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Steps Score to Hit Skill Test Motivation Test Check Company Morale
1 Starting Target Score Needed Experience Score Needed Motivation Score Needed If company is below half
2 Move Conscript 2+ Conscript 5+ Reluctant 5+ strength, pass a Motivation
3 Shoot Trained 3+ Trained 4+ Confident 4+ Test or lose the game.
4 Assault Veteran 4+ Veteran 3+ Fearless 3+
Starting Step 7 Re-mount Bailed Out Vehicles Rally Platoons Free Bogged Down Vehicles
1 Check Company Morale 8 Free Bogged Down Vehicles Pass a Motivation Test to rally a Pass a Skill Test to free a
2 Check Victory Conditions 9 Remove Smoke Markers Pinned Down platoon. Bogged Down vehicle.
3 Deploy Ambushes
4 Call for Air Support Company Command Team Remount Vehicles Bogged Down Vehicles
5 Roll for Reserves Re-roll failed Motivation Tests if Pass a Motivation Test to May not move, shoot, or fight in
6 Rally Pinned Down Platoons Company Command team joins. remount a Bailed Out vehicle. assaults.
Shooting Step Rate of Fire Roll Armour Save Roll Other Saves
1 Select the Shooting Platoon ROF 1 if moved or will assault. Target player rolls and adds: Target Score Needed
2 Select the Target Platoon ROF 1 if Pinned Down. • Armour rating Infantry 3+
3 Check that the Target is Valid • +1 if range is over 16”/40cm Guns 5+
4 Check if Target is Concealed Score to Hit If less than Anti-tank, roll Unarmoured Vehicles 5+
5 Roll to Hit Target Score Needed Firepower Test to Destroy tank, Passengers 5+
6 Allocate Hits to Target Teams Conscript 2+ otherwise crew Bail Out.
7 Roll Saves for Hit Teams Trained 3+ Bulletproof Cover
8 Select Next Platoon to Shoot Veteran 4+ If equal to Anti-tank, roll If team is in Bulletproof Cover
9 Pin Down Platoons Hit 5 Times Firepower Test to Bail Out tank. attacker must make a success-
Add +1 to score needed if:
10 Air Support • Range is over 16”/40cm If greater than Anti-tank, no ful Firepower test to Destroy it.
11 Check Platoon Morale • Concealed effect.
Platoon Morale
• Gone to Ground If below half strength and teams
Bailed Out Vehicles Pinned Down
• ROF 1 weapon moving Destroyed or Bailed Out, pass a
Bailed Out vehicles may not Pinned Down by 5 hits. Infantry,
move, shoot, or fight in assaults. guns and unarmoured vehicles Motivation test or be Destroyed.
may not move closer to the enemy.
Assault Step Charge into Contact Push Into Enemy Positions Break Off
1 Select the Assaulting Platoon Assaulting teams move up to Occupy position of Destroyed All teams move at least 4”/10cm
2 Charge into Contact 4”/10cm to contact the enemy. team to cross obstacle. away from enemy. Any remaining
3 Conduct Defensive Fire within 4”/10cm are Destroyed.
4 Roll to Hit Conduct Defensive Fire Has Assaulting Platoon Won
5 Roll Saves Any platoon with teams within Win if no assaulted teams left Pin Down Defending Platoons
6 Push into Enemy Positions 4”/10cm fires. fighting within 4”/10cm. All originally defending platoons
7 Has Assaulting Platoon Won • Full ROF even if moved. are Pinned Down unless not hit.
8 Counterattack or Breaks Off • No rotating outside field of fire, Opponent Tests Motivation
9 Pin Down Defending Platoons • Tanks use Side armour for Opponent makes Motivation Test Consolidate or Breakthrough
10 Consolidate or Breakthrough Saves. to Counterattack or Break Off. If Move victorious teams up
11 Pin Down Assaulting Platoons • If assaulting platoon is Pinned no teams hit, pass automatically to 4”/10cm to consolidate
12 Select next Assaulting Platoon Down, it falls back to starting unless assaulting Tank teams. or launch a breakthrough
13 Check Platoon Morale positions, unless whole platoon If fail Motivation Test, must assault. May only launch one
is Armoured Tank teams. Break Off. breakthrough assault.
Tanks in Assaults
• Can’t fire main guns at Roll to Hit Pin Down Attacking Platoons
Counterattack All attacking platoons hit in
infantry. All assaulting teams within Assaulted platoons become
• Make Bogging Checks each 2”/5cm of the enemy roll a Skill assault combat are Pinned Down.
assaulting platoons and Charge
round if in Rough Terrain. Test to hit. into Contact starting a new round.
• Infantry must make Platoon Morale
Roll Saves Fight a new assault combat If below half strength and
Motivation Tests each round
Armoured vehicles use their Top round starting with roll to hit. teams Destroyed or Bailed Out,
against tanks.
armour. Infantry have Anti-tank 2. pass a Motivation Test or be
Air Support Roll for Air Support Conduct Anti-aircraft Fire Roll to Hit
Starting Step Level Air Support Pool Roll one Skill Test to hit per ROF. Use aircraft weapon’s To Hit rating.
1. Roll for Air Support Priority 7 dice Roll Firepower to Destroy per hit. Add +1 to the score needed if:
2. Select the Aiming Point Limited 5 dice • ranged on the second
Shooting Step Sporadic 3 dice Roll to Range In on the Target attempt.
1. Conduct Anti-aircraft Fire Ground Attack arrives on 5+. Must abort if friendly team Add +2 to the score needed if:
2. Roll to Range In on the Target Fighter Interception arrives on 6. within 16”/40cm. • ranged on the third attempt.
3. Roll to Hit Teams Three attempts to range in.
4. Roll Saves Reduce Air Support Pool by Target Score Needed Number of Aircraft
5. Pin Down all Hit Platoons 1 after each attempt to call Conscript 2+ 1 Re-roll hits
6. Aircraft Return to Base support. Trained 3+ 2 Normal
Veteran 4+ 3 Re-roll misses
Select the Aiming Point How Many Aircraft Add +1 to the score needed if: Roll Saves
Aiming Point must be an enemy Score Number of Aircraft • Concealed by woods Roll saves as for shooting, but
team. Place lead aircraft 1 or 2 1 • Gone to Ground use Top armour against bombs &
6”/15cm back, rest 6”/15cm 3 to 5 2
diagonally back. 6 3 rockets, Side armour against guns.