over the Difficult Targets ...... 8 radio, punctuated­ by deeper cracks as the heavy tanks open fire. ‘I’ve lost two tanks. I need smoke. We’ll Firing on the Move...... 9 back off and try to flank them, Over.’ Flank Shots...... 10 The Captain faces a dilemma. Should he call forward Who Gets Hit? ...... 11 his reserve tank platoon against the Tiger tanks? Or Infantry Against Infantry ...... 12 should he send it around the other flank, seeking an easier route forward? Infantry Shooting...... 12 The Captain is you. What will you do? Infantry Moving...... 14 Pinned Down by Fire...... 15 Infantry Against Tanks...... 16 Anti-tank Guns...... 17 Allocating Hits...... 18 Staying In Command...... 19 What Do You Need? Assaults...... 20 Here’s a list of the things you’ll need Launching an Assault...... 20 to play a game of Flames Of War. Defensive Fire...... 21 This Book Fighting in Assaults ...... 22 This book and the Forces book. Counterattacks...... 23 Opponent Breaking Off and Consolidating ...... 24 A friend to play against. Infantry Assaulting Tanks ...... 25 Two Armies Two armies of 15mm (1/100th) scale Assault Armour Saves...... 26 Flames Of War models. Tank Assault...... 27 Battlefield Tanks assaulting ...... 28 Your kitchen table or a 6’x4’ Anti-tank Guns in Assaults...... 29 (180cm x 120cm) gaming table with Checking Morale...... 30 terrain on it. Dice Winning the Game...... 31 A handful of ordinary six-sided dice. Playing Missions...... 32 Measuring device Free-for-all Mission ...... 33 A ruler or tape measure (inches or Knife-fight Mission ...... 34 centimetres). Use this to measure Doodlebug Mission ...... 35 ranges and movement at any point in the game. Rules Summary...... 36 Tokens Some tokens to keep track of the state of your troops. WHAT IS OPEN FIRE?

Open Fire! is your ticket into World War II wargaming. What is Flames Of War? This box set includes everything you will need to begin Flames Of War builds on what you’ve learned with Open discovering the many aspects of this exciting hobby, Fire! and adds many new layers and challenges to your from assembling and painting miniatures to playing game, such as: games on the table top. • National-specific rules Open Fire! combines the joys of painting and modelling your own miniature army with the challenge of facing • Elite warriors to lead your men off against your opponent across a gaming table, and • Reconnaissance and artillery bombardment rules you’ll get to recreate history—or change it! • New missions, and more! You’ve opened the box, assembled the figures, and All of your Open Fire! miniatures are compatible with pitched your men against each other in battle, where Flames Of War, so your transition will be easy and to next? Once you have mastered Open Fire!, rewarding! you will be prepared for taking your game to the next level with Flames Of War.

1 • COMPANIES AND PLATOONS • 2 keeps themalive. In Open Fire!, your miniature soldiersalsooperateinteams,platoons,andcompanies. soldier never doesanythingontheirown. Soldiers are trainedtooperateasateam,anditisthisteamwork that Although theheroic individualsare actsofafew alwaysglorified by themediabackhome, reality isthata company HQfightingasawhole to outmanoeuvre and outfight theenemy. An OpenFire! force isusuallyacompany of threeor more platoons anda COMPANIES into aunit to maximise theircombined strength. Infantry platoons gatherinfantryandgunteams infantry teams. and menfightas Riflemen, machine-gunners, Infantry teams COMPANIES ANDPLATOONS guns support theinfantry. mortars, andanti-tank Heavy machine-guns, Gun teams PLATOONS TEAMS armour, mobility, and firepower. Tanks andassaultgunscombine powerful armoured fist. to fivetank teams into a Tank platoons group two Tank teams into battlewith notraining. too much fighting, and conscripts who, although willing to fight,have been thrown veteran troops liketheAmericanparatroopers, toreluctant soldierswhohave seen Fire! platoonisratedforitsmotivation andskill. Theyrangefrom every fearless astheirweapons, areAs important thequalitiesofsoldiers usingthem.In Open arsenals. Thefirstlinedescribesthe vehicle.Thesecond,initalics,describesitsmain . The arsenalentriesfortwo British tanksare shown below. Vehicles andtheir are describedtogetherin out ineachcountry’s arsenals(seetheForces bookformore information). represented by one miniature onthetable, and These characteristicsareby a set of characteristicsin the rules. laid Teams are thebasicelements inOpen Fire!. Ateamisagroup ofuptofive individualsoldiersora vehicle, each Sherman V Weapon Name Firefly VC primary weapon. primary The vehicle’s Weapon of thevehicle Name andmodel Name M3 75mm gun OQF 17pdr gun OQF how well itcanforce itswaythrough rough terrain. A vehicle’s mobilitydeterminesthedistanceitcanmove eachturnand Mobility the weapon canshoot. The maximumdistance Range the weapon cantakeinoneturn. The maximumnumberofshots ofFireRate (ROF) enemy shooting, while top armour protects against assaulting infantry and artillery fire. andartillery enemy shooting,whiletoparmourprotects againstassaultinginfantry A tank’s armourprotects itagainsttheenemy. Front andsidearmourprotect against Armour 12”/30cm 12”/30cm 32”/80cm 32”/80cm Mobility Range MOTIVATION ANDSKILL TEAM CHARACTERISTICS

W V ehicle Front ROF eapon 6 6 2 2 of theweapon. The armourpenetration Anti-tank C C Anti-tank haracteristi Armour haracteristi Side 10 15 4 4 penetrating itsarmourortoknockoutadug-inposition. The abilityofthe weapon to destroy atankafter Firepower Firepower cs Top cs 3+ 3+ 1 1 Co-ax MG,Hull MG Co-ax Co-ax MG Co-ax No HE. Equipment andNotes strengths, andweaknesses. Additional weapons, Equipment andNotes CONFIDENT RELUCTANT FEARLESS of theweapon. Special abilitiesorrules Equipment andNotes .

. CONSCRIPT VETERAN TRAINED 3

• TEAM CHARACTERISTICS • • PLAYING THE GAME • 4 side ortheotherwinsby takingtheirobjective. player takesaturn.Theyalternatetheirturnsuntilone Steps. Once theyhave finishedtheirturn,theother through the Starting, Movement, Shooting, and Assault fight with all of their troops. In each turn, a player goes In Open Fire!, thetwosidestaketurnstomove and shoot withanyor allof theirtroops. on to theShooting Step,inwhich they troops thattheywantto move, theygo Once theplayerhasmoved allof their PLAYING THEGAME 2. MOVEMENTSTEP 3. SHOOTINGSTEP the enemyor totakeupbetterfiringpositions. all of theirtroops, advancing to close with In theMovement Step,aplayermoves anyor and bring their reserves intothebattle. and bringtheirreserves player tries to rally troops pinned down by enemy fire turn).If theyhaven’tthem intheirintervening won,the have won(orwhethertheiropponentmanagedtofoil ofeachturnaplayerAt checkstoseeifthey thestart 1. S taring

S rough terrain riskgettingstuck. better, whiletroops thatmove through Troops thatdon’t move generallyshoot tep • • • components: Shooting hasthree a roll to destroy a roll to saveand a roll to hit end, itwillgo backover step.rules intheirproper order. thestarting ofthe The lasttwopagespresent asummary withshootingand movement,teaches you thebasicsofgame,starting thenbringinginassaults,at the While L earning breaks off or isdestroyed. stopping until one sideor theother either The fightingcontinues backandforth, not and runfrom thefight. will chargebackinto thefrayor breakoff The enemythenrolls adieto seeifthey Open Fire! follows asetturnorder, outofsequence.Thenextsection itisofteneasiertolearntheparts

the it canclose. Iftheysucceed,theassaultisover. The enemyresponds withavolley of defensivefire,tryingto driveoff theassaultbefore After shooting, theplayer canlaunchassaults,attemptingto storm theenemyposition.

R ules THE OPPONENT’STURN 4. ASSAULTSTEP and AssaultStepswiththeirtroops. through their Starting,Movement, Shooting, their opponent takestheirturn,running Once allof aplayer’sassaultsareover, so only armoured vehiclesgetsaves. hit theenemy.Hand-to-hand combat isdeadly, Every teamthatreachestheenemy rolls to another platoon. their nextassaultwith assaulting playerlaunches of theirtroops, thenthe consolidates theposition The winnerof thefight 5

• PLAYING THE GAME • • TANK AGAINST TANK • 6 facing eachother, thenread ontoseehow toshoot. rangeblastingawayateachother.sitting intheopenatshort Place thetankandassaultgunabout12”/30cmapart a British orUSSherman tankandaGerman StuG Gassaultgun. To keepthingssimplewe’ll assumethattheyare withaone-on-oneengagementbetween twotanks,inthiscase rules istostart The easiestwaytolearntheshooting along, hopingtosurvive. tactics to avoid getting shot. Raw recruits just blunder they are tohit. Veteran soldiersusefire andmovement skill rating—themore skilledthetarget,harder In S core the Forces book. in thearsenalpagesof your weapons are found The characteristicsfor • • • • game . of characteristicsinthe Weapons have anumber W Open Fire!, thescore tohitdependsonthetarget’s when shooting. rolls twodice 2, so theplayer (Rate of Fire) of tank hasaROF on theSherman The M375mm gun eapons it penetrates . bulletproof target an armoured or ability todestroy Firepower gives its trate anothertank. its abilitytopene­ Anti-tank describes how fastitshoots. ROF ofFire) (Rate is that they canshoot. maximum distance givesRange the

to H it

M3 75mmgun Weapon see whathappens. their armour ratingto rolls adieandadds The German player will bounce theshot. to seeifits armour to takean armour save StuG assaultgunneeds theHaving beenhit, of 10,so theshot bounces off theassaultgun’sarmour andhasno effect. A roll of 4givesatotal of 11,whichexceedstheM3 75mm gun’s anti-tankrating Front Armour THE SHERMANSHOOTS… 7 32”/80cm Range + …AND HITSTHESTUG Die Roll ROF Anti-tank

Armour 2 Front Target’s Skill Level 7 10 Conscript = Trained Veteran Firepower 11 or more Exactly 10 9 or less 3+ CONFIDENT and 5,scoring one hit! The Shermanrolls a2 STUG G Score Needed toHit Bailed Out hit on aroll of 4+. as Veteran,so is assault gunisrated German StuG skill rating.The depends on their to hittheenemy The score needed No Effect No Effect 1 or 2 VETERAN Firepower Test 3 or higher 2 or higher 4 or higher No Effect Bailed Out Destroyed 3 to 6 Armour Side 3

17 pdr guninsteadofthe75mmonSherman V. Thecharacteristicsforthe Firefly are given below. probably itagainwithaFirefly notice thattheSherman isabitoutclassed,sotry VC withitslong-barrelled itoutforyourself.Having read thisexample,try Grab acoupleof modelsandsomedicefire away! You’ll first-rate tankkiller tankers amuch-needed tanks gave British gun .Thesenew‘Firefly’ OQF 17pdranti-tank some withtheirexcellent armour, theBritish fitted bigger gunsandbetter behind intheracefor Sherman wasfalling Realising thatthe F irefly of 5ismore thanenough to destroy theBritishtank. The StuGthenrolls adieandcompares itwiththeirfirepowerratingof 3+.Aroll StuK40 gun’santi-tankratingof 11,so theshot penetrates! The Shermanisunluckyandrolls a3givingtotal of just9,lessthanthe7.5cm Armour Front Armour Side roll of 3+. Trained, so ishitona The Shermanis dice foritsROFof 2. back. Ittoo rolls two assault gunshoots In itsturn,theStuG 4

VC 6 . + …AND HITSTHESHERMAN CONFIDENT Die Roll SHERMAN V

= 7.5cm StuK40 gun Weapon TRAINED 12 or more THE STUGSHOOTSBACK… 10 or less Exactly 11 Armour Armour Side Front 4 6 32”/80cm Range StuG’s anti-tankrating compare the total to the front armour, and that to the Sherman’s StuG, roll a dieandadd As withtheGerman armour save. Sherman tankto take an It’s now theturnof the

Bailed Out No Effect No Effect OQF 17pdrgun Weapon 1 or 2 Firepower Test FIREFLY VC ROF Anti-tank 2 No Effect Bailed Out Destroyed 3 to 6 11 32”/80cm Range Firepower 3+ ROF Anti-tank try againnextturn . try 4+ .If they fail,they can and remount onaroll of they gathertheircourage Step .BeingConfident, remount intheStarting anything untilthecrew A bailedouttankcan’t do or not. whether itwillblow up not waitingtosee their tankispenetrated, The crew bailoutwhen B and isoutofthegame. is blown uporburning If atankis destroyed, it D 2 ailed estroyed one hitback! 1 anda6to score The StuGRolls a 15

O ut T Firepower T Armour Front anks 3+ anks 6

7

• TANK AGAINST TANK • • DIFFICULT TARGETS • 8 make adifference inOpen Fire! too. to hittargetsthatare takingcover, tohidebehindhedgesandbuildings,orfiring atlongranges.Thesefactors trying Not shotagainstanobligingopponentsittingintheopen.Mostly, targetisashort-range every gunners are trying so tanksalso add+1 to theirArmour Saverolls. Anti-tank rounds lose effectivenessatlong range, more than 16”/40cm. hit iftherangeis the score needed to difficult. Add+1to at long range is atargetHitting

A Shermancannot shoot furtherthanitsrangeof 32”/80cm. easiest teamto hitintheplatoon The score to hitisalways basedon the M3 75mmgun Weapon increasing thescore neededto hitthem from 4+to 5+. The veteranStuGassaultgunsareconcealed bythehedge, CONCEALED TARGETS 32”/80cm Range ROF Anti-tank 2 DIFFICULT TARGETS LONG-RANGE SHOOTING needing a5+tohit. hit for long range, StuG, so adds+1to nearest visible 16”/40cm from the is more than The Shermantank 10 Firepower 3+ needed tobehit. +1 to thescore position adds concealed Taking upa away theposition of therestof theplatoon. StuG assaultgunsastheinopen gives The Shermansonly needa4to hittheVeteran LONG RANGEANDCONCEALED • • for eachofthefollowing: Add +1to thescore neededtohit T o Target isconcealedby terrain. 16”/40cm away Target ismore than H MIXED TARGETS it M od . ifiers 6 to hit. range, needinga and +1for long concealed target it adds+1for a 16”/40cm away,so that ismore than concealed StuG can only see the The Fireflytank themselves. Allowing ourtankstomove addstacticsto thesluggingmatch. shots and seek out weak spots in their opponent’s armour, all the while usingterrainto avoid getting hit Tanks don’t just sit there pounding away at each other in real battles. They manoeuvre toget better vehicle onaroll of3+. The Veteran German crews free their vehicle onaroll of4+ The Trained British crews canfree their turn untilitgetsfree . its nextturn .If itfails,triesagaineach until itfrees itselfintheStarting Step of bogged down, atankcan’t doanything stuck inthemud,boggingdown .Once is achancethatit’ll throw atrackorget When atankcrosses rough terrainthere T anks allows thetankto cross thehedgesafely. hedge, bog down on arollof 1.Aroll of 3 Tanks moving across difficultgoing, Like a dice usingitsfullROF. does not move rolls two A Sherman tankthat

can

risk bogging down. to 8”/20cmand rough terrainslow Tanks crossing bog

down FIRING ONTHEMOVE ROUGH TERRAIN Hedge Cross country Road Terrain Woods Building MOVEMENT 8”/20cm 12”/30cm M assault gun,or1,2, 3ifaTrainedShermantank. bog down on aroll of 1or 2ifaVeteranStuG Tanks moving inverydifficultterrain,likeabuilding, No change No change ovement 8”/20cm Difficult 8”/20cm Difficult 8”/20cm Speed before shooting intheShooting Step. move upto 12”/30cm intheMovement Step Sherman tanksandStuGassaultgunscan Very Difficult Difficulty D Easy Easy istance having itsROFreducedto 1. rolls one diewhenshooting, A tankthatmoves only Bogging Check Bogging Skill Test bogged down. becoming the building, as itenters tank to stop forces the A roll of 2 2+ 2+ - - 9

• FIRING ON THE MOVE • • FLANK SHOTS • 10 enemy. Of course,thismeansthattheenemywantstogetflankshotshittheir weaker sidearmour! Most tankshave weaker armouronthesidesthantheyhave ontheirfront, afteralltheyplantofightfacingthe other around andthrough theterrain. Swap itagaintoseewhocando better. sides andtry and aSherman V tank(orFirefly huntingeach VC tankfor variety) where they cannotseeeachotherandtry So now you are ready for someserious tank-on-tank action. Set up some terrainandplace a StuG Gassault gun to diceto seewhichithits. the sideof itshull.Itneeds Sherman tank’sturret,but facing thefront of the The StuGassaultgunis the Shermantank,so theShermanwilluseitsFront armour rating. ROF to 1.Ithitsandrolls to seewhere.Ona6,ithitstheturretarmour of The StuGmoved to bringtheShermantankinto itsFieldof Fire,reducingits front armour. StuG, so hitsits the front of the line drawnacross is infront ofa The Shermantank across itsfront . against targetsbehindalinedrawn must move tobringitsgunbear gun liketheStuG lacksaturret, so shoot inanydirection, anassault Unlike Sherman tanksthatcan F ield

of

HITTING THEHULLORTURRET F ire HITTING THEFRONT Armour Front 7 FLANK SHOTS it shoots. its targetbefore are pointing at that itsweapons or itsturret so Rotate the team HITTING THESIDE Armour doing anydamage. shots thathave apoorchanceof than tositstillandtakemultiple a goodchanceatpenetrating to getoneflankshotthathas to move around your opponent Sometimes you mayfinditbetter T Side actical 3

part is hit . part hits, roll adietoseewhich ofthetank it on whichpart or sidearmour, depending If ashotcouldhitthefront H

ull 4, 5,or6 1, 2,or3 thinner sidearmour. so itsshots willhitthe moved behind theline, The Shermantankhas Score its front armour. not justthose facing at targetstoitsside, turret, so it canshoot The Shermantankhasa T

or

i p T urret Area Hit Turret Hull

have beenhitby enemy fire, witha requirement topickclosetargetsandsideshotsfirst. they happentosee,goingfortheeasytargetsfirst.Asa result, thetargetplayer getstodecidewhichtanks In ofbattle,soldierslackthetimetoidentifyspecifictargets.Theyjustshootatwhatever tanks therush 2 out byrolling anadditionaldie ous foe. You cantryandpickit eliminate a particularly danger Sometimes youreallyneedto one showing itsfront armour. must beallocatedahitbefore the The tankshowingitssidearmour allocated to theSherman tankwithin16”/40cm asusual. hits mustbeallocated to theFirefly.Theremaininghit is Of thethreehits,two rolls of 5+means thattwo ofthe PICKING OUTGUNTANKS player thenallocates thehitsevenly hits on theSherman platoon. Thetarget The two StuGGassaultguns score three per hit.Everyroll of 5+ must be allocated across validtargetsintheirplatoon. to thechosen type of tank. 1 be allocated thefirsthit. the shooting teammust tank within16”/40cm of The operational Sherman - TARGET PLAYERCHOOSES WHO GETSHIT? armour gets thethirdhit. range showing itsfront The Fireflytankatlong 3 . 2 . 1 . order: Hits mustbeallocatedinthefollowing A llocating different tacticsandsee what works. tanks andoneFirefly VC tank. out Try armoured platoonofthree Sherman V StuG Gassault gunsagainstaBritish German assaultgunplatoonofthree Time forapromotion! Thistimepita those showing theirfront armour Tanks showing theirsidearmour before away further Tanks within16”/40cmbefore those bogged down tanks. Operational tanksbefore bailedoutor 3

. hi ts 4 closest andsideon. though itisthe have beenhit,even operational tanks a hituntilall can’t beallocated Sherman tank The BailedOut . 11

• WHO GETS HIT? • • INFANTRY AGAINST INFANTRY • 12 Difficult as well. Targetsmodifiersonpage8applyforinfantry Platoon andaGerman Grenadier shooting.Use andstart Platoon 12”/30cmapart someterrainifyou want,asthe platoons.Set istosetupasimpleengagementbetween upaUSParachute twoinfantry way tolearntherules Having foughtitoutwithtanks,it’s combat.Aswithtanks,theeasiest timetogetman-to-man withsomeinfantry SMG MG Rifle/MG Rifle Weapon D are inbulletproof cover destroyed unlessthey If they fail,they are safe andunharmed . If they pass,they are less ofwhathitsthem. them a3+save regard - .Thisgiveshit thedirt when underfire, they heavy armour, instead do nothaveInfantry I across thetargetteams. are distributedevenly by ashootingplatoon All ofthehitsscored on aroll of 4+. Veteran, so arehit paratroopers are rating. TheAmerican the target’sskill to hitdependson the score needed As withtanks, nfantry istri bute I has aROFof 2,so roll two dice. tanks do. TheGermanRifle/MGteam Infantry shoot inthe same waythat nfantry 16”/40cm 3 16”/40cm 16”/40cm 1 4”/10cm 3 Range

S

aves H i ts ROF . GRENADIERS SHOOT… 2 W Rifle/MG

eapons Anti-tank Firepower Team on aroll of 4. passes itssave The firstteam 2 2 2 1 saves, needinga3+to survive. teams need to takeinfantry theAmericanHaving beenhit, 6 6 6 6 16”/40cm …AND HIT THE PARATROOPERS Range FEARLESS PARACHUTE RIFLE two, makingthem anSMGteaminstead. group grabanextraMP40submachine-gun (SMG)or Rifle/MG teams. Sometimes theplatoon command its highrateoffire. This combinationmakesthem machine-gun (MG),known as‘Hitler’s Buzzsaw’ for are armedwithbolt-action Kar98kriflesandanMG42 unequalled, givingthema Veteran status.Theirsquads The German Grenadier platoon’s combatexperienceis G ROF Anti-tank erman 2 scoring two hits! roll a4and 5, The grenadiers 2

VETERAN G renadier Firepower 6 P latoon T to hit. and there isnopenalty they are notconcealed one behindthewall,so across thegapand both theteamsmoving The grenadiers cansee comrades . of theirconcealed give awaythepositions easily spottedteams actually hitasthemore of whichteamsare score tohitregardless enemy platoonforits easiest targetinthe A teamalwaysusesthe U arget se

the destroyed. its save,andis rolls a2,failing The second team

E asiest

of anM260mmmortar, isoftenreinforced whiletheheadquarters withabazooka fortacklingtanks. ­automatic and M1919 .30 cal MG’s and are squad adds the punch Rifle/MG teams. The mortar them aratingofFearless Veteran. Theirriflesquadsmake excellent useoftheirM1 Garandsemi- The Americanparatroopers are extremely well trained,determined,andcombathardened giving US P firepower ratingtouse. team soyou know which type ofweapon hitthe Keep trackofwhich unharmed . the roll isless,theteam to destroy theteam.If firepower ratingorbetter the shootingweapon’s destroy thetarget.Roll pass afirepower testto bullet­ Hits onteamsin can harm them. weapons, orluckyshots, dislodge .Only heavy cover are very hard to inbulletproof Infantry F arachute CONFIDENT irepower

proof cover needto scores one hit. The mortar M2 60mmmortar Team GRENADIER RETURN FIRE HITS THE MORTAR

tess R

VETERAN ifle P latoon 24”/60cm Range PARATROOPERS SHOOT BACK survive unharmed. roll of 4,thegrenadiers the teamithit.Ona to roll a6to destroy the Rifle/MGteam needs With afirepower of 6, cover, the paratroopers needto passafirepowertesttodestroy them. Rifle/MG hitandthemortar team’shit.Becausetheyareinbulletproof The German infantryteamstaketheir3+saves,failingasaveagainst ROF Anti-tank 2 team, ithasa5+save. 60mm mortar. Asagun they score ahiton the Germans shoot back, When thesurviving 1 Firepower 3+ BULLETPROOF COVER paratroopers willneedto roll 5+to hitthem. The VeteranGermans areconcealed, so the their Rifle/MGteamsand60mmmortar. In theirturn,theAmericans shoot backwith or bettertodestroy them. the enemyneedtoroll theirfirepower in bulletproof cover, inwhichcase fail, they are destroyed unlessthey are Guns have a5+save whenhit.If they more vulnerable toenemyfire . around theirweapon, makingthem cover, aguncrew have tocluster canscattertofind While infantry G un

S aves three hits. teams score The Rifle/MG the teamthatithit. A roll of 4destroys has afirepower of 3+. The M260mm mortar 13

• INFANTRY AGAINST INFANTRY • • INFANTRY MOVING • 14 if theydiginaswell, resilient theyare toenemyfire. very Throwtry itout! someterrainonthetableand canbehard maynotbefast,buttheycangoanywhere. tohit,and Infantry though,infantry Once theyhitthedirt team . marker witheach a sculpteddugin marker, orplace with adugin Mark theplatoon enemy fire . themselves from trenches to protect dig foxholes andslit digs in,thesoldiers When aplatoon F oxholes move likeinfantry. the M260mm mortar Man-packed gunslike also gone to ground. If theydon’t move or shoot, theyare if theydo not move, evenintheopen. Infantry teamsarealwaysconcealed slowed byrough terrain. 6”/15cm andarenot Infantry teamsmove are also concealed. and areharderto hitifthey shoot aregone to ground, Teams that do not move or 6”/15cm A platoon candiginwhilepinneddown, butcannot shoot ifitdoes. If aplatoon shoots afterdiggingin,itdoes so asifitmoved. GOING TOGROUND INFANTRY MOVING a skilltestto do so. of moving. Theyneedto pass A platoon candigininstead INFANTRY MOVEMENT benefit from going to ground. to beconcealed byterrainto Tanks andanti-tankgunsneed DIGGING IN not bog downinrough terrain. Unlike tanks,infantryteams do G to hit. concealed, are noharder to ground, butnot hit . Teams thatare gone +1 foratotalof+2to ground, itaddsanother team isalsogoneto needed tohitit.If the adds +1tothescore A teamthatisconcealed shoot attheenemy and stayalive thanto to keepyour headdown Sometimes itisbetter one

cover. is inbulletproof the wholeplatoon They pass,andnow need a3+to digin. are Veteran,so The paratroopers to

G round . battlefield whenheavyfire pinsthemtothe ground. don’tAttacking maywinbattles,butinfantry alwayshave thatoption.It’s hard toadvance onahostile ness oftheenemy’s shooting. while minimisingtheeffective- platoon togetthebestshots manoeuvring your infantry Set upsometerrainandtry flank andclearthemout. your jobis togetaround their are holedupinthewoodsand OK soldier, listen up! Theenemy Down cannot shootatall. when Pinned Down. Troops thatmove whilePinned and gunteamshalve theirROF infantry Likewise, Rate ofFire (ROF) whenshootingonthemove. still andtakingcareful aim, soteamshalve their Shooting onthemove isnotaseffective as sitting score theyneedto hit. Instead, theyadd+1to the their ROFwhenmoving. a Rifleteam,do not reduce Weapons withROF1,suchas Rifle Teams a score of 3+. test to rally, needing will takeamotivation Fearless paratroopers their nextturnthe At thestartof the paratroopers are pinned down. step ispinneddown. Thegrenadiersscore fivehits,so An infantryplatoon that takesfivehitsinashooting PINNED DOWNBYFIVEHITS R PINNED DOWNBYFIRE ate teams withaROF2. making themRifle/MG and machine-guns have amixof rifles Most infantrysquads Rifle/MG Teams

of F from theenemy. can move away pinned down,but enemy teams while closer to visible cannot move Infantry andguns SHOOTING WHILE MOVING OR PINNED DOWN ire

while

M SMG team MG team pinned down cannot shoot. A team that moves while 2 or 3 ROF when pinneddown. they shoot atROF2 effectiveness indefence, of 3,butdueto their MG teamshaveaROF MG Teams oving 1 Moving ROF 1 (+1to hit)

or 3 1 1 halves itsrateof fire. moving or pinneddown, it If ateamshoots while P rally onaroll of4+. The Confident grenadiers roll of3+ . paratroopers rallyona The Fearless US again thefollowing turn . turn .If they fail,they try Starting Step oftheirnext until they rallyinthe move towards theenemy its abilitytofire .It cannot advancing andreducing pinned down, stoppingit five timesinastepis A platoonthatishit R inned

allying Pinned Down ROF their fullROFof 3. on themove with SMG teamscanfire assault weapons, Using lightweight SMG Teams 1 (+1to hit) D own 1 2 1 15

• PINNED DOWN BY FIRE • • INFANTRY AGAINST TANKS • 16 Tanks’ maingunsare overkill are dugin,sotheyusuallyreturn unlesstheinfantry fire withtheirmachine-guns. the Tanks monsters,immunetoarifleman’s are big,scary bullets,butwiththeirbazookas andtheir German equivalents,

Panzerschreck (Tank Terror) and (Armoured Fist), are farfrom helplessagainstthem. theinfantry moving or not. whether theyare guns haveROF3, Tank machine- second weapon only hasROF 1. gun. Itcanfireboth atthesametime, butthe mounted besidethemaingunandahullmachine- A Sherman tankhasaco-ax machine-gun Weapon Bazooka 8”/20cm Weapon anti-tank rocketlauncherseach. teams equipped withtwo Panzerschreck A Grenadierkompanie hasanti-tank team, givingitadeadlyanti-tankweapon. The ParachuteRiflePlatoon hasaBazooka Range 8”/20cm Range AGAINST TANKS INFANTRY AGAINSTTANKS TANK MACHINE-GUNS ROF Anti-tank ROF Anti-tank 1

2 PANZERFAUST AND PANZERSCHRECK Vehicle MG Weapon 10 11 Firepower Firepower 5+ 5+ 16”/40cm Range machine-guns haveROF1. the main gun,butthenboth machine-guns whilefiring The tankcanalso fireboth

ROF Anti-tank 3 down. moving or pinned of +1to hitwhen suffers apenalty a ROFof 1,so it the Bazooka has Like aRifleteam, Panzerfaust 4”/10cm Weapon 2 Firepower 6 Range thicker front armour effect onshotshittingits a bazooka .It hasno when hitinthesideby gun failsitsarmour save 4+ save iftheassault givesSchürzen anextra and bazookas . against anti-tankrifles on thesidestoprotect it , skirting, has Schürzen The StuG Gassaultgun S chürzen ROF Anti-tank 1 the othereachturn . so canonlyfire oneor mounted machine-gun, main gunandahull- has ahull-mounted The StuG Gassaultgun H machine-gun . usingitsco-ax infantry so itcanonlyshootat explosive) ammunition, gun hasnoHE(high specialist tankhunter The Firefly VC’s 17pdr NO if theteammoves. These cannot befired anti-tank weapons. with Panzerfaust teams areequipped German command ull HE W 12 eapons Firepower 5+ . but are cheaptomakeandeasyhide.No love wonderthe infantry them! The infantry’s anti-tankgunsare alwaysanastysurprisefortanks.Theypackthepunchoftankgun,

for more excitement! other. Throw insome guns from eachsideagainst some tanksandinfantry a variety ofterrainandpit infantry. Set upatablewith battle withtanksand together andfightabig It’s timetoputitall Very DifficultGoing. Guns cannot move through Difficult Going. bog down on aroll of 1in Like atank,thegunwill front of its base. limited to targets in gun, itsfieldof fireis like theStuGGassault not haveaturret,so The 7.5cmPaK40does 7.5cm PaK40 Team shoot withROF1whentheymove. 4”/10cm eachturn.Theycanstill The crewcanpushtheirgunupto 32”/80cm Range MOVING GUNS ROF Anti-tank 2 ANTI-TANK GUNS tank ratingof 12. than thePaK40anti- total of 9— armour of 6for a 3 andaddsitsFront The Shermanrolls a 12 2 Firepower GUNS SHOOTING as itsgunshieldgivesitbulletproof cover. need to passafirepower testto destroy it Shots hittingthefront ofa7.5cmPaK40 3+ GUN SHIELDS ANDCONCEALMENT less hit theTrainedShermantank,so scoresone hit. rolls twodiceto hitfor itsROF 2.Itneeds3+to Guns shoot justliketanks, so the7.5cmPaK40 scoring a4 to destroy theSherman tank. The 7.5cmPaK40rollsaFirepower test, 3 instead oftheusual5+. shooting, ithasa3+save rather thanmoving and If agunhasgonetoground destroy them. their firepower orbetterto case theenemyneedstoroll bulletproof cover, inwhich destroyed unlessthey are in hit .If they fail,they are Guns have a5+save when G un 1

S aves they aredugin. are concealed if the 7.5cmPaK40 Medium gunslike on aroll of 3+. guns candigin Like infantry,the 17

• ANTI-TANK GUNS • • ALLOCATING HITS • 18 the commandercanusuallyfindanothersoldiertopickup weapon. Hitting theenemyisasmuchluckskill,soeven ifamachine-gunner orbazooka manishitby anunluckyshot, Most soldierssimplyblaze awayatmuzzleflashesorenemysoldiersglimpsedastheydashfrom cover tocover. team isnot hit. short range,this unprotected andat so despitebeing the lastto behit, Gone toground are Teams thatare at thesame platoon. it mustfirethem all machine-guns together, fire itsmaingunand Although a tank can two hitswith theirmachine-guns. hit withtheirM375mm gunsand The Shermanplatoon scores a 1 proof cover. Thesetwo teamstakemachine-gun hits. Unprotected teamsarealwayshitbefore those inbullet- hits evenlyacross thevalidtargets. hit, thetargetplayerallocates the Once aplatoon hasfinished rolling to ONE TARGETPERTANK 2 6 ALLOCATING HITS TARGET PLAYERCHOOSES 3 platoon. at thegrenadier platoon andone the assaultgun tank shooting at fire, withone can splittheir but theplatoon the grenadiers, assault gunand shoot atboth the A singletankcan’t 5 . 4 . 3 . 2 . 1 . Hits mustbeallocatedto: at, inthefollowing order the platoonthey are shooting shooting platoonevenly across allocates thehitsfrom a The player beingshotat A llocating 5 showing theirfront armour side armour before those Tanks showing their those inbulletproof cover Unprotected teams before before away those further Teams within 16”/40cm down tanks . bailed outorbogged Operational tanksbefore that are gone toground . Other teamsbefore those any hits. team isn’tallocated it isunprotected, this closer, so eventhough after those thatare 16”/40cm awayarehit Teams more than lobbed itsway! the 75mm shell cover, itgets in bulletproof next hit.Asitis building getsthe The teaminthe

hi ts 4 . . . .

mind whenyou move your platoonsacross thetable. stick togetherifthey are going to fightasa unitinstead ofabunch ofindividuals. You need tobearthisin There’s no point in an officer giving orders if there’s them out. Platoons need to no one around to carry when theydo so. get backinto command command move, theymust If teamsthatareout of team to hearorders. within 6”/15cm oftheircommand Veteran infantryneedto stick guns canbeupto 8”/20cm apart,whiletheTrainedShermans needsto staywithin6”/15cm. Tanks haveradios to passon orders, so theycanspreadout more. TheveteranStuGGassault STICKING TOGETHER STAYING INCOMMAND STAY HEREANDCOVERME 6”/15cm chain to the farendof theplatoon. within 6”/15cm andso on down the can relayorders to other teams Teams close to thecommand team want tofollow therestof theplatoon, itcan’tmove atall. the platoon moves to outflank them.AstheFireflydoesn’t the Germanassaultgunsfrom thefront whiletherestof The commander canleavetheFireflyVCtank-killerto engage them whentheymove. of theplatoon with must takeatleasthalf The platoon commander making stupidmistakes. vised ifthey are toavoid hand needtobewell super­ conscriptsontheother Raw when they needtoaswell . good atpassingonorders being told,andthey are know whattodowithout Experienced soldiersoften C Conscript Trained Veteran Skill Conscript Trained Veteran Skill ommand

D 4”/10cm 6”/15cm 4”/10cm 6”/15cm 8”/20cm istance 2”/5cm Others Tanks 19

• STAYING IN COMMAND • • INFANTRY ASSAULTS • 20 an assaultandsoundthecharge! assaultwithbayonets pickonetolaunch andhandgrenades. platoons4”/10cmapart, Setinfantry uptwoinfantry take cover anddigin,theyare remarkably tough.Sometimes theonlywaytodigthemoutislaunch anall-out It onabattlefieldunderthefire oftanksandmachine-guns,butoncethey survive seemsincredible thatinfantry stalking tanks. gun nestsand charging machine- won by soldiers number ofmedals witnessed by the many battles,as deciding factorin areAssaults the and S part intheassault. non-assaulting teamsandtakeno choose not to move, they become 4”/10cm towards theenemy.Ifthey Teams within8”/20cmcanmove hort ...STEP 2 contact with theenemy. within 4”/10cminto Start bymoving teams B loody , cannot chargeandtakeno partintheassault. Teams more than8”/20cm awayfrom theenemy of anenemy teamcharge 4”/10cm towards theenemy. of theenemycanlaunchanassault.Assaultingteams within8”/20cm After allshooting is complete, aplatoon withateamwithin4”/10cm S harp !

firing atfullROF,to pin They canremainstationary, Teams don’t haveto assault. THE PARATROOPERSCHARGE:STEP1... assault them. of theplatoon before the rest down theenemy COVER ME! the assaultingteams. remain stationary to cover if theymoved. Theyusually mortar cannot ,even Gun teams like theM2 60mm full ROF. to shoot attheir remained stationary assault ifthey move. Theycannot must shoot onthe Assaulting teams get closeenoughtodoanydamage. stop theassault.If theycanputoutenoughfirepower, theassaultingtroops willhitthedeckbefore they When the enemy charges, the defenders open they’vefire with everything and got, blazing away to try deliver thefatalstrike . moves intopositionto your assaultgroup enemy platoon,while troops topindown the Use your supporting T enemy than 2”/5cmfrom the back untilthey are more assaulting teamsfall actually destroyed .The of how manyteamsare defensive fire, regardless five ormore hitsfrom must fallbackifittakes An assaultingplatoon F within 8”/20cm. to Assaulting teams fire mustbeallocated Hits from defensive before assaultingthem. good ideato pinthemdown previous turn,so it’s a if theymoved intheir shoot from thehalt,even The defendersalways alling actical . 8”/20cm ofanassaultingteam shoot. contact, alldefendingteamswithin Once theenemyhaschargedinto B T ack i p WHILE THE GRENADIERS TRYTOSTOPTHEM WHILE THEGRENADIERS DEFENSIVE FIRE than 2”/5cmawayfrom thedefendingteams instead. make itinto theassault,fallingbackuntilitismore If theparatrooper platoon hadtakenfivehitsitwouldn’t FALL BACK! destroyed with no firepower test needed. the teamthatfaileditsinfantrysaveis never benefitfrom bulletproof cover, so assaulting Paratroopers. Assaultingteams The grenadiersscore four hitson the it shoots. is within8”/20cm, team isfrom, ifit which platoon a It doesn’tmatter 21

• DEFENSIVE FIRE • • FIGHTING IN ASSAULTS • 22 survival otherthantokilltheenemybefore theykillyou.survival Once theenemygetclose,there’s nowhere tohide,soitsfightordie.Casualtiesare heavywithlittlechanceof easy meattotheironslaught. draw. Veterans of many combats find raw conscripts of assaults, it comes down to who’s fastest on the on theassaultingteam’s skill.In thebloodyfighting Unlike shooting,thescore tohitinassaultsisbased S core hit inanassault. the enemyrollsone dieto Every teamwithin2”/5cm of

to Veteran paratroopers hit on a3+. skill, notthetarget’sso depends on theassaultingteam’s Unlike shooting, thescore to hit enemy teams within4”/10cm. the assaultifthereareno The assaultingplatoon wins The Grenadiersroll a4+,so theycancounterattack! H it …BUT HAVEN’TWONYET

VETERAN 3+ in A FIGHTING INASSAULTS ssaults THE PARATROOPERSFIGHT… attack on aroll of3+. paratroopers would counter of 4+, whiletheFearlessUS counterattack on aroll Being Confident, theywill roll tocounterattack. won, thedefending grenadiers Since theparatroopers haven’t

Assaulting Team’sAssaulting Skill Level Conscript Trained Veteran to beabletofight. to waituntiltheygetcloser teams outside 2”/5cm have - British tanksbreak off. (clearly notso)Confident counterattacking, whilethe the Fearless paratroopers time, ascore of3wouldsee British tanksatthesame rifle platoonandsome an Americanparachute If theGermans assaulted or break off . both eithercounterattack both Confident,they will andgunsare theinfantry As score forall oftheplatoons. counterattack andusethat happens, roll asingledieto platoons atonce. When this find itselffightingseveral The assaultingplatooncan M ultiple Score NeededScore two German teams. successes destroy paratroopers’ two assaults, so the for infantry in There arenosaves 5 or higher 4 or higher 3 or higher P to Hit latoons If thedefenders’ forthemselves. pilein,seekingvictory courageholds,thesurvivors teams charge4”/10cmtowards them. within 8”/20cmof theassaulting Any counterattacking grenadiers into thefight. cannot dragnewplatoons assaulting platoon. They can only chargetheoriginal Counterattacking platoons attack again,andbreakoff. Americans cannot counter­ With aroll of 2,the with theGrenadiers. charge into contact 8”/20cm oftheenemy paratroopers within The surviving THEN THEGRENADIERSCOUNTERATTACK AGAIN straight in. so thegrenadiersgo against counterattacks, There isno defensivefire to counterattack again. the grenadierplatoon rolls a6 Determined not to lose thefight, THE PARATROOPERSCOUNTERATTACKBACK allowing them to counterattack. counter­ The paratroopers roll to THE GRENADIERSCOUNTERATTACK COUNTERATTACKS attack, scoring a4, one more team. two attacks,destroying Grenadiers roll their contact again,the After charginginto VETERAN 3+ destroying two American teams. of theparatroopers roll to hit, The threeteamswithin2”/5cm comes within 2”/5cm of them. but willfightbackiftheenemy initial assaultcannot do so now, Teams that didnot chargeinthe counterattack. cannot move to the 7.5cmPaK40, Gun teams like wins orbreaks off. one sideortheother until back andforth counter­attacking with eachside assaults continue OpenFire!,In K eep grenadier teams. another pairof hits, destroying roll two more The Americans

G oing ! 23

• COUNTERATTACKS • • BREAKING OFF AND CONSOLIDATING • 24 their own defensive positionready foranycounterattack. trying togetaway from theenemy.A platoonlosingthefightbreaks off, Thevictorseitherpursuethemorestablish CONSOLIDATING CLOSETOTHEENEMY they are,or advanceto exploit their victory. The German grenadierscaneitherretreat,staywhere Every teaminawinningplatoon canmove upto 4”/10cm. captured anddestroyed. after thismove are 4”/10cm of thevictors Any teamsremainingwithin BREAKING OFFANDCONSOLIDATING must move untilmore than2”/5cmaway. 2”/5cm of alosing team,thelosing team If avictorious team consolidates to within ... ANDTHEVICTORSCONSOLIDATE THE SURVIVORSBREAKOFF… towards theirnon-assaulting teams. while theparatroopers retreat6”/15cm back The mortar team decidesto staywhereitis, 6”/15cm 4”/10cm becomes pinneddown. move awayfrom theenemy,andlosing platoon team from a winning platoon may move up to their full Every teaminthelosing platoon within8”/20cmof a pinned down . took ahitdoesnotbecome so completelythatitnever victorious platoonthatwon The exception isthata making thempinneddown . both sidesare exhausted, At theendofanassault P inned

D own down. also pinned assault, itis any hitsinthe platoon took If thewinning assault by aplatoonofUSparatroopers onaGerman platoonofassaultgunsasyou read pages. thenextfew totakethemout. theyrelyhave thatmisfortune, oncunning,luck,andsheerbravery Work through an Tanks praysnever tomeetoneupclose.If are they hugesteelmonsters,andanysensibleinfantryman O the assault. it canfightasnormal in defensive fire, although tank cannotshootin it candefenditself.The over theopticsbefore or even aspare coat , flour bomb, blind itwithasmoke up onatankand concealment cansneak then assaultedfrom move orshoot,and Teams that didnot S turn, so do not preventdefensive fire. The other teams moved earlierinthe neaking n of 4+ would passon aroll Confident grenadiers launch theassault. a 5,so arewillingto The paratroopers roll

T anks cannot conduct defensivefire. teams that didnot move orshoot Tank teamsthatarecontacted by

U INFANTRY ASSAULTINGTANKS p

TANK TERROR! and continue theassault. take theirinfantrysaves back, so theparatroopers to maketheinfantryfall three hits,not enough shoot, therestonly score With one StuGunableto SNEAKING UPONTANKS THE ASSAULTGUNS’DEFENSIVEFIRE the paratroopers pass on aroll of 3+. to launchanassault.Beingfearless, tank needsto make a tank terror test A platoon within6”/15cm of anenemy charged cannot defensivefire. move or shoot, so theStuGit The teambehindthewalldidnot in defensivefire. guns andturretweapons Tanks shoot machine- take anyhits. roll, even ifthey didn’t fighting tanksneedto However, platoons to counterattack. passes theirroll enemy automatically any hitsfrom the that didn’t take Normally aplatoon against C ounter T ­attck anks

25

• INFANTRY ASSAULTING TANKS • • ASSAULT ARMOUR SAVES • 26 each typeof weapon. use differentdicefor Just likeshooting, assault guns. hit theGerman and aRifle/MG The Bazooka the assaultgunisdestroyed. a tankassaultratingof 3,so bombs, theparatroopers have Being equippedwithGammon total of just2. adding itstop armour for a The other StuGrolls a1, Top Armour so itisbailed out. assault ratingof4, Bazooka team’stank This equalsthe total of 4. armour of 1, for a and addsitstop Bazooka rolls a3 The StuGhitbythe 1 THE PARATROOPERSASSAULT + Die Roll same roll they’dneed to hitinfantry. 3+ to hittheGermanassaultguns When assaulting,theparatroopers needa ASSAULT ARMOURSAVES = Gammon Bombs Weapon Bazooka Weapon … ANDDESTROYINGANOTHER 5 or more Exactly 4 3 or less Tank Assault Tank Assault No Effect Bailed Out Destroyed 4 3 Top Armour — the 1 + any weakness isexploitedtothefull. armour stillprotects but itsomewhat, astheydotoinfantry.as cruelly Atank’s Assaults are harsh,dealingtotanksnearly firepower ifthetankfailsitssave. rating anddon’t needto roll againsttheir Assaulting teamsusetheirtankassault in assaultsusingtheirtop armour rating. Unlike infantry,tankshaveanarmour save Die Roll BAILING OUTONETANK… out StuGisabandoned anddestroyed tanks willfallbackandthebailed If theyfailto counterattack, the rolls to counterattack asnormal, attack, theassaultgunplatoon Having weatheredtheparatrooper’s = 4 or more Exactly 3 2 or less No Effect Bailed Out Destroyed Armour Top Armour 1 Top 1 that mattersistheingenuityofsoldierinworking outhow todisableatankwiththetoolsathand. getcloseenough.The inabilityofarifletopenetratetanknolongermattersoncetheinfantry Now all Panzerfaust Rifle/MG Weapon Panzerschreck 8”/20cm Bazooka tank assaultratingof3. work .Thesegive thema ideal forclose-inanti-tank Gammon bombsthatare Paratroopers are armed with G assaults. against infantry their toparmour rating aresult,place .As tanksuse is toagrenade intheright matters ishow vulnerableit doesn’t mattermuch. What thickness ofatank’s armour To the aninfantryman, T Weapon Rifle/MG combat with tanks. reflecting theircapabilitiesinclose Infantry haveatankassaultrating op ammon

A rmour tank assaultratingsof 5or 6againsttanks. rely on specialisttank-hunterswho have only havetankassault 2,so theyhaveto German grenadiersusingtheirhandgrenades Tank Assault

boms 2 16”/40cm W 4”/10cm 1 8”/20cm 1 Range Panzerfaust Weapon hen S GERMAN TANKASSAULTWEAPONS hooting Tank Assault ROF Weapon Bazooka 2 2 6 A TANK ASSAULT nti Anti-tank AMERICAN TANKASSAULTWEAPONS their bazookas havetankassault4. explosives giving themtankassault3againsttanks,while American paratroopers useGammon bombs fullof plastic - Tank Assault 12 11 10 tank 2 4 W Panzerschreck Weapon Firepower 5+ 5+ 5+ eapons 6 Tank Assault Tank (against Assault Top Armour) 5 6 5 4 2 (3 with Gammon Bombs) I n Gammon Bombs Weapon A ssaults Tank Assault 3 27

• TANK ASSAULT • GRENADIERS ANDGUNSDEFENSIVEFIRE

• TANKS ASSAULTING • 28 Sherman tanksand launch anassaultonagrenadier platoonbackedby someanti-tankguns. aggressively-handled tanks. Tanks changes.Grab do,butwithafew assaultinthesamewaythatinfantry some Despite the power of their guns, there are the enemy under its tracks is thebest tactic for times when crushing their defensivefire.ThePaK40andthePanzerschreckscore ahiteach. Once theShermanshavefinishedtheircharge,Grenadiersconduct bailed out. hit, remaining it wasactually 2”/5cm to where tank fallsback The bailedout and fails! bogging check, needs to take a this Sherman stone wall, is behinda anti-tank gun Since thePaK40 enemy, takingboggingchecksasnormal. enemy charge4”/10cm into contact withthe Like infantry,tankswithin8”/20cm of the THE SHERMANSCHARGEINTOCONTACT THE TANKSFALLBACK Armour Side 4 they are2”/5cmfrom thedefenders. or fallbackuntil bailedout bydefensivefire Platoons thathavetwo or more tanksdestroyed 7.5cmPaK40 Weapon Anti-tank out another, forcing thetanksto fallback. The defendersdestroyed onetankandbailed Panzerschreck Weapon Anti-tank 12 and 12,theyeasilypenetrate. hit each.WithAnti-tankratingsof 11 PaK40 andthePanzerschreckscore a always hitsthesidearmour. The charging tanks,so defensivefire weak pointsinthearmour of The defendersareableto target 11 no longer bogged down. reached thewall,itis it neveractually also fallsback.Since The bogged down tank with being crushed underthetracksofatank,gunnersusehandgrenadeswith beingcrushed todrive thetankoff. hurling armour-piercing shotafteraslongtheyhave atarget. When outflankedandthreatened Anti-tank gunsare mosteffective atrange,butifassaulted,willkeepshootingtothelast.Thegunsbark, unlucky andmissboth guns. them, butthetanksare do. Anyhitsongunsdestroy in thesamewaythatinfantry anti-tank guns,rolling to hit The Shermansassaultthe Armour Side 4 Side Armour in thesamewayasinfantryandtanks. but willstillfightbackifcharged,rolling to hit Guns cannot chargeinto contact withtheenemy, tank ratingagainstthetank’ssidearmour instead. assault ratingof2,butcanusetheirnormal anti- Anti-tank gunslikethe7.5cmPaK40haveatank ANTI-TANK GUNSINASSAULTS 4 ANTI-TANK GUNSINASSAULTS + Die Roll ANTI-TANK GUNSAGAINSTTANKS 7.5cmPaK40 Weapon Anti-tank 7.5cmPaK40 Weapon = 13 or more Exactly 12 11 or less Tank Assault the assaultingtanks. tank gunsscore hitson counterattacking anti- In return,both of the 12 2 Effect FIREPOWER TEST 1 or2 No No easily avoiding harm. The tankrolls atwo for itsarmour save, assault ratingof2instead. within 2”/5cm,so thecrewusetheirtank This PaK40hasno tanksinitsfieldof fire No Effect Bailed Out Armour Destroyed automatically penetrate. tank’s sidearmour of4,whichwill anti-tank ratingof12againstthe This PaK40canuseitsnormal 3 to 6 Top 1 armour rating. rating againstitsSide their normal Anti-tank of fire, they canuse tank isintheirfield top armour, orifthe of 2againstthetank’s their tankassaultrating attack thetankusing can choosetoeither like infantry guns roll onedietohit In assaults,anti-tank G have anyeffect. Firepower testto the gunto passa Side armour require armour, hitson Unlike hitson top uns

in

A .Thecrew ssaults 29

• ANTI-TANK GUNS IN ASSAULTS • • CHECKING MORALE • 30 they mayjustretreat, effectively puttingthemoutofthebattle. away. consideringtheoptionofrunning start If your platoonstaketoomanycasualtiesfrom shootingorassaults, Most soldiersfightbravely, has their limits.Ascomradesfallaround buteveryone them,even thebravest a casualtyinthatstepmust roll tocontinue fighting. platoon thathasmore teamsdeadthanaliveandtook At theendof theShooting andAssaultSteps,any fails thisre-roll, itandthecompany command teamareboth destroyed! morale check (or aroll to remount down bailedouttanksor platoon). rallyapinned However, iftheplatoon Your Company command teamcanjoin aplatoon withincommand distance,allowing itto re-roll afailedplatoon On alesserroll, theplatoon isdestroyed. fight. the Fearlessparatroopers) continue to On aroll of4+,Confident troops (3+for IGNORING BOGGEDDOWNANDBAILEDOUTTANKS teams alivethandead,anddoes not needto checkitsplatoon morale. and bogged downtanks, sowitheffectivelyone tankdeadandone alive,ithasasmany bogged down,one tankdestroyed, andonebailedout. However, itignores thebailedout By thetime theGermans havefinishedshooting, aBritisharmoured platoon hasone CHECKING PLATOONMORALE are havemore teamsdeadthanalive. and bailedout tankswhendecidingifthey Tank platoons do not count bogged down is destroyed. morale. Itrolls a3,not enough, so it teams left, so must checkitsplatoon grenadier platoon hasjustthree At theendof anassault,theGerman they aresimplyignored. platoon morale checks, either deador alivefor tanks arenottreatedas Bogged down andbailedout opponent completely. Themore subtlewayistosimplytake your objectives. The are twowaysof winninga battle.Thesimplest, buthardest toaccomplish,is destroy your If you startanyof your turnswithmore platoons destroyed thanstill the gameisover. than stillfighting, platoons destroyed and you havemore both aredestroyed can roll instead.If 2iC command team been destroyed, the command teamhas If your company 2”/50mm deep. 2½”/63mm wideby game .Objectives are capture onetowinthe you onlyneedto for eachplayer, although that settwoobjectives played withmissions Open Fire! isusually O bjectives Otherwise, your company’s morale breaks,andthegameisover. Fearless companies), your company continues to fight. On aroll of 4+for acompany ratedConfident (or 3+for fighting, your company commander mustroll adie. objectives. take andhold platoons can Pinned down Pinned GermanGrenadierplatoon hasteamswithin4”/10cm, so theywinthegame. The Alliedplayeronly hasabailedout shermantank within 4”/10cmof theobjective. The WINNING THEGAME CHECKING COMPANYMORALE their force’s symbol. simple objectives showing Some playersprefer TAKING OBJECTIVES of your turnandtheenemy does not. team within 4”/10cmof your objective atthestart You takean objective andwinthegameifyou havea Grenadiers fighton, for awhileatleast. the startof theirnextturn,rolling a5.The companycompany mustchecktheir morale At With only one grenadier platoon left,theGerman OBJECTIVES hold objectives. cannot takeor bailed out tanks Bogged downand as theirobjectives. vehicles or supplydumps Others model destroyed 31

• WINNING THE GAME • • PLAYING MISSIONS • 32 the something tofight over. Use thecardboard terrainfrom Woods, walls,buildings,roads, andhillsgive your troops to increase your playingarea to6’x4’(180cmx120cm). Once you more addafew unitstoeachside,you’ll want table or4’x4’(120cmx120cm)isagoodsize. the forces from Open Fire againsteachother, akitchen Forthey canclaimvictory! smallergames,likepitting Your troops willneedabattlefieldtofightonbefore the Battlefield inaBox range. games, you willwanttocollectpre-painted terrainlike house, suchasboxes the forhills.Afterafew around mission, sobeready foratoughfight! the deployment areas. Things will heat up fast in this The secondmissionmixes thingsup by shufflingup K fight over several objectives onthetable. line upalloftheirmodelsonopposingtablesidesand The firstmissionisa free-for-all mission,where players F following pages,you willdiscover three suchmissions. that setobjectives foryour troops totakeorhold.In the Open Fire! is mostcommonly played usingmissions ree nife Open Fire - for - fight - all box to adding get things youfrom started,

M

M ission ission SETTING UPATABLE forces toplay! discover more exciting missions for your Open Fire Visit ourwebsite, www.FlamesOfWar.com/OpenFire to M stop them. defends the launch site, while the other player tries to launchsite.It’s dividedsothatthefirstplayer V-1 The third mission recreates an attack on a German D For more information,visit:www.GF9.com Box range tobeginyour terraincollection. Africa. Be sure tohave alookattheBattlefield In A battlefields of World War II,from Europe to North The rangeincludesterrain from allacross themajor out ofthebox. and assembledsotheyare ready forbattlestraight no timeatall!Theseterrainpiecescomepre-painted onyourterrain willgetyou gaming tablein started Gale Force Nine’s rangeofBattlefield In ABox B oodlebug ore attlefiel

M issions

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a B ox of theirs.Set upatableandchoose sides,thenfollow inthediagrambelow. theinstructions Free-for-all isabasicmissioninwhichyou mustseize oneofyour objectives before theenemyseizes one Player 1DeploymentArea Player 2Deployment Area 8“/20cm 8“/20cm 12“/30cm 12“/30cm FREE-FOR-ALL MISSION Step 4: Step 2: Step 3: Winning the Step 1: Battle all startthegamegone to ground. rolling highestgoes first. Theother player’steams Roll adieto seewho hasthefirstturn.Theplayer table or within 8”/20cmof thesidesof thetable. They cannot becloser than16”/40cm to thecentreof the Player 1placestwo Objectivesanywhereinthisbox. deploy-ment areas,starting withPlayer1. Players alternateplacingplatoons intheir within 8”/20cmof thesidesof thetable. not becloser than16”/40cm to thecentreof thetableor Player 2placestwo Objectivesanywhereinthisbox. Theycan This linemarks thecentreof thetable. area winsthegame. of anobjective intheenemydeployment Any playerstartingtheirturnincontrol 12”/30cm from thecentre of thetable. Player 1deploys theirtroops anywherebehindaline P 12”/30cm from thecentreof the table. Player 2deploys theirtroops anywhere behindaline P layer layer 2 1

16“/40cm 16“/40cm 8“/20cm 8“/20cm 33

• FREE-FOR-ALL MISSION • • KNIFE-FIGHT MISSION • 34 Set upatableandchoose sides,thenfollow inthediagrambelow. theinstructions opponent willhave tobeboldandfightatclose-rangeachieve victory! Mission mixes uptheplayer’s forces andscatterstheobjectives tothefourcornersoftable. You andyour The battlefield isaconfusingplace,andoften youcanendupwiththeenemyall around you.TheKnife-fight Player 1Deployment Area this box. Player 1deploys theirtroops anywherein Player 2Deployment Area this box. Player 2deploys theirtroops anywhere in Step 1: Step 4: 8“/20cm 8“/20cm this box. Objective anywherein Player 2placesone this box. Objective anywherein Player 1placesone Step 6: Winning the Step 5: Battle KNIFE-FIGHT MISSION all startthegamegone to ground. rolling highest goes first.Theother player’steams Roll adieto seewho hasthefirst turn.Theplayer deployment areas,startingwithPlayer1. Players alternateplacingplatoons intheir 8“/20cm 8“/20cm area winsthegame. of anobjective intheenemydeployment Any playerstartingtheirturnincontrol 8“/20cm 8“/20cm Player 2Deployment Area Player 1Deployment Area this box. Player 2deploys theirtroops anywherein this box. Player 1deploys theirtroops anywhere in Step 2: Step 3:

this box. Objective anywherein player 1placesone this box. Objective anywherein Player 2placesone 8“/20cm 8“/20cm their V-1 Flying Bomb. Meanwhile, thesecondplayer muststopatnothingtothelaunch. The Doodlebug Mission isaraceagainsttimeasthefirstplayer triestoholdtheenemyawaylongenoughlaunch these Wunderwaffen, (or Wonder Weapons) wastooverrun theirlaunchsitesbefore theycould takeoff. weapons terrorised British citizens from June 1944-March 1945.Themosteffective wayofcountering The Doodlebug was the British nick-nameforthe German V-1 Flying Bomb. Over 10,000ofthese bomb. As Player1,usethefollowing sequenceto launchyour enough for thebomb to belaunched. to launch, so you willneedto hold off theAllieslong Flying Bomb. Itwilltakeacouple of turnsto getitready During thegame, Player1istryingto launchtheirV-1 Turns 1-4: 8“/20cm Turn 7: Turn 6: Turn 5: centre lineof thetable. Player 1deploys theirtroops anywhere behindthe Player 1Deployment Area V-1 LaunchSequence this box. Launcher Rampanywherein Player 1placestheV-1 8“/20cm 8“/20cm this box. Objective anywherein Player 2placesone You havewon thegame! flying bomb model off theramp. beginning ofyour Turn7,move theV-1 The Bomb haslaunched! Atthe middle of theramp. the V-1flyingbomb model upto the At thebeginningofyour Turn6,move and ismoments awayfrom launching! The Bomb hasbegunpre-flightignition model on thebottom of theramp. your Turn5,placetheV-1flyingbomb up on theramp.Atbeginningof The Bomb isreadyandbeingset so you needtohold out abitlonger! The V-1flyingbomb isbeingprepared, P Step 2: Step 1: layer DOODLEBUG MISSION 1 8“/20cm

This line marks the centre of the table. the Ramp! stop theV-1FlyingBomb from launching. As Player2,captureone ofthefollowing objectives to bunker. the V-1launcherramp,or securethelauncher’scontrol launching. Therearetwo waysto do this:eithercapture Meanwhile, Player2istryingto stop therocket from Winning the Take the Control Step 3: Capture Step 4: Bunker! Battle Stopping theV-1 Launch 16“/40cm to ground. player’s teams allstartthegame gone Player 2hasthefirstturn.Theother player 1. their deployment areas,startingwith Players alternateplacingplatoons in marker. in thesamewayasanormal Objective launcher’s control bunker.Captureit The Objectiveyou placedisthe sequence from there. bunker, you canshutdown thelaunch If you capturethelauncher’scontrol marker. way you captureanormal Objective You maycapturetherampinsame taking off. launcher rampyou canpreventitfrom If you cantaketheV-1flyingbomb’s game. launched, Player1winsthe If theV-1flyingbomb is they winthegame. Objective or theV1 launchSite, If Player2captureseitherthe centre of thetable. a line16”/40cm from the troops anywherebehind Player 2deploys their Deployment Player 2 P layer Area 2 35

• DOODLEBUG MISSION • • RULES SUMMARY • 36 here’s you’ve ofeverything asummary learnedsofarintheorder inwhichyou’ll useitinaturn. You now know It’s thebasicsofrules. timetogatheryour forces andplayacompletegame. To makethiseasy, They cannot move in DifficultVery Going. need toroll toavoid boggingdown inDifficult Going. Medium guns (likethe7.5cmPaK40) move 4”/10cm and M digging in),theyare alwaysconcealed,even inthe open. andman-packedgunsdon’tIf infantry move (asidefrom move 6”/15cmthrough anyterrainandnever bogdown. andman-packedguns(likea60mmmortar) Infantry M bogging down. Very Difficult GoingmustpassaBoggingCheckto avoid 8”/20cm inrough terrain. Tanks crossing Difficultor Most tanksmove 12”/30cmineasyterrain,butslow to M platoons intobetterpositions. In theMovement Step, you move anyorallofyour M Pass aSkill Test tofree aboggeddown tank. F Pass aMotivation Test tore-mount abailedouttank. R Pass aMotivation Test torallyapinneddown platoon. R Win thegameifyou have takenanobjective. C has more platoonsdestroyed thanstillfighting. Pass a Motivation Test to continue fighting if your company C attempt torallyyour troops. In theStarting Step, you checkthestatusofyour force and S Reluctant Confident Fearless Building Woods Bogging Hedge Cross country Road Terrain ree Motivation e ally tarting heck heck oving oving oving - ovement mount M B otivation P ogged C V inned

ompany i tanks I G ctory nfantry B uns ailed S

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D 8”/20cm 8”/20cm Difficult 8”/20cm Difficult ( tep ( S own Speed C page own page T

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5+ 4+ 3+ onditions O ( ests orale page T ut 17) P 9) anks latoons T Very Difficult 14) anks Difficulty Check ( Easy Easy page ( page ( ratings ofthetroops taking thetest. needed basedontheMotivation andSkill Skill Tests. Thesetablesgive thescores Open Fire! are rules Motivation Tests and Two ofthemostcommondierolls inthe ( page page ( 31) page 9) 31) Skill Test 7) 15) 2+ 2+ - -

Conscript Trained Veteran target intheplatoon itisshootingat. The score needed forateam tohitdependsontheeasiest R have gonetoground. Teams thatdonotmove (aside from digging in)orshoot G

guns, andmediumgunsare concealediftheyare dugin. pass aSkill Test theyare now dugin.Infantry, man-packed andguns candigininsteadofmoving.Infantry If they D of anotherteaminitsplatoonthatiscommand. their platooncommandteamorwithindistance Moving teamsmustremain withincommanddistanceof C teams cannotshootwhilemoving. by half, except that MG teams have ROF 2. Pinned down Pinned orgunteamsalsoreduce down theirROF infantry vehicle machine-guns orSMGteams. Moving teamsreduce theirROF by half, unlesstheyare gun hasROF 3,theothersROF 1. ROF 1.If they don’t shoottheirmainguns,onemachine- guns atthesametime,butmachine-gunsonlyhave Tanks canshoottheirturret-mounted gunandmachine- Each teamrolls onedieforeachpointofROF. H target mustbeinrangeandtheweapon’s fieldoffire. can shootatadifferent enemyplatoonif you wish.The You shootwithoneplatoonatatime,althougheachteam S topindown anddestroyplatoons, trying theenemy. In the Shooting Step, you shoot with any or all of your S elect oll hooting ommand oing igging ow 2 or 3 ROF Skill

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pages latoon 14, 17) ( 6, 7, 8, 12) ( pages Skill page 6, 7, 9, 12, 15, 16) Pinned Down ROF S 14, 17) ( kill 19) Infantry andGunsInfantry pages 1 (+1to hit) T Score Needed 4”/10cm 6”/15cm 2”/5cm ests 1 8, 10, 18) 5+ 4+ 3+

weapon’s firepower tofindtheeffect oftheshot. the shotpenetrated,roll adieandcompare itwiththe shooting weapon’s anti-tank rating on the table below. If range isover 16”/40cm.Compare thetotalwith armour, orsidearmourasappropriate, adding+1ifthe Tanks thathave beenhitroll adieandaddtheirfront A • • • • • Hits mustbeallocatedto: platoon evenly across thetargetplatoon. The player beingshot atallocates thehits from ashooting A charge. Gun teamscannotcharge. Teams thatstoppedtoshootattheirfullROF cannot of theenemymove 4”/10cmtoward theenemy. Teams from theassaultingplatoonthatare within 8”/20cm C platoons within4”/10cmofthe enemy. In theAssaultStep you chargewithanyorallofyour A be destroyed ifittakescasualties. pass aMot­ Platoons with more teamsdestroyed thanstillalive must C shooting stepare pinneddown. and gun platoonstaking fiveInfantry or more hitsin the P against itsfirepower todestroy theteam. proof cover, inwhichcase the shootingteamneedstoroll A teamfailingitssave isdestroyed unlessitisinbullet­ gone toground, whentheyhave a3+save. alwayshaveInfantry a3+save. Guns have a5+save unless I

nfantry inned vs Anti-tank harge heck rmour llocate • • • Add +1tothescore neededtohitif: Total Score ssault Target’s Skill Level Operational tanksbefore bailedoutorboggeddown. their front armour. Tanks showing their side armour before those showing Unprotected teamsbefore onesinbulletproof cover. Teams within16”/40cmbefore away. thosefurther Other teamsbefore thosethatare gonetoground. Greater Equal Target isgonetoground andconcealed. Target isconcealed. Target ismore than16”/40cmaway. Less Conscript P

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S 15) aves 6, 7, 10) 11, 18) ( No Effect pages Score Needed toHit ( ( page pages 2 or higher 4 or higher 3 or higher Pass Firepower 20, 28) 30) Bailed Out Bailed Destroyed 12, 13, 17) pass aFirepower testtohave aneffect. rating againstthetank’s Side armourinstead,needingto Against tanksinitsfieldoffire, aguncanuseitsanti-tank total withtheassaultingteam’s tankassaultrating. Tanks roll a die and add their Top armour, comparing the R matically destroyed ifhit. roll aSkill Test andgunteamsare tohit.Infantry auto- All assaultingteamswithin2”/5cmofadefendingteam R from shootingindefensive fire. cealed by terrain can sneak up on tanks, preventing them teamsthatdidnotmoveInfantry orshootandare con- S away andtheassaultisover. more tanks,theassaultingplatoonfallsbackuntil2”/5cm platoonorbailoutdestroyhits onaninfantry twoor shoot attheassaultingteams.If theyscore five ormore Defending teamswithin8”/20cmofassaulting D Motivation Test tocharge. Platoons within6”/15cmofanenemytankmustpassa T or bedestroyed ifittakes casualties. must passaMot ­ Any platoonwithmore teamsdestroyed thanstillalive C Any losingteamswithin2”/5cm mustfallback. The victorious platoon moves all teamsup to4”/10cm. C Guns within2”/5cmoftheenemycannotmove. left within4”/10cmofanassaultingteamare destroyed. the assaultingplatoonuptoafullmove away. Anyteams The losingplatoonsmove allteamswithin8”/20cmof B assaultingplatoonchargesandrollsnew tohit. The assaultinganddefendingplatoonsswap roles andthe C to doso,theybreak off. tack. If theypass,counterattack.If theyfail,orchoose the defendingplayer takesaMotivation Test tocounterat- defending teamswithin4”/10cm.If theyhave notwon, The assaultingplatoonhaswonifthere are nooperational H Less neaking reaking ank oll oll vs Anti-tank heck onsolidating ounterattack efensive as Total Score Greater

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pages 21, 25, 28) 24) ( 23, 29) Bailed Out Bailed Destroyed page No Effect ( W page 26, 29) on 25) Pass Firepower 30) Bailed Out Bailed Destroyed ( No Effect page 22) 37

• RULES SUMMARY • www.FlamesOfWar.com/OpenFire

You’re Not Alone in the Fight! Don’t fear, you’re not alone! Now that you’ve picked up Open Fire!, assembled your models, and waged war on the tabletop, it’s time to join the worldwide community of like-minded gamers! Head over to www.FlamesOfWar.com/ OpenFire to find tons of useful resources at the click of a button. Join our discussion forums, download advanced rules, find additional scenarios, and more! We’ll see you there, soldier!

www.FlamesOfWar.com You’ve fought the Battle, now fight the war! You’ve fought the battle across the tabletop using the Open Fire! rules, but when you’re ready to fight the war, head over to www.FlamesOfWar.com and see what Flames Of War has to offer! The transition is easy. Every Open Fire! model is usable in Flames Of War, and the core mechanics are the same. Flames Of War adds tons of exciting new facets to the World War II tabletop game: reconnaissance troops, transport vehicles, field fortifications, new missions, and much more! Additionally, Flames Of War covers the entire spectrum of the war from the early Blitzkrieg years to the fall of Berlin and beyond. You’ve fought the battle, now fight the war!

FWBX03-S02