LFTF Iii
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Flames Of War has now been in print for three years Contents
and over that time players have played thousands of Teams ........................................................................2
games. Lessons From The Front–III is the third version
of a compilation of their experience, questions and Troop Characteristics ................................................3
suggestions. Movement .................................................................3
Shooting ....................................................................7
You may notice that some of the answers given here
differ from ones given earlier in response to e-mails. Assaults ...................................................................12
In these cases we have thought more about the issues Morale .....................................................................15
involved and decided that the answer given here makes Artillery...................................................................16
for a better game. Air Support..............................................................18
There are no rules changes in Lessons From the Front. How To Create A Force ..........................................20
The answers given attempt to clarify the existing rules
rather than change them. We do have some interesting Intelligence Briefings
ideas for rules changes that we’d like to share with US Army .................................................................21
you, but to make it clear that these are not official German Army .........................................................21
changes, we have put them all in the Experimental British Army ...........................................................22
Rules section at the end. Soviet Army ............................................................23
To make Lessons easy to look up, it is ordered in the Italian Army ............................................................23
same way as the Flames Of War rulebook.
Combat Missions
Combat Missions ....................................................24
Changes and new sections are marked with a black
box to make them easier to find. Intelligence Handbooks
Warriors...................................................................25
Changes marked with a double line are particularly Diving Eagles..........................................................26
important as they mark places where we have Hitler’s Fire Brigade. ..............................................27
significantly revised our interpretation of the rules. Desert Rats ..............................................................28
Old Ironsides...........................................................28
Stars and Stripes......................................................29
Stalingrad ................................................................31
Desert Fox...............................................................33
For King and Country .............................................34
Avanti Savioa ..........................................................35
Experimental Rules
Experimental Rules.................................................36
Rules Updates
Some Intelligence Handbooks contain rules updates. You will find copies of these updates on the Flames Of War
website (www.FlamesOfWar.com). The current ones are listed below.
www.flamesofwar.com/Article.asp?SectionID=39
Teams
Basing Your Miniatures As a result, we invented the Rifle/MG team. A squad
of two Rifle/MG teams is the equivalent of an MG
Does it matter what size bases I put my figures on? team and a Rifle team, but is much easier to game
Yes and no. The Flames Of War rulebook specifies the with.
standard basing for the game and the game does run So, while we could introduce a mixture of teams in a
more smoothly if you base your figures to match. squad, it's much easier to keep all the teams in a platoon
On the other hand, if you have figures already based the same so we use Rifle/MG teams.
for another game system, they can be used for Flames
Of War without re-basing them. Any advantage players How many machine-guns does a squad of Rifle/MG
gain from different basing sizes will be negated by teams have?
other disadvantages. A squad of Rifle/MG teams has one machine-gun.
Model this by putting a machine-gun miniature with
Which way around do bases go? one team and making the other team up entirely of
Infantry teams are normally based with the wide edge riflemen.
of the base to the front. Gun teams are normally based Visually this is equivalent to having one Rifle team
with the narrow edge of the base to the front. and one MG team in each squad. However, averaging
their effects and counting both as Rifle/MG teams is
How do I base my machine-guns and mortars?
much simpler in play, especially with 15mm miniatures.
Heavy machine-guns (HMG teams) are Infantry teams,
so they are based with the wide edge to the front. Should my Command MG teams have a machine-
Medium mortars (81mm, 8cm, 3”, 82mm, etc.) are gun modelled on them?
Gun teams, however, we find that basing them with Generally not. We rate all teams in an infantry platoon
the wide edge to the front suits them better. the same to keep things simple. This doesn’t mean that
Although most medium mortars and heavy machine- they were all equipped the same in reality though. The
guns are modelled with three crew, we base them on HQ section of most infantry platoons did not have a
a medium base to allow space for the weapon as well. machine-gun. It is only rated as and MG team for ease
of play and gains this benefit from the averaging effect
What size base do I use for my gun? of the rest of the platoon’s machine-guns.
We usually use medium bases for small guns like most
anti-tank and infantry guns and large artillery bases Tank Turrets
for larger guns like artillery pieces. This keeps the When I bought my Flames Of War miniatures, the
bases small enough to conceal amongst trees and turrets were glued on. Do they come off?
buildings. We normally model anti-tank guns with a Yes they do. The glue used is only designed to hold
crew of four. the turret in place for shipping. When you get the
For artillery pieces, the large artillery base allows room miniature give the turret a twist and it should come
for the gun and five crew with space for modelling free.
things like ammunition boxes and discarded shell
casings to give the gun a more business-like look. Command Transport Teams
How many miniatures do I put on a base? Is a platoon command team’s jeep a Tank team?
The diagrams in the Intelligence Handbooks and No. Transport teams that are themselves a command
Briefings will usually give you an indication of how team are counted as Tank teams. These only occur in
many miniatures each base would normally have. the Intelligence Briefings in the rulebook. None of the
Intelligence Handbooks have such teams.
To show a unit of battle-hardened veterans, you could
model fewer miniatures on each base, representing the Any Transport team that transports a command team
few survivors fighting as hard as a whole team of green is just a Transport team as normal.
recruits.
Infantry Teams
What is a Rifle/MG team? Why not just have Rifle
teams and MG teams and put one of each in a
typical rifle squad?
In theory, we should only have Rifle teams and MG
teams. A German Panzergrenadier squad would be two
MG teams, while a German Grenadier squad an MG
team and a Rifle team for instance.
The problem with this is that it's a real pain during a
game to have to make sure that the right teams are in
the right place and that the right teams are being
removed as casualties.
Troop Characteristics
Motivation Commander’s platoon does rally, then other nearby
platoons can once again re-roll their Motivation tests
A Company Command team allows any platoon
to rally from being Pinned Down.
within 6”/15cm to re-roll failed Motivation tests,
but it does not re-roll its own failed Motivation tests. What if the Company Command team is a tank
If the Company Command team takes over a that is Bailed Out? Do nearby platoons still get to
platoon, does the platoon get to re-roll failed re-roll?
Motivation tests?
Yes they do.
Yes, a platoon led by the Company Command team
re-rolls failed Motivation tests. Does a tank within 6”/15cm of the Company
The Command team does not take the test for the Commander get to re-roll Motivation tests to
platoon. Even when the Company Command team is remount after the crew Bail Out?
the Platoon Command team, the platoon still takes its Not for that reason. The Company Commander must
own Motivation tests. be within 6”/15cm of the Platoon Command team for
The only times a Company Command team takes the platoon to be able to re-roll Motivation tests. His
Motivation tests are when it is on its own and for presence near other members of the platoon is irrelevant.
Company Morale Checks. Of course, if the Company Command team is within
6”/15cm of the Platoon Command team, then any
What happens if the platoon that the Company Bailed Out tanks will be able to re-roll failed Motivation
Commander is leading is Pinned Down? Does that tests to remount their tanks.
platoon re-roll its rally test? Do other platoons
nearby? Does a platoon that is being led by the Company
If the Company Command team is Pinned Down, Command team use the Company Command team’s
platoons no-longer re-roll failed Motivation tests. If Motivation rating or its own for Motivation tests?
the platoon the Company Commander is leading is It uses its own Motivation rating. However, some
Pinned Down, so is the Company Commander (since Warriors like Otto Remer are particularly inspiring
he is now part of that platoon). If the Company and have special rules that affect the platoons they
Movement
A team can pivot on the spot at any time in its Guns In Rough Terrain
movement. Does this mean that it turns around its
What is a man-packed gun?
centre point or that it rotates around the front of
the base or model? It is one that is carried on the back of its crew (like a
mortar) rather than towed around by a vehicle.
It rotates about its centre point so that the model covers
the same spot it did originally. What effect does Rough Terrain have on mortars
and other man-packed guns?
Moving Near The Enemy Most Gun teams have to dice to negotiate Difficult
How close can a team pass to an enemy team during Going and find Very Difficult Going impassable. Unlike
movement? most guns, mortars are carried by their crew rather
Infantry or Gun teams cannot pass within 2”/5cm of than dragged on a wheeled carriage. This gives mortars
a visible enemy team at any time in their movement. (and other man-packed weapons) much more mobility.
A vehicle cannot pass within 2”/5cm of a visible enemy Mortars and other man-packed weapons ignore Rough
Infantry or Gun team at any time during their movement. Terrain in the same manner as Infantry teams.
The only way to get closer is to assault the enemy team.
A vehicle can move as close as it likes to an enemy Bogged Down Vehicles
vehicle (even through the miniature’s position) as long If I manage to remount a Bogged Down tank that
as it does not end its movement in the same place as was attempting to cross a hedge, is it now across
the enemy vehicle. the hedge or back where it started?
This seems a little strange at first glance, but in reality When you remount a Bogged Down vehicle it returns
it is very difficult for a vehicle to block the passage of to the point it was immediately before it Bogged Down,
another vehicle except in the most confined spaces. In so in this case the tank would be back where it started
most cases, even if the miniature appears to fill a space, and would need to make another Bogging roll to cross
there would still be room for the vehicle to pass. the hedge.
For the cases where a vehicle would realistically block
passage of other vehicles (such as a narrow bridge or What about if the tank Bogged Down while entering
road), adding a house rule about this terrain piece to a wood? What if it was in a wood?
this effect would be the best idea. If it Bogged Down while entering a wood, it would
remount outside the wood. If it was in a wood, it would
still be in the wood, but would need to take another
Bogging roll to move (or it could just sit still).
Can I tow a Bogged Down vehicle during my What happens if a platoon has the Platoon
Stormtrooper or Avanti movement? Command team Destroyed and is reduced below
half-strength in the Shooting step, but has the 2iC
No. Towing is instead of shooting during the Shooting Command team within Command Distance? Can
step. It cannot be done at any other time. the 2iC Command team take over command, or
does the platoon automatically fail its Motivation
If I tow a Bogged Down vehicle out of an obstacle,
test?
it is no longer Bogged Down. What happens if I tow
a Bailed Out vehicle? Even though the 2iC Command team is within
Command Distance, the survivors of the platoon
It remains Bailed Out, but in a different location. It
automatically fail their Platoon Morale Check and
can still be useful for getting a vehicle out of the
leave the battle before the 2iC has time to take control
enemy’s line of fire.
in the following Movement step.
Platoon Command If the Company Command team joins a platoon,
If a platoon loses its Command team do the does it count as part of the platoon when determining
remaining teams just sit where they are, or can they if the platoon is below half strength?
move towards the Company Command team? Yes. It is part of the platoon it joined for all purposes.
Without the Platoon Command team to tell them what
to do, the platoon remains where it is waiting for the What about if the platoon is fails a Platoon Morale
Company Commander or 2iC to take over command Check? Is the Company Command team also
and tell them what to do. Destroyed if it had joined that platoon?
The platoon can still shoot, but will not move for any Yes.
reason until a new commander takes over.
Can a Company Command team take over
If a team starts its move in command, can it then command of a platoon that still has its own
move out of command? If so, does it have to move Command team?
back into command next turn? Yes it can.
A team can move away from the rest of the platoon,
What happens to the platoon’s Command team if
leaving it out of command. In the next turn and any
the Company Command team takes over?
subsequent turns, the team can either stay where it is
or return to the platoon. The Platoon Command team behaves like a normal
team while the Company Commander is with the
You can use this to detach teams to provide covering
platoon and resumes command when the Company
fire or to cover a flank while the rest of the platoon
Command team leaves the platoon.
move into a better firing position or assault the enemy.
Do I need to announce that the Company Command
If a team starts its movement out of command, can
team has taken over a platoon?
in move towards another team in the team that is
in command (thereby getting back into command) It’s best to do so, or at the very least tell your opponent
or must it move towards the platoon command whether they are if they ask.
team?
Can a Company Command team take over
They must move towards the Platoon Command team command of a platoon from another company?
if they choose to move at all. Sometimes it is a good
idea to move teams from the platoon to link up with No it can’t. A Company or 2iC Command team can
the parts that are Out Of Command, rather than wait only take over command of a platoon from its own
for them to reach a position where they are In Command company or a platoon assigned to support its own
on their own. company.
Shooting
What happens if a platoon is shooting at an enemy Can Gun teams that are classed as Immobile rotate
platoon that is has some teams at short range and to change their field of fire?
some at long, and some in concealment and some Yes they can. Immobile guns cannot be Manhandled,
not? and so cannot move without a tractor, but they can
You only take the +1 to hit penalty if all of the teams rotate on the spot.
in the enemy platoon are more than 16”/40cm from
your teams, and only take the +1 to hit penalty if all Can an Infantry team shoot out the side of its base
of the enemy teams are concealed. to allow more teams to shoot from a smaller
frontage?
One of the hardest parts of hitting the enemy in modern
warfare is figuring out where they are. It only takes An Infantry team has a 360-degree field of fire so it
one team standing about in the open to give the rest can shoot in any direction. However, it is then rotated
away. to face the direction of the target. If there is not enough
room to rotate a platoon’s teams, then the team cannot
What if some of my teams can see teams from the rotate and cannot shoot.
enemy platoon that are in the open and others can’t?
Do I use the +1 to hit penalty or not? Firing Over A Friendly Team
Each team rolls to hit separately, so just calculate the Can an Infantry team fire over another Infantry
score needed to hit with each team in turn and roll to team in the same platoon?
see how many of its shots hit the target. Then, once all
teams have rolled, the target player allocates those hits Yes it can. Although the Firing Over A Friendly Team
to valid targets using the target allocation rules. rule refers to ‘gone to ground’, only the team being
shot over needs to be stationary and not shooting. So
Normally, this process can be sped up by rolling for even though the shooting team will obviously not be
all identical teams at once, but sometimes, when things Gone to Ground (it is shooting) and therefore the
get complicated, it is best to roll team by team. platoon isn’t Gone to Ground, it can still shoot over a
team that is.
Check The Range
If a team from another platoon shoots over an
The rules say that I measure the range from the
infantry team (which hasn’t shot), can the infantry
gun mounting of my tank to the target model. The
team then shoot in the same Shooting step?
target model has the same range as me and fired at
me in its turn. However, my gun is mounted further No. It must not shoot in the same Shooting step as the
back on the hull than his and I’m just out of range team that is firing over it.
to his hull from my gun mounting so I can’t shoot!
Obviously with weapons that have the same range, if Concealment
the target can hit you, you can hit the target. The rules Infantry teams that don’t move count as Concealed,
do not work perfectly at this point, but let common even if they are in the open. Does this include Pioneer
sense prevail. and Cavalry teams?
Like Infantry teams, Pioneer teams are Concealed if
Fields Of Fire they do not move, however mounted Cavalry teams
Can I rotate my gun within its field of fire in the are not.
Movement step and then again in the Shooting step
to get a bigger field of fire? If a team is Concealed in a wood does the enemy
also count as Concealed when it fires?
All rotation in the Movement step counts as movement
and reduces the weapon’s rate of fire. If you have to If the team is at the edge of the woods, then there is
rotate the weapon in the Shooting step to bring it within no concealing terrain between it and the enemy. If on
the field of fire, this also counts as movement. the other hand, the team is within the woods (but still
within 4”/10cm of the edge so that it can see out), then
When you shoot at a target within the weapon’s field there is concealing terrain between it and the target
of fire, you then rotate the weapon to point at the target. and the target counts as Concealed.
This does not change the field of fire. It simply ensures
that the model is pointing the way it is shooting!
Going To Ground
Before I shoot I rotate my teams weapons to point If a platoon fires a weapon (say a mortar) from
at one of the enemy teams they are shooting at. Does outside of the enemy’s line of sight (say behind a
this change my field of fire? If I rotate an anti-tank hill) can the teams that are in line of sight claim to
gun to point at a target 45 degrees to the right of be Gone to Ground if they neither move or shoot?
its original facing, can it now shoot at a team 45
degrees further right? No. If any team in the platoon shoots, then they give
away the entire platoon’s positions.
A weapon’s field of fire is determined by its original
facing at the start of the Shooting step. Rotating the Note: An observer team attached to another platoon is
weapon does not change the field of fire in this Shooting not part of the artillery platoon that is firing, so the
step. However, it does change the field of fire in observer can Go to Ground while the guns fire a
subsequent turns. bombardment.
What if the Bailed Out tank is Out of Command? Note: Stars & Stripes, the Handbook on US Armored
And Infantry Forces, contains option expanded
It still takes its Motivation test to remount as normal. reconnaissance rules. These can also be found on the
Of course, once it remounts, it can only fight from Flames Of War website:
where it is or move back to the command team.
www.flamesofwar.com/documents/OI-New-Recon-Rules.pdf
If my half-track is towing a gun when it is hit and
Destroyed or forced to Bail Out, where can I position Vehicle Machine-guns
the Gun team if it survives? Do I have to place it at Why do vehicle machine-guns fire at their full ROF
the rear of the tractor, or can I place it in a firing when a vehicle moves, yet other weapons don’t?
position?
There are two reasons. The first is historical, the second
It is usual to position a Gun team behind the model of is about their role in the game.
its tractor when it is being towed. Then, when the
Historically, early tanks were armed with either
tractor is Destroyed, the Gun team will remain exactly
machine-guns or light artillery pieces. While the light
where it is, behind the tractor.
artillery pieces were better against dug-in machine-
When a Bailed Out tank is Bailed Out again it must gun nests, they were found to be less effective at
pass a Motivation test or be Destroyed. Do the pinning infantry down and engaging moving targets,
Bailed Out results have to be in separate Shooting so both types were produced. By the Second world
steps or can they be in the same one? War, most tanks have both machine-guns and main
guns, and both have their uses. While the main gun is
If a Bailed Out tank ever suffers another Bailed Out better for actually destroying something, it cannot be
result, it immediately takes a Motivation test to avoid fired accurately on the move. Machine-guns on the
being Destroyed. This applies even if the two Bailed other hand, don’t need to be accurate simply because
Out results were caused by the same weapon in the of the number of shots they fire every second. Tanks
same Shooting step. can drive along machine-gunning likely infantry hiding
places to keep their heads down and prevent them from
Pinned Down ambushing the tank or allow the tank’s own infantry
to safely assault them.
If a team that is out of Command distance of the
rest of the platoon is pinned down, does that mean In game terms, it gives players the choice between
that the whole platoon is pinned down? using their main gun for destructive shooting, or
spraying machine-gun bullets everywhere to keep the
Yes it does. A whole platoon is always pinned down
enemies’ heads down. If vehicle machine-guns didn’t
or not, regardless of the positions of its teams.
fire at full ROF while moving, then main guns would
always be the better choice.
Passengers
If a vehicle is Destroyed, its passengers must take Can Anti-aircraft Machine-guns (AAMG) fire at
a 5+ save to avoid being Destroyed as well. If the aircraft? In the arsenal they do not have the Anti-
vehicle received multiple hits, each of which would aircraft note.
have Destroyed the vehicle, do the passengers test Yes they can.
once only or once per hit?
They must roll once per hit that would have Destroyed If a tank fires its AA MG at an aircraft in the enemy
the vehicle. Although they would exit the vehicle after turn, does it still count as having Top armour 0 in
the first hit, the remaining saves can be seen as the my turn?
gunner engaging the passengers as they dismount, Yes, it effectively counts as still firing its AAMG at
having successfully Destroyed the vehicle. the aircraft in your turn, so it would have Top armour
0 if assaulted until the beginning of your next turn after
Reconnaissance that.
Can Reconnaissance teams break off when A tank cannot fire an AAMG while it is Pinned
bombarded by artillery or attacked by aircraft? Down. How does a tank recover from being Pinned
Under the reconnaissance rules in the Flames Of War Down?
rulebook, no they cannot. The rules on page 62 only A platoon rallies from being Pinned Down by passing
allow teams to break off from normal shooting. a Motivation test at the start of its turn. This applies
to all types of platoons, whether tanks, infantry, guns
Can a Reconnaissance team that moved At the or transport.
Double break off if shot at?
The rules on page 62 of the Flames Of War rulebook
allow Reconnaissance teams to break off after they
have moved At the Double. Remember though, the
shooting player rolls double the normal number of
dice, so they get two shots before the team breaks off.
Do flame-thrower vehicles still suffer the effects of Are all Infantry teams armed with flame-throwers
the Fuel Tanks rule when they have used all of their removed if they fire their flame-thrower, or do they
fuel? just revert to their other weapons?
Yes they do. ‘Empty’ fuel tanks are even more All infantry Flame-thrower teams are removed when
dangerous than full ones as they contain large quantities they fire. So a Pioneer Rifle/MG normal weapons can
of explosive fuel vapours. fire as either a Rifle/MG team and remain on table or
fire as a Flame-thrower team and be removed after
If I shoot at a flame-thrower tank, do I re-roll a shooting.
failed Firepower test to Bail Out the tank, or only
ones that could result in the tank being Destroyed? Why are flame-thrower teams removed after firing?
The Fuel Tanks rule allows you to re-roll all failed Flame-throwers are complex weapons systems. They
Firepower tests. require careful handling and a trained team to use them
effectively. As well as the operator, the team needs
How do flame-throwers work against infantry in other riflemen to escort this vulnerable weapon to and
Bulletproof Cover? from the target. While from a wargaming viewpoint it
Infantry do not get saves against flame-throwers. If might make sense to ‘drop the flame-thrower after
they are hit, they are Destroyed. This applies whether firing it and return for it later’, real-life soldiers are
or not they are in Bulletproof Cover as the burning not so cavalier with rare, delicate and expensive
flame-fuel flows around cover rendering it useless. equipment. Once the fuel is expended the team makes
their way to the rear to prepare for the next mission.
What about shooting at armoured vehicles?
All Transport teams, whether armoured or not are Guns
automatically Destroyed if hit by flame-throwers. What weapons can fire in self-defence as a Rifle/MG
Tanks do not get an Armour Save against flame- team? Can light mortars? Can medium mortars?
throwers. However, the flame-thrower does have to Can heavy machine-guns?
make a Firepower roll to destroy the tank. If the Any Gun team can fire as a Rifle/MG team instead of
Firepower roll is failed, the tank only Bails Out. firing its main weapon. Gun teams include medium
and heavy mortars, artillery, and salvo rockets.
If a transport vehicle is Destroyed by a flame-
Light mortars and heavy machine-guns are Infantry
thrower, are the passengers automatically
teams, so they can only fire their normal weapons.
Destroyed?
Yes they are. If the vehicle is Destroyed, then the Do medium mortars move as infantry or guns?
passengers also suffer a hit from the shooting weapon. Medium mortars are Gun teams. As such they move
Any infantry hit by a flame-thrower are automatically as a Gun team. They are man-packed though, so they
Destroyed, so the passengers are Destroyed if their ignore Rough Terrain in the same way that infantry
transport is Destroyed. do.
Assaults
Tanks In Assaults Can the half-tracks fire as Defensive Fire?
If my infantry wish to assault a tank platoon that Yes they can. If any part of the platoon is assaulted,
has all of its tanks Bailed Out, do I still have to take the whole platoon can fire Defensive Fire.
a Motivation test to do so?
Yes, the infantry can’t be certain that the tanks aren’t Guns In Assaults
just lying in wait for them to attack so that they can Can guns fight in an assault?
mow them down. They still need to pass the Motivation
test to get the courage to see if they really are bailed Yes they can. Guns fight in assaults like any other
out. team, except that they cannot move to launch an assault
or counterattack. That effectively means that they can
What happens if my infantry do pass the Motivation only defend themselves where they are, which makes
test and assault the Bailed Out tanks? them vulnerable to being picked off one by one.
Since the tanks are Bailed Out, they won’t fire any If my guns lose an assault are they Destroyed or
Defensive Fire. The assault goes as normal until the can they flee?
end of the first round. At this point, since there are no
enemy involved in the assault within 4”/10cm of your Guns can flee like any other troops that lose an assault.
infantry and capable of fighting back, you win the The problem is that they only move 2”/5cm in Easy
assault. Any enemy teams involved in the assault within Going and tend to get stuck in Rough Terrain, and if
4”/10cm of your troops immediately surrender! they don’t manage to get at least 4”/10cm from the
assaulting teams, they will surrender!
Does a Bailed Out tank get an Armour Save in an Note: Desert Rats, the Handbook on British Armoured
assault? Forces, contains updated anti-tank gun rules that make
Yes it does. The term Bailed Out is used in Flames Of a difference to guns in assaults. These can also be
War to cover any tank that is temporarily incapable of found on the Flames Of War website:
fighting. It does not necessarily mean that the crew are www.flamesofwar.com/documents/DR-New-Anti-tank-Rules.pdf
outside the tank. It the case of an assault, it would be
foolish for the crew to actually bail out of their tank, Launching An Assault
so they are assumed to be cowering inside the tank, A team can’t assault if it stops to shoot at its full
waiting for the infantry to go away so they can get it ROF. Can an SMG team fire at ROF 3 and still
back in fighting order. assault?
Does a tank have to take a Bogging test if it is Yes it can. The restriction is that teams cannot remain
assaulting infantry at the edge of Rough Terrain? stationary to shoot at their full ROF and still launch
an assault. If the SMG moves it can still fire at
Yes it does. Tanks must take a Bogging test to assault ROF 3and launch an assault. US infantry using the
troops in Rough Terrain irrespective of the position of Marching Fire special rule can also move and fire at
the miniature tank. their full ROF before launching an assault.
What if the tank is not in contact with the infantry, I have a team about to assault a tank, it is in front
but within 2”/5cm? of the tank, but I want to avoid its hull machine-
It still takes the Bogging test to be involved in an gun in Defensive Fire. Can I run along the side of
assault on infantry in Rough Terrain. A battle is not the tank and assault it from the side (out of the
static and the position of the miniature is only a guide machine-gun’s field of fire)?
to its location. It may well be moving in the near No you cannot. You must move directly towards the
vicinity to take better advantage of cover or in this team you are assaulting. Since your team started in
case to assault the infantry. front of the tank, your charge will take it into contact
with the front of the tank.
Transport In Assaults
Can armoured transport half-tracks take part in Can I move past infantry teams to assault other
assaults? teams behind them?
No they can’t. Transport teams can never take part in Yes and no. You can do it, but it’s not easy.
assaults. The half-tracks are there to transport the You cannot move within 2”/5cm of the enemy unless
infantry, and if armed, provide covering fire for the you are assaulting them. When you launch your assault,
assault. you move up to 4”/10cm to engage the enemy giving
you no more that 2”/5cm movement once you reach
What happens if my armoured half-tracks are the enemy. This movement can take you past enemy
assaulted? teams in the platoon that you are assaulting, but since
The enemy can assault the half-tracks and attempt to you may not end your movement overlapping an enemy
destroy them, but the half-tracks cannot fight back. team, you may find it tricky to find anywhere you can
They rely on their infantry to protect them in an assault. actually move to that is beyond the first team!
Can my platoon go to ground in the Shooting step What about if my troops assault into smoke?
so that a heavy machine-gun platoon can shoot over If you are assaulting teams that are in a smokescreen,
their heads to pin the enemy, and then assault? then you will be inside the smokescreen when you
No. In effect they have remained stationary to shoot, make contact. Troops inside a smokescreen are
so they cannot launch an assault. concealed, so your troops will be concealed when the
Defensive Fire occurs.
Too Successful Shooting
Can a platoon fire Defensive Fire again if it is
My shooting was ‘too successful’ and I wiped out assaulted by a second platoon after it has already
all of the enemy teams that I could make base-to- been assaulted and fired Defensive Fire this step?
base contact with. Can I still launch my assault?
Yes. A platoon fires Defensive Fire against each platoon
Assuming that you could have assaulted had you not that assaults it.
shot, then yes you can. Move the assaulting troops
4”/10cm towards the positions occupied by the teams If a platoon makes a Breakthrough Assault, are hits
that they shot, then continue with the assault as if they taken from Defensive Fire during the initial assault
had made base-to-base contact with the Destroyed added to hits taken during the Breakthrough Assault
teams. when working out if the platoon is Pinned Down by
Defensive Fire?
What happens if there are no enemy teams within
2”/5cm after I have moved up? No. The Breakthrough Assault is treated as a whole
new assault. The assaulting platoon is only Pinned
You won’t cause any casualties in this round of the Down if it takes five or more hits from that round of
assault, but assuming that there are enemy within Defensive Fire.
4”/10cm they can counterattack and start the fight for
real. Can self-propelled anti-aircraft guns Defensive Fire?
What if there are no teams from that platoon within Mostly, no. The only weapons that a tank can fire in
4”/10cm? Defensive Fire are machine-guns. Unless the self-
propelled gun is armed with machine-guns like the
Then you occupy the position and win the assault. American M13 MGMC, it cannot fire in Defensive
Fire.
Morale
Platoon Morale Checks Company Morale Checks
If my platoon has teams of different Motivation When do I take a Company Morale Check? Is it
ratings attached to it, what rating does it use for its before or after checking to see who won?
Platoon Morale Checks? Take any necessary Company Morale Checks before
The platoon uses its own rating. checking to see if the game is over. If your force fails
a Company Morale Check it loses, even if it is holding
What about if the Company Command Team has the objectives.
joined the platoon?
It still uses its own rating. Do I take my Company Morale Check before or
after rolling to see if any troops held in Reserve
Do I take a Platoon Morale Check at the end of arrive?
each round of assault combat if I am below half It doesn’t matter. Only platoons actually on the table
strength? count for Company morale Checks and your reserve
No. You only take a Platoon Morale Check at the end platoons won’t arrive until the Movement step, even
of the Assault step. This can result in a platoon fighting though they are rolled for at the start of the turn.
and winning an assault, only to find that it has suffered
horrendous casualties and have it leave the field. Do troops held in Reserve or otherwise held off
table count for Company morale Checks?
If my Panzergrenadier Platoon loses a half-track, No they don’t. Only teams platoons actually on the
does it count as Destroyed only in that turn, or for table at the time the morale check is made are counted.
the rest of the game? This can result in a company taking Company Morale
For the rest of the game. It is Destroyed after all! Checks for one or more turns due to being under half
strength before Reserves arrive and bring it back over
half strength.
Artillery
What is artillery? What about if it is a passenger in a Transport
vehicle?
Artillery has two meanings under the rules. The first
is a specific term for guns that are not anti-tank or anti- Yes it can, as long as the vehicle doesn’t move or shoot.
aircraft guns. In the Artillery Bombardments section,
the meaning is usually any weapon capable of firing Can a tank carrying an Observer team fire its own
an Artillery Bombardment including mortars, artillery weapons while the Observer team is ranging in
in the specific sense, and rockets. artillery?
No it cannot. The observer takes up too much space
Observer Teams with maps and other paraphernalia for the tank to fire
while the observer is ranging in artillery.
Can an Observer team fire through a friendly team
or do they block Line Of Sight? Can an Observer team mounted in a tank dismount?
Teams, whether friendly or enemy, never block Line No. The tank doesn’t have room for backpack radios
Of Sight. Friendly teams do however block Line Of and extra radio operators to allow the observer to
Fire. You can see past anyone, but you can’t shoot past communicate after dismounting.
a friendly team.
Since Observer teams don’t actually fire, this is not a Can I attach an Observer team directly to the 2iC
problem for them at all. They can see the enemy and Command team?
the artillery can fire over friendly teams, so the Yes. The 2iC Command team commands the company
bombardment goes ahead! HQ Platoon and the Observer can be attached to this
platoon, even if there is nothing else in the platoon.
If my mortar platoon has more than one Observer
team does each Observer team only control their
own mortar section, or can they range in all of the Firing Over Open Sights
platoon’s mortars? An Observer team cannot fire in the turn in which
They can range in all of the platoon’s mortars. This is it ranges in artillery. If a Gun team is acting as its
fortunate since each artillery platoon (which mortars own Observer team, can it still fire?
are) can only fire a single Artillery Bombardment per Yes it can.
turn!
Does a team that is observing for its own platoon
Do Observer teams have to deploy within Command gain the +1 penalty on ranging attempts for not
distance of their artillery battery? being an observer team?
No they do not. In general any team can deploy No it doesn’t. The +1 penalty on ranging in attempts
anywhere in their deployment area at the start of the only applies to Company Command teams acting as
game. They do not have to deploy with the rest of their Observer teams. Even the Company Command team
platoon. does not get the penalty when it is observing for its
own platoon as the Platoon Command team.
Does an Observer team attached to another platoon
add to the platoon strength? The rules for firing over open sights talk about Gun
No, an attached Observer team does not count towards teams. Can self-propelled guns (which are Tank
the number of teams in the platoon that are capable of teams) fire Bombardments over open sights?
fighting when determining whether the platoon is below Yes they can. The rule should refer to artillery teams
half strength. They do count as a casualty for the of all types rather than Gun teams.
platoon if Destroyed though.
Artillery Weapons
Under Artillery Weapons on page 85 the
Nebelwerfer and Katyusha are is shown with an
Anti-tank rating of 4. Everywhere else the Anti-
tank rating is 2. Which is correct?
The Nebelwerfer and Katyusha both have an Anti-tank
rating of 2 as shown in the arsenal.
Air Support
Is Air Support counted as a Support choice? Can an anti-aircraft gun fire while hiding in woods?
No. It is additional to any normal Support choices that Only if it is right at the edge of the woods. However,
you take. since it cannot see aircraft through the woods, its field
of fire will be dramatically restricted.
In what order do events with aircraft take place?
At the start of the turn the player rolls a die against Anti-aircraft Fire
their Priority Level to see if air support is available When does Anti-aircraft Fire occur?
this turn. If it is, they then roll to determine how many
aircraft are available. Anti-aircraft fire occurs right at the start of the current
player’s Shooting step before any other shooting.
Then, at the end of the Movement step, before the
Shooting step, they roll for Mistaken Identity. The A team that fires at an aircraft cannot shoot in its
controlling player then places all aircraft where they next turn. Can it assault?
will launch their attacks.
No it can neither shoot nor assault in its next turn.
Next, the opposing player fires their anti-aircraft
weapons (or if the aircraft did mistake their target, the What about firing Defensive Fire later in the same
player rolls to wave them off using the Don’t Shoot turn?
We’re Friends rule).
No it cannot do that either.
Now any surviving aircraft fire at their targets and are
removed from the table. Can a team that moved At the Double perform
The Shooting step then continues as normal. Anti-aircraft Fire?
No. It was too busy moving at speed to keep the
Mistaken Identity necessary lookout for enemy aircraft.
When do I roll for mistaken identity? If a self-propelled anti-aircraft gun moved last turn,
Just before the aircraft attack at the end of all movement. can it still fire anti-aircraft fire? Is its ROF affected?
If the aircraft mistake the target, your opponent will Yes it can fire. The ROF for anti-aircraft shooting is
position them, otherwise you will. not affected by the previous turn’s movement.
Do I roll once per aircraft or once for the entire How do I know if a platoon with Self-defence Anti-
flight? aircraft weapons is being attacked?
Once for the entire flight. The flight leader navigates It is being attacked if any of its teams are under the
to the target and tells the others what to attack. If they template of a bomb or rocket attack or it is being shot
get it wrong, the whole flight will attack the wrong at in a gun attack.
target.
Do I roll to shoot down an aircraft once regardless
If an aircraft that has mistaken the identity of its of the number of hits, or once for each hit?
target drops bombs and the template covers more
than one platoon, can both platoons use the Don’t Once for each hit.
Shoot We’re Friends rule to wave them off?
If I scored several hits on an aircraft, but didn’t
Yes. Any friendly platoon that is at risk of being hit shoot it down, does the aircraft roll once to press
by the attack can use the Don’t Shoot We’re Friends home its attack, or once per hit?
rule to wave off the attack.
Once per hit. The more shrapnel rattling off the fuselage,
If I succeed in waving off the attack using the Don’t the more likely it is that the pilot will decide that
Shoot We’re Friends rule, does this just stop the discretion is the better part of valour.
one aircraft or all of them?
All aircraft that were attacking that platoon immediately Ground Attack
leave the table without attacking. When do I decide what type of aircraft are attacking
and what they are armed with?
Can I shoot at my own aircraft if they attack me
If you have more than one type of aircraft model
by mistake?
available, you should decide which type of aircraft you
No you cannot. are requesting this turn and the armament fitted before
rolling to see if you have air support.
Can my platoon assault after waving off friendly
aircraft attacking them by mistake? Do I have to tell my opponent what they are armed
Yes. with before they attack?
Flames Of War is a WYSIWYG (What You See Is
Line Of Sight What You Get) style of game. If it is not immediately
apparent from your models what they are armed with,
Can aircraft attack teams hidden in a wood? then you should tell them when you place the models
Only if they are touching the edge of the wood. If they on the table.
are inside the wood, the aircraft cannot attack them.
Intelligence Briefings
Can I use the rulebook Intelligence Briefings even Can I use support platoons out of one of the
though Battlefront has published Intelligence Intelligence Handbooks with the forces from the
Handbooks that replace them? rulebook Intelligence Briefings?
In general the answer is yes you can. However some No. You must create your force entirely from one book
clubs or tournaments may have rules requiring you to unless the briefing you are using explicitly tells you
use the Intelligence Handbook once it has been otherwise.
published.
Personally, I’d strongly recommend getting the
Handbooks as they are much better researched and
more complete than the Briefings in the rulebook. The
Handbooks contain numerous new units and support
weapons not included in the rulebook and provide
much more guidance in organising your force.
US Army
Centralised Fire Control US Weapons
Can I mix mortars and artillery in the same Why does the 81mm mortar have a Firepower
bombardment using the Centralised Fire Control rating of 4+ when every other medium mortar has
rule? a Firepower rating of 3+?
No. Only Artillery Batteries (that is towed or self- The correct Firepower rating for the 81mm mortar is
propelled 105mm guns) can use the Centralised Fire 3+ like any other medium mortar.
Control rule.
The M1 Bofors gun is shown as having a gun shield,
If I have more than one Artillery Battery, can I use is this correct?
the Centralised Fire Control special rule to add No it is not. The M1 Bofors was never fitted with a
more batteries to an Artillery Bombardment after gun shield.
I successfully range it in?
No. You must assign the batteries to the Artillery Anti-aircraft Platoon
Bombardment before attempting to range in. If the
ranging in attempt fails, then none of the batteries Why are there no points for Command Rifle/MG
involved can fire an Artillery Bombardment this turn. team leading the Anti-aircraft Platoon?
It should be a Command Rifle team like all of the other
If I fire two batteries, can I choose which side of gun platoons.
the first template to put the second template?
There is no ‘second template’. Both templates are
combined into one double-width template centred on
the target point.
Ronson
The Ronson special rule says that your opponent
‘re-rolls any Firepower tests to destroy a Sherman
tank with a petrol engine’. What about Firepower
tests to Bail Out a Sherman tank?
All such tests to determine the effect of a failed armour
save or equivalent were intended to be covered by the
phrase ‘Firepower tests to destroy’.
German Army
Mission Tactics Stormtroopers
Can I choose not to replace the Command team if Can I mount or dismount (or limber or unlimber
it is Destroyed? a gun) at the start of my Stormtrooper move?
Yes you can, although it is generally advisable to do Yes you can, provided that you started the turn
so. dismounted or mounted as appropriate. You may mount
or dismount at the start of any movement, including
Does the Mission Tactics special rule allow me to assaults and Stormtrooper moves.
bring the Company Command team back into play
if it is Destroyed? Can an Immobile gun make a Stormtrooper move?
No. The Company Command team is not a Platoon No. The gun cannot be man-handled, so if it is not
Command team. If it is Destroyed, then it is gone. limbered up it cannot make a Stormtrooper move.
British Army
British Bulldog Ronson
Does the British Bulldog special rule allow me to The Ronson special rule says that your opponent
re-roll the Motivation test to assault tanks? ‘re-rolls any Firepower tests to destroy a Sherman
No. The assault doesn’t begin until that test has been tank with a petrol engine’. What about Firepower
passed, and British Bulldog only applies once the tests to Bail Out a Sherman tank?
assault has begun. British infantry are stubborn, not All such tests to determine the effect of a failed armour
suicidal! save or equivalent were intended to be covered by the
phrase ‘Firepower tests to destroy’.
Victor Target
Can I mix mortars and artillery in the same Infantry
bombardment using the Victor Target rule? The Command Rifle/MG team is listed as having
No. Only Artillery Batteries (that is towed or self- ROF 1. Is this correct?
propelled 25 pdr guns) can use the Victor Target rule. No. It is a Rifle/MG team and as such should have
If I have more than one Artillery Battery, can I use ROF 2.
the Victor Target special rule to add more batteries
to an Artillery Bombardment after I successfully Guns And Vehicle Weapons
range it in? The 40mm Bofors gun is shown as having a gun
No. You must assign the batteries to the Artillery shield, is this correct?
Bombardment before attempting to range in. If the No it is not. The Bofors didn’t gain a gun shield until
ranging in attempt fails, then none of the batteries the late war period.
involved can fire an Artillery Bombardment this turn.
Soviet Army
Komissar No Loader
Can I use a Komissar to retake a Motivation test if The OT-34 flame-tank has the No Loader special
the Komissar is Out of Command? rule. Are they also affected by the 2-man Turret
As the rules are written, you can. However the intention special rule?
was for the Komissar to be In Command to use the No they are not. The No Loader special rule already
Komissar special rule, otherwise players can do some incorporates the 2-man Turret rule. The notes in the
very odd things. We strongly recommend this and the arsenal are incomplete. They do not note the reduction
following change as house rules. of the main gun to ROF 1.
Can my Komissar choose any team in the company Turret Rear Machine-gun
to destroy and retake the Motivation test?
Can the turret rear machine-gun in a KV heavy
Once again, as the rules are written, the answer is yes. tank fire as a normal machine-gun?
The intention was for the Destroyed team to be within
Command Distance of the Komissar team. Yes it can. The Turret rear Machine-gun special rule
is an additional effect.
On the same note, shooting Binky the company cart
horse is probably not going to motivate the troops to What is the field of fire for a turret rear machine-
as well as other options. The team that the Komissar gun?
destroys should be an Infantry or Gun team.
Treat it like a hull-mounted weapon. The field of fire
If the Komissar fails to rally the platoon, can he is to the rear of the turret between two lines drawn
shoot another team to take the Motivation test a diagonally through the turret.
third time?
No. The Komissar can only use his special rule once Rocket Mortar Battery
per Motivation test. If the ‘example’ he made was Needing a full 8-man loading crew for the Katyusha
insufficient, he must wait until next turn to try again. and then another 8-man loading crew for the
ammunition truck seems rather excessive. Do I
Tankodesantniki really need all of those crew?
If the Tankovaya Platoon is Pinned Down, what No. Requiring both loading crews has proved to be a
effect does this have on Tankodesantniki riding on bit over the top. You do not need to provide a crew for
its tanks? a Katyusha rocket launcher. Providing an 8-man loading
crew for the ammunition truck is sufficient.
None at all. Although you might like to look at the
Experimental Rules at the end of the document for
other ways of handling them. Reconnaissance Companies
Do I have to take an entire Armoured Car Company
If a tank is Bailed Out, what effect does this have of six to ten armoured cars? If so what effect does
on Tankodesantniki riding on it? each platoon having its own Command team have?
No effect at all. They can still fight and shoot to defend Like scouts, armoured cars are not affected by the
their tank, although they can’t move anywhere without Centralised Control special rule. They operate by
the tank! platoon, not by company. Each platoon of four armoured
cars is a separate unit and is taken as a separate Support
choice.
Italian Army
Ammunition bearers are removed ‘before shooting’.
Does this mean that they are removed before the HQ Platoons
ranging in rolls for the Mortar Battery and are lost The diagrams for the HQ Platoons for the
whether or not the battery ranged in and fired, or Compagnia Bersaglieri and Compagnia Fucilieri
are they removed after the ranging in, but before don’t show a Company Command team. Is this a
the bombardment to reflect the fact that the high mistake?
intensity firing and extra ammo expenditure they Yes. The Command teams shown in the HQ Platoon
represent would not take place unless the battery should be Company Command teams.
had ranged in?
They are removed after ranging in.
Combat Missions
Where do I measure the distance to objectives from? Do I have to place my Company Command team
The rules don’t specify, but we usually measure from on the table, or can I leave it in Reserve?
the edge of the team to the centre of the objective You may attach your Company Command team to a
marker as that means that the size of your objective platoon that is held in Reserve if you wish and bring
marker is irrelevant. it on when that platoon arrives.
Be aware though, that if you have to make a Company
My game ended because we ran out of time. Neither
Morale Check before the Company Command team
side had taken an objective from the enemy. Who
arrives, you will automatically fail it.
wins the game?
That depends on the mission. Each mission has a My opponent has placed a platoon of infantry along
Deciding Who Won section that describes who won. the entire area that my Reserves can arrive from.
This applies no matter why the game ended (note: the I can’t bring my Reserves on without going within
Ending The Battle section only describes when the 2”/5cm of the platoon. What do I do?
battle ends, it has nothing to do with who won). Since you have to move onto the table before the rule
In Free-For-All both players lose if the game ends can take effect, you move onto the table the minimum
before either side takes an objective. In this case the distance needed to fit the base. If the enemy teams are
players look up their opponent’s losses on the Loser’s physically in the way, you place your teams on the
Points column to find out how many points they gained. other side of them.
If neither side lost a platoon, the result is a 1:1 loss. If
both sides lost two or more platoons the result is a 3:3 Free-For-All
loss. This is deliberate to make it better to attack and
die trying in a hopeless situation than to sit back hand Must I deploy mounted in my vehicles in the Free-
have a stalemate. For-All mission?
In Hold The Line the defender wins unless the attacker No. Your troops may be deployed dismounted and in
has taken an objective. firing positions if you wish.
Other missions will have their own criteria. Do I count as moving when shooting in my first
turn in a Free-For-All mission?
Ambushes No. You only count as moving (that is you cannot be
Are troops deployed in Ambush also entrenched in Gone to Ground etc) when shot at before your first
Prepared Positions? turn (if you are the second player).
If the defenders are in Prepared Positions, then any So can I fire Artillery Bombardments in my first
troops held in Ambush are also entrenched in Prepared turn?
Positions.
Yes. You count as moving before your turn, but once
Infantry that are not moving are Concealed. Does your turn begins you can choose to move or not.
this mean that they can be revealed in the open
4”/10cm away from the enemy? Hold The Line
No. The Ambush rules require the ambushing troops Why don’t infantry get to defend in Hold The Line?
to be 16”/40cm away if they are not in concealing
terrain. Although the infantry are concealed, they are This mission represents a relatively fluid battle situation.
not in concealing terrain as the terrain isn’t concealing Although infantry were usually on the defensive when
them, their lack of movement is. tanks were about, this is not always the case. There
are numerous accounts of infantry formations
How do I make an Ambush against troops moving counterattacking over-extended tank thrusts or of tank
through a wood? I can only see 4”/10cm, but I can’t forces being left in defensive positions due to a shortage
reveal my troops within 4”/10cm! of infantry.
Interesting problem. We didn’t consider this situation In a more game-oriented sense, it also prevents infantry
when the rules were written. For the moment simply forces from adopting a purely defensive configuration
deploy the ambush at 4”/10cm distance from the enemy. (although they can elect to fight The Big Push from
Hitler’s Fire Brigade if the want to fight a defensive
battle). Players have to consider that they may be called
Reserves upon to attack mobile forces and have a plan for doing
My motorised infantry are in Reserve. Do they have so.
to arrive mounted or can they walk onto the table?
If I am defending in the Hold The Line mission, do
They can dismount off table and walk on if they wish.
I have to push the enemy back across the halfway
If I have an anti-tank platoon in Reserve, can they line to win?
be placed at the edge of the table and count as not No. You win if at the end of the game the attacker does
having moved for shooting? not hold either objective. Pushing the enemy back
No. All teams from a platoon arriving from Reserves across the halfway line is simply one way to end the
must move onto the table in the Movement step. They game, as is running out of time, or the attacker taking
are not simply placed on the table. the objective.
Intelligence Handbooks
Some of the rules in the Intelligence Handbooks Why do things like mortars have two Firepower
are different from those in the Intelligence Briefing ratings (like 3+/6) rather than one (say -/6)?
in the rulebook. Which ones do I use? Because the rules say to use the Artillery Firepower
Use the one in the Intelligence Handbook that you table. If we wrote it ‘-/6’, then players wouldn’t know
make the force from. Over time we have developed whether to follow the rules and put the value 6 into
better ways of representing forces on the table top the Artillery Firepower table (yielding a mortar
resulting in slightly different rules and ratings from incapable of harming targets in bullet-proof cover) or
the original rulebook. use the 6 as is.
Diving Eagles
Ground Operations FG42 Parachute Rifles
Can I select supporting troops for my paratroopers FG42 teams add one dice to the number that they
from Hitler’s Fire Brigade, Stalingrad or Desert roll at ranges up to 8”/20cm. Does this mean that
Fox? they roll two dice when Pinned Down?
Yes you can. Parachute forces operated with a wide As the rules are written, yes it does. However, that
variety of troops. If you elect to do so however, all of wasn’t the intention and it should only give them the
the support troops you select that don’t come from extra dice if they are not Pinned Down.
Diving Eagles must come from the same book.
Infantry Teams
In Hitler’s Fire Brigade, Armoured Car Patrols are
shown as Weapons Platoons in the Aufklärungs- HMG teams only have a Range of 16”/40cm. Should
schwadron, but are Support Platoons for a it be 24”/60cm like all other HMG teams?
Panzerkompanie. Can I take them as a Support Yes. The HMG teams in Diving Eagles should have a
option? Range of 24”/60cm.
Yes you can. If any company in a book can take it as
a Support Platoon, then a Diving Eagles force can too. Should the Stummelwerfer be able to fire smoke?
Yes it should.
Pioneer Platoon
The Stummelwerfer is shown as close-support
Does the Pioneer Platoon have access to a Pioneer artillery. Does it get to re-roll the first failed ranging
Supply Vehicle to allow them to gap anti-tank ditches roll like other mortars?
or lay mines?
Yes it does. It should be a close-support mortar.
A Pioneer Platoon engaged in ground operations may
take a 3-ton truck as a Pioneer Supply Vehicle for
+10 points. Guns
Should the 7.5cm GebG36 have a gun shield?
Warriors In Flames Of War Yes it should.
In Hitler’s Fire Brigade Higher Command teams
allow nearby platoons to re-roll failed Motivation Should the 10.5cm LG40 have a gun shield?
tests. Can Von der Heydte do this too? No. Although the gun has a very small gun shield, the
Yes. Add a sentence to the Higher Command Teams crew move away from the weapon to fire it, negating
section to say: the protection offered by the shield.
If the Higher Command team is not Pinned Down, any The 7.5cm LG40 can use hand carts to move quickly.
platoon whose command team is within 6”/15cm re- Can the 10.5cm LG40 do the same?
rolls failed Motivation tests. The Higher Command
No. The 10.5cm LG40 is heavier than the 7.5cm LG40.
team does not re-roll failed Company Command
Checks.
Aircraft
Oberst Freiherr Von der Heydte Can a Diving Eagles force use the Hs129 ground
attack aircraft from Hitler’s Fire Brigade or Desert
Von der Heydte comes with a motorcycle in the
Fox as a Support option?
pack, but there is no option to give him any
transport. How can I use the motorcycle? Yes it can. The Hs129 operated alongside the
Fallschirmjäger in Tunisia and on the Eastern Front.
Von der Heydte may take a motorcycle and sidecar as
his personal transport in ground operations for +5 points.
Airborne Assaults
When can Von der Heydte use his Rally Once More Can I pick up canisters and load them into a vehicle
special rule? and drive away with them?
At the start of any turn that he is a member of a No. In reality a platoon dropped with a dozen or more
Fallschirmjäger Platoon, whether it is the turn he first canisters, not just one, so the model canister represents
joined the platoon or a subsequent turn in which he is them all scattered over quite an area.
still joined to the platoon.
Can I destroy a canister?
Can Von der Heydte only use his Rally One More
rule on ‘Fallschirmjäger Platoons’ as in the Combat No, canisters can never be Destroyed.
Platoon, or on any platoon in a Fallschirmjäger
Can I pick and choose the opponents I use the Death
force?
From Above mission on in a tournament?
Only on the Fallschirmjäger Platoons listed in the
As always it is up to the tournament organiser. However,
Combat Platoons section.
I would recommend that if a Death From Above variant
list is provided then you are obliged to use this mission
whenever possible.
Desert Rats
Desert Rats was updated and reprinted in March 2005. Anti-tank Gun Rules
If you have an older copy you can download the changes
Does the Defensive Fire Against Tanks (previously
from our website.
Guns In Defensive Fire) rule only apply to anti-
tank guns, or can other weapons use it as well?
Armoured Squadron
It applies to any weapons shooting in Defensive Fire,
Which platoons count when calculating how many even rifles.
support choices I can have in my Armoured
Squadron? Is it just the ones taken as Combat Do I have to shoot at the side armour or can I choose
Platoons or the ones taken as Weapons Platoons as to shoot at the front armour?
well?
Tanks always use their Side armour rating when making
All of them count. If you have two Heavy Armoured Armour Saves against Defensive Fire. There is no
Platoons as Combat Platoons and a Light Armoured choice in the matter.
Platoon as a Weapons Platoon, you can have three
Support choices. What if their tank has Schurzen skirting? I’d rather
shoot at the front!
Royal Horse Artillery Battery Sorry, that’s what Schurzen is for.
Can I add an AA MG to my observer’s ‘Honey’
Stuart tank? Desert Terrain
Not according to the lists. However, it seems perfectly Can a German Tank move 12"/30cm forward in
reasonable to allow it. You may add an AA MG to the the Movement step to create a dust cloud and then
Marmon Herrington armoured cars and ‘Honey’ Stuart use its Stormtrooper move to hide behind it?
tanks used by a RHA Battery for +5 points per vehicle. If a vehicle Stormtroopers back, the dust cloud would
Remember though, if the observer is using the AA MG, follow it on the same side of the vehicle it was before.
he’s not doing his real job! You definitely can't Stormtrooper back to hide in your
own dust cloud, it doesn't last that long. It's only there
Can an RHA Battery change from a Murder to a
because you moved.
Stonk when using the All Guns Repeat special rule?
No. When using the All Guns Repeat rule, the artillery
bombardment must be the same as the original one.
Old Ironsides
Old Ironsides was replaced with Stars & Stripes in
February 2005. You can download the changes to
Armored, Armored Rifle, and Armored Recon
Companies from our website.
Stalingrad
Stalingrad was updated and reprinted in August 2005. Grenadierkompanie
If you have an older copy you can download the changes
from our website. Luftwaffe Feldkompanie
What happens to the Staff team if I rearm my
Strelkovy Batalon Artillery Battery with 12cm sGW43 heavy mortars?
Quality Of Quantity Since mortar teams cannot use the All Guns Repeat
rule, the Staff team is redundant and is removed.
If my Strelkovy Company had exactly 15 teams
before being shot at and was hit six times losing one
team is Pinned Down as it has less than 15 teams Assault Troop
after the shooting stops. When you use a 3,7cm PaK36 as one of the Assault
You should determine whether or not the company is Troop Assault Teams, can it fire Stielgranate
Pinned Down immediately after it takes the hits, but rounds?
before rolling any saves. Since no casualties have been No. There is no option to upgrade the guns in an Assault
removed, the Company is still 15 strong at that time Troop. The Assault Troop is modelled on the operations
and is not Pinned Down. in Stalingrad and Stielgranate ammunition was not
used by them.
Scouts—Infiltration
My Assault Troop cannot have more than two
The rule states that ‘a Strelkovy ... Company ... Assault teams of the same type yet it already contains
may infiltrate with the Scout Platoon...’. Does that four Pioneer SMG teams. How many more SMG
mean that only one Strelkovy Company can teams can I add seeing as I’m already over the limit
infiltrate? to begin with?
Yes it does. Pioneer SMG teams are not Assault teams although
Assault teams can be Pioneer SMG teams. How's that
Senior Arm Of Service for confusing!
I assume that if a Soviet arty battery ranges in on Basically, a full Assault Troop has four Assault teams
the first attempt it still gets to wound teams under and five Pioneer SMG teams. Up to two of the Assault
the template on a 5+, despite what the last sentence teams can also be Pioneer SMG teams giving the
in the grey box on page 29 says? platoon seven such teams an two Assault teams of
another type.
Just because it always hits on a six doesn't mean it
never hits on a five!
Schnellschwadron
Divisioniy Komissar Vasilevksy The rules say ‘Replace all Rifle/MG and SMG teams
with Assault Rifle teams for +15 points per squad.’
If you take Boris Vasilevsky along with your
As the Command team is the only one that can be
Battalion, does he become the Battalion
an SMG team how do I upgrade the Command
Commander? And if so, what happens to your
team to an Assault Rifle Team?
original Battalion Command team? Do you just not
field the original or something? You upgrade the whole platoon to Assault Rifle teams
(both Rifle/MG and SMG teams) for +15 points per
He's just a Divisional Komissar, he doesn’t replace
Schnell Squad. Essentially, if you upgrade the squads,
anyone. You’ll note that his rules actually require him
the command team is upgraded for free as well.
to be adjacent to the battalion command team to have
maximum effect. What are the characteristics of the Sd Kfz 223?
Does the Sd Kfz 223 have identical ratings and
Arsenal armament to the Sd Kfz 221?
Do Soviet Flamethrower teams fire at their full Yep, they share the same stat line. That’s why it is
ROF of 4 when moving? listed as ‘Sd Kfz 221 (MG) or Sd Kfz 223 (radio)’.
Yes they do.
Desert Fox
Panzerkompanie Arsenal
If my company HQ Platoon has say Panzer III L Why is the Anti-tank rating of the 15cm sIG33
tanks, do I have to have a platoon of Panzer III L infantry gun and the Bison only 8 rather than the
tanks or will any Mixed Panzer Platoon do? 12 in Hitler’s Fire Brigade?
The Panzer III H or J and all of the upgrades from it The HEAT ammunition used on the Eastern Front to
are all considered the same type of tank when buying deal with heavy Soviet tanks didn't make it to the desert
a Panzerkompanie, so you must have a platoon of theatre, so their AT rating is the same as the early war
Panzer III and/or IV tanks, but they can be any variant. weapons which also lack HEAT ammunition.
Divisional Support When you withdraw your first platoon and remove
Do Italian platoons count as support platoons when all the Delay Counters, do you then start
making up your force? accumulating Delay Counters again or do you just
continue withdrawing one platoon per turn?
No. Any Italian platoons you add to your force are in
addition to the usual support platoon choices. You withdraw a platoon and remove all Delay counters
at the start of any turn where you have five or more
I have Avanti Savoia. Which specific platoons can platoons and Delay Counters on the table. When they
I take as Italian allies? are removed, they are gone and start accumulating
again.
Carri Platoons, Bersaglieri Platoons (the basic rifle
platoons only), and Self-propelled 75/18 Platoons. As an example a force of five platoons withdraws as
follows...
Where are the Marder II’s that are mentioned in Turn 1: No withdrawal.
the Tank-hunter Platoon text? Turn 2: Five platoons, so one withdraws.
They were supporting the Luftwaffe troops of the Turn 3: Four platoons, so gain a delay counter.
Fallschirmjäger and Division Hermann Göring in Turn 4: Four platoons and one delay counter (total of
Tunisia, neither of which are covered in Desert Fox. five), so one withdraws and remove delay counters.
Turn 5: Three platoons, so gain a delay counter.
Is the Panzer 1 B tank that can command a Tank- Turn 6: Three platoons and one delay counter, so gain
hunter Platoon a standard Panzer I B tank or a a delay counter.
Panzer I Command tank? Turn 7: Three platoons and two delay counters (total
It is the standard Panzer I B, not the Panzer I Command. five), so one withdraws and remove delay counters.
These were old tanks released by the tank companies Turn 8: Two platoons left...
taken over by the tank-hunter units.
Should the 3.7cm PaK36 in the Nebelwerfer battery If the attacking side is on the objective at the start
be able to upgrade to Stielgranate? If so where are of the defender’s turn 7, do they win?
the characteristics for it? No. Page 155 of the rulebook states that you do not
No it shouldn’t, there was no Stielgranate in the desert, hold an objective until the start of your own turn.
hence no characteristics.
Avanti Savoia
Special Rules Arsenal
Can I fire one platoon at a target,wait to see the The Semovente 47/32 is open topped. Why does it
outcome of my shooting, and then decide whether have a Top armour rating of 1?
to shoot or use the Avanti special rule with another That’s a typo. It should be 0.
platoon?
No. You must make you Avanti moves before shooting. The Semovente 75/18 has increased its range from
24”/60cm in the rulebook to 32”/80cm. Is this
German Allies correct?
What types of Anti-tank Platoons can I take as Sorry, no. It is also a typo. The 75mm gun should have
German allies? a range of 24”/60cm.
It should read Anti-tank Gun Platoons referring to the
German Divisional Support choice.
Compagnia Motociclisti
When I equip my Bersaglieri with motorcycles, do
they remain Infantry teams that move as Jeeps, or
do they actually mount a Transport team?
The motorcycles are a Transport team as with other
jeep and motorcycle-mounted infantry. The wording
is unclear, but they are basically mounted on a
motorcycle team (see the Arsenal for details). If they
dismount, the motorcycles are removed since the drivers
are the combat troops.
Experimental Rules
At Battlefront we have been playing around with a eliminates this problem.
few interesting ideas in our games. As yet they aren’t As before the target player decides which teams will
sufficiently well tested to be anything but experimental. be hit, but the shooting player allocates the hits amongst
We have included them here so that you can try them the selected teams. If all of the hits are from the same
out if you want to. type of weapon, this is identical to the Flames Of War
Note: The rules presented in this section are purely rulebook. However, if the hits come from different
experimental. Feel free to use them in your games, but types of weapons, the shooting player can assign the
make sure that you have your opponent’s agreement most effective weapons against each target.
first. If your opponent doesn’t want to use the
experimental rules, use the rules from the Flames Of
War book.
Assaults
Defensive Fire
Moving At The Double At present teams that moved At the Double can fire
The current rules are a little generous in allowing Defensive Fire. This is an anomaly since they cannot
troops to move at the double extremely close to enemy fire in other circumstances.
positions. Few troops will expose themselves quite so Teams that moved At the Double in their last Movement
recklessly. step are concentrating on moving as fast as possible
A team that is moving At the Double may not start and are not expecting to be attacked. They cannot fire
their movement or come within 8”/20cm of any visible Defensive Fire if assaulted.
enemy team.
Defender Checks Motivation
Moving Off The Table The rules as they stand allow a platoon that is fleeing
An interesting question that we have been asked is an assault to end up within 4”/10cm of an enemy team
‘can I move my teams off the table?’ We never really that wasn’t in the assaulting platoon and suffer no ill
considered this possibility when developing the game, effects. This makes it difficult to surround an enemy
so here are some rules to cover the possibility. platoon.
If a team can reach the table edge, you may move it A team that flees and ends its movement within 4”/10cm
off the table. If you do so it will not return to the battle of any enemy team surrenders and is Destroyed.
during the game. Being off the table, but not destroyed
it does not feature at all in Company Morale Checks. Victory
If the team did not exit from your own deployment At present the winner of an assault automatically rallies
area, it counts as Destroyed instead. even if they were Pinned Down before hand. If instead
all participants in an assault, whether victorious or
Gone To Ground
not,are Pinned Down, assaults by multiple platoons
become more profitable and a window for immediate
Although a platoon will normally deploy and operate counterattacks opens.
as a unit, there are times when the platoon will split
up to cover two different areas or keep mortars out of Any platoon that took part in an assault is Pinned Down
sight firing from behind a hill while the rest of the at the end of the Assault step after any Consolidation
platoon occupy the crest. In such cases, part of the or Breakthrough assault.
platoon could fire without revealing the rest of the
platoon’s positions. Assault Too Successful
Rather than having an entire platoon count as Gone In the case of a multiple platoon assault, it sometimes
To Ground, each team can be Gone To Ground or not. happens that one platoon assaults the enemy and
If a team is Concealed and it did not move or shoot in destroys them leaving another platoon that was planning
its last turn, it is considered to have Gone To Ground. on assaulting hanging in the breeze.
Remember though, that the score required to hit a If a platoon was eligible to assault an enemy platoon,
platoon is the score required to hit the easiest valid but the enemy platoon was destroyed by another friendly
target in the platoon. That means that unless all of the platoon, or the teams eligible to be assaulted moved
visible teams in range have Gone To Ground, there out of assault range in a previous assault, the assaulting
isn’t any benefit in some of them doing so as their platoon can still launch the assault and occupy their
more active comrades reveal their position. positions in the same way as allowed by the Too
Successful Shooting rule.
Allocating Hits Morale
Which Teams Were Hit
At present the target player can allocate hits to a platoon Company HQ Platoons
so that a tanks main gun blows away an infantry team Having defined the HQ Platoon more clearly, the issue
while its machine-guns bounce harmlessly off the of the platoon ceasing to exist if the command teams
accompanying half-tracks. Obviously the shooting join other platoons is no-longer an issue.
player would have preferred the main gun hits to be If the 2iC Command team has something other than
allocated to the half-tracks and the machine-gun hits their own transport to command, count the HQ Platoon
to the riflemen. A variation on the allocating hits rule as any other platoon for Company Morale Checks.
Air Support
Movement
At present aircraft have a lot of freedom of action in
Flames of War. Pilots preferred to attack across the
lines to minimise their exposure to anti-aircraft fire.
Flying along the line was tantamount to suicide.
Ground attack aircraft must fly on from either player’s
table edge and fly along the table parallel to the table
sides. The aircraft model must be placed in a line
directly towards the table edge from its target.
If a player doesn’t have a specific table edge (such as
in the Death From Above mission where the defenders
deploy in the centre of the table), aircraft may come
in from any table edge and fly parallel to the adjoining
table edges.
Pinning Down
One of the often-reported effects of air attacks is the
confusion that reigns afterwards as the troops scattered
by the attack regroup and prepare to continue the battle.
Any platoon hit by aircraft is Pinned Down. Only one
hit is required.
Taking Objectives
An objective is not really taken until there are combat-
ready troops on it. At present troops are able to move
At the Double to rush across the table and claim or
contest an objective, but since they are not really
combat ready, this doesn’t really work.
A team that moved At the Double cannot take or contest
an objective.