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

During the time that the fourth edition of Flames Of War has been out, players have asked questions about the game. The questions and their answers have been gathered into this document. Please note that this is an on-going project. To help players who have read earlier versions of Lessons From the Front, new material is marked with a line in the left margin. — Phil Yates, Game Designer

FORCES, Can my Formation Commander give following all the rules for moving. Then, Command Leadership re-rolls if his once it has finished its movement, it no FORMATIONS, UNITS, is Bailed Out? longer counts as having moved. AND TEAMS Yes. Whether the Formation Commander This means that it must take any Cross What’s a Sherman Team? Is it a single is Bailed Out or not has no effect. tests necessary, roll to cross Minefields vehicle or a group of vehicles? as usual, and leaves any Foxholes it has There are four levels inFlames Of War: Most Command Leadership re-rolls dug behind. • Force - everything you have in the require the Formation Commander to game (a Force card is where you find be close to the Unit Leader. However, If I move through several pieces of Support Units). when Remounting a Bailed Out tank, Difficult Terrain, do I have to take a the rules say the tank itself has to be Cross check for each of them? • Formation - a Western company or close to the Formation Commander. Is Yes. Soviet battalion, the core of your this right? Force (a Formation card tells you which Units you can have in the Yes it is. If the Formation Commander If I moved into a wood last turn (and Formation). wants to motivate a Bailed Out tank to took my Cross check then), do I need Remount, they have to be close to that to take another Cross check this turn • Unit - a Western platoon or Soviet tank, rather than the Unit Leader. to move out of it? company, the smallest grouping of stuff (a Unit card tells you what Yes. If you start your Movement in Does the Command Leadership re-roll Teams are in the Unit and what Difficult Terrain, you need to take a apply to the Remount test needed when their characteristics are). Cross check at that time. a Bailed Out Tank is Bailed Out again? • Team - a single playing piece, Yes. It applies to all Remount tests for If a Unit Leader issues a Cross Here either a single vehicle or a fire team any reason. order, can they use it to cross multiple of infantry. pieces of Difficult Terrain? What is an Artillery Unit? MOVEMENT Yes they can. Any team from the Unit It is a Unit with a weapon capable of Some Movement Orders only affect crossing any of the Difficult Terrain firing a Bombardment, i.e. one with a teams in Line of Sight of the Unit within 6”/15cm of where the Unit ROF of Artillery or Salvo. Leader. Do friendly teams block Line Leader crossed will benefit. of Sight for Movement Orders? COMMAND No. Ignore friendly teams when determin- Does a Dig In or Mine Clearing move- If a team ended its Movement so ing Line of Sight for Movement Orders. ment order prevent teams that are not that it was In Command at the digging foxholes or clearing mines end of the Movement Step, does it If my Unit fails a Blitz Move movement from moving? remain In Command until its next order, does it have to Move, or can it No. Teams that are not using the Movement Step? remain where it is and Go to Ground? Movement Order can act as they wish. Yes. In Command is defined by its posi- It doesn’t have to Move. However, if it tion at the end of the Movement Step. Shoots, it must shoot with the +1 penalty. Can a team move through a friendly team? The Command Leadership rules give When a team moves using a Blitz Move No. The Moving Through Gaps rule re-rolls if the Formation Commander movement order, do the follow all the applies. If the gap isn’t big enough, then is close enough and in Line of Sight. normal Movement rules? Are they you can’t move through it. Do friendly teams block Line of Sight actually moving? Remember, Infantry ignore their base for command? Yes. A team using a Blitz Move movement when using this rule, so can move through No. Ignore friendly teams when determin- order doesn’t suddenly teleport to the new pretty small gaps, and Teams can ing Line of Sight for Command purposes. location. It moves 4”/10cm as normal, easily move through them.

1 TRANSPORT A shooting team has line of sight to What score do I need to hit them if The Unit Transport rule requires that a window into a building containing they are within 16”/40cm and have a a Transport Attachment’s Unit Leader several infantry teams. Which ones can Is Hit On number of 3+? remain within 6”/15cm of the Infantry I shoot at? If your tanks target the tank in the open, Unit’s Leader. What happens if the You can’t shoot through walls, so you’ll they’ll need 3+ to hit. They could target Transport Attach­ment’s Unit Leader need to see the target team through a door the tank in the woods (needing 4+ as it can’t do this? or a window to be able to hit it. is Concealed), but would normally gain Then the Transport Attachment has to The Terrain Table has a bit of an oddity little from doing so. be Sent to the Rear (see page 45 of the where it says that doors and windows are rulebook). Short Terrain while the walls they are I’ve just scored three hits rolling 3, in are Tall Terrain. It makes more sense 3, and 5. How are my hits allocated? If a Unit is being carried as Passengers, to view the doors and windows as Tall Which hits can I allocate to the tank can they use the Blitz Move movement Terrain too. in the woods? Can I allocate hits to the order to Dismount? That means that you’ll be able to see any tank behind the woods? Yes, as long as all the rules for Dismounting teams in the building that you have line The score you rolled to get the hit has no (such as you can’t do it after the Transport of sight to through a door or a window, impact on how the hits are allocated. has moved) are obeyed. and that are within 2”/5cm of the door Think of it this way. The hardest part of or window. hitting a target on the modern battlefield Can a Passenger Dismount using a The converse applies for teams looking out is finding it without being hit first. A Shoot and Scoot movement order from of the building at your troops too. lone tank sitting in the open is a dead a Transport vehicle that did not move giveaway. Where there’s one, there’ll be more. Now that you know where the in the previous Movement Step? If I fire Smoke at a team in the upper enemy are, it’s a lot easier to find the rest No. You can only Mount and Dismount storey of a building, where do i place of the unit that’s trying to hide. in the Movement Step. the Smoke Marker? So, in game terms, having figured out On the ground in front of the building. Can I use a Movement Order to where the enemy is, you’ve scored three hits. The first hit has to go to the target Dismount my infantry from a Can a team in the upper storey of a tank, and all hits have to be allocated Transport after it has moved? building see over the Smoke Marker? to valid targets, so the tank behind the No. Teams cannot Dismount after their No. Smoke is Tall Terrain and cannot be woods can’t be hit. That leaves two more Transport has moved. seen over. hits to be allocated. They have to be allo- cated evenly, so one has to go to the tank Can Passengers in a Transport take or LINE OF SIGHT in the woods, leaving you the choice of dispute an Objective? Do the general Line of Sight and which of the two will take the second hit. Yes they can. Concealment rules for Tall terrain apply to Hills? Does a Passenger in a vehicle destroyed SHOOTING No. The specific Line of Sight and by a Brutal weapon like the 150mm My tank has three Concealment rules for Hills cover the main gun of a 15cm (Sf) Lorraine machine-guns. The .50 cal AA MG has special case of Hills. Schlepper re-roll its save? ROF 3, while the other two only have a Yes. Passengers of a Destroyed vehicle need combined ROF 2. Why is that? If I have a team on a high hill trying to to make an Infantry Save, and Brutal Adding more machine-guns after the shoot at a team on the far side of a low forces them to re-roll any Infantry Saves. first has diminishing returns. The first building, can It do so? machine-gun has the most effect, while The only way to answer that is to get ANTI-AIRCRAFT SHOOTING each additional machine-gun adds a down to the level of the model and see if If a Tank Team shooting at aircraft is smaller increment. there is a Line of Sight over the building at the very edge of a wood, does it see to the opposing team. the aircraft unconcealed, as it would an What do I do if there isn’t enough space enemy tank? to rotate a team to face the target? MIXED TARGETS Yes, terrain works the same for aircraft If the team can rotate by moving slight- My tanks are shooting at a unit of three as for any other team, with the excep- ly away from the obstacle, then do so. enemy tanks, one standing in the open, tion that all Short Terrain and any Tall Otherwise, it just rotates as far as it can one concealed at the edge of a wood, Terrain more than 4”/10cm from the and shoots anyway. and one out of sight behind the woods. ground Team is ignored.

If my Anti-aircraft team is in the middle of a wood, can it still shoot at aircraft? Yes, although the Aircraft will be Concealed. Nothing ever blocks Line of

2 Sight to Aircraft. Presumably the Anti- If my Anti-aircraft weapon shoots at an the Spotting team’s second (and third if aircraft Unit is set up in a small clearing. Aircraft in the enemy turn, the rules say necessary) attempt to Range In the other the Weapon cannot shoot in Defensive Artillery Battery. Does Smoke ever block Line-of-Sight Fire or Assault in its next Assault step? to and from Aircraft? How does that affect a Team? Can I do it the other way around, with No, however it does provide Concealment. If the weapon cannot shoot, the Team the Spotting team Ranging In the new Smoke is in effect treated as Tall Terrain can fire its other weapons in Defensive Artillery Bombardment first? for the purpose of Line-of-Sight to Fire. For example, a Sherman shoots its Yes you can. However, if the Spotting Aircraft, meaning if within 4”/10cm of .50 cal AA MG at some helicopters, then team doesn’t Range In the new anti-aircraft team or target, but is still is assaulted by some enemy infantry. It Bombardment by their second attempt, just Smoke for Concealment. can shoot its MG in Defensive Fire, but they won’t be able to Spot for the repeat not its .50 cal AA MG. Bombardment as their third attempt will Does my Sherman have to point However, because one of its weapons be taken up still trying to Range In the its turret at a helicopter to shoot its shot at an Aircraft in the enemy turn, new Bombardment. AA MG at it? the Sherman cannot Assault in its next No. The AA MGs can engage targets in Assault Step. Do tanks get a +1 to their Armour Save different directions from the main 75mm for being more than 16”/40cm from an gun. Since they cannot easily be reposi- My Anti-aircraft team fires during Artillery Battery that hit them with an tioned on the model and would have no the enemy turn at some aircraft, then Artillery Bombardment? effect if you could, you do not need to doesn’t do anything in their own next No. That bonus only applies to Armour point them at the target. turn, are they Gone to Ground in the Saves from Shooting, not to Artillery next enemy turn? Bombardments. AA IN THE ENEMY TURN No, it effectively grabbed its shooting What ROF do Anti-aircraft weapons from its own next turn. A Spotting team must have Line use when shooting at Aircraft in the The basic concept is it can’t be Gone to Of Sight to the Aiming Point when enemy turn? Ground if it shot in or since its last turn. Ranging In. Do friendly teams block They use their full ROF. If shooting in Line of Sight for spotting? their own turn, this is whatever ROF they If it is Night and my Anti-aircraft No. Ignore friendly teams when determin- would normally have, Moving ROF or weapon shoots at an Aircraft in the ing Line of Sight for Spotting purposes. Halted ROF depending on whether they enemy turn, does the enemy need to moved if Dedicated AA, otherwise 1 die. roll on the Night Vision Table to see it? SMOKE BOMBARDMENTS In the enemy turn, the fire with their No. It will be visible at night until the If I’m attempting to fire a Smoke best ROF. That is normally their Halted beginning of the next enemy turn. Bombardment (and it’s a once per ROF, but if they have no Halted ROF, game option) and fail to Range In, can that will be their Moving ROF, but ARTILLERY I try again later? once again, with ROF 1 if they are not Yes you can. Until you actually fire the Mortars like the 3-inch mortar don’t Dedicated AA. Smoke Bombardment, you still have the have a direct-fire line. Does that mean ammunition stocks to try again. that they can only fire bombardments? Anti-aircraft weapons shooting in the enemy turn shoot immediately Yes it does. Can I use an existing Ranged In before the Aircraft shoots. Can you be marker from a previous turn to fire a more specific? If my Artillery Battery fails to Range Smoke Bombardment without needing In, can it Shoot with direct fire? Can it As it says, the AA weapon shoots imme- to Range In again? still be Gone to Ground? diately before the Aircraft, so whenever Yes you can. the player declares that they are going to No. It fired ranging shots for the shoot with their Aircraft, the AA player Bombardment, preventing it from ASSAULTS can jump in and try to shoot them down Shooting and revealing its position. An Infantry team has Contacted the first. You can wait to shoot your Aircraft enemy if ‘its front edge is as close as until after your tanks have knocked out I have an Artillery Battery that is firing it can get to the enemy team’ or ‘its the enemy AA weapons if you want to, a Repeat Bombardment. I also have front edge is as close as it can get to which would limit the amount of AA fire another Artillery Battery that I want to another Infantry team from its own they would take. Range In on a new target. Can I use the same team as the Spotting team for Unit that is directly in Contact with an enemy team.’ If my Anti-aircraft weapon shot in both Bombardments? my previous turn, can it shoot at an Yes you can. However, although the What does the phrase ‘as close as it can Aircraft in the enemy turn? Repeat Bombardment automatically get’ mean? Yes it can. You don’t need to predict when Ranges In on its first attempt, that This phrase is used to cover all the phys- enemy Aircraft will appear. However, still counts as the Spotting Team’s first ical things that can prevent a team from once it shoots at an Aircraft in the enemy Ranging In attempt. You can then use being placed physically in contact with turn, it cannot shoot in its own next turn. another, such as a wall or hedge between

3 them, or even irregularities in the table If my defending Unit passes its can I allocate the hit to the surface. Basically, if you can’t fit them any Motivation test to Counterattack, can Infantry team and the rifle team’s hit to closer together than they are, then they it Charge into Contact with teams the Tank team? are in Contact. from other Units on the attacking Yes. Presumably the Infantry team were player’s side? attempting to protect the Tank team from If my Infantry team doesn’t have No. Neither player may bring additional the bazooka, and kept it away from the enough movement to physically touch teams into the assault. On the attacking Tank team, but died in the process. the enemy team, but moves as close player’s side, only the teams that initially as it can given its charge move, is it assaulted are in the fight. On the defend- My Bazooka anti-tank teams have in Contact? er’s side, only those within 8”/20cm of the Assault 6 special rule. What does No. It is still not as close as it can pos- them at the start of the assault are in this mean? sibly get to the enemy team, so it is not the fight. It means that instead of hitting on a 5+ in Contact. in Assaults like the larger M1 Garand When my Unit Counterattacks, can I rifle teams, the small Bazooka teams hit If I can just get a corner of my team move teams that have been Contacted on a roll of 6. into Contact is that enough? by the enemy? No. The rules require the front edge to be No. A team that is in Contact with the How do my infantry kill tanks in contact, not a corner. enemy, either because the enemy Charged in assaults? into Contact with them, or because the Infantry that hit a tank in an Assault Do I have to Contact the front edge team Charged into Contact with the may either use their normal Anti-tank of the enemy team, or can I contact enemy, cannot move. It is already in rating against a tank’s Side armour or it anywhere? Contact with the enemy (because the Anti-tank 2 against its Top armour. You can Contact any part of the enemy enemy is in Contact with it), and must Using weapons like the Bazooka can team with the front edge of your team, fight the enemy it is in Contact with be very effective against lighter vehicles the front, side, or rear of its base, or even before seeking out other targets. like the Panzer IV, but have limited a corner of its base. effect against heavy tanks like the Tiger. DEFENSIVE FIRE Against these infantry in the open can Do I need to be square to the enemy If my Infantry teams are stationary in only endure and hope the tanks break off team’s base when I Contact them? Flat Terrain, and therefore Concealed, before the infantry’s own determination can they use the Sneaking Up on Tanks No. You stop when you Contact them, to counterattack fails. rule to prevent the Tank teams that and may or may not be square on to them they are Assaulting from performing at that point. COUNTERATTACK Defensive Fire? I have passed my roll to Counterattack. My teams need to be within 4”/10cm No. The Infantry must be Concealed by Can I add additional teams into the to Charge into Contact. Does that Short or Tall Terrain. Assault, or am I limited to those teams allow an Infantry team that is 4”/10cm already involved? behind another Infantry team that Does getting Pinned Down by some- You are limited to those teams already charged to charge as well? thing like being hit by a Minefield or involved in the assault. That means only the Defensive Fire of a Flame-thrower Yes. As long as its 4”/10cm move brings the teams that originally assaulted on the force my assaulting Unit to Fall Back it into Contact with the enemy (wheth- attacker’s side and those originally with and end the assault? er directly or through a fellow Infantry 8”/20cm of them on the defender’s side. team), it can charge. No. The only thing that forces you to Fall Back is taking a sufficient number of hits BREAKING OFF Can a Tank contact the enemy by from Defensive Fire. A single hit that If an enemy Tank Unit assaults my moving into contact with another tank Pins Down a Unit will not do that. infantry and forces them to Break that is in Contact with the enemy? Off. I have tanks within 6”/15cm of ASSAULT COMBAT No. Only Infantry teams can Contact the assaulting teams, do my tanks also the enemy through a friendly team, If I have two teams in Contact with need to Break Off? and only if that friendly team is also an two enemy teams and both of enemy Yes they do. When their infantry support Infantry team. teams score hits, can I allocate both falls back, they do too. hits to the same team? Do I have to Charge into Contact with No. You must spread the hits around if My tanks failed their Counterattack the closest enemy team? there are multiple teams that are eligi- test and are Breaking Off. Directly ble targets. No you don’t. You can Charge into behind them there is a hedge, but just Contact with any enemy team that is off to the side is a gate. Do they have to close enough, but you must take the short- If I have an Infantry team and a Tank est route to Contact that team. team, both in Contact with an enemy rifle team and an enemy bazooka team,

4 go back over the hedge and risk failing how many teams you need to be In used the bonus attempt allowed by the their Cross test and getting captured, Good Spirits if you’ve taken casual- Mike Target rule, they move on to their or can they detour through the gate” ties, correct? second attempt. The rules are deliberately somewhat soft Yes. Driving away from them doesn’t Let’s say they fail again, and move on on the matter. It would be silly to require make the morale effect of the casual- to their third attempt. This time they the tank to cross the hedge if it could ties go away. succeed and Range In the second battery, move a few millimetres to the side and go which will suffer a +2 penalty to hit for through the gate, for instance. A Transport Unit with just one team having Ranged In on the third attempt. If a team can dodge an obstacle, it may remaining would need to take a Unit Having successfully Ranged In another if you want it to. Whichever choice you Last Stand test at the start of each turn. battery, the Mike Target rule comes into make, though, it must take the shortest Does it still need to do so if I Send it effect again, allowing the spotter to make path to do so. to the Rear? another third attempt to Range In the last Yes. They are still disturbed by the battery. Again they succeed, so the third My troops are surrounded by enemy number of casualties they’ve taken and battery is also Ranged In on the third infantry when they need to Break Off. are likely to be reluctant to return to the attempt and suffers the +2 penalty to hit. Can they move through the infantry front when called upon. to get away? BUILDING A FORCE If that is the shortest path to safety, then A Formation is In Good Spirits if it has Can I take a Panzer III Tank Platoon yes they can. two Units still in existence. Can the Unit as part of a Panzer III Tank HQ be one of those? Company Formation, and then take When I assault troops in a building, Yes it can, although it doesn’t have to be. another Panzer III Tank Platoon as do I have to go through the doors Formation Support? and windows? Do the Units need to be In Good No. You may not take a Unit of the same Yes. The walls are Impassable Terrain, so Spirits to keep their Formation In type (that is the same name) as you already you can’t move or fight through them. Good Spirits? have in your Force as Formation Support. No, they just have to still be in existence. Does getting Pinned Down by some- Can my Motor Company take a thing like being hit by a Minefield or BRITISH RULES Honey Armoured Troop from a Honey the Defensive Fire of a Flame-thrower The British Night Attack rule stops Armoured Squadron as Formation force my assaulting Unit to Fall Back Units that don’t have the Night Attack Support, and then a second Honey and end the assault? rule from moving out of their deploy- Armoured Troop from a Grant No. The only thing that forces you to Fall ment area. Isn’t this a rather harsh Armoured Squadron as another Back is taking a sufficient number of hits restriction on the opponent? Formation Support? from Defensive Fire. A single hit that The rule only applies to the player making No. You may not take a Unit that you Pins Down a Unit will not do that. a Night Attack. Any of their formations already have in your Force as Formation that can’t Night Attack have to wait until Support. If you want two Honey If I Counterattack against a team in a dawn to move forward to support the Armoured Troops, then you can buy a Minefield, do I risk getting hit by it? attack. Their opponent’s Units are free to Honey Armoured Squadron HQ and Yes, even if the models didn’t move, they move as they like. make them into a second Formation in are still moving around in a minefield. your force. I have a spotter who is attempting to LAST STAND Range in three 25 pdr Field Troops. If I take an Allied Formation, can I take Support Units from both nationalities? I have a Unit of one tank. When does These artillery batteries have the Mike it have to take a Unit Last Stand test? Target special rule that allows the No. You must choose a Force Diagram spotter to immediately roll to Range from one country or the other to base your A Unit only needs to take a Last Stand In another battery when they succeed force on, and can only take options shown Test at the start of a turn when it has in Ranging In another. How does on that diagram (including the Allied at least one team Destroyed or Bailed this work? Formation option). Since Support Units Out. So, your Unit would only need to An example might be the best way to are only found in the Force Diagram test if the tank was Bailed Out and failed (and not in Formation Diagrams), the to Remount. explain this. Let’s say that your spotter succeeds in Ranging In the first battery on only Support Units available are those from the principal nationality. The phrase ‘only count teams that the first attempt. Normally, they would are In Command’ under In Good now move on to their second attempt and Spirits in Unit Last Stand only refers try to Range In another battery. MISSIONS to the second part of the rule that lists Instead, the Mike Target rule allows them All infantry are in Foxholes at the start to make another first attempt to range In of the game. Does this include infantry another battery. Let’s say that they fail that deployed in No Man’s Land using to Range In that battery. Now, having the Spearhead rule? Yes it does.

5 Can passengers in a Transport take or Are Formation HQ Units affected by If I Counterattack against a team in a dispute an Objective? the Deep Reserves special rule that Minefield, do I risk getting hit by it? Yes they can. restricts a player to one Tank Unit with Yes, even if the models didn’t move, they Front armour 3 or more or one Aircraft are still moving around in a minefield. In missions like Free-for-All that have Unit on table at the start of the game? alternating deployment, can I ‘deploy’ Yes. The restriction applies to all Units, COMMAND CARDS regardless of their function. my Aircraft to effectively skip my turn If a Unit Command Card gives the to deploy? Unit Leader a bonus, does this still No. Aircraft must be your last deployment MINEFIELDS apply if the Unit Leader is Destroyed after all other Units have been deployed. When I place Minefields, can I overlap and replaced? them to make a Unit trying cross them Yes. Any Unit Leader in that Unit gains AMBUSH roll a Skill test for each Minefield? that bonus. When I place a Gun Unit in Ambush No. Teams also only roll one Skill Test with its Transport, do the Gun teams to cross the Minefields safely. However, What about Formation Commanders? have to be Mounted when they are a Team who successfully removes a Do they retain their bonus after being placed from Ambush? Minefield, only removes one, even if they Destroyed? Yes. Like Infantry teams, Gun teams are in several. Yes. The benefits to the Formation ambushing with their Transports must When a team removes a Minefield Commander from a Formation be Mounted. If they don’t want to (instead of Moving) using a Mine Command Card remain, even if the Ambush mounted in their Transports, the Clearing Order, is that Minefield Formation Command Team is Destroyed Transports must be Sent to the Rear. removed right away or at the end of the and switches to another team. Movement Step? RESERVES It is removed immediately. How are Command Cards included in How do I work out my Reserves if I the Reserves rule? have spent less then the permitted When a team moves using a Blitz Move Force Command Cards are always maximum points on my force? movement order, do they still need to included in the 60% of the force on table, The important point to remember is take Cross tests and test to see if they since they are always in effect. that you are allowed 60% of the per- got hit by a Minefield? Formation Command Cards are includ- mitted maximum points value on table Yes. All the normal movement rules apply ed in the 60% of the force on table if any at the start of a game with Reserves. So, while making a Blitz Move. The only part of the Formation is included as they if your force is smaller, it just means difference is that once you’ve finished the are in effect in that case. that your Reserves will be less than the Blitz Move, you don’t count as having remaining 40%. Unit Command Cards are included moved for things that happen afterwards. in the 60% of the force on table if the As the war progresses, the definition Unit is included as they are in effect in Can I deploy a Unit in a Minefield? If that case. of a tank changes. The Deep Reserves so, what happens? rule needs to change to match this as follows: Yes you can. Presumably they are dug in with minefields surrounding their posi- In Late War, the Deep Reserves rule tion, and the paths through the minefield becomes: In a mission with Deep that they use for supply and other neces- Reserves, you may only place one Tank sary activities are too difficult to negotiate Unit with Front Armour of 4 or more, or under fire. one Aircraft Unit on the table at the start of the game. All remaining units of these The Unit is fine as long as it remains in types must be held in Reserves. its foxholes. However, if it moves or coun- terattacks if assaulted, it will have to test In Mid War, the Deep Reserves rule for casualties like any other Unit crossing remains: In a mission with Deep a Minefield. Reserves, you may only place one Tank Unit with Front Armour of 3 or more, or If a Unit deployed in a Minefield, how one Aircraft Unit on the table at the start does it go about clearing it? of the game. All remaining units of these types must be held in Reserves. It moves ‘into’ the Minefield (i.e. out of its carefully prepared defences) testing to In Early War, the Deep Reserves rule do so as normal. Then in the next turn becomes: In a mission with Deep (having moved into the Minefield on a Reserves, you may only place one Tank previous turn as required by the rules), Unit with Top Armour 1 or 2 that is the Unit Leader issues a Mine Clearing not a Transport, or one Aircraft Unit order and the Minefield is removed. on the table at the start of the game. All remaining units of these types must be held in Reserves.

6 Book and Card Updates This section has updates to the various Flames Of War army books and their associated cards. DESERT RATS COMMAND CARDS What is the correct Cross Country speed of Softskin Transports? 14”/35cm.

FIGHTING FIRST What is the Unit Transport rule on the What is the Field of Fire of a Rear includes two Jeeps which have a dif- M3 half-track card? Firing weapon? ferent card only shows the Scout rule. The Unit Transport rule says: While on A Rear Firing weapon can only hit a Does that mean that the Jeeps don’t to table, the Unit Leader of a Transport target fully to the rear of the team. use the Spearhead rule? Attachment must end its Movement Step No it doesn’t. The Unit is defined on the within 6”/15cm of the Unit Leader of its UNIT CARDS M3A1 Armored recon Patrol card, and Passenger Unit. this gives Spearhead to the whole Unit. The US M3A1 Armored Recon Patrol The Jeep card is used by a variety of Units, unit card has the Scout and Spearhead so only gives the rules relevant to them all. special rules listed. This Unit also

AVANTI In the Bersaglieri Weapons Platoon, is The 90mm on Lancia has the Gun COMMAND CARDS it the 47mm gun or the 20mm anti- Shield special rule. What effect does What is the correct Range for the tank rifle that is optional? this have, given that it is a Tank team Captured 25 pdr Artillery? As per the book, the unit includes a rather than a Gun team? The guns should have a range of 24”/60cm 20mm anti-tank rifle as standard, and It functions exactly the same as it would for Direct Fire. can add a 47mm gun for +2 points. if the 90mm on Lancia was a Gun team.

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

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

7 COMMAND CARDS Can I take a Formation Command Card Can I use a Unit or Formation Can I us a Force Command Card like for a Support Unit taken as Formation Command Card with an Allied Support Pip Roberts with an Allied Support Support from that Formation. As an Formation or Unit in my Force? As an Formation in my American Force? example, can I take a Motor Platoon example, could I take the above Guards No. You can only use Force Command as Support for my Grant Armoured Motor Platoon as an Allied Support Cards with the Force you are fielding, in Squadron, and use the Guards Motor Unit in my American Force? this case a US Force from Fighting First. Company card to make it into a Guards Yes you can. Motor Platoon? Yes you can.

FOG OF WAR CARDS When can Objective Cards that have When do I win? Do I win immediately The Scout the Perimeter card requires a Turn Counters be claimed? Can I claim I score sufficient Victory Points, or do Spearhead Unit to score the points. How it on the turn in which the last Turn I have to wait until my Starting Step? does this work in Early and Late War? Counter is removed? You must wait until your Starting All Reconnaissance Platoons have the Yes you can. You remove the Turn Step to win. Spearhead rule (see page 68 of the Counter at the start of the turn, the claim rulebook). the Objective. Are the Objectives on the Line in the Sand card supposed to be arranged Both the Diversionary Tactics and Are turn counters removed at the start in a line? Artillery Expert cards allow players to of both players’ turns, or just at the start Yes. The three Objectives are supposed to reposition Ranged In markers. Which of the turns of the player that placed it? be arranged in a line, 12”/30cm apart, order do they take effect? Just at the start of the turn of the player centred on the centre of the table. Artillery Expert should be played first that placed it. as this allows a player to move their Do I remove an Objective from Line in Ranged In marker anywhere. Then when Can two Objectives be placed in the the Sand when I take it? Diversionary Tactics is played, it allows same place, one on top of the other and Yes. You remove the Objective when you their opponent to move it 6”/15cm from then claimed together? hold it to score one point. The card is its new position. Yes they can. discarded once all three Objectives have been claimed. When placing cards that can’t be placed close to your own deployment There are two different cards labelled area, does the extension created by the Precise Attack. Does this matter? Spearhead rule count? No. The labels on the cards have no effect No. The Spearhead rule is only in effect on the game. during deployment. After that it is no longer defined as the Spearhead teams One of the Precise Attack cards gives could have moved in the meantime. you points for destroying units with the same name. Does the name have When do you play Hidden to be exactly the same or do units like Objective cards? Panzer III Tank Platoon and Panzer III At any time. You can play them in your (Mixed) Tank Platoon both count? turn or the opponent’s turn. However, you They have different names, so you’d need can’t play them after a die has been rolled, to pick one or the other. but before its effect is resolved. The other Precise Attack card gives Can you play an Objective card and at a different number of points for the start of a Starting Step, then claim destroying Units of more or less than it in the same Starting Step? 9 points. How does this work in Early No you can’t. You must complete your or Late War? turn before you can claim an Objective. Treat the cut-off point as 135 points.

For more information about Team Yankee visit WWW.FLAMESOFWAR.COM 8 LESSONS FROM THE FRONT EARLY & LATE WAR VERSION 4 QUESTIONS AND ANSWERS ON FLAMES OF WAR MARCH 2018

During the time that the fourth edition of Flames Of War has been out, players have asked questions about the game. The questions and their answers have been gathered into this document. Please note that this is an on-going project. To help players who have read earlier versions of Lessons From the Front, new material is marked with a line in the left margin. — Phil Yates, Game Designer

ATTACHMENTS Redundant Teams Points Rebate The Attachments rule on page 7 Team Fearless Confident Other says that Infantry Units contain- Veteran Veteran ing Transport teams are split into an Infantry Unit and a Transport Gun Unit Command team* 10 points 10 points 5 points Attachment. What about Gun Units M2 half-track with .50 cal MG* - +5 points +5 points and others with Transport teams? Staff team* 10 points 10 points 5 points All Units with Transport teams split Observer team* 10 points 10 points 5 points the Transport teams off into a Transport Cavalry Rifle team 25 points - - Attachment. If it has any Tank teams, they are included in the Transport Pioneer SMG team - - 25 points Attachment as well. Rifle/MG team* 25 points - 15 points Rifle team 20 points - 15 points What is the difference between Panzer IV J OP - 30 points 20 points Attachments and Combat Attachments (both mentioned on page 7)? US M4 Sherman OP - 30 points 20 points Attachments is a new concept in this Other OP tank 20 points 15 points 10 points version of the rules and refers to Units *Transports (other than M2 half-track with .50 cal MG) carrying Gun Unit that are associated with another Unit. Command, Staff, Observer, and other redundant teams do not give an additional An example of this would be a Transport rebate. These vehicles (whether armoured or not) do not make a significant difference Attachment which is the transports for an to their passenger’s points cost. Infantry Unit. Combat Attachments is a concept If I add optional Teams to a Gun MOVEMENT Unit, can I make one of them the Unit carried over from older versions of the What is the correct Road Dash speed Leader at the start of the game? rules and refers to Teams attached to of a Slow Tank? a Unit from other Units in the same No. The Unit Leader must be one of the It is 16”/40cm. Formation (where specifically allowed in compulsory Gun teams. the Intelligence Briefing). An example of What are the correct Dash speeds this would be an anti-tank gun or heavy If my Gun Unit’s Command team was for Very Slow Tanks? They are all machine-gun attached to an infantry a Command Komissar or Command Unreliable, but applying that penalty platoon from the company anti-tank or Sword team, does the new Gun team makes their Terrain Dash speed slower machine-gun platoon. Unit Leader retain the Komissar or than their Tactical speed. Sword rule? Do not apply the Unreliable penalty to REDUNDANT TEAMS Yes it does. Very Slow Tanks. It has already been The Redundant Teams rule on page 7 factored into their movement speeds. removes command Infantry teams, Do I get any points back for the Staff teams, and Observer teams from teams I remove? What is the correct Cross Country Gun Units. What is a Gun Unit? For each team removed as a redundant Dash speed of a Half-track? A Gun Units is one that apart from team, you get the points back shown in the It is 18”/45cm. its Command Infantry team and any Redundant Teams Points Rebate table. Transport teams is predominantly composed of Heavy Weapons, Gun, or Do the Redundant Teams rebates apply Tank teams (before any optional teams to forces from Armies of Late War? are added). No. They have already been applied.

1 If I have a Gun Unit that includes Aircraft MG and Aircraft MG and Infantry teams, can I use the Blitz Move Cannon Anti-tank Cannon ROF order to move the Infantry Teams? Arsenal Adjusted Arsenal To Hit Adjusted ROF Yes. Gun Teams cannot be issued Anti-tank Anti-tank this Movement Order, but Infantry 2+ 3 Teams can. 15 11 3+ 2 12 9 4+ 1 TRANSPORTS 11 9 Oberst Hans-Ulrich Rudel is an excep- Can a Unit’s Transport Attachment 9 7 tion to this change and has ROF 2. move anywhere it likes? 8 6 No. Transport Attachments are subject to 7 6 MORTARS the Unit Transport rule which says: While Some mortars only have both Artillery 6 5 on table, the Unit Leader of a Transport Bombardment and direct fire char- Attachment must end its Movement Step Infantry Teams rule. However, this only acteristics, while the same mortar in within 6”/15cm of the Unit Leader of its another book just has artillery charac- Passenger Unit. applies to the initial teams at the begin- ning of the game (these teams normally teristics. Which is correct? All Mortar teams that can fire an What happens if the Transport Attach­ have three models, although some players Artillery Bombardment lose their direct ment’s Unit Leader can’t do this? may have modelled them with only two models). fire characteristics and can only fire Then the Transport Attachment has to Artillery Bombardments. be Sent to the Rear (see page 23 of the In the Perfectly Camouflaged rule for rulebook). Snipers it says that Sniper Teams are Concealed and Gone to Ground, even ARTILLERY Is a Gun towed by a Tank using the when they shoot. Is this the case when Rocket Launchers are too effective for Tow Hooks rule carried inside or they move in the open? their points. on the Tank? No, this only while they remain in As an update to the Bombardment The Gun is towed using the Passengers their Sniper’s Hide. If they move they Firepower and Anti-tank Ratings table On Tanks rules as the gun crew are riding lose all the benefits of the Perfectly on page 49 of the rulebook, Rocket on the tank, not inside it. Camouflaged rule. Launchers retain their unadjusted Firepower rating. SHOOTING Does the direction the gun and gun shield are pointing change the Save Aircraft Bombs and Rockets of an Unarmoured Tank Team with a Aircraft Weapon Adjusted Adjusted Gun Shield? Anti-tank Firepower No. An Unarmoured Tank Team with a Gun Shield has a 4+ Save all the time, P38 Lightning Bombs 4 2+ even against Artillery Bombardments. Rockets 5 3+ P47 Thunderbolt Bombs 4 2+ My Unit Leader has been Destroyer=d Rockets 5 3+ and I appoint an new one. What hap- pens if my replacement Unit Leader F4U Corsair Bombs 4 2+ is a Bazooka Team. The Bazooka Rockets 5 3+ Team has the score required To Hit in Arado 234B Bombs 4 2+ Assaults increased by +1 for being a Small Infantry Team, does the Bazooka Bf 109E or G Bombs 4 2+ Team lose this because it is now a FW 190F Bombs 4 2+ Unit Leader? Ju 87B Stuka Bombs 3 2+ No, replacement Unit Leaders always Ju 87D Stuka Bombs 4 2+ retain the characteristics of the replace- Hurricane IV Rockets 5 3+ ment team. In this example the new Unit Leader retains its Bazooka Team char- Typhoon Rockets 5 3+ acteristics, including the Small Infantry Il-2 Shturmovik Bombs 4 2+ Team rule. Rockets 5 3+ The rule for Small Infantry Teams on Il-2M Tip 3M Shturmovik Bombs 4 2+ page 57 of the Flames Of War 1939-41 Rockets 5 3+ and 1944-45 rulebook does specifically exempt Unit Leaders and Formation I-153 Chaika Rockets 3 3+ Commanders from the Assault Small Other Aircraft Bombs 3 2+

2 The rules for Line of Sight of AOPs if the Unit had three Infantry teams, it My Fortified Platoon includes a seems to be different from other air- could lose all of its Gun teams ans still be , which is a separate Unit in the craft? Is this correct? In Good Spirits. game. Does the Bunker have to deploy No, the Line of Sight rules for AOPs on within the 12”/30cm circle with the page 50 of the Flames Of War 1939-41 CAVALRY rest of the Unit? and 1944-45 rulebook should be the Was it intended that Cavalry Teams Yes they do. same as the normal Aircraft Line Of would automatically be Destroyed if Sight rules on page 28. they Break Off from an assault as they If my Force has more than 60% of its So Line of Sight is traced from any point only have a 6”/15cm Tactical move? points in Fortifications, what do I do on the flight stand of any Aircraft or AOP. No. The Cavalry rule on page 68 is miss- for Reserves? ing the following line: Fortifications and Fortified Platoons are AIRCRAFT Cavalry Teams move up to 10”/25cm always deployed on the table, even if this Aircraft MG and cannon are too when they Break Off in an Assault. results in more than 60% of your points effective against tanks, and in some being on table. cases insufficiently effective against When do Cavalry Teams Dismount? other targets. Like Passengers and Transports, Cavalry MISSIONS As an update to page 44 of the rulebook, Teams, Dismount at the start of their If I have part of a Unit with another Aircraft MG and cannon adjust their Movement before Moving in the Unit as a Combat Attachment, how do Anti-tank and ROF values as shown in Movement Step. I work out the points for Reserves? the Aircraft MG and Cannon tables. If a Unit has any part of it on the table, FORTIFICATIONS then its points are included in the on-ta- Aircraft Bombs and Rockets are insuf- ble component of the force. I have to have line of sight to the gun ficiently effective against tanks. slit of a bunker to shoot it. Do I also As an update to the Bombardment need to have to be in contact with a ALLIED SUPPORT Firepower and Anti-tank Ratings table gun slit to hit it in an assault? Can an Allied Support Unit benefit on page 49 of the rulebook, Aircraft Yes. A bunker can only be harmed from the Command Leadership of Bombs and Rockets adjust their Anti- through the gun slits. another Formation Commander? tank and Firepower ratings as shown in No. An Allied Unit can only benefit from the Aircraft Bombs and Rockets table. Do Gun Pits operate like Trench Lines the Command Leadership of its own or ? Formation Commander (if it is part of What is the Last Stand rating of an an Allied Support Formation). Aircraft Unit? Gun Pits act in the same way as Trench Lines. Aircraft Units are rated as Confident. Can the Formation Commander of What effect do trench Lines have an Allied Support Formation give The High-speed Jet rule is changing to: on Movement? Command Leadership to Support Units? Anti-aircraft weapons add +1 to the score Teams crossing them do so at their No. An Allied Formation Commander needed To Hit when shooting at High- Tactical or Terrain Dash speed. can only give Command Leadership to its speed Jet aircraft. own Formation. Which size of Minefield should I use? LAST STAND The old 8”/20cm by 2”/5cm pieces or NAVAL GUNFIRE Large infantry units seem rather robust. the new tokens with a 2”/5cm radius SUPPORT around them? Units that started the game with at least Naval Gunfire Support has various 16 Infantry or Gun teams are only In Whichever is specified in the mission you sizes of battery. Does this change under Good Spirits if they have at least five are playing. If you are playing a mission the latest rules? Infantry teams (rather than three Infantry from the Early War/Late War Conversion All Naval Gunfire Support is now a teams) or two Gun teams remaining. rulebook, then use the 8”/20cm sections. 4-gun battery. If you are playing a mission from the How do I work out whether or not main rulebook, then use the markers. What are the Anti-tank and Firepower my Unit made up of a mix of Team ratings of Naval gunfire Support? types (for example, a US Glider Anti- The Minefield rules say that you have tank Platoon with a mix of M1 57mm to enter a Minefield to clear it, but They are those shown in the Arsenal, mod- Gun Teams and Bazooka Teams) is in then you can clear minefields within ified as shown on page 49 of the rulebook. Good Spirits? 2”/5cm? This seems odd. If it meets either criteria for being in Remove the “within 2”/5cm”, as this Good Spirits, so as long as it has either at is unnecessary when using 8”/20cm by least three Infantry teams or it has at least 2”/5cm minefields. two Gun teams, it is In Good Spirits. So

3 When do I choose whether the Observer Special Rules and Warriors) instead. The when Pinned Down, does this mean team for my Naval Gunfire Support Stuka zu Fuss half-tracks in these pla- they have a ROF 0 and can’t shoot if will be an NGFS Air Observation Post toons form a separate Unit from the 12cm Pinned Down? or an NGFS Observer team? mortars and their transports. No, they have a ROF 1 with an addi- You may choose which type of Observer tional +1 to the score required To Hit for team you will have at the start of each If a German half-track with the being a ROF 1 weapon. The quoted rule game before deployment. Mounted Assault rule Charges into simple prevents them from Shooting, but Contact while carrying an Infantry does not change their ROF. Can my force be supported by multiple Team, how many times do you Naval Gunfire Support options? roll to hit? The Volkssturm Platoon’s Local Militia Like Air Support, only one compa- The Assaulting half-track Transport rule says that they have a value of ny in your force may have Naval Teams and any Infantry Teams they are 0 points when working out Reserves. Gunfire Support. carrying as Passengers can roll To Hit How does this work? in Assaults. You are allowed 60% of your maximum Why does Naval Gunfire Support have points total on table in missions at the a range in the arsenal? How many hits does it require to drive start of a game with Reserves. off an Assault from a Unit using the While Naval Gunfire Support can nor- This being the case, the best thing to do Mounted Assault rule? mally reach anything on the table, you is put the Volkssturm Platoon on table, might like to play a big game on a large The Assaulting Unit is the Transport using 0 points out of your 60%, then add table where you use the range from the Attachment, so the number of hits more Units to fill up the points available. beach instead. required to make the Assaulting teams This means that your Reserves will be less Fall Back is determined by the size of that than the remaining 40%. BRITISH Unit. The Passengers are a different Unit, so are ignored. If I have a British Bagpipes Infantry SOVIET Are Guards Rocket Mortar Battalions Team in my Company HQ, nearby If a half-track using the Mounted included in the Steel Wall rule which Units require one more hit than Assault rule is Bailed Out, what hap- breaks artillery battalions into sepa- normal to become Pinned Down. pens to the Infantry inside? Does the Bagpipes Infantry Team also rate batteries? If so, what comprises require nearby Assaulting Units to take Nothing. They remain safely in their a battery? half-track. Since the half-track can’t one more hit to Fall Back? Yes they are included. Treat each pair of assault, neither can its Passengers. Yes, the reference in the Bagpipes rule Platoons (four Teams) as a Unit. Any (page 72 of the Flames Of War 1939-41 Anti-aircraft Platoon added is also a What happens if the Bailed Out half- and 1944-45 rulebook) to Defensive separate Unit. track is required to Break Off? Fire should reference Fall Back. The last sentence should read: The Bailed Out half-track is Destroyed What is the ROF of a Soviet Flame- since it cannot Break Off. Since it was Any Unit within 6”/15cm of the Bagpiper thrower Team and other Flame- Destroyed by an assault, the Passengers requires one extra hit in the Shooting throwers with a ROF higher than two are automatically Destroyed as well. Step to become Pinned Down and in in the arsenal? Defensive Fire to be forced to Fall Back. Most Flame-throwers are ROF 2 as The Schürzen rule states it increases stated in their arsenal and on page 44 of Side armour to 5 when hit by an the Flames Of War 1939-41 and 1944- GERMAN ‘infantry weapon’ that has firepower 45 rulebook. However, Soviet Flame- The Stuka zu Fuss rule (page 71) is 5+ or 6. Does this mean a Panzer IV thrower Teams have all the same stats as changing as follows. that took a hit by PIAT held by an stated on page 44 of the Flames Of War infantry team can use its Schürzen, The Stuka zu Fuss rule limits the Unit to 1939-41 and 1944-45 rulebook, except while a tank that took a hit by PIAT firing their rockets once per game. they retain their ROF 4 as found in mounted on a can’t As an exception: their Arsenals. use its Schürzen? • the FHH Mortar Platoon (page 27 of No. The word ‘Infantry’ is unnecessary The Ardennes Offensive), for the meaning of the rule. The rule US • the Gepanzerte SS-Heavy Mortar applies to any weapon with Firepower Can my Aircraft Unit Leader Spot for Platoon (page 56 of The Ardennes 5+ or 6 hitting Tank Team with the an Artillery Bombardment using the Offensive), Schürzen rule. Under Command rule? • the Führer Panzerfüsilier Mortar No. They do not have the communica- Platoon (page 133 of The Ardennes Panzerfausts are ROF 1 weapons and tions equipment to talk to the artillery. Offensive), and have a rule stating ‘Cannot shoot in • the Gepanzerte Mortar Platoon the Shooting Step if moved in the (page 51 of Bridge by Bridge) Movement Step’ in the arsenal. If replace the Stuka zu Fuss rule with the using their Moving ROF for shooting Super Heavy Rockets rule (see page 38 of

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

5 ERRATA AND EXTRA RULES

1 When compiling the rules updates for the Flames Of War, as your forces one Observer Team since it is the Formation Special Rules and Warriors book we had to comb through all Commander and does not gain the benefit of the Observer of our books to and find all the rules that needed to be looks special rules. at. Since we the book was published we have noticed a few rules that got missed.

PAGE 11: CANADIAN THE ALLIED INVASION OF FRANCE JUNE-SEPTEMBER 1944 Assault Troops is missing the reference to Remount Tests, it should read: PAGE 5: BREACHING GROUP Canadian Units do not use the British Bulldog special The Breaching Force rule on page 5 should read: A Unit rule. Instead Canadian Units pass Rally and Remount from a Breaching Group may only be held in Reserve if Tests on a 3+. all Breaching Group Units that can be deployed on table have been. PAGE 11: DIXIE AIR SUPPORT PAGE 5: KING’S OWN SCOTTISH BORDERERS Instead of bringing your Air Observation Post on in the starting step, you may leave it off the table. Then reduce the Bagpipes rule is on page 72 of the rulebook (not page 65). roll required to get your Air Support to 3+. PAGE 7: RULES NO LONGER USED PAGE 11: RUMPUS The Tank Telephones rule is no longer used. Replace rule with: If a New Zealand Gun Troop, Field Battery, Royal Artillery ADDITIONAL RULES Unit (page 94) successfully Ranges In on the first attempt, all PAGE 33: AIRBORNE ARMOURED RECCE Infantry and Gun Teams under the Template must Re-roll SQUADRON HQ AND AIRBORNE ARMOURED successful Saves. RECCE PLATOON PAGE 12: ROAD TO ROME AIRCRAFT ARSENAL Tetrarch, Tetrarch CS and Captured Sd Kfz 10/5 (2cm) P38 Lightning MG should be labelled Cannon giving it Tank Teams use the Scout rule. ROF 2 (not 3). PAGE 34: SEABORNE ARMOURED RECCE PLATOON Cromwell IV Tank Teams use the Scout rule. ADDITIONAL RULES PAGE 83: ARMOURED RECCE SQUADRON HQ AND PAGE 61: PLATOON ARMOURED RECCE PLATOON An Assault Gun Platoon uses the Scout special rules. Cromwell IV and Cromwell VI CS Tank Teams use the PAGE 101: BREACHING GROUP Scout rule. Although a Breaching Group is a single Support choice, each PAGE 116: HEAVY ARMOURED CAR PLATOON Section operates as a separate Unit. The D7 Bulldozer is an A Heavy Armoured Car Platoon uses the Scout special rules. Independent Tank Team. PAGE 230: ARMORED DIVISION SPEARHEAD Teams from all Sections of a Breaching Group may not Charge into Contact. However, a D7 Bulldozer may Assault One Unit that is not a Spearhead Unit already may use the Bunkers (see page 76 and 80 of the rulebook). Spearhead rule if the Force is attacking in a Mission that is not a Meeting Engagement. PAGE 101: BREACHING FORCE Teams from a Breeching Group may not be held in Reserves. PAGE 101: AVRE See page 82 of the rulebook. PAGE 161: FIRST SPECIAL SERVICE FORCE PLATOON MORTARS At the start of the game before deployment you may group THE GERMAN Defence OF FRANCE all of the First Special Service Force Platoons’ M2 60mm JUNE-SEPTEMBER 1944 Mortar Teams or M1 81mm Mortar Teams into a single new ADDITIONAL RULES Mortar Platoon Unit. One Mortar Team becomes the Unit Leader. The Mortar PAGE 55: BEUTE STUG BATTERIE HQ Teams are no longer part of their original First Special The special rule listed under the Beute StuG Batterie HQ Service Force Platoons. The Mortar Platoon counts as a Unit no longer applies (as this is no longer how spotting works in for all purposes. FoW). A Formation Commander 39H OP does not count

2 PAGE 183: PLATOON MORTARS ADDITIONAL RULES At the start of the game before deployment you may group PAGE 131: TOWED PLATOON all of the Dismounted Cavalry Platoons’ M2 60mm mortars into a single new Mortar Platoon Unit. Towed Tank Destroyer Platoon teams may be place from Ambush within 16”/40cm of enemy teams as an exception One M2 60mm Mortar Team becomes the Unit Leader. to the normal Large Gun rules for placing Immobile Gun The M2 Mortar Teams are no longer part of their original teams (see page 65 of the rulebook). Dismounted Cavalry Platoons. The Mortar Platoon counts as a Unit for all purposes and may use the Mountain Training special rule.

PAGE 126: HITLER’S GUARDS PAGE 163:HEROISM Correct rule to: If the Unknown Hero is a Gun team, the team remains in play in the same way as a Gun team. All Units in a Führerbegleit or Führergrenadier Formation (but nor Support Units) pass Last stand tests on 3+.

PAGE 13: CALLIOPE TANK PLATOON PAGE 20: KERUTT’S PANZERFAUST TRAPS Replace “Tanks from a Calliope Tank Platoon are always Clarification: You can now take the Panzerfaust Traps with- Non-assaulting teams when involved in an assault” with “A out taking von der Heydte. However, this does not mean you Calliope Tank Platoon cannot Charge into Contact, and can take them twice (once with von der Heydte, and one by must Break Off in an Assault.” themselves), you may still only have up to four Panzerfaust Trap Teams in any Force. PAGE 28: MINE-EXPLODER TANK PLATOON Panzerfaust Trap teams are Independent teams. Delete Always Attacks rule. Replace “Tanks from a Mine-exploder Tank Platoon are always Non-assaulting teams when involved in an assault” with “A Mine-exploder Tank Platoon cannot Charge into Contact, and must Break Off in an Assault.” PAGE 65: ENJOY THE WAR The Enjoy the War rule only applies to SS Platoons. PAGE 65: BAZOOKA TOWN Panzerfaust Trap teams are Independent teams.

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

PAGE 31: INFRA-RED VISIBILITY Change last paragraph to:

3 In the next enemy shooting step, enemy Teams equipped • Grenadierkompanie (page 26) for a German with Infra-Red Equipment in Line of Sight can be seen the Grenadier Platoon. Sd Kfz 251/20 (Uhu) half-track at any distance, but any team shooting at it still gets the additional +1 penalty To Hit for shooting at night.

ADDITIONAL RULES WARRIOR OTTO CARIUS Otto Carius, Tiger Ace is a Warrior Unit Leader Tiger I E Tank Team rated Confident Veteran. Carius replaces the Unit Leader Tiger I E tank in a Schwere Panzer Platoon for PAGE 34: CAMOUFLAGE POSITIONS +100 points. Correct rule to: Carius’ Schwere Panzer Platoon does use the normal Tiger In order to Shoot at or Spot for an Artillery Bombardment Ace rules because he has his own special rules below. on a Team from a Pulyemyetno-Artillyeriyskiy Batalon HQ, HERO OF THE FATHERLAND Pulyemyetno-Artillyeriyskiy Company, or Artillery Group If Carius is Destroyed during a game the morale of the entire that is in a Foxhole, Trench Line or Gun Pit and that has German war effort takes a heavy blow, despite any other not shot during the game, an enemy Team must be within gains. The German player loses one Victory Point and their 16”/40cm of the Team. opponent gains one Victory Point at the end of the battle. PAGE 34: HARDENED VETERANS OTTO’S KÜBELWAGEN Change to: Otto Carius may be either deployed as normal in his Tiger I Teams from Udaney or Shock Units count as Skill Rating E Tank Team at the start of the game, or begin the game as a Veteran for all purposes excepted for the score needed To Hit Kübelwagen Transport Team. them, which remains a 3+ for Trained. While mounted in the Kübelwagen, Carius used the Scout PAGE 37: LEYTENANT IVAN ZABOLOTNY rule on page 68 of the Flames Of War 1939-41 and 1944-45 Lieutenant Ivan Zabolotny replaces the Unit Leader Pioneer rulebook. If mounted in his Kübelwagen, Carius’ Schwere SMG team in an Engineer Sapper Platoon. Panzer Platoon must be held off-table at the beginning of FOR BRAVERY the game, but counts as an on table Unit for the purposes of the Reserves rules. Despite being modelled as a Kübelwagen, Zabolotny and his Engineer Sapper Platoon always pass Carius counts as a Front Armour 3 or more Armoured Unit Motivation Tests on a 2+. for the Deep Reserves rule (see page 96 of the Flames Of War LEADING THE WAY 1939-41 and 1944-45 rulebook). If your Force does not contain another Unit with the At the start of any of your turns, you may deploy Carius’ Infiltration special rule you may Infiltrate with Zabolotny. Schwere Panzer Platoon held off-table so that all of the Unit’s Zabolotny may infiltrate his Engineer Sapper Platoon. See Tank Teams are within 6”/15cm of Carius’ Kübelwagen. the Infiltration rules on page 73 of the rulebook. In addition, each Tiger I E Tank Team must be: • More than 16”/40cm away from all enemy teams, and ADDITIONAL RULES • Concealed or entirely out of Line of Sight of the enemy. PAGE 37: ARTILLERY GROUP Once deployed, Carius remounts his Tiger I E Tank Team An Artillery Group is subject to the Steel Wall rule. Because and fights as normal. Remove Carius’ Kübelwagen. The the diagram does not divide the guns into Batteries, treat Tigers placed on the table in this way can move and fight as each pair of Platoons (four Gun Teams) as a Unit for the normal during the turn they appear. purposes of the Soviet Steel Wall rule (see page 73 of the If Carius is Destroyed while mounted in his Kübelwagen, his rulebook). Schwere Panzer Platoon is immediately placed in Reserve. ROMANIAN ALLIES Carius’ Tiger becomes a normal Unit Leader Tiger I E Tank Team that still uses the Every Shot Counts special rule, even Romanian Forces that do not have Soviet Allies may take though Carius has been Destroyed. Allied Formations from Grey Wolf, and visa versa. The rele- vant Formations from Grey Wolf are: CARIUS TAKES COMMAND • Panzerkompanie (page 72) for a German Panzer Platoon. While Carius leads his Schwere Panzer Platoon, the Unit • StuG Batterie (page 58) for a German Assault Gun Platoon. passes Unit Last Stand Tests on a 2+. • Panzergrenadierkompanie (page 78) for a German WHAT A BUNCH OF HEROES! Panzergrenadier Platoon. Carius’ Schwere Panzer Platoon passes Motivation Tests to Counterattack in assaults on a 3+.

4 EVERY SHOT COUNTS! Tiger Tank Teams in Carius’ Schwere Panzer Platoon re-rolls any failed To Hit rolls when shooting their main gun. SETTING UP THE SHOT Enemy Teams do not benefit from Concealment when shot at by Carius. Furthermore, Carius ignores the normal +1 mod- ifier when Shooting at Teams greater than 16”/40cm away. FELDWEBEL ALBERT KERSCHER ADDITIONAL RULES You may nominate one Tiger I E Tank Team in Carius’s PAGE 119: ARMOURED COMPANY Schwere Panzer Platoon to be lead by Feldwebel Albert Kerscher for +50 points. The HQ, Light and Cruiser Platoons of a Armoured Company operate as separate Units. The HQ Platoon is a In addition, while in Kerscher is within 6”/15cm of Carius, headquarters in name only and operates as any other Unit Kerscher may use the Setting up the Shot special rule. with a normal Unit Leader.

ADDITIONAL RULES PAGE 42: HEROES OF THE PAGE 64: MOUNTAIN ARTILLERY BATTERY SMARTER PACK MULES Teams from Hero Units count as Skill Rating Veteran for all Gun Teams carried by Pack Mules Transport Teams are purposes excepted for the score needed To Hit them, which Mountaineers, see page 68 of the rulebook. Pack Mule remains a 3+ for Trained. Transport Teams carry Gun Teams as Passengers and the Gun Team is removed from the table while it is carried by the Pack Mule Transport Team. Can a Fallschirmjäger platoon recover its containers at the start of the opponent’s turn? No. They recover them at the start of their own turn.

PAGE 45: HEROES OF THE SOVIET UNION SMARTER Teams from Hero Units count as Skill Rating Veteran for all purposes excepted for the score needed To Hit them, which remains a 3+ for Trained. PAGE 45: ZA RODINU! Replace rule with the following: PAGE 57: HUMAN BULLET ZA RODINU! The last paragraph of the rule should read: A Unit with the Red Banner Unit Leader is Pinned Down on eight or more hits even if it has less then 12 Teams, and If a Nikuhaku Team is in Contact with an enemy Tank Team forced to Fall Back in Assault Defensive Fire on eight or when it Rolls to Hit in Assaults they roll 4 dice per Team. more hits even if it has less then 12 Assaulting Teams. These hits may only be assigned to enemy Tank Teams. If there are no enemy Tank Teams they roll one dice per Team A Panzerfaust team has Range 4”/10cm, ROF 1, Anti-tank 12, as normal. Nikuhaku Teams are rated Tank Assault 4. Firepower 5+, and Tank Assault 6.

5 ADDITIONAL RULES PAGE 64: MOTORISED ARTILLERY BATTALION Because the diagram does not divide the guns into Batteries, treat each pair of Platoons (four Gun Teams) as a Unit for the purposes of the Soviet Steel Wall rule (see page 73 of the rulebook). PAGE 65: MOTORISED HEAVY ARTILLERY BATTALION Because the diagram does not divide the guns into Batteries, PAGE 39: GERMAN SPECIAL RULES treat each pair of Platoons (four Gun Teams) as a Unit for the purposes of the Soviet Steel Wall rule (see page 73 of the The Schürzen rule should be named Bazooka Skirts. rulebook). PAGE 31: US INFANTRY OBSERVER (XU134) PAGE 71: ARTILLERY BATTALION This team has a Skill rating of Veteran 3+. Because the diagram does not divide the guns into Batteries, PAGE 49: GERMAN ARMOURED FLAME-THROWER treat each pair of Platoons (four Gun Teams) as a Unit for PLATOON (XG119) the purposes of the Soviet Steel Wall rule (see page 73 of the This team has a Counterattack rating of ‘-’, a Remount rating rulebook). of 5+, and an Assault rating of ‘-’. PAGE 77: KAVALYERIYSKIY ARTILLERY BATTALION PAGE 59: GERMAN INFANTRY OBSERVER (XG145) Because the diagram does not divide the guns into Batteries, This team has an Infantry Save of 3+ rather than the Armour treat each pair of Platoons (four Gun Teams) as a Unit for ratings shown. the purposes of the Soviet Steel Wall rule (see page 73 of the rulebook).

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

6 BOOK CORRECTIONS OCTOBER 2017

This document notes a few glitches that have been noted in various Intelligence Briefings. Please note that this is an on-going project. To help players who have read earlier versions of Book Corrections, new material is marked with a line in the left margin. — Phil Yates, Game Designer

The M3 75mm GMC is shown without a machine-gun. Is this correct? No. It has an .50 cal AA MG fitted.

The 3 RTR — Desert Veterans rule on page 100 allows an th THE ALLIED INVASION OF FRANCE 11 Armoured Division Motor Company to have a Veteran JUNE-SEPTEMBER 1944 Armoured Platoon as support. The 4th King’s Shropshire The Assault Company does not appear to have the ability Light Infantry spent a lot of time working with 3 RTR, but to field the Assault Anti-tank Platoon, Royal Artillery cannot do this as they are Lorried Rifle Companies. from page 66. While Overlord does not allow this combination, it is a worth- It should be an option in the Anti-tank box at the bottom of the while option. As a new variant on the Lorried Rifle Company first Support column along with the Assault Anti-tank Platoon on page 104, you may apply the 3 RTR — Desert Veterans rule (SP), Royal Artillery and the Corps Anti-tank Platoon (SP), to the Lorried Rifle Company. Royal Artillery. Naval Gunfire Support has various sizes of battery. Does this Can Major Currie arm his Sherman tank with a change under the latest rules? .50 cal AA MG? All Naval Gunfire Support is now a 4-gun battery.. Yes he can for +5 points, the same as the Company Command tank he replaces.

The Armoured Car Support Platoon on page 115 has the Inns of Court more expensive than the Household Cavalry. Is that right? No. The points for the Household Cavalry and the Inns of Court THE GERMAN Defence OF FRANCE should be swapped. JUNE-SEPTEMBER 1944 Why does the 716. Divisional Anti-tank Gun Platoon not Should the Tank Recce Platoon on page 126 be a appear in any company diagrams? Reconnaissance Platoon giving it Scout and Spearhead? These guns were the ones in the Sword Wiederstand Nest on Yes it should. page 29. The entry was accidentally left in the book.

The Airborne Engineer Platoon on page 184 says ‘Add The 21. Gepanzerte Multiple Mortar Platoon on page 59 has Bazooka teams’. The diagram shows Pioneer Bazooka teams. a Command SMG team and a Command U304(f) half- Which is it? track. Which is the actual command team? They are just Bazooka teams. They are not Pioneer teams. As a Gun Unit, the Command team is a Redundant team and is removed. One of the S307(f) Reihenwerfer half-track. The Glider Engineer Combat Platoon on page 191 says ‘Add Bazooka teams to HQ Section and Operating Squads’. What Should an SS-Panzerspähkompanie be able to field a Heavy about the Weapons Squad? SS-Panzerspäh Platoon? It should read ‘Add Bazooka teams to HQ Section, Operating Yes. It should be an option in the first box, along with the Half- Squads, and Weapons Squad’. tracked, Light, and Puma SS-Panzerspäh Platoons.

The points for 4 M4 or M4A1 Sherman tanks for the Fourth Should the command team of a Gepanzerte Panzergrenadier Division on page 269 appear to be wrong. Lehr Platoon be an SMG team as shown or MG team as The points should be 335, not 235. suggested by the first option? It should be an MG team. The Towed Tank Destroyer Platoon diagram on page 289 shows M5 3in gun (late), should it just be M5 3in gun? Yes, as everywhere else in the book.

1 A Gepanzerte Panzergrenadier Lehr Platoon can remove its The 2cm Flakvierling 38 anti-aircraft gun is listed as Light. half-tracks without having Field Fortifications. Why is this? Shouldn’t it be Immobile? All of the infantry in the Panzer Lehr Division was mounted Yes it should be Immobile. in armoured half-tracks. As the Normandy terrain was often unsuited for half-tracks, they sometimes left them to the rear, Why is the 7.62cm FK288(r) rated as a Heavy gun when the even when attacking as they had no motorised Panzergrenadiere 76mm ZIS-3 gun is rated as a Medium gun. to use in these situations. Most of the guns in use were actually 76mm FK297(r), the 76mm obr 1939 gun. At the time Atlantik Wall was written, A Gepanzerte Panzergrenadier Heavy Platoon and an the ZIS-3 was the closest model we could suggest to represent it. Armoured SS-Heavy Platoon can remove its half-tracks if the company has Field Fortifications. However, the only The 10cm leFH14/19 (t) howitzer is listed as having a Smoke way to get Field Fortifications is to take them in place of Bombardment, but no direct-fire smoke. Which is correct? the heavy platoon, so how can I ever remove the half-tracks? This weapon did not have a smoke shell, so should not have a You can’t. We got a little carried away when we included Smoke Bombardment. the option. Is the 8.8cm FlaK36 Nest rated as Anti-aircraft or Heavy The Gepanzerte Panzerpionier Platoon on page 117 may Anti-aircraft? remove its half-tracks if it has Field Fortifications. Does this It is rated as Heavy Anti-aircraft, the same as all other 8.8cm remove all of the half-tracks, even those upgraded to Stuka FlaK36 guns. zu Fuss and the command half-track? Yes, they are all removed. The 12.2cm FH396(r) howitzers seem to have different characteristics from 122mm howitzers. Is this correct? The Motorised Heavy Artillery Battery on page 128 has No. The 122mm obr 1938 howitzer should be Anti-tank 7. the same points for two and four s10cm K18 guns for the 2nd and 9th Panzer Divisions. What should it be? The Sd Kfz 251/17 (2cm) half-track has ROF 3. In other Two guns should be 180 points. books it is shown as 4. Which is correct? It should be ROF 4. Also these vehicles have can fire at full ROF The Schwere SS-Panzerkompanie on page 172 has Panzer against Aircraft. Platoon listed twice in its first Support box. Should this be a Panzer Platoon and a Panther Platoon? What are the characteristics of an HMG Nest? Yes it should. HMG Nest: Range 24”/60cm, ROF 6, Anti-tank 2, Firepower 6, ROF 3 when Pinned Down. The SS-Panzer Anti-aircraft Gun Platoon on page 186 does not have numbers for how many 2cm FlaK38(V) on a Panzer IV anti-aircraft tanks you get for the points. You get 3 for 185 points and 2 for 125 points.

Should the SS-Panzergrenadier­ ­kompanie on page 196 have an Armoured SS-Anti-tank Gun Platoon or a Light SS-Anti- tank Gun Platoon as a Weapons platoon? It should be a Light SS-Anti-tank Gun Platoon. The Airborne Engineer Platoon on page 70 says ‘Add The S307(f) Reihenwerfer has Mortar Battery as one of its Bazooka teams’. The diagram shows Pioneer Bazooka teams. notes. What does this mean as it is also described as a Rocket Which is it? Launcher? If it is a rocket launcher, should it not count as two weapons firing as it has 16 tubes like the Katyusha? They are just Bazooka teams. They are not Pioneer teams. Mortar Battery was a reference to the rule on page 59 that states Is the Inns of Court Armoured Car Platoon supposed to be a that they are rocket launchers, but the heading got left out. Recon­nais­sance Platoon with Spearhead and Scout? As for counting as two weapons firing, yes it should be that way. Yes it is. The 7.5cm KwK35(f) gun on the Panzer B-2 740(f) Should the Canadian Motor Platoon (on page 157) really pay (Char B-1) has a Range of 16”/40cm and can fire on the +15 points per Motor Squad for Ram Kangaroo armoured move. Is this correct? personnel carriers? No. It has Range 24”/60cm and Awkward Layout. Like the Rifle Platoon, it should be +15 points for the entire platoon. The Range for the 2cm KwK38 gun on the Panzer II L Luchs armoured car is given as 16”/60cm on page 233. What should it be? It should be 16”/40cm.

2 How many Ram Kangaroos does the Canadian Motor These Bunkers have a Field of Fire of 180 degrees to the front Platoon get? Does the HQ Section have its own Kangaroo? of the model and may fire both their main gun and their hull The platoon has three Ram Kangaroos at full strength. The HQ machine-gun at the same time. Section rides with one of the Motor Squads. Can SS-Hauptsturmführer Viktor Graebner make a How is the optional .50 cal MG on the Ram Spearhead move using the Graebner’s Gamble special rule? Kangaroo mounted? Yes he can. It is hull mounted. The Sd Kfz 251/1 D (Stuka) half-track is listed as a Transport, What are the characteristics of the Humber IV and Otter but has no passengers to carry. Shouldn’t it be a Tank team? LRC I armoured cars? Yes it should be listed as a Tank team, not a Transport team. Humber IV: Wheeled, Front 1, Side 0, Top 0, Co-ax MG. M6 37mm gun: Range 24:/60cm, ROF 2, Anti-tank 7, What are the characteristics of the Captured Humber IV Firepower 4+. armoured car an Captured Humber scout car? Humber IV: Wheeled, Front 1, Side 0, Top 0, Co-ax MG. Otter LRC I: Jeep, Front 0, Side 0, Top 0, AA MG. M6 37mm gun: Range 24:/60cm, ROF 2, Anti-tank 7, Boys anti-tank rifle: Range 16:/40cm, ROF 2, Anti-tank 4, Firepower 4+. Firepower 5+, Hull mounted. Humber Scout Car: Jeep, Front 1, Side 0, Top 0, AA MG. Should the PIAT Battery Carrier count as two weapons firing like the Katyusha as it has 14 PIAT projectors? Yes it should.

Naval Gunfire Support has various sizes of battery. Does this change under the latest rules? All Naval Gunfire Support is now a 4-gun battery.

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

Can the Engineer Combat Platoon on page 91 have half- tracks for the ones in the armoured divisions? Where can Panzerfaust Trap teams be placed using the Yes. They may replace all 2½-ton dump trucks with M3 half- Panzerfaust Ambush rules? It says they can be in any terrain tracks for +5 points per half-track. feature. Does this allow them to be placed on roads or hills, or behind walls? Can I upgrade my Cavalry Recon Platoon jeeps (page 97) Terrain features are basically things placed on the table, as with an extra Hull MG? opposed to the basic table, so, yes, you can placed them on roads Yes. You may equip any or all Jeeps with a Hull MG for +5 and hills. It also makes sense to place them behind walls and points per jeep. other linear obstacles since they can’t actually be on them. What are the correct points for the Armoured Platoon Can I place my Panzerfaust Trap team in my opponent’s on page 171? Movement Steps? They are 425 points for 2 Sherman V and 2 Firefly IC, No. The rule refers to any of your own Movement Steps only. 375 points for 3 Sherman V and 1 Firefly IC, or 295 points for 2 Sherman V and 1 Firefly IC. Tank Pits are now the same as Tank Turret Bunkers (see the Rulebook Update at the end of this document), are Euling’s Can I field Daimler armoured cars and Dingo scout cars dug-in assault guns also Tank Turret Bunkers now? instead of Humbers in my Recce Platoon (page 202) as I can Yes. Euling’s Dig In the Assault Guns rule on page 57 is in other books? replaced with: Yes. A Recce Patrol with 3 Daimler I and 2 Daimler Dingo Before deployment, you may choose to place all Jagdpanzer IV costs 175 points. assault guns from an SS-tank-Hunter Platoon (see page 136) in Assault Gun Pits as Tank Turret Bunkers.

3 How many points are the trucks for the SS-Panzerpionier Platoon on page 57? th th th th Add trucks to the platoon for +5 points. Is it the 15 /17 Hussars or the 15 /19 Hussars? The 15th/19th Hussars. The SS-Aufklärungs Mortar Platoon on page 71 seems to be pointed too high for its rating. The Sd Kfz 251/17 (2cm) half-track has ROF 3. In other Correct. The points should be 3 Mortar Sections for 220 points, books it is shown as 4. Which is correct? 2 Mortar Sections for 155 points, or 1 Mortar Section for It should be ROF 4. 85 points. You can mount your Marine Anti-aircraft 3.7cm FlaK43 The diagram for the Panzergrenadier Tank-hunter Platoon guns on Kfz 70 trucks. Aren’t they a bit small for such on page 197 shows four tanks, but you can only get three in a big gun? the points section. How many can I have? Yep. They should be mounted on Opel trucks (code GE431). You may have three. A German company equipped with Infra-red Equipment The points for the SS option for the Panzer IV/70 in may make a Night Attack. How much Infra-red equipment this platoon are different from earlier in the book. What must I have to use this rule? should they be? Ideally, you would have as much Infra-red Equipment as you 3 Panzer IV/70 for 390 points. 2 Panzer IV/70 for 260 points. can, but at a minimum, you must have at least one Combat Platoon equipped with Infra-red Equipment to use this rule.

Should the D7 dozer really be unarmoured? As the model shows, its armoured with Front armour 0, Side armour 0, and Top armour 0. The Tank Riders Company on page 97 and the Motostrelkovy Company on page 99 have 9 figures in each squad, while all Can I equip just some of the squads in a 512 Panzer Scout of the other SMG teams have 8 figures. Can I use 8 figures? Platoon with half-tracks? Yes. All Soviet SMG teams should be 4 figures per team. No. It must be all or none. Do the Shtraf Companies rules on page 251 of the rulebook The Sd Kfz 251/17 (2cm) half-track has ROF 3. In other apply to the 8ya Otdyelnaya Shtrafnoy Batalon (on page 48)? books it is shown as 4. Which is correct? No. The Shtrafbat has its own rules. It should be ROF 4. Both of the Warriors Nevsky (on page 92) and Loza (on page 137) have special rules that say that the Hen and Chicks special rule does not apply to them. What happens if they move and the rest of the company shoots? Can the rest of the company move without them? If the Warrior moves but the others don’t, the rest of the company shoots as stationary. If any of the other tanks do move, you need to revert back to the regular Hen and Chicks rule.

4 The M10 self-propelled anti-tank gun (on page 134) is only available as a Guards option. Can units other than Guards have M10 support? Units that are not Guards are able to take Guards M10 self-pro- pelled guns in support in the same way that Guards units can take regular Red Army SU-57 self-propelled guns in support.

A Legkiy Samokhodno-Artillyeriyskiy Polk (Light Self- propelled Artillery Regiment) (on page 106) equipped with SU-76M can be either a Tank Company or a Mechanised Should the 100mm BS-3 gun have the Volley Fire rule or the Company. When do I make this decision, at the start of each Cat Killer rule? game or when I form the force? It has the Cat Killer special rule, the same as the SU-100. When you form your force you decide once and for all which it will be.

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

The SU-57 is based on the M3 half-track. Does it really have thicker side armour? No. Its Side armour is 0.

Does a Motorcycle Komissar team really have the MG listed The German arsenal has a few minor glitches: in the arsenal? The StuH42 has Smoke. No. It has a Pistol. A Panzerfaust team has Range 4”/10cm, ROF 1, Anti-tank 12, Firepower 5+, and Tank Assault 6. Can the 45mm obr 1942 Nest use the Volley Fire special rule? Yes it can.

The points for the Armoured Regiment on pages 118 and The SS-Vielfachwerfer Battery on page 171 has Vielfachwerfer 119 change as follows: auf Maultier rocket launchers. Elsewhere these count as two weapons firing, or four weapons firing if they have Loading The Regiment HQ points should be: Crews. Should these be the same? 1 A10 Cruiser Mk II and 1 Light Mk VI B for 130 points. Yes. They count as two weapons firing, or four if they have • Replace 2iC Command Light Mk VI B tank with Light Loading Crews. Mk VI C tank for +5 points, A9 Cruiser Mk I tank for +45 points, or A10 Cruiser Mk II tank for +60 points. The German arsenal has a minor glitch: • Add A9 Cruiser Mk I tank for +80 points, A10 Cruiser The StuG M42 75/18 assault gun is armed with an AA MG in Mk II for +95 points, Light Mk VI B tank for +35 points, addition to its 7.7cm StuK 75/18 gun. or Light Mk VI C tank for +40 points. • Add Light Mk VI B tank for +35 points or Light Mk VI C tank for +40 points.

The Armoured Company points should be: HQ Platoon of: • 2 A13 Cruiser Mk III and 2 A9 Cruiser Mk I CS 235 points • 2 A13 Cruiser Mk III and 1 A9 Cruiser Mk I CS 200 points • 1 A13 Cruiser Mk III and 2 A9 Cruiser Mk I CS 155 points

5 • 1 A13 Cruiser Mk III and 1 A9 Cruiser Mk I CS • German: 10cm leFH30(t) howitzer, 10.5cm leFH18 120 points howitzer. The 15cm sIG33 auf Panzer I no longer has the • Replace all A9 Cruiser Mk I CS tanks with Light Mk VI C Heavy Infantry Gun special rule. tanks at no cost. • Polish: 100mm wz.14/19 howitzer and 105mm wz.29 gun.

or HQ Platoon of: The French Autocanon de 75mm and German Sd Kfz 10/5 • 2 A9 Cruiser Mk I CS and 1 Light Mk VI C 115 points (2cm) have Gun Shields. The Autocanon de 75mm no longer has the Stabiliser Jacks special rule. • 2 A9 Cruiser Mk I CS 75 points The weapon of the A9 Cruiser Mk I CS should be listed as OQF with Combat Platoons: 3.7” howitzer rather than OQF 3.7” mortar. • 2 Cruiser and 2 Light Platoons +700 points An OP Light Mk VI B tank has the same characteristics as a normal Light Mk VI B tank. • 1 Cruiser and 2 Light Platoons +460 points 25mm SA-34 guns mounted on Lorraine 38L tractors are Tank • 1 Cruiser and 1 Light Platoon +350 points teams with the following characteristics: Slow Tank, Front 1, • Replace any or all A13 Cruiser Mk III tanks with A13 Side 0, Top 0, Two AA MG, armed with 25mm SA-34, Range Mk II Cruiser Mk IV tanks for +20 points per tank. 16”/40cm, ROF 3, Anti-tank 6, Firepower 5+, Hull mounted, No HE, Portee. ARMOURED TRAINS 15cm sIG33 auf Panzer I has a mobility rating of Slow Tank. The Armoured Railcar Platoon is a Supporting Tank Platoon. 7TP dw and 7TP jw tanks have a mobility rating of The Assault Car is an Infantry Car that deploys with the Standard Tank. Assault Platoon. Taczanka machine-gun wagons are not HMG Carriers. Their machine-guns are hull-rear weapons. MOTORCYCLE RECONNAISSANCE Taczanka machine-gun wagons, cavalry limbers, and cavalry Motorcycle Reconnaissance teams are Tank teams with the wagons have a mobility rating of Wagon. characteristics shown in the Motorcycle Reconnaissance Teams table below.

ARSENALS The Arsenals have the following changes: All MG teams have ROF 2 when Pinned Down. British Vickers, French 8mm mle 1914, German sMG34 and sMG42, and Polish ckm wz.30 HMG teams all have ROF 3 when moving or Pinned Down. The points for the Armoured Regiment on pages 112 to 115 change as follows: The following weapons now have the Breakthrough Gun special rule (see page 66 of the rulebook): The Regiment HQ points should be: • British: OQF 4.5” howitzer. • 4 A9 Cruiser Mk I 320 points • French: 105 C mle 1935B howitzer, 105 L mle 1913 S gun. • 3 A9 Cruiser Mk I 240 points

MOTORCYCLE RECONNAISSANCE TEAMS Name Mobility Front Side Top Notes Weapon Range ROF Anti-tank Firepower Motorcycle Rifle Jeep - - - Dismount as Rifle team. Rifle 16”/40cm 1 2 6 Hull mounted. Motorcycle Rifle/MG Jeep - - - Dismount as Rifle/MG team. MG 16”/40cm 2 2 6 Hull mounted, Vehicle MG. Motorcycle MG Jeep - - - Dismount as MG team. MG 16”/40cm 3 2 6 Hull mounted, Vehicle MG. Motorcycle SMG Jeep - - - Dismount as SMG team. SMG 4”/10cm 3 1 6 Hull mounted, Vehicle MG. Motorcycle VB Jeep - - - Dismount as VB team. VB grenade launcher 8”/20cm 2 1 4+ Hull mounted, Awkward layout, Can fire over friendly troops. Motorcycle Light Mortar Jeep - - - Dismount as Light Mortar team. Light mortar 16”/40cm 1 1 4+ Hull mounted, Awkward layout, Can fire over friendly troops. Motorcycle HMG Jeep - - - Dismount as HMG team. MG 16”/40cm 3 2 6 Hull mounted, Vehicle MG. Motorcycle Anti-tank Rifle Jeep - - - Dismount as Anti-tank Rifle team. British anti-tank rifle 16”/40cm 1 4 5+ Hull mounted, Awkward layout. German anti-tank rifle 16”/40cm 1 4 6 Hull mounted, Awkward layout.

6 • 2 A9 Cruiser Mk I 160 points Italian motorcycles may not remount after Dismounting, and • Replace any A9 Cruiser Mk I tank with A10 Cruiser have the Awkward Layout special rule. Mk IIA tank for +15 points or A13 Cruiser Mk IVA tank The Raiders’ Trucks rule remains, so raiding trucks are still for +20 points per tank. mounted singly on a base.

The Heavy Cruiser Armoured Company points should be: ARSENALS HQ Platoon of: All MG teams have ROF 2 when Pinned Down. • 2 A10 Cruiser Mk IIA and 2 A10 Cruiser Mk IIA CS The following weapons now have the Breakthrough Gun special 305 points rule (see page 66 of the rulebook): • 1 A10 Cruiser Mk IIA and 2 A10 Cruiser Mk IIA CS • British: OQF 4.5” howitzer. 210 points • German: 10.5cm leFH18 howitzer. with Combat Platoons with A10 Cruiser Mk IIA tanks: • Italian 100/17 howitzer, and 102/35 and 105/28 guns. • 4 Armoured Platoons +1150 points The British 2 pdr portee, Bofors 37mm portee, and German Sd • 3 Armoured Platoons +860 points Kfz 10/5 (2cm) all have Gun Shields. • 2 Armoured Platoons +570 points The guns on British Bofors 37mm and 47/32 portees are hull- rear weapons. The Light Cruiser Armoured Company points should be: The Italian L3/35 Lanciafiamme flame-tank has a Hull MG. HQ Platoon of: The Stützpunkt 5cm Nest is a Tobruk Pit. • 2 A9 Cruiser Mk I and 2 A9 Cruiser Mk I CS 255 points • 1 A9 Cruiser Mk I and 2 A9 Cruiser Mk I CS 175 points with Combat Platoons with A9 Cruiser Mk I tanks: • 4 Armoured Platoons +970 points • 3 Armoured Platoons +725 points • 2 Armoured Platoons +480 points

The Light Armoured Company points should be: HQ Platoon of: FRENCH FORCES • 4 Light Mk VI B 145 points The diagram for the Vichy Anti-tank Gun Platoon on • 3 Light Mk VI B 110 points page 108 should show 4 crew (not 5) for the 75mm mle 1897 in the anti-tank role. with Combat Platoons with Light Mk VI B tanks: The Colonial 75mm Artillery battery on page 110 is rated • 4 Armoured Platoons +440 points Confident Trained as shown in the diagram, not Confident • 3 Armoured Platoons +330 points Veteran as written. • 2 Armoured Platoons +220 points PACK MULES The points for the Crusader Armoured Squadron on Pack Mules are Transport teams that move as Man-Pack pages 116 to 117 change as follows: Gun speeds. The Crusader Armoured Squadron HQ points should be: DESERT FORTS • 2 Cruiser Mk VI Crusader and All compulsory Combat platoons in a Force with a Desert Fort 2 Cruiser Mk VI Crusader CS 455 points are must be deployed in the Desert Fort. A Force wit a Desert • 1 Cruiser Mk VI Crusader and Fort will always be the Defender in any mission. 2 Cruiser Mk VI Crusader CS 335 points LRDG PATROL The Crusader Armoured Platoon points should be: The option to add an extra hull-mounted MG to any or all Chev • 3 Cruiser Mk VI Crusader 360 points trucks in an LRDG Patrol applies to all vehicles in the patrol, not just Chev trucks. The Heavy Armoured Platoon points should be: The arsenal entry for Vickers 0.5” MG should be Vickers • 3 A10 Cruiser Mk IIA 285 points 0.5” AA MG.

MOTORCYCLE RECONNAISSANCE COMPAGNIA AUTOSAHARIANA Motorcycle Reconnaissance teams are Tank teams with the char- The extra AA MG should not be Passenger-fired as the vehicles acteristics shown in the Motorcycle Reconnaissance Teams table are Tank teams and do not carry Passengers. on the previous page.

7 103A COMPAGNIA ARDITI CAMIONETTISTI The Brandenburger Halbkompanie (on page 164) is a Mid- The Pioneer Assault Training rule should refer to dismounted war force that has a Gebirgsjäger Infanterie Platoon as a sup- SMG teams rather than dismounted Rifle/MG teams. port option. The Gebirgsjäger Infanterie Platoon is part of an Early War force. Can I take it and what is its points value? ARSENALS Infantry platoons don’t change points much across periods. Since the Brandenburgers were supported by a Gebirgsjäger unit that The following changes are needed in the arsenals. was virtually identical to the Early War one (and worth the All MG teams have ROF 2 when Pinned Down. same points value), referencing them avoids double-ups. The German 7.5cm LG40 has a Turntable. The following weapons now have the Breakthrough Gun special Can a Mid-war Compagnie de Tirailleurs Sénégalais (on rule (see page 66 of the rulebook): page 154) take a Free French Anti-tank Gun Platoon • French: 105 L mle 1913 S gun. as support? • German: 10.5cm leFH18 howitzer. Yes it can. The points value is the same as the Early-war pla- toon as the points value of the guns does not increase across the • Greek 105mm Schneider M1925 gun. two periods. • Italian 100/17 howitzer, and 102/35 and 105/28 guns. How does the Luftlandesturmkomp­ ­anie HQ (on page 79) The British 2 pdr portee, Bofors 37mm SP, French Autocanon arrive on the table if they don’t have a glider? de 75mm, German Sd Kfz 10/5 (2cm) all have Gun Shields. They walk on. This option is for forces that are not using gliders. The Autocanon de 75mm no longer has the Stabiliser Jacks special rule. Can a glider platoon make a glider assault (on page 85) if The guns on British Bofors 37mm and 47/32 portees, and they are held in Reserves? the Bofors 37mm SP, Italian AS37 da 47/32 trucks are hull- No, they must arrive by glider in the first turn, otherwise they rear weapons. arrive on foot. The French Laffly S15TOE does not have a 37mm SA-18 gun. Its only armament is an MG. In the Cauldron mission, the defender has the first turn. As German Captured Crusader tanks have ROF 3. the gliders don’t land until their first turn, do they count as The Italian L3/35 Lanciafiamme flame-tank has a Hull MG. being on the table in the defender’s first turn? No they do not count as being on the table until it actually MOTORCYCLE RECONNAISSANCE arrives. It is still counted when working out which platoons need to be held off the table in Reserve. Motorcycle Reconnaissance teams are Tank teams with the char- acteristics shown in the Motorcycle Reconnaissance Teams table shown previously. Does all Terrain cause a Glider to crash? Greek motorcycles may not remount after Dismounting, and No. Only Difficult and Impassable Terrain cause it to crash. have the Awkward Layout special rule. What if it hits an Obstacle like a Barbed Wire Entanglement? The Raiders’ Trucks rule remains, so raiding trucks are still mounted singly on a base. Treat it as terrain that causes the Glider to crash.

What happens if a glider slides off the table? ADDITIONAL QUESTIONS The best idea is to use Landing Off the Table from the Parachute Landings rules on page 83. If I use the Interdiction Raids in Missions with Reserves rule (on page 125), I can make my opponent ignore a successful Reserves roll. If they were rolling three or more dice, but Can a Fallschirmjäger platoon recover its containers at the only got one success, does the At Least One Platoon Arrives start of the opponent’s turn? rule kick in? No. They recover them at the start of their own turn. If after the effects of the Interdiction Raids, you are left with zero successes, the At Least One Platoon Arrives rule kicks in (it is triggered by the presence of zero successes), so you get a single reserve. The advantage of Interdiction Raids is that it reduces the like- lihood of early reserves and reduces the likelihood of multiple reserves later. However, it can’t permanently stall the reserves.

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

The 15cm sFH18 guns of the SS version of the Heavy Artillery Battery (page 38) seem rather cheap. What is the correct cost? 4 15cm sFH18 guns cost 540 points. 2 15cm sFH18 guns cost 280 points. ADDITIONAL QUESTIONS Does a platoon that has drawn on its Seishin have to assault Can a Flammpanzer II shoot at different platoons with each with all of its teams, or can some voluntarily stay out of of its flame-throwers? the assault? No. They must both target the same platoon. The soldiers are trying to commit suicide to atone for their fail- ure, not make a tactical attack, so yes, all of the teams that can Are German Pioneer teams supposed to be Tank Assault 4 in assault must do so. this book? They are Tank Assault 3 elsewhere. Yes they are. The discovered the need for their infantry The Fire Bursts rule mentions two-gun batteries. Does to be able to assault tanks when they faced the T-34 and KV-1. that mean the rule doesn’t apply to batteries that are down Their pioneers responded by developing new and better anti- to one gun? tank techniques. No. The rule applies to all of the ‘two-gun batteries’ in the book, even after they have taken losses and been reduced to a Can I get just one KV-2 tank in my KV Tankovy Company single gun. (page 61)? Yes. The limit on replacing KV-1 tanks with KV-2 tanks should The Soviet Gun teams don’t have Volley Fire shown in the be ‘any or all’ rather than ‘up to half’. arsenal. Do they still have the Volley Fire rule. Yes they do. In addition, the BT-7A and SU-12 self-propelled Is the Tank Destruction Com­pany (page 76) limited to guns also use the Volley Fire special rule. Guards forces? No. It should not have any symbol above its points column, but The Type 92 105mm gun has a different range in Banzai. is rated as Fearless Conscript. What is the correct range? The Type 92 105mm gun has a Range of 32”/80cm. What about the Self-propelled Anti-tank Company (page 77)? Likewise, It should not have any symbol above its points column, but is rated as Fearless Conscript.

Can a Militia Strelkovy Batalon have a Flame- thrower Platoon? No. The Flame-thrower Platoon does not have an option with the Militia symbol. How can a Kradschützenkompanie (page 24) have a Heavy Artillery Battery? Does the German Motorcycle Light Mortar team have Smoke ammunition. Since they only have one artillery battery, and need to have a Light Artillery Battery before they can have a Heavy Artillery No. It should not have Smoke in the arsenal. Battery, they can’t.

Can I only have six Panhard 178(f) armoured cars? You may take Light Panzerspäh Platoons equipped with Panhard 178(f) armoured cars in place of Mixed and Heavy Panzerspäh Platoons, as long as all of your armoured cars are Panhard 178(f).

What are the correct points for a Light Panzerspäh Platoon with 3 Panhard 178(f) armoured cars? 3 Panhard 178(f) armoured cars are 135 points.

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