You re-roll the Motivation test once for each reason for the re-roll. So in this case, the British platoons have British Bulldog, so they get a re-roll. You reroll the Motivation Test for all of the platoons with British Bulldog and apply the resulting roll to all of them. If one of the platoons was Reluctant and the other Confident, the Confident one could pass on the first roll while the Reluctant one fails. In this case the re-roll only applies to the Reluctant one. Similarly, both could fail on the first roll, but only the Confident one on the re-roll, with the Reluctant platoon failing and Breaking Off. The Company Command team also gives the Australian platoon a re-roll. Roll this and apply it to the Australian platoon (the only platoon it affects).
In an on-going assault, my opponent’s teams have moved forward in successive Charges into Contact as they Counterattacked. This has brought them within 8”/20cm of teams in a Defending platoon that were previously more than 8”/20cm away. When my platoon Counterattacks, can the teams that are now within 8”/20cm Counterattack?
Yes. These teams must now either Counterattack or elect to become Nonassaulting teams. If they become Non-assaulting teams, they cannot Charge into Contact in later Counterattacks. It is also possible for the reverse to happen with teams that were previously involved in a Counterattack now finding themselves outside 8”/20cm from the enemy and therefore unable to Charge into Contact.
Can Counterattacks bring other platoons into the Assault?
No. Teams cannot move within 2”/5cm of teams from platoons not involved in the assault, and these platoons take no part in the assault.
Does a Company Command team that has Joined a Defending platoon need to be within 8”/20cm of an Assaulting team to give it a re-roll on a failed Motivation Test to Counterattack?
No. They just have to Join the platoon.
Does a team need to move to Counterattack if it isn’t already in contact with an enemy team?
In most circumstances, the answer is yes. If the team doesn’t want to move into contact with the enemy, it can stay where it is and become a Non-assaulting team, but this puts them out of the fight unless the enemy charges them. There are two main exceptions to this: Guns Counterattacking and Sit Tight in Bulletproof Cover. Gun teams cannot move to Counterattack, so it is not uncommon for them to have no enemy within 2”/5cm when they Counterattack, and thus for them not to get to roll to hit.
The Sit Tight in Bulletproof Cover rule was specifically written for situations like infantry defending buildings against tanks. This prevents the infantry from having to run out into the street (meaning the tanks wouldn’t need to take Skill Tests for assaulting buildings) or abandon their buildings. With this rule, they can sit tight and wait for the tanks to come at them again. If the enemy is more than 2”/5 cm from them, they don’t roll to hit, but as long as someone is within 4”/10 cm of the enemy, the enemy hasn’t won and needs to Counterattack or Break Off.
Morale
A platoon that has more teams Destroyed than currently still fighting has to take a Platoon Morale Check when a team is Destroyed or forced to Bail Out. If a team is Bailed Out then suffers another Bail Out result, but passes the Motivation Test to be Destroyed, does the platoon need to take a Platoon Morale Check?
Yes it does. Although the team suffered no additional effect from the hit, the hit did inflict a Bail Out result on the platoon.
Aircraft
In addition, Line of Sight from Aircraft
is measured from the cockpit.
Line of Sight to Aircraft is measured to
any part of the Aircraft.
I have Air Support in my force. Does this count as a platoon for things like Reserves and Company Morale Checks?
No. Aircraft are not a platoon.
The rules for aircraft measuring ranges to and from the aircraft model. What height of stand should I use?
You should use the stand supplied by Battlefront with the aircraft. Battlefront’s current stands are 60mm (2.36”) tall.
Does the Safety Distance rule force an Aircraft to abort if it is within 16”/40cm of an AOP?
Yes. An AOP is a team, and as such limits air strikes in its vicinity.
Reconnaissance
Can a Transport team use the Eyes and Ears rule?
No they can’t.
Can passengers in a Transport team use the Eyes and Ears rule?
Yes they can.
If a Recce team uses the Eyes and Ears rule to reveal a Gun team that was Gone to Ground, does the Gun team still have its 3+ save?
No. It is no longer Gone to Ground, so does not get the improved save for being so.
If a team is attached to a Reconnaissance Platoon, does it become a Recce team?
No. Teams cannot gain special rules by being attached to another platoon.
If I have a Recce Transport team carrying a Passenger that was hit, what saves do I take?
The Recce Transport team takes a 3+ save for being an Unarmoured Recce vehicle, while the Passenger takes a 5+ save for being a Passenger. This combination occurs in a number of older Intelligence Briefings, but will be replaced with Motorcycle Reconnaissance teams in future editions.
If a Recce team is moving in the open, is it still Gone to Ground because of the Cautious Movement rule?
Yes it is. However, if a team is Gone to Ground, this only gives a penalty to teams shooting at it if it is also Concealed from them. If it was a Gun team, it would still have the 3+ save for being Gone to Ground though
Tank Escorts
Does a platoon of tanks with Tank Escorts need to contact the enemy to launch an assault?
The first thing to remember is that it is the Tank teams that are assaulting. The Tank Escorts don’t actually exist as separate teams, they are just a special rule of the Tank teams. A platoon needs to be capable of contacting the enemy to launch an assault, and the assault takes place, even if the assault falls short for any reason, such as the tanks all Bogging Down before contacting the defenders. The Tank Escorts rules allow the Tank teams to voluntarily stop before entering Rough Terrain to avoid the risk of Bogging Down. This can also result in no teams actually contacting the defenders, but the assault still continues with the defenders conducting Defensive Fire at the tanks. The Tank team always rolls to hit with its Tank Escorts, even if the Tank team itself cannot. So when it comes time for the Tank teams to roll to hit, they do not since they did not take the Bogging Check to assault, but they can still make their extra Tank Escort roll to hit.
So can a Half-tracked Tank team with Tank Escorts assault into a building? A half-track cannot enter a building, but does this stop the Tank Escorts?
Yes they can. The half-track can’t enter the building, but it doesn’t need to for the Tank Escorts to assault into it.
To do so, the half-track moves within
2”/5cm of the building and uses its Tank
Escorts to assault. It does not roll to hit
itself. Remember, at least one team needs
to have been able to contact the building
for the Charge into Contact to be made.
Can a Tank team with Tank Escorts still shoot with them when it is Bogged Down or Bailed Out?
Yes they can.
The Tank Escorts summary includes a limitation on Tank Escorts shooting if the Tank team moves, but this is not in the rules. Which is right?
The rule is always the place to go. The summaries are only there for reference.
Cavalry
When Infantry and Gun teams Break
Off from Cavalry, they are ridden
down and Destroyed if they are within
8”/20cm and not in or behind terrain.
What about if they are behind a
Barbed Wire Entanglement or similar
fortification?
Obstacles like Barbed Wire
Entanglements, Minefields, and Antitank
Obstacles prevent troops from being
ridden down in the same way that linear
terrain does.
Armored Trains
If an Artillery Car has two turrets, can they both fire at full ROF?
Yes. They can both shoot at their full ROF, even when they are moving.
If you shoot through an enemy armoured train at a unit on the far side, it is Concealed. Would it also be Concealed if you were Spotting through the armoured train?
Yes it would.
Can Armoured Trains move At the
Double? Can they shoot if they do so?
Yes. Like any team, an Armoured Train
can move At the Double, and like any
team moving At the Double, it cannot
shoot if it does so.
Fortifications
If I have a Fortified Company and form an HQ Weapons Platoon, is it a Fortified Company?
If the Company HQ that it was formed from was a Fortified Platoon, then the HQ Weapons Platoon is also a Fortified Platoon.
If I destroy a Bunker that I was going to assault in the Shooting Step, can I still assault its position in the Assault Step? Would other Bunkers within 16”/40cm still get their defensive fire?
Yes you can still assault it using the Assaulting Abandoned Positions rule on page 150 of the rulebook. Since you are assaulting a Bunker (or the remains of one), other Bunkers within 16”/40cm will be able to Defensive Fire (Bunkers are the exception to the usual 8”/20cm range limit for Defensive Fire).
An AVRE can demolish an Obstacle with its Petard mortar. Can it gap a Minefield in this way?
Yes it can. The crews of AV’RE were trained Royal Engineer and were expected to dismount and clear obstacles on foot if they could not do so from inside of their vehicle. Rather than have two almost identical mechanisms for this, we combined both roles into the Petard’s Skill Test to clear obstacles.
What is the difference between a Tank Pit and a Turret Bunker?
None. They were different in the original printing of the rulebook, but this was changed in the reprint. See page 14 to 16 for the changes made in the reprint.
What happens if a team has a Booby Trap placed under it, but doesn’t attempt to move?
Nothing. The Booby Trap waits until they try to move.
If a Booby Trap is placed beneath a team which then tries to Dig In, does it set the Booby Trap off?
Yes it does.
If a Booby Trap is placed beneath a Transport team, does a Passenger team set it off if it Dismounts?
The platoon would need to take a Motivation Test for the Passenger team to Dismount, but if it passed that, the Passengers would trigger the Booby Trap as the first team to move off or across it.
Does an Observer team need to be within 16”/40cm of a Bunker’s Firing Slit in order to Spot for a Smoke Bombardment on it?
No. It just needs to follow the usual rules when Spotting for an Artillery Bombardment.
Can a player place mines all along the edge of the table blocking their opponent from coming onto the table?
The only sensible way to handle this situation is to use the Nowhere to Arrive rule the same way as you would if the entry was blocked by troops. Simply push the obstacles back until there is enough room
for the troops to arrive on table.
What if they leave a small gap. Does the
enemy have to arrive in the small gap?
No. You cannot stop a team from arriving
from Reserves anywhere it is allowed to
do so. The team would simply push the
Obstacles back enough to make space
for itself
Can a team that has Cautious
Movement be Gone to Ground while
Gapping an Obstacle?
No. A team cannot be Gone to Ground
if it wishes to Gap an Obstacle. It must
give up that status as a prerequisite
for the task.
Fortified Platoons cannot be placed within 6”/1 5cm of another Fortified Platoon or of either side table edge. Which are the side table edges?
The side table edges are the edges that are on the sides when you are standing behind your Deployment Area looking at the enemy Deployment Area. In missions like Dust Up where you deploy in a corner, there won’t be any side table edges.
Why are Bunkers only Slow Going rather than Difficult or Very Difficult Going?
Purely for practicality and to avoid the need for lots of rules on placement and odd situations. For example, if a Bunker was Difficult Going, then it could be used to create a track through Very Difficult Going terrain. If Bunkers were Very Difficult Going, then there would need to be rules to stop them being used as Obstacles to physically block gaps in terrain.
Why can Infantry teams move through a Bunker? Shouldn’t they have to Destroy it first?
I don’t see why my Infantry should have to Destroy my Bunkers to be able to clamber over or through them! ;0: More seriously though, the normal movement rules prevent Infantry from moving within 2”/5cm of an enemy team unless they are assaulting it, so they can’t move through it until they Destroy it.
An AVRE can demolish an Obstacle with its Petard mortar. Can it gap a Minefield in this way?
No it cannot. It can only clear Obstacles that it can actually demolish.
US Rules
If I use the Hit ‘em with Everything You’ve Got rule to fire an Artillery Bombardment with platoons that have different Skill ratings, what is the Skill rating used to hit the target?
The Mixed Bombardment rule states that the combined platoon uses the lowest Skill rating of any battery participating.
What about the All Guns Repeat rule?
No, they can’t use that either, since not all platoons have a Staff team.
Do US Gun teams shooting as Rifle teams use the Automatic Rifles special rule?
They use the Rifle team given in the Arsenal of their Intelligence Briefing, so yes, they would normally use the Automatic Rifles rule.
Can I choose between a big Artillery Template or re-rolls after I find out whether I succeeded in using the Time On Target rule?
No. You need to decide the size of Artillery Template you will use before attempting to Range In.
If I use the Hit ‘em with Everything You’ve Got rule to fire an Artillery Bombardment with a Field Artillery Battery and a Mortar Platoon, can I use the Time On Target rule?
No. Only platoons with a Staff team can use the Time On Target special rule. This means that every artillery platoon firing in the combined bombardment must have a Staff team (and therefore be able to use the Time On Target special rule) for the combined bombardment to be able to use the Time On Target special rule.
Tank Destroyers
Are Tank Destroyer Platoons ever
Recce Platoons?
No. The new Tank Destroyer rules
changed them from being Recce Platoons
to having a specific subset of Recce rules.
What about HQ Platoons from Tank
Destroyer Companies?
They can be Recce Teams if so noted
Can Tank Destroyers be placed using the Tank Destroyer Section special rule within 12”/30cm and in Line of Sight of an AOP with the Column Security special rule?
Yes. The Column Security special rule applies to Ambushes, but the Tank Destroyer Section does not use the Ambushes rule. In fact, since an AOP is not a team, it does not limit Tank Destroyer placement at all. The Tank Destroyer special rules have been revised since the rulebook was printed. The revised rules are shown in the rulebook updates section (page 18) and completely replace the rules in the original rulebook.
If the Security Section of a Tank Destroyer Platoon is Pinned Down when the Tank Destroyers are revealed, is the Tank Destroyer Platoon still Pinned Down when the Security Section is removed?
Yes they are. The platoon is still Pinned Down.
When I place the Tank Destroyer Section, can I string them out to outflank the enemy?
To an extent you can. There are two relevant restrictions on placing the Tank Destroyer Section: they must be within Command Distance of a team from the Security Section, and be In Command when the Security Section is removed. The first part requires you to place every team close to the Security Section, so you cannot string them out with just one team near the Security Section. The second part means you have to keep the whole Tank Destroyer Section together as a platoon, so you cannot put half of the Tank Destroyer Section at one end of the Security Section and half at the other.
If I’m playing a mission with Prepared Positions, is my Towed Tank Destroyer Platoon Dug In when they are placed?
No. Since the Tank Destroyer Section moved to follow the Security Section, they are not Dug In when they are placed using the Tank Destroyer Section rule.
Can Tank Destroyers be placed using the Tank Destroyer Section special rule within 1 2”/30cm and in Line of Sight of an AOP with the Column Security special rule?
Yes. The Column Security special rule applies to Ambushes, but the Tank Destroyer Section does not use the Ambushes rule. The AOP is still a team and as such prevents the Tank Destroyers from being placed within 4”/10cm of it, or within 16”/40cm of it in the open.
What happens if the Security Section of a US Tank Destroyer Platoon is Destroyed, but there is no legal place for the Tank Destroyer Section to be placed?
If the Security Section is Destroyed, the Tank Destroyer Section is placed around its Destroyed Command Team. If it cannot be placed there because the enemy is too close or for some other reason, then it cannot be placed and the platoon is Destroyed.
If the Command team of the Security Section of a US Tank Destroyer Platoon is Destroyed and there are no other teams from the Section within Command Distance, what happens?
The Security Section is now a Leaderless Platoon. The US player can take the opportunity to place the Tank Destroyer Section in their next turn. If they don’t do this and the remainder of the Security Section is Destroyed, they will not be able to place the Tank Destroyer Platoon (which will be Destroyed) as there is no Command team whose location they can use to place it.
If the Security Section of a US Tank Destroyer Platoon loses two out of three teams, does it need to take a Platoon Morale Check?
No. The Tank Destroyer Section is still operational, so the Security Section does not need to take a Platoon Morale Check. The Tank Destroyer Section will only take a Platoon Morale Check when half of the teams from the Tank Destroyer Section itself are Destroyed (assuming none are Bailed Out or Bogged Down).
German Rules
Can I make a Stormtroopers move
after making a Spearhead move?
No. It’s not the Assault Step. A Spearhead
move doesn’t permit you to make any
additional movement.
Can Warrior teams make Stormtroopers moves on their own, or do they need to Join a platoon to do so?
Since Warrior teams are platoons in their own right when they aren’t Joined to another platoon, they can make a Stormtroopers move.
Does the 2iC of a Tiger Company have
a Tiger Ace skill?
Yes, he’s a Warrior from a Company HQ
that has the Tiger Ace skill (assuming
they are in a Tiger tank of course).
I have a platoon of Pioneer half-tracks with Stuka zu Fuss rocket launchers. Under the Stuka zu Fuss rule on page 245 of the rulebook, each half-track fires as a separate artillery battery.Who can Spot for the rocket launchers when they fire? Can one rocket launcher Spot for another? Can a Pioneer team Spot for one of the rocket launchers?
Spotters can be: a team firing the bombardment, their Command team, or their Staff team. Since the Pioneer half-tracks don’t have a Staff team, that leaves their Command team and the rocket launcher firing the bombardment. Other rocket launchers in the platoon aren’t firing the same bombardment, so they couldn’t spot for the rocket launcher firing the actual bombardment. Likewise, the pioneers can’t either.
Can a platoon with the Mounted Assault special rule launch an assault while Pinned Down?
If all of the Infantry teams are mounted in armoured half-tracks, then yes. At that point in time the platoon consists entirely of Armoured Tank teams (some of which are carrying passengers). As a platoon consisting entirely of Armoured vehicles, the platoon is not affected by being Pinned Down.
Mounted Assault Transport teams are treated as Tank teams while carrying Passengers. If a Mounted Assault Transport is carrying Passengers when it is Destroyed, does the platoon need to take a Motivation Test to avoid the remaining half-tracks being Sent to the Rear?
Yes. Mounted Assault Transport teams are still Armoured Transport teams, otherwise the Passengers could not Dismount and the fate of the Passengers when the Transport was Destroyed would be unknown. When an Armoured Transport team is Destroyed by shooting, the platoon needs to take a Motivation Test to avoid the remaining half-tracks being Sent to the Rear.
If a Mounted Assault Transport team has two Passenger teams, it has Tank Escorts. Can its Tank Escorts shoot, and if so, what is their ROF and Range?
Yes it can. As with any Tank Escorts, their ROF is 1, and the Range is the normal Range of their weapons. Weapons that normally have a ROF of 1 would still add the usual +1 penalty to hit if the Tank team moved. Weapons like the Panzerfaust that cannot shoot if they move still cannot do so. A team shooting a Flame-thrower would still be subject to the usual restriction of a maximum movement of 6”/15 cm, and would be removed after firing.
If a Mounted Assault Transport is carrying a Warrior, do the Warrior Tank team Casualties rule apply?
No. The Transport is not a Warrior. If the Transport is Destroyed, the Warrior has their normal Passenger Save and uses the Warrior Infantry Team Casualties rule.
Platoon with the Mounted Assault special rule has teams attached from a platoon that does not have the Mounted Assault rule, do the attached teams gain the rule?
No. Teams cannot gain a special rule by attaching to a platoon.
If a platoon with the Mounted Assault special rule loses all of its Infantry teams and is left with just transport teams, is it Destroyed?
Yes it is. A platoon with only Transport teams is automatically Destroyed.
If a platoon with the Mounted Assault special rule is reduced to one Infantry team mounted in a half-track, does it need to take a Sole Surviving Infantry Team test or does the fact that the Mounted Assault rule makes the halftrack a Tank team avoid this test?
It does need to take a Sole Surviving Infantry Team test since the platoon only consists of one Infantry team and Transport, even if it is masquerading as a Tank team.
If I take a Stormtroopers move with a tank, can I just rotate the turret without moving?
You can rotate the turret without moving the hull, but this still counts as movement (so would require a Bogging Check if the tank was in Difficult Going for instance). This is because the only reason for doing so in Flames Of Waris to present your armour in a different fashion to the enemy. In the game you can do this by simply rotating the turret, but in reality, it would require some degree of movement to be truly effective in achieving that goal.
Can I take the Platoon Command team out of a platoon and put it in the Kampfgruppe?
No. It is needed where it is to lead the platoon.
Can I form a Kampfgruppe of just the HQ Support Weapons and the 2iC Command team?
No. The Kampfgruppe must include at least one team from a Combat or Weapons Platoon.
British Rules
When does Mike target apply?
Can I use Mike target with a mortar platoon? Can i use Mike target if I attach close-support tanks to Artillery platoon?
The rules on this aren’t as clear as they should be. For an Artillery Bombardment to use the Mike Target special rule, it must be fired by an artillery battery with a Staff team. If the Artillery Bombardment combines several batteries into the same bombardment, it can also use the Mike Target rule as effectively each artillery
battery has a Staff team. If an artillery battery has additional weapons attached that don’t come from an artillery battery with a Staff team, it cannot use the Mike Target special rule.
If a British Field Battery, Royal Artillery deploys with one Gun Troop at each end of the table, can the Gun Troops without the Staff team still use the Staff team?
Only if it uses the Combined Bombardments rule to fire a Bombardment with the Gun Troop that does have the Staff team. If it was deployed within Command Distance of the Staff team, then both platoons could use their Staff team at the same time.
Bagpipes give the 2iC Command team an extra save. In Version 3 the 2iC is a Warrior and gets the Warrior Infantry Team Casualties rule. How do these interact?
Bagpipe teams are being changed in Know Your Enemy and more recent books so that they allow the 2iC team to use the Warrior Infantry Team Casualties rule on a roll of 5+ instead of the usual 4+.
Under the old rules, Mid-war Royal Horse Artillery Batteries in Africa did not use the Mike Target special rule. Does this still apply?
Yes it does
Soviet Rules
When multiple companies with Komissar teams use their re-roll in an attempt to Counterattack, do they roll once, or per company?
Each Komissar team can Destroy a team in their company to re-roll the Motivation Test to Counterattack for their own company. Since the re-roll only applies to that company, each Komissar must Destroy a team to get a separate reroll for their own company, each of which is rolled separately.
My infantry teams armed with sticky bombs (which have the Improvised Tank Assault rule) attack a KV- tank with a Turret-rear MG. The Improvised Tank Assault rule means that an assaulting team is Destroyed if it rolls a to Hit. The Turret-rear MG rule requires a team that scored a hit to take another Skill Test to confirm the hit.So, if I successfully hit with my first roll with my sticky bombs, but roll a one on the second roll, does my assaulting team blow itself up?
The first sentence of the Turret-rear MG rule says, “If a hit from a … team is allocated to a Tank team armed with a Turret-rear MG …” The infantry team has already hit the tank and we are now in the hit allocation phase when the Turret-rear MG rule comes into effect, so it can’t be rolling to hit, and thus is at no risk of blowing itself up.
Should the Soviet forces pay more for the new Hen and Chicks rules in Mid War?
For the moment, use the new Hen and Chicks rules with the existing points for Mid-war games. The points values for Mid-war Soviet tanks were a little high, so an increase in effectiveness should not be particularly unbalancing.
Should I use the Tank Escorts rules for my Mid-war Tankodesantniki?
The Tankodesantniki rule on page 252 says to use the Tank Escorts rules for all Tankodesantniki.
Attachments
Some recent Intelligence Briefings have platoons of Tank teams that can Combat Attach. If I Combat Attach all of the teams from a Tank platoon, what happens to the Command Tank?
While Combat Attaching from a platoon of Tank teams, the Command Tank ceases to be Command Tank, so it can be Combat Attached as well. If Combat Attached, it is not a Command team in the platoon it is attached to.
If a 2iC Command team is leading the HQ Support Platoon or a German Kampfgruppe, can they still appoint new Platoon Command teams?
Yes. They are still a 2iC Command team (and still a Warrior). They are just a permanent part of a platoon now.
If the rest of their HQ Support Platoon or Kampfgruppe is Destroyed, is the 2iC Command team still part of the platoon, or can they Join another platoon?
If the HQ Support Platoon or Kampfgruppe is Destroyed, but the 2iC Command team is still operational, it reverts to its normal state and can Join other platoons. This means that the HQ Support Platoon or Kampfgruppe is Destroyed as soon as the other teams are Destroyed, even though the 2iC Command team survived.
If I Combat Attach teams to a platoon that has a special rule, do the attached teams gain the special rule?
No. Teams cannot gain a special rule by attaching to a platoon.
Can I Combat Attach teams to a platoon, increasing the number of teams that I can then take with the German Kampfgruppe rule?
No. All attachments happen at the same time.
Motorcycle Reconnaissance and Portee teams are Tank teams, yet they dismount as Infantry or Gun teams. HQ Support Tank teams must remain in the HQ Support Platoon and cannot be attached to other platoons. Can I dismount the gun from a Portee to make it into a Gun team and then attach it out?
Yes, but you do not need to. Treat Motorcycle Reconnaissance and Portee teams of the HQ Support Weapons as their dismounted form when determining how they can be attached.
If I have a US Weapons Platoon with three M2 60mm mortars and four M LMG teams, can I Combat Attach all of the LMG teams while keeping the mortars?
No. You can only Combat Attach up to half of the teams (ignoring the Command team). With the standard platoon of three mortars and two LMG teams you can Combat Attach out both LMG teams. If your platoon has acquired additional machine-guns, bringing it up to seven teams plus a Command team, you can only Combat Attach up to three of them. As an alternative, you could Combat Attach the whole platoon.
Missions
The Pincer mission has proved significantly unbalanced in the defender’s favour. We have found that a small change to the mission brings it back into balance.
Amend step 3 to read:
3. Next the defending player nominates at least half of their platoons to be held off the table in Delayed Reserves. These troops will arrive along one of the long table edges in the defender’s table half.
Add a step 8 to Preparing For Battle that says:
8. The defender chooses which long table edge in their table half that their Reserves will appear from.
Can I withdraw a Transport Platoon using the Strategic Withdrawal rules in the Fighting Withdrawal mission?
If so, what happens to the passengers?
You can’t just Withdraw a Transport Platoon to meet the Strategic Withdrawal requirement. If you Withdraw a Transport platoon, any platoons carried by it (whether in part or as a whole) are Withdrawn as well.
In a game between two forces that have the Always Attacks special rule, how do I decide which attacks?
The Always Attacks rule only applies against another force that does not have the Always Attacks rule, so use the normal rules. This means that a Tank Company with Always Attacks will attack an Infantry Company with Always Attacks.
What is a Defensive Battle? Has this
changed since Version 2 when there
was a Defensive Battle special rule?
A Defensive Battle is one marked as a
Defensive Battle (see page 255 of the
rulebook).
In some older Version 2 books, the
Always Attack and Always Defend
rules are usually associated with a
‘Defensive Battle special rule’. What is
this and how is it handled?
This special rule is redundant in the
current version of the rules. These forces
are Always Attacks or Always Defends
with no additional criteria.
Can an Infantry or Gun team mounted in a Transport team take an Objective or prevent the enemy from Taking an Objective?
Yes it can.
All teams are Gone to Ground at the start of the game. Does this mean that Infantry teams in the open can be Concealed because they are not moving, and therefore get the Concealed and Gone to Ground advantage when the enemy shoots at them?
Yes, it does.
Fortified Platoons cannot be placed in Reserves. What happens if a force only has Fortified Platoons available to be put in Reserves? Do they have to give up their fortifications and go into Reserves?
No. All Fortified Platoons are deployed on table. If this is more than half the force’s platoons, this may result in fewer than the normal number of platoons (or even no platoons if the entire force is Fortified Platoons) being held in Reserves.
In a Mobile or Defensive battle, if my platoon moves after deployment using a Recce Deployment, Spearhead Deployment, or Infiltration move, are they still Dug In? Are they still Gone to Ground? What about being Concealed in the Open if they are Infantry?
They are not Dug In. They started the game Dug In from the Prepared Positions rule, but have since moved out of their foxholes. Likewise, since they have moved, they are not Gone to Ground, and nor are Infantry teams Concealed in the Open.
The Spearhead Deployment rule allows a platoon to take a Reconnaissance Deployment as long as it takes it out of its own Deployment Area. Can I still use Spearhead Deployment in a mission like Cauldron that doesn’t have a Deployment Area?
No. If the mission doesn’t have a Deployment Area, you cannot use Spearhead Deployment.
If the opposing forces both use the Time of Day rules, which Time of Day do you use?
Roll a die with the highest scoring player’s rule applying.
The Night Fighting rules say that the concealment of night does not allow Recce teams to use the Cautious Movement rule. What does this mean?
Night, although providing Concealment, does not add the extra +1 to the score the enemy needs to hit them for being Concealed and Gone to Ground. A team needs to be Concealed by Terrain to get this bonus, even at night.
What effect does the Large Forces rule have on a Fair Fight mission?
In a Fair Fight mission where neither side won, each player treats their opponent as the winner. If their opponent had nine or more platoons, the Large Forces rule comes into play in that they ignore the first platoon they lost, thereby reducing their opponent’s Victory Points. They do not increase their own though.
So, you have nine platoons and I have six. We both destroyed two platoons, but ran out of time in a Free-for-all mission.You treat me as the winner. I lost two platoons, so you get 3 Victory Points.I treat you as the winner. You lost two platoons, but by the Large Forces rule, as the winner you ignore the first platoon destroyed. In effect, I treat you as having lost one platoon, so I get 2 Victory Points.The Large Forces rule changed what would have been a 3-all game into a 3-2 game in your favour.
The Breakthrough mission uses the Mobile Reserves special rules. The attacker’s reserves are in Delayed Reserves. The defender must hold troops in reserves using the Mobile Reserves rule. Are these also in Delayed Reserves?
No. They arrive from Reserves from the first turn as specified in the Preparing for Battle section.
In the No Man’s Land mission, only Fortified Platoons are deployed on table. How do I play this mission if I have a Fortified Company that doesn’t have any Fortified Platoons?
The mission is a recommendation for games between two Fortified Companies where normal missions would result in an uneventful stalemate. However, it is not always appropriate. In cases where one side is a Fortified Company, but has no Fortified Platoons, you may be better to play a normal mission with the company that has no Fortified Platoons as the attacker.
Can I withdraw a Transport Platoon using the Strategic Withdrawal rules in the Fighting Withdrawal mission? If so, what happens to the passengers?
If you Withdraw a Transport Platoon, it and any platoons carried by it (whether in part or as a whole) are Withdrawn as well. If you do not wish to do this, you can use the Send to the Rear rule to remove the Transport Platoon, then Withdraw the now dismounted Passengers in a subsequent turn.
Can my opponent block off the area
my Reserves will arrive from except
for a small gap to force me into a
killing zone?
As the Nowhere to Arrive rule states, it is
inappropriate to attempt to prevent the
enemy’s reserves from arriving by blocking
the edge of the table. If this happened
by accident, then pushing the blocking
troops back wherever the Reserves choose
to arrive would be a good solution
Briefing Updates
Atlantik Wall
The 7.5cm KwK35(f) gun on the Panzer B-2 740(f ) (Char B-1) has a Range of 16”/40cm and can fire on the move. Is this correct?
No. It has Range 24”/60cm and Awkward Layout.
Why does the 7 6. Divisional Antitank Gun Platoon not appear in any company diagrams?
These guns were the ones in the Sword Wiederstand Nest on page 29. The entry was accidentally left in the book.
The 2 . Gepanzerte Multiple Mortar Platoon on page 5 has a Command SMG team and a Command U304(f) half-track. Which is the actual command team?
The Command SMG team should not be there. The Command U304(f) half-track is the command team.
Oberscharführer Barkmann’s Stalker rule on page 82 appears to be a duplicate of his Ace rule. What is the correct Stalker rule?
The correct rule is: If Barkmann is shot at, he is treated as Gone to Ground if he is Concealed and did not move in his turn, even if he did shoot in his turn.
Should an SS-Panzerspähkompanie be able to field a Heavy SS-Panzerspäh Platoon?
Yes. It should be an option in the first box, along with the Half-tracked, Light, and Puma SS-Panzerspäh Platoons.
Should the command team of a Gepanzerte Panzergrenadier Lehr Platoon be an SMG team as shown or MG team as suggested by the first option?
It should be an MG team.
A Gepanzerte Panzergrenadier Lehr Platoon can remove its half-tracks without having Field Fortifications. Why is this?
All of the infantry in the Panzer Lehr Division was mounted in armoured half-tracks. As the Normandy terrain was often unsuited for half-tracks, they sometimes left them to the rear, even when attacking as they had no motorised Panzergrenadiere to use in these situations.
A Gepanzerte Panzergrenadier Heavy Platoon and an Armoured SS-Heavy Platoon can remove its half-tracks if the company has Field Fortifications. However, the only way to get Field Fortifications is to take them in place of the heavy platoon, so how can I ever remove the half-tracks?
You can’t. We got a little carried away when we included the option.
The Gepanzerte Panzerpionier Platoon on page 117 may remove its half-tracks if it has Field Fortifications. Does this remove all of the half-tracks, even those upgraded to Stuka zu Fuss and the command half-track?
Yes, they are all removed.
The Motorised Heavy Artillery Battery on page 128 has the same points for two and four s10cm K18 guns for the 2nd and 9th Panzer Divisions. What should it be?
Two guns should be 180 points.
The Schwere SS-Panzerkompanie on page 72 has Panzer Platoon listed twice in its first Support box. Should this be a Panzer Platoon and a Panther Platoon?
Yes it should.
The SS-Panzer Anti-aircraft Gun Platoon on page 86 does not have numbers for how many 2cm FlaK38(V) on a Panzer IV anti-aircraft tanks you get for the points.
You get 3 for 185 points and 2 for 125 points.
Should the SS-Panzergrenadierkompanie on page 6 have an Armoured SS-Anti-tank Gun Platoon or a Light SS-Anti-tank Gun Platoon as a Weapons platoon?
It should be a Light SS-Anti-tank Gun Platoon.
The S307(f) Reihenwerfer has Mortar Battery as one of its notes. What does this mean as it is also described as a Rocket Launcher? If it is a rocket launcher, should it not count as two weapons firing as it has 16 tubes like the Katyusha?
Mortar Battery was a reference to the rule on page 59 that states that they are rocket launchers, but the heading got left out. As for counting as two weapons firing, yes it should be that way.
The Range for the 2cm KwK38 gun on the Panzer II L Luchs armoured car is given as 16”/60cm on page 233. What should it be?
It should be 16”/40cm.
The 2cm Flakvierling 38 anti-aircraft gun is listed as Light. Shouldn’t it be Immobile?
Yes it should be Immobile.
The 10 cm leFH 4/ (t) howitzer is listed as having a Smoke Bombardment, but no direct-fire smoke. Which is correct?
This weapon did not have a smoke shell, so should not have a Smoke Bombardment.
Is the 8.8cm FlaK36 Nest rated as Anti-aircraft or Heavy Anti-aircraft?
It is rated as Heavy Anti-aircraft, the same as all other 8.8cm FlaK36 guns.
The Sd Kfz 251/17 (2cm) half-track has ROF 3. In other books it is shown as 4. Which is correct?
It should be ROF 4.
What are the characteristics of an HMG Nest?
HMG Nest: Range 24:/60cm, ROF 6, Anti-tank 2, Firepower 6, ROF 3 when Pinned Down.
Why is the 7.62cm FK288(r) rated as a Heavy gun when the 76mm ZIS-3 gun is rated as a Medium gun?
Most of the guns in use were actually 77.6mm FK297(r), the 76mm obr 1939 gun. At the time Atlantik Wall was written, the ZIS-3 was the closest model we could suggest to represent it.
Bridge by Bridge
What are the characteristics of the Captured Humber IV armoured car an Captured Humber scout car?
Humber IV: Wheeled, Front 1, Side 0, Top 0, Co-ax MG.
M6 37mm gun: Range 24:/60cm, ROF 2, Anti-tank 7, Firepower 4+.
Humber Scout Car: Jeep, Front 1, Side 0, Top 0, AA MG.
The Fanatical Faust-men special rule (on page 2 ) prevents Panzerfaust Trap teams from Joining other Independent teams. As Independent teams they aren’t allowed to anyway. Should this include Warrior teams?
Yes. Panzerfaust Trap teams cannot Join or be Joined by Warrior teams.
Where can Panzerfaust Trap teams be placed using the Panzerfaust Ambush rules? It says they can be in any terrain feature. Does this allow them to be placed on roads or hills, or behind walls?
Terrain features are basically things placed on the table, as opposed to the basic table, so, yes, you can placed them on roads and hills. It also makes sense to place them behind walls and other linear obstacles since they can’t actually be on them.
Panzerfaust Trap teams are placed at the start of ‘any Movement Step’. Does that mean that I can place my Panzerfaust Trap team in my opponent’s Movement Steps?
No. It refers to any of your own Movement Steps.
The MG Company of Sperrverband Harzer (on page 6 ) operates as separate platoons, but only has one Command team. Is it supposed to have a Command team per platoon?
Yes it is. The HQ Section should be deleted. Instead, each platoon should have an additional Command Rifle team.
The Sd Kfz 25 / D (Stuka) half-track is listed as a Transport, but has no passengers to carry. Shouldn’t it be a Tank team?
Yes it should be listed as a Tank team, not a Transport team.
Tank Pits are now the same as Tank Turret Bunkers (see the Rulebook Update at the end of this document), are Euling’s dug-in assault guns also Tank Turret Bunkers now?
Yes. Euling’s Dig In the Assault Guns rule on page 57 is replaced with:
Before deployment, you may choose to place all Jagdpanzer IV assault guns from an SS-tank-Hunter Platoon (see page 136) in Assault Gun Pits as Tank Turret Bunkers.These Bunkers have a Field of Fire of 180 degrees to the front of the model and may fire both their main gun and their hull machine-gun at the same time.
Can SS-Hauptsturmführer Viktor Graebner make a Spearhead move using the Graebner’s Gamble special rule?
Yes he can.
Blood, Guts & Glory
Are Tank Destroyer Platoons still Reconnaissance Platoons under the new Tank Destroyer rules?
No. They are not Reconnaissance Platoons.
The M4A3E2 Jumbo has Top Armour 2 in Bridge at Remagen. Should it also be Top Armour 2 in Blood, Guts & Glory?
Yes. It was previously under rated and should be Top Armour 2.
Should the M4A3E8 “ThunderboltVII” have Smooth Ride as the Updated M4A3E8 Easy Eight in Bridge at Remagen doesn’t?
No. It should not have Smooth Ride.
The M20 utility has a passenger-fired .50 cal AA MG. Patton’s M20 doesn’t have any passengers (being a Warrior team itelf), so how can it shoot?
The .50 cal AA MG on Patton’s M20 utility should not be Passenger fired
Why is the Sd Kfz 251/17 (2cm) Half-track a Tank team in this book and a Transport team in others?
The Sd Kfz 251/17 (2cm) and Sd Kfz 251/21 (Triple 15mm) were used in two distinct roles depending on the unit and its organisation. The Panzerbrigade organisation used them as dedicated Anti-aircraft vehicles, while other units used them as transport half-tracks to replace the old Sd Kfz 251/10 (3.7cm) as platoon commander’s vehicles, and yet others used them as a combined anti-aircraft vehicle and transport for the HMG sections.
Eastern Front
In Version 2, an Infantry Company
could take up to three Snipers. Can it
still do so?
Snipers were not very common in this
part of the war, so it would be appropriate
to leave them out. However, if your
force had them under Version 2, you can
still use them.
What platoon use the Motorcycle
Reconnaissance rules?
The simple answer is every infantry or
HMG platoon equipped with motorcycles
(aside from command teams in platoons
that don’t otherwise have motorcycles).
The Always Attack and Always Defend
rules are usually associated with a
‘Defensive Battle special rule’. What is
this and how is it handled?
This special rule is redundant in the
current version of the rules. These forces
are Always Attacks or Always Defends
with no additional criteria.
Barbarossa
Are German Pioneer teams supposed
to be Tank Assault 4 in this book? They
are Tank Assault 3 elsewhere.
Yes they are. The Germans discovered
the need for their infantry to be able to
assault tanks when they faced the T-34
and KV-1. Their pioneers responded by
developing new and better anti-tank
techniques.
How can a Kradschützenkompanie (page 24) have a Heavy Artillery Battery?
Since they only have one artillery battery, and need to have a Light Artillery Battery before they can have a Heavy Artillery Battery, they can’t.
Can I only have six Panhard 178(f ) armoured cars?
You may take Light Panzerspäh Platoons equipped with Panhard 178(f ) armoured cars in place of Mixed and Heavy Panzerspäh Platoons, as long as all of your armoured cars are Panhard 178(f ).
What are the correct points for a Light Panzerspäh Platoon with 3 Panhard 178(f ) armoured cars?
3 Panhard 178(f ) armoured cars are 135 points.
How do I get the SS version of the Panzerpionier Platoon (page 38)?
This platoon is only available to Heer units. Use the Pioneer Platoon (page 32).
The 15cm sFH18 guns of the SS version of the Heavy Artillery Battery (page 38) seem rather cheap. What is the correct cost?
4 15cm sFH18 guns cost 540 points.
2 15cm sFH18 guns cost 280 points.
Can a Flammpanzer II shoot at different platoons with each of its flame-throwers?
No. They must both target the same platoon.
Can I get just one KV-2 tank in my KV Tankovy Company (page 61)?
Yes. The limit on replacing KV-1 tanks with KV-2 tanks should be ‘any or all’ rather than ‘up to half’.
I want my Armoured Tractor Detachment to tow by guns onto the table from Reserves. How can I make sure that they arrive together?
You can do this by attaching an Armoured Tractor Detachment to the platoon it was bought with as its Transport instead of using them as a separate platoon.
Is the Tank Destruction Company (page 76) limited to Guards forces?
No. It should not have any symbol above its points column, but is rated as Fearless Conscript.
What about the Self-propelled Antitank Company (page 77)?
Likewise, It should not have any symbol above its points column, but is rated as Fearless Conscript.
Can a Militia Strelkovy Batalon have a Flame-thrower Platoon?
No. The Flame-thrower Platoon does not have an option with the Militia symbol.
Burning Empires
The diagram for the Vichy Anti-tank Gun Platoon on page 108 should show 4 crew (not 5) for the 75mm mle 1897 in the anti-tank role.
If I use the Interdiction Raids in Missions with Reserves rule (on page 25), I can make my opponent ignore a successful Reserves roll. If they were rolling three or more dice, but only got one success, does the At Least One Platoon Arrives rule kick in?
If after the effects of the Interdiction Raids, you are left with zero successes, the At Least One Platoon Arrives rule kicks in (it is triggered by the presence of zero successes), so you get a single reserve.
The advantage of Interdiction Raids is that it reduces the likelihood of early reserves and reduces the likelihood of multiple reserves later. However, it can’t permanently stall the reserves.
The Brandenburger Halbkompanie (on page 64) is a Mid-war force that has a Gebirgsjäger Infanterie Platoon as a support option. The Gebirgsjäger Infanterie Platoon is part of an Early War force. Can I take it and what is its points value?
Infantry platoons don’t change points much across periods. Since the Brandenburgers were supported by a Gebirgsjäger unit that was virtually identical to the Early War one (and worth the same points value), referencing them avoids double-ups.
Can a Mid-war Compagnie de Tirailleurs Sénégalais (on page 54) take a Free French Anti-tank Gun Platoon as support?
Yes it can. The points value is the same as the Early-war platoon as the points value of the guns does not increase across the two periods.
How does the Luftlandesturmkompanie HQ (on page 7 ) arrive on the table if they don’t have a glider?
They walk on. This option is for forces that are not using gliders.
Can a glider platoon make a glider assault (on page 85) if they are held in Reserves?
No, they must arrive by glider in the first turn, otherwise they arrive on foot.
In the Cauldron mission, the defender has the first turn. As the gliders don’t land until their first turn, do they count as being on the table in the defender’s first turn?
No they do not count as being on the table until it actually arrives. It is still counted when working out which platoons need to be held off the table in Reserve.
What happens if a glider slides off the table?
The best idea is to use Landing Off the Table from the Parachute Landings rules on page 83.
Does Slow Going cause a
Glider to crash?
No. Only Difficult, Very Difficult Going,
and Impassable Terrain cause it to crash.
What if it hits an Obstacle like a
Barbed Wire Entanglement?
Treat it as terrain that causes the
Glider to crash
Can a Fallschirmjäger platoon recover its containers at the start of the opponent’s turn?
No. They recover them at the start of their own turn.
Can an Italian team dismount in an Avanti move?
No they cannot.
The Harbinger of Things to Come
special rule on page 79 now reads: A
Luftlandesturmkompanie Always Attacks.
Guns
The German 7.5cm LG40 has a
Turntable.
The Italian L3/35 Lanciafiamme flametank
has a co-ax MG.
Cassino
The Goum Weapons Platoon (on page 70) must be Combat Attached to the Goum Rifle Platoons. The Goum Weapons Platoon has five teams. Since no more than half of the teams can be Combat Attached to any one platoon, what do I do if I only have two Goum Rifle Platoons?
As the whole platoon must be Combat Attached, you will have to attach two teams to each platoon and discard the fifth team.
Desperate Measures
Should the 100mm BS-3 gun have the Volley Fire rule or the Cat Killer rule?
It has the Cat Killer special rule, the same as the SU-100.
The Sd Kfz 251/17 (2cm) half-track has ROF 3. In other books it is shown as 4. Which is correct?
It should be ROF 4. Also these vehicles have can fire at full ROF against Aircraft
Devil's Charge
Does Peiper’s Kampfgruppe have to be the Attacker in order to use the Peiper’s Charge special rule?
Yes. If it is the defender against another Always Attacks force, it cannot use the Spearhead Deployment rule.
Can the Company and 2iC Command teams make a Spearhead Deployment with the rest of their company?
If they are equipped with Panzer IV tanks, then yes.
Does the German Staff team really have Automatic Rifles?
No. Remove that rule from the arsenal.
Can a Parachute Rifle Platoon support a Cavalry Recon Troop?
Yes. It should be an option in the Infantry Support Platoons box (page 64).
Do I have to dismount all of my Cavalry Recon Platoons, or can I just Dismount some?
You may dismount any or all of your Cavalry Recon Platoons.
Are Tank Destroyer Platoons (page 69) still Reconnaissance Platoons under the new Tank Destroyer rules?
No. They are not Reconnaissance Platoons.
I’ve come across accounts of US artillery firing Time on Target bombardments with captured guns. Can I do this in the game?
Yes. Delete the Captured Equipment rule on page 73.
There are a number of points corrections:
Add the option to take 2 Ersatz Panther tanks to the Ersatz Panther Platoon (page 23) for 365 points.
The option for 3 T34 Calliope tanks in a Calliope Tank Platoon (page 54) is 120 points.
The option of 2 Mortar Sections for a Veteran Chemical Mortar Platoon (page 55) is 85 points.
The 2nd Infantry Division’s Winter Training rule and the 99th Infantry Battalion’s Survival Training rule are updated to be the same as that in Overlord as follows:
Platoons from the 2nd Infantry Division do not use the Truscott Trot special rule. Instead, Infantry and Man-packed Gun teams from the 2nd Infantry Division may move At the Double through Slow Going, (but not through Obstacle fortifications).
The US captured 10.5cm and 122mm howitzers seem to have different characteristics from other 10.5cm and 122mm howitzers. Is this correct?
No. The 10.5cm leFH18 howitzer should be a Breakthrough Gun and the 122mm obr 1938 howitzer should be Anti-tank 7 and be a Breakthrough Gun.
Does the 2iC Command Königstiger tank in an SS-Kampfgruppe Peiper HQ (on page 11) have a Tiger Aces skill?
Yes. The Tiger Aces rules state that all Warriors and platoons equipped with Tiger or Königstiger tanks have Tiger Aces skills, whether or not the briefing includes a reminder note about this.
The 2nd Infantry Division’s Winter Training rule is updated to be the same as that in Overlord as follows:
Platoons from the 2nd Infantry Division do not use the Truscott Trot special rule.
Instead, Infantry and Man-packed Gun teams from the 2nd Infantry Division may move At the Double through Slow Going, (but not through Obstacle fortifications).
The US captured 122mm howitzers seem to have different characteristics from other 122mm howitzers. Is this correct?
No. The 122mm obr 1938 howitzer should be Anti-tank 7 and be a Breakthrough Gun.
Can the Sd Kfz 234/ (2 cm) fire at aircraft like the Sd Kfz 222?
Yes. The 2cm KwK38 should be a Selfdefence Anti-aircraft weapon.
The M4A3E2 Jumbo has Top Armour 2 in Bridge at Remagen. Should it also be Top Armour 2 in Devil's Charge?
Yes. It was previously under rated and should be Top Armour 2.
Fortress Italy
Do the 7.5cm Geb36 guns of a Fallschirmjäger Artillery Battery (page 81) have gun shields or not?
They are the Medium gun version without gun shields.
The 8.8cm FlaK37 (Sf ) self-propelled anti-aircraft gun only has ROF 2. Is that correct?
No. It should be ROF 3.
The 12.2cm FH396(r) howitzers seem to have different characteristics from 122mm howitzers. Is this correct?
No. The 122mm obr 1938 howitzer should be Anti-tank 7.
Are the points for the Fallschirmjäger Scout Platoon on page 77 correct?
No they are not. Two Scout Squads should be 150 points for 1. FJ Division, and 140 points for 4. FJ Division.
One Scout Squad should be 95 points for 1. FJ Division, and 85 points for 4. FJ Division.
Ed. This is going to be changed, as the 1 FJD Scouts are not Combat/Weapons platoons
Should the Headquarters of a Gepanzerte Panzergrenadierkompanie really be Compagnia Motociclisti HQ?
Opps. It should be Gepanzerte Panzergrenadierkompanie HQ.
Should the Panzer Scout Platoon and Self-propelled Infantry Gun Platoon really be Weapons Platoons?
Nope, they should be Regimental Support.
The Reserve Panther Platoon on page 143 is always in Reserves, even in missions without Reserves. Where do they arrive?
If there is a complete table edge in the player’s Deployment Area, they arrive from this table edge. Otherwise, they arrive from any table edge in the player’s Deployment Area.
Should the Panzer IV/70 really move as a Standard Tank?
No, It should be a Slow Tank as it is elsewhere.
The 7.5cm GebG36 gun can be taken with or without a Gun Shield, but the Arsenal only has one entry. What are the correct stats?
Without a Gun Shield the 7.5cm GebG36 gun is a Medium Gun team.
With a Gun Shield the 7.5cm GebG36 gun is a Heavy Gun team.
Both versions have the other characteristics shown in the arsenal
The 10.5cm LG40 recoilless gun doesn’t normally have a Smoke Bombardment. Should it have that ability here?
No. It does not have a Smoke Bombardment.
Grey Wolf
The German arsenal has a few minor glitches:The StuG M42 75/18 assault gun is armed with an AA MG in addition to its
7.7cm StuK 75/18 gun.
The Sd Kfz 221 (MG) armoured car has Front armour 0.
The Vielfachwerfer auf Maultier has Front armour 0.
The SS-Vielfachwerfer Battery on
page 171 has Vielfachwerfer auf
Maultier rocket launchers. Elsewhere
these count as two weapons firing, or
four weapons firing if they have Loading
Crews. Should these be the same?
Yes. They count as two weapons firing, or
four if they have Loading Crews.
Does the Time’s Up rule of the Sperrverband apply to all Counterattacks or just those involving Armoured Tank teams?
The wording on page 94 is correct, unlike that on page 95. The rule only applies to Counterattacks involving Armoured Tank teams.
Is the Staff Car of a BP44 Armoured Train a Staff team for its artillery bombardments?
Yes it is.
Market Garden
Naval Gunfire Support
There are now three Naval Gunfire Support options:
• HMS Warspite for 300 points
• HMS Roberts for 150 points
• LCG support for 75 points.
HMS Warspite is a 4-gun battery with Anti-tank 6 and Firepower 1+.
The Airborne Engineer Platoon on page 70 says ‘Add Bazooka teams’. The diagram shows Pioneer Bazooka teams. Which is it?
They are just Bazooka teams. They are not Pioneer teams.
Any hits on a Bagpiper 2iC Command team don’t count towards Pinning Down the platoon. What about Falling Back from Defensive Fire?
Hits on a Bagpiper 2iC Command team do not count for Falling back from Defensive Fire either.
Is Major David V Currie (on page 55) really an Independent team, that would stop him from joining platoons or assaulting?
He is not an Independent team just a regular Warrior Company Command team.
Is the Inns of Court Armoured Car Platoon supposed to be a Reconnaissance Platoon?
Yes it is.
Should the Canadian Motor Platoon (on page 57) really pay + 5 points per Motor Squad for Ram Kangaroo armoured personnel carriers?
Like the Rifle Platoon, it should be +15 points for the entire platoon.
How is the optional .50 cal MG on the Ram Kangaroo mounted?
It is hull mounted.
Should US M 57mm anti-tank guns have No HE? They didn’t in Hell’s Highway.
Yes they should. That was an error in Hell’s Highway.
What are the characteristics of the Humber IV and Otter LRC I armoured cars?
Humber IV: Wheeled, Front 1, Side 0, Top 0, Co-ax MG. M6 37mm gun: Range 24:/60cm, ROF 2, Anti-tank 7, Firepower 4+.Otter LRC I: Jeep, Front 0, Side 0, Top 0, AA MG.
Boys anti-tank rifle: Range 16"/40cm, ROF 2, Anti-tank 4, Firepower 5+, Hull mounted.
Should the PIAT Battery Carrier count as two weapons firing like the Katyusha as it has 14 PIAT projectors?
Yes it should.
How many Ram Kangaroos does the Canadian Motor Platoon get? Does the HQ Section have its own Kangaroo?
The platoon has three Ram Kangaroos at full strength. The HQ Section rides with one of the Motor Squads.
With the publication of Overlord, we are taking the opportunity to update Market Garden’s Breeching Groups, Commandos, and Naval gunfire Support special rules to match.
Breeching Groups
The Breeching Force rule on page 187 is replaced with:
A force that includes a Breaching Group Always Attacks and, if it is an Infantry Company, is considered a Mechanised Company for the purpose of the Armoured Reserves rule found on page 269 of the rulebook. Teams from a Breeching Group may only be held in Reserves in missions with the Mobile Reserves special rule. When determining the number of platoons that must be held in Reserves and the number of platoons Deployed on table, treat each Breaching Group as a single platoon. Each Section of a Breaching Group still Deploys and operates as a separate platoon.
Commandos
The You Are Not Alone rule on page 175 is replaced with:
Ignore the first Destroyed Commando Section, Commando Machine-gun Platoon, or Commando Mortar Platoon in a Commando (Beach) or Commando(Orne) when determining whether it is necessary to take a Company Morale Check.
Nuts!
The points values for an Armoured Car Patrol (page 65) are as follows:
• Sd Kfz 223 (Radio) and 2 Sd Kfz 222 (2cm): 25th Panzergrenadier Division 95 points, 17th SS-Panzergrenadier Division 80 points.
• 2 Sd Kfz 231 (8-rad): 25th Panzergrenadier Division 70 points, 17th SSPanzergrenadier Division 60 points.
The Airborne Engineer Platoon on page 2 says ‘Add Bazooka teams’. The diagram shows Pioneer Bazooka teams. Which is it?
They are just Bazooka teams. They are not Pioneer teams.
The points for two Trained Cavalry Recon Patrols (on page 28) is the same as the Veteran points. Is this right?
No. It should be 140 points for two Trained Cavalry Recon Patrols.
The Panzergrenadier Panzer Platoon (on page 64) has two different points values for 3 StuG G (late) assault guns. Should the second be for two assault guns?
Yes it should.
Overlord
The M3 75mm GMC is shown without a machine-gun. Is this correct?
No. It has an .50 cal AA MG fitted.
Naval Gunfire Support
The arsenal entries for Light and Heavy Cruisers have Changed. A Light Cruiser is now a 4-gun battery with Anti-tank 5 and Firepower 2+. A Heavy Cruiser is now a 4-gun battery.
The Rangers Lead the Way rule allows Infantry teams to move At the Double through Slow and Difficult Going. What about Man-packed Gun teams?
They can also move At the Double.
The Assault Company does not appear to have the ability to the Assault Anti-tank Platoon, Royal Artillery on page 66?
It should be an option in the Anti-tank box at the bottom of the first Support column along with the Assault Anti-tank Platoon (SP), Royal Artillery and the Corps Anti-tank Platoon (SP), Royal Artillery.
A Breaching Group from page 70 cannot be held in Reserves. The Breaching Group has up to three sections each of which is a separate platoon. That’s a lot of platoons that cannot be held in Reserves.
When determining the number of platoons that must be held in Reserves and the number of platoons Deployed on table, treat each Breaching Group as a single platoon. Each Section of a Breaching Group still Deploys and operates as a separate platoon.
Can Major Currie arm his Sherman tank with a .50 cal AA MG?
Yes he can for +5 points, the same as the Company Command tank he replaces.
The Armoured Car Support Platoon on page 5 has the Inns of Court more expensive than the Household Cavalry. Is that right?
No. The points for the Household Cavalry and the Inns of Court should be swapped.
Should the Tank Recce Platoon on page 26 be a Reconnaissance Platoon?
Yes it should.
The Airborne Engineer Platoon on page 84 says ‘Add Bazooka teams’. The diagram shows Pioneer Bazooka teams. Which is it?
They are just Bazooka teams. They are not Pioneer teams.
In overlord The Glider Engineer Combat Platoon on page says ‘Add Bazooka teams to HQ Section and Operating Squads’. What about the Weapons Squad?
It should read ‘Add Bazooka teams to HQ Section, Operating Squads, and Weapons Squad’.
The points for 4 M4 or M4A Sherman tanks for the Fourth Division on page 26 appear to be wrong. The points should be 335, not 235.
The diagram for the Towed Tank Destroyer Platoon on page 2 4 shows M5 3in gun (late), should it just be M5 3in gun?
Yes, as everywhere else in the book.
Can an NGFS Air Observation Post or NGFS Observer team Spot for other artillery batteries, and can other Observer teams Spot for Naval Gunfire Support?
No. The Naval Gunfire Support does not have a Staff team, so its Observers cannot Spot for or other batteries, and vice versa. Company Command teams can still spot for Naval Gunfire Support using the Spotting With Company Command Teams rule on page 126 of the rulebook. Other Command teams cannot use the US Excellent Communication rule on page 240 of the rulebook
Can Naval Gunfire Support be combined with other artillery batteries using the Hit ‘Em With Everything You’ve Got rule on page 240 of the rulebook?
No it cannot. The communications network between the Navy and the Army did not support this.
Does a US NGFS Air Observation Post have the Column Security special rule from page 238 of the rulebook.
No it does not.
Why does Naval Gunfire Support have a range in the arsenal?
While Naval Gunfire Support can normally reach anything on the table, you might like to play a big game on a large table where you use the range from the beach instead.
The 3 RTR — Desert Veterans rule on page 00 allows an th Armoured Division Motor Company to have a Veteran Armoured Platoon as support. The 4th King’s Shropshire Light Infantry spent a lot of time working with 3 RTR, but cannot do this as they are Lorried Rifle Companies.
While Overlord does not allow this combination, it is a worthwhile option. As a new variant on the Lorried Rifle Company on page 104, you may apply the 3 RTR — Desert Veterans rule to the Lorried Rifle Company.
Red Bear
Should the 100mm BS-3 gun have the Volley Fire rule or the Cat Killer rule?
It has the Cat Killer special rule, the same as the SU-100.
The SU-57 is based on the M3 halftrack. Does it really have thicker side armour?
No. Its Side armour is 0.
Does a Motorcycle Komissar team really have the MG listed in the arsenal?
No. It has a Pistol.
Can the 45mm obr 1942 Nest use the Volley Fire special rule?
Yes it can.
Does the Soviet Battalion Komissar have any effect on the number of hits needed to pin the company down in the Assault Step?
Yes. It should say that they must take at least ten hits in the Shooting or Assault Steps before they become Pinned Down.
Red Bear has been revised and reprinted.Do I have to buy a new copy to find out what has changed?
No. You can download the changes from: www.FlamesOfWar.com/RedBearUpdates
The Tank Riders Company on page 97 and the Motostrelkovy Company on page 99 have 9 figures in each squad, while all of the other SMG teams have 8 figures. Can I use 8 figures?
Yes. All Soviet SMG teams should be 4 figures per team.
Do the Shtraf Companies rules on page 25 of the rulebook apply to the 8ya Otdyelnaya Shtrafnoy Batalon (on page 48)?
No. The Shtrafbat has its own rules.
The 8ya Otdyelnaya Shtrafnoy Batalon has a rule that says it Always Attacks even against a tank company. What happens when it comes up against a Tank or Mechanised Company that Always Attacks?
The Always Attacks rule only applies where the other company does not have the Always Attacks rule, so in this case the Tank or Mechanised Company would be the attacker.
Both of the Warriors Nevsky (on page 64) and Loza (on page 23) have special rules that say that the Hen and Chicks special rule does not apply to them. What happens if they move and the rest of the company shoots? Can the rest of the company move without them?
If the Warrior moves but the others don’t, the rest of the company shoots as
stationary. The rest of the company can only move if their Command team, the Warrior, moves. If any of the other tanks do move, you need to revert back to the regular Hen and Chicks rule and the whole company must move.
The M 10 self-propelled anti-tank gun (on page 34) is only available as a Guards option. Can units other than Guards have M10 support?
Units that are not Guards are able to take Guards M10 self-propelled guns in support in the same way that Guards units can take regular Red Army SU-57 self-propelled guns in support.
Must I attach my Field Fortifications (on page 56) to the listed types of platoons and companies?
Yes. You must attach the Field Fortifications. The special rule lists the types of platoons and companies you can attach them to.
A Legkiy Samokhodno-Artillyeriyskiy Polk (Light Self-propelled Artillery Regiment) (on page 06) equipped with SU-76M can be either a Tank Company or a Mechanised Company. When do I make this decision, at the start of each game or when I form the force?
When you form your force you decide once and for all which it will be.
What is the Firepower of the flamethrower on the KV-8s supposed to be?
Its Firepower is 5+.
Road to Rome
Are the Staghounds in the Assault Gun Platoon (page 61) supposed to be Staghound II CS?
Yes. All Staghound II are IICS.
Is the platoon at the bottom of page 85 a Scout Platoon or a Motor Carrier Platoon?
A Scout Platoon.
Is the Cavalry Recon Troop (page 186) really an infantry company?
No. It is a Mechanised Company.
Can I have .50 cal AA MG on my T30 75mm HMC assault guns?
Yes. Add the option for +5 points per half-track.
Can the Sherman IB (105mm) fire a Smoke Bombardment?
Yes. Like other British CS tanks, firing Smoke Bombardments is key to its intended role,
What are the Greyhound’s stats?
Wheeled, Front 1, Side 0, Top 0, with a Co-ax MG and a M6 37mm gun with Range 24”/60cm, ROF 2, Anti-tank 7, and Firepower 4+.
Does the Polish Stuart V Jalopy have a 37mm gun?
No. It is purely armed with machine-guns.
How are the machine-guns mounted on the US and French M3A1 armored cars?
The .50 cal MG is an AA MG, while the two .30 cal MGs are side-mounted AA MGs.
Naval Gunfire Support
The arsenal entries for Light Cruisers have Changed.
A Light Cruiser is now a 4-gun battery with Anti-tank 5 and Firepower 2+.
What is the rating of the Chemical Mortar Platoon on page 171. It’s in the Rangers section, but it’s a Support platoon for normal infantry as well?
It is rated Confident Veteran.
The Wasp flame-thrower carrier normally has a range of 4”/10cm. Is that correct for Italy as well?
Yes. It has a Range of 4”/10cm.
What support is available to an Indian Rifle Company (page 40)? Can they takes tank support from the British 6th Armored Division for instance?
The Indians can take any support marked with the Indian symbol. When the Indian symbol isn’t available, they have a choice between units with the Eighth Army symbol or the NZ symbol. If none of these three options is shown for a platoon, they may take any symbol.
Bridge at Remagen
Should the D7 dozer really be unarmoured?
As the model shows, its armoured with Front armour 0, Side armour 0, and Top armour 0.
The first sentence in Otto Carious’ rule Setting Up the Shot is amended to read:
Enemy teams do not receive Concealment from terrain when shot at by Carius.
If my tank was Gone to Ground in terrain when Carius shot at it, is it still Gone to Ground, even though it is not Concealed?
It is still Gone to Ground, but since this only makes you harder to hit if you are Concealed, it does not add any penalty to the score that Carius’s needs to hit.
Can I equip just some of the squads in a 512 Panzer Scout Platoon with half-tracks?
No. It must be all or none.
The Sd Kfz 251/17 (2cm) half-track has ROF 3. In other books it is shown as 4. Which is correct?
It should be ROF 4.
Nachtjäger
Is it the 15th/17th Hussars or the 15th/19th Hussars?
The 15th/19th Hussars.
The Sd Kfz 251/17 (2cm) half-track has ROF 3. In other books it is shown as 4. Which is correct?
It should be ROF 4.
You can mount your Marine Antiaircraft
3.7cm FlaK43 guns on Kfz 70
trucks. Aren’t they a bit small for such
a big gun?
Yep. They should be mounted on Opel
trucks (code GE431).
How does the Infra-red Visibility
re-roll work?
It says that teams roll two
dice, but normally you only roll once
for a whole platoon.
It should say that platoons with Infra-red
Equipment roll two dice and take the
higher score.
What if there are teams in the platoon
that doesn’t have Infra-red Equipment?
In that case, roll one die for them, then
roll a second die for those with Infra-red
Equipment. If the second roll is higher,
the teams with Infra-red Equipment use
the second roll.
A German company equipped with
Infra-red Equipment may make a
Night Attack. How much Infra-red
equipment must I have to use this rule?
Ideally, you would have as much Infrared
Equipment as you can, but at a
minimum, you must have at least one
Combat Platoon equipped with Infra-red
Equipment to use this rule.
If I do make a Night Attack, platoons
with Infra-red Equipment can make
Spearhead moves. Does the whole
platoon need to be so equipped to do so?
Yes the whole platoon must have Infrared
Equipment. The vehicles without
IR equipment can’t keep up at night,
preventing the unit from being the
spearhead.
Can the Sd Kfz 251/20 Uhu make a
Spearhead move?
No. Its role is to sit back illuminating
targets, not to rush forward to close range.
Rising Sun
The Soviet Gun teams don’t have Volley Fire shown in the arsenal. Do they still have the Volley Fire rule?
Yes they do. In addition, the BT-7A and SU-12 self-propelled guns also use the Volley Fire special rule.
Does a platoon that has drawn on its Seishin have to assault with all of its teams, or can some voluntarily stay out of the assault?
The soldiers are trying to commit suicide to atone for their failure, not make a tactical attack, so yes, all of the teams that can assault must do so.
The Fire Bursts rule mentions two-gun batteries. Does that mean the rule doesn’t apply to batteries that are down to one gun?
No. The rule applies to all of the ‘two-gun batteries’ in the book, even after they have taken losses and been reduced to a single gun.
Blitzkrieg
Blitzkrieg has a number of updates to
bring it in line with the latest release
of the rules. These are outlined below.
British
British Special Rules
The Unflappable special rule remains
unchanged.
The British Bulldog, Carry
On Sergeant, Tally Ho!, Broadside, Deck
Turret MG, Twelve-gun Battery and
Combined Bombardment special rules
are replaced with those in the rulebook.
Replace the Scottish Bagpipes special
rule with:
When the 2iC Command team uses the
Warrior Infantry Team Casualties rule on
page 106 of the rulebook, the opponent
needs to roll 5+ to Destroy it rather than
4+. If the enemy’s roll is unsuccessful,
the piper’s music inspires the surviving
team members to keep going. Any hits
on the 2iC Command team do not count
towards Pinning Down the platoon.
Replace the Mixed Battery rule with the
Mixed Bombardments rule on page 131
of the rulebook.
The special rule breaking the Armoured
Company into separate platoons on
page 119 is replaced with:
The HQ, Light, and Cruiser Platoons
of an Armoured Company operate as
separate platoons, each with their own
Platoon Command team.
The HQ
Platoon is a headquarters in name
only. It operates the same as any other
platoon and is led by a normal Platoon
Command team.
The Charge! rule on page 119 deleted
and no longer applies.
The Rearguard rule on page 122 now
reads: A Divisional Cavalry Squadron
Always Defends.
British Tank Points
The points for the Armoured Regiment
on pages 118 and 119 change as follows:
The Regiment HQ points should be:
- 1 A10 Cruiser Mk II and 1 Light Mk VI
B for 130 points.
- Replace 2iC Command Light Mk VI
B tank with Light Mk VI C tank for
+5 points, A9 Cruiser Mk I tank for
+45 points, or A10 Cruiser Mk II tank
for +60 points.
- Add A9 Cruiser Mk I tank for
+80 points, A10 Cruiser Mk II for
+95 points, Light Mk VI B tank for
+35 points, or Light Mk VI C tank for
+40 points.
- Add Light Mk VI B tank for +35 points
or Light Mk VI C tank for +40 points.
The Armoured Company points should be:
HQ Platoon of:
2 A13 Cruiser Mk III and 2 A9 Cruiser
Mk I CS 235 points
2 A13 Cruiser Mk III and 1 A9 Cruiser
Mk I CS 200 points
1 A13 Cruiser Mk III and 2 A9 Cruiser
Mk I CS 155 points
1 A13 Cruiser Mk III and 1 A9 Cruiser
Mk I CS 120 points
- Replace all A9 Cruiser Mk I CS tanks
with Light Mk VI C tanks at no cost.
or HQ Platoon of:
2 A9 Cruiser Mk I CS and 1 Light Mk
VI C 115 points
2 A9 Cruiser Mk I CS 75 points
with Combat Platoons:
2 Cruiser and 2 Light Platoons
+700 points
1 Cruiser and 2 Light Platoons
+460 points
1 Cruiser and 1 Light Platoon
+350 points
• Replace any or all A13 Cruiser Mk III
tanks with A13 Mk II Cruiser Mk IV
tanks for +20 points per tank.
French
French Special Rules
The High Command, Integrated
Defences, Colonial Troops, Central Fire
Control, and Supply Carriers special
rules remain unchanged.
The One-man
Turret and Limited Vision special rules
are replaced with those in the rulebook.
The Stabiliser Jacks rule is no longer used.
Replace the second paragraph of the
Trench Warfare rule with:
When conducting Defensive Fire,
Infantry and Gun teams that are Dug In
or in Entrenchments can shoot over any
Man-packed or Light Gun teams that are
also Dug In or in Entrenchments.
Replace the Quick Fire rule with:
Re-roll all failed To hit rolls from
Artillery Bombardments fired with at
least as many 75mm mle 1897 guns
as other weapons, and at least four
weapons in total.
Batteries with one to
three weapons, half or more of which are
75mm mle 1897 guns do not need to
re-roll successful To Hit rolls.
Replace the Heavy Artillery rule with the
Mixed Bombardments rule on page 131
of the rulebook.
Replace the HMG Bunkers and Barbed
Wire rule on page 164 with:
A company with an HMG Nest or HMG
Pillbox is a Fortified Company
Germans
German Special Rules
The Kampfgruppe, Mission Tactics,
Storm Troopers, and Mounted Assault
special rules are replaced with those in
the rulebook.
Replace the Truck-borne Tanks special
rule with:
A Verlastete Panzerkompanie Always
Attacks. The Company HQ and all
Combat platoons use the Spearhead
Deployment special rule.
Polish
Polish Special Rules
The Fate of the Nation, Night
Counterattack, Batalion Piechoty
(Centralised Control), Lancers, and
Szwadron Kawalerii (Centralised
Control) special rules remain unchanged.
The Deck Turret, One-man Turret, and
the remainder of the Cavalry rules are
replaced with those in the rulebook.
Replace the fifth paragraph of the
Bypassed special rule with:
When the bypassed company does
arrive, roll another die. On a roll of 1
the company arrives on the table edge
to the left of the opponent’s Deployment
Area. On a roll of 2, the company arrives
within 16”/40cm of the left-hand corner
of the opponent’s Deployment Area. On
a roll of 3 or 4, the company arrives
from the table edge at the back of the
opponent’s Deployment Area. On a roll
5, the company arrives within 16”/40cm
of the right-hand corner of the opponent’s
Deployment Area. On a roll of 6 the
company arrives on the table edge to the right of the opponent’s Deployment Area.
If the Deployment Area is one or more
quarters of the table, pick one corner of
the table in the opponent’s Deployment
Area instead. On a roll of 1 or 2, the
company arrives on the table edge to the
left of the corner. On a roll of 3 or 4, the
company arrives within 16”/40cm of the
corner. On a roll of 5 or 6, the company
arrives on the table edge to the right of
the corner.
The guns on Polish Taczanka machine-gun
wagons are hull-rear weapons.
Armoured Train
Rules
Pages 205 to 212 of the rulebook
rather than those on pages 51 to 55.
The Armoured Railcar Platoon is a
Supporting Tank Platoon.
The Assault
Car is an Infantry Car that deploys with
the Assault Platoon.
Multi-part Platoons
British Armoured Companies, Carrier
and Scout Platoons, and Field Batteries,
Royal Artillery, German Light, Mixed,
and Heavy Panzerspäh or SS-Panzerspäh
Platoons, and Polish Piechoty Companies
are Multi-part Platoons (see page 259
of the rulebook). As such each platoon,
troop, or patrol deploys and operates as a
totally separate platoon.
Arsenals
The following changes are needed in
the arsenals.
Staff Teams
All Staff teams can shoot as Rifle teams
(see page 128 of the rulebook).
MG Teams
All MG teams have ROF 2 when
Pinned Down.
HMG and LMG Teams
British Vickers, French 8mm mle 1914,
German sMG34 and sMG42, and Polish
ckm wz.30 HMG teams all have ROF 3
when moving or Pinned Down.
Mortars
French 60mm mle 35 mortars
have a minimum range of 8”/20cm
when shooting.
British ML 3” mortars have the characteristics
shown below, allowing them
to shoot as well as fire bombardments.
French 81mm mle 1927/31, German
8cm GW34, and Polish 81mm wz.31
all have the characteristics shown below
for Medium Mortars, allowing them to
shoot as well as fire bombardments.
Breakthrough Guns
The following weapons now have the
Breakthrough Gun special rule (see
page 100 of the rulebook).
British: OQF 4.5” howitzer.
French: 105 C mle 1935B howitzer, 105
L mle 1913 S gun.
German: 10cm leFH30(t) howitzer,
10.5cm leFH18 howitzer.
The 15cm
sIG33 auf Panzer I no longer has the
Heavy Infantry Gun special rule.
Polish: 100mm wz.14/19 howitzer and
105mm wz.29 gun.
Gun Shields on Unarmoured Tanks
The French
Autocanon de 75mm and
German Sd Kfz 10/5 (2cm) have Gun
Shields.
The Autocanon de 75mm no
longer has the Stabiliser Jacks special rule.
British Tanks
The weapon of the A9 Cruiser Mk I CS
should be listed as OQF 3.7” howitzer
rather than OQF 3.7” mortar.
An OP Light Mk VI B tank has the
same characteristics as a normal Light
Mk VI B tank.
French Tanks
25mm SA-34 guns mounted on Lorraine
38L tractors are Tank teams with the
characteristics shown in the weapons
characteristics table on the previous page.
French Bunkers
The HMG Bunkers in Blitzkrieg are
Pillboxes.
All HMG Nests have ROF 3
when Pinned Down.
German Tanks
15cm sIG33 auf Panzer I has a mobility
rating of Slow Tank.
Polish Tanks
7TP dw and 7TP jw tanks have a
mobility rating of Standard Tank.
Taczanka machine-gun wagons are not
HMG Carriers. Their machine-guns are
hull-rear weapons.
Taczanka machine-gun wagons, cavalry
limbers, and cavalry wagons have a
mobility rating of Wagon
Motorcycle Reconnaissance
Replace the Motorcycle Reconnaissance
rules with those on pages 196 to 197 of
the rulebook). Motorcycle Reconnaissance
teams are now unarmoured tanks with
the characteristics shown on the previous
page.
Hellfire & Back
Hellfire and Back has a number of
updates to bring it in line with the
latest release of the rules. These are
outlined below.
British Special Rules
The Unflappable, Disorderly Conduct,
4 by 2 and No. 8 Wire, War Cry, and
North-west Frontier special rules remain
unchanged.
The British Bulldog, Carry On Sergeant,
Night Attack, Tally Ho!, Broadside, Tip
and Run, One-man Turret, Deck Turret
MG, Twelve-gun Battery and Combined
Bombardment special rules are replaced
with those in the rulebook.
Replace the Scottish Bagpipes special
rule with:
When the 2iC Command team uses the
Warrior Infantry Team Casualties rule on
page 106 of the rulebook, the opponent
needs to roll 5+ to Destroy it rather than
4+. If the enemy’s roll is unsuccessful,
the piper’s music inspires the surviving
team members to keep going. Any hits
on the 2iC Command team do not count
towards Pinning Down the platoon.
The Haka special rule loses the requirement
for Maori platoons to make
Breakthrough Assaults, as there are no
Breakthrough Assaults in Version 3.
Replace the Mixed Battery rule with the
Mixed Bombardments rule on page 131
of the rulebook.
The special rule breaking Armoured
Companies into separate platoons on
page 114 is replaced with:
The HQ and Armoured Platoons of an
Armoured Company operate as separate
platoons, each with their own Platoon
Command team. The HQ Platoon is a
headquarters in name only. It operates
the same as any other platoon and is led
by a normal Platoon Command team.
The Charge! rule on page 113 deleted
and no longer applies.
In the Swanning About the Blue rule
on page 120, change ‘a mission with
the Defensive Battle special rule’ to ‘a
Defensive Battle Mission’.
The Swanning About the Blue special
rule also applies to a Jock Column.
British Tank Points
The points for the Armoured Regiment
on pages 112 to 115 change as follows:
The Regiment HQ points should be:
4 A9 Cruiser Mk I 320 points
3 A9 Cruiser Mk I 240 points
2 A9 Cruiser Mk I 160 points
• Replace any A9 Cruiser Mk I tank
with A10 Cruiser Mk IIA tank for
+15 points or A13 Cruiser Mk IVA tank
for +20 points per tank.
The Heavy Cruiser Armoured Company
points should be:
HQ Platoon of:
2 A10 Cruiser Mk IIA and 2 A10
Cruiser Mk IIA CS 305 points
1 A10 Cruiser Mk IIA and 2 A10
Cruiser Mk IIA CS 210 points
with Combat Platoons with A10 Cruiser
Mk IIA tanks:
4 Armoured Platoons +1150 points
3 Armoured Platoons +860 points
2 Armoured Platoons +570 points
The Light Cruiser Armoured Company
points should be:
HQ Platoon of:
2 A9 Cruiser Mk I and 2 A9 Cruiser Mk
I CS 255 points
1 A9 Cruiser Mk I and 2 A9 Cruiser Mk
I CS 175 points
with Combat Platoons with A9 Cruiser
Mk I tanks:
4 Armoured Platoons +970 points
3 Armoured Platoons +725 points
2 Armoured Platoons +480 points
The Light Armoured Company points
should be:
HQ Platoon of:
4 Light Mk VI B 145 points
3 Light Mk VI B 110 points
with Combat Platoons with Light Mk
VI B tanks:
4 Armoured Platoons +440 points
3 Armoured Platoons +330 points
2 Armoured Platoons +220 points
The points for the Crusader Armoured
Squadron on pages 116 to 117 change
as follows:
The Crusader Armoured Squadron HQ
points should be:
2 Cruiser Mk VI Crusader and
2 Cruiser Mk VI Crusader CS 455 points
1 Cruiser Mk VI Crusader and
2 Cruiser Mk VI Crusader CS 335 points
The Crusader Armoured Platoon points
should be:
3 Cruiser Mk VI Crusader 360 points
The Heavy Armoured Platoon points
should be:
3 A10 Cruiser Mk IIA 285 points
German Special Rules
The Kampfgruppe, Mission Tactics,
Storm Troopers, and Mounted Assault
special rules are replaced with those in
the rulebook.
Italian Special Rules
The Avanti special rule changes to require
a successful Motivation Test rather than
a successful Skill Test for the platoon to
move.
The Heroism special rule remains
unchanged.
Platoons held in Reserves do not roll on
the Eight Million Bayonets Table until
they are placed on table.
Multi-part Platoons
British and Commonwealth Armoured
Companies, Carrier and Scout Platoons,
and Field Batteries, Royal Artillery, and
German Light and Heavy Panzerspäh
Platoons are Multi-part Platoons (see
page 259 of the rulebook). As such each
platoon, troop, or patrol deploys and
operates as a totally separate platoon.
Staff Teams
All Staff teams can shoot as Rifle teams
(see page 128 of the rulebook).
MG Teams
All MG teams have ROF 2 when
Pinned Down.
HMG and LMG Teams
British Vickers, German sMG34 and
sMG42, and Italian Mod 37 HMG
teams all have ROF 3 when moving or
Pinned Down.
All HMG Nests have
ROF 3 when Pinned Down.
Mortars
Italian Brixia 45mm mortars do not
have a minimum range when shooting
(as opposed to firing bombardments).
British ML 3” and 81/14, German
8cm GW34, and Italian 81/14 mortars
have the characteristics shown below,
allowing them to shoot as well as fire
bombardments.
Breakthrough Guns
The following weapons now have the
Breakthrough Gun special rule (see
page 100 of the rulebook).
British: OQF 4.5” howitzer.
German: 10.5cm leFH18 howitzer.
Italian 100/17 howitzer, and 102/35
and 105/28 guns.
Gun Shields on Unarmoured Tanks
The British 2 pdr portee, Bofors 37mm
portee, and German Sd Kfz 10/5 (2cm)
all have Gun Shields.
The guns on British Bofors 37mm and
47/32 portees are hull-rear weapons.
Tanks
The Italian L3/35 Lanciafiamme flametank
has a co-ax MG.
Fortifications
The Stützpunkt 5cm Nest is a Tobruk Pit.
Motorcycle Reconnaissance
Replace the Motorcycle Reconnaissance
rules with those on pages 196 to 197
of the rulebook). The Raiders’ Trucks
rule remains, so raiding trucks are still
mounted singly on a base.
Motorcycle Reconnaissance teams are
now unarmoured tanks with the characteristics
shown previously.
Italian motorcycles use the Solo
Motorcycles rule on page 197 of the
rulebook and have the Awkward Layout
special rule.
Arsenals
The following changes are needed in the arsenals.
Berlin
The German arsenal has a few
minor glitches:
The StuH42 has Smoke.
A Panzerfaust team has Range 4”/10cm,
ROF 1, Anti-tank 12, Firepower 5+,
and Tank Assault 6.
The Soviet arsenal has a minor glitch:
The 100mm BS-3 gun has the Cat Killer
special rule rather than the Volley Fire
special rule.
ERRATA:
Considering Guns that begin in a Very Difficul Going.
Page 44: No Guns in Very Difficult
Going: Replace “even to rotate on the
spot” with “even to rotate on the spot
(unless mounted on a turntable)”
At the start of the turn if the bogging test is successful...
Page 44: Freeing Bogged Down Teams:
Replace “manages to Free their vehicle or gun”
with
“manages to Free their vehicle or gun. If they Bogged Down entering Area Terrain, they back out to the edge,ready to enter again or drive off.”
Crash Action
Page 49: Crash Action:
Replace “when it Unlimbers”
with
“when it Unlimbers or Dismounts adjacent to the vehicle”
Digging in and state of the team
Page 51: Digging In:
Replace “treated as having moved”
with
“treated as having moved when shooting, for example”
Page 51: Digging In:
Replace “for any other purpose”
with
“for any other purpose, including firing artillery bombardments”
Page 60: Leaving the Battlefield:
Replace “Any time that teams”
with
“ Any time that one or more teams”
Page 61: Mountaineers:
Replace “treat steep hills”
with
“treat gentle and steep hills”
Page 78: The 6” Rule:
Replace “on the far side of the Area Terrain”
with
“on the far side of the Area Terrain if the terrain is
taller than both the shooting team and the target”
Page 78: Bocage Hedgerows:
Add “as they are taller than all teams”
Page 86: Concealed by Linear Obstacles:
Replace “across Linear Obstacles”
with
“across Linear Obstacles that are at least
half as tall as that team or the one looking at it”
Page 88: Concealed by Area Terrain:
Replace “at least half in Area Terrain, but straddling the edge”
with
“straddling the edge of, but at least half in, Area Terrain
that is at least half as tall as that team or the one looking at it”
Page 90: Gone to Ground: Replace
“assault in their own turn”
with
“assault in their own turn or conduct anti-aircraft fire in their opponent’s preceding turn”
Page 100: No Saves from Big Guns:
Replace “Gun teams, Passengers, and Unarmoured vehicles ... Bunker Buster”
with
“Gun teams, Unarmoured vehicles, and all Passenger teams in vehicles hit by
a Breakthrough Gun or a Bunker Buster, automatically fail their Saves”
Page 102: Bailed Out a Second Time:
Replace “the shot has no effect”
with
“the shot has no additional effect on the tank”
Page 105: Appointing New Commanders:
Replace “(including attached supporting platoons)”
with
“(including attached supporting platoons, but excluding all Allied platoons)”
Page 110: Sniper’s Hide:
Replace “any Terrain Feature”
with
“any Terrain Feature (unless Impassable)”
Page 118: Improvised Armour: Replace
“If vehicles with Improvised Armour ... against weapons”
with
“If a vehicle with Improvised Armour fails an Armour Save
against a weapon”
Page 118: No HE: Replace “Infantry and Gun teams”
with
“Infantry and Gun teams and Nests”
Page 128: All Guns Repeat!:
Replace
“previous turn’s Bombardment”
with
“original Bombardment”
Page 151: Which Platoons are Defending:
Add “If a Defending Warrior or
Independent team is within 8”/20cm of an Assaulting team and has not Joined a
platoon, it must, if possible, immediately Join a friendly platoon.”
Page 161: Has the Assaulting Platoon Won:
Replace “no enemy teams within”
with
“no Defending teams within”
Page 161: Has the Assaulting Platoon Won:
Replace “the only enemy teams within”
with “the only Defending teams within”
Page 181: Who Can Shoot:
Replace “Any weapons (other than”
with
“Any teams that shoot at aircraft (other than with”
Page 184: Original Target Destroyed:
Replace “may select any other”
with
“must select any other”
Page 198: Flame-throwers:
Replace “any other type of vehicle or team is hit, it is”
with
“any other type of vehicle or team is hit, it and any Passengers it is carrying, are”
Page 218: Fields of Fire Diagram:
Replace “Nests with no obvious firing slit use...”
with
“Nests with no obvious firing slit can shoot in any direction.”
Page 226: Burying Bunkers:
Replace
“Tank teams fitted”
with
“Any teams fitted”
Page 234: Entrenchments: Replace
“Fully-tracked and Half-tracked vehicles and troops on foot”
with
“Fully-tracked vehicles and troops on foot, and Difficult Going for Half-tracked vehicles,”
Pages 238-239: Tank Destroyers: Replace
rules with revised rules.
Page 240: Time On Target:
Replace “Every team hit by a TOT Bombardment”
with
“Every team hit by a TOT Bombardment (and any Passengers it is carrying)”
Page 241: Stormtroopers:
Replace “cannot make a Stormtroopers move.”
with
“cannot make a Stormtroopers move, aside from Unlimbering”
Page 245: Schürzen:
Replace “When a tank protected by Schürzen is ... and fails its Armour Save”
with
“If a tank protected by Schürzen fails an Armour Save against a weapon with a Firepower rating
of 5+ or 6 hitting its Side armour”
Page 246: Night Attack:
Replace “If they do so, … uses the Dawn rules”
with
“If they do so, their company has the Always Attack special rule (see page 257). If a
player that makes a Night Attack is the attacker, the game starts in Darkness and
uses the Dawn rules”
Page 246: Night Attack:
Delete “When making a Night Attack, the company has the Always Attacks special rule (see
page 257)”
Page 248: Mike Target:
Replace “caught under the bombardment”
with
“caught under the bombardment (and any Passengers they are carrying)”
Page 260: May Attach Gun Teams:
Replace “You can attach out…”
with
“You can attach out up to half of the Gun teams, retaining at least two Gun teams
in the HQ Support Platoon.”
Page 260: May Attach Gun Teams:
add
“Whichever you do, no more than half of the Gun teams, but always at least one gun, may be attached to any one platoon.”
Page 260: Combat Attachments:
Replace
“excluding the Platoon Command and Transport teams”
with
“excluding the Platoon Command team, Observer and other Independent teams, and Transport teams”
Page 260: Combat Attachments: Replace
“the Platoon Command team is removed”
with
“the Platoon Command team (and the Komissar team if there is one) is removed”
Page 260: Combat Attachments: Replace
“may not Combat Attach more than half its teams”
with
“may not Combat Attach more than half its teams (again excepting the teams listed above)”
Page 260: Combat Attachments: Insert
before last paragraph
“If the platoon making Combat Attachments has Observer teams or other Independent teams, you must Combat Attach the Independent team with the rest of its section, and the whole section must be Combat Attached to the same platoon together.”
Page 263: Pioneer Supply Vehicles:
Add
“If the Pioneer Supply vehicle is placed from Ambush, the Obstacles must be placed using the Placing Ambushes restrictions on page 266 as if they were teams in the same platoon.”
Page 264: Meeting Engagement: Add
“Players always roll dice to see who attacks and who defends in a Meeting Engagement, even when one of the forces
has the Always Attacks or Always Defends special rule.”
Page 266: Placing Ambushes: Replace
“Heavy and Immobile Gun teams”
with
“Heavy and Immobile Gun teams (whether Limbered or Unlimbered)”
Page 266: Placing Ambushes: Replace
“placed in Ambush closer than 16”/40cm to”
with
“placed in Ambush within 16”/40cm of”
Page 270: Summary: Replace “the
defender removes an Objective that they placed”
with
“the defender removes an Objective that the attacker placed”
Page 276: Deciding Who Won: Replace
“Fair Fight”
with
“There are No Draws”