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Flames Of War Quick Reference Sheet

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.

Movement Step Movement Distances At the Double


1 Select a Platoon to Move Mobility Road Cross-country Rough Roll double the dice if target
2 Move Teams in the Platoon Fully-tracked 12”/30cm 12”/30cm 8”/20cm moved At the Double.
3 Select Next Platoon to Move Half-tracked and Jeeps 16”/40cm 12”/30cm 4”/10cm
Wheeled 16”/40cm 8”/20cm 4”/10cm Rough Terrain
Command Distance Cavalry Wagons 10”/25cm 8”/20cm 4”/10cm Roll 2+ in Difficult Going or a
Experience Tanks Others Wagons 6”/15cm 6”/15cm 4”/10cm Skill test in Very Difficult Going
Conscript 4”/10cm 2”/5cm Cavalry 10”/25cm 10”/25cm 10”/25cm to avoid Bogging Down.
Trained 6”/15cm 4”/10cm Infantry and Man-packed Guns 6”/15cm 6”/15cm 6”/15cm
Veteran 8”/20cm 6”/15cm Light Guns 4”/10cm 4”/10cm 4”/10cm Passengers
Teams must be In Command at Medium and Heavy Guns 2”/5cm 2”/5cm 2”/5cm Dismount at the start of their
the end of their movement. Immobile Guns can only move if towed movement or mount at the end
of their movement.

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

252 Player Aids


Artillery Roll to Range In on the Target Roll to Hit Number of Weapons
1. Select the Aiming Point Spotting team must have Line of Roll to hit all teams under or 1 or 2 Re-roll hits
2. Roll to Range In on the Target Sight to the Aiming Point. partly under the template. 3 to 5 Normal
3. Position the Template Three attempts to range in. Artillery Score Needed 6 or more Re-roll misses
4. Roll to Hit Mortars re-roll first failed Conscript 5+
5. Roll Saves attempt. Trained 4+ Roll Saves
6. Pin Down Hit Platoons Target Score Needed Veteran 3+ Roll saves as for shooting, but use
Conscript 2+ Top armour rating for vehicles.
Add +1 to the score needed if:
Select the Aiming Point Trained 3+ • ranged on the second
Aiming Point must be an enemy Veteran 4+ Pinned Down
attempt. One artillery hit = Pinned Down.
team. Add +1 to the score needed if: Add +2 to the score needed if:
• Concealed • ranged on the third attempt. Rocket Launchers
• Gone to Ground Add +1 to the score needed if: No to hit penalty for ranging in.
• Company Command spotting • only one weapon firing.

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.

United States Soviet


Automatic Rifles: No +1 to hit for moving or Pinned Down. Re-roll Big Battalions: Bombardments with 9+ guns use double-wide template.
misses in Defensive Fire unless Pinned Down. Centralised Control: Companies are platoons, battalions are
Dismounting MG’s: Dismount as M2 .50 cal MG or LMG team. companies.
Excellent Communications: Platoon commanders may spot for artillery. Hen and Chicks: If any tank moves more than 6”/15cm none can shoot.
Hit ’em With Everything: Observer can range in other batteries while Infiltration: Scouts may Infiltrate up to 16”/40cm when attacking
calling All Guns Repeat! Komissar: May Destroy a friendly team to re-roll Motivation Tests to
Mounting HMG’s and LMG’s: Fire from side of half-track as MG. Rally, Counterattack, or Platoon Morale Check.
Stabilisers: Shoot at full ROF when moving with a +1 penalty to hit. Limited Vision: Add +1 to hit when shooting to side or rear.
Tank Destroyers: Use Cautious Movement, Disengage, and Break Off Cupola: No penalty for Limited Vision.
rules, and may be held off table. Infiltration: Maximum ROF of 1.
Time On Target: Re-roll saves if artillery range in on first attempt. Mixed Battalions: Bombardment with 3 or more 122 mm howitzers is
Truscott Trot: Infantry moves 16”/40cm At the Double. Anti-tank 4 and Firepower 4+.
Under Command: Commanders have no +1 to range in if spotting. Quality of Quantity: Company with 15 Infantry or Gun teams requires 10
Germany hits to Pin Down.
Armoured Rocket Launcher: Can Stormtrooper after firing. Roll Up the Guns: Medium and Heavy Gun teams move as Light.
Mission Tactics: Destroy another team within Command Distance Tankodesantniki: SMG tank riders can fight from the tank’s deck.
instead of Platoon Command team. Unarmed: May not shoot. Re-roll hits in assaults.
Mounted Assault: Transports may Charge into Contact and fight as Movement
Tank team in first round. Passengers dismount to Counterattack. Amphibious: Water is Difficult Going.
Kampfgruppe: Create new platoon. Fast Tank: Moves 32”/80cm At the Double.
Recoilless Guns: Not Concealed if shooting. Cannot fire in buildings. Horse Artillery: Fire at full ROF after unlimbering
Schürzen: Extra 4+ save against side hits from Firepower 5+ or 6. Light Tank: Moves 16”/40cm on Roads or when going Cross Country.
Stormtroopers: Pass a Skill Test to move 4”/10cm instead of assaulting. Mountaineers: Can double across steep hills. Mountains are Difficult
Stuka zu Fuss: Start with 6 weapons. Lose 1 per failed range-in attempt. Going. Cliffs are Skill test to cross.
Tiger Ace: Extra skills for Tigers. Overloaded: Bog Down on 1 or 2.
British Portee: Vehicle’s gun may dismount.
British Bulldog: Re-roll failed Motivation Tests to Counterattack. Slow Tank: Only moves 8”/20cm.
Carry On, Sergeant: A leaderless platoon may still Counterattack. Unreliable: Breaks down on 1 if moving At the Double, or when Freeing
Eight-gun Batteries: Each troop is a separate platoon both can use from Bogged Down.
Staff team if within Command Distance. Very Slow Tank: Moves 6”/15cm.
Night Attacks: Infantry Company may attack at night. Wide Tracks: Roll 4+ to immediately free from Bogging Down.
Mike Target: Target re-rolls saves from All Guns Repeat! Shooting
Rounds on the Ground: If firing both Gun Troops, may re-roll misses or Awkward Layout: No move and fire.
use a double-width template. HMG Carrier: Fire as MG when moving or HMG if stationary.
Semi-indirect Fire: Re-roll misses over 16”/40cm when stationary. Improvised Armour: Extra 5+ save against Firepower 5+ or 6 weapons.
Tally Ho!: No penalty for moving under 16”/40cm. Only turret facing No HE: Can only hit vehicles.
matters for front or side shots. Passenger-fired Weapons: Must have passengers mounted to fire.
Tip and Run: Skill Test to retire 4”/10cm if shot at instead of assault. Protected Ammo: Crew may re-roll to remount Bailed Out vehicles.
Tow Hooks: Can tow 6 & 17 pdr guns. Recoilless Guns: Not Concealed if fired.
Vehicle Machine-guns Assaults
Vehicle MG: Range: 16”/40cm, ROF 3, Anti-tank 2, Firepower 6. Tank Assault: Gives Anti-tank rating in assaults.
.50 cal Vehicle MG: Range: 16”/40cm, ROF 3, Anti-tank 4, Firepower 5+. Improvised Tank Assault: Teams are Destroyed if they roll a 1 to hit.

Player Aids 253

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