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LESSONS FROM THE FRONT


QUESTIONS AND ANSWERS ON FLAMES OF WAR
July 2019

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, tank 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 in Flames 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
Soviet battalion, the core of your Yes.
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 Difficult Terrain, you need to take a
Teams are in the Unit and what
apply to the Remount test needed when Cross check at that time.
their characteristics are).
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 crossing any of the Difficult Terrain
Some Movement Orders only affect
firing a Bombardment, i.e. one with a within 6”/15cm of where the Unit
teams in Line of Sight of the Unit
ROF of Artillery or Salvo. Leader crossed will benefit.
Leader. Do friendly teams block Line
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 they follow all applies. If the gap isn’t big enough, then
is close enough and in Line of Sight. the 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? when using this rule, so can move through
Yes. A team using a Blitz Move movement
No. Ignore friendly teams when determin- order doesn’t suddenly teleport to the new pretty small gaps, and Tanks Teams can
ing Line of Sight for Command purposes. location. It moves 4”/10cm as normal, easily move through them.

1
TRANSPORT My M4 Sherman tank has three So why can my teams be Gone to
If a Unit is being carried as Passengers, machine-guns. The .50 cal AA MG has Ground in the middle of an open field?
can they use the Blitz Move movement ROF 3, while the other two only have a Suppose you have a tank behind a hedge.
order to Dismount? combined ROF 2. Why is that? It doesn’t want to shoot or move, so is
Yes, as long as all the rules for Dismounting Adding more machine-guns after the Gone to Ground. To teams looking at it
(such as you can’t do it after the Transport first has diminishing returns. The first from across the hedge, it is Concealed,
has moved) are obeyed. machine-gun has the most effect, while so gets the +2 bonus to be hit for being
each additional machine-gun adds a Concealed and Gone to Ground.
Can a Passenger Dismount using a smaller increment. On the other hand, a team that is behind
Shoot and Scoot movement order from the hedge looking at it will see it sitting
a Transport vehicle that did not move ROTATE TO FACE in the open in the middle of the field,
in the previous Movement Step? Do all Teams need to rotate to face? without concealment. In this case, there
No. You can only Mount and Dismount What about Infantry teams that have is no benefit from being Gone to Ground,
in the Movement Step. an all-round field of fire? and the team shoots at it with no penalty.
All Teams, including Infantry teams,
Can I use a Movement Order to need to rotate to face their target. Can my Tank teams be Gone
Dismount my infantry from a The purpose of the rule is to make it look to Ground?
Transport after it has moved? like your toy soldiers are actually shooting Yes. Infantry, Gun, and Tank teams can
No. Teams cannot Dismount after their at their target, so they need to turn to all be Gone to Ground. In the case of a
Transport has moved. face them. Tank team, this represents the crew find-
ing the best concealment available and
Can Passengers in a Transport take or After rotating to face my target, other doing things like covering their tank in
dispute an Objective? enemy teams are now in my field of branches to make it harder to see.
fire. Can I shoot at them now?
Yes they can.
No. You determine your field of fire before LINE OF SIGHT
you pick your target. The rotation does Do the general Line of Sight and
The Unit Transport rule requires that
not change this. Concealment rules for Tall terrain
a Transport Attachment’s Unit Leader
apply to Hills?
remain within 6”/15cm of the Infantry
Unit’s Leader. What happens if the What do I do if there isn’t enough space No. The specific Line of Sight and
Transport Attach­ ment’s Unit Leader to rotate a team to face the target? Concealment rules for Hills cover the
can’t do this? If the team can rotate by moving slight- special case of Hills.
Then the Transport Attachment has to ly away from the obstacle, then do so.
Otherwise, it just rotates as far as it can If I have a team on a high hill trying to
be Sent to the Rear (see page 45 of the
and shoots anyway. shoot at a team on the far side of a low
rulebook).
building, can It do so?
Does the Unit Transport rule apply to CONCEALMENT The only way to answer that is to get
the Formation HQ transports? Infantry teams that are stationary in down to the level of the model and see if
Flat Terrain are Concealed. Teams in there is a Line of Sight over the building
Yes. They must remain near the
Short Terrain are Concealed unless to the opposing team.
Formation Commander.
the team looking at them is on a Hill
or other high ground. Is an Infantry A shooting team has line of sight to
SHOOTING team that is stationary in Short Terrain a window into a building containing
Why does a heavy Gun team like an Concealed to a team looking at it several infantry teams. Which ones can
8.8cm AA gun have a Moving ROF of from a Hill? I shoot at?
1 when it doesn’t have a Tactical speed? You can’t shoot through walls, so you’ll
Yes. While the Hill cancels the benefit of
When it is Pinned Down it shoots using the Short Terrain (essentially making it need to see the target team through a door
its Moving ROF rating, getting only one the same as Flat Terrain), it doesn’t make or a window to be able to hit it.
shot. Likewise, at the start of a Meeting stationary Infantry teams any more visi- The Terrain Table has a bit of an oddity
Engagement, if the 8.8cm gun belongs to ble. They are still Concealed. where it says that doors and windows are
the first player, it will shoot as moving, Short Terrain while the walls they are
i.e. using its Moving ROF, so it will get GONE TO GROUND in are Tall Terrain. It makes more sense
one shot in this case as well. Is there any benefit to having my teams to view the doors and windows as Tall
Gone to Ground if I’m not Concealed? Terrain too.
No. Only teams that are Concealed That means that you’ll be able to see any
benefit from the additional +1 to be hit teams in the building that you have line
(taking the bonus from +1 to +2) for of sight to through a door or a window,
being Gone to Ground. and that are within 2”/5cm of the door
or window.

2
The converse applies for teams looking out What if the transport vehicle was ANTI-AIRCRAFT SHOOTING
of the building at your troops too. Destroyed by a Repeat Bombardment If a Tank Team shooting at aircraft is
(which also requires any Infantry teams at the very edge of a wood, does it see
If I fire Smoke at a team in the upper that it hits to re-roll successful Saves). the aircraft unconcealed, as it would an
storey of a building, where do i place Yes. The Repeat Bombardment also enemy tank?
the Smoke Marker? forces the Passengers to re-roll their Yes, terrain works the same for aircraft
On the ground in front of the building. Infantry Saves. as for any other team, with the excep-
tion that all Short Terrain and any Tall
Can a team in the upper storey of a MISTAKEN TARGET Terrain more than 4”/10cm from the
building see over the Smoke Marker? You have to assign one of the hits from ground Team is ignored.
No. Smoke is Tall Terrain and cannot be a shooting team to the team that it was
seen over. targeting. Does this restriction also If my Anti-aircraft team is in the
apply to the opponent when they use middle of a wood, can it still shoot
MIXED TARGETS the Mistaken Target rule? at aircraft?
My tanks are shooting at a unit of three No. It is possible to use the Mistaken Yes, although the Aircraft will be
enemy tanks, one standing in the open, Target rule to swap hits between the Concealed. Nothing ever blocks Line of
one concealed at the edge of a wood, target team and a team that had no hits Sight to Aircraft. Presumably the Anti-
and one out of sight behind the woods. assigned, resulting in the targeted team aircraft Unit is set up in a small clearing.
What score do I need to hit them if not having any hits on it.
they are within 16”/40cm and have a Does Smoke ever block Line-of-Sight
Is Hit On number of 3+? BULLETPROOF COVER to and from Aircraft?
If your tanks target the tank in the open, Does an Infantry team need to be No, however it does provide Concealment.
they’ll need 3+ to hit. They could target immediately behind a stone wall or Smoke is in effect treated as Tall Terrain
the tank in the woods (needing 4+ as it similar bulletproof terrain to be in for the purpose of Line-of-Sight to
is Concealed), but would normally gain Bulletproof Cover? Aircraft, meaning if within 4”/10cm of
little from doing so. No. So long as it is Concealed by the anti-aircraft team or target, but is still
bulletproof terrain, it is in Bulletproof just Smoke for Concealment.
I’ve just scored three hits rolling 3, Cover and the opponent needs to make a
3, and 5. How are my hits allocated? Firepower test to Destroy it. Does my Sherman have to point
Which hits can I allocate to the tank its turret at a Aircraft to shoot its
in the woods? Can I allocate hits to the KILLING COMMANDERS AA MG at it?
tank behind the woods? If my Formation Command team is No. The AA MGs can engage targets in
The score you rolled to get the hit has no Destroyed, but succeeds in switching different directions from the main 75mm
impact on how the hits are allocated. to a Team from another Unit, does the gun. Since they cannot easily be reposi-
Think of it this way. The hardest part of Formation HQ Unit still exist? tioned on the model and would have no
hitting a target on the modern battlefield Since the Formation HQ Unit is defined effect if you could, you do not need to
is finding it without being hit first. A as the Formation Command team (and point them at the target.
lone tank sitting in the open is a dead possibly other teams as well), and the
giveaway. Where there’s one, there’ll be Formation Commander still exists, the AA IN THE ENEMY TURN
more. Now that you know where the HQ Unit still exists. What ROF do Anti-aircraft weapons
enemy are, it’s a lot easier to find the rest use when shooting at Aircraft in the
of the unit that’s trying to hide. If my Formation Commander was enemy turn?
So, in game terms, having figured out Destroyed, but switched to a Team They use their full ROF. If shooting in
where the enemy is, you’ve scored three from another Unit, does that Unit their own turn, this is whatever ROF they
hits. The first hit has to go to the target count the Team taken by the Formation would normally have, Moving ROF or
tank, and all hits have to be allocated Commander as being Destroyed? Halted ROF depending on whether they
to valid targets, so the tank behind the No. That Team is simply is no longer part moved if Dedicated AA, otherwise 1 die.
woods can’t be hit. That leaves two more of the Unit. The Unit continues on with In the enemy turn, the fire with their
hits to be allocated. They have to be allo- one less Team. best ROF. That is normally their Halted
cated evenly, so one has to go to the tank
ROF, but if they have no Halted ROF,
in the woods, leaving you the choice of What if the Unit no longer has any that will be their Moving ROF, but
which of the two will take the second hit. Teams left because the Formation once again, with ROF 1 if they are not
Commander switched to the last Team Dedicated AA.
Does a Passenger in a vehicle destroyed in the Unit? Is the Unit Destroyed?
by a Brutal weapon like the 150mm
A Unit that has no Teams left is not a
main gun of a Hummel re-roll its save?
Unit, so yes, it is Destroyed.
Yes. Passengers of a Destroyed vehicle need
to make an Infantry Save, and Brutal
forces them to re-roll any Infantry Saves.

3
Anti-aircraft weapons shooting in ARTILLERY A Spotting team must have Line
the enemy turn shoot immediately Of Sight to the Aiming Point when
Mortars like the 3-inch mortar don’t
before the Aircraft shoots. Can you be Ranging In. Do friendly teams block
have a direct-fire line. Does that mean
more specific? Line of Sight for spotting?
that they can only fire bombardments?
As it says, the AA weapon shoots imme- No. Ignore friendly teams when determin-
Yes it does.
diately before the Aircraft, so whenever ing Line of Sight for Spotting purposes.
the player declares that they are going to
RANGING IN
shoot with their Aircraft, the AA player Can a Transport team that is part of the
If my Artillery Battery fails to Range
can jump in and try to shoot them down Formation HQ Spot for an Artillery
In, can it Shoot with direct fire? Can it
first. You can wait to shoot your Aircraft Bombardment?
still be Gone to Ground?
until after your tanks have knocked out No. An HQ Transport cannot Spot for an
the enemy AA weapons if you want to, No. It fired ranging shots for the
Artillery Bombardment.
which would limit the amount of AA fire Bombardment, preventing it from
they would take. Shooting and revealing its position.
ARMOUR SAVES
Do tanks get a +1 to their Armour Save
If my Anti-aircraft weapon shot in An Artillery Battery started with game
for being more than 16”/40cm from an
my previous turn, can it shoot at an with its Ranged In marker on the
Artillery Battery that hit them with an
Aircraft in the enemy turn? table. Does it force enemy teams to
Artillery Bombardment?
re-roll their Saves using the Repeating
Yes it can. You don’t need to predict when No. That bonus only applies to Armour
Bombardments rule on the first turn.
enemy Aircraft will appear. However, Saves from Shooting, not to Artillery
once it shoots at an Aircraft in the enemy Yes it does. It is firing on its existing
Bombardments.
turn, it cannot shoot in its own next turn. Ranged In marker, so it is a Repeated
Bombardment.
SMOKE BOMBARDMENTS
If my Anti-aircraft weapon shoots at an
I have an Artillery Battery that is firing If I’m attempting to fire a Smoke
Aircraft in the enemy turn, the rules say
a Repeat Bombardment. I also have Bombardment (and it’s a once per
the Weapon cannot shoot in Defensive
another Artillery Battery that I want to game option) and fail to Range In, can
Fire or Assault in its next Assault step?
Range In on a new target. Can I use I try again later?
How does that affect a Team?
the same team as the Spotting team for Yes you can. Until you actually fire the
If the weapon cannot shoot, the Team
both Bombardments? Smoke Bombardment, you still have the
can fire its other weapons in Defensive
Yes you can. However, although the ammunition stocks to try again.
Fire. For example, a Sherman shoots its
.50 cal AA MG at some helicopters, then Repeat Bombardment automatically
Ranges In on its first attempt, that Can I use an existing Ranged In
is assaulted by some enemy infantry. It
still counts as the Spotting Team’s first marker from a previous turn to fire a
can shoot its MG in Defensive Fire, but
Ranging In attempt. You can then use Smoke Bombardment without needing
not its .50 cal AA MG.
the Spotting team’s second (and third if to Range In again?
However, because one of its weapons
necessary) attempt to Range In the other Yes you can.
shot at an Aircraft in the enemy turn,
Artillery Battery.
the Sherman cannot Assault in its next
Assault Step. ASSAULTS
Can I do it the other way around, with CHARGE INTO CONTACT
the Spotting team Ranging In the new
My Anti-aircraft team fires during An Infantry team has Contacted the
Artillery Bombardment first?
the enemy turn at some aircraft, then enemy if ‘its front edge is as close as it
doesn’t do anything in their own next Yes you can. However, if the Spotting can get to the enemy team’ or ‘its front
turn, are they Gone to Ground in the team doesn’t Range In the new edge is as close as it can get to another
next enemy turn? Bombardment by their second attempt, Infantry team from its own Unit that
they won’t be able to Spot for the repeat is directly in Contact with an enemy
No, it effectively grabbed its shooting
Bombardment as their third attempt will team.’ What does the phrase ‘as close as
from its own next turn.
be taken up still trying to Range In the it can get’ mean?
The basic concept is it can’t be Gone to new Bombardment.
Ground if it shot in or since its last turn. This phrase is used to cover all the phys-
ical things that can prevent a team from
My Spotting team is Ranging In two
If it is Night and my Anti-aircraft being placed physically in contact with
Repeat Bombardments, then attempt-
weapon shoots at an Aircraft in the another, such as a wall or hedge between
ing to Range In a third Artillery
enemy turn, does the enemy need to them, or even irregularities in the table
Battery. How does this work?
roll on the Night Vision Table to see it? surface. Basically, if you can’t fit them any
Each time they Range In uses up one closer together than they are, then they
No. It will be visible at night until the of their attempts, so they’d use the first are in Contact.
beginning of the next enemy turn. two attempts Ranging In the repeat
Bombardments, leaving their third
attempt to try to Range In the third
Artillery Battery.

4
If my Infantry team doesn’t have that Charged it when I Counterattack? least partly in front of the gun’s base when
enough movement to physically touch Does the team move when Charging it makes Contact with a defending team,
the enemy team, but moves as close into Contact? then the gun can shoot in Defensive Fire.
as it can given its charge move, is it If an enemy team is in Contact with
in Contact? your team, then your team is already Can the gun then use its Anti-tank
No. It is still not as close as it can pos- in Contact with that enemy team. rating against the tank’s Side Armour
sibly get to the enemy team, so it is not That means that it does not move when rating when it counterattacks, or does
in Contact. Charging into Contact. it have to use the default Anti-tank
2 against Top Armour?
If I can just get a corner of my team DEFENSIVE FIRE Again, while the tank is not technically
into Contact is that enough? The reprinted (Late War) rulebook has in its Field of Fire (the requirement for
No. The rules require the front edge to be a change to how Defensive Fire forces using the gun’s Anti-tank rating), if the
in contact, not a corner. back Armoured Tank teams. The rule tank was in the gun’s Field of Fire for
now reads: Defensive Fire and still has at least part
Do I have to Contact the front edge If all the Assaulting teams are of the tank in front of the gun’s base, then
of the enemy team, or can I contact Armoured Tank teams, they only Fall it should be in the gun’s Field of Fire for
it anywhere? Back if two or more of them (or all this purpose as well.
You can Contact any part of the enemy of them if fewer) are Bailed Out or
Destroyed by Defensive Fire, regardless ASSAULT COMBAT
team with the front edge of your team,
the front, side, or rear of its base, or even of the number of hits they take. If I have two teams in Contact with
a corner of its base. This means that all Armoured Tank two enemy teams and both of enemy
teams, even those with Top Armour teams score hits, can I allocate both
0, require two vehicles to be Bailed hits to the same team?
Do I need to be square to the enemy
team’s base when I Contact them? Out or Destroyed to prevent them from No. You must spread the hits around if
assaulting. there are multiple teams that are eligi-
No. You stop when you Contact them,
ble targets.
and may or may not be square on to them
at that point. If my Infantry teams are stationary in
Flat Terrain, and therefore Concealed, If I have an Infantry team and a Tank
can they use the Sneaking Up on Tanks team, both in Contact with an enemy
My teams need to be within 4”/10cm
rule to prevent the Tank teams that rifle team and an enemy bazooka team,
to Charge into Contact. Does that
they are Assaulting from performing can I allocate the bazooka hit to the
allow an Infantry team that is 4”/10cm
Defensive Fire? Infantry team and the rifle team’s hit to
behind another Infantry team that
No. The Infantry must be Concealed by the Tank team?
charged to charge as well?
Short or Tall Terrain. Yes. Presumably the Infantry team were
Yes. As long as its 4”/10cm move brings
attempting to protect the Tank team from
it into Contact with the enemy (wheth-
Does getting Pinned Down by some- the bazooka, and kept it away from the
er directly or through a fellow Infantry
thing like being hit by a Minefield or Tank team, but died in the process.
team), it can charge.
the Defensive Fire of a Flame-thrower
force my assaulting Unit to Fall Back My Bazooka anti-tank teams have
Can a Tank contact the enemy by
and end the assault? the Assault 6 special rule. What does
moving into contact with another tank
No. The only thing that forces you to Fall this mean?
that is in Contact with the enemy?
Back is taking a sufficient number of hits It means that instead of hitting on a 5+
No. Only Infantry teams can Contact
from Defensive Fire. A single hit that in Assaults like the larger M1 Garand
the enemy through a friendly team,
Pins Down a Unit will not do that. rifle teams, the small Bazooka teams hit
and only if that friendly team is also an
on a roll of 6.
Infantry team.
If a tank charges a gun with the
Forward Firing rule from slightly off to How do my infantry kill tanks
Do I have to Charge into Contact with
the side, it will hit the front at an angle in assaults?
the closest enemy team?
and, because a small part of the tank is Infantry that hit a tank in an Assault
No you don’t. You can Charge into
behind the front of the gun, it will now may either use their normal Anti-tank
Contact with any enemy team that is
technically be out of the gun’s Field of rating against a tank’s Side armour or
close enough, but you must take the short-
Fire, preventing the gun from shooting Anti-tank 2 against its Top armour.
est route to Contact that team.
in Defensive Fire. Is this right? Using weapons like the Bazooka can
While it is technically correct, it makes be very effective against lighter vehicles
If an enemy team Charged into
no sense as it would essentially prevent like the Panzer IV, but have limited
Contact with the rear of my team, is
Forward Firing guns from shooting in effect against heavy tanks like the Tiger.
that team in Contact with the team
Defensive Fire in most situations. Against these infantry in the open can
A better interpretation of the rule is that only endure and hope the tanks break off
if the tank was a valid target at the start before the infantry’s own determination
of its Charge into Contact, and is still at to counterattack fails.

5
COUNTERATTACK An enemy Tank Unit assaults my LAST STAND
I have passed my roll to Counterattack. infantry and forces them to Break
I have a Unit that started the game
Can I add additional teams into the Off. I have tanks within 6”/15cm of
with one tank. When does it have to
Assault, or am I limited to those teams the assaulting teams, do my tanks also
take a Unit Last Stand test?
already involved? need to Break Off?
A Unit only needs to take a Last Stand
You are limited to those teams already Yes they do. As the defender in the assault,
Test at the start of a turn when it had
involved in the assault. That means only all of your teams within 8”/20cm of an
at least one team Destroyed or Bailed
the teams that originally assaulted on the assaulting team are part of the assault.
Out. So, your Unit would only need to
attacker’s side and those originally within That makes your tanks part of the assault
test if the tank was Bailed Out and failed
8”/20cm of them on the defender’s side. (and thus able to shoot in Defensive Fire)
to Remount.
even though the assaulting tanks cannot
If my defending Unit passes its directly attack them. So, when their
The phrase ‘only count teams that
Motivation test to Counterattack, can infantry support falls back, they do too.
are In Command’ under In Good
it Charge into Contact with teams Spirits in Unit Last Stand only refers
from other Units on the attacking My tanks failed their Counterattack
to the second part of the rule that lists
player’s side? test and are Breaking Off. Directly
how many teams you need to be In
behind them there is a hedge, but just
No. Neither player may bring additional Good Spirits if you’ve taken casual-
off to the side is a gate. Do they have to
teams into the assault. On the attacking ties, correct?
go back over the hedge and risk failing
player’s side, only the teams that initially Yes. Driving away from them doesn’t
their Cross test and getting captured,
assaulted are in the fight. On the defend- make the morale effect of the casual-
or can they detour through the gate”
er’s side, only those within 8”/20cm of ties go away.
them at the start of the assault are in The rules are deliberately somewhat soft
the fight. on the matter. It would be silly to require
My unit had three tanks at the end of
the tank to cross the hedge if it could
my last Movement Step and they were
When my Unit Counterattacks, can I move a few millimetres to the side and go
all In Command. My opponent shot
move teams that have been Contacted through the gate, for instance.
two of them, leaving just one alive.
by the enemy? If a team can dodge an obstacle, it may Are the two Destroyed tanks still In
No. A team that is in Contact with the if you want it to. Whichever choice you Command? Do they stop me from
enemy, either because the enemy Charged make, though, it must take the shortest needing to take a Last Stand test?
into Contact with them, or because the path to do so.
They aren’t In Command, they’re dead!
team Charged into Contact with the The unit only has one tank In Command,
enemy, cannot move. It is already in My troops are surrounded by enemy
so needs to take a Last Stand test.
Contact with the enemy (because the infantry when they need to Break Off.
enemy is in Contact with it), and must Can they move through the infantry
A Transport Unit with just one team
fight the enemy it is in Contact with to get away?
remaining would need to take a Unit
before seeking out other targets. If that is the shortest path to safety, then Last Stand test at the start of each turn.
yes they can. Does it still need to do so if I Send it
BREAKING OFF to the Rear?
I have two Units ready to launch When I assault troops in a building,
Yes. They are still disturbed by the
assaults on an enemy Infantry unit. My do I have to go through the doors
number of casualties they’ve taken and
first Unit assaults and is forced to Break and windows?
are likely to be reluctant to return to the
Off. My other Unit is within 6”/15cm Yes. The walls are Impassable Terrain, so front when called upon.
of the victorious defending Infantry you can’t move or fight through them.
unit. Does it have to Break Off as well, A Formation is In Good Spirits if it has
or can it still launch its own assault? If I Counterattack against a team in a two Units still in existence. Can the
Only Units that were part of the assault Minefield, do I risk getting hit by it? HQ be one of those?
can be forced to Break Off. Since you Yes, even if the models didn’t move, they Yes it can, although it doesn’t have to be.
cannot assault with two Units at the are still moving around in a minefield.
same time, your second Unit cannot have
Do the Units need to be In Good
been part of the assault, so does not need CONSOLIDATION Spirits to keep their Formation In
to Break Off. Can an Infantry Unit that is Pinned Good Spirits?
Unless the defenders Consolidate away Down Consolidate towards visible No, they just have to still be in existence.
from your second Unit (so that it can enemy teams?
no longer Charge into Contact), it can Yes it can. The restriction against moving
launch its own assault once the first is over. towards visible enemy teams while
Pinned Down does not apply while
Consolidating.

6
SPECIAL RULES BUILDING A FORCE HOLDING OBJECTIVES
Can I take a Panzer III Tank Platoon The reprinted (Late War) rulebook has
BRITISH RULES Unit as part of a Panzer III Tank a change to how Holding Objectives
The British Night Attack rule stops Company Formation, and then take works. The rule now reads:
Units that don’t have the Night Attack another Panzer III Tank Platoon as You are Holding an Objective if you
rule from moving out of their deploy- Formation Support? start your turn with a Tank, Infantry,
ment area. Isn’t this a rather harsh No. You may not take a Unit of the same or Gun team within 4”/10cm of an
restriction on the opponent? type (that is the same name) as you already Objective, and end it with no opposing
The rule only applies to the player making have in your Force as Formation Support. Tank, Infantry, or Gun teams within
a Night Attack. Any of their formations 4”/10cm of that Objective.
that can’t Night Attack have to wait until Can my Motor Company take a This is the same method of taking and
dawn to move forward to support the Honey Armoured Troop from a Honey holding Objectives that was introduced
attack. Their opponent’s Units are free to Armoured Squadron as Formation in More Missions in 2017.
move as they like. Support, and then a second Honey
Armoured Troop from a Grant AMBUSH
I have a spotter who is attempting to Armoured Squadron as another When I place a Gun Unit in Ambush
Range in three 25 pdr Field Troops. Formation Support? with its Transport, do the Gun teams
These artillery batteries have the Mike No. You may not take a Unit that you have to be Mounted when they are
Target special rule that allows the already have in your Force as Formation placed from Ambush?
spotter to immediately roll to Range Support. If you want two Honey Yes. Like Infantry teams, Gun teams
In another battery when they succeed Armoured Troops, then you can buy a ambushing with their Transports must
in Ranging In another. How does Honey Armoured Squadron HQ and be Mounted. If they don’t want to
this work? make them into a second Formation in Ambush mounted in their Transports, the
An example might be the best way to your force. Transports must be Sent to the Rear.
explain this. Let’s say that your spotter
succeeds in Ranging In the first battery on If I take an Allied Formation, can I take RESERVES
the first attempt. Normally, they would Support Units from both nationalities? How do I work out my Reserves if I
now move on to their second attempt and
No. You must choose a Force Diagram have spent less then the permitted
try to Range In another battery.
from one country or the other to base your maximum points on my force?
Instead, the Mike Target rule allows them force on, and can only take options shown The important point to remember is
to make another first attempt to range In on that diagram (including the Allied that you are allowed 60% of the per-
another battery. Let’s say that they fail Formation option). Since Support Units mitted maximum points value on table
to Range In that battery. Now, having are only found in the Force Diagram at the start of a game with Reserves. So,
used the bonus attempt allowed by the (and not in Formation Diagrams), the if your force is smaller, it just means
Mike Target rule, they move on to their only Support Units available are those that your Reserves will be less than the
second attempt. from the principal nationality. remaining 40%.
Let’s say they fail again, and move on
to their third attempt. This time they MISSIONS If I have a Unit that counts as 0 points
succeed and Range In the second battery, for Reserves (such as an FFI Platoon
All infantry are in Foxholes at the start
which will suffer a +2 penalty to hit for supporting a D-Day American force),
of the game. Does this include infantry
having Ranged In on the third attempt. how does this work?
that deployed in No Man’s Land using
Having successfully Ranged In another the Spearhead rule? You can have 60% of your points on
battery, the Mike Target rule comes into table, so if the game is 100 points, you
Yes it does.
effect again, allowing the spotter to make can have 60 points on table. Since this
another third attempt to Range In the last Unit is counted as 0 points, you can have
Can passengers in a Transport take or
battery. Again they succeed, so the third it and 60 more points on table.
dispute an Objective?
battery is also Ranged In on the third
attempt and suffers the +2 penalty to hit. Yes they can.
How do my troops arrive from
Reserves? Can I just place them on the
In missions like Free-for-All that have
GERMAN RULES alternating deployment, can I ‘deploy’
edge of the table and begin shooting?
The German Stormtroopers rule allows my Aircraft to effectively skip my turn Teams arriving from Reserve move on
them to attempt a second Movement to deploy? from the edge of the table. Simply pick a
Order after succeeding in the first. point on the table edge and measure their
No. Aircraft must be your last deployment
Can I use this to take a Blitz Move and movement from there.
after all other Units have been deployed.
then Dig In?
No. You cannot Dig In if you’ve moved
in any form, including using a Blitz
Move order.

7
How does a Unit of Guns enter the tion is to move some of the opposing teams that they use for supply and other neces-
table from Reserves if it doesn’t have a back just enough to allow the Reserves on sary activities are too difficult to negotiate
Tactical speed? to the table so that they can try to fight under fire.
It must move onto the table at Dash their way through the infantry. The Unit is fine as long as it remains in
speed. In addition, some Gun teams have its foxholes. However, if it moves or coun-
a Tactical speed that is too slow to allow SPEARHEAD terattacks if assaulted, it will have to test
them to move onto the table, so they too When deploying a Unit in the area for casualties like any other Unit crossing
need to move at Dash speed. around a Spearhead Unit, what does a Minefield.
the rule prohibiting placing the unit
As the war progresses, the definition in a place that the Spearhead Unit If a Unit deployed in a Minefield, how
of a tank changes. The Deep Reserves cannot go mean? does it go about clearing it?
rule needs to change to match this It moves ‘into’ the Minefield (i.e. out of
Units deploying around the Spearhead
as follows: its carefully prepared defences) testing to
Unit need to be able to move from the
In Late War, the Deep Reserves rule Spearhead Unit’s location to their deploy- do so as normal. Then in the next turn
becomes: In a mission with Deep ment location. So you can’t deploy your (having moved into the Minefield on a
Reserves, you may only place one Tank Unit across impassable terrain like a previous turn as required by the rules),
Unit with Front Armour of 4 or more, or river or cliff. the Unit Leader issues a Mine Clearing
one Aircraft Unit on the table at the start order and the Minefield is removed.
of the game. All remaining units of these If my Spearhead Unit were armoured
types must be held in Reserves. cars (which cannot enter a building), If I Counterattack against a team in a
In Mid War, the Deep Reserves rule can I place an Infantry Unit in a build- Minefield, do I risk getting hit by it?
remains: In a mission with Deep ing beside the Spearhead Unit? Yes, even if the models didn’t move, they
Reserves, you may only place one Tank Yes. Although the armoured cars cannot are still moving around in a minefield.
Unit with Front Armour of 3 or more, or actually enter the buildings, infantry
one Aircraft Unit on the table at the start following their spearhead can deploy in CITY FIGHTING RULES
of the game. All remaining units of these the buildings. How does Smoke work when targeting
types must be held in Reserves.
city buildings?
In Early War, the Deep Reserves rule
becomes: In a mission with Deep
MINEFIELDS Direct-fire smoke just affects one team
When I place Minefields, can I overlap in the building, and only as long as it
Reserves, you may only place one Tank
them to make a Unit trying cross them remains in the same room.
Unit with Top Armour 1 or 2 that is
not a Transport, or one Aircraft Unit roll a Skill test for each Minefield? Smoke Bombardments affect a single
on the table at the start of the game. All No. Teams also only roll one Skill Test room (regardless of how many weapons
remaining units of these types must be to cross the Minefields safely. However, are firing). Line of Sight in or out of
held in Reserves. a Team who successfully removes a that room is restricted to a maximum of
Minefield, only removes one, even if they 6”/15cm.
Are Independent Teams (such as artil- are in several.
lery observers) affected by the Deep When a team removes a Minefield
Reserves special rule that restricts a (instead of Moving) using a Mine
player to one Tank Unit with Front Clearing Order, is that Minefield
armour 3 or more or one Aircraft Unit removed right away or at the end of the
on table at the start of the game? Movement Step?
No. They can be on the table in addition It is removed immediately.
to the one Unit allowed by the Deep
Reserves rule. When a team moves using a Blitz Move
movement order, do they still need to
Are Formation HQ Units affected by take Cross tests and test to see if they
the Deep Reserves special rule? got hit by a Minefield?
Yes. The restriction applies to all Units Yes. All the normal movement rules apply
(apart from Independent teams), regard- while making a Blitz Move. The only
less of their function. difference is that once you’ve finished the
Blitz Move, you don’t count as having
My opponent has ended up with moved for things that happen afterwards.
Infantry teams all along the area where
my Reserves arrive, leaving no room Can I deploy a Unit in a Minefield? If
for my Reserves to arrive without going so, what happens?
within 2”/5cm of their teams. What Yes you can. Presumably they are dug in
happens to my Reserves? with minefields surrounding their posi-
Since the battlefield doesn’t suddenly end tion, and the paths through the minefield
at the edge of the table, the obvious solu-

8
Book and Card Updates
This section has updates to the various Flames Of War army books and their associated cards.

RULEBOOK
The reprint of the rulebook has two Destroyed by Defensive Fire, regardless DOWNLOAD
significant changes: Forcing Armoured of the number of hits they take. For a complete list of all changes
Tanks to Fall Back from Defensive between the original (Mid War)
Fire, and Holding Objectives. HOLDING OBJECTIVES printing and the reprint (Late War),
You are Holding an Objective if you download: https://www.flamesofwar.
DEFENSIVE FIRE start your turn with a Tank, Infantry, com/Portals/0/all_images/4 thEdition/
If all the Assaulting teams are or Gun team within 4”/10cm of an Changes.pdf
Armoured Tank teams, they only Fall Objective, and end it with no opposing
Back if two or more of them (or all Tank, Infantry, or Gun teams within
of them if fewer) are Bailed Out or 4”/10cm of that Objective.

FORTRESS EUROPE
BASING GUIDE large base as shown in the photo­graphs,
The PTRD Anti-tank Rifle teams have not two weapons on a medium base as
three weapons with three loaders on a described in the text.

D-DAY: AMERICANS
What does the Rockets rule on the The Div Arty, All In! card gives me BEACH DEFENCES
P-47 Thunderbolt Fighter Flight do? additional artillery bombardments. The French Turret Bunker has Armour
It is the same as the Bombs rule on How many guns are firing? ratings rather than a Save like most
page 93 of the rulebook, so Rockets These Bombardments do not have any Gun Units. How does this work?
do not need to re-roll successful To Hit re-rolls for the number of weapons firing. The French Turret Bunker takes Armour
rolls for having 1 or 2 weapons firing, In effect, they are treated as having four Saves like an Armoured Tank team,
and only the aircraft can Spot for their weapons firing. rather than Gun Saves. That means
Bombardments. that it can be Bailed Out like a Tank
The Desert Regulars Card upgrades team rather than Pinned Down like
COMMAND CARDS an M10 Tank Destroyer Company. a Gun team.
Norman ‘Dutch’ Cota allows a Unit Do I have to upgrade all units in the Likewise, in Assaults it is treated as an
whose charge was stopped by Defensive Formation, including the HQ and immobile Armoured Tank team, so will
Fire to Charge into Contact a second Security Sections? get an Armour Save and the assaulting
time. Does the opponent get another Yes. Every Unit in the Formation team might need to pass a Firepower test
round of Defensive Fire? is upgraded. if they are using a weapon like a Bazooka.
Yes. The assaulting Unit goes back to the
Charge Into Contact part of the assault The HQ and Security Sections have
and everything begins again. the descriptor Scout rather than SP
Gun. Do they still get the modified
Assault rating?
Yes they do.

9
AFRIKA KORPS
90 TH
LIGHT AFRIKA DIVISION Who can take the Diana Tank-Hunter Can I include whole Formations or
As the 7.62cm Tank-Hunter Platoon Platoon as Support? Support Units from Iron Cross in my
is a compulsory choice for a 90th Light Any force from Afrika Korps. Afrika Korps force?
Rifle Company, does that mean that I No. You may only take Support Units
can take it as Formation Support? COMMAND CARDS from the Force Diagram for your own
Yes, it does. Is the Armoured Car Company limited Force. If you want a Formation or
to one formation? Support Unit from Iron Cross, base your
The Diana Tank-hunter Platoon card Yes. Like Iron Cross, the Armoured Car force on that book instead.
allows you to field Diana tank-hunters Company is a Limited card.
in place of Marder tank-hunters or GHOST PANZERS
Tiger heavy tanks. Can I field them Can the Pioneer command card be FORMATIONS
with any Afrika Korps formation? used with a 90th Light Rifle Company? Can an Afrika Korps Force take
Yes you can. Formations, Formation Support, or
Yes it can.
Support from Ghost Panzers? Can I
The Diana Tank-hunter Platoon card have Panthers in the desert?
IRON CROSS FORMATIONS
allows me to take 5cm Tank-Hunter Can I include Formation Support from Yes you can.
Platoons in place of Tiger or Marder Iron Cross in my Afrika Korps force?
Units. Can I do this if I do not field a
Yes you can. These would represent either
Diana Tank-Hunter Platoon?
the infantry divisions sent to Egypt to
No. That option is part of the Diana hold the line at El Alamein, or the troops
Tank-Hunter Platoon. If you are not that fought alongside the Afrika Korps
fielding a Diana Tank-Hunter Platoon, in Tunisia.
you do not get that option.

ARMOURED FIST AND DESERT RATS


UNIT CARDS Does a Portee 6 pdr retain the Gun The card costs 2 points per Unit and can
What is the Cross rating of a Shield rule? be taken for: Honey Armoured Squadron
3-inch Mortar Section and a 3-inch No, it does not use the Gun Shield rule. HQ, Honey Armoured Troop, Crusader
Mortar Platoon? Armoured Squadron HQ, Crusader II
The Scout Tanks command card is now: Armoured Troop, Crusader II & III
Both have a Cross rating of Auto.
Armoured Troop. You must take this card
Tanks that have the Tally Ho attribute
for all eligible Units if you take it for any.
COMMAND CARDS lose Tally Ho, but gain Scout. They have
What is the correct Cross Country a Tactics rating of 4+ and an Is Hit On
Can I combine the Scouts command
speed of Softskin Transports? rating of 4+. Their Tactical Speed is
card with the Australian and NZ
14”/35cm. reduced to 12”/30cm for Crusader tanks
Divisional Cavalry cards?
and 10”/25cm for Honey tanks.
Yes you can.

10
AVANTI
UNIT CARDS The 90mm on Lancia is unusual in COMMAND CARDS
Does the Weapons Platoon have Breda having this rule on an Unarmoured Tank What is the correct Range for the
MG teams or Breda MG & Carcano team. This is because the gun shield on Captured 25 pdr Artillery?
rifle teams? this vehicle is huge, and to make it com-
The guns should have a range of 24”/60cm
parable to the 88mm anti-aircraft gun in
As per the book, it has Breda MG teams for Direct Fire.
game terms.
with Halted ROF 3 and Moving ROF 2.
How much does a German Ju 87 Stuka
Does the Flame-thrower team in the
In the Weapons Platoon, is it the Dive Bomber Flight cost using the
Assault Engineer Platoon have Pinned
47mm gun or the 20mm anti-tank rifle Stuka Support card?
ROF 1 like the German Flame-
that is optional? You pay 1 point for the card, which then
thrower team?
As per the book, the unit includes a allows you to take a German Ju 87 Stuka
Yes it does.
20mm anti-tank rifle as standard, and Dive Bomber Flight for the usual cost
can add a 47mm gun for +2 points. of 9 points (in place of the CR.42 Falco
ALLIED SUPPORT Assault Section on your Force Diagram)
The 90mm on Lancia has the Gigantic An Avanti Force is allowed two German for a grand total of 10 points.
special rule. What does that mean? Units as Allied Support. Can they both
be the same, or must they be different? The Luigi Pascucci card is a ‘Formation
The Gigantic rule is essentially the same
as the Large Gun rule on page 92 of They both must be different Units. If you (Tank Company)’ card. Can he be
the rulebook. want two of the same Unit, take them as taken with any ‘tank company’ such
an Allied Formation instead. as the L6/40 Light Tank Company
The 90mm on Lancia has the Gun build card, or is it specific to the Tank
Shield special rule. What effect does Can an Avanti Force take Formations Company in the Avanti book?
this have, given that it is a Tank team or Units from Ghost Panzers (like There is no generic term ‘tank company’.
rather than a Gun team? Panthers or Ferdinands) as Support? The card refers to the Tank Company
It functions exactly the same as it would No you cannot. in the Avanti book, which is the only
if the 90mm on Lancia was a Gun team. Formation that Pascucci can command.

FIGHTING FIRST
SPECIAL RULES UNIT CARDS ferent card only shows the Scout rule.
What is the Unit Transport rule on the What is the Remount rating of an M3 Does that mean that the Jeeps don’t to
M3 half-track card? half-track? use the Spearhead rule?
The Unit Transport rule says: While on It has a Remount rating of 5+. No it doesn’t. The Unit is defined on the
table, the Unit Leader of a Transport M3A1 Armored recon Patrol card, and
Attachment must end its Movement Step The US M3A1 Armored Recon Patrol this gives Spearhead to the whole Unit.
within 6”/15cm of the Unit Leader of its unit card has the Scout and Spearhead The Jeep card is used by a variety of Units,
Passenger Unit. special rules listed. This Unit also so only gives the rules relevant to them all.
includes two Jeeps which have a dif-
What is the Field of Fire of a Rear COMMAND CARDS
Firing weapon? The M3A1 Armored Recon Company
A Rear Firing weapon can only hit a includes an M3 Tank Platoon. Which
target fully to the rear of the team. M3 tank is this?
It is an M3 Stuart Tank Platoon.

11
ENEMY AT THE GATES
FORMATIONS The Tankodesantniki card allows an normal, and every hit on a tanks in the
The Mixed Tank Battalion does not Infantry Unit that is being carried on Assault will Destroy any infantry car-
have a Formation Commander or an the back of a Tank Unit to Dismount ried on it.
HQ Unit. How does that work? to Charge into Contact.
It is just the same as any other Formation, If the Tank Unit moves at Dash Speed, The Cossack Regiment and Hero
it simply does not have an HQ Unit and uses a Movement Order, or otherwise Cossack Regiment cards have the
cannot benefit from the presence of a disqualifies itself from Launching an wrong references for several cards.
Formation Commander. Assault, can the Tankodesantniki Unit The corrected references are:
still Launch an Assault and charge off • 0-1 82mm Mortar Company (MS118)
COMMAND CARDS their tanks? • 0-1 76mm Anti-tank Company (MS117)
Cards like the Cavalry card are No. The Infantry Unit is also disqualified
Unit cards, but give the Formation from Launching an Assault. Can I mount more than one Unit from
name, e.g. ‘Unit (Cossack regiment, my Cossack Regiment or Hero Cossack
Hero Cossack regiment)’. How does Can the Infantry Mount the tanks in the Regiment as Cavalry?
this work? Movement Step, and then Dismount Yes. The Cavalry card is not Limited, so
The card is a Unit card, so must be to Assault in the Assault Step? you can use it on any or all eligible Units.
purchased for each Unit you wish it to No. The rule that a Team cannot
apply to. As the list of applicable Units Mount and Dismount in the same turn The Scout Company card has the
would be very long, we simply gave the still applies. wrong references for several cards.
Formation name. The card applies to all The corrected references are:
Units within that Formation. If the Tank Unit is Assaulted while the
• 1 Hero Rifle Battalion HQ (MS120)
Tankodesantniki Unit is still Mounted
• 2-3 Scout Platoon (MS124)
Can a Cossack Regiment or Hero on them, can the Tankodesantniki
Cossack Regiment have flame-throwers Dismount to Charge into Contact • 0-2 BA-10 Armoured Car Platoon (MS128)
in its SMG Company or Hero when they Counterattack?
SMG Company? Yes they can. The Motosikilisty card says Unit (Scout
Company) in its description. How
No. A Cossack Regiment or Hero Cossack
does this work?
Regiment may not include any Flame- If the Tankodesantniki Unit Dismounts
thrower teams. and Assaults, can the Tank Unit then The card can be applied to any Unit in
Launch its own Assault once the a Scout Company (a Formation created
If I use the Volley Fire card and do not Tankodesantniki Unit’s Assault is over? by the Scout Company command card).
Destroy the Team that I targeted, can I This card allows you to give motorcycles
Yes it can.
use it again next turn? to any or all of the Scout Platoons in your
Scout Company.
No. The card is discarded when used, so Can the Tank Unit Launch an Assault
only lasts for that Shooting Step. with the Tankodesantniki Unit still
Can Nikolay Rodionovich Andreyev
Mounted on it?
be used with a T-34 (Early)
Yes it can. However, it is rather risky. Tank Company?
Defensive Fire against the tanks will
Yes. That is the only T-34 Tank Company
also hit the infantry carried on them as
in Enemy at the Gates.

RED BANNER
FORMATIONS COMMAND CARDS The Guards Airborne Battalion card
The T-34 Hero Tank Battalion lists Cards like the Guards Rifle Battalion has the wrong points value.
T-34 Hero tank Company twice in its card are Unit cards, but give the The Guards Airborne Battalion com-
third option. What should it be? Formation name, e.g. ‘Unit (Rifle mand card is 3 points, not 2 points.
The third option should be a T-34 Hero Battalion, Hero rifle Battalion)’. How
Tank Battalion, a T-70 Hero Tank does this work?
Battalion, or a Valentine Hero Tank The card is a Unit card, so must be
Battalion. purchased for each Unit you wish it to
apply to. As the list of applicable Units
would be very long, we simply gave the
Formation name. The card applies to all
Units within that Formation.

12
IRON CROSS
SPECIAL RULES So, Clever Tactics affects the Panzer Ace AFRIKA KORPS FORMATIONS
What is the Pioneers rule on the Unit, Precise Gunner affects the Panzer Can I include Formation Support from
Assault Pioneer Platoon card? Ace Unit Leader, Every Shot Counts Afrika Korps in my Iron Cross force?
works as normal, and Elite Crew affects
The Pioneers rule says: Teams from the Yes you can. These would represent either
the Panzer Ace Unit Leader.
Unit cross Minefields safely on a roll of the Afrika Korps supporting either the
2+ (rather than their Skill of 3+). As infantry divisions sent to Egypt to hold
usual, they may Automatically clear a The Armoured Car Company card ref- the line at El Alamein, or troops from the
Minefield using a Mine Clearing order erences Unit Cards from Afrika Korps. Fifth Panzer Army in Tunisia.
in the turn after they move to within Is this correct?
2”/5cm of the Minefield marker. No. It should read: Can I include Formations and Support
Your Force includes one Armoured Units from Afrika Korps in my Iron
COMMAND CARDS Car Company, which is a Formation Cross force?
When a Unit has the Panzer Ace containing: No. You may only take Formations or
command card, you roll to see which • 1 HQ Unit of 1x Sd Kfz 221 (MG) Support Units from the Force Diagram
effect applies. Some of the options are armoured car from (MG223) for 1 point. for your own Force. If you want a Support
Formation cards that say they affect • 2-8 Sd Kfz 221 & 222 Light Scout Unit from Afrika Korps, base your force
the Formation HQ or Formation Troop (MG223) on that book instead.
Commander. How do these work with • 1-3 Sd Kfz 231 Heavy Scout
the Panzer Ace card? Troop (MG224) GHOST PANZERS
Cards that you gain via Panzer Ace that • 0-1 Panzergrenadier Platoon (MG210) FORMATIONS
reference the Formation Commander • 0-1 5cm Tank-Hunter Platoon (MG226) Can an Iron Cross Force take
need to be read as referencing the Unit Formations, Formation Support, or
Leader and cards that reference the IRON CROSS IN AFRICA Support from Ghost Panzers?
Formation HQ Unit need to be read as You can take Units from Ghost Panzers
Does it make sense to field an Iron
referring to the Panzer Ace Unit. Aside as Formation Support for an Iron
Cross force in Africa?
from that, the cards you gain work exact- Cross force. However, you cannot take
ly as they say. Yes. All of the organisations and equip-
ment in Iron Cross were used by the Fifth Formations or Support Units from Ghost
Panzer Army in Tunisia alongside the Panzers. If you want to combine the
Afrika Korps. two more flexibly, take a Ghost Panzers
force instead.

GHOST PANZERS
Do Bazooka Skirts work against all AFRIKA KORPS FORMATIONS IRON CROSS FORMATIONS
weapons with Firepower 5+ or 6, or Can I include Formation Support Can an Iron Cross Force take
just infantry weapons? from Afrika Korps in my Ghost Formations, Formation Support, or
They work against all weapons with Panzers force? Support from Ghost Panzers?
Firepower 5+ or 6. Yes you can. This would represent either You can take Units as Formation Support
older panzer units still fielding early or whole Formations from Iron Cross in a
UNIT CARDS tanks or weakened infantry units organ- Ghost Panzers force. However, you cannot
Can I get Borgward Demolition Carriers ised into a defensive group with plenty of take Support Units from Iron Cross.
for a StuG (late) Assault Gun Platoon weapons but few surviving soldiers.
that I take as Formation Support? COMMAND CARDS
Yes. As per the StuG (late) Assault Gun Can I include Formations and Support What is the Field of Fire of a Machine-
Platoon unit card, you may field two Units from Afrika Korps in my Ghost gun Bunker?
units of Borgward Demolition Carriers Panzers force? A Machine-gun Bunker is Forward Firing.
for each Assault Gun Platoon. Yes, see Formation Support box from the
Ghost Panzers Diagram below.
FORMATION SUPPORT
You may field compulsory
Combat Units (with a black box)
from German Formations from
Iron Cross, Ghost Panzers, and
Afrika Korps as Support Units.

13
COMMAND CARDS
How do Command Cards work? Platoon was at full strength, you would COMMAND CARD
The cost at the bottom of the card is the pay 15 points for the base Unit, then FORMATIONS
cost to ‘activate’ the card. Until you pay another 7 points for the card, for a total If I use a Build command card to
the points listed, the card has no effect of 22 points for the Unit. create a new type of Formation (such
at all. Once you pay the points, you then For cards that have a fixed cost, such as as the New Zealand Divisional Cavalry
read the text and do whatever it says the FFI Platoon, you pay that cost and card that creates a mixed formation of
there. The cost of the card doesn’t actually take the Unit. If the size of the Unit is Honey tanks and Universal Carriers),
give you anything aside from the ability not specified, then you can take it at can I then use another Build command
to use the card, everything on the card full strength for that cost. Any options card to modify its ratings (such as the
with a cost still needs to be paid for. you want need to paid for on top of this Scout Tanks card)?
base price. Yes you can. In this case, the Honey Units
Do I need to state which Formation or Can I use two different Build Formation would be affected by the Scout Tanks
Unit the card applies to? or Unit cards on the same Formation card, while the Universal Carrier Units
Yes. When you add a Formation or Unit or Unit? For instance can I use both would remain the same.
Command Card to your Force, you Tankodesantniki and Guards Motor
must state which Formation or Unit it Rifle Battalion on an SMG Company? Most Formation HQs for these
applies to. Yes you can. Formations are specified on the
Command Card, so aren’t listed on
Can I use the same Command Card What if they both change the Unit’s cards that ratings (such as the HQ
more than once? ratings? For instance can I use White Honey tanks of the NZ Div Cav HQ,
Yes. Unless the card is marked as Limited, Knees and Guards on the same which aren’t listed on the Scout Tanks
you can take that card in your force as Formation? card). Can I use these cards to upgrade
many times as you like. No, you may only use one Build card that my HQ as well?
modifies a Formation’s or Unit’s ratings Yes you can. You can use cards that apply
BUILD FORMATION CARDS on a Formation or Unit. to the source of the HQ’s teams to upgrade
What do Build Formation cards do? the HQ. In this case the Honey tanks
Build Formation cards either modify If a Command Card changes a Unit’s in the come from the Honey Armoured
the ratings of every Unit in a Formation ratings by showing a rating block, do Troop card, so will be affected by the Scout
(as the British Guards Motor Company the exceptions from the original Unit Tanks card as it works on that Unit.
card does, since it lists Motor Company Card still apply? For example, the SS
as the Formation affected) or give you a Company card shows the Motivation FORMATION SUPPORT
whole new Formation that you can buy rating of a Unit as Fearless with no If a Unit that is only available as Support
(as the US Armored Recon Company exceptions. in a book also has a Command Card
card, which does not list a Formation Since the Unit originally had the that creates a new Formation in which
to be modified, does). Some, like the US Third Reich exception that made its it is compulsory, can I then take the
Engineer Combat Company card, do Last Stand rating 3+, does the SS Unit as Formation Support or Allied
both by creating a new Formation, then version now have an even better Last Support in a different book as if it had
specifying some additional rules for it. Stand rating? been in a Formation in the book?
No. The Command Card shows the new No. You may only take Formation
BUILD UNIT CARDS ratings of the Unit. There is no calculation Support from Formations in a book
What do Build Unit cards do? or modification based on the old ratings. or on a Unit Card. You may not take
Build Unit cards either modify the listed Formation Support from a Formation
Unit to have different or additional What about cards like White Knees that is created with a Command Card.
characteristics (as the US Regulars By which does not display a new rating
God card does, since it lists Armored rifle block, simply stating that the Skill Can I take a Formation card for a
Company as the Unit affected), or adds a rating is now 5+? Does that Unit Support Unit taken as Formation
whole new Unit that you can buy (as the still have Deadly Assault 3+ like the Support from that Formation. As an
US Ranger Platoon card, which does not original Unit? example, can I take a Motor Platoon
list a Unit to be modified, does). as Support for my Grant Armoured
This is an older format of card. In this
Squadron, and use the Guards Motor
case, only the parts explicitly listed as
Do I have to pay for the card and the Company card to make it into a
being changed are changed. That means
Unit separately? Guards Motor Platoon?
that a Unit that previously had Deadly
For cards that modify a Unit, you have Assault 3+ still has that. Yes you can. Pay the cost for the Formation
to have paid the cost of the Unit to be card as usual, but only apply the effect
able to use the card with that Unit, so the to the Unit.
US Regulars By God card costs 7 points
and changes the ratings of an Armored
Rifle Platoon. If that Armored Rifle

14
What happens if the Formation card What about Formation Commanders? SPECIFIC CARDS
that I want to use with a Support Unit Do they retain their bonus after being The Pure Luck, Lucky, Hail Mary, and
has a negative cost? Destroyed? similar cards allow you to re-roll a die.
If the card has a negative cost (such as Yes. The benefits to the Formation Does this have to be your die or can
the British White Knees card), you do Commander from a Formation you re-roll one of your opponent’s dice.
not get a discount since the price is for Command Card remain, even if the Since you can’t roll your opponent’s dice,
a whole Formation and you only have a Formation Command Team is Destroyed you are limited to re-rolling your own
single Unit, so you take the card at a cost and switches to another team. dice with this card.
of 0 points.
RESERVES The Diversionary Tactics, Artillery
ALLIED SUPPORT How are Command Cards included in Expert, and Reconnaissance by
Can I use a Unit or Formation the Reserves rule? Combat cards allow players to reposi-
Command Card with an Allied Support Force Command Cards are always tion Ranged In markers. Which order
Formation or Unit in my Force? As an included in the 60% of the force on table, do they take effect?
example, could I take the above Guards since they are always in effect. Artillery Expert or Reconnaissance by
Motor Platoon as an Allied Support Combat should be played first as this
Formation Command Cards are includ-
Unit in my American Force? allows a player to move their Ranged
ed in the 60% of the force on table if any
Yes you can. part of the Formation is included as they In marker anywhere. Then when
are in effect in that case. Diversionary Tactics is played, it allows
Can I us a Force Command Card like Unit Command Cards are included their opponent to move it 6”/15cm from
Pip Roberts with an Allied Support in the 60% of the force on table if the its new position.
Formation in my American Force? Unit is included as they are in effect in
No. You can only use Force Command that case. The Fortify the Building card gives
Cards with the Force you are fielding, in Infantry Teams in the building a 2+
The exception to this is that Command
this case a US Force from Fighting First. Save. Does this apply to both sides?
Cards with a negative value (such as the
British White Knees card) are only part Yes. Any Infantry Teams in the building,
DESTROYED LEADERS of the 60% of the force on table if all of regardless of which side they are on, gain
If a Unit Command Card gives the the Units that are affected by the card are the 2+ Save.
Unit Leader a bonus, does this still on the table.
apply if the Unit Leader is Destroyed
and replaced?
Yes. Any Unit Leader in that Unit gains
that bonus.

BASING
SOVIET INFANTRY MOTORCYCLES CAVALRY
The Rifle Company, Hero Rifle The Italians and Soviets have Command The Soviets have Command Cards that
Company, Storm Group, and PTRD Cards that give Infantry Units motor- give Infantry Units horses as cavalry.
Anti-tank Company have 50mm cycles. How should I model this? How should I model this?
mortar teams and PTRD AT rifle You have a number of options: You have a number of options:
teams with three weapons mounted on
• The simplest option is to place the • The simplest option is to place the
a large base. What should I do if I have
Command Card with the Unit to show Command Card with the Unit to show
old 50mm mortar or PTRD AT rifle
your opponent that the Unit is mounted your opponent that the Unit is mounted
teams that are based differently?
on motorcycles. on horses.
You have a number of options:
• If you are a modeller, you can purchase • If you are a modeller, you can purchase
• You could just keep using your old bases motorcycles from the Special Order range. cavalry figures from the Special Order
and space them out a bit more to match As these are significantly larger than range. As these are significantly larger
the new, larger bases. infantry, they are best based with two than infantry on foot, they are best based
• You could stick a large base under your motorcycle and sidecar on a large base to with four cavalry figures on a large base
existing base (or bases in the case of the replace a standard four-figure team on a to replace a standard four-figure team on
50mm mortars) to match the new basing. medium base, or one motorcycle and side- a medium base, or two cavalry figures on
• You could re-base the models on car on a medium base to replace a small a medium base to replace a small two-fig-
large bases. two-figure team on a small base. ure team on a small base.
• You could grab some of the awesome
new sculpts and make some new weapons
teams for your collection.

15
MOVEMENT ORDER SUMMARY CARDS
Some Desert Rats and Afrika Korps Leader to Dig In. Is this correct? where they are.
Movement Orders summary cards No. The books are correct. Any team in
require teams to be close to the Unit the unit can dig Foxholes, regardless of

FOG OF WAR CARDS


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

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