Dust Tactics Battlefield

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At a glance
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The document outlines the basic rules and gameplay of Dust Tactics Battlefield, including choosing forces, setting up the gaming area, taking turns, and ending a game.

Players must choose a scenario, set up the gaming area accordingly, then take turns activating their units to perform actions until all units have activated or an end condition is met.

Reactive attacks allow a unit to perform an attack before another activated unit completes its actions, and can only be used against units within range that have declared attack or sustained attack actions.

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some rules have been adjusted for the more free-form style
of playing on threedimensional terrain, so once you have
learned Dust Tactics, its just a small step to the tabletop.
Dust Tactics Battlefield also adds a few extra rules for things
like units being suppressed by heavy fire.

Playing Dust Tactics Battlefield


The process for playing a game of Dust Tactics Battlefield is
essentially the same as that for Dust Tactics.

Starting the Game

Before starting a game, players must choose a scenario to


play and set up the gaming table according to the scenarios
instructions. New players will find the Free-for-All scenario
(see page 65) the easiest to learn.
The players then choose their forces. New players will find
the forces in the starter boxed sets easy to use and balanced.
If these forces are not available, the players should choose a
force totalling 50points (see page 63) for their first game.

Gaming Table

Dust Tactics Battlefield is the same game as Dust Tactics


played on a three-dimensional gaming table. It has no
squares, making it a more free-form game. Most players
play on a dining table or a dedicated 180cm x 120cm or
6x4 gaming table.

Measurements

Dust Dice

Dust uses dice to determine whether your troops


succeed in things like shooting the enemy, taking cover,
and helping a wounded comrade. Each die has two
symbol ( for the Allies,
sides showing an army
for the Axis,
for the SSU), two sides showing
a target
symbol, and two sides showing a shield
symbol.
Most of the time, when you need to check something,
you will be asked to roll a number of dice and count
those dice showing the army
symbol. The total
number of successes indicates how well your troops
performed thetask.

Sometimes, for easier tasks, you will be asked to count


the number of target
symbols (when you are trying
to hit something) or the number of shield
symbols
(when you are trying to save something) as well, making
you twice as likely to succeed.

Before the game, the players should agree which measuring


system they are using, either the metric system (centime1. Roll for initiative to determine which player goes first.
tres) or the Imperial system (inches). The game measures
movement and ranges in units of 10cm or 4, making it easy 2. The first player activates one of their units.
to use either system.
3. The second player then activates one of their units.
Measurements to infantry miniatures are made from the
4. The players continue to alternate activating their units
edge of the base. Measurements to vehicles and aircraft
until all units have been activated.
are made to and from the miniatures body or turret. A
miniatures arms, legs, tracks, weapons, backpacks, and other Ending the Game
The game ends at the end of a turn when:
equipment are ignored when measuring or looking to and
All of one players units on the board are destroyed,
from a miniature.

Playing the Game

The game is played over a number of turns. In each turn,


the players follow these steps:

One of the players achieves their scenario objective, or


The scenario reaches its turn limit.

At this point players work out who won (see page 63).

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Dust Tactics Battlefield

Dust Tactics Battlefield is the same game as Dust Tactics,


except that it is played on a three-dimensional modelled
gaming table rather than a gridded map and distances are
measured with a tape rather than in squares. The basic
game mechanics are the same for both games, although

Unit Cards
Unit cards play a fundamental role in Dust Tactics Battlefield. This section explains the layout of both sides of a typical unit
card, and what the different statistics and information mean.

Unit Name and Description

This is the units name and a short


description or official designation.

Bloc Symbol

This symbol tells


which bloc the
unit belongs to.

Allies

Special Rules

The units special rules are listed here. The back of the unit card has a short
explanation of the rules. Some rules can only be used once or twice in a game.
These have a tick box to mark them off as they are used. See pages 96 to 105.

Type Symbol

Axis

This symbol tells what type of troops the unit is made of:

SSU

Infantry units (squads, support weapons, and heroes).

Aircraft units.

Vehicle units (walkers and tanks).

Move Rating

This shows the movement rating of the


unit, that is, how far it can move in an
action. See page 43.

March Move Rating

This shows the march movement


rating of the unit. See page 43.

Armour Rating

This shows the armour rating of the


unit. See page 46.

Weapons Chart

This shows the weapons carried by


the unit and their effects. The top row
shows the armour ratings of targets,
and each weapons row shows its range
and effectiveness against each type of
target. See page 46.

Weapon Description

This shows the name of a weapon and the


quantity of that weapon carried by the
unit. Each weapon has a code letter that
matches the code beside the weapon on
the picture on the back of the card. Some
weapons have a limited supply of ammunition, so have tick boxes to mark when
they have been used. See page 101.

Vehicle and Aircraft Size and Hero


This indicates that a vehicle or aircraft is
large or huge, or that a soldier is a hero.

Damage Track

This appears on support weapons, heroes,


and vehicles. There is one tick box for
each point of damage the unit can take.
Mark these off as the unit suffers damage.
See page57. Other infantry units without
a damage capacity rating and a damage
track remove miniatures to indicate losses.

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Damage Capacity

This shows how much damage the unit can take before being
destroyed. See page 57.

Unit Picture

This shows the unit. Use this to identify your miniatures and which unit they belong to. The units weapons
are marked with code letters corresponding to weapons
shown on the front of the unit card.

Army Points Value

This shows the relative value of the unit in army points.


Use this value when determining what force you can
build. See Choosing Your Force, page 63.

Bloc Symbol

This symbol tells which


bloc the unit belongs to.
Allies
Axis

Unit Name
and Description

SSU

This is the units name


and a short description or
official designation.

Special Rules

This gives a short


explanation of each of
the units special rules.
See pages 96 to 105.

This code uniquely


identifies the unit. Use
it when purchasing the
miniatures, or searching
for them online.

Marking Cards

Many units can take


multiple hits before being
destroyed, and some
units limit the amount of
ammunition you have or
the number of times you
can use special rules. The
card has tick boxes for
recording damage received,
ammunition expended, and
special rules used.

Dust Tactics cards are


coated with a special
varnish that allows them
to be used with a dry-erase
marker. Alternatively, you
can slip the card into a card
protector. Simply tick the
boxes off with a dry-erase
marker, then when the battle
is over, you can easily wipe
off the tick marks, ready for
the next battle.

Armour Ratings
The various armour types are as follows:

Infantry



1: Unarmoured soldiers whose only protection might be a helmet.


2: Soldiers who wear light body armour.
3: Heavily-armoured soldiers.
4: Extremely heavily-armoured soldiers.

Vehicles

1: Vehicles with no armour, such as jeeps or military trucks.


2: Bulletproof vehicles capable of stopping rifle fire, but not much more.
3: Light tanks and walkers that are fast and agile.
4: Vehicles with medium armour, similar to most tanks of the 1940s.
5: Heavy tanks and walkers.
6: Very heavy tanks and walkers.
7: Mobile fortresses that benefit from the heaviest armour ever made.

Aircraft

1: Flying soldiers and slow helicopters or aircraft.


2: Ground-attack aircraft.
3: Heavily-armoured aircraft.

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Unit Cards

Unit Code

Roll for Initiative


At the beginning of each turn, each side rolls three dice.
symbols wins the initiative
The side that rolls the most
and chooses which player goes first. In case of a tie, the
symbols wins the initiative. If it is
player with the most
still a tie, both players re-roll all of their dice.

Activating a Unit

An Activated Unit performs two Actions. When Activating a Unit, a player must declare all of that Units
intended Actions, including any special Actions,
skills, or special weapons that they want to use before
performing anyActions.
Activation
The Actions a Unit can perform are:
The player chosen to go first must select one of their Units
Nothing (page 43)
to Activate (or pass if they are able). An Activated Unit
Move (page 43)
performs two Actions.
March Move (uses two Actions) (page 43)
After the first player has Activated their first Unit, the other
Attack (page 46)
player Activates one of their Units. Turn the Unit Card
Sustained Attack (uses two Actions) (page 51)
sideways or place a token on the Unit to indicate that it has
Special (pages 96 to 105)
been Activated.
A Unit can perform any combination of Actions except two
Players alternate Activating their Units until all Units have
Move or March Move Actions, or two Attack or Sustained
been Activated. If a player has Activated all of their Units
Attack Actions. A Unit wanting to move faster takes a
and the other player still has Units to Activate, the other
March Move Action rather than two Move Actions. One
player continues Activating their Units until all of them
wanting to fight harder takes a Sustained Attack Action
have been Activated. Once all Units have been Activated,
rather than two Attack Actions.
the turn is over, both players turn their cards back, and a
No More Than Three Actions
new turn begins with another initiative roll.
Some special actions and skills (see pages 96 to 105) allow
Passing
Units to take three Actions instead of two. These effects
If a player has fewer Units that have yet to Activate
are not cumulative, so a Unit can never perform more than
(counting Heroes separately from Units they have joined)
three Actions during an Activation.
than their opponent, they may elect to pass rather than
Activate a Unit.

Activations

The Axis player has The


Ghosts and a Ludwig. The
Allied player has the Bot
Hunters, Grim Reapers, and
a Pounder. The Allied player
wins the initiative and makes
the Axis player go first.

1 The Axis player activates


The Ghosts, moving them
behind the trees and attacking
the Bot Hunters.
2 The Allied player then

activates the Grim Reapers


and performs a sustained
attack on The Ghosts.

3 The Axis player doesnt


want to activate the Ludwig
at this point. They have only
one unit left to activate, while
the Allied player has two, so
they have the option to pass
and choose to do so.

GRIM REAPERS
SUSTAINED ATTACK

6
POUNDER
MOVE & ATTACK

AXIS PLAYER PASSES

BOT HUNTERS
MOVE & NOTHING

LUDWIG
MOVE & ATTACK

4 The Allied player would like to wait until the Ludwig

activates, but has more units left than the Axis player, so
cannot pass. They move the Bot Hunters into the trees, ready for
the next turn.

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THE GHOSTS
MOVE & ATTACK

5 The Axis player must now activate the Ludwig. They can

either move out and shoot the Bot Hunters, giving the Pounder
a target, or perform Nothing actions and stay safe. They elect to
move and shoot the Bot Hunters.

6 The Allied player activates the Pounder, moving it and


attacking the Ludwig, ending the turn.

Nothing Actions
The Activated Unit can spend its Action doing nothing.

Move and March Move Actions


A Units Move rating indicates the distance that each
miniature in the Unit can move in each Move Action (see
the Movement Distance table). Miniatures may move less
distance than their maximum movement.

March Move Actions

A Unit making a March Move Action moves each of


its miniatures the distance indicated by its March Move
rating (see the Movement Distance table) rather than its
Move rating.

Aircraft Must Move

Aircraft must take a Move or March Move Action as


their first Action in each Activation, unless they have the
Helicopter special rule. As a result, most Aircraft cannot
perform Sustained Attack Actions. This movement can take
them in a loop back to the same place.

The distance that a Unit can move is given by its


Move and March Move ratings. Each point of Move
or March Move rating allows the Unit to move 10cm
or 4 (depending on the measurement system used in
your area). The following table converts ratings into
distances moved.


Move Centimetres Inches

Rating
Moved
Moved
1 10cm 4
2

20cm

30cm

12

40cm

16

50cm

20

60cm

24

70cm

28

80cm

32

12

120cm

48

24

240cm

96

Move and March Move Actions

A Ludwig has a Move rating of 2 and a March Move rating of 4.


This means that it can take a Move of up to 20cm or 8 and perform
a second action, or take a March Move action of 40cm or 8.

POUNDER

In this case, the Ludwig decides to take a Move action, followed by


a Shoot action targeting the Pounder in the woods.

LUDWIG

The Ludwig can


face in any direction
at the end of its
movement, as long
as the rotation does
not increase the
distance moved.

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Roll for InitiativeNothing ActionsMove ActionsMarch Move Actions

The facing of the miniature does not matter for movement,


so a Vehicle or Aircraft may move forwards, backwards,
or sideways, and end their move facing in any direction, as
long as the rotation does not increase the distance moved.

Movement Distance

Infantry Stick Together

must be placed so that every miniature is at least partly


under a Blast template (there is a Blast template for you to
photocopy at the back of the book).

Infantry Units must end their movement with all of their


miniatures within 15cm (approximately 6) of every other
miniature in the Unit. In other words, the whole Unit

Infantry Stick Together

As an Infantry unit, The Ghosts must always end their


movement with all of their miniatures within 15cm of each
other. They can be in any formation within this limitation.
15cm

15cm

THE GHOSTS

The Ghosts start their movement in a loose form


ation, and finish their movement in a skirmish
line, taking cover behind the anti-tank traps.

Moving Through Other Units

A miniature cannot end its movement with its base on or


overlapping another miniatures base, nor any other part of
the miniature resting on another miniature.

Infantry and Vehicle miniatures cannot pass through enemy


Infantry or Vehicle miniatures, but can move under an
enemy Aircraft.

A Vehicle cannot pass through a friendly Vehicle, but


other than that, any miniature may pass through a
friendly miniature.

No Moving Through Enemy Units


The Hotdog cannot move through
an enemy unit like The Cursed, so
cannot move up the side street.

THE CURSED

THE GUNNERS

Moving Through Friendly Infantry


HOTDOG

44

The Hotdog can move through friendly infantry, so it can


move through The Gunners and along the street, as long as
it does not end its movement on top of them.

Moving Through Terrain

The Pounder has a Move rating of 3. The Allied player wants it to move through the woods and out the other side to
engage the Karl Marx super heavy tank. Since miniatures are slowed to a Move rating of 2 (20 cm or 8) when moving
through terrain, it cannot reach the far side of the woods unless it performs a March Move Action. The player decides to use
a March Move Action to move to the edge of the woods and halt in cover before engaging the Karl Marx next turn.

POUNDER

After trying to destroy the Pounder with an Attack action, the Karl
Marx performs a Move Action to back into the woods and out of sight.
As a Tracked vehicle, it must roll a die when moving in terrain. It scores
a , getting stuck on a tree stump or some other obstacle, forcing it to
stop moving where it is. If it had rolled a
or , it would have been
able to move into the woods unhindered.

Moving Through Terrain

Miniatures can only move up to Move rating 2 (20cm or8)


or March Move rating 4 (40cm or 16) when moving into,
through, or out of Terrain features such as trees, hedges,
standing crops, hills, gullies, streams, rivers, and swamps,
piles of crates, rubble, and the interior of buildings. If a
miniature has already moved more than this when it reaches
a Terrain feature, it halts instead of entering the Terrain,
and must wait until its next Activation to continue.

Tracked Vehicles in Terrain

A Tracked Vehicle rolls a die when attempting to move


into, through, or out of Terrain. On a score of
or , the
Vehicle is free to complete its movement. On a score of ,
the Vehicle becomes stuck and ceases moving until the end
of its Activation.

Half-tracked and Wheeled Vehicles in Terrain

A Half-tracked or Wheeled Vehicle rolls a die when


attempting to move into, through, or out of Terrain. On a
score of , the Vehicle is free to complete its movement.
On a score of
or , the Vehicle becomes stuck and
ceases moving until the end of its Activation.

Area Terrain

Woods and similar Terrain features are represented as


Area Terrain, with a base representing the area covered by
the Terrain and models of tress scattered across the base.
Players can move the trees and other terrain models around
the base to allow their models to move across the base and
through the woods.

KARL MARX

Impassable Terrain

Some Terrain features like the walls of buildings, cliffs,


and deep water are Impassable terrain. Units cannot move
through Impassable terrain.

Anti-tank Traps

Anti-tank traps are unusual terrain, being Impassable


to Vehicles, but only slow down Infantry Units like
normal terrain.

Walls and Buildings

Units cannot move through the wall of a building, but may


move through doorways and other openings that are large
enough to fit them. Infantry Units may move through
windows, but Vehicles cannot.

Moving Vertically

Infantry Units can move up and down between floors


in a building. To do this simply add the vertical distance
climbed to the horizontal distance moved.

Aircraft Move Over Terrain

Aircraft fly over the battlefield, so can move across any


terrain and buildings. They can end their movement
anywhere within their movement distance, as long as their
base can be placed reasonably flat on the tabletop.

Aircraft can never enter terrain or buildings and are placed


above them rather than in them.

45

Move Actions

Tracked Vehicles Moving Through Terrain

Attack and Sustained Attack Actions


To perform an attack, follow these
steps in order:

1 Check Field of Fire (page 46)


2 Check Range (page 47)
3 Check Line of Sight (page 48)
4 Declare Targets (page 50)
5 Roll To Hit (page 51)
6 Roll Saves (page 54)
7 Apply Damage (page 56)

Check Field of Fire

The Pounder has a turret, so


can shoot its 17 pdr gun in
any direction. Despite facing
in the wrong direction, it
can make a Sustained Attack
action against the Ludwig.

1) Check Field of Fire

Most Infantry soldiers and Heroes can attack in any direction, except
Support Weapons listed as having a Front Field of Fire can only attack
targets up to 45 degrees on either side of the direction it is facing.

Vehicle and Aircraft weapons have four possible Fields of Fire:


Turret-mounted weapons can attack targets in any direction.
Front-mounted weapons can only attack targets up to 45degrees on
either side of the direction the Vehicle or Aircraft is facing.
Side-mounted weapons can only attack targets in the 180 degrees
to the side of the Vehicle (excluding the area directly ahead of or
behind it).
Rear-mounted weapons can only attack targets up to 45degrees on
either side of the rear of the Vehicles or Aircrafts facing.

Remember, Units can end their movement facing any direction, so when
you move Units that have a limited Field of Fire, point them at their
intended target. If they arent pointing at the target when they want to
shoot, they will need to take a Move Action to change facing first.
Ludwig can Shoot into the White Area
with its Dual 8.8cm FpKZw guns
POUNDER

The Ludwig can only attack


targets in its Front with its
dual 8.8cmFpKZw guns
(although it can attack
targets in any direction with
its Turret MG 44). As the
Pounder is out of its field of
fire, it needs to take a Move
action to bring it into its field
of fire, before it can take an
Attack action.

Range

This shows the maximum range at


which that the weapon can shoot.

LUDWIG

Weapons Chart

Each weapon has a line in the weapons chart describing its performance
and effectiveness.

Field of Fire

Combat Dice and Damage

Each entry shows the number of dice


rolled to hit (the number before the
slash) against a unit type, and how
much damage it inflicts with each hit
(the number after the slash).

46

Number of Dice

The Pounder has a Vehicle Armour rating


of 4. Looking at the Vehicle 4 column on
the chart we see that the Ludwig gets 2
combat dice against the Pounder and each
unsaved hit will cause 4 damage.

A weapons field of fire


describes its arc of fire.
Turret weapons
shoot in
any direction.
Front weapons shoot
45 degrees either side
of straight ahead.
Side weapons shoot
180 degrees to one
side of the vehicle.
Rear weapons shoot
45 degrees either side
of straight behind.

A weapon can only attack a target that is within its Range.


Look up the Range for each weapon on the Weapons Chart
of the Unit Card and cross reference it with the Attack
Range table to see how far a weapon can shoot.
Range is measured from each attacking miniature to the
nearest miniature in the target Unit. This could mean
that some miniatures in an Unit are in range to attack a
particular enemy Unit, while others are not and will have to
attack a different Unit or not attack at all.

Attack Range

Each point of Range rating gives a weapon a range of


10cm or 4 (depending on the measurement system used
in your area). The following table converts ratings into
Range measurements.

Range Centimetres Inches


1 10cm 4
2

20cm

30cm

12

Measurements to Infantry are made to and from the edge


of the base. Measurements to Vehicles and Aircraft are
made to and from the miniatures body, hull, or turret.

40cm

16

60cm

24

80cm

32

Mortars and artillery lob their shells high into the air,
the huge shells arcing down to blast the target with a
massive explosion. They cant bring their fire down too
close as theyd risk accidentally hitting themselves. These
weapons have their Range given as a minimum range and a
maximum range separated by a dash.

10

100cm

40

12

120cm

48

14

140cm

56

16

160cm

64

18

180cm

72

20

200cm

80

22

220cm

88

24

240cm

96

Minimum Range (##)

Close-Combat (C)

Close-Combat weapons can only be used against targets in


close combat, and are identified as Range C. Other types of
weapons are referred to as Ranged Weapons. The rules for
Close-Combat Weapons are on page59.

Check Range between Infantry

The Fakyeli attacks the Zombies with its KS-18 shotgun. The shotguns Range of 2 allows
it to hit targets up to 20cm or 8 away. Measuring from the Fakyelis base to the Zombies
bases, three of them are within range, so the Fakyeli can attack the Zombie unit.

FAKYELI

RANGE 2

ZOMBIES

Check Range between Vehicles

The Hermann attacks the Babushka with its laser. The range is measured from the closes part of its body (ignoring
the protruding laser) to the closest part of the Babushkas body (also ignoring its protruding Gatling guns.
HERMANN

Check Range between Vehicles and Infantry

Measure the range from the closest point on the body of the
walker to the closest point on the base of the Steel Tornado.

STEEL
TORNADO

BABUSHKA

47

Attack Actions

2) Check Range

Check Line of Sight


The Pounder cannot
target the Ludwig
because the building
hides its body, leaving
only the gun visible.

The Pounder can target The Ghosts


because it can draw an uninter
rupted line to the head or body of
at least one miniature.

LUDWIG

FLAK BOYS

THE GHOSTS

The Pounder can target the Flak


Boys squad because it can trace an
uninterrupted line between its
turret and the squads miniatures.

POUNDER

3) Check Line of Sight

A weapon can only attack a target that is within its Line


of Sight. To establish Line of Sight, a player must trace an
imaginary line from any point on the attacking miniatures
body, head, hull, or turret to any point on the body, head,
hull, or turret of a miniature in the target Unit. The best
way to do this is to get down to the level of the miniature
and see what it could see.

If all of these imaginary lines from the attacking miniature


to the target miniatures pass through or touch terrain, a
Vehicle, or an Aircraft, then the Line of Sight is blocked.
This can mean that some miniatures in a Unit have Line of

Sight to a Unit, while others dont and will have to attack


another Unit or not attack at all.

If I Can See You, You Can See Me

No matter the situation, if an enemy miniature has Line


of Sight to a friendly miniature, that friendly miniature
has Line of Sight back to that enemy miniature. In other
words, a miniature always has a Line of Sight to any enemy
miniature that attacks it.

Line of Sight Through Units

An Infantry miniature does not block Line of Sight, but a


Vehicle or Aircraft does block Line ofSight.

Line of Sight Through Units

The Flak Boys can target Koshka as they have


a line of sight to her head and shoulders over
the Vladimir Lenin tank. They do not have a
line of sight to the Nadya walker as it cannot
see its body with the tank in the way.

VLADIMIR LENIN

NADYA

KOSHKA

RED THUNDER

Although the Red Thunder squad is between the Flak Boys and Koshka, they do
not block line of sight as they hit the dirt to get out of the way.

48

FLAK BOYS

Line of Sight
and Woods

The Ludwig cannot see the


Nadya or Melor KV-47
walkers because they are
too far behind the tree line
and the edge of the woods.

LUTHER
MELOR

STEEL DEATH

RED THUNDER

NADYA

Line of Sight Through Woods

Woods and other trees are Area Terrain. Line of Sight


between a Unit outside a wood and a Unit inside or
through the wood is blocked unless one or both Units are
within Range1 (4 or 10cm) of the edge along the Line of
Sight. Line of Sight within a large wood is blocked after
Range 3 (at 12 or 30cm).

Line of Sight Through Buildings

Buildings are also Area Terrain. Line of Sight between a


Unit outside a building and a Unit inside or through the
building is blocked unless one or both Units are within
Range1 (4 or 10cm) of the wall along the Line of Sight.
Line of Sight within a large building is blocked after
Range3 (at 12 or 30cm).

Line of Sight Through Smoke

Smoke is Area Terrain. Line of Sight between a Unit


outside a Smoke Screen and a Unit inside or through the
Smoke Screen is blocked unless one or both Units are
within Range1 (4 or 10cm) of the edge along the Line
of Sight.

Line of Sight to Aircraft

Aircraft fly low to avoid deadly new anti-aircraft weapons,


using their vectored thrust to dodge and weave around
terrain. Aircraft are treated in the same way as Vehicles,
except that they sit above the table on their flying stand.

Line of Sight and Buildings

STEEL DEATH

The Steel Death snipers can see the Flak Boys


through the windows of the building (although
one is out of line of sight as its head and body are
hidden). They cannot see The Ghosts at the back
of the building as they are more than 10cm or 4
from the nearer edge of the building.
FLAK BOYS

STEEL FIST

THE GHOSTS

The Steel Fist can see The Ghosts and the Flak Boys
because they are within 10cm or 4 of the building.

49

Attack Actions

The Luther has line of sight


to the Red Thunder squad
in the woods as they are
within 10cm or 4 of the
nearer edge. It can also see
the Steel Death snipers
behind the tree line because
they are less than 10cm or
4 through the trees.

4) Declare Targets

After checking the Range and Line of Sight to potential


targets, a player must declare each weapons target. In addition, they must declare any Skills that they will use. A Unit
may elect not to use some of its weapons or Skills.

When performing attacks, they are all considered simultaneous. If a player declares a Unit is firing all its weapons
against the same target but destroys it with the first weapon,
the other weapons are still used in the attack. If a player
declares that a Unit is using a Limited-Ammo Weapon
(such as a Panzerfaust), they use that ammo, even if the
other weapons destroy the target Unit first.

Units with Multiple Weapons

A player can choose a different target for each weapon that


the attacking Unit can use. So, a Vehicle with multiple
weapons or an Infantry Unit with multiple soldiers can
attack multiple targets, or combine all of its weapons
against a single target, or a combination of splitting and
combining as the player sees fit.
LUDWIG

Players should carefully consider what targets to declare


with which weapons to avoid wasting resources.

BAZOOKA JOE

Soldiers with Several Weapons

Each surviving soldier in an Infantry Squad can only use


one Ranged Weapon and one Close-Combat Weapon (see
page59) in each Attack Action. If they have several Ranged
Weapons available to them, they must choose which one
they will use for each Attack Action.

Support weapon Units have one soldier left for each


damage point they have remaining. They use a two-man
team to fire the support weapon (although one can do so in
an emergency). Only the third or fourth soldiers of the Unit
can fire other weapons if the support weapon fires. Each
time a player attacks with a Support Weapon, they must
choose which weapons the crew are using. The player may
choose different combinations of weapons for eachattack.
Heroes, being heroic, can use all of their weapons at the
same time.

Vehicle Crews

At close-quarters, the crews of open-topped vehicles can


fight with their personal weapons rather than firing the
vehicles weapons.

When a Vehicle with Crew attacks, it may choose to attack


with the Vehicles weapons or the Crews weapons. If it
chooses to attack with the Crews weapons, it may fire one
weapon for each damage point the Vehicle has remaining.

THE GHOSTS

POUNDER

Units with Multiple Weapons

Each soldier can only fire one weapon when they attack,
so two of The Ghosts elect to fire their Panzerfaust antitank weapons at the Pounder, while the rest fire their
StG 47 assault rifles and the MG48 machine-gun at
Bazooka Joe.

Bazooka Joe survives and activates, attacking The Ghosts


in return. As a hero, he can use both his M7 grenade
launcher and his .45 ACP pistol at the same time.
When the Pounder (which also survived) activates
later in the turn, it shoots all of its machine-guns at The
Ghosts, while shooting its 17 pdr gun at the Ludwig.

THE CURSED
RED FURY

Vehicle Crews

The Red Fury could fire its 100mm BS-3S gun and three crew armed with PPSh-48 submachine-guns. Rather than firing
a Blast template with its main gun, the player elects to attack with the crews submachine-guns instead. As it has already
taken a point of damage and only has two points left, it can only fire two PPSh-48 submachine-guns at The Cursed.

50

Roll to Hit Infantry

The Ghosts are shooting at Red Thunder, an infantry squad


with Armour rating2. Looking along the line for The
Ghosts MG 48 machine-gun in the weapons chart, we see
that they are rated 8/1 against Infantry Armour rating 2.
That means they will get eight dice for their machine-gun.

They also have four StG47 assault rifles rated 3/1 against
Infantry Armour rating 2, giving them another twelve dice
for a total of twenty dice.

THE GHOSTS

5) Roll To Hit

Look up the number of dice to roll for each weapon on the


Weapons Chart of the Unit Card. To do this cross reference the weapon with the Armour rating of the target. The
number before the slash is the number of dice to roll.
Roll the number of dice indicated, scoring a Hit for each
rolled.

Sustained Attack Action

A Unit that took a Sustained Attack Action may re-roll all


dice that failed to Hit. Normally this will mean re-rolling
all
and
results.

Roll to Hit a Vehicle

The Ghosts are shooting at Matrioshka, a vehicle with Armour rating5.


Both the MG 48 and the StG 47 have a dash in the Vehicle Armour rating
5 column, indicating they cannot hurt it. Their only option is to use their
Panzerfaust anti-tank weapons, which are rated 1/4. If they elected to fire
all three of their precious Panzerfausts, they would roll threedice.

MATRIOSHKA

LUDWIG
THE GHOSTS

Sustained Attack

Later in the turn, the Ludwig activates and performs a Sustained Attack action. Its dual 8.8cm FpKZw guns roll two dice
against the Matrioshkas Vehicle Armour5. It hits with a roll of , and misses with a . As it is performing a Sustained
scoring another hit, so the Ludwig scores two hits in total.
Attack, it can re-roll the die that did not hit. The re-roll is a

51

Attack ActionsSustained Attack Actions

RED THUNDER

Blast Weapons

Miniatures that are not in Line of Sight of the centre of


Some weapons explode with a huge blast or spray burning
fuel across an area. These weapons have a before the slash. the Blast template cannot be hit and do not count as being
under the template.
When making an attack with a Blast weapon, the player
places a Blast template (there is a Blast template for you to
photocopy at the back of the book) with its centre positioned anywhere within the weapons Field of Fire, Range,
and Line of Sight.

Rather than rolling a set number of dice when a Blast


Weapon attacks, roll one die for each miniature, including
friendly miniatures, that has its base (if Infantry) or body,
hull, or turret (if a Vehicle or Aircraft) at least partly under
the Blast template. If the weapon shows multiple , roll
one die per for each miniature. Support weapons have
multiple infantry miniatures mounted on a single base, so
roll one die for each miniature on the base.

GRIM REAPERS

If there are miniatures from multiple Units under the Blast


template, roll the dice separately for each Unit, keeping
track of how many hits were scored on each Unit.
If the miniatures are on different levels of a building, the
attacking player must choose which level the Blast weapon
hits. If the centre of the Blast template is outside, then the
weapon only hits miniatures on the ground floor.

If the Weapon Chart shows a for Infantry targets and a


number for Vehicle targets, the attacking player must decide
which they will use. They can either attack Infantry using
the Blast template (leaving the Vehicle unharmed), or fire
armour-piercing rounds against
the Vehicle (leaving the
Infantry unharmed).
STEEL RAIN

BLAST TEMPLATE

HANS

THE GUNNERS

Blast Weapons

The Hans fires its Paired Panzerwerfer at the Grim Reapers. The Axis player places the
centre of the Blast template within the weapons Range of 6 (24 or 60cm) and in line of
sight of Hans. As all three Grim Reapers are under the Blast template, the player rolls three
dice to hit them.
The Blast template also covers two of The Gunners, so the Axis player rolls two more dice to
hit them as well.

STEEL RAIN

GRIM REAPERS

BLAST TEMPLATE

HANS
THE GUNNERS

Mixed Targets

If the Hans had placed the Blast template over The Gunners, it could have caught the Steel
Rain under the template. However, since the Paired Panzerwerfer has a rating of3/6
against its Vehicle Armour rating of 4, rather than a , the Blast will not hurt it.
If the Hans wanted to attack the Steel Rain, it would need to target it directly, and would
not then have a Blast effect against The Gunners.

52

HOTDOG

FACELESS DEATH

RANGE 2 AND 3
FLAME TEMPLATE

THE CURSED

Flame Weapons

The Hotdog fires its Napalm Thrower at the Faceless


Death. The Allied player places the Range 2 Flame
template touching the body of the Hotdog and across the
Faceless Death.

Flame Weapons

Flame weapons shoot a jet of burning fuel, making them


lethal, not just to their target, but to anything in the flames
path. Flame weapons (marked as Flame in the Special rules
section of the Unit Card) are Blast Weapons that use the
Unlike a normal Blast template, only miniatures in Line
various Flame templates. There is a separate Flame template of Sight of the attacking miniature can be hit and count
for Range 1 weapons and Range 2 and 3 Flame weapons.
as being under the template. Those out of Line of Sight
cannot be hit.
When making an attack with a Flame weapon, place the
Flame template touching the base of an attacking Infantry
miniature, or the body, hull, or turret of an attacking
Vehicle (or the end of the flame weapon if Range 3), so that
the template points at the centre of the miniature, and the
entire template is in the weapons Field of Fire.

As with other Blast weapons, a Flame weapon rolls for each


miniature under the template. However, unlike other Blast
weapons, a Flame weapon cannot hit miniatures that are
out of the attacking miniatures Line of Sight, so does not
roll a die for these miniatures.
FIREBALL

Flame Weapons Cannot Shoot Around Corners

The Fireball attacks the Steel Tornadoes with its Heavy


Napalm Thrower. As the third Steel Tornado is behind the
building, so not in the Fireballs line of sight, the Fire
ball cannot hit it. This leaves two valid targets under the
template. The Heavy Napalm Thrower is rated
/4
against Infantry Armour rating4, so the Allied player rolls
four dice to hit (two for each Steel Guardsman it can hit).
RANGE 2 AND 3
FLAME TEMPLATE

THE GUNNERS

Flame Weapons Hitting Friendly Troops

STEEL TORNADO

Unfortunately, The Gunners are between the Fireball and the Steel
Tornadoes, so the template covers one of them as well. As a result, the
Allied player must attack The Gunners, rolling two dice to hit them
as it is rated
/N against Infantry Armour rating 2.

53

Attack ActionsFlame Weapons

The Flame template touches or


covers two of the Faceless Death
and three of The Cursed, so the
Allied player rolls two dice to
hit the Faceless Death and three
more dice to hit The Cursed.

Cover Saves

The Wildfire has hit The Panzers four times with its quadruple .50 cal machine-guns.
Two of The Panzers have their bodies at least partly concealed by the building, so are in
Cover. As this is at least half of the unit, the unit is in Cover and will get a Cover Save.

WILDFIRE

The Axis player rolls four dice (one for each hit),
or
rolled. They
cancelling a hit for each
score
, cancelling three of the hits,
so The Panzers only take one hit.

THE PANZERS

6) Roll Saves

A Cover Save represents the chance that intervening terrain


absorbs the attackers fire.

Cover Saves

A miniature is in Cover if the attacking miniature cannot


draw a line from at least one point on its body, head, hull,
or turret to all points in the target miniatures body, head,
hull, or turret without passing through intervening Terrain
or Smoke. If there is no Line of Sight to a miniature, that
miniature is in Cover. An Infantry Unit is in Cover from an
attacking miniature if at least half of the Unit is in Cover
from that attacking miniature.

If the target Unit was an Infantry Unit in Cover, the target


player rolls a die for each Hit their Infantry Unit took.
Each
or
cancels one of the Hits.

If the target Unit was a Vehicle in Cover, the target player


rolls a die for each Hit their Vehicle took. Each cancels
one of the Hits.

A Unit may be in Cover from some miniatures in the


attacking Unit, but not from others. In this case, the
attacking player needs to roll the combat dice separately for
those miniatures for which the target Unit is in Cover from
those for which it is not.

Cover Saves from some of the Unit

Two of The Panzers survive and return fire on the Wildfire.


One of the surviving Panzers has a clear line of sight to the
Wildfire, while the building gives it Cover from the other.

WILDFIRE
THE PANZERS

The Axis player rolls to hit separately for each of the


attacking miniatures, scoring two hits with each. As the
Wildfire is not in Cover from the right-hand miniature,
all of its hits count. It does get a Cover Save against the
left-hand miniature as it is in Cover from those shots.

54

The Allied player rolls two dice (one for each hit from the
left-hand miniature). Being a vehicle, it only cancels hits
for a Cover Save. Scoring
, the cover only
on
cancels one hit, leaving the Wildfire hit three times.

This Flamm-Luther is not in


Cover as its entire body is visible,
even though its arms and legs are
partly concealed.

This Flamm-luther is in Cover as


the tree conceals part of its body.

This Flamm-luther is also in Cover


as the rocks conceal the lower part of
its body.

FLAMM-LUTHER

Cover in Area Terrain

Infantry Saves

Cover From Blast Weapons

If the target Unit was an Infantry Unit that does not get a
Cover Save, it still gets an Infantry Save. The target player
rolls a die for each Hit their Infantry Unit took. Each
cancels one of the Hits.

A miniature at least partly in or behind Area Terrain is in


Cover since the Terrain partly hides the unit.
Blast weapons are treated like any other weapon in that a
target Unit is in Cover if the attacking miniature cannot see
all of its body, head, hull, and turret.

Infantry Units are adept at finding cover, even in seemingly


open ground.

Saves Against Blast Weapons

The Nikita attacks with its dual quad 120mm grenade launchers
using a Blast template. The template covers both the Grim Reapers
and The Gunners, scoring three hits on each Unit.

The Grim Reapers are in Cover from the Nikita, so get a Cover Save,
while The Gunners are not and just get an Infantry Save.

NIKITA

GRIM REAPERS

BLAST TEMPLATE

Infantry Saves

As The Gunners are not in Cover, they get an Infantry Save, cancel
ling hits on score of . With a roll of
, they would cancel
one of the hits, leaving two hits on The Gunners.

THE GUNNERS

55

Attack ActionsClose-Combat Weapons

Cover Saves

Damage to an Infantry Squad

LUDWIG

After the Allied player had taken all of their saves, the Ludwig shooting at
the Death Dealers has still scored one Hit with its dual 8.8cm FpKZw guns
and two Hits with its MG 44 machine-gun. The Allied player removes three
miniatures from the squad, leaving two miniatures of their choicebehind.

DEATH DEALERS

7) Apply Damage

Assign each Hit that wasnt cancelled by a Save to miniatures


one at a time. Resolve each Hit before going on to the next.

Effects of Hits on Infantry Squads

Each Hit assigned to a miniature from an Infantry Squad


eliminates that miniature. The player controlling the Squad
chooses which miniatures Hits are assigned to.
A Hit on an Infantry Squad can be assigned to any miniature in the Unit as another soldier is assumed to rush over
and pick up an important weapon if necessary. If there are
no miniatures left from the Unit that was hit that are valid

Allocating Hits to Infantry

The Steel Tornado squad scored three


Hits on the Stormtroopers. As only two
of the Stormtroopers are valid targets,
the Axis player has a choice.
If they wanted to minimise their casu
alties and did not care about losing the
Panzerschreck anti-tank weapon, they
could allocate the first two Hits to the
visible soldiers and . Then, since
there are no more valid targets, the
remaining Hit has no effect.

targets (in the weapons Field of Fire, Range, and Line of


Sight, or under the template for a Blast or Flame weapon),
any remaining Hits are ignored.

If a Unit scores Hits with both template weapons and other


direct-fire weapons, the Hits from the template weapons
must be allocated first.

Effects of Hits on Support Weapons

Mark one cross off an Infantry Support Weapons damage


track for each Hit. When all the crosses are marked, the
Support Weapon is eliminated.

Alternatively, if they wanted to keep the Panzerschreck so


that they can shoot at the Nastasia machine-gun walker, they
could allocate the first Hit to the visible rifleman , and the
remaining two Hits to two of the riflemen around the corner
marked (presumably they run out to grab the Panzer
schreck as the previous soldier using it dies).
NASTASIA
STEEL TORNADO

C
C

C
B
STORMTROOPERS

56

Hits on Heroes

The Babushka scores two Hits on Bazooka Joe and the


Death Dealers. The Allied player decides to allocate the
first Hit to Bazooka Joe. As the dual Maxim Gatling guns
have a rating of 9/2 against Infantry Armour rating 2,
the Allied player marks off two crosses from Bazooka Joes
damage track. Realising that a second Hit will eliminate
Bazooka Joe, the Allied player allocates the second Hit to
one of the Death Dealers, removing that miniature.

BABUSHKA

DEATH DEALERS

BAZOOKA JOE

Hits on Heroes, Vehicles, and Aircraft cause an amount


of damage that depends on the weapon used. Look up the
amount of damage by cross-referencing the weapon that
scored the Hit with the Armour rating of the target on the
weapons chart. The number after the slash is the amount of
damage caused. Mark one cross off a Hero, Vehicle, or Aircraft Units damage track for each point of damage caused.
When all the crosses are marked, the Hero, Vehicle, or
Aircraft is eliminated. Remove eliminated Heroes and
Aircraft from the table, but leave eliminated Vehicles as
wrecks. Mark the wreck with some cotton wool smoke, or
in some other fashion to show that it has been destroyed.

Vehicle Wrecks

Eliminated Vehicles are left on the table as wrecks,


becoming a Terrain feature for the remainder of the game.
Wrecks provide Cover for troops and slow down movement like any other Terrain feature.

Automatic Kill Weapons

Some weapons have a N as their damage rating. This indicates that the miniature that was Hit marks off all of the
crosses on its damage track
(if it has one) and
is eliminated.

BULLDOG

RED THUNDER

Damage to a Vehicle

The Red Thunder squad scores a hit on a Bulldog with


their PTRS-47. Cross referencing the PTRS-47 with the
Bulldogs Armour of 5, gives a value of 1/3, so the Allied
player marks three crosses on the Bulldogs damage track.

57

Attack Actions

Effect of Hits on Heroes, Vehicles, and Aircraft

Suppressing Fire

The Knigsluther has already taken a hit and has an Under


Fire token when the Lavrentiy Beria scores a hit on it. The
Knigsluther survives, but having taken another hit, replaces
the Under Fire token with a Suppressed token.

KNIGSLUTHER

LAVRENTIY BERIA

THE CURSED

Hits Suppress Units

Even elite soldiers value their lives and will take cover
under heavy fire. This makes suppressing an enemy that you
cannot destroy a valuable tactic.
Any Unit that was Hit by an Attack or Sustained Attack
Action, even if the Hits were Saved, receives an Under Fire
token. If it already has an Under Fire token, it replaces
it with a Suppressed token instead. While a Unit has a
Suppressed token, it cannot receive another.

Ten Hits Automatically Suppress Units

If a Unit was Hit ten times in a single Attack or Sustained


Attack Action, even if the Hits were Saved, it receives a
Suppressed token (removing any Under Fire token it may
have had).

Effects of Being Under Fire

If a Unit has an Under Fire token when it Activates,


roll two dice. If either die scores , remove the Under
Fire token.

An Under Fire token has no effect on a Unit. It is simply


a reminder that the Unit is under fire and close to
being Suppressed.

Effects of Suppression

A Unit with a Suppression token cannot fight, including


fighting back if attacked in Close Combat.

Any time a Unit Activates while it has a Suppressed token,


roll two dice. If both dice score , remove all Suppression
tokens from Unit. If only one die scores , replace any
Suppression tokens with an Under Fire token instead. If the
Unit still has a Suppression token after rolling to remove it,
the Unit must perform a Nothing Action as its first Action.

If a Unit with a Suppression token attempts a Reactive


Attack, it rolls to remove the token as above. If it still has
a Suppression token after rolling to remove it, the Unit
rolls a single die rather than two to see if it can make a
Reactive Attack.

Effects of Suppression

LAVRENTIY BERIA

When the Knigsluther activates, the Axis player rolls two dice. Failing
to score any , the walker remains Suppressed, forcing it to perform a
Nothing Action.

With only one other Action available, the player decides to back out of sight
behind the woods while the vehicle commander recovers his nerve.
KNIGSLUTHER

THE CURSED

58

Close-Combat Weapons

Resolve Ranged Attacks First

A Unit may attack with its Ranged Weapons, and then


attack with its Close-Combat Weapons in the same Attack
Action. Resolve attacks from all other weapons first,
including removing any casualties.

Resolve Close-Combat Attacks Simultaneously

Once casualties from other weapons have been resolved, the


attacking Unit resolves the attacks with its Close-Combat
Weapons. Before the casualties are removed, the defending
Unit retaliates with its own Close-Combat Weapons
against the attacking Unit.
The casualties from all Close-Combat Weapons are then
removed simultaneously.

Sustained Attack and Close-Combat Weapons

A Unit performing a Sustained Attack Action must choose


between using its Ranged Weapons or making CloseCombat attacks. If it uses its Close-Combat Weapons,
the defending Unit still retaliates with its Close-Combat
Weapons, but only performs an Attack Action.

Standard Close-Combat Weapons

Soldiers are usually equipped with knives, bayonets, and


hand grenades. They are generally very resourceful in how
they use them to knock out the toughest foes, jamming
grenades behind the hydraulic lines on a walkers leg, or
trying to break a tanks tracks. In response, a walker pilot
will try and stomp the annoying infantry before backing off.
An Infantry soldier or Vehicle (but not Aircraft) can always
make a close-combat attack using Standard Weapons
instead of other Close-Combat Weapons. Standard
Weapons have the following characteristics:

No Saves Against Close-Combat Weapons

Units hit by Close-Combat Weapons do not get any Cover


or Infantry Saves.

STANDARD WEAPON

Close-Combat Attacks

A Death Dealers squad attacksa squad of


The Ghosts with their Ranged weapons, then
with their Close Combat weapons.

THE GHOSTS

Resolve Ranged Attacks


DEATH DEALERS

The Death Dealers use their M1 rifles, Bazooka, and


Victory MG against The Ghosts scoring three hits. As
The Ghosts get cover from the anti-tank trap, they roll
Cover Saves, cancelling two hits, losing one soldier.

Resolve CloseCombat Attacks

The Death Dealers now attack


with their close-combat weapons
and The Ghosts retaliate with
theirs. Both use standard weapons,
so roll one die per soldier.
The Death Dealers five dice score
two hits. The four Ghosts that
survived roll their four dice at the
same time, also scoring two hits.

DEATH DEALERS

THE GHOSTS

The Allied player removes two


Death Dealers and the Axis player
removes another two Ghosts.

59

Attack ActionsClose-Combat Weapons

Some weapons require the attacking miniature and the


target miniature to be within 5cm or 2 of each other. These
weapons are classified as Close-Combat Weapons (or handto-hand weapons), and they are identified as Range C.

Reactive Attacks
Whether you succeed or not, attempting a Reactive Attack
Activates your Unit.

Reactive attacks temporarily interrupt an enemy Units


Activation to allow your Unit to open fire.

Once the opposing player has completed their first Action,


you can declare that one of your Units that has not yet
Activated, and that is at Range 4 (40cm or 16) or less from
the Activating Unit, will take a Reactive Attack Action in.
A Reactive Attack Action must target the Unit that your
opponent Activated, and no other Units. Having declared
the Unit that will attempt a Reactive Attack, roll two dice
after the opposing Unit has performed its first Action.

Reacting to a March Move

If the opposing Unit is performing a March Move Action,


the Unit moves as if it was making a normal Move Action
before you attempt the Reactive Attack, then completes the
rest of its March Move afterwards.

No Reacting to a Sustained Attack Action

You cannot declare a Reactive Attack against a Unit that is


only taking a Sustained Attack Action.

On a roll of
, the Unit succeeds and will Activate
for either a Sustained Attack Action, or a Move Action
followed by an Attack Action. The Move Action can
only be used to rotate the miniature (a Large Vehicle
may not end the move further away from the attacking
Unit than itstarted).

No Reacting to a Nothing Action

You cannot declare a Reactive Attack against a Unit that is


taking a Nothing Action as its last Action.

Reacting to Extra Actions

Some special rules allow Units to perform three Actions


when they Activate. If a Unit makes a Reactive Attack
against such a Unit, the Attack Action will occur immediately before the last Action of the three.

On a single , the Unit succeeds and will Activate for


an Attack Action.
If both dice roll
Nothing Action.

or

, the Unit Activates for a

No Close-Combat Reactive Attacks

Units making a Reactive Attack cannot use Close-Combat


Weapons (those with Range C) as part of this Action.

Once the reacting Unit finishes its Actions, the enemy


Unit continues with its second Action.

Aircraft Cannot Make Reactive Attacks


Aircraft cannot make Reactive Attacks.

Reactive Attack

The Matrioshka was


hoping to shoot the Hotdog
in its activation, but the
Hotdog activates before
it does. The Allied player
declares that the Hotdog
will Attack then Move.

2 As the Matrioshka is within Range 4 (40cm or 16), the SSU player can declare a
Reactive Attack with it, trying to shoot the Hotdog before it gets away. They roll two
dice and score a
and a , so the Matrioshka will perform an Attack action.

The dual 152mm ML-20S guns can hurt the Hotdog, but the DShK 12.7mm
machine-guns cannot. Normally the machine-guns would shoot at Bazooka Joe,
but as it is a Reactive Attack, they must shoot at the Hotdog or not shoot at all.
MATRIOSHKA

FAKYELI

HOTDOG
BAZOOKA JOE

1 The Hotdog performs


its Attack action, killing
two of the Fakyeli.
3 The Matrioshka fails to destroy the Hotdog, so the
Hotdog takes its Move action and slips out of sight.

60

Reacting to a Close-Combat Attack

The Fakyeli declare that they will perform a


Move action then an Attack action.

1 The Fakyeli take their Move action.

2 The Allied player, knowing that the Fakyeli Sulphur Thrower and
Shotguns could eliminate the Grim Reapers before they get to fight back in
close-combat, declares that the Grim Reapers will attempt a Reactive
, so they will perform a Sustained Attack action
Attack. They roll
against the Fakyeli before they attack.
If they had rolled a single , the Grim Reapers would take an Attack
action rather than a Sustained Attack action. If they did not roll any ,
they would have activated, but taken a Nothing action.

The Grim Reapers take their Reactive Attack action (a Sustained Attack),
killing two of the Fakyeli.

3 The remaining three Fakyeli now


finish their activation with their
Attack action. They shoot two of the
Grim Reapers with their Sulphur
Thrower and Shotguns.

GRIM REAPERS

4 Once the Fakyeli have attacked with their Ranged weapons, both sides attack with their
Close-Combat weapons. Attacks with Close-Combat weapons are simultaneous, so although
the last Grim Reaper is eliminated in close combat, he takes one more Fakyeli with him.

POUNDER

LUDWIG

Reacting to a Flank Attack with a Walker

The Pounder activates and the Allied Player declares that


it will Move and Attack. This leaves the Axis player with
a dilemma. They can attempt to make a Reactive Attack
on the Pounder before it attacks, or they can wait, hope the
Pounder misses, then activate and attack it back.

To make the choice more difficult, the Pounder is outside the


field of fire of the Ludwigs dual 8.8cm FpKZw guns, so the
to allow it to rotate and
Axis player will need to roll

then attack with its Reactive Attack. Any other roll wont
let it shoot the Pounder with the forward-firing guns (it
could use its hatch-mounted MG44 on a ), but that will
still use up its activation.

If the situation was reversed, the Pounder would be in a


better position as its rotating turret would allow it to shoot
back without having to move, so a single
would be
enough for it to make an attack.

61

Reactive Attacks

FAKYELI

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