More Again Lessons from the Front Questions with Battlefront Staff s Answers

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1 More Again Lessons from the Front Questions with Battlefront Staff s Answers January 2011 Ironhelms

2 Contents Contents... 2 Foreword... 8 Gaming Fundamentals, basing and army composition Playing Flames of War Re-Rolls Characteristics Motorcycle basing Basing German Pioneer Flame-thrower Vehicles Company Command Team Weapons Carrier L4 Grasshoppers Basing How to build an Army Army Composition Snipers Game Turns Movement Movement Distances Measuring Towed Guns Movement (Jeeps) Moving at the Double Moving in Buildings & Occupying openings Moving though Rough Terrain & Bogging Down Moving though Wrecks Transports Transports, mounting and dismounting Transports, Bailed Transports, Tank Riders Dismounting Cavalry Transports - Deployment Special Movement Rules Unreliable vehicles and double moving Dismounting and Digging in (Foxholes) Moving from Reserve Command and Control Guns in Command Command and Movement Independent Teams Independent teams Independent Teams and Deployment Independent Teams joining Platoons Independent Teams and objectives Independent Teams and Bogged / Bail vehicles Shooting Who can shoot Line of Sight Rotating Gun teams Rotating Tank Turrets Shooting multiple weapons Machine guns - ROF Motociclisti Artillery in woods Page: 2

3 12.0 Target Concealment and Gone to Ground What counts Concealed? Gone to Ground Recce Cautious Movement Roll to Hit Allocation of Hits Hit Allocation Distinguishing Tank Types Allocating to Weakest Armour Flank Shots Resolve Hits Pin Down Platoons Pinned Down Transport Destroyed Teams Bailed Out Vehicles Command Casualties Warrior Casualities Shooting Special rules Bunker Buster Protected Ammo Slow Traverse Smoke Flame-Throwers Volley Fire Vehicle Weapons AA MG s Turret Rear MG Snipers Assaults Who can assault? Choosing the Assault target & Tank Terror Assaults and Command Assaulting buildings with Cavalry Infantry Assaulting Tanks Shooting before an Assault Does the entire platoon have to assault? Charge into Contact Most Direct Route Tanks Assaulting into Terrain Assaults and bogging down Assaulting multiple platoons Opponent conducts defensive fire Tanks and Defensive Fire Attackers in contact destroyed by Defensive Fire Mounted Assault & Defensive Fire Avanti moves Targets for Defensive fire Restrictions on shooting Defensive Fire Hits Cavalry Assaulting tank teams Tankodesantniki and Rear Turret MG s Has the Assaulting Platoon won? Counter Attack Who counter attacks Staff Teams counterattacking Counter Attack IT s and covering fire Break-off Break-off moves whilst pinned Break-off moves and command Mounted and dismounting in Break off moves Break off - facing Page: 3

4 26.5 Multiple Platoons - break off clarifications Cavalry ride down tanks Capturing vehicles Breakthrough Assaults Breakthough = New Assault Breakthough Assaults - distance Breakthough Assaults and Defensive Fire Breakthrough Assaults onto the same platoon Shooting was too successful Movement for Shooting was too successful Shooting too successful and continuing the assault Other Assault Situations Consolidation Morale Platoon Morale checks Deployed on-table Combat Attachments Promotion of Tankedeski teams Company Morale checks Sole Survivor Joining for IT s for morale checks Artillery Firing a Bombardment Effects of Terrain Spotting Teams Ranging In Staff Teams All Guns Repeat Observer Teams Position the Template Hitting teams under the template Smoke Bombardments Wind Direction All Guns Repeat Bunkers Aircraft Aircraft Roll of Air Support Aiming point Conducting AA FIre Ranging In Reconnaissance Reconnaissance Eyes and Ears Disengaging Reorganisation Night Fighting Night Fighting Moving at Night Night fighting and Artillery Night attacks Night attack and Air Support Night attack and AOP Nightfighting and Artillery observation National Characteristics US Special Rules Page: 4

5 37.1 Tank Destroyers Seek, Strike, Destroy Dismounting Machine Guns Hit them with Everything You've Got Under Command German Special Rules Kampfgruppe Mission Tactics Stormtrooper Armoured Rocket Launcher Mounted Assault Tiger Ace British Special Rules Tally Ho Gun Batteries Irish Soviet Special Rules Hen and Chicks Soviet hero Kommissar and blocking detachment Tankodesantniki Quality of quantity Infiltration Big Battalions Mixed Battalions Roll up the Guns Steel Wall Choosing your Force Building Your Force Making Combat Attachments point Battles Combat Missions Deployment Mission Special Rules Ambush Immediate Ambush Defensive Battle Mobile Reserves Scattered Reserves Strategic Withdrawal Missions Free for All Encounter Fighting Withdrawal Breakthrough The Cauldron Roadblock DFA Trench fight Ending an Scenario Fortifications Fortifications Trench Lines and Tank Pits Bunkers Barbed Wire Entanglements Minefields Anti-tank Obstacles Engineering Equipment Radio Controlled Demolition Carriers Pioneer Wagons Page: 5

6 47 Fortification Missions Trench Fight Street fighting Street Fighting Large Buildings and Rooms Cavalry and buildings Across the Volga Historical Battles and Campaigns Battalion-sized Battles Campaigns Playing Axis of Attack Campaigns Reorganise your Force Making Terrain Eastern Europe Terrain Quick Reference Sheet & Design Notes Quick Reference Sheet Rules Index Design Notes D British Airborne Forces US Airborne Forces Airborne Assaults D-Day Weapons of D-Day Landing Craft Beach Tables Amphibious Assault Setting-up Returning for More D-Day Tanks Navel Gunfire Support Mission : Hit the Beach Mission Special Rules - fortifications Mission Special Rules - Obstacles Mission Special Rules Hobart s Funnies Mission Special Rules Bocage Axis of Attack: Cutting the Cotentin Weapons of D-Day: Allied Tanks Bloody Omaha Villers-Bocage Whittmen Monty s Meatgrinder Cobra Eastern Front Hell s Highway North Africa Dogs and Devils A Bridge too Far Firestorm Hammer and Sickle Page: 6

7 Stalin s Onslaught Blitzkrieg River of Heroes Fortress Europe Das Book Stalin s Europe Turning Tide Earth and Steel Rules Re-Print Changes Page: 7

8 Foreword Fundamentally this is a document created by the Flames of War community for the Flames of War community. The questions and official answers are from the Battlefront website which I would encourage all Flames of War players to visit and use. This document builds on previous work completed by the Flames of War community (too many to mention them all but originally collated by Nicofig). To such individuals who gave their time for the advancement of the hobby I and many players across the world hold a debt of gratitude. As such I should be, at best, regarded as its editor, as all contributions have been lifted from the Flames of War website. After such a long gap I suspect that there will be many omissions that will be covered/caught over the next few months. Ironhelms "If what you are trying to do seems to require a complicated interpretation of (the rule), then it probably is not supposed to be done. " Battlefront. 1.0 January Format completely revised 1.2 Contents page added 1.3 Assault section re-done rule clarifications added from Website (from MALFTF section) 1.5 All non-indexed items from original pdf put into sections 1.6 Movement Measurement Pic added 2.0 February rule clarifications added 2.2 Section 2.1 replaced by North Africa Motorcycle basing rules 2.3 Eastern Front & Hell Highway sections added 2.4 Minor Formatting errors corrected 2.5 Major Assault section upgrade 3.0 March rule clarifications added 3.2 Firestorm section added 4.0 April rule clarifications added 4.2 Old books removed and added to the.malftf archive. 5.0 May rule clarifications added 5.2 Dogs and Devils section added 5.3 A Bridge too Far Section added 5.4 Common Terrain definitions document issued for discussion 5.5 Clarifications now in blue to make things easier. 6.0 June Rule clarifications added 6.2 Stalin s Onslaught section added 6.3 Picture corrected 6.4 Page 82 repeated questions/answers removed 7.0 September Rule clarifications added 7.2 Blitzkrieg section added 7.3 River of Heroes added 7.4 Formatting updates (minor) 8.0 October Rule clarifications added 9.0 January Rule clarifications added 9.2 Stalin s Europe section added 9.3 Reprint revisions added Flames of war is a trademark of Battlefront Miniatures. All images used in this document are the property of Battlefront and are used in an illustrative purpose only. This document is free to use and distribute. Page: 8

9 Gaming Fundamentals, basing and army composition 1.0 Playing Flames of War *Page 21: Change only text printed in italics is actually rules to only text printed in italics and in the accompanying tables are actually rules. Yep, as we have said, the tables are actually part of the rules. It doesn t make much sense otherwise 1.1 Re-Rolls - Is it possible to get multiple rerolls based on various situations? The general rule is no. See page 20.(Phil) - Russian company within command of Battalion command. Company fails morale, commissar shoots someone for reroll, battalion command then gives 2nd reroll? Here is the only exception that I can think of the Komissar rule explicitly allows you a third attempt in defiance of the no re-rolling re-rolls rule.(phil) - German Bailed tanks: Tank failed roll to unbail, rerolls for protected ammo and fails and then company commander gives additional reroll for being within command range of the platoon. Nope. No re-rolling a re-roll.(phil) - Apologies as I don't physically have North Africa with me. "Warcry" has been re-rewritten to force opposing platoons to re-roll successful counter-attack morale rolls if the Maori/Indian platoon involved inititated the attack. Previously Phil has ruled that situations involving "re-roll successful X" and "re-roll failed X" cancel each other out and the die is only rolled once since the first roll will always be discarded. For opponents with British Bulldog or with an already attached CO this is fairly simple. What I want to know is what happens in situations involving kommissars and currently detached COs withiin command distance in a situation where a unit has passed the first morale test and failed the second? Since you can't re-roll a re-roll do you have to pre-emptively attach or liquidate a team? (My understanding of komissars is vague and my recollection is that its only the battalion komissar that can re-roll a failed CO re-roll) They do not "cancel each other out". However, in most situations the effect of having to reroll a success and having to reroll a failure is that you may as well dispense with rolling the dice the first time as the score is completely irrelevant and you will have to reroll it anyway. If there is any doubt always go through the whole procedure. So, the Soviets roll a die and succeed. the result is that they then have to reroll due to Warcry. Whether or not the Company Command team is attached is irrelevant as you cannot reroll the reroll. They do their reroll and fail. At this point the Komissar steps in and shoots someone and they get their extra reroll. Alternatively, the Soviets roll a die and fail. They then reroll due to the Company Command team. Warcry is now irrelevant as you cannot reroll a reroll. They do their reroll and fail. At this point the Komissar steps in and shoots someone and they get their extra reroll. (Phil) 2.0 Characteristics *Page 25: Independent Teams. Add 2iC, in front of Company and higher command teams at the beginning. Nowhere does it say that 2iC teams are independent teams (opps!). 2.1 Motorcycle basing - Like Cavalry teams motociclisti are modelled as 4 men on either 4 motocycles on a large based or two motorcycles on a medium base. Model three men on two or three motorcycles on a medium base for the command team. (North Africa) Page: 9

10 - Just a question of general interest, the Motociclisti Platoon in the online store is supplied with medium bases it says, but according to the rulebook they should be based on large bases. What is up with that? Also, should there be two bikes or three on each large base? So I now have to rebase all of my motorcyclisti? Absolutely not! Battlefront have never had a problem with people using models that were based differently from what is now the standard. I think the reason that there are medium bases in the pack is that the contents of the pack don't match are unusual. If they were jeeps or motorcycle combinations, they should be used individually or in pairs on a large base. Since they are solo motorcycles, you need twice as many of them anyway. If you were basing four of them (equivalent to two jeeps or motorcycle combinations) they should be on a large base. OTOH if you are just using a pair of them as the equivalent of a single jeep, then a medium base makes plenty of sense.(phil) - As the Motorcyclisti count as Cavalry, using the cavalry basing seems to be the intention. Phil, can you confirm that the cavalry basing (medium base for command etc, large for the normal infantry) is intended? If so will the motorcyclisti blister come with some large bases in future? Good point, they are cavalry now. It would be sensible to have large bases. I'll mention it to the people involved.(phil) - I am currently in the middle of basing my DAK recon teams. Is it fair to assume I can/should base two motorcycle and sidecar combinations to a large base and the command team to a medium base? If you are putting two motorcycles and combinations in each team, you should indeed put them on a large base with one pair per MG team. If you are only fielding one motorcycle combination per MG team, then they are kept separate as two separate teams.(phil) - Lets take the standard Aufklarung Platoon. Full strength its 225 pts. 3 Squads and each squad has 2 MG teams + 1 HQ section. For each squad I need a regular infantry base, on which I base 2 or 3 motorcycles? Or do I need 1 regular base with 2-3 motorcycles for 1 MG team? Also a ROF question? If I have based 2 side-cars motorcycles on one medium base how many shots do I get? 2x ROF3 or ROF3 (for the entire base) Each MG team needs a motorcycle team for transport, so for the 6 MG teams you need 6 motorcycle teams. Each motorcycle team has one vehicle MG for ROF 3, regardless of how many motorcycle models there are on the team. Only on model in the team should actually carry a machine-gun. A motorcycle team can be: * a single motorcycle * two motorcycles based together (on a large base according to the rulebook). The number of motorcycles modelled in the team has no effect at all.(phil) - I have looked this up and am completely confused. Three items... and citing the rule book doesn't help a lot as it is critically flawed. (It is like it was written by a committee.) 1. How does one mount his Soviet Motorcycles? Two bikes with sidecar to a cavalry base? (This makes six men). Or what? 2. And what about command and Comissar bases? It could be one bike and sidecar on a medium base for commander. One bike with sidecar and no rider, or rider and no sidecar for Comissar. 3. Also, I believe that the Italian are based two two-man bikes per cavalry base, or four solo bikes per cavalry base, or some combination totalling four. I assume the command uses a total of bikes and riders totalling three to a cavalry base. A motorcycle team as used by the Soviets consists of either one motorcycle on a small base or two motorcycles on a large base depending on your choice. Historically, each motorcycle and combination typically carried two passengers and a driver who stayed with the vehicle, so two motorcycles (based as a team) are required to carry a four-man team. OTOH, a single motorcycle is an acceptable alternative if you prefer. The Italians were rather different. They used solo motorcycles where the rider was the combat soldier - much like cavalry. As such they are based like cavalry, four solo motorcycles instead of four horses. Again, you could use two motorcycles riding double instead.(phil) 2.2 Basing German Pioneer Flame-thrower - Does the flame-thrower go on a small base with one other model or a medium base with four others? Is it really a big deal as it doesn't have any other weapons and is removed after firing? What we mostly do here is just model the appropriate rifle teams with a flame-thrower on them. If we want to use the flame-thrower, we just tell our opponent, otherwise, we tell them to ignore it. Not exactly WYSIWYG, but we usually have them, so no problem. Page: 10

11 Ig I were modelling a separate base, it would be a flame-thrower operator, their number two, and their two riflemen escorts on a medium base.(phil) - What is the correct base size for Flamethrower teams? We usually place them on the normal pioneer teams that will trade out for them and then tell the opponent whether they are being used this game or not. (Phil) 2.3 Vehicles - If a vehicle is listed as a "team" eg. AAMG jeep team, I assume that means it is automatically manned and there's no need to have another team (say a command base) in the vehicle for it to shoot?? Conversely, if the model is purely Transport in nature (no weapon system) then it carries stands when moving. Everything in Flames Of War is a team, be it a Tank team, a Transport team, an Infantry team, or a Gun team. If a weapon is marked as Passenger-fired, then it needs a passenger mounted in the vehicle to fire it. Otherwise the crew fire it.(phil) 2.3 Company Command Team - The 2iC is a Company Command team? The 2iC Command team is not the or a Company Command team. There is one Company Command team per company.(phil) - How do extra Tanks in Company HQ work (i.e. extra 2 Shermans besides OC and 2ic Tanks in a British Armoured Squadron HQ). Are they Independents or what? Do I have to destroy them to get rid of them or do they take platoon checks? The HQ Support Weapons are not Independant teams. They are either permanently attached to combat platoons or a leaderless platoon of their own. If they are a leaderless platoon, they have no effect on Company Morale Checks and need the Company or 2iC Command team attached to move.(phil) - There is an infantry company with an HQ that can take a section of 3 trucks which do not have any other teams in the section. It is strictly a transport section, but it is not identified as a transport platoon. It is called a transport section. These trucks can be attached out as HQ "Weapons" but it is not clear whether they fall under the transport platoon limitation or not. Treat the Transport Section's trucks as if they were in a Transport Platoon. The trucks in the Transport Section are Transports capable of carrying 5 teams like those of a Transport Platoon. As HQ Support Weapons, they can either be permanently attached to a platoon or they can be a leaderless platoon that can only move if the 2iC or Company Command team joins them. (Phil) Motorcycles : - The motorcycles are always defined like cavalry? Only the Italian Motociclisti (who ride their own bikes like cavalry) are defined this way. The Romanians and others have sidecar combinations with drivers making them transport teams.(phil) 2.4 Weapons Carrier - In some German Anti-tank Gun Platoons, one is allowed to mount the field piece on a Transport Team as a "weapons carrier". But what does this do? It means that the 5cm PaK38 is permanently mounted on the vehicle as a portee that cannot dismount. In effect the half-track becomes a tank. (Phil) 'In effect' or it really becomes a Tank Team? What about the ones that are not 'permanently mounted', like the PaK36?It should say portee not weapons carrier in the case of the 3.7cm PaK36.(Phil) 2.5 L4 Grasshoppers - What kind of team is an L-4 Observer? The L4 Grasshopper is an aircraft. It is neither a platoon, not a team in the normal sense of the word. Although it is an aircraft, it can do a number of things an aircraft normally cannot do. (Phil) Page: 11

12 - Just clarifying, what's the final word on the Grasshopper? When does the Grasshopper's opponent shoot at it. During the Grasshopper's turn or its opponent's turn? Can it spot for Artillery on the same turn you move it? Can it stop your opponent from double moving if within 8"? Does it count as a platoon in deployment? Can you park it in woods?(rough Terrain) The L4 Grasshopper is an aircraft. It is not a team. It is shot at in the Anti-aircraft Fire part of the aircraft sequence at the end of your shooting step, just like any other aircraft. The L4 never moves. It is repositioned in the Starting Step. It is an aircraft. It is not a team, it cannot stop enemy teams from moving in any way. It is not a platoon, so it is not deployed as a platoon. It can fly anywhere that you can place the stand.(phil) - Since the L4 is treated as an observer on the ground when spotting, is it also treated as on the ground when being fired on with AA? For instance: the AA is in the middle of a bocage field and at least 4" away from the bocage. The Grasshopper is in the middle of the next field. The L4 can't spot the AA, and the AA can't see the Grasshopper to shoot at it. The L4 is treated as an aircraft, except that when spotting for artillery it counts as an Observer team on the ground. So, the AA gun shoots using the normal AA rules. (Phil) 2.6 Basing - The Soviet Scout pack has 21 figures. If you mount them on the small bases, you end up with 7 teams. The Ostfront book shows them with 4 medium size teams and a command team. The old Spotlight article indicates it's perfectly fine to have 7 vs. 5 teams in the unit. Is this still true? I would think the 7 team arrangement would offer two specific benefits: more teams allowed to shoot and smaller foot-print for template weapons. They should be on medium bases. There was a basing problem several years ago that led to some being packed with small bases. Since that problem is long gone, following the rules and basing them on medium bases would be the way to go.(phil) 3.0 How to build an Army 3.1 Army Composition - If, under divisional support, a line says 'a' or 'an' as in 'an allied Italian Carri platoon' does that mean you can have only one platoon of that type? One.(Phil) 3.2 Snipers - Ok, maybe I'm just missing something, but: pg92 of the Rulebook says that any Infantry company can take snipers at +50 per base. (up to 3). But in the North Africa book, I've only seen an entry for snipers on the US list. Is this a misprint? Something not put in, since it was extra... and therefore all Infantry companies can still take the snipers. Or is it correct, and only the US can have the snipers? What I really want to know, is can my bersaglieri have a sniper in the mix? Snipers were not used much in North Africa. Only the US Army routinely provided sniper scopes for their troops. The listing is a guide to which companies should historically have Snipers. However, the sniper rules allow you to take them with any Infantry Company. 4.0 Game Turns Turns are described, but not necessarily how they are counted. The rules say one player takes their turn, then the other player takes their turn. Is that Turn One for both players or is it Turn One and then Turn Two? We both feel that Turn One would apply to both players, but as there is nothing point blank stating that, we get to wondering about it every now and then. For example, delayed reserves start rolling on the third turn. He goes, I go, He goes and rolls or we both go twice and on the third go, we start rolling (which is how we've played it)? You have a good point actually. It is a rather important assumption in the rules that turns are counted in pairs. Both players have a go in turn one, then the same in turn two etc. So by turn six, each player has had six opportunities to move, shoot, assault etc.(phil) Page: 12

13 Movement - What is a Movement Step? The charge and the stormtrooper move, for example, are a movement step? Movement step is as outlined on pages Stormtrooper rules are on page 136 of the mini rule book. (Wayne) There is only one Movement Step in a turn, and it isn't the Assault Step. For example : you can only dismount in the Movement Step unless explicitly allowed by another rule. (Phil) 5.0 Movement Distances 5.1 Measuring - The model moves 4in, then can rotate around the centre point of that model. The picture above shows a model that has moved 4in (the front mudguard to the end of the measure) and then has rotated around its centre point, (hence why it looks short). Our reading of the rules matches Mooniac's second diagram (above). In essence, the centre of the model (around which it rotates) should be the Movement Distance from the starting point of the centre of the model. (Phil) - How do you move/rotate vehicles? More directly, you can rotate any time in your movement and as often as you like (provided you aren't moving At the Double). There is no loss of movement for rotating. (Phil) Page: 13

14 5.2 Towed Guns Movement (Jeeps) - According to the rulebook man packed guns move 6 inches, infantry move 6. So what the heck good is it going to do if any to put the infantry in the truck, tow the gun, namely the 25 pdrs, 6 inches. Only jeeps towing guns are restricted to 6" movement. All other towing vehicles move at their full speed.(phil) - Is pg 43: "Jeeps Towing Guns" for only the small 1/4 ton US Jeep? Or is it for all vehicles using "Jeep" movement rates? The rule was intended to refer to jeeps (1/4-ton trucks), motorcycles and the likes, not the Jeep mobility rating. (Phil) 5.3 Moving at the Double - The rule for Doubletime states that you must use the most direct route - which implies shortest in distance. You are able to turn to avoid obstacles, and to follow roads. You must end facing the direction moved. This all seems pretty clear but I am interested in how it is being played. Lets say you have a small woods to the North of your tank platoon. You want to go around it. It is more distance to go around via the West than the East. Looping via the East leaves your platoon facing away from the enemy, while looping via the West leaves you facing towards the enemy. Both routes are more than your normal move but within your doubletime move. Assume that you need to end in the same spot via either route. By rule, you'd have to go via the East route and end with your rear being presented. Are you playing that way, or are you taking the longer route so you get a better facing? Either way, you get shot at twice. I've only recently noticed this nuance and it is having a significant impact on the first one or two turns. The direction you face at the end of the movement is the direction you are travelling at that time. Common sense will give you the answer as to what direction that is in almost any situation. If the terrain is a flat desert, obviously that will be directly away from your starting point. If the terrain is a road with hedges on either side, obviously the direction will be up the road. If you have just come around the end of a wood, then the direction you are travelling is away from the end of the wood. There is no general rule, because there is no simple rule that works. However, the common sense "direction you are travelling" is usually fairly obvious. As for the original woods question, the rule on facing is to stop tanks sliding sideways at high speed. I see no real problem with a player picking a safer route, just so long as they end up facing in the direction of travel at the end. And yes, for the smart arses out there, making a small turn around the corner of a wood at the end of your move just to change your facing is cheating.(phil) - If any team in a platoon moves at the double, they all do. Teams moving at the double cannot move in rough terrain. (Phil) 5.4 Moving in Buildings & Occupying openings - The new rules say that infantry can enter a building 1. If they start their turn adjacent to an opening 2. If another team in their platoon started the turn adjacent to and opening and moved away. What is #2 supposed to represent? If it's just a game mechanic, what's the rationale for it? Its about making it possible to cover the entrance to a building with fire. The teams have to stop at the entrance so that in the opponent's turn they can shoot before the teams enter the building.(phil) - Let's say the Germans wipe out a couple of my Russian infantry in the shooting step. They may be considering an assault. I really want to get that HMG team over there whether they assault or not. In the German assault step, can I move the HMG to one of the windows on that side of the building, as long as I'm in the same "room"? Is the HMG considered to have moved for firing in my next turn or the defensive fire part of assault phase? Changing teams that are occupying openings is not movement. It can happen at the start of any step, yours or the enemy's. (Phil) 5.5 Moving though Rough Terrain & Bogging Down - The last tournament we played had a snow board which was difficult going everywhere except on the roads. So at the start of movement, the moving player rolled for each tank he was planning on moving, one at a time and left dice by the tanks that bogged. He then moved all eligible vehicles, making sure they stayed in command. This seemed to be the common sense way to do it, but like I said before I am not sure this is correct as the Rules are Written. Page: 14

15 This method certainly makes the most sense and reflects how we do it. Although it is not technically exactly how the rules say to do things, it works in the situation where the bogged or broken down tanks would be left out of command. As for unreliable tanks moving at the double, the whole platoon is attempting to move at the double as soon as one of them does, so rolling all at the start makes sense.(phil) - A bogged tank is bailed. The tank makes its motivation for double bailed. In the players turn, the tank is just bogged...correct. or am I wrong and the tank is bogged and bailed? Correct. If the player passes the Motivation test for Bailing Out a Bogged Down tank, the shot has no effect. Since causing the tank to become Bailed Out would be an effect from the shot, it cannot be Bailed Out. It simply remains Bogged Down. In essence, the Motivation test is an instantaneous, one-off chance to recover from the new Bail Out result. If you recover, then the new bailed Out result is gone, leaving you in the state you were before (in this case Bogged Down, but the same applies to being Bailed Out when Bailed Out already, you remain Bailed Out). If you fail, then the effect is permanent and you are Destroyed.(Phil) - Do motoclisti take bogging checks? The rules state that vehicles take bogging checks, but that infantry teams (which include cavalry teams) never take bogging checks. They move as Jeep teams. Jeep teams take bogging checks.(phil) - I had a panzer in a forest and it was facing a churchill but the turret had shot in another direction. I wanted to bring the turret to forward facing and tried this: I rolled "stormtrooper" for the panzer and succeeded... so I could "move" in assault phase. I didn't want to incur a "bog test" by moving so I just swivelled my turret. The rule states that any vehicle attempting to cross rough terrain must make a bog down test. My interpretation was that I had a zero movement (so no bog down test since I didn't actually attempt to cross any terrain) but I could still orient my turret because, even with a zero inch move... I could still orient my turret with storm trooper movement. Can you just move your turret (in a forest during a stormtrooper move) without causing a bog test??? Since the tank elected to take a Stormtrooper move and use that to traverse its turret (and possibly find a better firing position facing the new direction), it has moved. If it moved, it takes a Bog Check. If you do it in the Movement Step, it is movement. If you rotate to face in the Shooting Step, it is not. Since the Stormtroopers rule says treat it as a Movement Step, it is movement. Since the only reason you would be doing this using the Stormtroopers rule is to reposition your tank to reduce its vulnerabilty. Since that is likely to take more in reality than just a quick traverse of the turret, I see no problem with the rules as they are.(phil) 5.6 Moving though Wrecks - A co of 8 Sov tanks in cover adjacent to a wall, close together, side by side, and in good going. All are destroyed. A 2nd co 8 of sov tank moves to occupy the same position. I remove the models of the destroyed tanks to protect vs damage and replace each with a 2 smoke marker. The 2nd co is then moved on to the smoke marking the destroyed tanks. One group will hold that this is a skill test to bog moving onto a wreak, another group will say no effect other than the smoke markers. The rules state that you should leave destroyed armoured vehicles on the table. As it is silly to place one model sitting on top of another, this would prevent the second group of tanks moving up to the same position. They could move up behind the destroyed tanks and fire through them with just the same effect though. If they wanted to cross the wall, they would be able to move between the wrecks with no difficulty. 1) Can a team (any team) be on TOP OF a wreck at any time? No. 2) If so, is it a skill test? N/A 3) If not, how does this mesh with the statement that wrecks cannot block an area no matter how many there are? As an example: 10 t70s take a position on a ridge line. They all die fender to fender. Can 10 t34s roll up and take the EXACT same position? Covered in smoke of course... Answered above, they can sit behind them and shoot through them, or move up past them, but putting one model on top of another makes no sense. - Why can tanks move though other tanks? Page: 15

16 The key reason for allowing tanks to move through enemy tanks was an ingenious scheme developed by a couple of playtesters way back in The simply put a screen of cheap light tanks 3" apart in front of their heavy tanks preventing anyone from getting flank shots until they had totally wiped out the light tanks. As I said, ingenious, but rather improbably in reality! (Phil) 6.0 Transports *Page 43: Sending Transports to the Rear. Change at the end of any Movement Step to at the end of your Movement Step. This is a less confusing phrasing that shows the intent much more clearly. 6.1 Transports, mounting and dismounting Mounting Transports : - Your pinned platoon has re-mounted their armoured vehicles. Are those armoured vehicles now able to move toward the enemy as they ignore the effects of pinning, taking the infantry inside with them? (although why you would want to take pinned troops closer to the enemy I don't know). Just curious if this is a legal move as I can't imagine a situation when I would actually want to do it. Yes you can. Say you have a fairly good chance of unpinning because the CO is joining the platoon this turn, you might want to move up into an assault position on the assumption that you will unpin next turn.(phil) Dismount and leave a team : - I was carefully reading the rules while considering the tactic of leaving the 60mm mortar team in a US AI platoon behind to give fire support while the rest of the platoon moves on to unload closer to the enemy and then assault on the next turn. I suddenly realised you cant both dismount and leave the mortar (or any other team) behind on the same turn!! Top of page 49 in the hardcover rulebook: When moving, a team may either: * Move so as to be In Command at the end of the movement step, or * Remain in place without moving. This allows you to leave teams in place to give covering fire while others move off. You combine these rules with the dismounting rules on page 42 right column that state:... A team that dismounts counts as having moved even if it stops adjacent to the Transport team. So a team that dismounts counts as moving (pg 42 hardcover rules), so it cant be left behind that turn. The platoon cannot move off out of command distance of the just dismounted team. They can leave it behind next turn, as long as it doesn t move, but on the turn it dismounts it acts as an anchor for the platoon!! This doesn t seem right. Is it the actual intention of the rules? Counts as having moved and actually moving are two separate states of being. Counts as having moved means you fire at reduced rate of fire. Counts as having moved means you are still in place, could not dig in or become concealed or gtg. A team that dismounts counts as having moved but could remain in place during movement since dismounts happen at the start of the movement phase before any movement happens. A mounted unit could and should be able to dismount to provide covering fire while the rest of his mobile platoon moves forward towards the enemy. The other option makes no sense and means the rules are broken in their current form. So don t forget : Moving and counting as having moved are two different things.(phil) 6.2 Transports, Bailed - Page 43 of the large rulebook states: You may remove empty Transport teams from the table at the end of any Movement step. On page 76, under the Bailed Out Vehicles section, the rule states: Bailed out vehicles may not move or fight until the crew remounts the vehicle. We had the following situation. A German panzergrenadier platoon dismounted from the half-tracks. In a subsequent turn, one of the half-tracks was bailed out by artillery fire. It then failed to remount in the next Starting Step. Our question was this: can the bailed out transport leave the map in the following movement phase? The rule on page 43 does not seem to exclude bailed out transports. The rule is intended to be simple. Basically, at the end of your turn you can remove any of your transport that is still alive. If the transport in question is bailed out, it is still removed. As pointed out above, there are numerous ways to look at this, but the key is that the biggest effect of actually destroying the vehicle over bailing it out is to the unit's morale. Losing Joe and Bob is a lot more upsetting than Joe and Bob driving into an ambush and walking back without their vehicle. Chances are that if you win the fight, you'll get it back anyway. If you lose, well, the lost half-track will be the least of your worries. (Phil) Page: 16

17 6.3 Transports, Tank Riders - If I have 10 tanks, all of them with a infantry team on it, and they assaults a enemy infantry platoon that is pinned down, the tanks are hit 3 teams and loses 2 infantry teams, the tanks are unhurt? Remember the Tank Riders are Passenger teams. As such, any hit on a tank in the assault would also hit the tank's Passengers. Any hit on an infantry team automatically destroys it. Therefore having Tank Riders (as opposed to Tankodesantniki) on a tank in an assault is a quick way to lose them.(phil) - Then during the tanks counterassault can the tank riders dismount and fight in the assault, even when they are another platoon? They can dismount, but they cannot take part in the assault. However, since they are not assaulting, they cannot end their movement within 2"/5cm of an enemy team. This would generally force them to run back out of the assault when they dismount.(phil) - And what will happen if they get hit more then 5 times? Assuming you are talking about defensive fire, the result would be that the Tank Rider Platoon is Pinned Down. Since they are not assaulting, merely being dragged into the carnage as passengers, the assault continues. As you can see, it is not a good idea to be a passenger on a tank when it drives into an enemy position! if the tanks are planning on assaulting, the infantry should get off in their Movement step and assault seperately on foot. The Tank Rider Company uses its tanks as transport to get to the battle zone, not as assault vehicles. That's the job of the (rather suicidal) Tankodesantniki.(Phil) - Can the Tank Rider platoon be split up and allocated to different tank platoons as riders? How can they do this and still stay in command? A Tank Rider platoon could mount multiple Tank Companies and be carried in different directions, but it would be pointless since one half would then have to move back to the other when it dismounted. If you mean the Tankodesantniki of one Tank Company mounting the tanks of another, once again you could I suppose, but don't be surprised if their parent platoon starts having to do strange things because half of its platoon are Pinned Down elsewhere! of course, they would do nothing and die in droves with the normal 5+ save since the rules state mounted on a Tank of their own Company. (Phil) - Can your fire specifically target tanks with tank riders? Say a HMG team gets hits on a Company of T-34's, but only half have riders? Can you nominate a priority target for the tanks with riders? Since the HMG cannot harm the T- 34's but can really punish the tank riders, wouldn't the HMG teams target that which it can hurt? Just target the tank riders instead.(phil) - Odd ruling considering passengers aren't usually a separate target from their transport and nothing else actually supports this ruling? Am I seriously mistaken or wouldn't indeed the correct answer to the question above be that all 10 hits are assigned to the tanks, since they are the target and the only hope of the 6 MG shots is to harm the tank riders. One of the faithful readers is now posting the above MALFTF ruling to support that the Tank riders are a viable target but really it makes no sense to me. The answer on the HMG s is a snippet from a longer post taken out of context. The question was, how can I shoot at tankriders with HMG s if they can t hurt tanks. This was based on a misreading of the rule saying all weapons of a team fire at the same target, if they can t hurt them they don t bother firing. People took this to mean you can t shoot at a target that you can t hurt whatever that might mean. My answer was, of course you can fire at any target, but even if you couldn t you could just fire the HMG s at the tank riders. As you can see, taken out of context it loses all of its intended meaning. (Phil) 6.4 Dismounting Cavalry *Page 44: Change at the start of their movement to at the start of the Movement Step in Dismounting Cavalry. Once again, a small rephrasing that makes the intent much clearer. - Reading "dismounting cavalry" rule, it seems lightly different: there's no reference to movement STEP, but it say at the start of the movement and the avanti is a movement.. The intention is that like all other mounting and dismounting, it can only be done in the Movement Step and other times it is explicitly allowed. (Phil) - Can a motoclisti unit move as mounted then dismount and move using the "Avanti" special rule? The cavalry rules state that cavalry can dismount and become leg infantry whenever they move. No. They can only dismount during the Movement Step.(Phil) Page: 17

18 - About cavalry : why cant they keep their horse in the bush behind them instead of sending them to the rear? That is what happens when they are shooting while mounted. Remember, you are the company commander. Whether your soldiers are actually on their horses or simply alongside them is a decision for your section leaders. Your choice is whether to have them fighting as mounted infantry with their horses available, or as foot infantry. The fact that your troops will dismount at times is why they can shoot and have a decent save while nominally 'mounted'. If you mean, why can't they dismount and have the horse holders ride away with the horses and then bring them back later, the answer is simply that you now need each team modelled three times instead of just two. Since, both on the table and in reality, there are few occaisions where you dismount to fight on foot, sending your horses away, then call them forward again before the battle is over, it seems like a waste of effort and rules space. If you were going to this effort, then you might as well go the whole hog. Mounted Cavalry team: 6 cavalry figures. Dismounted Infantry team: 4 infantry figures. Horse-holder transport team: 2 cavalry figures and 4 led horses. (Phil) 6.5 Transports - Deployment If I have a company have 3 combat platoon and 1 transport platoon,and then in deployment,if need deploy half company---- I can deploy 2 pltoon? or only 1? Before deployment refers to before any deployment, not before this platoon is deployed, so in effect you have three platoons, one on table and two in reserve. (Phil) 7.0 Special Movement Rules 7.1 Unreliable vehicles and double moving - Where does the unreliable vehicle break down? It breaks down when it attempts to move at the double. So it goes nowhere (maybe the driver just revved it to much before dropping the clutch!).(phil) - Consider a KV-1 platoon that is going to move at the double. They are all in Command. If attempted, they check, one by one, to see if they breakdown. If so, they breakdown at the start of their move. All unreliable units in a platoon attempting to move at the Double roll at the same time rather than test - move - test - move, so that you know who will move and who won't? The whole platoon is attempting to move at the double as soon as one of them does, so rolling all at the start. (Phil) - Is it possible to dig in katyushas, transports, motorcycles, etc.? Where in the rulebook is stated that vehicles can't dig in?? The rules don't stop vehicles from digging in, however doing so has absolutely no effect.(phil) 7.2 Dismounting and Digging in (Foxholes) - Can I dismount the LMGs and attempt to dig them in? Move the rest of the PLT elsewhere? 1. You cannot dig in if you started the Movement step mounted. Dismounting counts as movement. Digging in is instead of movement. One or the other. 2. If teams cannot dig in, they do not and can do whatever they want instead. So, since the troops in the half-tracks cannot dig in, they can get out and start walking if they wish.(phil) 7.3 Moving from Reserve - If reserves are blocked from moving onto table due to enemy forces blocking due to the 2 rule, and the reserves assault on to the table from off table, do the assaulting reserves take Defensive Fire? If your opponent wants to try something as gamey as blocking your entry to the table (which he certainly can't do) then claim that he gets no defensive fire since you enter the table in contact with his troops and don't need to charge into contact to assault him. Basically, you can never stop a team entering the table from Reserve through the Moving Near the Enemy Rule. (Phil) - Immobile artillery coming in from reserves. Some players and Tournament Organizers/Judges rule that having part of a base move off the table means the team has moved off the table and so are removed as having moved off the board. I think it's in the grey area of sportsmanship on both accounts: the player trying to get away with it (usually an artillery fetishist) and the person Page: 18

19 ruling against it (look to nit pick that one micron of the base that's gone over the edge). The point being though, you do have to rotate them and so part of the base will go off table. So spring for the transports or deploy them from the start. Personally, if someone deliberately moved any of their team off table, I'd be telling them to either bring it back on the table properly or take it off. OTOH, if my opponent ended up with the corner of a team off the board because of rotating it to point at a target, I'd just say push it a bit further on so I don't accidentally knock it off. If there was no where for it to go (say jammed up against a building), then back to my first point - they chose to put it in a position where it couldn't rotate, so they suffer the consequences. (Phil) Page: 19

20 Command and Control - I have been looking through the rulebook and MALFTF and have come to no clear interpretation about what happens when a CO and a platoon are of different skill ratings and the situation arises where a player wishes to join the CO to a platoon but the CO is trained (command radius of 4"/10cm) while the platoon is veteran (command radius 6"/15cm) but there are 7"/13cm between them. Has there been a clarification on this? In the case given by Jökull above, nobody is within Command Distance of anyone. However if we drop the distance between them to 5"/12.5cm, things get a bit more interesting. Now the nearest team to the CO is within Command Distance of the CO. The CO is not within Command Distance of the platoon. As a result, the CO could not join the platoon as on page 50 the rule says that an Independent team can join friendly platoons within Command Distance. However, if the CO was acting as the Platoon Command team having joined the platoon while a team was within 4"/10cm, the platoon would be In Command since it is within its Command Distance of the Platoon Command team (the CO). If we reversed the ratings, the CO could join the platoon (being within its Command Distance of the platoon), but the platoon would be Out of Command as it is outside its Command Distance from the CO (who is its Platoon Command team). Basically, each rule states who must be within their own Command Distance of who to have the effect desired. As shown above, it is possible for one team to be within Command Distance of another without the opposite being true. (Phil) 8.0 Guns in Command - If Immobile Gun Teams become "out of command" due to casualties what do they do, assuming their transport was sent to the rear and they can't move. Do they sit in place and can they keep firing? I also assume no out of command gun teams capable of bombardment can participate in a Bombardment? There is no requirement to be in command to fire a bombardment, so they can keep firing. (Phil) My example refers to a British Platoon of 6 Bofors 40mm AA gun teams spread out to protect from German Air attacks, if any of the centrally positioned gun teams are destroyed, some gun teams may then become out of command, but with no chance to move since they are immobile. Can the out of command gun teams keep firing AA? Yes (Phil) Second example involves a German 105mm Howitzer battery that loses a gun team in the middle/center of the formation, thus making one flank gun team out of command, but two still within command range of the platoon CO and the Staff Team. I assume the two gun teams in command may still Bombard (re-rolling for hits) but the out of command gun team cannot bombard? All guns can still fire (Phil) 9.0 Command and Movement - A platoon command can move as he likes as long as he moves with at least half of the teams in the platoon. How does this work out with a 2 team platoon (command + one other team)? I think that the command could move on his own leaving the other team in place but my friend thinks he should move with half of the other teams in the platoon and somehow I' ve become unsure myself. I think : The platoon commander must remain or move towards majority of the platoon. In my example of a 2 team platoon (command + another) then they have to remain within command of each other. We don't count the platoon commander when your figuring out where the majority of the platoon is for command movement. see page 49 of HB-MRB for full rules. It s correct? It's only Transport teams that don't count. if the Command team is part of the platoon, then it counts. (Phil) - The 251s ( in a LW Aufklarung lt AT Zug ) can move about the battlefield as long as they remain in command & control. Correct? Could the zug command "drop-off" the AT guns and then move out with the transports? Sounds very cheesy, but want to make sure its legal. Nice way to get 4 roving bands of 251s that can assist the attack elsewhere. No. The command team must keep half of the non-transport teams in command.(phil) Page: 20

21 Independent Teams *Page 50: Change Starting Step to Shooting Step in the Command Leadership example. Mea culpa. You don t take Platoon Morale Checks in the Starting Step! 10.0 Independent teams - Is the 2iC an Independent Team? The 2iC is an Independent team.(phil) 10.1 Independent Teams and Deployment - In some missions, deploying teams cannot be within X"/cm of enemy teams. But then AFTER the deployment of platoons, independent teams (and HQ leaderless platoons) are deployed - usually stating within the player's deployment area but NOT with the restrictions applied to the rest of the force. Do Independent Teams and HQ platoon teams not attached have to abide by the "not within" restrictions that apply to the rest of the force when deploying? They deploy following the rules for all other platoons unless otherwise stated.(phil) - An independent team may join a platoon at the start of any step - does this apply to i.teams in reserve too? i.e. can I attach an observer/co/cic held in reserve to a platoon in reserve and bring them onto the table together? And, as the attacker in the roadblock mission, can I join i.teams during deployment to other platoons (the one being ambushed or the bodyguards`)? Deployment in Flames Of War refers to placing models on the table. Platoons held in reserve have not been deployed. They are held in reserve. While the rules do state that independent teams must deploy on table (or with a platoon in ambush) at the start of the game in most missions, it makes sense to allow them to attach themselves to platoons held in reserve as well. This would make a good house rule I think. (Phil) - p.28 : Independent Team's Transport. Exactly which transport belongs to which IT is not defined in the Intel books. Does the player choose? Can you change this during the game? ex. US Ar Rifle Company HQ - two IT s, two transports. Which goes with which? Correct. The rule on page 20 says that a Transport team rides in the vehicles of its own squad or section. The members of that squad or section can choose which vehicle to ride in at will. (Phil) 10.2 Independent Teams joining Platoons -When the "non gtg" independent team joins the gtg infantry platoon, what happens to the gtg status of the infantry platoon? Does it loose its gtg status? If not, how do you resolve shooting modifiers? A platoon is never Gone to Ground, only a team is. If the team is part of the platoon, then teams shooting at that platoon can use that team to determine their to hit score if it is the easiest target. (Phil) - An independent team joins a platoon. What s happen if the platoon fail its Platoon Moral Check? An independent team that joins a platoon is part of that platoon until the step is over. Since taking Platoon Morale Checks is part of the step, it isn't over until that has been done. Therefore if an independent team joins a platoon that the fails its Platoon Morale Check and runs, the independent team goes with it (Phil). - If a platoon is being shot at before an assault by artillery with the 2ic in command but not under the template and the platoon is pinned. Is the 2IC pined for defensive fire? Or can he fire at full rate? also if the 2ic attaches to a pinned platoon is he pinned for defensive fire? I know that independent teams join the nearest platoon when being fired upon directly. But does the 2ic have to be under the template or targeted to be pinned when firing indirectly? Or will he be pinned because the platoon he is located near has been pinned? He will always be pinned down. See Independent Teams Defending on page 113. If he is within 4" he is being assaulted (see Defensive Fire rules), since he is being assaulted, he has to join a platoon, becoming pinned down.(phil) - Can I join my CiC just before a moral Check? We allow commanders to join at any time, including after failing a Motivation test, but before carrying out the result of failing. This can produce some interesting dilemmas. My Co ran off last week when he tried to stop a platoon from running Page: 21

22 away at the last moment. I debated it for a few moments and decided that 50:50 was worth it to keep the platoon in battle. (Phil) - If multiple platoons must check morale can you wait until after all have checked before deciding to use your Company Commander to re-roll? I understand Phil s answer in a previous thread allows the CC to attach to re-roll AFTER a failed roll. However I do not think this answer deals with the issue of multiple platoons. Ultimately it comes down to this question: Do you go ALL the way through the process for failed morale from first test to removal for one platoon, THEN move on? OR Do you do one part of the process for ALL platoons before moving on the next sub-step? Once a roll (and reroll if any) is made, the effect takes place, so the platoon would be removed from the table. You then move on to the next platoon and roll its morale check. You cannot roll another platoon's morale check and then go back and try and influence the first one's. That is over and done with.(phil) A CinC rerolls and out of command team question : A British tank platoon is separated widely enough due to casualties that its left most tank is beyond command distance from its platoon command tank. The CinC is within command distance of the platoon command tank, but not the leftmost tank. In my turn I bail the leftmost, out of command tank. In his starting step, he fails to bail in the leftmost tank, attaches the CinC to the platoon command tank and claims a reroll of the bail in attempt. Huh? Says I. I can't find in the rules where it prohibits this, but taken to its rules lawyerish extreme it could be a problem. What is to keep me from leaving a single team from each of my platoons behind as I move, gathered about the CinC, allowing him to attach to any platoon, anywhere on the board? Since the teams left with the CO had to be in command at some point, you must have deployed all of your platoons in a group around the CO and then driven off with half of each platoon. Seems a high cost for such a small gain. You lose 1/3 of your force, deploy in a set way, and all you get is more flexibility where you have your one re-roll per step.(phil) - If a independent team attachs to a Reconnaissance platoon, does that team become a member of the platoon and thus gain the abilities of that platoon? No. They retain their own abilities.(phil) 10.3 Independent Teams and objectives - A Panzerkompanie has a Panther as its CO and 2iC tanks. The player running the tank company elects not to Kampfgruppe. During the game, he operates both the CO and 2iC tanks as a platoon, and does not join them to any other platoons. For all intents and purposes, they are both still independent teams and can not take nor contest an objective, right? Correct.(Phil) 10.4 Independent Teams and Bogged / Bail vehicles - Does the rule for leaderless platoons apply for tanks, eg command tank is knocked out, therefore the remaining platoon can only remain stationary, shoot and take motivation tests. In the case where the CIC is an infantry team as well as the 2ic, are they able to move up and take command of the leaderless tank platoon? The Captain jumps on the back of the tank and says, "Sergeant, I need your tanks over there." The Sergeant obliges.(phil) - CCo can take over any tank in the company - is his old tank now a leaderless team? If he joins the platoon first, does his old tank stay in the platoon? No mention of 2IC so I assume he has to join a platoon first, become the PCo and therefore be eligible for the rule allowing the PCo to take over a tank in his platoon. Same Question - is his old tank still part of the platoon. If the ex leaders tank is now no longer the independent team, doesn't that mean it is no longer obliged by the independent team rule to leave the platoon at the end of the step it attached? i.e. stays as a grunt tank in the platoon? It becomes a regular tank in the platoon the CO took the replacement from. (Phil) - If in LW a soviet tank commander (CT) jumps in to a Guards tank(ft) what happens to Company moral? does it become Fearless? No. However,the Unknown Hero rules for Italian, explicitly changes the teams ratings. Changing to another tank does not. (Phil) Page: 22

23 - Got some questions about an arty observer s vehicle / half track 1. Is it an IT as well? 2. Can it carry other passengers or only the observer. 3. Does it get cautious movement even if the observer is not on board? 4. If the observer team is killed, does the track remain on board or does it die with the observer? Just to clarify, I m talking about the observer transports that are bought along with the arty platoon, NOT a tank team that an observer can jump into. Remember Independent teams are in effect platoons of their own. If a platoon has nothing but transport teams left, the transport is removed. (Phil) Page: 23

24 Shooting 11.0 Who can shoot *Page 53: Change then they simply don t shoot to then you usually won t shoot with them in Splitting Your Platoon s Fire. The new phrasing clarifies the intent of the rule which is that they don t normally shoot simply because they have no effect, not that they are forbidden to shoot if for some reason the player wants them to Line of Sight - Line of Sight and being able to shoot are the same thing? Line of Sight and being able to shoot are two totally different things. You must have Line of Sight and not be firing over friendly teams to shoot. You simply need Line of Sight to Fight in an Assault (or spot for artillery for that matter).(phil) - Quoting from memory here, but I think it was any part covered, means concealment and over 50% covered means no shot.it s exact? If you can see more than a trivial part of the target, you can shoot at it. If you can see at least half of it unobscured, then it is not concealed. There can not be any clear answer to how much of a team you need to be able to see as any attempt to define it will simply lead to other abuses. The rules have a section saying 'Use Common Sense' on this matter. It is silly and unreasonable to shoot at a microscopic sliver of base. Where this turns into reasonable and sensible is not clear, but most players seem to be able to come to an agreement on the matter. The declarative approach mentioned above makes this much easier. If you simply state, 'I'm moving out of sight here' when you move, your opponent can either say 'Fair enough', 'You'll need to shuffle the model a few millimetres further left... Great, you're hidden now', or 'You have to be kidding'. The first two keep things moving quickly and resolve the problem. The 'You have to be kidding' option leaves room for discussion and an early agreement on the issue. (Phil) - My question concerns LOS and hills per page 60. Specifically shorter hills conceal teams seen over them. Do they automatically conceal teams seen over them, or is it if they meet the concealed by terrain rules on page 58? Basically what I mean, it is possible for two opposing tanks to have a very small hill, or the feathered edge of a larger hill in between them yet the hill does not interfere with LOS. Would the tanks be concealed because there is a hill in between them per page 60, or would they not be concealed per page 58? I realize the simple approach is usually the best, but I get lost on which is the simple approach on this one. Getting down and taking a look to see if you are concealed per page 58 seems pretty simple. Then again, shorter hills conceal teams seen over them per page 60 seems pretty simple, and also very cut and dry. Maybe page 60 should actually say "shorter hills MAY conceal teams seen over them"? The basic rule for being Concealed is that you must be at least half behind the concealing terrain. If the tank is just barely behind the hill, then it won't be concealed.(phil) - From the VB battle report: "The Jagdpanzer next behind the recently destroyed vehicle moves forward to take his place holding the o b j e c tive. It then fired at the Motor Platoon, which because of tank wreckage meant that only the PIAT and a MG team were visible to the Jagdpanzers." Tank wreckage does not block LOS, it only provides Concealment. Was this a mistake or am I mistaken? The tanks had occupied most of the hedgerow leaving room for only a few infantry teams against the hedgerow. When the tanks were destroyed, no infantry moved up to take their place, so only the two teams were visible through the hedgerow.(phil) - This last weekend I played some games with a great bunch of guys that I had never gamed with before. They were playing with, what I believe is, an old and incorrect understanding of the rule. When V2 first came out there was discussion about the Shooting Between Terrain Features Rule. Evidently some people were playing it as a 1" wide corridor. Does anybody know of a surviving source of this rules clarification? The rule was deliberately written in terms of the distance between the terrain features (rather than in terms of their distance perpendicular to the line of fire, the 'corridor' approach). This is to keep it simple. Yes, there are odd circumstances where the terrain features are more than 1" apart, but the line of sight is angled so that they appear to be almost touching. This rule does not cover that circumstance. On the other hand, the rules on Concealment in general (particularly the diagram of three tanks) point out that if you Page: 24

25 can only see a trivial amount of the enemy, then it counts as completely out of sight. This plus common sense should resolve most problems.(phil) - Lines of sight (vertical obstructions) : If you play strict WYSIWIG LOS do you have to see more than the head of an infantry stand? If I can see the top of an 88mm gun shield is visible. I assume from the wording in the book that if I can see half the model then I can see it. If you can see more than half the model it is not concealed. If you can see more than a trivial part of the model it is visible but concealed. If you can only see a trivial part of the model, then it is not visible. The definition of trivial is deliberately left open.(phil) 11.2 Rotating Gun teams - The problems still stand. p35 mini RB infers that the immobile guns must still have a target with which to alter their field of fire towards. p32 - they do not have a valid target, therefore cannot fire, therefore cannot rotate. Otherwise you might just as well give them 360 degree arc of fire. Immobile guns can rotate as part of movement as well. They just cannot move any distance.(phil) - Troops can easily get out of command by rotating. This happened to me the other night with a Breakthrough mission: my Soviet mortars (3 gun teams plus command) were nicely spread out in line abreast to avoid template weapons. I turned 90 degrees to face enemy reserves and all went out of command. My platoon leader then had to leave his foxhole and sit between two of the teams to bring at least half back under command (p27 mini RB). Being in command is still an issue I'm afraid. The corrections to the mini rulebook to bring it in line with the main rulebook (available in more Lessons From the Front) add the words if they move at all to the rule you are referring to. If the Platoon Command team doesn't move, then all is fine.(phil) - If you fire at a target, you have to rotate the firing team (or the turret of the tank if you only use turret weapons) towards the target. This way your field of fire might change, therefore you have to rotate the teams. But what happen if your infantry stand is just behind a stone wall and is firing to a target that is just 30 from the front of the stand. Do you have to rotate the stand? If you do so you will not be in contact with the wall anymore (only the corner) and you will have no more LOF. The same question apply to unit in building... Teams in a building can be anywhere in the building as all teams in the building are adjacent to all openings in the building. A team with its corner touching a wall is certainly adjacent to it, so once again, it has no problem. The main function of this rule is simply visual. It is really weird for a tank or gun to be shooting at something while pointing in the opposite direction! (Phil) - Lets say a Stug with it's 180 LOS in the front has 2 enemy tanks at 10 and 2 o'clock. It's going to shoot at the first one because it's in its front arc. Do I have to turn the model fully to place it at the tanks 12 o'clock therefore giving the other tank a flank shot on my Stug? Your field of fire is determined before rotating your weapon to point at the enemy. What is or isn't in the arc of the weapon after this point does not matter. In the case of an assault gun with two targets in front of it, but one off to each side, one assumes that it rotated to fire at one then rotated back to fire at the other, ending the rotation pointing that way. (Phil) - Can a Tank team (eg a StuG) rotate to shoot in the shooting phase if it is hard up against a terrain feature (eg a building)? What about squeezed in between two terrain features? A building on one side won't stop you from rotating the StuG, just like being up against a wall won't stop an infantry team from rotating. There is space to rotate the model, so there is no problem. Yes, the centre of the model will end up further away from the building than it was before, but so what. On the other hand, if the StuG was sandwiched between two buildings, then there isn't room to rotate the model without moving one or other building. Hence the model can't rotate. (Phil) - If a team is placed such that it will not be physically possible to rotate the team in order to face an enemy team it is firing at due to obstructing terrain, is the team prevented from firing by this restriction? Yes, If the model cannot rotate because of buildings, cliffs, etc, then it cannot rotate. Terrain models in area terrain can usually be moved within the terrain area, so a woods is not a problem. However buildings are buildings and stay where they are. How are you going to turn the team to face its target without moving the building? (Phil) Page: 25

26 11.2 Rotating Tank Turrets The revised printing of the rules was changed to explicitly allow a tank with a turret to either rotate both turret and hull together like an assault gun against targets within the front 180 degrees or to traverse the turret and leave the hull in place, whichever you think is better in the situation. - The rules state to "rotate your teams, or their turrets". Is anyone really sure that you have to move the turret? Maybe its a choice and the tank can rotate just like a hull mounted gun if the player chooses to? The tank would just have the option or rotating its turret if something where out of it's front 180. The turret has a 360-degree field of fire and can rotate within that without penalty. The hull-mounted weapons do not have a 360-degree field of fire. Any rotation outside their 180-degree field of fire is movement. You cannot rotate the hull just because the turret is rotating (Phil). - Rotating a turret is a movement? Rotating happens at the end of movement (page 16), or as part of shooting to point at your target.(phil) - Does turning a turret on a tank in rough terrain, ONLY THE TURRET, while in the movement step, create a bog test? Yes. It is movement.(phil) - Does turning a turret on a tank in rough terrain, ONLY THE TURRET, while in the shooting step, create a bog test? No. The rules say it does not count as movement.(phil) - Does turning a turret on a tank in rough terrain, ONLY THE TURRET, while in the assault step for Defensive Fire, create a bog test? No. It uses the Shooting rules.(phil) - Rotating the turret is clarified on page 25 of the MALFTF.pdf, section In this instance, while pivoting the turret in the firing step to face the target does not count as movement, it can trip off a rule covered in the movement section (the Bogging test!), so we have a set precedent for non-movement actions being governed by movement rules. I think you are misreading my previous answer. My intention in answering the question you are referring to is that rotating the turret in the shooting step is not movement and does not require a bogging check. Rotating in the movement step or as part of a Stormtroopers move is movement and does require a Bogging Check. (Phil) - The target team is within 180-degree field of fire. The shooting tank has a turret and a hull MG. a) Does the tank has to rotate the turret or does it has to rotate the hull? You can either rotate the turret or treat the tank as an SP gun and rotate the hull and turret to point at the target.(phil) b) Does it make a difference if the hull mounted weapon (the hull MG) has no chance to hit (range OR antitank) the target? A weapon does not need to be able to damage a target to fire at it (and never has had to).(phil) 11.3 Shooting multiple weapons - Can you fire both the panzerfaust AND the SMG of a Panzerfaust equipped SMG team at the same time? Interesting. There is nothing explicit in the rules. However, we always assumed that it was the same as say Steilgranate in that you chose which weapon you would fire each turn. (Phil) 11.4 Machine guns - ROF - On page 90 of Fortress Europe the.50 cal MG listing looks to be as if it was a main gun. Is this correct? If so then does that mean that when it moves the.50 cal has a reduced ROF? No. Anything listed as an MG or machine-gun in a vehicle entry in the arsenal is a vehicle-mounted machine-gun. (Phil) Motociclisti - If a motociclisti platoon is pinned, what is their ROF? Motociclisti are cavalry mounted on 'jeeps'. they shoot as cavalry. See Shooting from Horseback on page 64 for the relevant rules. (Phil) Page: 26

27 - What is the ROF of a mounted motociclisti team that remained stationary during the movement phase? The motorcycles are not armed in the arsenal, so any of the vehicle-mounted MG options are out. That leaves them firing as themselves, a Rifle/MG team firing as mounted cavalry. If they are stationary, they can fire up to 16"/40cm but count as moving, so have ROF 1. If they are moving, they can fire up to 4"/10cm counting as moving, so have ROF 1. Once they dismount they fire as normal.(phil) - Can Motorcyclisti HMG teams fire while mounted? The machine-guns were carried in the side car. However, the motorcycle still only had one person on it, the rider. There is no way to fire the machine-gun until it is dismounted. (Phil) 11.6 Artillery in woods - Small point, didn't think artillery could fire bombardments if any part of the team is in woods? (refering to the german 10.5's) Not that it matters mind you. They can't fire through woods, but if they are on the edge of the woods, and the woods are behind them so they don't have any problem at all. (phil) 12.0 Target Concealment and Gone to Ground *Page 61: Change Although it is possible to see into tall area terrain you cannot see through it, even if it is less than 6 /15cm deep. Troops behind tall area terrain cannot be seen by anyone on the other side. to Teams in area terrain that is shorter than either or both the teams trying to see and those they are trying to see can bee seen, but are Concealed. They can see other teams outside the area terrain as normal. to Teams Inside Area Terrain. This removes the duplication with the Teams Behind Area Terrain section and clarifies the situation for teams sitting in shorter area terrain What counts Concealed? - Whenever LOS issues arise, the rules dictate that you would need to be able to get at least half of the target within your crosshairs in order to shoot. Additionally, the target would receive a Concealment bonus. It s correct? Not quite. If you can see more than half of the target, it is not concealed at all. If you can only see a sliver of the target, you cannot shoot at it. Anything between is a concealed target. (Phil) - The Finns have set up a battery of 81mm mortars in a cornfield. If one of the gun teams is within 4" of the side (North) edge, but not touching it, do they count as Hidden (not visible at all) or just Concealed (+1 to hit)? Second, the mortars are all well over 4" from the front (East) edge of the cornfield. They are out of sight from level ground, but the Russians have an artillery battery HQ on a ridge overlooking the cornfield; can he see them? A corn field would be area terrain like a wood. If either team were taller than the corn (but not twice as tall), both would be concealed when looking across the corn. If both were shorter than the corn, they can only see and be seen at 6"/15cm range. A team at the edge will be concealed but able to see and be seen freely.(phil) - If 2 concealed teams of an enemy platoon are within reach for me to shoot at, and the rest of the platoon out of reach and without concealment, do both teams still get the concealment bonus? We have 2 options : Option 1: Only targets that are within range and fire arc are valid targets. If all such targets are concealed then the concealment +1 to hit applies, even if other teams in the same platoon are in LOS and not concealed. Option 2: Teams that are not concealed reveal the location of concealed teams. The target platoon is only considered concealed if all teams in LOS of the shooting team are concealed, even if the unconcealed teams are not in range or arc of fire of the firing team. While a close reading of the rules supports option 1, I have always played option 2. Option 1, nonetheless has to be the correct interpretation since otherwise teams outside of LOS but within 16"/40cm would attract a +1 penalty to hit (for being concealed) making them the easier target over a team more than 16"/40cm away that is a valid target and is concealed (+2 to hit). In this case a team that is completely unknown to the shooting team would still make the rest of the platoon easier to hit unless option 1 applied.(phil) - So if I understand you correctly, you are saying that we can't allow teams out of range to affect the vulnerability of teams in range otherwise there'd be no reason to suppose that teams out of LOS wouldn't affect teams in LOS, is that correct? Correct.(Phil) Page: 27

28 - Where does the tree line end, and the open ground begin for the concealment? Trumped by Teams at the Edge of Area Terrain on page 61. A team that straddles the edge of area terrain is Concealed.(Phil) - I have seen ruled here before, that a unit only gains cover if half or more of the team is blocked behind an item that offers cover. Area terrain, meanwhile, is a special case that grants cover automatically. The only thing that matters, is whether a unit is in the terrain (in which case, it can "see" and be "seen" only six inches away), or at the edge of area terrain (in which case, it is in cover, and can see or be seen by anyone in it's LOS). The owner of my hobby shop says, that someone at BF has told him that a team needs to be at least half way into area terrain to gain cover and to be considered at the edge. We have always played that a unit is either at the edge (regardless of the percentage of the model touching the area "footprint"), is within the area terrain (the whole team is within the area "footprint"), or is outside of the area terrain. Is this correct (percentage of a team is irrelevant, it is either at the edge or within) or does a team need to be half in to be at the edge? The rules simply require part of the team to be in area terrain like woods to be concealed (although reasonable players are going to place a team clearly straddling the boundary rather than just a tiny bit in or a tiny bit out). The rule is written that way because of the way area terrain works in practice. We wanted a clear distinction between in, out, and part in. If you enforce at least half in, you often risk blurring the line between in and part in. With other terrain types you can simply get down to model level and take a look to see if the target is concealed. You can't do this with area terrain as the actual trees might not be there to conceal the target. Instead, we have to have a to-down viewpoint to see if the target is straddling the boundary or not. (Phil) - Page 61: Change Although it is possible to see into tall area terrain you cannot see through it, even if it is less than 6 /15cm deep. Troops behind tall area terrain cannot be seen by anyone on the other side. to Teams in area terrain that is shorter than either or both the teams trying to see and those they are trying to see can bee seen, but are Concealed. They can see other teams outside the area terrain as normal. to Teams Inside Area Terrain. This removes the duplication with the Teams Behind Area Terrain section and clarifies the situation for teams sitting in shorter area terrain. I'm trying to understand this one and it is hard to figure out. The best I can come up with is that if a team has a base depth that is greater than the width of the area terrain it is occupying, the ' be within 6" ' to see it rule does not apply. So, little teams can hide but a King Tiger would have trouble, but when being the seer the King Tiger can use its depth to help it spot. This may result in a lot of measuring. Or I've got it completely wrong, which is more than possible. I've obviously failed dismally in this one then! This is about the height of the team, not its other dimensions. Lets go through page 61 section by section. Teams Behind Area Terrain Basically if it's taller than both, you can't see, otherwise they are concealed to each other. Teams At The Edge Of Area Terrain The one in the terrain is Concealed, the other one isn't. Teams Inside Area Terrain The first paragraph (which remains unchanged) says that if the terrain is taller than the team in it, then it can only see and be seen at 6"/15cm. The old second paragraph restated Teams Behind Area Terrain. This left the case of teams in shorter area terrain unstated. The new second paragraph covers this situation. There are two possible cases. 1. If a tank team is in a cornfield (for instance) that is shorter than themselves, they can see out and be seen (although are concealed), no matter how big the cornfield is. 2. If a jeep (shorter than the corn) was in the cornfield though, it could see and be seen by a tank outside the cornfield, but would be concealed, although the tank team would not be. The jeep would only be able to see another short team at 6"/15cm though.(phil) - What is considered a stand/unit at the edge of woods; the base/model actually touching/slightly past the edge, or is there a short distance that is considered "on the edge of the woods"? The Area Terrain rules explicitly state that any team part in and part out of a wood are concealed. (Phil) - Remember that for terrain to provide concealment, 1/2 of the model must be concealed... The Area Terrain rules explicitly state that any team part in and part out of a wood are concealed. This is in addition to the general statement that any team that is half hidden by any terrain is concealed. Page: 28

29 12.2 Gone to Ground - Can a Bogged Down vehicle inside concealing terrain that failed its skill test to unbog Go to Ground in the same turn? what about Bailed Out vehicles failing their motivation tests in concealment? can they Go to Ground? Nothing in the Starting Step is movement. A team that did not move and did not shoot is Gone to Ground. So a Bogged Down tank is Gone to Ground.(Phil) - Bailed out tank gone to ground. A tank that didn t move or shoot that s concealed gets bailed out? Is it classed as gone to ground because of the above or no? If the only visible enemy tanks in a unit are concealed and they all stopped doing anything when you hit them, there is less tendency for the gunners to waste rounds pounding them to scrap. Unless they seem to be getting ready to do something (equivalent to spotting a gone to ground unit to see the activity), they probably won't waste ammunition on a 'dead' target.(phil) 12.3 Recce Cautious Movement - Can recce infantry claim cautious movement while moving in the open, or do they have to be concealed by terrain in some way to claim cautious movement? The Cautious Movement rule only allows teams to be Gone to Ground while moving. It does not remove the requirement for a team to be Concealed to be Gone to Ground. The rules for Infantry being Concealed in the open require them not to move to achieve this. Therefore a recce Infantry team that moves in the open is not Concealed, and thus cannot be Gone to Ground. (Phil) - If a recce vehicle (Brit Stuart for example) is using cautious movement in the middle of some woods, and it fails it's bog check, is it still Gone to Ground? I can find nothing that says it loses GTG status. It moved, but is concealed recce, so of course it is still Gone to Ground. (Phil) 14.0 Roll to Hit *Page 64: Roll to Hit. Change score to hit for each team to score to hit for each shooting team in last sentence. Just to make it really clear which team we are talking about. - Tank A is bogged and only 5" from the enemy and in the open. Tank B, C and D have been moving for three turns and are now 39.9" away from the enemy 88 gun. So enforce the Isolated Target rule? Then you can shoot at one or the other, not both? That rule is applied at the shooter's option, so if the shooter wants to shoot at the whole platoon, they always can.(phil) 15.0 Allocation of Hits *Page 67: Shooting at Mixed Platoons. Change of the priority target type, although exactly which teams to of the priority target type before other types of targets. Exactly which teams. By splitting the sentence the meaning of each part becomes more clear Hit Allocation - The British can't do combat attachments which means that my HMG platoon will never be involved in a "shooting at mixed platoons" rule. So, am I justified in thinking that they will only ever get a 5+ gun team save? Or does the command team count as an infantry team meaning that any hits from 5+ or 6+ firepower will allow me to choose to take the saves on my HMG's as infantry teams instead of gun teams? That rule only affects hit allocation, not saves.(phil) - p.45 : Man-packed Gun Teams : Man-packed Gun Teams wrote: "When allocating hits from weapons with FP 5+ or 6, Man-packed Gun teams can be treated as either Infantry teams or Gun at the target Player's discretion for the Shooting at Mixed Platoon rule" and Blocked Text wrote :"Man-packed Gun teams cannot be distinguished from Infantry Teams when allocating hits Page: 29

30 from FP 5+ or 6 weapons" The boxes are summaries not the true letter of the rules, see page 3 of the mini-rule book. (Wayne) I understand that the italicised words are the precedence. but that doesn't mean this isn't a mistake in the italicised words with the boxed text being what they meant to say. Maybe I'm missing something, but if you read the "Shooting at mixed platoon rule"...there's no reason for the above mentioned italicised text to even exist. Anyone can prioritise guns over infantry anyways...so why go out of your way to specify that 5+ of 6+ weapons can do it when they already can. But if it was a typo and the boxed text is actually correct. then there's a reason for the italicised text to exist. Because the rule says that they cannot, not that they can. (Phil) - On page 44 it gives an example of hit allocation on a target platoon. The second example is an HMG that gets 5 hits on a platoon that is more than 8" away. What is the significance of all the target teams being more than 8" away to hit allocation? The significance is simply that they are all 8"/20cm away (not more than 8"/20cm). That means that none are more than 16"/40cm away, so the rules about hitting teams closer than 16"/40cm make no difference. (Phil) - A Priest troop of 3 guns (2 bailed, 1 active) and the gun troop commander came under fire from a Panther (or three). The Panthers chose to target Priests over infantry... The rule for allocating hits says unbailed first, so no issues there... am I required to allocate hits to the bailed Priests before laying one on the commander or can I lay a hit on the commander before going to the bailed vehicles? The priority for hits, to me, would indicate the unhit, unpinned but dug-in commander would come before bailed units... and the rule about aiming at unit types says it is 'subject to the usual rules about allocating hits' and -that- section says that 'bogged/bailed units are hit after operational ones'. My argument was that the infantry was 'operational' which places it higher than the bailed Priests for hit allocation. If I'm wrong then ok but I have to ask about this one... it seems way to wonky and convenient to me. Page 67 (45). "Your opponent must allocate hits... to teams of the priority type, although exactly which teams of that type are hit is... subject to the usual rules for allocating hits. Hits must be allocated to the appropriate type of team, then the normal allocation rules kick in. In the case mentioned, every tank (including those bailed out or bogged down) takes a hit before any infantry team.(phil) How is this resolved if the Panthers fire both main guns and machineguns? Can the Panthers designate "tanks" for the main guns and "infantry" for the machineguns? Or are they stuck with only one target prioritisation? Each team can only have one priority target type.(phil) If the latter, then the Priest owning player could place the machinegun hits on the tanks (the priority target) and then count the main gun hits as spill over onto the infantry (or vice versa). This makes no sense. That's where the Mixed Anti-tank Ratings rule on the same page comes in.(phil) - Had a rule situation come up in a game, and was wondering about proper resolution. Further, if you can cite the rule that applies, it'd be appreciated. I hit an American Cav Recon squad -- Greyhound and jeep with mortar team inside -- with some fire from a German AC unit. I hit with 3 2cm shots, and 3 MG shots. He assigned hits by type of weapon -- allocating first the 2cm hits, 2 to the Greyhound, and 1 to the Jeep, before then allocating MG hits, 2 to the Jeep, 1 to the Greyhound. I was under the impression that one allocates all hits according to AT, without separating by weapon -- which is to say the 3 2cm gun hits against his Greyhound, and the 3 MG hits against his Jeep. What's proper procedure? The hits must be allocated evenly, three to each vehicle, this is by platoon shooting, not by type of weapon. The hits on the armoured vehicle have to be those with the higher Anti-tank rating, so the 2cm hits are on the M8 and the MG hits are on the Jeep.(Phil) 15.2 Distinguishing Tank Types - So what exactly is the definition of a different chassis? I don t think they ever specify what chassis is used on each tank. German models are pretty clear by their naming scheme, but allied tanks less so. An excellent question that can only be answered by common sense and discussing it with your opponent. In the Churchill case, I would say that they are the same chassis since the difference is limited to a couple of hatches being round instead of square and thicker armour.(phil) - The Gun Tanks rule allows a player to differentiate targets based on hull-type and/or gun-type. If there was a German platoon including tanks (say all Panzer IIIMs) with and without schurzen could a player Gun Tank those? Same hull and gun, but they look considerably different. Page: 30

31 I can see the difficulty here. Clearly the presence of Schuerzen makes a big difference to a Bazooka, but little to a 17 pdr. Using the presence of Schuerzen to pick out the target tank when firing a 17 pdr gun would be rather excessive. In terms of the Bazooka, one can assume that the tanks with Schuerzen will be attempting to shield the rest. If they are all in range, then having the Schuerzen take the first hit is not unreasonable.(phil) - when do you choose the tank type Actually, the intention of the rule is that you declare what type of tank you are trying to pick out before rolling the Gun Tank dice. I can see where the other interpretation can come from, but it never occurred to us as a way to do it, so we didn't think to make the timing clearer - at the time it seemed obvious to us. (Phil) - Different Turrets, same Chassis - They are both A13 and are not distinguishable as having a different chassis. Likewise a Königstiger with a Porsche turret is not distinguishable from one with a Henschel turret. (Phil) 15.3 Allocating to Weakest Armour - 5 t34/85's have moved to within 16" of a 3 strong panther platoon. the 4 t34's all miss, 3 t34/85's can hit the side armour of panther a but the front armour of panthers b and c. one hit is scored. the remaining two t34/85's can only hit the front armour of panther a due to buildings and position. one hit is scored. my question is this:- following hit allocation the weakest armour must be hit first so a hit is applied to the side armour of panther a but the remaining hit can only hit panther a so is this hit given to panther a also? if not then do both hits get applied to the front armour of 2 separate tanks? The rules clearly give the distribution of hits evenly priority over side armour. Since the one tank is already being distracted by the rest of the platoon, the flanking tanks are forced to deal with the ones the found when they went around the side before they can get back to the flank shot on the first tank. It is an odd situation, but as the shooting player you can always choose not to shoot at the front of the exposed tank and just go with the side shots. (Phil) 15.4 Flank Shots - Do hits from a firing team that is straddling the line extending the front edge of the target team count as flank hits? Yes (Phil) - If the answer to the above is yes, then do hits from a firing team that is straddling the line extending the front edge of the target team and where the firing team's weapon mounting point is in the "frontal" part of that line count as flank hits? No (Phil) 16.0 Resolve Hits *Page 69: Change +1 if the range is over 16 /40cm to all teams in the shooting platoon to +1 if range to the target team is over 16 /40cm. This change brings the rules in line with the only sensible way of playing them. *Page 73: Add, except that a hit from a weapon with the Bunker Buster attribute must always be allocated to a team in a building before a team outside a building to Unprotected Teams. Change "The infantry in the open must be allocated hits before those in the building meaning the unprotected teams receive three hits, and one is allocated to the team in the building to The infantry in the open are hit before those in the building meaning the unprotected teams receive three hits, and one team in the building is also hit in the example. As the rules were written technically you could neutralise a bunker buster by putting a single team outside the building! 16.1 Pin Down Platoons - German Armoured Recon (attacking) vs US Para (defending) : Turn 6 of Fighting Withdrawal. I was dug in on the objective with my US Para Platoon. During the German turn, Shooting killed 1 stand of my infantry. In doing so it killed the only stand that could be reached in the assault by a lone Pz II. The German moved in but could not attack. I passed my motivation check and counter attacked killing the Pz II. My opponent says I was pinned because I took a hit in the shooting phase which made it impossible for the single Pz II to make an attack in the assault phase. I said that I wasn't because the loss was suffered in the shooting phase and I did not take a hit in the assault phase. Page: 31

32 We diced it. I lost and became pinned. Because the lone Pz II pinned me, I could only fire 5 times at his charge by his grenadiers instead of the 11 I would have had if I was not pinned. Didn't get 5 hits and got pushed off the objective. Unsuccessfully counter attacked in my half of turn 6, could not re-capture the objective. Was I pinned from the first assault by the Pz II? Yes.(Phil) - If your platoon becomes pinned the infantry can still mount up (as long as they are not moving toward the enemy) but the fact still remains that the Platoon is 'Pinned' and will stay that way until you roll a successful 'un-pin' role. I have one last thought on the subject. Which is this - Your pinned platoon has re-mounted their armoured vehicles. Are those armoured vehicles now able to move toward the enemy as they ignore the effects of pinning, taking the infantry inside with them? (although why you would want to take pinned troops closer to the enemy I don't know). Just curious if this is a legal move as I can't imagine a situation when I would actually want to do it. Yes you can. Say you have a fairly good chance of unpinning because the CO is joining the platoon this turn, you might want to move up into an assault position on the assumption that you will unpin next turn.(phil) - how do we know which rules to apply the shooting rules to if things like the AA are affected... The rule about the effect of being Pinned Down is not about Shooting, it is the effect of being Pinned Down. (Phil) 16.2 Pinned Down Transport - A platoon of panzer grenadiers pinned down. I could only move directly back. I have all my transports behind my pinned infantry, can I move my infantry back and into my transports? Since the half-tracks are armoured vehicles, they could move up to the infantry and have the infantry mount them there as well.(phil) - Armoured Aufklarungs (250 halftracks). Platoon is dismounted, two of the halftracks are fired at by british HMGs and take 5 hits. Only the two halftracks are in view, nobody else. Is the platoon now pinned (except the halftracks which cant be pinned as they are armoured)? The infantry see it as a warning of what will happen if they try to advance, so they decide to sit where they are. The half-tracks can then continue operating while the infantry get their stuff together again and are willing to risk those machine-guns themselves.(phil) 16.3 Destroyed Teams Destroyed armoured vehicles : - When I combine Moving Near the Enemy, Moving Through Defiles, and Destroyed Armoured Vehicles, this is what I get: 1. You can move through live enemy and destroyed vehicles except: 2. When it blocks a defile (created by terrain, not other live enemy / wrecks). 2a. In such cases, you can not move a live enemy, but can move through a wreck as Very Difficult Going. It s correct? That's pretty much the intent of the rules.(phil) So are you saying the intent is that wrecks don t create a terrain feature so therefore can not create a defile? Because when they do matter (such as in a defile) they are Very Difficult Going.(Phil) - Some tanks on a road with hedges (read as terrain of the difficult variety). The roadway is wide enough for said tanks to "fit shoulder to shoulder" thus the roadway, for these medium tanks, anyway, is not a defile. Tanks turn about 45 degrees in order to better fire upon the enemy which they do to minor effect. A mix of artillery and air support take out one tank, leaving its burning hulk in the middle of the road at a 45 degree angle. In this position, the model covers about 80% of the roadway from side to side. After a quick, friendly discussion with my opponent, we determined that, due to the angle the tank was positioned and the fact that a destroyed tank counts "as Very Difficult Going", that a bog check would have to be made. Note that the same rule (p 52 minibook) states that "This will only matter when the destroyed vehicle blocks a bridge or a narrow road..." with no mention of "defile". What do you think about that? "After a quick and friendly discussion" sounds like the perfect solution to me. The rules can't possibly handle every situation and you handled your specific situation perfectly.(phil) - Prior to an assault infantry moved onto a destroyed tank. Directly on top. They were then subsequently assaulted by tanks. Since the infantry are in very difficult going, would that require a bog check to assault them? Page: 32

33 Clearly they are in Rough Terrain so the tank is going the have to test. There is the issue of the tank burning that could make things a little warm for the infantry though. My above statements were meant as a guide to state that you cannot create a barrier in an open field simply by having tanks destroyed there. None has enough tanks to block a field. OTOH, there is nothing to stop you defining a gap or road as a defile or even as in some case as a two-vehicle wide defile. It's your terrain after all! (Phil) - I just could not resist this Phil, the army I saw fighting the Panthers was, 56, yes that is 56 Tanks, I believe they were T26s and he could cover the whole narrow end of a table when lined up in a row! 56 x 2.4m = 134m A sight to behold, yes (we play tested it), but an obstacle to movement in an open field, no.(phil) In the case I described in the begging the gap was about 8inch from one terrain feature to the next, not something I would expect to be talked about at the beginning at the game as being a possible defile. When looking at the game with all the burning tanks between those two feature common sense did seem to indicate there was an issue. 8"/20cm is a long way in Flames Of War. Most weapons with that range can fire about 200m to 300m. Even carefully lined up the T-26's would have trouble blocking it!(phil) 16.4 Bailed Out Vehicles *Page 76: Add hyphen to dangerous in Shooting at Bailed Out Teams. *Page 76: Change If a Bailed Out or Bogged Down vehicle is forced to Bail Out again by enemy fire, take an immediate Motivation Test to If a Bailed Out or Bogged Down vehicle is forced to Bail Out again by enemy fire, do not place a second marker, instead take an immediate Motivation Test. Once again, a few more words in the sentence make it much clearer. - I shoot a platoon of 6lb AT guns at 3 PzIIIs and get 6 hits. Each PzIII is assigned 2 hits. Each PzIII makes an armour save against each hit. First PzIII fails both saves - less than AT rating of 6lber - and I roll firepower to kill (if succeed) or bail (if fail). Both fail. Does this reslut in the PzIII team having to: a) Bail (1st hit) and ignore 2nd hit or b) Bail (1st hit) and take a motivation test (2nd hit)? If a tank is bailed out them bailed out again, even if it was by the same platoon's shooting (as in the two hits allocated and both bail out the target example given above), it must immediately take a Motivation Test for the second bailed out result.(phil) 16.5 Command Casualties *Page 77: Bogged or Bailed Command Tank. Add Instead it becomes part of the platoon the taken-over tank came from at the end of the rule. At present the rule says nothing about what happens to the commander s old tank! 16.6 Warrior Casualities - If you destroy a warrior team, you roll a die: On a 4+ you killed the warrior and the team is destroyed Otherwise, owning player may designate another friendly team of the same type that is within command distance of the warrior to take over as the new warrior. Ok, what happens if I don't roll a 4+ and there is no friendly team of the same type within command distance? Does the Warrior become one of the walking dead? The warrior survives, but isolated and alone, they stagger to the rear looking for the rest of their unit. (Phil) - A warrior team (tank or infantry) is killed. They roll the 4+ special save and a nearby team BECOMES them. Result: What happens to the platoon that the team came from? Does this reduction in strength count as a casualty? Do they still count it for positive teams? The team is not Destroyed, so nothing happens to the platoon at all. It is simply one team smaller.(phil) - A Brit Armd Car Coy CO (Who is Confident Veteran and has Recce ability) survives the destruction of his Armd Car. The nearest tank team within command distance is a Sherman (rated Conf Trained) from a sherman Plt, so the CO transfers to this veteran. As I understand the rules the Sherman now becomes an independant team, rated as confident vet and has recce ability. Is this correct? Not quite. The Sherman tank become the Company CO and thus a Warrior team, but remains what it was before, a normal Sherman tank rated Confident Trained.(Phil) Page: 33

34 17.0 Shooting Special rules 17.1 Bunker Buster - A building containing 3 enemy infantry teams is hit by two bunker buster weapons. Does each team take 2 saves or 1? Two.(Phil) - A weapon firing into a very large building with the bunker buster rating does it hit everyone in the building or just the room that the targeted team was in. Huge open spaces with no internal partitions (like the inside of a giant factory) are best treated as normal open space that just happens to have very high walls around it. Check out page 222, especially Multi-room Buildings and Rooms. Basically, you divide your building up into rooms 4-6" across and one floor high and treat each room as a separate building. Treat big open factories as open space enclosed by walls rather than as a building. Treat hallways as oddshaped, long, skinny rooms. (Phil) - A soviet Kv-1s assault a small inf platoon inside a building, they manage to survive the assault the kills every inf team inside the build but during consolidation he decide not to move them anymore, so now 3 kv-1s i left inside the building, then i the following turn a German 15cm gun open fire on the build and now we are not sure on what happens, since the bunker buster rule says that every time inside the builder is hit, but on what facing and with fire AT and firepower, and to make matter worse one of the kv-1s was holding so that if they were not i a build it would have bin hit on side instead of front, but that should not matter if the hole building is explorting around you. Interesting. As the rules are written, the shot hits all of the tanks in the building. You could either rationalise it as the building falling on the tanks, or adopt a house rule saying that only one tank is hit.(phil) 17.2 Protected Ammo - German tanks get THREE chances to unbail??? Are German tank crews going to have three chances to unbail per turn. By my reading, a bailed German tank crew fails it unbail motivation check, but, they have protected ammo and immediately get a second roll correct? Now, assuming they also fail this roll, and General Rommel happens to be in the force and in LOS of the bailed crew allows them to re-roll failed motivation checks. So, the question is do these checks stack thus giving the German bailed tank team three attempts to unbail or do the two extra attempts cancel each other out and they still only get two tries? I won't even speculate that by a strict reading of the rules they could possibly have four attempts. The special rule Protected Ammo gives you a re-roll. This overrides the normal rule that doesn t give anyone rerolls to remount a bailed out vehicle. However, it does nowhere does it say anything that overrides the rule that you may only have one reroll. All of the rules allowing rerolls say something to the effect of "you may reroll this roll". No matter how many rules say "you may reroll roll X", you may still only reroll roll X once unless some other rule says you may reroll it more than once. The only rule that says this is the Komissar rule. If you argue to the contrary, then all rerolls could be rerolled, and the rule on page three would be unnecessary! (Phil) 17.3 Slow Traverse - Should page 58 Slow Traverse read: Tanks with a slow traverse add +1 to the score required to hit when shooting any weapons at targets that are entirely behind a line drawn across the front of the tank's TURRET before it moves at the start of the shooting step. Instead of hull? No. The Slow Traverse rule is exactly as intended. (Phil) - This rule is intended to affect the bow MG which is not in the turret? If you can fire at a target behind the line across the hull front with a hull MG, then yes!(phil) 17.4 Smoke - You said the rule on page 121 was the only way to get concealment from aircraft. Does that mean that smoke does not provide concealment from aircraft? Yes. Smoke was often used to mark targets for aircraft. The instruction "bomb the smoke" works fine.(phil) - If a team is inside a smoke screen can aircraft still target it even though the second and third aircraft in the flight will usually be more than 6 inches away from the target in the smoke screen? Only the position of the first aircraft matters as all will bomb from this point, one after the other.(phil) - How does a smoke screen affect AA guns firing at aircraft? Page: 34

35 Since the guns are in the smoke, the aircraft are concealed, but can be shot at. I'd just like to point out that smoking an observer team will not stop it from calling an All Guns Repeat bombardment. The only restrictions are that they do not move shoot or assault. (Phil) - Would like to know that since aircraft can attack a target that is smoked, could an arty unit call an AGR (Al Guns Repeat) on a target that is smoked? The simple problem with smoke is that the gunners have to bring up a new supply of smoke ammunition to fire a smoke bombardment again. It takes every smoke shell they have just to fire one screen. The delay in getting more ammunition means new meteorological conditions, confirming the target is still there, hence new ranging in. (Phil) 17.5 Flame-Throwers - If I upgrade one of my rifle teams to a flamethrower, do they continue to shoot as a rifle team until the flamethrower shoots and the team is removed? The Rifle team is replaced with a Flame-thrower team, not upgraded. A Flame-thrower team can only shoot with its own statistics, just like any other team.(phil) - If a flamethrower team shoots and is then removed, but this removal now puts all teams in that platoon out of 4" of an enemy platoon it could otherwise have assaulted, can the platoon make use of the shooting is too successful rule? Yes.(Phil) - Does a Pioneer/sapper team that is upgraded to a flamethrower team retain the pioneer/sapper status or are they basic infantry. The difference is AT 4 in assault as a pioneer versus AT2 in assault as an infantryman. I believe the wording is replace one Pioneer Rifle team with a Flame-thrower team. Since the Flame-thrower team is not listed as a Pioneer Flame-thrower team it is not. Had it said replace a Rifle team with a Flame-thrower team, then the implication would have been that the Pioneer attribute carried over since it is not mentioned either way. (Phil) - Can the Midwar German Flammepanzers make an assault? I can find nothing in the rule book of in ostfront that says they can't, i've been told it was settled in lessons from the front but i can't find it in there either. At present they can. We decided that it was not something we wanted to have in Festung Europa. However, the midwar books still allow it.(phil) - The SdKfz16 has two flamethrowers. Can I fire them on different turns? You can shoot both if you wish, but you don't have to. One turn of shooting, period. That is, you can fire one or both in that turn, but you can only shoot in one turn. (Phil) - Can you shoot the two flamethrowers on a SxdKfz251/16 separately? You can shoot both if you wish, but you don't have to. However, the rulebook still says only one turn of shooting.(phil) - Is that one turn of shooting per flammer or one turn of shooting whether you fire one or both? One turn of shooting, period. That is, you can fire one or both in that turn, but you can only shoot in one turn. (Phil) - Flamethrowers and open bunkers : Do they get a FP check to kill the open bunker? They automatically pin the bunker, no FP check needed, so is it straight to FP for them? The hit automatically pins the bunker (auto pass first Firepower test in effect), so the first die roll is for the second Firepower test to destroy the bunker. (Phil) - The flame tank rules say you can send them to the rear in "any movement step." There was an issue with this relating to transports long ago and Phil said that it had to be "YOUR" movement step. Anybody know if this applies to Flame Tanks also or can it be your opponents movement step? Flame tanks are removed in any of your Movement Steps. (Phil) 17.6 Volley Fire - A stationary platoon of zis-3 with the volley fire rule is firing at an enemy veteran infantry platoon. The enemy teams with in 16" are gone to ground and concealed (so a 6 to hit). Another team from the same enemy platoon is Page: 35

36 at long range but has just moved in the open (so a 5 to hit). Now to be eligible for volley fire do I target the concealed enemy teams, needing 6's as I need to be shooting at less than 16" to get the re-rolls? or is it a case of the long range enemy team 'reveals' the entire platoon and the easiest team is used for 'to hit' purposes but as there are targets within 16" I get the re-rolls? In order to use the Volley Fire rule, you need to be rolling to hit based on a team within 16"/40cm. In the case above, that would mean a choice between re-rolling 6's or rolling on 5+. (Phil) 18.0 Vehicle Weapons *Page 87: Turret-rear MG. Change heading to Turret-rear MG without the R capitalised. Change Any team assaulting a vehicle armed with a turret-rear MG to Any team assaulting a vehicle armed with a turret-rear MG that is not Bailed Out. Bailed out vehicles aren t going to gain much protection from a weapon that isn t manned. Change doubling the effective firepower that can be levelled at a target to doubling the effective firepower of the mounting in Twin MG. Minor wording change that makes the sentence more accurate, but changes nothing! 18.1 AA MG s - Some of the units that previously had Self-Defence AA MG's have a weapon simply called an AA MG? With no reduction to ROF for being classed as a Self-Defence weapon system? AA MG are always Self Defence AA. Some other weapons are also Self Defence AA. take the Sd Kfz 222 for instance. It's 2cm KwK38 is capable of firing at aircraft, but it is not a dedicated AA vehicle, so its 2cm gun has the Self Defence AA attribute.(phil) - An AAMG is a vehicle MG (ROF3, range 16", FP6+) that can also be fired skywards? That's the definition of it. Yes. (Phil) - I believe that I read in the rulebook that if you fire your AA gun, you cannot fire your main gun? But for the life of me I cannot find it, does anyone know where this is, if at all? The question comes up because if I am attacking (with planes) a platoon of US Mortar Halftracks and they elect to shoot their AA at my planes in an effort to reduce losses, does this mean they can t fire their Mortars in their subsequent shooting phase? The AA MG rule is on page 87. The last paragraph states that an AA MG cannot be fired at the same time as a main gun, although they can be fired at the same time as other machine-guns.(phil) Passenger-fired AAMG : - I'm still wondering if I can have another one of my teams ride with the platoon commander so that all 4 of my HT's can have AAMG's? No need. Any passenger can fire the passenger-fired AA MG, and the Platoon Command team is a passenger.(phil) - If it's just a passenger fired aamg, doesn't it get 360 degree field of fire? Yes it does. (Phil) - AA MG's can fire while pinned (at full ROF on armoured vehicles, ROF 1 on unarmored vehicles), or is it simply an omission, and the old v.1 rule is still in effect? The rule isn't in second edition, so no, it isn't there!(phil) 18.2 Turret Rear MG - First rule (Pg 76 MRB) "Bailed out vehicles may not move or fight until the crew remounts the vehicle"-vs- Second rule (Pg 87 MRB) "A turret-rear MG may not shoot. It's function if purely defensive. Any team assaulting a vehicle armed with a turret-rear MG, must re-roll and successful Skill test to hit. etc..." It is my interpretation that BAILED OUT VEHICLES MAY NOT MOVE OR FIGHT so it could not use the turret-rear MG in an assault. It s right? Using the Turret Rear MG is a form of fighting. It cannot be used by a bailed out vehicle. (Phil) 19.0 Snipers *Page 92: Change Snipers are always rated as to Snipers are Infantry teams and are always rated as. Yep, we never said that snipers were infantry teams. Obvious, but we never said it! Page: 36

37 - As long as HQ attachment can be added to any combat company to increase its power or size ( at least with russians I play ), the sniper teams as HQ attachment could be also attached to combat companies? just to make them more survival, as hits spread through other teams in the combat platoon. Snipers are Independent teams that can never join a platoon. It's their Loner rule on the snipers page. (Phil) - So what comes under the term "terrain feature"? Can a Sniper deploy on a hill, or is the intention area terrain? Check out page 36 of the mini rule book (page 58? full rule book) under Concealed by terrain. A hill is listed as a 'Terrain Feature'. Normally a team would have to be at least half hidden by the hill to be concealed. However, Snipers are always concealed. The requirement to be in a terrain feature helps make them a little more sensible in where they appear. Most hills are not smooth domes, but have plenty of nooks and crannies for someone to hide in. (Phil) - If a sniper shoots at a platoon with a Scot 2iC attached and the defender allocates the hit to the 2iC is the platoon Pinned? The sniper rules say the platoon is pinned. The Bagpipe rules Say hits on the 2iC don t count to pin the platoon. Any hits assigned to the piper do not count for pinning down the platoon. Thus any hits on the team by a sniper (or flamethrower for that matter) do not count for pinning down the platoon. If the piper was the only team hit, the platoon is not pinned down and continues on. The piper lies in the dirt, mortally wounded, but playing on, inspiring the troops to revenge them against the sassenachs.(phil) - "Sniper's Hide" points that a Sniper must be deployed in an "terrain feature"; which a building is. But once deployed, it cannot move. But the rule "Occupying Openings" allows an infantry team to switch the opening they are using at the start of any Step; so it's not a movement. So I guess a Sniper inside a building may not leave the building, but he could change the opening through he's shooting at will, couldn't he? Changing openings is not movement for infantry teams (otherwise teams would suffer ROF penalties when changing openings, which they don't). Since it is not movement, there is nothing in the building rules to stop a sniper changing between openings in a building. However, the sniper rule isn't about movement in the game sense, it is about changing their position in any way at all. Once placed, the model of a sniper cannot be moved. The basis of how I'd play it is simply that a sniper occupies a spot and sits their until it becomes too dangerous, then leaves. They do not attempt to defend their spot. If it is threatened, they head out the back way and come back tomorrow. On that basis, I can't see a sniper changing window. That's a quick way to become an ex-sniper! On the other hand, they are an infantry team and I see no problem with them rotating to face an enemy. (Phil) Page: 37

38 Assaults 20.0 Who can assault? 20.1 Choosing the Assault target & Tank Terror - If an infantry platoon is trapped between two platoons, one being a tank platoon and the other an infantry. Can they attempt to launch an assault at the tanks, fail their motivation test, and then subsequently launch a new assault at the infantry? The answer to your question is no. You have to launch your assault against the tanks before you roll the Motivation Test to assault them. Even if you fail, you have already launched your one assault for the platoon that turn and cannot turn around and assault the infantry.(phil) - You wrote : If they did counterattack, then it become the original tank unit's turn to take a Motivation Test to counterattack since they were assaulted (ineffectively) by tanks. You only have to take a motivation test if take a hit in assault combat...did this change? Whenever you are assaulted by tanks.(phil) - Does this mean that a tank can flat out assault another tank in hopes of driving them off because they failed their motivation? Yeah they get DF but if I can force a tank off of an objective just by assaulting it with some tanks? I was just stating how the rules work in that specific and unusual situation. Tanks still cannot assault tanks!(phil) - How does this work with the Tanks can't assault tanks section on Page 106? "If the only enemy teams from the platoon you are assaulting that are within 4" of an assaulting team are tank or transport teams and your only teams within 4" of them are Tank teams, you have won the assault." In that case, can the Motivation Tests, the assaulting tanks win and capture the immobilised tanks as the crews ran off with the infantry.(phil) - If inf charge inf, and the defending inf have a tank in support directly behind them, do the charging inf have to test for the tank? The tank would be less than 2" from the assaulting inf at the end of assault movement. If they are required to test and fail the test, is the entire charge cancelled? If the infantry came within 2"/5cm of the tanks, they would have to assault them, thus having to take a Motivation Test. If they could stay outside 2"/5cm of the tanks, then they don't.(phil) 20.2 Assaults and Command - Can you initiating a charge when out of command? Here is the example, a plt of infantry gets shot up in the opponents turn which leave a few teams out of command distance from the rest, then in the players turn he takes the out of command teams and charges the enemy which happens to be within 4" of one of the teams, no the commander does not charge with them only the team that was out of command assaults. In the who can assault section of the book Pg 95 it does not say he cant, it does say "Leaderless plts- Platoons without a plt command team cannot launch assaults" but this is not relevant as he does have a plt commander even though it is out of command range. Then there is page 97 "Ignore out of command" Teams do not have to remain In Command or attempt to get into Command when charging into contact. Yep. As long as the platoon has a command team, any team in the platoon can launch an assault.(phil) 20.3 Assaulting buildings with Cavalry - I can t se anywhere in the rules where it says if cavalry teams can assault a enemy platoon i a building, i know that they can t move into a build while they are mounted, but nothing about assaulting, and the rules says that you have to move up to a opening in a build to make it into contact with every team in the building. how does people play this? Cavalry cannot assault teams in a building while mounted(phil) - Cavalry teams cannot enter buildings while mounted, but can they score assault hits on teams inside buildings? Cavalry are Infantry teams. The rules for assaulting teams in buildings state that Infantry teams in contact with an opening are in contact with teams in the building. Thus Cavalry can assault teams in buildings. - As for Impassable terrain, there isn't much terrain that is impassable to infantry, but that could contain an Page: 38

39 assaultable team that you could get into contact with, but if you could contact the team with an Infantry team without entering the Impassable terrain, then you can assault it. The rules for vehicles are different and require the vehicle to be able to enter the terrain. (Phil) 20.4 Infantry Assaulting Tanks - Example: A platoon of American infantry is assaulting a platoon of German infantry. The German infantry happen to have a Stug behind them. After the Americans charge into contact with the Germans infantry they have a few teams that are 3" away from the Stug. Question: Do the Americans have to roll tank terror test to launch the initial assault? I say no and some folks say yes. There are two governing paragraphs that discuss this. P.95 : If you wish to launch an assault against a platoon that has armoured tank teams, you must pass a motivation test for the attacking platoon before beginning the assault. and P.99 : Any enemy platoon that has teams within 4" of an assaulting team is counted as being assaulted and is eligable to conduct defensive fire at the whole attacking platoon. The quote on p.95 is saying that a Tank Terror test is required if you are launching an assault against an armored tank team. I believe that since the American infantry did not end their movement within 2" of the Stug they are not 'launching an assault against' that team. hence no TT test. I believe the quote on p.99 is saying that the tank team is drawn into the assault only after it has been launched against the infantry and is hence eligible to conduct engage in counterattacks. Essentially the tank is considered as 'being assaulted' (because it is within 4") even though the infantry did not 'launch an assault' against it (within 2"). Because the infantry did not 'launch an assault' against the Stug then no TT Test. The tank teams are only pulled into the assault AFTER the teams have made contact (ie they are within 4" of the assaulting platoon). Since the assaulting platoon has already moved into contact, it is no longer required to make tank terror tests. As mentioned before, the platoon is NOT assaulting a platoon that has tank teams, the tank teams just happened to get pulled into the assault due to the final placement of the attacking teams. (Phil) 20.5 Shooting before an Assault - Can tanks shoot their main gun and assault? The Quick Reference sheet indicates you can t. The Quick Reference Sheet is a reminder of the rules, not the rules themselves. The reference in this case is to defensive fire where tanks can only fire machine-guns at infantry. (Phil) - Tanks with hull, coax and aa mg want to shoot inf platoon to pin before assault. Tanks would prefer to not need to fire AA MG as they count as open topped. Is it legal to roll the coax mg (count and allocate hits), then the hull mg (and count and allocate) and then decide if you want to fire the aa, or do you HAVE to fire them altogether? All together sorry. (Phil) 20.6 Does the entire platoon have to assault? - When a platoon launches an assault, does the player have to move all eligible teams into contact, if possible? If a person had a 6 stand platoon, and assaulted, could he only move 3 stands into assault, and leave the other 3 out (not including teams that provided covering fire)? If the answer is yes, then are those 3 uninvolved stands not part of the assault at all? If this is possible, then I see some potential for abuse in terms of preventing "Defensive supporting platoons" from becoming involved in the defensive fire, and the counter assault. Simply have teams give covering fire and don't assault with them.(phil)" -So I have my 6 stands about to assault a Tiger, for whatever reason I only wish to assault with 3. So three stands shoot at full ROF into said Tiger doing nothing and are no longer eligible to assault. Assume that one of the teams I did not wish to include in the assault could not draw line of sight to the Tiger (blocked by terrain). This would mean that that team would have to move 4 inches toward the Tiger. There is no provision for shooting in the air at full ROF, or for not including teams in the assault that did not fire at full ROF. Is this correct? You may declare that any team, regardless of its previous movement or shooting is 'giving covering fire' and not involve it in the assault. There are always fiddles to achieve this anyway, so simply declaring that they aren't assaulting makes things much easier. (Phil) - So you either move into assault the full distance, or you stay out of the assault by 'giving covering fire', correct Page: 39

40 Phil? Those who elect to assault and can reach an enemy must do so by moving up to their maximum move in this circumstance of 4"/10cm. Those who can't reach the enemy can move slower if they want to. (Phil) 21.0 Charge into Contact - What constitutes a successful Charge Into Contact? One that contacts the enemy.(phil). - For the "Charge into Contact" it is base contact. For the "Roll to hit teams in Contact" it is within 2"? Don't mistake headings, the job of which is to convey the general concept of the rule in very few words, with the actual rule. The rule labelled "Roll to Hit With Teams in Contact" does not use the term contact at all. However, it does convey the general idea of what the rule is about.(phil) - Is "in contact" the same thing as "base to base" or is it the same thing as "able to fight"? The diagrams seem to suggest "base to base", but the text doesn't actually use any such language, and never defines the term. The "Roll to Hit With Teams in Contact" heading only confuses things, since all teams within 2" roll to hit. The name of a rule or a heading is simply a quick guide to the general idea of the rule. The charge into contact rules on pages 96 and 97 give a pretty good indication as to what is meant by in contact. essentially it is base-to-base contact with a few exceptions like across a hedge.(phil) - The charge is a Movement step? So Can I move my transport and dismount for a charge? There is only one Movement Step in a turn, and it isn't the Assault Step. You can only dismount in the Movement Step unless explicitly allowed by another rule. (Phil) Charge and dismount: is not a movement step it is part of the assault step. See transport in assaults page 72 and German special rule Mounted Assault on page 137 of the mini rule book.(wayne) 21.1 Most Direct Route - "The Most Direct Route" MRB 97. Can I surround a tank when charging it from the front? You cannot surround a tank when charging it from the front. The only way to get behind a team that you are assaulting is to move behind it in the movement step before you charge. (Phil) - The picture 2 on Page 96 of the Hardback Rulebook shows a team moving to the side of a team already in contact to make base contact with the enemy. Are you saying that the example in the rule book is incorrect? It is only a slight movement to the side, but nevertheless the most direct route would have placed that team in a queue, but instead the rules show it taking an indirect route in order for it to make base contact. This seems to be supported by the text of the rules on the same page, which say "If there are no enemy teams within 4" not already in contact with one of your assaulting teams, the remaining assaulting teams move into contact with teams that are already in contact with your teams instead". There's nothing here about taking the most direct route, and backed up by the example picture I can't see how the 'must queue' interpretation is supported by the rules. As I see it the difference is that the team in the second diagram can move into contact with the enemy gun by moving directly towards it. If, for example, the team in the third diagram was also within 4"/10cm of the gun, it could not move around the other two and into the side of the gun. It would not be moving directly towards the gun. It would be moving away from the gun to the side and then back again. All it would be able to do is move in behind the first two teams. If there was a fourth team, it would move in beside it, etc.(phil) - When I read you would struggle to surround a tank, I could see that if contact was those with 2" you would indeed struggle, but if only those in contact are not allowed to move, then I am struggling with this direct route thing. I am getting the picture that it means in a straight line, so you would have to turn the team to face the target then move in a straight line, of course this would then form a conga line for the ones on the flanks of the initial attackers and IMO is not taking the direct route to the tank, which IMO would be to side step the team in front and charge past it to the target. If attacking one tank you would never and I repeat never be able to surround a tank unless you started by surrounding it and the Charge into contact surrounded the tank. If you had a column of three small teams facing the front of a tank, the first would charge the tank. The second could reasonably contact the same side of the tank beside it in most cases. The third would be pushing it to contact the Page: 40

41 same tank in the front, so piles up behind the rest. It cannot go around them to get to the side or rear of the tank. If in its next counterattack, another enemy tank had arrived, the team that is not in contact could indeed move directly towards it away from the tank that it was previously near.(phil) - I have 2 platoons close together. I am going to be assaulted. The 1st platoon was 2 inches away and the 2nd platoon is 7 inches away from the closest enemy assaulting team. The 1st platoon is total destroyed in the shooting step. The enemy charge using the Shooting Too Successful rules. He must charge toward any remaining teams in the platoon but there are none. Does he charges 2 inches to where the platoon was (before dieing) or 4 inches and move past the dead platoon's position? This does make a difference as a 2 inch charge will not involve the 2nd platoon because it will be over 4 inches away and a 4 inch charge will drag in the second platoon as it would be within 4 inches of a charging team! It refers to the Charge into Contact move. You have to Charge into Contact to the unit you shot at, or their positions (if those teams no longer exist). You would then chose to Consolidate or Breakthrough from there.(phil) - With a platoon that has teams that shot at more than one platoon ; can only teams that shot at the platoon that gives Shooting too successful move in the charge at the now missing Teams/Platoon? As it is following all the rules of movement in charging? If the platoon was able to charge before shooting and isn't able to when the time comes to do it, it may still charge using the Shooting to Successful rule. Teams may still only charge the platoon they shot at as normal.(phil) - What happens when there are no defenders left within 4"/10cm after DF? In that case, the attacker wins the assault and can consolidate or try their luck with a breakthrough on another platoon. Or not, as was pointed out above, there are no enemy at all within 4"/10cm to breakthrough into.(phil) - Can an infantry base can cross (go through) destroyed tank (enemy tank and/or friend tank, but dead one)or has to walk around, and if yes can the base stay on the wreckage to fire upon the enemy. I'd treat them as linear obstacles in an assault, so that infantry on one side of a wreck are adjacent to teams on the other side. (Phil) - When a platoon launches an assault, does the player have to move all eligible teams into contact, if possible? If a person had a 6 stand platoon, and assaulted, could he only move 3 stands into assault, and leave the other 3 out (not including teams that provided covering fire)? If the answer is yes, then are those 3 uninvolved stands not part of the assault at all? If this is possible, then I see some potential for abuse in terms of preventing "Defensive supporting platoons" from becoming involved in the defensive fire, and the counter assault. Simply have teams give covering fire and don't assault with them.(phil) 21.2 Tanks Assaulting into Terrain - "Any movement through difficult/very difficult terrain requires a test. It could be movement, assault, counterassault, breakoff, and/or consolidation would require a bog test. " So the tank did NOT take a Bog check to assault the defending team, Essentially you only take one Bog check, no? To be clearer, you could end up taking a Bog Check to Charge into Contact, to Counterattack, and to Consolidate all in the same assault. You would not take two Bog Checks to Charge into Contact and then Push into the Enemy position as it is in effect the same movement, just interrupted to see whether it is completed or not.(phil) - Does an assaulting tank have to make a Bog check if it contacts an enemy team partially in woods, the tank itself doesn't enter the woods, and there is a 2nd enemy team within 2" in the open? Relevant rules: "the normal rules for.. entering Rough terrain apply while charging into contact. Tank teams must make the approprite Bogging checks as required...likewise, if ALL (emphasis added) enemy teams within 2" of the team are in rough terrain, the tank must make a Bogging Check.. " p97. That seems to allow for an exception if NOT ALL teams are in Rough terrain. The diagram on p97 has 3 tanks and 3 explanatory texts. Each text relates to one of the tanks. The text in the bottom RH corner relates to the middle tank and says "if ALL teams within 2" are in rough terrain, make a bogging Page: 41

42 roll". The text in the top RH corner relates to the tank on the right. The tank on the right has 2 targets. One partially in the woods and one in the open. The text says "If any team within 2" is in the open no bogging check is needed" (so long as the tank isn't in the rough). The diagram shows the situation after the move into contact. The tank on the left is in contact with a team in the woods and must take a Bog Check. The tank in the middle has only teams in the wood within 2"/5cm, so it must take a Bog Check. The tank on the right is not in contact with any team and has a choice between a team in the wood and a team in the open both within 2"/5cm, so it is fine. (Phil) 21.3 Assaults and bogging down - My question is about what happens when a Fully Armoured Tank Platoon Assaults and becomes Bailed or Bogged in the first round? For example - 4 Pz IVs Assault a 25pdr Gun Platoon that is dug-in behind a stone wall. One gets Bogged and the remaining three are Bailed by Defensive Fire. At the End of the first round of Assault, there is no winner so the Gun Platoon must either Break-off or roll to Counter-attack. If they fail their Motivation Test to Counter-attack do they have to Break-off? The only enemy are Bailed or Bogged Tanks. As the guns can only move 2" do the Guns that are still within 4" of the Bogged / Bailed Tanks get captured? If four tanks charge four guns and all bog down before making contact, then the charge too far rule comes into effect and there is no assault and we move onto the next platoon (no defensive fire, no break off, no nothing, there simply wasn't an assault, although there was some movement). If four tanks charge four guns and all get into contact, but are then bailed out by defensive fire, then there is an assault as the tanks got into combat. All un-bailed tanks (all zero of them) then roll to hit. Of course the result is no hits. The Guns then take a motivation test to Counterattack (since they were assaulted by tanks). If they succeed, they capture the tanks. If they fail, they must break off (being captured in the process unless they are Light or Man-packed). Presumably the gun crews having failed to destroy all of the assaulting tanks, panicked and fled (a good reason to protect your guns with some infantry!).(phil) 21.4 Assaulting multiple platoons - Three platoons: Germans: G1 Allies: A1 and A2 G1 moves into base contact with A1 during assault. A2 (another allied platoon) is behind A1 (now 3 away from G1). Per the rules, both A1 and A2 can fire Defensive fire at G1 (assuming they meet LOS requirements and such). The rule states: p77 "Any enemy platoon that has teams within 4 of an assaulting team is counted as being assaulted and is eligible to conduct defensive fire. A platoon does not need to be in contact with the enemy to count as an assaulted platoon." Does being assaulted meant that now both A1 and A2 are being assaulted thus having to both pass motivation tests to counter attack and both being able to counterattack? Correct.(Phil) G1 moves into base contact with A1 during assault. A2 (another allied platoon) is behind A1 (now 1.5 away from G1). Can G1 do this? G1 cant reach A2 due to A1 bases being in the way, so can G1 assault A1 without breaking the Other Enemy Platoons rule on page 75? assaulting teams may not move within 2 of any team in a platoon that they are not assaulting Does the above situation# 1 fix this? They simply choose both enemy platoons as the platoons they are assaulting. (Phil) - A situation we had last night... lets say that your platoon has half of its teams shoot at platoon A and half shoot at platoon B. When it comes time for assault, do you send your platoon at platoon A and B at the same time (single round of defensive fire, counter assault, etc) and treat it as a single combat, or do you treat the assault on platoon A as a different assault than the one on platoon B? If platoon B is within charge range, then half of the platoon charges each platoon and the fight is on. It's one big furball. If platoon B is not within charge range, then those that shot at platoon B cannot take part in the assault. They are giving covering fire and will have to wait until the breakthrough to get involved. (Phil) - Lets the call the teams from the attacking plt -- 1 and 2 and the two defending plts A and B. Remembering that the attacking plt has split is fire with some teams firing on A and the other on B 1 fires at A and 2 fires at B. 1 charges A but does not drag B into the assault as it is out of DF activation range. The assault between 1 and A Page: 42

43 goes on to its conclusion. (Defender) A wins 1 is destroyed or breaks off the assault is over. or (Attacker) 1 wins because A is destroyed or breaks off, Now the rest of the attacking plt in this case the teams I have named 2 (which could not assault against A) can do a breakthrough assault on the teams they fired at in this case it would B (off course we are assuming that B is close enough based on the original question) The teams from the first part of the assault (teams 1 of the plt) can now join with teams 2 in the breakthrough. I don t believe the breakthrough has to be done by teams from 1 alone, it can be any part of the plt and 2 can assault B because it fired on them. The only restriction on 2 is that it can not partake in the initial assault onto A OR 1 launches assault into A which would bring B into the assault because B would be activated from defensive fire, so 2 also launches the assault against B at the same time. To quote Phil "It's one big furball. " Or 1 charges A and 2 charges B both at the same time. You can only assault with one platoon at a time, but can assault as many platoons as you want to at once (assuming big enough nuts for the job if there are many platoons to be assaulted!).(phil) - Three platoons: Germans: G1 Allies: A1 and A2 G1 moves into base contact with A1 during assault. A2 (another allied platoon) is behind A1 (now 3 away from G1). Per the rules, both A1 and A2 can fire Defensive fire at G1 (assuming they meet LOS requirements and such). The rule states: p77 "Any enemy platoon that has teams within 4 of an assaulting team is counted as being assaulted and is eligible to conduct defensive fire. A platoon does not need to be in contact with the enemy to count as an assaulted platoon." Does being assaulted meant that now both A1 and A2 are being assaulted thus having to both pass motivation tests to counter attack and both being able to counterattack? Correct.(Phil) G1 moves into base contact with A1 during assault. A2 (another allied platoon) is behind A1 (now 1.5 away from G1). Can G1 do this? G1 cant reach A2 due to A1 bases being in the way, so can G1 assault A1 without breaking the Other Enemy Platoons rule on page 75? assaulting teams may not move within 2 of any team in a platoon that they are not assaulting Does the above situation# 1 fix this? They simply choose both enemy platoons as the platoons they are assaulting. (Phil) - A situation we had last night... lets say that your platoon has half of its teams shoot at platoon A and half shoot at platoon B. When it comes time for assault, do you send your platoon at platoon A and B at the same time (single round of defensive fire, counter assault, etc) and treat it as a single combat, or do you treat the assault on platoon A as a different assault than the one on platoon B? If platoon B is within charge range, then half of the platoon charges each platoon and the fight is on. It's one big furball. If platoon B is not within charge range, then those that shot at platoon B cannot take part in the assault. They are giving covering fire and will have to wait until the breakthrough to get involved. (Phil) - Lets the call the teams from the attacking plt -- 1 and 2 and the two defending plts A and B. Remembering that the attacking plt has split is fire with some teams firing on A and the other on B 1 fires at A and 2 fires at B. 1 charges A but does not drag B into the assault as it is out of DF activation range. The assault between 1 and A goes on to its conclusion. (Defender) A wins 1 is destroyed or breaks off the assault is over. or (Attacker) 1 wins because A is destroyed or breaks off, Now the rest of the attacking plt in this case the teams I have named 2 (which could not assault against A) can do a breakthrough assault on the teams they fired at in this case it would B (off course we are assuming that B is close enough based on the original question) The teams from the first part of the assault (teams 1 of the plt) can now join with teams 2 in the breakthrough. I don t believe the breakthrough has to be done by teams from 1 alone, it can be any part of the plt and 2 can assault B because it fired on them. The only restriction on 2 is that it can not partake in the initial assault onto A OR 1 launches assault into A which would bring B into the assault because B would be activated from defensive fire, so Page: 43

44 2 also launches the assault against B at the same time. To quote Phil "It's one big furball. " Or 1 charges A and 2 charges B both at the same time. You can only assault with one platoon at a time, but can assault as many platoons as you want to at once (assuming big enough nuts for the job if there are many platoons to be assaulted!).(phil) - Suppose you have a situation where one platoon assaults two enemy platoons which are intermingled. After the attacker's first round, one of the defending platoons fails its motivation test to counterattack and falls back. The other platoon passes its test and counterattacks. What happens if in a later round of the assault the attacker's movement brings it to within 4" of the defending platoon that failed its test and had to retreat? Are the defending teams captured? Or, is it considered a new platoon and its earlier retreat not a factor? Common sense would say that ought to retreat again, but the rules don't say that. If an enemy platoon broke off, but you ended up your subsequent counterattacks back within 4" of it, you could breakthrough assault it.(phil) 22.0 Opponent conducts defensive fire *Page 100: Change they only benefit from Concealment and Bulletproof Cover they occupy at that point to they only benefit from Concealment they occupy at that point, but are never in Bulletproof Cover in Concealment and Bulletproof Cover. When we looked more closely, we couldn t think of any situation where they could possibly be in bulletproof cover. *Page 100: Tanks Contacted By Infantry. Change did not move in the Movement Step to did not move in the Movement or Shooting Steps. This stops Italians and others from Avanti moving out of cover to assault tanks. We never thought of this when we wrote the rules and it really doesn t make much sense, although the rule used to allow it Tanks and Defensive Fire - I was watching a game and the following situation occurred: A platoon of Panzers was assaulting a strek kompanie that once the tanks moved were within 4" of a KV company. Now since defensive fire says something to the effect of the unit within 4" can fire defensive fire as if assaulted... Can the tanks defensive fire against tanks, even though they can't assault or be assaulted by other tanks? The tanks would defensive fire, but not counterattack since they cannot assault the tanks.(phil) - The Defensive fire rule uses the term «side armour rating» while the shurzen rule uses the term «side armour». Are these different things? Does shurzen apply in defensive fire? The two concepts should be read as the same thing. Schurzen applies against defensive fire. (Phi) - What happens when I manage to bail a tank a second time in an assault? The Bail Out rules apply everywhere, not just in the Shooting Step. It does not matter what caused a Bailed Out tank to be Bailed Out again, it has to take a Motivation test to avoid being Destroyed. (Phil) 22.2 Attackers in contact destroyed by Defensive Fire - What happens when all the teams of an assaulting platoon within 2" of teams of the enemy platoon that is being assaulted are destroyed, but the attacking platoon is not pinned? Assuming you mean destroyed by defensive fire, then the attack happened because a team did get into contact. However, since not teams are in a position to fight when the time comes to do so, they cannot harm the enemy. When the time comes to make a Motivation test to counterattack, the enemy automatically passes their test and counterattacks bringing the fight to the enemy. (Phil) 22.3 Mounted Assault & Defensive Fire - If a HT is destroyed by defensive fire, the platoon is pinned and assault fails... If the HT is bailed by defensive fire, that team doesn't make an attack, but the Mounted Assault continues and passengers may participate in the Counter Attack. Is that correct? If a half-track is destroyed, the platoon is Pinned Down and cannot assault. Remember also, that passengers in a Bailed Out vehicle do not dismount automatically. They cannot dismount until Page: 44

45 they counterattack. Since the teams are in effect a Bailed Out Tank team, they do not fight in the first assault combat round either. (Phil) But then why the wording in the Armoured assault rule : Teams that dismount from half-tracks that were destroyed by defensive fire take no part in the first assault combat round, but may counter attack after that., Casualties are expected when assaulting 1 hit destroying 1 HT should not be enough to stop the on rush of an assault? There is a disagreement between the two rules (due to them being written at different times in the process). The issue is that the Mounted Assault rule does not say that having a half-track Destroyed does not Pin Down the platoon. If the platoon is Pinned Down, then the platoon fails its assault and the rest is irrelevant.(phil) - Scenario: I attack an enemy with an mounted assault or open topped armoured vehicles. Enemy conducts defensive fire. He pins me and one vehicle bails in base contact with the enemy. Since the platoons didn t consist only of FULLY armoured tank teams, the platoon fall back to their starting positions. (P. 101). If the attacking platoon fell back, the assault is over. (P.101) But what about the bailed out team? a) it can t fell back because its can t move b) it s not destroyed because the don t break off and second it must be in 10 cm of an ASSAULTING team (S.110) c) it s allowed to be inside of 5 cm to an enemy team. It has to be more then 5 cm away except in the assault PHASE. (P.38). So they should remain in base contact with the enemy unharmed. It is bailed out sitting in contact with the enemy. There is no assault. In their turn (which comes next) the enemy can't move closer than 2"/5cm to the bailed out tank in the Movement Step (although the teams closer than that can stay there). If they want to assault it, the still need to charge into contact. (Phil) - Here's the scenario: A platoon of infantry completely inside of area terrain (e.g. woods or a wheat field) are assaulted by another platoon of infantry. 10 inches away from the front lines, also in concealing terrain, two defending HMGs want to fire at the assaulting infantry in Defensive Fire. 1. Can the HMGs see the assaulting infantry since they are assaulting into concealing terrain (and therefore not visible outside of 6 inches)? 2. If the answer to one is no, can the HMGs fire at assaulting infantry that did not make it to the concealing terrain (even though there is a wheat field in the way)? 2. If the defending player had his teams at the front line half-in half-out of the terrain feature, could the HMGs offer Defensive Fire? Like any other shooting, you can only shoot at targets you can see (taken at the point Defensive Fire is conducted). Since you can only see targets in area terrain of the same height or higher than the troops at up to 6"/15cm, it would appear that the answer is no (the only doubt being the height of your wheat fields - if we were only talking about woods, definitely no). If your wheat fields just conceal infantry in them (being less than head high), then any one who can see them can shoot them. If the HMG's are in a wood (as opposed to at the edge), they can only see or be seen at 6"/15cm, so even if the infantry were in the open, they would be safe. Cheers (Phil) 22.4 Avanti moves - I was attacking my friend that were trying out his new Italian parachutist. And during the game he had a Paracadutisti demolisher platoon in ambush, with he deploys in a forest within 6" of my company of They don't move in the movement step, but then in the shooting step he makes a avanti test and pass, so he move them 4" closer to me. then in the assault he assaults my tanks, and says that i can't make defensive fire, because he did not move in the movement step and did not shoot in the shooting step, and he was still in the forest when he started the assault. Can this really be true? I must admit that the rules seam correct since I have look at it a few times after the game. Reading the rules, it certainly looks like they allow this trick. It is not a deliberate design, merely an unforseen interaction of two rules. Personally, since the Avanti movement is in place of shooting (although not actually shooting, hence the loophole), I would not pull this stunt.(phil) Page: 45

46 22.5 Targets for Defensive fire - I m on the defence-my opponent assaults me and 2 of his teams are in the open the other 4 are in the building coming at me through the windows...he realizes that the 2 in the open are gonna hurt him bad when I def. fire at him...so he cover fires with them and assaults with the 4 in the concealing terrain. When I shoot, I argue that my def. fire needs only 3s because two of the assaulting platoons teams are in the open-he argues that no, those teams didn t assault, they cover fired and my def. fire goes against the actual assaulting teams coming at me from concealment...the teams that cover fired are not eligible targets. So I miss pinning him by one...no biggie it was a friendly game and I didn t press it? I get to shoot at the whole platoon in def. fire right? The ones giving covering fire in the open are valid targets-right? The biggest issue here is the timing of defensive fire. Defensive fire is conducted after the assaulting troops charge into contact. Since your opponent's teams are not in the building at that time, there really is no problem.(phil) - Rulebook p.101 Can tank gun hits in defensive fire be allocated to teams that are not assaulting. eg there is a 3.7cm gun (ROF2) it is being assaulted by a strelk company with 16 infantry and 1 HMG gun team. Can they shoot since the HMG cannot charge? Defensive fire, like any other shooting, is at a platoon (Soviet company). Thus the 3,7cm could fire and have its hits put on the HMG team. The HMG team would not trigger defensive fire if it were the only Soviet team within 4"/10cm of another platoon, but it can still be shot at by any teams that can Defensive Fire.(Phil) 22.6 Restrictions on shooting Defensive Fire Does a Vehicle MG fired as a HMG using the HMG Carrier rule count as a vehicle MG for the purposes of defensive fire? What about other MG that may be mounted on the vehicle (eg SdKfz251/1 Passenger fired AAMG)? An HMG is not listed on pages 86 & 87, so it must be a main gun. As an AA MG can't fire with the main gun, they cannot fire at the same time. The machine-gun on an HMG carrier has two different modes of fire. You can fire it as a normal vehicle MG, allowing all the normal things that this allows (such as firing defensive fire and firing other machine-guns). However, if you fire it as an HMG, it is no longer one of the weapons listed on page 87, and therefore must be a main gun.(phil) 23.0 Hits *Page 104: Change All Infantry teams have an Anti-tank rating of 2 to All Infantry and Gun teams have an Antitank rating of 2 in Infantry Anti-tank Ratings. Also change the heading to Infantry and Gun Anti-tank Ratings. Another oversight in the original version never said anything about the anti-tank rating of gun teams Cavalry Assaulting tank teams - There must be a mistake with the rule Cavalry Against Tanks on page 103 MRB. The rule is Cavalry have no way of hurting tanks and hits from Cavalry cannot be allocated to Tank Teams. They must mean armoured vehicles instead of tank teams since by definition they can attack transports many of which are armoured but not unarmoured -/-/- tank teams. I can't find any errata on the subject but think how would a Soviet Cavalry team do against; a) Sd Kfz 250 half-track Armour F 1 S 0 T 0 - Weapons Hull MG, Rear AA mount (Transport) or b) Sd Kfz 10/5 (2cm) Armour -/-/- Weapon 2cm Flak (Tank Team - that can't assault or counter assault) Both are about as armoured but this is a rare example of the term Tank Team being used. I am sure they must have meant Armoured Vehicle instead. Perhaps, but the intention was to stop cavalry charging vehicles designed to fight back. Transport is a valid target unless it can protect itself.(phil) Page: 46

47 23.2 Tankodesantniki and Rear Turret MG s - The turret rear MG rules say you re-roll successfuls to attack said tanks. Tankodesantniki rules say hits must first be allocated to the TDs. So...if you're attacking a tank with Tankodesantniki, are you considered to be attacking the TDs because the hit must be allocated to them or are you considered to be attacking the tank they're riding? The reason this is relevant is because it determines if the re-roll gets used or not. Because of the way the timing of events happens, you do not know which teams have been hit until after you have finished rolling to hit. This means that it is not possible to wait and see if the hit is allocated to a tank with a Turretrear MG before re-rolling to To Hit roll. In essence, any team that could have its hit allocated to a tank with a Turret-rear MG must re-roll its To Hit roll. You could take this as the additional difficulty of getting amongst the enemy when you not only have to worry about the infantry and the tanks, but also don't have the usual blind spots of the tanks to exploit. (Phil) 24.0 Has the Assaulting Platoon won? - At the beginning of the assault section it talks about "won". If you have caused no casualties, it appears that you have not "won" the assault. If that is the case and we follow the assault phase step by step then a tank does not need to test as no Casualties have been caused, it is not bogged down or bailed out and therefore the process of assault in the attackers phase stops? In other words since the person assaulting has not "won" there is no need to test, like for any unit even infantry v infantry? Check out Has Assaulting Platoon Won, page 106, third paragraph. if you have not won, you must Counterattack or Break Off. If you were not hit, you automatically pass the Motivation test to Counterattack (you still have to take the test, you just automatically pass it), giving you the choice of counterattacking, breaking off away, or breaking off through the enemy.(phil) - "If the only enemy teams from the platoon you are assaulting that are within 4"/10cm of an assaulting team are Tank or Transport teams and your only teams within 4 of them are Tank teams, you have won the assault." (pg 106). Am I reading this right, If I have a mixed platoon, say by attaching my infantry 2IC to a tank platoon, I assault an enemy tank platoon. The enemy kills my 2IC. I have won? Unfortunately, the enemy gets to check if they have won first (just after killing your infantry team), so they win.(phil) - Does the 4" rule concerning the winning of an assault apply to Cossacks, or does it increase to 8"? So in this case, would the assaulting Cossack platoon "win" the assault against the artillery platoon at 6"? Let's say for a moment that these are heavy, immobile guns. Would the gun within 8" of the "winning" Cossack platoon be destroyed, even though they technically aren't "breaking off" (cuz they don't need to)? They have won the assault because no enemy teams are within 4".(Phil) 25.0 Counter Attack *Page 108: Change ignoring the effect of being Pinned Down until the assault is over to ignoring the effect of being Pinned Down while Counterattacking. The greater precision of the new wording eliminates some odd readings of the rule Who counter attacks - A Strelkovy have charged a platoon A. Both platoon A and platoon B conduct defensive fire but fail to score 10 hits. A survives the first round of combat and wants to counter charge. B also wants to counter charge cause the platoon B is to 2 of the strelkovy. Page 86 MiRB A platoon must have at least one team within 4" of the enemy platoon to Counterattack, but Only platoons already engaged in the assault can counterattack. What does the word engaged mean? Unit A may not be in contact (due to defensive fire casualties - see the many other threads) but obviously can counterattack. Can B? They count as having been assaulted. Anything that was assaulted can counterattack. Therefore they can counterattack. To be more specific, they certainly weren't assaulted (in that no one rolled to hit them), but they count as if they were.(phil) Page: 47

48 Do they counterattack at the same time? In other words, would A and B throw their dice at the same time? Yes (Phil) - When you move in a counterattack, you still must move DIRECTLY towards the enemy, so you can't "skirt around". If you are within 2" of an enemy team, you still have to move towards that team. But if your path is blocked you take the most direct route which would mean you could end up skirting around, even if you dont make an angle change? The team might not be facing the tank, for example, but it sure would get down the flanks? If you can not move directly to the tank you can not move? You are meaning that the friendly troops in front block the way, so they go around them to the back of the tank? Nope. They may be annoying, but they aren't really obstacles. your troops just have to queue up for their turn to do or die.(phil) - Launching an Assault and Counterattacking are the same thing and the same rules? Launching an Assault and Counterattacking are indeed two different things.(phil) - From the MRB (hardback) p.108: "PASSENGERS: Passenger teams may dismount and counterattack. They do that at the start of their Charge into Contact movement as if this was the Movement Step." I assume this applies to Cavalry teams as well. Meaning that Cavalry teams that are assaulted by tanks have the option to dismount and counterattack on foot. With that said I suppose there could be two interpretations here. 1.) Cavalry riders are passenger teams and hence the rule applies 2.) Since it doesn t mention Cavalry specifically then no the rule does not apply Cavalry are not passengers. They cannot dismount during an assault. If you need to dismount, do so before assaulting and assault on foot. If caught on the hop, break off, dismount and assault back in your turn.(phil) 25.2 Staff Teams counterattacking - Can staff teams move to counterattack? Page 126 states that "staff teams... move slowly as if they were a Heavy Gun team" A Gun team may not charge into contact and may not move to counterattack. Any team moving as if it were a Gun team would have to follow this restriction on their movement, just as they take Bogging Checks for moving through difficult terrain. Therefore, a Staff team can fight where it stands, but not move to fight in an assault. (Phil) 25.3 Counter Attack IT s and covering fire - Are teams that fired at their moving ROF required to assault or can they choose to give covering fire instead? Any team can elect not to assault and to 'give covering fire' instead. The only thing is that if it doesn't charge at the start, it can't move to counterattack later either. (Phil) - In FE the Pnz II observes have a rule "Can not launch assualts" Does this mean they can join an assualt - but not in the first turn of the assualt? Since the only way to get involved in an assault in your turn is to Launch an Assault, and any teams that don't assault in the first instance, can't move to counterattack, the OP really can't get into an assault unless the enemy assaults it. (Phil) - The observer tank is an Independent Team. IDT's can join a platoon at ANY time. Why could he not join during a counterattack? Is it because an IDT can't join a platoon after an assault gets started, or something else? A team that did not charge into contact when the assault was launched is giving covering fire and cannot counterattack. (Phil) - So does this mean the CiC, if he joins the assault later, actually cant move either in later rounds? Yep. He gave covering fire rather than charging into contact, so can't move.(phil) Page: 48

49 26.0 Break-off - Maybe I am having a Dolt moment here, but what happens if the plt that fails and has to fall back can not get beyond 2", if the assault was over it would be captured, but if the assaulters are still fighting another plt, they might still end up with 2" of the plt that broke off! The Breaking off rules say nothing about the assault being over. If a platoon breaks off, even if the assaulting platoon is still engaged with another platoon, they must get 4"/10cm away or surrender.(phil) 26.1 Break-off moves whilst pinned - In a game last night my opponent managed to get his three Churchills sitting on an objective. I had a couple of 7.5cm infantry guns sitting in a wood about 6-7 inches away firering everything they had in the hope of bailing him. I had bought an infantry platoon across the table and assaulted the churchill's, I surrived DF and got one team into contact. He hit and the Churchill's failed their test to reassault (and also failed their BB reroll). What happened next was do right nasty. The assault had come directly from the rear of the churchill's directly to their front where my infantry guns (The churchill's were parallel to my Table edge). According to the assault rules he had to break off directly away from the assault but not go within 4 inches of my infantry guns. This proved impossible as the guns were in front of him. He could not turn and move away as we decided it was not 'directly away' End result 3 captured Churchill's and we discover a DBM term exists in FOW 'Buttocks of Death' So did we play it right? Yes you can. Look at the middle team in the example in breaking off. It is moving off at an angle to avoid being captured by the teams to the left and right. As long as you keep moving away from all teams within 4" and don't come closer than 4" to any other teams, you can attempt to avoid surrendering by retreating at an angle. (Phil) - Since you are allowed to avoid impassable terrain and whatnots...could you try to go around a "blocking" platoon. One of our guys came up with this example after he watched the 5 PzIIIs surrender. Both mine and my opponents answers were no you can not. Yes you can. Look at the middle team in the example in breaking off. It is moving off at an angle to avoid being captured by the teams to the left and right. As long as you keep moving away from all teams within 4" and don't come closer than 4" to any other teams, you can attempt to avoid surrendering by retreating at an angle. (Phil) - First, the givens: Platoon A is a defending platoon in a section of woods, 2" from the backside of it. Platoon B is an attacking platoon to the front of A. Platoon C is a platoon of STuH's 7" to the rear of the woods, behind A. Platoon B and C are on the same side. From the rules on pinned units, A Pinned unit can not move into line of sight of an opposing unit. So: Platoon A gets pinned during the shooting step. During the Assault Step, Platoon B charges into Platoon A. A round of combat happens, and Platoon A fails a motivation, and has to break off. Can they break off towards the STuH's, and therefore, into their line of sight? Something that on the surface says no, they are pinned and a unit can not move into line of sight from a unit that belongs to the other side. When breaking off, you must move directly away from the enemy. That basically means you have to get away by the quickest route. If the enemy blocks part of their exit route, then the most direct way is around them (bearing in mind they have to stay more than 4" away). If a platoon is Pinned Down before it Breaks Off, it cannot move towards an enemy platoon it can see, so its exit route can be blocked by enemy platoons behind it. In most cases that would force the platoon to break off sideways - usually leading to a failure to get more than 4" from the assaulting troops, resulting in surrender.(phil) - If you either chooses to break off from assault, or forces to do so by loosing an assault, how do you move your teams/vehicles? Is it a strictly line away from the enemies assault "path", or could you choose to move the breaking off team in any direction to avoid the assaulting team (not strictly backwards)? The diagram in the rulebook shows (deliberately) a team moving at a diagonal to avoid another enemy team. Directly away does not specify a particular direction, rather that you must move away as directly as possible.(phil) - Suppose you have a situation where one platoon assaults two enemy platoons which are intermingled. After the attacker's first round, one of the defending platoons fails its motivation test to counterattack and falls back. The other platoon passes its test and counterattacks. What happens if in a later round of the assault the attacker's Page: 49

50 movement brings it to within 4" of the defending platoon that failed its test and had to retreat? Are the defending teams captured? Or, is it considered a new platoon and its earlier retreat not a factor? Common sense would say that ought to retreat again, but the rules don't say that. If an enemy platoon broke off, but you ended up your subsequent counterattacks back within 4" of it, you could breakthrough assault it.(phil) - Just read this in the section on the new rule book reprint: Page 252: Change All teams move 4 /10cm away from enemy. Any within 4 /10cm of assaulting teams are Destroyed to All teams move at least 4 /10cm away from enemy. Any remaining within 4 /10cm are Destroyed in Break Off. This should make the quick reference sheet reflect the rules a bit better. Does this now mean that light guns are captured if forced to break off from a combat as they cannot move "at Least" 4" away from the enemy? I think the intention here is just to fix the rules summary at the back which seemed to imply that a break off move was 4" for everyone, which isn't the case. All teams break off their normal movement rate. Exactly. No change to the rules in any way, simply making it clearer in the quick reference that the break off move is not just 4"/10cm. If you start in contact with an enemy team and then move 4" away, you are going to be 4" away which is within 4" of the enemy. Think about it, if I asked you to draw circle showing everything within a 100-mile radius about your house on a map, you would draw a circle at 100 miles, including everything a exactly 100 miles wouldn't you. If the guns are medium, heavy or immobile guns and they are within 4" of the enemy, they are unlikely to get away, whereas light guns will unless they are in contact with a tank. (Phil) - Failed motivation test in assault. The picture on pg 110 shows that asaulted teams must break off directly away from assaulting teams... they both claimed that they can break off in any direction. I claimed that they could only do that if they passed the test, since they failed their troops run directly away from my heroic paras Am I reading the rules right? Yes, you are right. In the diagram on pg 110 The infantry team two to the right of the team that dies has moved diagonally to get far enough away from all enemy teams to avoid surrendering. (Phil) 26.2 Break-off moves and command - Lets say you are choosing to break off from an assault. The enemy attacked with two teams against a line of 5 teams, contacting teams F2 and F4. E1 E2 F1_F2_F3_F4 F5 The lines of teams precisely parallel the long edge of the board, and the F teams have their friendly edge behind them. Do these teams have to go straight towards their edge, or can teams F1 and F5, for example, head off directly sideways - or are they required to go on a line drawn through the centre of their base to the centre of the nearest enemy team? Could F2 head off left, so long as it does not move closer towards an assaulting team (there are no other enemy in this case)? The rule is intended to mean that a team looks to its own survival first, but does so with an eye to getting back into command as fast as possible (ideally immediately). In the original example the team would have to back out of 4"/10cm and then skirt the enemy trying to get back into command.(phil) 26.3 Mounted and dismounting in Break off moves - My teams can dismount or limber up when breaking off? The rules do not allow teams to dismount or limber up when breaking off. (Phil) 26.4 Break off - facing Must you face in the same direction as you broke off if a tank team is forced to break off from assault? Meaning the tank would have its rear/side armour to the assaulting platoon and vulnerable in the next turn. There is absolutely nothing in the rule book requiring this. The use of reverse gear means that you can stay facing the enemy while moving away from them. (Phil) Page: 50

51 26.5 Multiple Platoons - break off clarifications - Ok situation: Plt. A assaults Plt. X and Y (as per all the assault rules, 4" etc). Plt. X is hit, fails motivation and runs off. Plt. A and Y fight some more, A wipes Y out. During the assault charge into contact moves, Plt. A has managed to get some teams within 4" of the already assaulted Plt. X. Can Plt. A breakthrough assault Plt. X? The intention is that you can breakthrough against any platoon within 4"/10cm, even if you had assaulted them earlier. The defender can break off up to their full move, so you would have to advance quite a bit to force them back into the fight if they did not want to.(phil) -But if A and B are being assaulted and A or B falls back first...z fights the remaining group which brings him closer to the falling back troop..then the remaining platoon runs off...then aren't you breakthroughing (if thats a word) into the first falling back platoon (dang do I need a picture). It s correct? No. Once a platoon breaks off, it is no longer in the assault. Assaulting teams can no longer go within 2"/5cm of that platoon. The only way to bring that platoon back into the fight is to choose to launch a Breakthrough Assault once you have beaten the other platoon. There is nothing to stop you choosing to Consolidate instead if that would be a better choice. Imagine a different assault. Z charges X. Y is 6" away from Z after they contact X, so is not involved in the assault. However, some teams from X are within 4"/10cm of Y. Later in the assault Z counterattacks X and ends up within 4"/10cm of Y. Y is still not involved in the assault. X then Breaks Off and runs far, far away. Z can now choose to launch a Breakthrough Assault into Y or Consolidate. This is the same situation as your A and B, except that unlike Y, B was once involved in the initial assault (and is Pinned Down for running away).(phil) - So even if subsequent assaults bring you into 4 inches the 'whole' falling back platoon must surrender? You check immediately they break off. What happens afterwards is irrelevant.(phil) 26.6 Cavalry ride down tanks 1. Cav in a mixed assault of both mounted and dismounted teams with slow tanks. 2. Tanks take a hit from a dismounted team, fail morale, and are forced to withdraw. 3. Tank and cav are in base to base contact 4. Tank can get greater than 4 away 5. Tank can not get greater than 8 away as it is slow and by definition the best if can do is be at 8 6. Tank is in clear terrain 7. Tank is destroyed under pg 110 HCMRB Cav ride down their foes The big query was whether it was actually intended that Mounted Cavalry be able to charge into contact with tanks (putting them into contact), despite not being able to roll to hit them. No one can find a rules reference to forbid it. The actual hits to force breakoff come from other teams. 'Displayname is required's statement was that it is mathematically impossible for a team (with an 8"move) in contact with another team to be captured by an 8" capture distance, unless for some reason they could not move directly away. I think he would like confirmation (or not) that they are, by definition, in contact, despite the physicalities of the matter. I think Ed is correct as far as the rules go. It certainly wasn't an intended effect and I'd never attempt to ride down tanks with cavalry as it makes no sense to me, but it is correct by the rules. (Phil) 26.7 Capturing vehicles - If tanks assault infantry, the assaulting tanks win, and there are enemy tanks within 4" and counting as in the assault, are the enemy tanks forced to withdraw, losing any bailed / bogged tanks as these are not able to withdraw? The first point that needs to be clarified is: have the assaulting tanks won? Page: 51

52 They win if they end the round with all of the enemy that are within 4"/10cm are bailed out or bogged down. Clearly this can only happen if they destroyed all of the infantry teams within 4"/10cm or the infantry broke off in a previous round. If they have won, then the immobilised tanks are captured. If they have not won, then the enemy attempts to counterattack to rescue their tanks. That could mean the infantry send in more teams to continue the fight, or simply that the tank unit passes a motivation test to counterattack. If the tanks do counterattack, they can do nothing, but they clearly will not win the fight either. If they break off, they will surrender since they are within 4"/10cm. If they did counterattack, then it become the original tank unit's turn to take a Motivation Test to counterattack since they were assaulted (ineffectively) by tanks. These Motivation tests continue until one or the other side breaks off abandoning any immobilised tanks to the enemy.(phil) - You wrote : If they did counterattack, then it become the original tank unit's turn to take a Motivation Test to counterattack since they were assaulted (ineffectively) by tanks. You only have to take a motivation test if take a hit in assault combat...did this change? Whenever you are assaulted by tanks.(phil) - Does this mean that a tank can flat out assault another tank in hopes of driving them off because they failed their motivation? Yeah they get DF but if I can force a tank off of an objective just by assaulting it with some tanks? I was just stating how the rules work in that specific and unusual situation. Tanks still cannot assault tanks!(phil) - How does this work with the Tanks can't assault tanks section on Page 106? "If the only enemy teams from the platoon you are assaulting that are within 4" of an assaulting team are tank or transport teams and your only teams within 4" of them are Tank teams, you have won the assault." In that case, can the Motivation Tests, the assaulting tanks win and capture the immobilised tanks as the crews ran off with the infantry.(phil) - A situation came up where my armoured panzergrenadiers assaulted as tank teams in the first round, the enemy platoon motivated and counter-attacked and bailed one 251. I failed to motivate to carry on. What happens to the 2 teams in the bailed out transport when the platoon breaks off? They didn't dismount when the transport bailed and the rules state that bailed tank teams are captured. It would be very harsh for the two teams in the vehicle to be captured as well because if they were on foot they could break off up to 6". To get out of the vehicle and run away would expose them as much as the infantry on foot breaking off and in the real situation the other vehicles would still be firing as they retired. In the end we rolled a die and they got out and ran away which we both agreed was the sensible thing to do. We can't find reference to this anywhere as transports cannot assault and the bailed out and captured rule applies to fully armoured tank team crew being temporarily blinded (I think that's the wording) but these are fully armed fighting men who are about to dismount and fight on foot anyway. And for the first round the halftrack of my armoured panzergrenadiers count as Tanks...it's not until the second round that they become transports again when the infantry teams dismount. In fact they are only deemed to be tank teams because the infantry are on board. The failed motivation check is at the start of the second round of combat (for which they are dismounted) and that only serves to dictate the actions that the assaulting platoon can carry out which in this case is to break off. They may fight as if they were Tank teams. They are not Tank teams, they are Infantry teams that fight as Tank teams, and are still passengers and still die if their transport dies. (Phil) 27.0 Breakthrough Assaults 27.1 Breakthough = New Assault - The roles then transpose where B is DF and A is CF..nails 2 more hits and then boom...assault is over..why? (This could be equated as easily for tanks) because it seems feasible by the rules that each team can fire twice given the situation. A Breakthrough Assault is a totally new assault according to the rules. Any hits from the defensive fire in prior assaults have no effect on pinning the attacking platoon in this assault.(phil) Page: 52

53 27.2 Breakthough Assaults - distance - Can cavalry make a breakthrough assault on platoons that are 8" away from them? The rules state that you can use your consolidation move to assault a platoon up to 4" form your platoon but cavalry has a consolidation range of 8".Yes. Cavalry can launch a Breakthrough assault against enemy up to 8" away.(phil - Or could I be misunderstanding when the 4" is measured as I always understood this is measured before the consolidation/breakthrough move? What 4"? A Breakthrough Assault is a whole new assault. It starts with Charge into Contact. Then any teams now within 4" are being assaulted and get to defensive fire, etc.(phil) 27.2 Breakthough Assaults and Defensive Fire - Slightly although it still tell me that you continue to 'log' DF shots as if Z is infantry gets shot 3 times by A DF and B covering fire (CF) First of all, the term 'covering fire' is only used in the rules for teams in the assaulting platoon that are shooting rather than assaulting. Platoon B is being assaulted, so it gets defensive fire like any other platoon being assaulted. Since Platoon Z is assaulting two platoons, it will suffer defensive fire from both platoons.(phil) - Ok time for the San man to apply brokenness to this logic. (That is if platoons can have multiple DFs) Platoon A DF due to Attacking platoon Z (APZ), Platoon B conducts covering fire because he can. Plt B breaks off and falls back...plt A continues fighting until he falls back. Now the rules somewhere and rules lawyers please don't kill me if I botch this say you must assault a new platoon. So I assault Platoon B because he's closer, and then platoon A can covering fire for platoon B. I understand if you are defensively firing against two separate platoons in 2 separate assaults, but umm...if the interpretation of the rule says you may multiple DF I just let 2 platoons DF twice in the same turn..to me thats bad monkey mojo. Yes I know they alternated DF and covering fire...but still...bad Monkey Mojo. Firstly, you are not required to make a Breakthrough Assault, you could Consolidate if you wanted to. Secondly, it is not as easy as you suggest. When platoon B Breaks Off, it must get more than 4"/10cm from platoon Z. If Platoon Z did not charge into contact in such a way as to bring a team within 4"/10cm of B in a subsequent Counterattack, then Z could not Breaktrough Assault B as it is more than 4"/10cm away. It is not a tactic that the defender can exploit as it actually benefits the attacker as they have the option to take a second bite at B this turn instead of having to wait until next turn to do so.(phil) - Then we get to that breakthrough assault into B where A is now 4" from the contact point so 'safe' from Z (?). If A is more than 4"/10cm from Z, then they take no part in Z's fight with B. If they are within 4"/10cm then they are being assaulted and get to defensive fire.(phil) - Situation: I had some infantry teams about 2" from a line of Romanian cavalry(call platoon A). Behind those cavalry was another platoon of Romanian Cavalry (call platoon B). Those were just shy of 8" (pretty much exactly 8") from my teams at the start of the turn. Now, I had planned to assault Platoon A. However, my shooting wiped out platoon A. Here's the question. According to the rules, for Shooting was too successful, I can move into Platoon A's positions and then breakthrough assault onto platoon B. Ok, good, and this triggers defensive fire from platoon B. Sure. However, the question came up from my opponent that platoon B should also get defensive fire from the 'assault' on platoon A's positions. If platoon A had remained, my assaulting teams would not have been within 4" of platoon B and should not have triggered defensive fire. However, in order to breakthrough assault into platoon B I would indeed need to move within 4" of them on my shooting was too successful assault. However, if they then are considered in the original assault, is it really a breakthrough assault or a continuation of the first assault at that point (if they get DF from the first assault and I end my first charge still within 4") So, do people think the answer is: A) Breakthrough assault on Platoon B, with a single DF from plt B for the breakthrough assault B) Breakthrough assault on Platoon B, with 2 DF from plt B, for both SWTS assault move and the breakthrough C) If my SWTS charge into contact takes me within 4" of plt B, then plt B gets a single DF, and the original assault is not over (thus no breakthrough assault). Since I had no teams within 2" I get no attacks, and the Romanian cavalry get to counterassault. Page: 53

54 Bear in mind that the Shooting was too Successful assault has to be into the position the enemy occupied, essentially as if the enemy were still there. Unless the second platoon was within 4"/10cm of that position, you would not be able to do a Breakthrough Assault into them. If they were, then the first assault ends once you occupy the first platoon's position. You then launch a Breakthrough Assault and the second platoon gets involved and fires defensive fire.(phil) - It that now a double edges sword so to speak? If you are within 4" to launch a breakthrough assault then your initial shooting is too successful assault would have trigger Defensive fire and a counter assault from platoon B. Since they are at 4" of your ending assault (shooting too successful) position. Is that not correct? Pretty much. If they are close enough to do a Breakthrough assault into, they were close enough to be drawn into the initial assault and are indeed drawn in. If they weren't close enough to be drawn in, the aren't close enough to breakthrough into anyway.(phil) 27.3 Breakthrough Assaults onto the same platoon - Phil...Please jump in and "clarify" as Phil has not "directly" said that cav can do a breakthrough on the same plt, I have had TO's at 3 turnys now say they can not do it. So... Can both inf and cav breakthrough vs the same plt they originally assaulted, with a 4" breakthrough move for the inf and 8" for the cav? one bit of logic for TO's denial that keeps coming up is [ "another platoon"; the platoon you just assaulted is by definition, not "another platoon" ] 'Another' in this context was used in the sense of 'an additional', not in the sense of 'a different'. Don't know if it is just me, but I'd have used a phrase involving the words 'a different platoon' if I meant that. Another to me is more 'additional' than 'different', as in 'I'll have another muffin please!'. To me that means I want one more, rather than to swap the one I've got for a different one. Cheers (Phil) - Phil graciously commented but failed to give a definate answer. Not having a nasty go or anything but it would have been nice if Phil said "Yes cavalry can use there breakthrough move to make another assault even against the platoon they have just assaulted." Yes cavalry can use there breakthrough move to make another assault even against the platoon they have just assaulted. [Phil] 28.0 Shooting was too successful *Page 112: Change take a Motivation Test to Counterattack as if they had taken a hit in the assault combat. to take a Motivation Test to Counterattack and will be Pinned Down at the end of the Assault Step as if they had taken a hit in the assault combat. This makes it clear that all of the effects of taking a hit apply to them. *Page 112: Change wins the assault and can choose whether to Consolidate or launch a Breakthrough Assault to wins the assault and can Consolidate. After looking more closely, we discovered the obvious there can never be a breakthrough assault in these circumstances Movement for Shooting was too successful - If I understand the rules correcting, when shooting was too successful and there are no enemy units within assault range, you can still move 4" towards the enemy you would have assaulted. However, if there are enemies within 2" of you, they get defensive fire, but you cannot assault. Why would anyone do this? To clarify, if you have teams within 2" after moving up, it is an assault as normal. If you only have teams 2-4" away, then you have already destroyed all of the teams you could have destroyed in the assault anyway, so you have been as successful as you could have been if you didn't shoot. you haven't lost anything, you just don't have anything more to do.(phil) - The key point about the Shooting Was Too Successful rule is that it allows you to launch an assault as normal, even if the teams you planned on assaulting are no longer there. The two sections on "No Enemy within..." are clarifying some common situations rather than creating new rules. They are restatements of the Charging into Page: 54

55 Contact, Opponent Conducts Defensive Fire and Roll to Hit sections showing how they apply in these situations. In essence the Shooting Was Too Successful rule allows you to pretend that they are there in the first round of the assault. If you were planning on charging some infantry that had anti-tank guns just behind them and massacred the infantry, you would still charge forward into the void. You would now have enemy teams within 4", so they can Defensive Fire and become assaulted platoons, just as they would have if the destroyed teams were still there.(phil) - So Phil, at what point then could a Shooting Was Too Successful result in a Breakthrough assault? You just said that if *any* enemy teams are within 4" of a Charge into Contact after Shooting Was Too Successful, they become part of the original assault. Therefore, since all enemy teams within 4" are now considered in the original assault, there can't be any enemy platoons within 4" to Breakthrough Assault onto. However, the Shooting Was Too Successful rules specifically say that an assaulting platoon, if there are no defending teams within 4", can either Consolidate or perform a Breakthrough Assault. A Breakthrough assault requires there to be enemy teams within 4". I'm confused, as I now don't see any possible way that an assaulting platoon can perform a Breakthrough Assault after a Shooting Was Too Successful Charge into Contact, although the rules clearly imply it is possible. Well, I guess they don't really have much of a choice do they. The reference to Consolidate or Breakthrough was a general statement. We didn't think it through far enough to realise that there is no choice since there cannot be anyone to Breakthrough in to. You still have the choice, just you will never be in a situation to exercise one o the options.(phil) - First my platoon moves, then it shoots at the platoon it is about to assault. Everyone within 6'' on the enemy side is dead, my teams move their assault move. At this point he counts as having lost the assault and has ONLY two options -- to consolidate or to attack. He must take Motivation test to attack. He passes the test and chooses to consolidate. I choose to conduct breakthrough assault and move additional 4''. Is that right? My issue is that according to his interpretation of the rules I can't do a breakthrough assault because there is noone to assault within 4''. He is spread out so I reach no one base-to-base or within 2 ''. Some of the teams from his platoon are now within 4'', what happens to them? Teams from other enemy platoon are now within 4'', what happens to them? There's your error. If there are teams within 4" he hasn't lost the assault (or more correctly, you haven't won the assault).(phil) - So there is no assault after all? Incorrect. There is an assault. You Charged into Contact (well not quite, having wiped out the victims of your charge, but it is still the same) and have not won the assault since there are still enemy within 4". That leaves your opponent to take a Motivation test and counterattack or break off. (Phil) - Can the opponent choose to not do anything, like my opponent has chosen? No. They are in an assault. They must Counterattack or Break Off. If they "do nothing", they are in effect electing to Break Off and any teams left within 4" of the assaulting team are destroyed.(phil) - The way we played it, since there was no assault and my opponent choose to neither fallback nor counterassault but choose to do nothing, I did not get my consolidation move? You keep saying "since there was no assault". That is why you keep getting confused. There was an assault and it was not finished. You charged and destroyed everything you could have (i.e. all teams within 2"), which happened to be nothing since you got them in Shooting, but did not win outright since there are still enemy teams that can counterattack. Hence there is an assault and you did not finish it.(phil) - Page 112: Change take a Motivation Test to Counterattack as if they had taken a hit in the assault combat. to take a Motivation Test to Counterattack and will be Pinned Down at the end of the Assault Step as if they had taken a hit in the assault combat. This makes it clear that all of the effects of taking a hit apply to them. Shouldn't that be "Pinned Down at the end of the current Assault"? Otherwise they are eligible for full ROF for any other Assaults that occur within that Assault Step. Well spotted. The actual printed version did not include the words "at the end of the Assault Step" as we noticed the same thing. Unfortunately, the web document did not get updated.(phil) 28.2 Shooting too successful and continuing the assault - My Airborne platoon was in a mix of open terrain/wood 4" away from a single gun team of a German 20mm AA platoon. The rest of that platoon was spread out in the direction of the assault at max command distance. Additionally, there was a StuH42 within 6" of my Airborne platoon. Page: 55

56 So that's the basics - Shooting now commenced. I destroyed the one 20mm AA gun that was within range of my assault. Under the shooting was too successful rule I went ahead and assaulted - since the StuH was within 4" of my assaulting teams after the assault move was completed it got to conduct defensive fire. Obviously it failed to pin my platoon. Here's my origination of the first question - should I have taken a tank terror test in order to assault the AA platoon because the StuH ended up participating in the assault. (Just to be safe I went ahead and rolled it - rolled a 6 - so I passed there) No. The platoon you launched the assault against was the AA platoon and since the StuG was more than 2"/5cm away it does not have to be assaulted. (Phil) - Now we get to the meat. Do I continue using the the Shooting was too Successful rule where there are no defending platoons within 2" (the StuH after the assault move was 3" away) or do we consider the assault a success and then allow me to breakthrough into the StuH - since the original target was the AA gun platoon and there weren't any more of them within 4" of me. Remember this is an intermixed platoon thing here... The assault is not over since the StuG is within 4"/10cm and therefore part of the assault, just as it would have been if the 20mm gun were still alive. The essence of the Shooting was Too Successful rule was once stated by Wayne as "You can't stop an assault by dying." Just because the 20mm died, it doesn't allow it to change the assault. Since the Shooting was Too Successful rule requires a Motivation test to counterattack and the Opponent Tests motivation rule says that all platoons test to counterttack if any of them were hit, the StuG would need to test to counterattack.(phil) - But the StuH is the "nearest uncontacted enemy team", which is not given any qualification for which platoon that team must belong to. It "[is] from a different platoon than they fired at." Therefore "the team must stay in place and give covering fire instead." This means not participating in the assault. I don't know if that means for the rest of the assault, or just for the combat round, however. However, you are ignoring the Shooting was Too Successful rule. The 20mm AA Gun still counts since its death does not change the situation. The platoon can still charge it even though it died while they were charging.(phil) - US infanty advance to within assault distance on an armor platoon and fire their bazookas in the shooting step. All the bazookas hit and kill all the enemy armor. Based on the shooting was too successful, the US player wanted to make a move and push closer to the objective. The question was, did he have to make a motivation test since he was originally going to be assaulting armor? There are no Armoured Tank teams in the platoon when the assault begins, so not Motivation Test required. The bazookamen breathe a sigh of relief, "wow, that was easy!", and occupy the objective of the assault.(phil) 29.0 Other Assault Situations - A kampfgruppe contains a flammpanzer and other team types. Can it assault? We have said yes as it is not a flame tank platoon. Interesting. By the rules, you are correct. I didn't think of that possibility. I had intended to prevent Flammpanzer III flame-tanks from assaulting.(phil) - I played today a game. my panzers assaulted infantry teams behind a linear obstacle. We declared the obstacle is difficult going for a tank. I charge with one tank in contact to the infantry behind the obstacle and make a bog check regarding to "tanks assaulting into terrain" on page 97. the tank destroyed his enemy and pushed into the enemy position referred on page 105. if I charge into contact with tanks in rough terrain, I have to make a bog check. but I did this one and augmented that the assault is the rolling over the obstacle and the enemy team. So my question: need I have to make a bog check for pushing into enemy positions? can anyone tell me the page in the rulebook? No additional Bog Check required. You have already taken the Bog Check with you Charged into Contact or Counterattacked. The only question was would you actually get across or would the defenders keep you on your side of the hedge. If you cleared a space with you attack, you actually get to cross the hedge that you took the Bog Check to cross..(phil) Page: 56

57 29.1 Consolidation - If an infantry platoon that was the defender in an assault ends up winning it because the attacking tank platoon fails motivation, can they consolidate towards an another enemy platoon in sight even when they are pinned down? MRB Page 113 Victorious platoons can consolidate 4" in any direction. Platoons can consolidate even if they are pinned down. You can always move when pinned down, just not towards and in LOS of the enemy. Are the rules saying "any direction including towards and in LOS of the enemy while pinnned"? Yes. They can consolidate in any direction, even if Pinned Down. (Phil) Page: 57

58 Morale 30.0 Platoon Morale checks 30.1 Deployed on-table - A situation: A player has 2 of 3 Recon teams from his M10 SP-AT PLT destroyed. M10s are not "on-board" yet. Does he do a Morale Test? Yes.(Phil) - Do the M10s count as in play as they are not really off-board but in hiding until brought out? The rules state that they are held off table. Since they are not on the table, they cannot be on the table for Platoon Morale Checks.(Phil) - If he does do a Morale Test and fails does the entire PLT retreat. Yes.(Phil) 30.2 Combat Attachments - As I have played against with so many people, the way that players count combat attachments in my experience (including myself until now...) is that a combat attachment does nothing to extend the size of a platoon WHILE alive (emphasis mine). But does when dead. As an example, if you get a German LW Grenadier platoon (no this wasn't the example that came up, but near enough) and if you combat attached two HMG's and two 8cm Mortars, I am used to playing the outcomes a certain way. Until now, the players I am used to - without having asked about this, I hasten to add... no one being blamed!!! - would have said that if you killed off the two HMG's and the two 8cm Mortars but nothing else you would NOT have to do a morale test for being under half - BUT you would be half a stand away from such a test. (By reasoning of 7 RMG plus 2 HMG plus 2 mortar = 11 stands). This is because the reasoning I have heard in the past suggests that the attachments do not count to the unit strength while alive. My friend's reasoning is that if you lose those previously mentioned 2 HMG's and 2 Mortars then you DO a morale test for being below half strength. Which is correct? Below half strength is simply a phrase that captures the nature of the rule in simple cases. In complex cases, you should totally forget the word (and concept of) half. The rule is, as stated above several times: a) More dead than active = test b) Less (or equal) dead than active = no test. Attachments never count as active. So 4 HMG's dead = 4 dead, 7 active = no test. 4 Rifles dead = 4 dead, 3 active = test. (Phil) - Hypothetical situation: You have a full strength panzerpioneeer company of 3 platoons of 3 squads each. You convert 2 teams in each platoon into flamethrower tms.. Giving you a total of 6 flamethrower teams. You Kampfgrup these 6 teams with the 2IC...giving you in essence a flamethrower platoon. You use all of them against a tank platoon..; leaving the 2IC alone. How do you determine platoon morale (i.e. the break point to roll a morale check)? Here's your problem. There is no such thing as a "break point" in Flames Of War. Trying to calculate one or use that concept will get you into endless trouble. A platoon needs to take a Platoon Morale Check when it has less active teams than it has destroyed teams. That's all you need to remember. With that in mind, the problem becomes easy to resolve. Used flame-thrower teams are neither active (they've been removed from the table) nor destroyed.(phil) 30.3 Promotion of Tankedeski teams Phil, what about the rule about if you promote a Tankedeski (sp?) to company leader it becomes a shiny new tank. This allows me to magically make new tanks appear, or does it represent that heroic tankedeski jumping in front of the 88 shell and taking one for the team. It sounds silly but the rules allow it. The team become the Platoon Command team, they don't suddenly grow a tank. They remain a Platoon Command SMG team. Page: 58

59 31.0 Company Morale checks 31.1 Sole Survivor - Can the CO re-roll a failed sole survivor motivation test? Although not at al explicit in the rules, it would seem to me that attaching the Company Commander to a team would not change the fact that the platoon had been "reduced by casualties to a single Infantry team". Thus, the platoon would need to take a Sole Survivor test, and if the CO was attached, it would be re-rolled, but the CO would go with the platoon if it broke.(phil) - When forming the kampfgruppe the 2ic looses his independent team status. If he becomes a lone survivor does he revert to being the 2ic / independent team again? He is no longer an Independent team when the KG forms and never becomes one at any later point.(phil) - In my opponents turn he reduced my pioneer team to the commander and the flamer. I took a half strength test and passed. In my turn I moved both forward and skilled test with the flamer leaving the commander. Does this STILL count as being reduced by casualties to BECOME a sole survivor? I wasn't one with my flame thrower on and if by using him then taking him off does not count as a casualty. AND if I was not reduced to a sole survivor by losing my pioneer rifle teams (only half strength test needed) how come one minute I am not reduced by casualties to become a sole survivor but then I LOSE NO more troops and the next minute I am one. I was not reduced to a sole survivor by casualties, only casualties I received caused me to half strength my platoon. So technically is their a possible loop hole to being a sole survivor? There is really only one way you can be reduced to a sole survivor status and this is from taking casualties, it might not have been in the last turn but you sure did take casualties otherwise you would be at full strength. After you remove the Flamer you have one team left, he is now the sole survivor. He became the sole survivor because the platoon had taken casualties at some point in the game. This does bring up an interesting questions. Do you check just once or every start up round including your opponents? Every one of your starting steps. (Phil) - In MLFTF, Phil noted that if a company commander makes his warrior save, the effect is for the unit he swaps with to become the new Company commander. How does this affect morale? When we played today, we forgot this rule. Had we not, my CO might have taken one of the last 2 tanks from my 7AD Crom/FF platoon. I assume that would have changed the morale status of that platoon from 2 alive/2 dead to 1 alive/2 dead which is sole survivor. Is that correct? I would have had to roll for that platoon at the end of the phase even though it took no damage? My opponent's CO would have upgraded rides to his one team tiger platoon. What would that do to Company Morale? He would have gone from 4 alive/1 dead to 3 alive/1 dead? Potentially, this could cause a company command check if you went from say 3 alive/3 dead to 2 alive/3 dead? It would seem that the only other solution would be for the new unit to simultaneously CO and member of a platoon, which seems to fail the simplicity test. If the commander abandoned his tank because it was bogged down, then it would join the platoon to replace the one he took. If it was destroyed, it doesn't. (Phil) - If a warrior team is destroyed then makes his warrior save and the only team he can jump to is a sole survivor (who had already passed his own test) does the original sole surviving team count as destroyed therefore the platoon being destroyed? or does it count as the team sort of running off? Check out page 118, When is a Platoon Destroyed. Since the last last surviving team on table was not destroyed, the platoon is not destroyed, even though it is no longer on the table. (Phil) 31.2 Joining for IT s for morale checks Can you attach a Company or a Higher command team to a platoon between failing a morale test and removing the platoon in order to get a re-roll of the morale test? The rule says "at any time". That has generally been interpreted to mean even between rolling a die and rerolling it. (Phil) Page: 59

60 Artillery - In V1, all Gun Teams could fire as R/MG Teams. The main exception being the Russians. In V2, without this rule, most mortar Teams cannot defend themselves at all in Defensive Fire. Correct.(Phil) - How would my mortars fire should a two tube 81.4mm mortar section have a 60mm mortar added to it? As if all of the tubes were 60mm mortars.(phil) 32.0 Firing a Bombardment *Page 136: Artillery Summary. Delete Re-roll failed attempts to Range in on a team moving At the Double. This was a leftover from the development process that didn t get removed from the summary Effects of Terrain - A mortar in a cornfield has to obey the 4 inch artillery rules? Is it trees or buildings? No, so no problem. Not all area terrain is woods! (Phil) - Does the artillery rule for bocage country where you can only range in on teams 10cm away from hedgerow apply for mortars as well? You have the restriction at the wrong end. You must be 4"/10cm back from the hedgerow to fire, rather than your target being more than 4"/10cm from the hedgerow.(phil) 32.2 Spotting Teams - Can the Troop HQ Command team observe for the battery whilst out of command distance. i.e. can it act as a independent observer team? The HQ Troop command team is the Battery Captain. He is not an observer at all. His task is simply to run the battery. As such, he is neither a Company Command team, nor an Observer team and can only spot when acting as a Platoon Command team for a Gun Troop.(Phil) - Spotting Teams can be: "Artillery team firing the bombardment, the Platoon Command team of the platoon firing the bombardment, any Company or Higher Command team, or a specialist Observer team." So the list is final (except for country specific rules), other independant teams attaching to the artillery could not spot even if they are within command distance and: Spotting with Company Comand teams, Company or Higher Command teams can act as the spotting team for any artillery platoon under their command [...] When acting as a Spotting team they suffer an additional +1 penalty to the score required to Range In due to their lack of training. IMO this would clearly mean that it does not matter if the Company or Higher Command team is spotting as an Observer team or is physically joined to the artillery platoon the penalty still applies. When a 2iC, Company or Higher Command team joins a platoon they become the platoon's Command team. As such, they can spot for their platoon with no penalty. (Phil) 32.3 Ranging In - On Page 121 of the v2 mini-rule book it says you have +1 to the difficulty to range in if the target is concealed. Of course that's in a brown box, not in italics, so it isn't a rule, it's an explanation. Well, technically is a table referenced by a rule, so it's pretty much a rule. The contents of the box are nowhere else so it can't be a summary of anything. At the top of the second column is a rule entitled 'Concealment From Aircraft'. This says that 'Teams in, or on the far side of and within 4"/10cm of, woods or buildings are Concealed from aircraft.'(phil) 32.4 Staff Teams - Artillery Staff are now labelled Rifle teams but in the armoury are listed as unable to fire. Staff teams are not labelled Rifle teams. I think you are confusing them with Observer Rifle teams. (Phil) - Can a Staff or an Observers (Rifle teams) able to fire? Page: 60

61 Staff teams are not Rifle teams, while Observer Rifle teams are Rifle teams (just as Observer Marmon Herrington armoured cars are armoured cars). Rifle teams can shoot. Staff teams cannot. Just to be really clear, there is no such thing as an 'Observer team' as such, just teams that are Observers.(Phil) 32.5 All Guns Repeat AGR is good for lane denial as well. If I range in on a platoon in the beginning, I set a marker down. Even though that platoon is no longer there, my opponent knows as long as the marker is there, any subsequent platoon travelling that route can be hit. I can fire on that marker as soon as his platoon is in range (the lead teams) and next turn as they leave (trailing teams). Ties up a battery firing on the spot while waiting for the next enemy to arrive (you have to keep doing All Guns Repeat every turn or range in again), but sometimes it's worth it.(phil) - Do you roll for the repeat fire on the originally ranged in target, then roll for another attempt to range in on second target? Am I then correct to presume the actual bombardment on the second ranged-in target would occur in the subsequent turn? It is not about one battery ranging in on two targets, but rather two or more batteries ranging in on a single target. If one observer can see a target they can range in their own battery. then in the next turn while their own battery continues to fire, they can range in a second battery on the same target.(phil) 32.6 Observer Teams *Page 127: Change Observer teams can spot while Pinned Down to Observer and Spotting teams can spot while Pinned Down in Observing While Pinned Down. This just makes it really clear that it doesn t matter who is spotting, being pinned down doesn t affect them. - Observers are now also labelled as rifle teams but are not listed in the armoury at all. Nor are Pioneer Rifle teams or Command Rifle teams for that matter. They are Rifle teams that are also Observer teams. (Phil) - Why a German Reconnaissance armoured car Sd Kfz223(Radio) could not direct artillery like all American platoon commanders? Seems reasonable that most German and British recon units had radios and would be trained to call fire just as well as the GI 's. If it's not allowed in the rules then can a infantry observer team be mounted in an armoured car platoon in the same way as a tank platoon? The observer isn't mounted in the tank (armoured car), the tank becomes an observer team. This leaves the tank with all its normal functions, but allows it to act as an Observer team as well. The US have an interesting situation. Their M3A1 armoured cars are transport teams, not Tank teams. The Observer team as to be a passenger in the M3A1, This will prevent them making a Recon Deployment move.(phil) - MRB, page 105. Observing while pinned down : Observer teams can spot while pinned down, but not if they are a bogged down or bailed out tank. This was pointed out to me tonight when an American Platoon leader (pinned down) tried to call in an artillery barrage. This was a discussion that started and I was asked to give my opinion on. I ruled that the platoon leader is NOT an observer team. Since the platoon is pinned down he can not call in the 105 artillery. The platoon leader is granted the same special ability to call artillery that any CiC has. If a CiC was somehow pinned he could not call it either as he is not an observer either. With that same thought process; if a platoon of Priests (armoured artillery) was pinned down the platoon leader for the priests could not call the artillery, someone else would have too. What do you think about this issue/topic. Was I reading this correctly? Is there something in the rules I missed about other teams spotting for artillery? The rules for Bogging Down and Bailing Out state that you may not fight while in such a state. This includes spotting for a bombardment. The rules for being Pinned Down state that you can shoot, just with penalties in some cases. Being Pinned Down does not stop you from spotting for artillery. The specific note in the Observers section was just to remind players that they can do so. It should perhaps mention spotters as well.(phil) - If an artillery observer can only see part of an enemy team can he call a bombardment down on it? My observer could just see a quarter of an infantry team - the rest was blocked by a wood. Do I have to be able to see the centre of the target team, or is just any part good enough. Page: 61

62 If you can see more than a trivial part of the enemy team, you can shoot at them or range artillery in on them. If you successfully range in on the target, the template will be centred over the target team. (Phil) 32.7 Position the Template - I came across an interesting situation recently with the placement of artillery templates. In most cases placing the template on the target and orienting it to the firing battery isn't a problem. However if you've got a Russian 12 gun battery then there's a lot of battery to choose from. They use a double width template too, so any change in orientation can be significant. You need to use common sense and talk with your opponent when the situation is unclear.(phil) 32.8 Hitting teams under the template *Page 130: Change with lower Armour ratings before those with higher Armour ratings to with lower Top armour ratings before those with higher Top armour ratings. Most people figured out that if you were taking the save on the top armour rating, then that must be what the rule was referring to. - An artillery battery bombards an enemy artillery battery ranging in 1st turn and getting 2 hits out of 3. there are 2 guns and an infantry team under the template. 1/ Do the hits to teams under the template get allocated by the defender? or 2/ Do the hits randomly strike the teams under the template? or 3/ Roll 2 dice for gun hits and 1 dice for an infantry hit? There are four types of team in Flames Of War (page 25). Artillery rolls to hit each platoon under the template separately and each type of team in the platoon separately. So if a platoon under the template has 3 Infantry teams, 3 Gun teams, and 3 Transport teams under the template, you roll three dice for each type. The targeted player then picks which specific ones were hit. One of the reasons for doing things this way was to stop artillery sniping. It was amazing how good some artillery observers were at spotting officers in the old rules! Now you need to be very lucky to actually get the platoon command team or another critical piece of equipment. To a large extent this represents the observer bombarding the whole platoon rather than sniping the key teams.(phil) - Does that mean that I can just allocate saves to the Rifle Teams and keep my Command Team forever? As long as you can keep finding Rifle teams under the template, yes.(phil) - Don't you have to allocate saves separately to avoid immortality? At some point there will be enough hits to mean the command team will have to take one, either because they are all that is left, or simply that every team was hit. This latter isn't that improbable. Say you are hitting 4 teams on 4+, then one time in 16 the command team will get a hit.(phil) 33.0 Smoke Bombardments 33.1 Wind Direction - When the roll for wind direction can be made? Before the deployment? The roll for wind direction can be made at any time. But you certainly can't roll for the wind direction before you deploy. (Phil) 33.2 All Guns Repeat - Can I use the All Guns Repeat rule if the target or the spotting team are smoked? The rules give a certain set of restrictions on using the All Guns Repeat rule. These do not include requiring the Spotting team to have line of sight to the aiming point. Therefore, smoke bombardments on the spotting team or the target will not prevent them using All Guns Repeat.(Phil) 33.3 Bunkers - Since bunkers have no skill rating they cannot be targeted by smoke bombardments or direct fire smoke from even within 16" This just seems wrong as as blinding a bunker would be exactly what you want to do before approaching to assault. Also, are bunkers pinned by preliminary bombardment? Secondly, by our reading of the Page: 62

63 rules only direct fire smoke can be directed at a bunker and this seems the best way to assault them- pinning doesn t work as they are independent teams and automatically unpin at the start of the assault step (bigger!). That is an interesting observation. Clearly however, the intent is that bunkers do remain pinned down otherwise the first column of page 211 is completely meaningless. A bunker that is pinned down as per the Shooting at Bunkers rules on page 211 remains pinned down until it rallies in the following Starting Step (which it does automatically since it passes Motivation Tests automatically).(phil) - Hi the rules say you can only fire at a bunkers slit or openings does this apply to bunker busters or can they fire at rear It applies to all weapons firing at bunkers, including bunker busters. (Phil) Page: 63

64 Aircraft *Page 148: Air Support Summary. Delete Re-roll failed attempts to Range in on a team moving At the Double. Another leftover (good for lunch the next day, bad for rules) Aircraft - Is air support a divisional support choice or is it like LFTF 3 where it did not count vs your support platoon choice? Same as it has always been. It is not a Support Choice. That is why it is not listed as such. (Phil) - You use of the P47 Thunderbolt as a "common attack aircraft" example on p.122 of the M-MRB. This is not a plane choice in Mid war (nor is the Typhoon for that matter). I assume that this chart is for illumination only, or is there some points difference? Personally, I prefer the auto kill of the P47 bombs to the "don't bog the bomb" roll of the P40 and P38. The chart is titled Sample Ground Attack Aircraft, so yes they are a sample for illustrative purposes. (Phil) 34.1 Roll of Air Support *Page 139: How many Aircraft. Change When a flight of ground attack to When a flight of ground-attack. That missing hyphen really matters! - When exactly do you decide which weapons your aircraft are using? Before or after the Roll for air support? You buy a specific type of aircraft. Since the Stuka D and Stuka G are different type of aircraft (rather than armament loads for the same aircraft), you can have one or the other. You choose the armament before rolling for the number. As for when to decide which weapon you are using, you should do so when you place them on the table. I'm not sure that it makes much difference whether you do it before or after rolling how many aircraft as the different weapons are best against different target types, pretty much regardless of numbers.(phil) 34.2 Aiming point - My opponent gets aircraft and positions them to destroy a couple harmless little jeeps that I SWEAR aren't spotters for my m-10's. Then he has a tank fire at the jeeps as well to make sure they die. I of course disengage (ok, so they WERE spotters for my M-10's. Anyone else get a kick out of German players being more afraid of jeeps than tanks?) and move 12 inches away, placing me out of the aiming zone for the aircraft. The aircraft, which had been 6 inches away from the back of the jeeps to keep out of the friendly fire zone pick a new target within 4" as they're allowed to do. The new target is 4" closer to friendly troops than the jeeps were. So here's the question: When you pick a new target for the aircraft, do you have to reposition them and recheck for distance to friendlies? Common sense (to me) says "yes". The rules don't say you have to, therefore there's a strong case for saying "No". No. The rules say nothing about repositioning the aircraft. They remain where they are. (Phil) 34.3 Conducting AA FIre - AA fire is done after all other fire takes place but before aircraft attack. This gives you the chance to pin AA platoons, therefore increasing your aircrafts chances. If you pin light AA guns they drop to RoF 1 per team. With that same thought process, what happens to pinned heavy AA gun platoons? They have a RoF 1 already. Do they incur the +1 shooting penalty or what? Since its a skill check I can't just come out and say yes. But on the same note, they have to suffer something from being pinned. Should they suffer from "skill check +1" to hit Aircraft? The rule says no modifiers, so no modifiers. (Phil) - I had also noticed that on page 119 of the FOW rulebook it states that any teams that shoot at aircraft cannot shoot in their next turn, however it does not seem to say anything of the opposite, that is if a team were to shoot at something in their turn whether or not they would be able to fire at aircraft in their opponents following turn. There is nothing stopping you shooting in your turn, then firing AA in the opponent's turn. You do not need to predict in your previous turn that you will need to fire AA fire in your opponent's turn.(phil) - When AA guns are on the other side of a smoke screen and firing at aircraft can they only fire at planes within 6" as the smoke screen rules state for concealment? Or, if they are over 4" from the smoke screen can they shoot as stated in the AA fire section? An artillery smokescreen conceals a target from aircraft, but does not prevent the aircraft from attacking the target in the smokescreen. Page: 64

65 An artillery smoke screen limits the line of sight from an anti-aircraft gun in it to 6"/15cm. If the teams are not actually in the smokescreen, the smoke screen has no effect. The edge of the smokescreen represents the point at which it becomes to diffuse to have further effect.(phil) - In the rulebook it says that "AA MG can be fired at the same time as other machine guns, but not at the same time as a main gun, since the commander and gun crew cannot do two things at once." So in my opponents air support shooting phase I can fire the AA MG at attacking aircraft; but then in my shooting phase can I fire the main gun as usual or can I not fire it because I used the AA MG in my opponents shooting phase? In a game I had last night, my Hornisse were bombed by my opponents air support. I fired my AA MG at his attacking aircraft but I was told that if I used the AA MG i couldn't fire my Hornisses' main gun in my next turn. I'm just not really convinced because I don't think I am firing them at the same time. one weapon in his turn and then one in mine. Any time you fire at aircraft you cannot fire in your next turn.(phil) 34.4 Ranging In - On Page 121 of the v2 mini-rule book it says you have +1 to the difficulty to range in if the target is concealed. Of course that's in a brown box, not in italics, so it isn't a rule, it's an explanation. Then on page 164 (reference sheet) it says you have +1 to the difficulty if target is concealed BY WOODS (capitalization mine to distinguish difference) The same discrepancy exists for artillery as well, but there's no special mention about concealment for arty such as there is for aircraft. So: Is concealment from aircraft only possible under the rule on page 121, or is that in addition to the normal means of concealment? It would make sense in a way if you couldn't hide from aircraft just by lying down in the open, but...(?) That is the only way to be concealed from aircraft. (Phil) - At the top of the second column is a rule entitled 'Concealment From Aircraft'. This says that 'Teams in, or on the far side of and within 4"/10cm of, woods or buildings are Concealed from aircraft.' The interesting thing about this is, if those teams are AA teams, they can't shoot at the planes, although the planes can shoot at them (pages 119 "Intervening Terrain" and 121 "Concealment From Aircraft"). " Correct. Don't place your AA guns beside trees or buildings. While the AA have to locate and engage their targets, the aircraft are usually given a target to bomb. They don't have to positively locate the enemy before beginning their attack run. Simply bombing the woods or the north edge of Villers Bocage is sufficient. (Phil) Page: 65

66 Reconnaissance *Page 149: Add although it can spot for artillery bombardments to the end of Eyes and Ears. Another clarification that makes sense Reconnaissance - Can an American recce platoon command team (who has the excellent communication rule ) call in an artillery strike in the same turn that it is reorganising following a successful disengage? Teams that are reorganising cannot spot for artillery. (Phil) - The American Tank destroyers and all the jeep/carbine teams are sitting near the objective. I move my german panzers into line of sight and want to fire my main guns, declaring tank teams as priority targets. The American player makes his skill check and disengages, moving his tank destroyers out of my line of sight. Since I moved I do not fire at the disengaging tank teams. All other teams (the jeeps and infantry) remain where they are near the objective and do not follow the Tank destroyers into hiding. My question is: 1. Do the jeep teams have to follow the tank destroyers away from the objective and behind the trees? 2. Since they did not, can I now shoot with my MG's at the remaining jeeps who are still in my line of sight, or is my shot wasted because I wanted originally to shoot the tank teams? They are part of the platoon, so you can shoot them. Any tank teams that can be hit are hit first. Since there are none, the hits must be applied to the rest of the platoon.(phil) 35.1 Eyes and Ears - Issue arose tonight about a bailed Panzer II (recce unit) being about to push an ambush outside 8" deployment. In otherwords, does a bailed out recce tank team retain its ability to deny an ambush within 8" of itself? The other members of the platoon left it behind (failed to remount 2 turns in a row). Since the ambush doesn't magically appear, but was actually in place or nearby unseen all the time, it presumably wasn't there when the tank arrived, and still isn't there when it becomes bailed out. (Phil) - Hmmm, that would then imply that ambushes can't be placed within the range limits of anywhere a recce unit is OR ANYWHERE IT HAS BEEN PRIOR TO THAT. Do we need to leave a trail of bread crumbs behind our recce units to show the areas that have been cleared of ambushes? Check out page 197 for examples of ambushes appearing behind troops who thought that they had cleared an area. In these case the troops are moving back into the area by covered and hidden routes. The reason that they are revealed at 8"/20cm when trying this trick near recon troops is that the recon troops are still there to see them moving back (even if not fully combat effective). Once the recon has moved on, there is no one to see them wander up and get ready to ambush whoever is coming behind the recon. (Phil) - The reconnaissance rules say that you can't use the Eyes and Ears rule when the Recce Platoon is pinned. But if I took three Panzer II Luchs the whole platoon would consist of tank teams and they don't take any effect from being pinned. Can tank teams use Eyes and Ears or not!? Very good question. Since platoons containing only armoured tank platoons cannot be pinned down, the platoon cannot be pinned down when it attempts to do Eyes and Ears, and thus can do so. (Phil) 35.2 Disengaging - As the rules are written, "away from the shooting teams". "Move away from" is the opposite of "move closer to". The situation : the recce teams Y are being shooted from X, those teams are 20'' away from the recce teams. The recce teams pass a skill team, and it happens that there's a wood over there. Let's suppose that Z is a place where they could be out of sight from the teams at X, and they could reach moving. But the point is that Z is 16'', which is closer to the enemy than Y. So, could the recce teams move to Z? The rules do say away from which requires the disengaging teams to move generally away from the enemy. Your movement is not away from the enemy.(phil) Page: 66

67 - I have a question regarding reconnaissance and assaults. Is it possible for recce, both armoured (car, tanks) and infantry to launch an assault? I do understand that DF could lead to a problem; the disengaging from shooting rule. That you must succeed with a skill test to press home the assault instead of disengaging. Is this correct or have I missed something? The rules for forced disengage actually state that you can only be forced to disengage in the enemy Shooting Step, not in your own Assault Step., so no forced disengage from defensive fire.(phil) - Is a recon team forced to disengage when it has double-timed and missed a save? The rule says you may not disengage when double-timed but is "forced disengage" different? You can always be forced to disengage. It reflects your troops state of mind, not their deliberate tactical decisions. Since you are forced to disengage after all the damage has already been done, it is never a good thing. You could have simply moved away in your own turn instead. Hence, it reflects the recce boys freaking out about the amount of fire they are taking and backing off.(phil) - In the 'tactical tip' box on page 151 of the rulebook it says something about a recon team moving ahead to scout across open ground whilst the remaining teams in the platoon cover the advance from concealment. Sounds like a good tactic. However, on page 58 it says that all teams in a platoon have to be concealed in order to get a concealemt bonus and that a single team in the open can give away the platoon's position. So which one is correct? Disengage is the key to your problem. If the team out in the open is shot at, it disengages behind concealment or out of sight, leaving the rest of the platoon gone to ground and ready to return fire on the nasties. - So here is a example of the situation. Three armored recce vehicles received hits by antitank weapons to two of the vehicles are destroyed and one is bailed out but makes this morale check from being below half strength would the bailed out vehicle then have to make a forced to disengage roll and reorganize. The platoon all reorganises as if it had disengaged, including all bailed out and bogged down vehicles and everything else you can imagine except for Infantry and Gun teams in Bulletproof Cover. Since the bailed out recce team is reorganising as if it had disengaged (regardless of the fact that it can't disengage), it cannot shoot, move towards the enemy, etc. if it remounts in its next turn. In effect it will use the reorganisation move to run away and join its buddies back out of the line of fire (unless it really wants to sit there and tempt the enemy to have another go!) Getting shot up does not make it braver and more pugnacious than its more fortunate brethren. - I see Phil has cleared this up. It didn't seem right to me that bogged and bailed units could disengage. Forced Disengaging is a state of mind more than physical movement. The dudes in the inoperable tanks are as freaked out as the rest and will get out of the way as soon as they can. Cheers (Phil) - I believe that the rule still only applies to RECCE TEAMS in the platoon, and that the non-recce teams can continue to fight as normal. They can't move to disengage as Recce Teams can, so their only defense is to fight on - especially if the recce teams abandon them! The whole platoon is the whole platoon. Having the recon guys you are supporting bug out gives you pause to consider whether their might be a safer place to be. Cheers (Phil) 35.3 Reorganisation *Page 153: Reorganisation. Add spot for artillery bombardments to the list of things that cannot be done while reorganising. Likewise, another clarification that makes sense If the whole platoon had been moving forward, they would all have to reorganise next turn after disengaging, leaving the nasties unharmed. (Phil) Page: 67

68 Night Fighting *Page 154: Add Teams spotting for an Artillery Bombardment must choose a team that they could see to shoot at as their Aiming Point. Teams firing an Artillery Bombardment do not have their range restricted by the Night Fighting rules.. Most people probably figured out that it was the spotter that was affected by darkness, not the artillery pieces. Change With nothing but their eyes to guide them, there is no way for aircraft to accurately identify targets on the battlefield to attack to With nothing but their eyes to guide them, there is no way for aircraft to accurately identify targets to attack in No Air Support. This was just to make room for the previous change 36.0 Night Fighting 36.1 Moving at Night - Which takes precedence? Stormtrooper allows you to move in assault phase 4" extra. But British Night Rules allows no movement of over 8". So... can I move my Pnzr Grenadier infantry 6" + 4" OR ONLY 6" + 2" (keeping to the 8" rule)?? The limit of 8"/20cm is on any specific movement. You can therefore move 6"/15cm in the Movement step and then Stormtrooper an additional 4"/10cm in the Assault Step.(Phil) - A team that did not move and did not shoot at night will be Gone to Ground. (Phil) 36.2 Night fighting and Artillery - Is the intent that bombardments can only fire a max of 24 away even if the observer ranges in on a team further away? (ie the observer is 4 away form a team that is 35 way form the Artillery battery.) As it is written I would say no unit can fire more then 24. ( max range for night fight is 24" unless a team has fires and is in los). The limitation of night affects the Spotting team not the Bombarding team for Artillery Bombardments.(Phil) 36.3 Night attacks -Does night end when US Para's attack in DFA? Here is why I ask. The DFA briefing in Afrika states, "When a US Parachute Rifle Company attacks in DFA, the game starts at night with the Night Fighting Rules in effect". Afrika pg200 MiRB pg132. No where does it state when night ends, or if you roll (like British night attacks) to see if night ends. The intention was that Dawn arrived in the same manner as for a British Night Attack. That doesn't make the Assault Step into a Movement Step, it simply allows some troops to treat it as one in some cases. (Phil) 36.4 Night attack and Air Support - A British Infantry Company were attacking in Breakthrough against a Luftwaffe Field Company. Page 139 wrote: "If they do so, the game starts in darkness and uses the Night Fighting rules (on page 132) until morning breaks. At the start of the defenders turn 3, the defender rolls a die. On a score of 5+ morning has broken. etc." Page 132 wrote: NO AIR SUPPORT "Air support may not be requested on turns where the night-fighting rules are in effect" Page 11 wrote: The Starting Step "During the starting step you: 1 Check Company Moral 2 Check Victory Conditions 3 Reveal Ambushes 4 Roll for Air Support 5 Select Aiming Point and position Aircraft 6 Roll for Reserves 7 Rally Pinned Down Platoons 8 Remount Bailed Out Vehicles 9 Free bogged Down Vehicles 10 Smoke Disperses" This leaves four queries: Page: 68

69 1/ Is the start of the turn before the 5+ dice roll is made where the night-fighting rules are in effect. I.E. as you made a roll for morning at the start of the turn, then that was a turn when Air Support could not be requested? If the Night rules are not in effect for the turn, then they are not in effect for the turn, so Aircraft can be used. (Phil) 2/ Is the start of the defenders turn the same as the Starting Step - I would expect so. That is the first thing in the Defender's turn, so the start of the defender s turn would presumably be the start of the Starting Step.(Phil) 3/ Is the sequence of the Starting Step tied to being resolved in that numerical order - it would seem to be the case. Yes. (Phil) 4/ At what point in this step do you insert the "Roll for Morning on a 5+" - can you roll for morning before the steps rolling for Air Support? At the start as stated in the rule.(phil) 36.5 Night attack and AOP - If a night assault mission is played When can AOP be placed on the table: A: When daylight appear? Or B: Player with AOP is forced to place the unit on table regardless, from turn 1? You cannot use aircraft at night, so the AOP remains off table until daylight arrives. (Phil) 36.6 Nightfighting and Artillery observation - How do you resolve spotters for artillery and what they can see? Remember Spotting teams do not join the platoon they are Spotting for (could be rather awkward for a US platoon commander if he had to join the artillery battery he's ranging in for!). Since Observer teams are independent teams, the artillery battery isn't involved until the Observer team becomes its Spotting team. This means that the first Observer team rolls to see how far it can see, then if it has a target that it wants to bombard, Spots for the artillery battery and rolls to range in. If the Observer team has no targets or elects not to bombard them, then you could go to another independent team (say an other Observer team ;0) ) and roll to see how far it can see. If it has a target it wants to bombard and an artillery battery that hasn't yet shot, it Spots for the artillery battery and rolls to range in. Cheers (Phil) Page: 69

70 National Characteristics 37.0 US Special Rules 37.1 Tank Destroyers *Page 157: Tank Destroyer Doctrine. Change Self-propelled Anti-tank Platoons to Self-propelled and Tank Destroyer Platoons in the last line. The wording of this rule should be consistent with the one above. - The last sentence and paragraph on page 157 of the hardcover rules states: "If no carbine teams from the platoon are left on the table, any remaining tank destroyers abandon the field, and the whole platoon counts as destroyed." Now, this comes at the end of a section talking about how to deploy the M10s and it is probably meant to say: "If no carbine teams from the platoon are left on the table, AND THE TANK DESTROYERS ARE NOT YET DEPLOYED, THEN any remaining tank destroyers abandon the field, and the whole platoon counts as destroyed." But, this is not what it says and a pretty strong argument could be made that tank destroyer platoons will abandon the field while still having half more than half of their teams on the table and without the benefit of a motivation roll. How is this rule being played? and has there been any clarification of it? That sentence is only relevant in the context of the rule, which is about the arrival of the tank destroyers. Once they are on table, they are there and the rule no-longer applies.(phil) - In Afrika, the US has the Self Propelled Antitank Platoon (SPAT). In FE, it has the Tank Destroyer platoon (TD). In the US Special Rules, "Self-propelled Anti-tank Platoons may Disengage even if they fired in their own turn." Unlike the other special Tank Destroyer rules, it does not include the Tank Destroyer platoon. It is just the SPAT. Is that intentional, such that TD platoons do not get to Disengage if they fired, the way SPAT can, or is that a typo? Definitely both SPAT and TD Platoons can disengage.(phil) - Must I disengage my Towed Tank Destroyer platoon (FE p.106) if it is in Bulletproof Cover? Can I conduct my defensive fire? The rules says Infantry and Gun teams in Bulletproof Cover are never forced to disengage. and Recce teams that Disengaged may not conduct Defensive Fire... Other teams in the Recce Platoon that did not Disengage continue to operate as normal. Since reorganisation only affects recce teams that disengaged, and infantry and gun teams in bulletproof cover don't usually disengage, there is no effect on them when their platoon is forced to disengage.(phil) The basic question is whether the US 3" gun team can be placed in such a way during the Ambush segment that the limbered guns are in LOS but the towing half-tracks are not. The quick response would be a resounding no, but the rules seem to support this as an extremely effective method of getting your gun teams placed. The rule says you cannot deploy the gun in line of sight of the enemy. In your scenario the gun is both within 16"/40cm and line of sight of the enemy, therefore it cannot be there. Yes, if it could be there, then the enemy could not shoot at it, but it can't be there. Note the rule on limbered guns says "cannot be shot at". It says nothing about line of sight. All my statement related to was the original question - could the towed guns be used to avoid the tank destroyer rules restrictions. My answer is no. Can you shoot at a towed gun? The answer is the rules is clearly no. (Phil) 37.2 Seek, Strike, Destroy *Page 157: Seek, Strike, and Destroy. Change If no Carbine teams from the platoon are left on the table, any remaining tank destroyers abandon the field, and the whole platoon counts as Destroyed. to If no Carbine teams from the platoon are left on the table and the tank destroyers are not yet deployed, they abandon the field and the whole platoon counts as Destroyed. This rule was only meant to affect tank destroyers that hadn t turned up yet. - page 133 MRB - Seek Strike Destroy - the wording for placing the TD's now includes the word "all". Does this mean Page: 70

71 all TD's must be placed at the same time, or can you still choose to place one, some, or all during the turn? The word 'all' usually means every one of them, so no you cannot place some of them and the rest later. (Phil) - The question has been raised that you only get US SSD for TDs if the unit is placed on the board at the start of the game and you lose that ability if placed in reserve (i.e. must come on the board as a full unit to include TDs). I do not see that in the rules, but others have put forth strong arguments that they do not retain SSD while in reserve status. Which is correct (Please)? As the rules are written the Tank Destroyers can only use Seek Strike and Destroy if they start the game deployed on the table. If they are in reserve, they cannot.(phil) - During a recent game, I played a U.S. Armored Rifle Company which included a section of M18 Hellcats in support. When I attempted to place the Hellcats using the "Seek, Strike and Destroy" rules (pg 157) my opponent stated that my placement was illegal, but couldn't cite a specific rule or "Lessons from the front" ruling to support his position. Since it was getting late and this was a friendly game, we elected to roll a die to settle the question. However, based on the RAW I believe my placement, as described below, was legal and am hoping one of you folks can cofirm or debunk this for me Situation: Turn X * US Movement Step: I move a Tank Destroyer Carbine team within 6" of an enemy tank. * US Shooting Step: I successfully bombard the same tank and place a 3 template smoke screen * German Movement Phase: The tank's platoon is moved, leaving no German units within 6" of the smoke. Turn X+1 * US Starting Step [Phase #3 Reveal Ambushes]: I place my Hellcats in the smoke, ensuring they are within 6" of the Carbine Team and that there are no enemy teams within Line of Sight [Seek, Strike and Destroy pg 157] [Effect of a Smoke Screen pg 135] * US Starting Step [Phase #10 Smoke Disperses]: I remove my smoke * US Shooting Step: My Hellcats fire on enemy tank platoon We have talked about it here and think the best solution in the long run would be to specify concealed by terrain and set the timing of the placement to be after everything else in the starting step. (Phil) 37.3 Dismounting Machine Guns *Page 161: Change that has passenger-mounted machine-guns to has more than one machine-gun mounted in Fields of Fire. While in most cases the rule worked as written, the US M3A1 armoured car has multiple machine-guns, but the.50 cal is not passenger-fired. Having a look at this I notice something please correct me if I am wrong, but a 50 cal HMG is classed as a manpacked Gun team, does that mean when it is dismounted it can move and fire at a reduced rate of fire of course. I ask this because I thought HMGs could not move and fire, but it appears that the 50 cal is does not fit under HMG team? Correct. The.50cal MG team is not an HMG team, just an MG team and a Man-packed Gun.(Phil) - Does a Staff team that dismounts an MG or 0.50 MG from a transport become a Staff LMG or Staff 0.50 MG team? While a Command Rifle team can dismount as a Command LMG team, a plain Staff team would dismount as a plain LMG team. Were it a Staff Rifle team or something similar, then yes it could be a Staff LMG team, but it isn't and can't. (Phil) 37.4 Hit them with Everything You've Got - The "Hit Then With Everything We've Got" rule allows the Americans to bring in a second (or more) battery and have it hit the same point as the first battery without needing to make ranging-in rolls. It works just like an All Guns Repeat, except that new batteries can be added in. Each one gets its own template and rolls for hits, etc. as if it were acting alone. It s correct? The new batteries still need to roll to range in. They do not get an automatic "All Guns repeat".(phil) 37.5 Under Command - My opponent last night raised an interesting question about how bombardments are called in using the 60mm mortars found in the US armoured infantry platoons. I had always assumed that the US special rule Under Command applied to them, but my freind pointed out that the Under Command Rule applies to Weapons platoons Page: 71

72 of various types and cannon platoons and chemical mortar platoons. Nothing in the rule says anything about Armoured Infantry platoons that happen to have a 60mm mortar team as part of their TO&E. The Under Command rule does not apply to artillery pieces in Company HQ and Combat Platoons (such as the 60mm mortar in an Armoured Rifle Platoon).(Phil) - Something occurred to me today. The Weapons Platoon from the US Rifle Company in FE2 is now a Combat platoon and is no longer listed under Weapons Platoons. The "Under Command" rule on pg.161 says you do not suffer the +1 penalty from platoons taken as a weapons choice. Does this now mean that the Weapons platoon, since it is now a combat platoon, now suffers the +1 penalty when firing its 60mm mortars as a bombardment? Based on how it is worded I do believe it does. An interesting oversight. Yes, the Weapons Platoon still benefits from the under command rule.(phil) 38.0 German Special Rules 38.1 Kampfgruppe *Page 166: Kampfgruppe. Change up to half of the Sections or Squads from any Combat or Weapons platoons to up to half of the Sections or Squads (excluding the HQ Section) from any Combat or Weapons platoons. This is an important clarification that has been made on the web. Too many other rules can be broken otherwise. - Are HQ sections counted when determing number of sections / squads for half in a platoon when taking sections/squads for the Kampf Gruppe? No. (Phil) - Do Combat and HQ attached Teams/sections count when determining number of sections / squads for half in a platoon when taking sections/squads for the Kampf Group? No. Attached teams are not part of the platoon, they are only attached to it.(phil) - So a 2 section Armoured Car platoon would count as only 1 Section for KGing (as the HQ section does not count) and there for could not send a section to a KG as half of 1 is less then 1? Correct, you would need three armoured cars before you could detach one to a Kampfgruppe.(Phil) - So can Light mortars from Infantry platoons be transferred from the platoon to the Kampfgruppe? Yes. They are a Squad that is not the HQ Section (Phil) - When EXACTLY MUST a KG be designated? (in the form of a number in the mission sequence) The number depends on the mission. but the answer is before you do anything with your force. You can wait until o b j e c tives are set etc, but the instant your force comes into the picture, you must have completed everything about reorganising it. I say that the intention is very simple. Before you get to do anything with your force in this mission you must have completed all Kamfgruppe creation and Combat Attachments. If what you are trying to do seems to require a complicated interpretation of this statement, then it probably is not supposed to be done. (Phil) - CA and KG are done the same, then you should be able to make your KG JUST BEFORE Deployment? They are done at the same time.(phil) - There is some discussion on the Forum about the exact requirements in forming a kampfgruppe. Close scrutiny of the rules seems to allow forming a kampfgruppe with only the 2IC but this doesn't "look right". The rules require the 2IC and up to half non-command squads/sections in combat and/or weapons platoons. You have previously clarified that Company HQ assets that can be attached out can also be included in the kampfgruppe. No mention is made of a minimum requirement except the 2IC. 1. Is it allowed to form a Kampfgruppe with only the 2IC? No. A Kampfgruppe must include troops from at least one Combat or Weapons Platoon. 2. Is it allowed to form a Kampfgruppe with only the 2IC and Company HQ assets? No. A Kampfgruppe must include troops from at least one Combat or Weapons Platoon. 3. Do Company HQ assets that have been attached to a platoon form addtional squads or sections? As was pointed out, somewhere in this thread, the need to attach HQ Support Weapons out to a platoon before putting them in the Kampfgruppe was an oversight. They should have been able to join directly. HQ Support Weapons Page: 72

73 would not add squads or sections to the platoon that they are attached to in terms of working out how many squads or sections can join the Kampfgruppe. 4. Is it compulsory that at least one squad or section (that is not formed by company HQ assets) from a combat or weapons platoon must be included in a Kampfgruppe? Yes. (Phil) 38.2 Mission Tactics - The Panzerfausts go along with the command team when Mission Tactics occurs? The Command team is the Command team, not the Command team with X, Y and Z changed or removed, so yes the Command team retains its Panzerfaust option. You might view it as the platoon has a supply of Panzerfausts that are sufficient for one team to use them at any time. For simplicity and clarity, we say that the one that can use them at any point in time is the Command team.(phil) - Do Warrior teams that are also Platoon command teams that would otherwise be able to use Mission Tactics use the Mission Tactics rule or the Warrior save when destroyed? The intention is that Warriors cannot be brought back with Mission Tactics. They have their own rule on how to avoid being Destroyed. If they are Destroyed, the Mission tactics would bring the original Platoon Commander that the Warrior replaced back as the new Platoon Commander. (Phil) - If a pioneer team equipped with a Goliath is replaced by it s command team via Mission Tactics is the Goliath retained by the (now) Command team? Since the team was equipped with it, then when the team is replaced its equipment would go with it. So, no Goliath for the command team (that baton is heavy). (Phil) 38.3 Stormtrooper *Page 166: Stormtroopers. Add as a Movement Step in which it after the platoon treats the Assault Step. Somehow half of the sentence was lost in the original printing. - The Stormtrooper move is a Movement step? The Stormtrooper rule allows Germans to sometimes treat the Assault Step as a Movement Step. That doesn't make the Assault Step into a Movement Step, it simply allows some troops to treat it as one in some cases.(phil) - How is it possible for a heavy/medium gun that only has a 2 inch move to stormtrooper 4 inches? It was a very deliberate design decision. The Germans have a long history of keeping guns well forward and moving them up with the infantry in attacks. They are one of the main users of infantry guns in this role and frequently used anti-tank guns this way as well. That is one reason they provided dog harness for the entire grew and a large idler wheel for the trail, to keep their anti-tank guns mobile in a way no other country except the Soviet Union considered (the Soviets have a different special rule to get their heavy guns up with the infantry). Giving the guns a total of a 6" move (on a good day) when they do not shoot certainly matched the descriptions of their infantry guns and anti-tank guns operating with infantry in assaults.(phil) Can your remove transports in a stormtroopers move? Transports can only be removed in THE movement step. (Page 91 MRB) The stormtrooper rule states that "Although it is not a movement step...mount and dismount..." (Page 136 MRB) No mention is made about being able to send Transports to the rear. Stromtrooper allows troops to treat the Assault Step as a Movement Step in which they can move 4"/10cm, mount and dismount. They cannot send transports to the rear. The Sending Transports to the Rear rule should be interpreted as "your Movement Step" rather than "any Movement Step".(Phil) - In my German force can independant teams make stormtrooper moves? Independent teams operate as if they were a platoon on their own. That alone is enough to say they can attempt to stormtrooper I think. They operate as a platoon. They are in command so they must be their own command team. That s correct? An independent team is ineffect a one-team platoon. As such it can make Stormtrooper moves.(phil) - I'm not entirely certain if this is a stupid question, but the stormtrooper rule as I understand it from the main rulebook says that any platoon can stormtrooper 4 inches, regardless of it's normal movement range. Am I correct to assume that "regardless of its normal movement range" also includes immobile gun teams such as 88's and 105's? Page: 73

74 Immobile guns can only move if towed by a tractor. That is the definition of an Immobile gun. So an Immobile gun can Stromtrooper, however it can only move if towed by a tractor. If you have a tractor limbered to it, then it moves, otherwise it does not.(phil) Do German Cossacks get a stormtrooper move? They do not as they are not German troops. They are Soviet troops operating with a German company. (Phil) - An opponent I played the other day said if his German infantry passed their Stormtrooper move they could automatically dig in (not even roll a second skill check to dig in, but automatically pop into foxholes). I didn't protest since it didn't matter much in the long run, but I'd like to know for sure whether this is true (really nice for reserves!). The Stromtroopers rule allows you to treat the Assault Step as 'a Movement Step in which you can move 4"/10cm'. You cannot do anything else with this bonus Movement Step except move 4"/10cm. You cannot Dig In, you cannot do anything but move. (Phil) - I have been told that Independent teams can test for their stormtrooper move and then, if successful, attach to a nearby platoon. That platoon can then use the ITs Stormtrooper roll and move as if they had successfully passed a ST roll. This is driving me crazy trying to find the ruling on this. I found comments about a platoon successfully stormtrooping and an IT attaching to the platoon for the move but nothing about the reverse. I have no problem with a platoon testing and an IT attaching after the test but an IT testing first gives a platoon 2 chances to get the ST move. That breaks the rules IMO. Can someone please point out the ruling on this one? It's not in MALFTF and my search Fu can't find anything either. The problem, as evidenced by the length of this thread, is that the rules are not clear on the matter. The answer from me quoted above was based on a liberal interpretation of the rules. As has been pointed out, this can lead to a variety of troublesome situations. After discussion around the office, Ken has come up with an interpretation of the rules that makes sense of the situations that this thread has discussed. Basically, an Independent team can either act as a platoon on its own, or join another platoon. It cannot do both. Thus, if an Independent team attempts to make a Stormtroopers move or to Dig In, it is acting as a platoon of its own, and cannot then join another platoon. It can however join a platoon that has just made a Stormtroopers roll or an Dig In roll and act with them. (Phil) 38.4 Armoured Rocket Launcher - The 3 Nebelwerfers have a total of 18 launch tubes 4 Panzerwerfers have 40 launch tubes but there effect is the same, was this a playability decision or is there a historical reason. Simply keeping all rocket launchers the same for ease of play. We have some ideas for the Panzerwerfer though!(phil) - " Unlike other artillary, Panzerwerfer 42 rocket launchers may make a Stormtrooper move after firing artillary bombardments"...please be gentle in your responses...but, does this mean I automatically (without rolling) get the stormtrooper move? Or, does it mean I may attempt to make a stormtrooper move after firing artillary bombardments?. Seems to me that the phrasing should say "may attempt" to make a stormtrooper move if a roll is necessary? Personally though I am happy to live with whatever the ruling is, I just want to be prepared. I have played them as having to roll, mostly for the benefit of fair play up till now. But the points are so much, for really so little, I am hoping a little squeaker of a bonus applies in this case. Artillery may not normally make Stormtrooper moves if it fires a bombardment. Since a platoon may contain teams firing bombardments and teams that didn't, it has nothing to do with the platoon rolling to make a Stormtrooper move. The teams that fired a bombardment can't make a Stormtrooper move. The Armoured Rocket Launcher rule says that these teams can make the move if the platoon makes a Stormtrooper roll.(phil) Stuka zu Fuss : - A stuka commander in LOS with 2 platoons can spot for two shoots with the rockets? Each Stuka zu Fuss fires as a separate battery. That means it needs its own spotting team. A spotting team can only spot for one battery. So unless all of the half-tracks moved into LOS to spot for themselves, the commander can only spot for one of them.(phil) 38.5 Mounted Assault *Page 167: Mounted Assault. Delete the paragraph that begins Teams that dismounted. This situation cannot happen in the rules, so there is no point in discussing it. Page: 74

75 *Page 167: Mounted Assault. Change a passenger in each Transport team may fight to a passenger in each Transport team that is not Bailed Out may fight. Nothing surprising in this change. A bailed out half-track isn t going to fight. - What benefit does "fighting as if they were a tank team" give? When do we apply infantry rules and when do we apply tank rules (if ever)? The half-tracked infantry fight as a tank, so they cannot hit another vehicle etc. OTOH, they are not Tank teams, they just roll to hit etc as if they were.(phil) - The mounted assault rules (p.137 mini-rulebook) state that "In the first Assault Combat Round, one infantry team carried as a passenger in each Transport team may fight as if it was a Tank team". Does the "first Assault Combat Round" include the first counterattack? Thus causing a tank terror test? Note, regardless of whether the passengers are Tank teams or not (and the intention was that they aren't) they certainly aren't 'Armoured Tank teams' or 'Fully-armoured Tank teams' as required by the two rules mentioned above. The Mounted Assault does not require the enemy to test motivation to counterattack if they do not hit, and falls back if pinned down by defensive fire.(phil) - The Panzergrenadier HQ in Ostfront could use the Mounted Assault special rule or not? As the Intel Briefings currently stand, the various Company and Higher Command teams cannot launch a Mounted Assault with a Panzergrenadier Platoon that can. This does seem a little strange, so as a house rule, I would suggest allowing them to do so.(phil) 38.6 Tiger Ace - In the rules (p 168 in large rules) it states: "At the start of the game". Cool. When is that exactly? After deployment, after scenario is rolled, when you first shake your opponents hand and say "Hi, I will be the guy beating you this evening". I know it seems like a minor thing. Game was held recently with my local group, hold the line late war. Anyway, terrain is placed and scenario is rolled. German playing is defending and is pretty sure he is going to put his 3 StuGs in ambush. However, he then rolls a 6 for his King Tiger skills, followed by a 4 and a 5. Yes we have a ROF 3, re-roll misses monster on the table. So it is placed in Ambush instead. At the time nothing was thought of it. Then someone pointed out that in other battle reports the skill is rolled for after deployment. Any time from the 'Hi!' to turn 3 when the Tiger player goes, hang on, I should roll my skill as I might get better shooting!(phil) - If you roll a six for your Tiger skills and the Plt I/C gets For the Fatherland for his own skill I presume the whole platoon still benefits? What if he gets schnell, is it just him that rolls on a 2+ and can possibly stormtrooper on his own? We have always played it that Schnell and For the Fatherland apply to the whole platoon when rolled as the Platoon Commander's Tiger Ace Skill.(Phil) - SS panzerkompanie tiger ace skill question : When the rule specifies "a platoon this tank leads" I assume that means any platoon the company HQ attaches to right? The Company Command tank is, like all Independent teams, a platoon on its own. It's abilities do not apply to other platoons that it joins, they only apply to that one tank. This is the same for the Company Commander in the Tiger company in Villers Bocage.(Phil) - While the rule is not clear, it makes little sense for the driver to be better at crossing a river than a creek. Clever Hans should apply for Bogging Checks in all types of terrain, Difficult or Very Difficult. (Phil) - Got this from the Website briefings section, posted by Wayne. Has impact on the heer Tiger Company list as well (Tiger Ace Skills after KG is formed). If you take a 2iC and form a kampfgruppe... Does the tiger still get a tiger aces even though there is a panther platoon commander? After talking to Phil we've decided that if you kampfgruppe Tigers under a Panther 2iC they don't count as a Tiger platoon so don't roll for Tiger Ace skills. (Wayne?) -Are Tiger Skills 'fixed'? a. If yes, then once you roll the skill for a tank/platoon, they never change. example: Tiger platoon has Rapid Fire skill. 2iC has Schnell skill. If he joins the platoon, the tanks of that platoon STILL only count as having Rapid Fire, and the 2iC still only counts as having Schnell. The 2iC would not gain the ROF 3 while part of the platoon, and the platoon would still make Stormtrooper moves on 3+. Page: 75

76 b. If no, then if a Tiger Independent Team joins a platoon, his skill would ADD to that platoon, and he would gain the platoon's skill(s). example: Tiger platoon has Rapid Fire skill. 2iC has Schnell skill. If he joins the platoon, the platoon AND 2iC count as having both skills (Rapid Fire and Schnell) while he is joined. Yes. The Skills belong to the tanks, they are not transferable. (Phil ) 39.0 British Special Rules 39.1 Tally Ho *Page 174: Change The 2 pdr and 6 pdr guns to The 2 pdr guns in Tally Ho! fluff text. There are no 6 pdr-armed tanks that have the Tally Ho! rule Gun Batteries - Each 4 gun troop counts as a different platoon on the board. So here's my situation. I want to bombard the hell out of an enemy position. So say I fire a murder with all 8 guns and do some damage. Next turn, I'd like to repeat bombard with one gun troop and re-range the other gun troop in to fire a smoke mission. Now I know I have to re-range in the other troop since you can't repeat bombard with different ammunition. And I of course know the gun troop doing the repeat bombardment would not be a murder, just a regular old mission. But that'd be enough to pin. So... is there a rule disallowing this anywhere? To add to this : I do a murder/stonk. My opponent assualts/fires from aircraft etc. my guns and I am left with 4 tubes. I roll to unpin and I am eligable to fire a bombardment. Can I do an AGR on my previous ranged in marker, but treat it as a 4 gun battery not a murder/stonk? It would seem to me that in the case of a Murder, then the rules would support you being able to repeat with just one gun troop. The rules talk about artillery platoons repeating their bombardments. In this case, the gun troop (an artillery platoon) is doing exactly what it did last turn, its just that its buddies are not having ceased fire on that target. In the case of a Stonk, the gun troop would be doing something different from before, as the structure of the bombardment has fundamentally changed from a double template to a single one.(phil) - I wonder if the Airlanding light battery, was supposed to count as a Field Battery for the purpose of the British Special Artillery Rules?? Yes. (Phil) 39.3 Irish - Mike clarified the irish platoon confusion in relation to a guards unit. This might be useful in both the HH book section & the basic brit rules as well. Just a point of clarification, the Irish Guards get all of the normal British special rules found in the Flames Of War rulebook. They get their own special rules (Unflappable and Platoon Debus!) in addition to the normal rules. One last note, contrary to the popular assumption, the Irish (and Welsh for that matter) Guards were not actually purely Irish (or Welsh) units. As such they are not Irish platoons in Flames Of War.(Mike) 40.0 Soviet Special Rules 40.1 Hen and Chicks - The Hen and Chicks rule says... "If any Soviet Tank or Transport team (inc assault guns and armoured transports) in a COMPANY moved more than 6"/15cm in the movement step, none of the Tank or Transport teams in the COMPANY can shoot in the shooting step". Does this mean that teams in a Platoon, and that are not assigned to a company (such as armoured car platoons, but not an armoured car company) don t follow the Hen and Chicks rule? Also, does the Company Command tank of a Tankovy Battalion HQ follow the hen and chicks rule? The only company he is in is his own (or the battalion). If he moves over 6"/15cm is everyone prevented from firing? Is Hen and Chicks intended to cover independent tanks and platoon sized transports or only the larger less capable tank/transport companies? All Soviet vehicles are affected by Hen and Chicks unless explicitly excluded from this rules.(phil) - If one company does not prevent another firing, what about a solo battalion command tank? As the only true independent command team in the battalion, I'd have thought not, but does it then affect the companies it commands if IT moves more than 6"? Independent teams operate as if they were a platoon on their own (page 50). It is still a platoon/company, even though it is a one-tank platoon/company.(phil) Page: 76

77 - Does the HQ tank in a Tank company suffer from Hen and Chicks? Independent teams operate as a platoon of one. This is the first rule on page 50. This means that the hen and Chick rule applies to them, even when they are operating on their own.(phil) 40.2 Soviet hero Kommissar and blocking detachment - My soviets were under fire from artillery and it required a company check, rolled a one, then rolled a 1 again. After the second failed reroll for a motivation check you roll a die and kill the number of bases hit by the HMG team, bar saves. Does that mean you take a third save or they don't leave the table? We ended up for the sake of finishing the game counted the platoon as destroyed as it failed 3 motivation checks. If the result of the failed Motivation test is the destruction of the company, then they are destroyed. The effect of shooting and pinning them is additional to any normal effects of the failed Motivation test, no instead of it. An example would be a company attempting to assault a tank. If they failed the test, the Blocking Detachment would come into action allowing them to re-roll. If they passed the re-roll they would attack the tanks (better odds than the HMG's!). If they fail the re-roll they don't assault and get shot and Pinned Down.(Phil) 40.3 Tankodesantniki - The tanko special rule states that hits have to be assigned to the tanko's before the tanks they're riding? Only in assault combat, not in any form of shooting, including defensive fire.(phil) - They fight in assaults as if dismounted" (minrb p. 143). There is an implication this means they are mounted on the tank in an assault. Or can be mounted during an assault step? Would the tanko need to be dismounted before the assault began? The tankodesantniki rules are written to allow them to be modelled on the tank or modelled in a way that they can be dismounted. If they are permanently modelled on the tank (looking ultra cool I hope!), then they can fight as if they were dismounted and clustered around the tank. (Phil) - Question about the "Ignore Destroyed Tankodesantniki SMG teams when determining whether a Tankovy Company is below half strength and needs to take a Platoon Morale Check": Does that mean we can count active tanko teams towards company strength. Example - 10 T34's with 10 tankos - Company strength is 20? Your half strength would be 10 and since tankos don't count you have to lose all ten tanks to be a half strength? Or do they mean if I lose 4 tanks/tankos then it's 6 active/4 destroyed not 6 active/8 destroyed. In which case why not say to ignore the tankos completely when determining below half strength? The definition of below half strength is more teams destroyed than still fighting. If you lose all of your tanks and none of your desantniki (due to a freak set of diesel fires?), you have 10 destroyed and 10 fighting, so you are OK. If you lose five tanks and their desantniki (more likely), you have 5 teams destroyed (ignoring desantniki) and 10 still fighting, so you are fine. If you lose seven tanks and their riders, you have seven teams destroyed and six still fighting, so you are below half strength. (Phil) - What happens to TDs on bogged/bailed tanks? Can they still fight in assaults and/or shoot their SMGs? There is nothing to stop them from doing so. (Phil) - Can TDs fire defensive fire when their "host" tanks are assaulted? They are teams in the platoon, so why should they not fire if their platoon is assaulted?(phil) - I just don't remember if the rules address this one - do TD casualties impact Morale in any way? Read the last paragraph of page 143.(Phil) - Can the Tank Rider platoon be split up and allocated to different tank platoons as riders? How can they do this and still stay in command? A Tank Rider platoon could mount multiple Tank Companies and be carried in different directions, but it would be pointless since one half would then have to move back to the other when it dismounted. If you mean the Tankodesantniki of one Tank Company mounting the tanks of another, once again you could I suppose, but don't be surprised if their parent platoon starts having to do strange things because half of its platoon are Pinned Down elsewhere! of course, they would do nothing and die in droves with the normal 5+ save since the rules state mounted on a Tank of their own Company. (Phil) Page: 77

78 - Are they some form of combat attachment where platoons are allocated to tank platoons and operate with them. No. They are part of the platoon. (Phil) - A Finnish Pioneer team hits a T34 carrying Tankodesantniki with their flamethrower. If they pass their 5+ firepower test, the tank and its riders are destroyed; what happens to the riders if they fail? Are they destroyed automatically, for being hit by a flamethrower and not being enclosed AFVs? or do they get the 3+ special save, as per P.181 of the HBRB? They are infantry teams. Infantry teams are destroyed by flame-throwers with no save.(phil) - Tanko rules on page 143 of the rulebook state: "While a single Tanko...team is mounted on a tank...they operate as tank riders..." Tank Rider rules on page 49: "...every time you hit their vehicle, they are hit and your opponent must roll a 5+ save for them, even if the tank's armour isn't penetrated." Shooting rules on page 32: "...check that the target platoon is...within Range...within Line of Sight...within Field of Fire...At least one team from the target platoon must fulfil all of these criteria in order to be a valid target." So far so good. However, check the Splitting Platoon's Fire rules on page 31: "A team must shoot all of its weapons at the same enemy platoon...if some of a team's weapons can't damage the target...then they simply don't shoot." Now, a RAW reading of this suggests that if you fire at the tank carrying the tank riders, you cannot fire any weapons that can't damage it. In other words, you can't use MGs to clear Tankos or Tank Riders off the back of T-34 by actually shooting MGs at T-34s, since these weapons can never damage the tank itself. Of course, I suspect that BF's intent was to allow people to "hose" Tanko-carrying T-34s with MGs and "clear the decks", so to speak. However, in order for "Intent" to match "Rules", the clarification must be made that the Tank Riders or Tankodesantniki - i.e. transported infantry teams must be singled out as targets (since in that case, MGs can cause damage to their targets and thus can shoot). With this in mind, I ask for official clarification of the following two questions: 1. Are tanks carrying Tank Riders/Tankodesantniki excepted from the language on page 31 stating that you can only fire a team's weapon if it can damage the target? 2. If such an exception is not granted, can Tank Riders/Tankodesantniki be explicitly targeted or are they effectively immune from any weapon that cannot damage their tank? The implications, of course, are fairly clear - if BF confirms that Tankos only take their 3+ save against weapons that can damage their tank, then Tankos suddenly become a lot more survivable and useful. Conversely, if BF confirms that Tankos can either be singled out, or else that the language on page 31 is a typo/omission/misstatement/somehow does not apply to Tank Riders/etc., well, then Tankos are back in their "rarely seen in optimised armies" V2 role. The rule about weapons not shooting if they can't harw the target is solely about what happens to the other weapons if you fire say a tank gun and a co-ax machine-gun at a tank. Just because the co-ax can't hurt the tank doesn't allow it to pick another target, it simply doesn't fire. There is nothing to stop you from firing the MG at the tank if you want to waste your and your opponent's time, but since it can do no damage, all of the die rolling will be in vain. As for tank riders, if you shoot the tank with machine-guns, although the hits will have no effect on the tank, the tankriders will still be hit.(phil) - I had this situation in a game recently. I had 3 KV-1e with 2 tanko's(left), move 6" to be contesting an objective. the Objective was contested by 2 US SP AA halftracks. Two KV's (with tanko's) fired at the half tracks and both missed (very annoyed), but then I thought, hey wait, i can dismount my tanko's and assault in the assault phase. Which I subsequently did, the halftracks get no defensive fire, as they can't fire their main gun, I get two hits, and the halftracks were destroyed. Leaving me to hold an objective. Now I understand (in hind-site) that i can't launch an assault from a "transport", however, if i had moved 6" then dismounted, then fired, then assaulted just with the tanko's (since tanks can't assault vehicles), is that legal?? This is assuming regular rules apply, eg. not being pinned etc. The paragraph about not falling back if pinned down by defensive fire applies to tankovy companies with desantniki period. It does not matter if the desantniki are on the tanks or not. OTOH, the problem with charging with just the desantniki is that it leaves you with no hits scored in the first assault combat round. The enemy can breakoff or counterattack at will. It seems to me to be a quick way to lose your desantniki since most platoons will kill several in the first attempt and the tankovy company has to make a motivation test to counterattack to score its first hits.(phil) Page: 78

79 - TK can fire a vehicle mounted AAMG, such as are available on the M4A2, IS-2, or ISU-122/152? If so, would they be able to fire at full ROF, since the tank crew is not distracted from manning the vehicle's internal guns, and, in an assault, would this also mean they could fire the AAMG without putting the vehicle at risk for being crew exposed? Lastly, would this use of the vehicle mounted AAMG affect the use of their own inherent SMGs at the same time? No, it s not possible. If you look where the machine-gun is actually mounted, you will see that you need to be in the hatch or to have vacated the hatch to use the machine-gun. Were I a tank commander and some grunt climbed on my head to fire my machine-gun, I know I'd certainly tell them where to go - off my tank! (Phil) - Can we get a ruling on the prompting tankodeseantkniki to command status if the command tank is killed? Technically legal by the rules till you say otherwise... Maybe a ruling on the ability of the tanks to outpace the walking tanko's??? (aka, leave command range) There is nothing stopping one of the SMG teams being appointed Platoon Command team if the original commander is dead. Personally, it seems like a complicated way of getting a small infantry platoon that has endless command problems, but there is nothing stopping it. Likewise, there is nothing requiring the deseantniki to keep up with the tanks, but again, it's not a good idea as it could result in your tanks having to halt or retire at a critical moment if they take casualties. The text in the rule about deserting their post is simply an explanation of the reason for the following two rules.(phil) - What about the rule about if you promote a Tankodeseantniki to company leader it becomes a shiny new tank. This allows me to magically make new tanks appear, or does it represent that heroic Tankodeseantniki jumping in front of the 88 shell and taking one for the team? It sounds silly but the rules allow it. The team become the Platoon Command team, they don't suddenly grow a tank. They remain a Platoon Command SMG team.(phil) - In assults tankos MUST take hits before their tanks of their platoon - p if there are more hits left over then they follow the normal rules for allocation. It does make sense that the hits from higherr AT must be allocated to tanks but only if the tanko have all had a hit first. Truscott Trotter is correct. Regardless of whether they are mounted or not, hits must be allocated to the desantniki before any can be allocated to the tanks. (Phil) 40.4 Quality of quantity *Page 182: Change A Soviet Company currently having at least fifteen to A Soviet Company starting the Step with at least fifteen in Quality of Quantity. This wording change makes the things a lot clearer. - When does the Strelkovy get the "10 hits before pinned advantage" in the shooting step? Example : German platoon A fires at the Strelkovy platoon C which has 16 units. A inflicts 7 hits at C. And C misses 3 inf. saves. Does the Strelkovy platoon C becomes pinned? When do you calculate the possibility of the "10 hits before pinned advantage"? Before taking losses or after? It is the strength you start the step with that matters.(phil) 40.5 Infiltration - If a Soviet company is infiltrated to 2" from an enemy in clear, the enemy has first turn as the Soviets forfeit the right to move first. By a literal reading, In the shooting phase the Soviet would be counted as Concealed and Gone to Ground as there was no prior turn to move in. Is this correct? There is no 'Deployment Step'. Deployment happens before the game begins. The game begins with the Starting Step of the first player's first turn. Any movement at the end of Deployment would count as movement in the previous turn for the player having the second turn.(phil) - 1. I see 16" move over anything they can move through. Correct can't cross impassable, minefields, wire, mech past tank traps, inf / gun teams per 2" rule. Mech can go over mech as allowed by 2" rule. If it stops normal moves, it stops infiltration. Nearly correct. You can infiltrate through any passable terrain. However you need to take bog tests and roll to cross minefields as normal I do not see bogg / skill tests. Dif time scale for infiltration than combat moves, so treated dif. No you do need to take bog checks Tank riders required to stay mounted. May only dismount on normal turn. Correct. Page: 79

80 - 5. Tanko's get the same move as their tanks, so may be infiltrated either mounted or dismounted. To avoid confusion, I will state that dismounted Tankodesantniki normally move 6"/15cm like any other infantry. As part of the infiltrating company, they move 16"/40cm either on foot or on their vehicles IT's may be attached and infiltrated with the co. Correct. One question that did come up was if Infiltration and Forward Deployment worked the same. This is because people were attaching 45mm ATG from the inf HQ and Infiltrating these ATG 16" into woods w/o bogg tests w/ the sov inf co. They can do so, but would need to take bogging checks. Cheers (Phil) 40.6 Big Battalions *Page 182: Change nine or more guns to nine or more weapons in Big Battalions. Nine mortars are also a big battalion, so weapons is a bit more appropriate. - this rule applicable to mortars which can have 9 teams in platoon? Mortars are designated as gun teams. But the term gun teams is not used in the sentence or in the italics. Merely the term guns. Guns has a definition in the arty section and so do mortars and tubes. In this context it is intended to mean artillery weapons firing. Were it literally guns, then the Strelkovy's artillery which has eight guns and four howitzers would also be excluded! (Phil) 40.7 Mixed Battalions *Page 182: Change total number of guns firing to total number of weapons firing in Mixed Battalions. If you are being picky, a howitzer is not a gun, so once again weapons is a better choice of word 40.8 Roll up the Guns - Under the main rules on p126, the rules state that staff teams 'move slowly as if they were a heavy gun tam', all well and good... However we then have the special Soviet rules which incude 'Roll up the Guns' p182, this states that ALL Soviet Medium and Heavy gun teams move as light gun teams, which as I understand it over-ride the rule on p126. Therefore does this therefore mean that Soviet staff teams can move 4 inches instead of two? A Soviet Staff team can move at the speed of a Light Gun team. (Phil) 40.9 Steel Wall - in the steel wall rule, i remember that 76s can choice fire bombard with 122 or drict fire? Can some of them drict-fire, and rest of them bomard with 122 any number? Or, just platoon(each two 76s) choose shot/bombard? Or all 76 chose shot/bombard? We changed the wording to guns for clarity, but the effect of the rule is the same. Either all 76mm fire in the bombardment, or none do. (Phil) Page: 80

81 Choosing your Force 41.0 Building Your Force *Page 183: Add to the text beneath the heading No matter which method you choose, the key thing to remember is that the Intelligence Briefings in our handbooks is that the diagrams show the organisation of each of your platoons, and this in turn tells you how to base your miniatures (if the picture says four figures, then four figures go on a base). For more information see Boot Camp on our website: Something we just never said, but is really helpful for beginners Making Combat Attachments - page Attachements. Are attachments from weapons platoons by team or squad/section? Are attachments from Company HQ by team or squad/section? As the rule says, by team. (Phil) - Can I attach a platoon command team? Although the rules do not say it explicitly, you cannot attach the platoon command team. If you attach out all the weapons, the HQ Section is removed from the game. If you do not attach out all the weapons, the platoon still needs a command team. Either way, the platoon command team cannot be attached out. (Phil) - If a team is combat attached to a Reconnaissance platoon, does that team become a member of the platoon and thus gain the abilities of that platoon? No. They retain their own abilities.(phil) - So when a non-recce team is attached to a Recce Platoon, the non-recce team gains none of the abilities of a Recce Platoon, however the Recce Platoon loses none of it's abilities unless specified by the rules. (The only rule where this ocurrs being Recon Deployment)? Correct.(Phil) - When EXACTLY MUST CA and HQCA be stated explicitly? (in the form of a number in the mission sequence)? The number depends on the mission. but the answer is before you do anything with your force. You can wait until o b j e c tives are set etc, but the instant your force comes into the picture, you must have completed everything about reorganising it. I say that the intention is very simple. Before you get to do anything with your force in this mission you must have completed all Kamfgruppe creation and Combat Attachments. If what you are trying to do seems to require a complicated interpretation of this statement, then it probably is not supposed to be done. (Phil) - Can you Combat Attach teams from a unit in reserve? There are no "units in reserve" when combat attachments are made.(phil) - Is it legal to CA a pzshrek from HQ to an HMG platoon, then CA out of the HMG platoon all of the HMG's and then have the HMG platoon leader and the HQ attachment as a legal platoon still on the board? Since all of the sections of the MG Platoon have been attached out, the HQ is also removed, so no.(phil) - In the new Ostfront there is a very good rule that you can combat attach flampzers. which by the way should be the same with the sdkfz251/16 but anyway if I buy 4 plampz is it really that bad that I will loose the HQ tank if I attach away all its units, cant I attach out the HQ tank? that is so wrong that you will loose those points This thread is interesting. It didn't occur to us when we gave Flammpanzers the flexibility to combat attach that you would need to hold a rump Flame-tank Platoon or lose the HQ tank. In a friendly game I'd allow the HQ tank to be combat attached out as well treating it as a standard tank rather than a command team. (Phil) point Battles - Using the 600 point rules on page 187, what scenarios are used for this type of game? Also, concerning objectives, do we cut the placement in half or still use the 12" from centre line rule for most of the scenarios? I support the use of all of the missions with 600 points. Some are more challenging than others, but make for an interesting variety of wargaming experiences. Page: 81

82 I always keep all of the objectives in the mission. They are needed to stop the one Tiger and one small infantry platoon army from being unbeatable because they are sitting on the only objective! As for table sizes and deployment, the half-size table is to keep the game handy in size and give infantry a chance. Generally I'd play most 600 point missions with each player occupying a short table edge regardless of the stated deployment and keep the distances from the centre line the same. In cases like Hold the Line where that gives the attacker no deployment area, giving them 8"/20cm at the back of the table seems to work.(phil) Page: 82

83 Combat Missions 42.0 Deployment - In a battle with or without reserves, do you tell your opponent your complete army list before deployment, or do you just say how many platoons you have? Or do you use fog of war, only identify a platoon as you deploy it, for added fun. I am not talking about being dishonest, just something you agree upon before play to add the unknown factor? I think it adds something to the hobby to tell your opponent about your force before the game.(phil) - In some scenarios the word nominate is used. e.g. a player must nominate a platoon. Does this mean that the nominating player must name the platoon used to his opponent rather than not telling him? The intention is that you tell your opponent your choice in both cases. (Phil) - If I want to deploy a platoon of infantry (Grenadiers) that is starting the game mounted as tank riders, do I-- A. Deploy the tank platoon (Marders in this case) and the riding infantry platoon at the same time, counting as ONE platoon for deployment purposes, or B. Put the Marders down, wait, then deploy the infantry later, announcing that they are riding the Marders. or C. Some other way. For deployment, you would have to deploy them one after the other. I see no problem with deploying the infantry mounted on tanks that are already deployed. It is much the same as deploying infantry in buildings or anything else. In terms of reserves, if they both come on together, again I see no problem with bring them on mounted. OTOH, if you only have one platoon arrive, it will have to be one or the other and they'll have to wait for the other platoon to arrive before they can pair up. To me this simply represents the difficulty they experienced marrying up in the rush to get to the battlefield. Rather than rendezvous and arrive together, they have had to rendezvous on the field and get things sorted out there instead.(phil) - Do mounted motociclisti teams count as a platoon with vehicles for the purposes of scenarios, most notably Breakthough? A motorcycle is a two-wheeled motor vehicle and moves as a Jeep team. Sounds pretty much like a vehicle to me.(phil) - It states that Transport platoons must be assigned to a unit and deployed with that unit. Once it is deployed it can then break away and operate as a separate independent team. This is different to allocating it to a team as the rules state this can never be done to an independent transport platoon. On the face of it this seems simple enough until you get to the reserves rule being used in a scenario. I use the example below If I have a force of the following units : 1 x Artillery Battery 2 x Rifle Platoon 1 x Transport Platoon The Scenario that I am playing (e.g. encounter) states 50% are held in reserve so I select the Transport Platoon and the one rifle platoon to be held in reserve. On the first eligible turn I roll for reserves and roll a 5 or 6 entitling me to one platoon of reserves. If I deploy the Infantry Platoon I will not have a platoon to initially deploy the Transport Platoon with and I cannot deploy the Transport Platoon by itself. Do I therefore have to wait until I can roll 2 x 5 or 6's on the dice before deploying these units. The other option is do I deploy the combat and Transport platoon as one (requiring either one 5 or 6 ) and then split them. This doesn t feel right as I seem to be getting two Platoons on for the price of one. The truck platoon has its own command team and operates as a platoon in its own right. However, when deploying, the transport platoon is assigned to another platoon and both count as a single platoon for deployment and reserves. That means that your force has three platoons for deployment, an infantry platoon with a truck platoon (for example), an infantry platoon, and an artillery platoon. If you had reserves, then two of these would have to be deployed in reserve. If it was the artillery platoon and the trucks and infantry platoons, then the first reserve roll would get you the infantry and the trucks, both separate platoons. They could arrive together getting your infantry forward faster. Page: 83

84 Later, once the infantry have dismounted, the trucks can drive off and pick up the other infantry platoon for instance. (Phil) 43.0 Mission Special Rules 43.1 Ambush - By the letter of the rules, a infantry team that ambushes in concealment can do so over 4" away from the target, otherwise the ambush must be over 16". Can this infantry straddle the 4" line? ie, be able to appear in ambush and then immediately assault? Or is the intent to prevent an assault ambush where the ambushing teams must start outside of assault range? The rule is that they must be more than 4" away. (Phil) - Is the following rule interpretation correct? I rather think it is but one can hope otherwise. Basically looking for some way to avoid the mass repeated ambushes a MECH force will get hit with in most of the scenarios. Recon only stops ambushes from being placed within 8" and LOS, not within 8", as well as LOS. Ambushes can be deployed 9" away from the enemy and in LOS, or within 8" and out of LOS. An ambushing platoon may not deploy teams within 8"/20cm of or within line of sight of a Recce team... The normal ambush rules prevent ambushes in the open within 16"/40cm. However, an ambush from behind a wall or in a wood could be made at 9" and within line of sight. (Phil) - Can the defender deploy one huge platoon as ambuscade and split fire into both the chosen ambush target and the escorting platoon, thereby possibly destroying two platoons of the attacker before the start of the first turn? There are no additional restrictions to the normal shooting ones as to what they may shoot at.(phil) - Ambush Concealing Terrain : Teams located behind a ridge are considered concealed. Can an Ambush therefore be sprung from a behind a ridge and still be considered as being in concealing terrain? A team that is concealed by terrain, whether it be in or partly in area terrain, or behind a linear obstacle can deploy from ambush at least 4"/10cm from the enemy.(phil) - Ok, so a UC Patrol deploys as "one platoon" for deployment purposes. Now, using that same logic and the principle related logic of ambush; if I selected this "conglomerate platoon" as an ambush force, they could deploy in the same spots (all at once of course) following the proper rules for ambush placement. Right? The same would apply for any platoon that is made up of other small platoons like armoured cars or the 8 gun battery. Correct? As far as I can see, there is nothing in the rules to stop you deploying the Scout Patrols in different locations. (Phil) - We had a situation that came up in a game this evening that called two rules into question and how the work together, or not. The situation was as follows. In the starting step an infantry platoon was deployed in ambush. Some of the infantry were deploying in buildings which would allow them to deploy more than 4" from enemy teams. However, part of one of the buildings was closer than 4" to an enemy team. The 4" line pretty much passed through the center of the building. A team could deploy in the back of the building and still be more than 4" away from all enemy teams. All teams in a building are in effect assumed to be everywhere in that building, so they cannot deploy in ambush in the building. Cheers (Phil) - I prepared two QOTW in advance while on holiday in Spain and the ever helpful Sam has posted them while I was away. The question is a very straight forward pre game casualties but LES (lap1964) has thrown in an interesting angle, d) Panzers (tanks) cannot be deployed in ambuscade, only infantry and gun teams. (2) D,"the platoon delivering the ambushcade is deployed in foxholes"p.196 Ambushcade. I have played this mission countless of times and am familiar with Carius and Wittman so I and my friends have deployed tanks on quite a few occasions. But the actual text as LES points out is that they are deployed in foxholes. Now I don't think that is the intention to exclude tanks is it? Indeed, the intention is not to prevent tanks from Ambuscade. In fact, I m not sure that tanks can t dig foxholes, it just Page: 84

85 has no effect (Phil). - Can you ambushing from behind wrecked tanks. A Destroyed Tank team is not terrain. (Phil) 43.2 Immediate Ambush *Page 197: Immediate Ambush. Add the words using the normal Ambush rules at the end. It is not clear that this is a subtitle of the normal Ambush rules. Now this is one to note as it does differ from previous answers on the matter. Immediate Ambushes must use the Ambush rules to determine eligible locations Defensive Battle - I don't see what the benefit is in making the defender win by default. Neither player has achieved the given victory conditions Here you are confusing the conditions for ending the game with the victory conditions. In actual fact, the driving the opponent across the half-way line is only included in the mission to stop attackers going, the game isn't over yet because I still have three teams hiding behind this wood at the back of the table, so you haven't won. It is simply a way of allowing the defender to end the game if the attacker is stalling! The exact opposite of how you use it. I have no doubt that the mission still works as a fair fight, but I would suggest that the composition of forces in your area will be quite distorted by the change. Infantry forces are forced to attack in every mission with that change, making them all take some form of mobile fighting power like tanks.(phil) 43.4 Mobile Reserves - In the Missions/scenarios which have Mobile Reserves do the Jeeps of an M10 Platoon count as a Platoon with vehicles? I think they do count, so dismount the Carbine Teams and ditch the Jeeps. If you ditch the vehicles, you have three carbine teams, no M10's! The M10's don't suddenly appear from the ether, they are hiding near the rest of the platoon until they are needed. if the platoon is deployed without vehicles, it is deployed without all vehicles, including their M10's.(Phil) 43.5 Scattered Reserves - If I play a mission with scattered reserves and my reserves arrives and I throw a 3 or 4, where does the platoon arrives? Is it the whole edge from on corner to the other? Or at the middle point of the edge? If your reserves arrive from a table edge, they can arrive anywhere along that table edge.(phil) - In the Mission "Encounter" if the reserves arrive in a corner, they may deploy 40 cm from the corner. My question is: May the reserves arrive from the short side of the table or must they arrive from the long side of the table? Scattered Reserves arrive within 16"/40cm of the corner on either table edge.(phil) 43.6 Strategic Withdrawal *Page 201: Change At the start of turns six and seven to At the start of their turns six and seven in Phased Objective Withdrawal. The timing was unclear in the first version Missions 44.1 Free for All *Pages 202: Change The player finishing their deployment first to The player finishing deploying their platoons first. Just to make it clear that we are talking about deploying platoons, and not independent teams and HQ support weapons here. - I have a further question. If I start as first player in FFA in difficult terrain, I count as moved. So do all teams in rough terrain have to make bog checks? They count as having moved. This does not mean that they moved. So, if they did not move, they don't need a Bogging Check.(Phil) Page: 85

86 44.2 Encounter Pages 203: Change The player finishing their deployment first to The player finishing deploying their platoons first. Just to make it clear that we are talking about deploying platoons, and not independent teams and HQ support weapons here Fighting Withdrawal - The rule "Phased Objective Withdrawal" reads: "At the start of turns six and seven the defender removes one of the objectives placed by the attacker". The victory conditions for Fighting Withdrawal reads: "The battle ends when the attacker starts their turn holding any of the objectives". Which, though, comes first? - Checking the victory status (phase 2 of the Starting Step) or; - Removing the objective (??? in Starting Step). I had a situation where at the start of turn 6, the defender had nothing contesting the objective, while the attacker was contesting the objective. Do I as the defender get to take the objective off "at the start of the turn", or does the attacker win by holding it? At the beginning of the defender's turn 6. (Phil) - Turn 7. At the start of the turn, the German is on the objective (one that he placed). It says to remove an objective at the start of turn 7. Is this done before or after checking for Victory Conditions are considered? The objective is removed at the beginning of the defender's turn.(phil) 44.4 Breakthrough - Can anyone tell me if after turn 6 in breakthrough the defender wins if the attacker is not within 16" of both objectives or just one of them. The wording says "within 16" of the objectives" whereas the wording for ending the battle in Cauldron is "within 16" of either objective". There seems to be a difference in intent by the rule writer. 16" of either objective. (Phil) 44.5 The Cauldron - My opponent had one platoon on table (infantry) and one platoon in immediate ambush. I then deployed my panthers and brummbars just over 16" away from the infantry but within 14" of the centre of the table because of the way his infantry were deployed. He then deployed his two HQ cromwells within 16" of the centre of the table but not in concealing terrain or out of line of sight but within 8" of my forces. He then moved 16" and shot the side of my panthers as the defender gets the first turn, he got lucky and hit with both and destroyed one and bailed the other. My question is this, do the independent teams have to obey any laws for deployment as their placement would invalidate my positioning. No self respecting panther commander would get close enough to a cromwell to let that happen when they can stand off and shoot them with impunity. The rules state that the independent teams must obey the normal deployment restrictions but apart from being within 16" of the centre there are none, yet the attackers independent teams must stay 8 or 16 inches away. Is it just me or is this a bit loopy? The mission is assumed to begin at dawn as the attackers realise that the defenders have infiltrated their positions. In the case you describe the Panther crew wake in the morning to the sounds of Cromwell tanks roaring past blasting them! With the Immediate Ambush and Independant teams, it is unwise to deploy in positions that are too exposed as the attacker.(phil) - Where can you deploy a sniper in the Cauldron Mission (assuming sniper use by the defender)? In all the other missions "no mans land" is fairly easy to define i.e. not in either deployment zone but in the cauldron mission the attackers deployment zone is a bit 'fluid'. The obvious answer (so probably the correct one : he is any point within 32" of the dead centre of the table (16" deployment zone for the defender plus 16" for the gap the attacker leaves between himself and the defender) but then you have the problem of hills and woods and stuff that would allow deployment within 8". You also have the problem that the attacker might not deploy in a whole quarter of the table because the dice didn t give him the options to. I suppose the absolutely correct way would be to mark the starting positions of every single team the defender puts down to allow for later measurement (so you can measure to see if the attacker COULD have deployed there) and also remember what quarters of the table he didn t deploy in. Bit of a Page: 86

87 nightmare really. Any thoughts from anyone? For ease I am tempted by the 32" option but I doubt if it would be allowed in a tournament. Some mission have no No Man's Land shown on the map. In this case there is no No Man's Land for snipers to deploy in, so they are restricted to just your deployment area. (Phil) 44.6 Roadblock - Roadblock mission is difficult to understand. It should be made clearer that an infantry force is ambushing an enemy motorised column that is advancing down a road (?) Umm, yes? Is that the right answer? Wink (Phil) - Here appears to be some grey areas in this rule (Ambuscade) where it can be easily interpreted as only the selected "target" platoon gets shot at. An easy source of friction that could be cleared up by a statement of intent from someone at BF. In addition, the width of the road can be up to 8" (say, an autobahn), which might also allow some latitude in "single file". The platoon in Ambuscade can fire at any valid target. (Phil) - When does the attacking player place their independent teams? The small rulebook says in point #6 that the defender places teams but never says when the attacker places. Does the attacker place their independant teams prior to the ambuscade and therefore can attach their independant teams to the platoon in the ambuscade? The last sentence of the Racing to the rescue rule states that they deploy with any attacking platoon arriving from reserve.(phil) - What happens if you lose an entire platoon to the ambuscade? Since losses do not count, do you just treat it as if that platoon were never part of your list? For example: If I use an 8 platoon Romanian Tank Company list, and lose an entire platoon of 3 R-2s to the Ambuscade, do I now consider it to be a 7 platoon force for purposes of Company Motivation test? Correct.(Phil) 44.7 DFA - Further to our previous thread about the Aircraft ground attack; it is resolved 'pre-game' as is the Para drop itself. If Brits are attacking, they drop at night but they get the free attack & it is rationalised by saying it is taking place at dusk or some similar reason. The rules state that the defender begins the game pinned down/bailed out but because the air attack is taking place 'pre'game' that means the AA guns/vehicles are NOT pinned/bailed and so can shoot at the aircraft. Are we correct & if not, for what reason[s] please? Well, it's an interesting question and I can see it both ways. Personally, I'd probably go with allowing AA fire at the Pinned Down rate to reflect the heavy aerial bombardment that is going on with these air attacks. Cheers Phil 44.8 Trench fight - I have always viewed Sappers, Engineers, and Pioneers In FOW as being pretty much the same and the difference in names being largley for Historical reasions. However in the scenario Trench Figh I discoverd that attacking Pioneers got to start the game 4" inchs closer to the enemy than anyone else (Including Sappers and Engineers) I was wondering if this was Intentional or was simply an oversight in the rules?? Sappers, engineers and pioneers are all pioneer teams. The Trench Fight rule is referring to Pioneer teams, not platoons named pioneers. (Phil) 44.9 Ending an Scenario - Following question. The battle ended because the time was called and not because "ending the battle" requirement was met. The attacker is at the objective (within 4") and defender too. Who has won and how You calculate the points. It depends on the Mission. In a "Fair Fight", both sides would be considered the "Loser", and both would score points based on the number of enemy platoons destroyed on the Lose column. Many missions, basically Defensive Battles, however, favor the Defender when the game times out. The onus is on Page: 87

88 the attacker to achieve his victory conditions within X turns, and if that does not happen (including if the game ends due to time) the Defender wins. Just to add to that, some people confuse the Ending the Battle conditions with Who Won. They are quite different, particularly in Defensive Battles. An example of this is the condition that the battle ends when the attacker has no troops across the half-way line or within 16"/40cm of the objective after X number of turns. Some people have read this to mean that in order to win the defender has to force the attacker back. However this is not the case. The only reason for that condition being in the mission is to allow the defender to end a battle that is dragging on because the attacker refuses to admit they have lost. Cheers (Phil) Page: 88

89 Fortifications 45 Fortifications - The HBRB says to model fortifications in sections 8" long. Is it permissable to break this down into 4x 2" sections (or other variations) to fit between buildings? Or do we have to balance the buildings on top of our obstacles, whether it be minefields, wire, ATO or trenches? The area covered by the fortifications should be a block 8"/20cm by 2"/5cm. It may be easier to have some smaller sections to fit in terrain where some of the obstacle would be inside a house or such. (Phil) 45.1 Trench Lines and Tank Pits - Guns can rotate in gun pits. It is assumed that the team doing the work would have enough common sense to build the 'pit' in such a way to allow rotation. Besides, a gun/ tank pit isn't really a hole in the ground, it's a 'berm' of dirt built up to form a dirt rampart. If you can protect guns and tanks, you should be able to protect mobile artillery! Isn t it? Actually, the last sentence in the Trenches and Gun pits rules states that they do not rotate. The remain facing their original direction. They still have their full field of fire, but do not rotate. This is simply a modelling issue. There is often not room in modelled fortifications for an artillery piece to be rotated.(phil) 45.2 Bunkers *Page 211: Shooting at Bunkers. Add, which remains Pinned Down until it Rallies in its Starting Step at the end of the Pinned Down result. Otherwise there really isn t any point in shooting at bunkers! - By our reading of the rules only direct fire smoke can be directed at a bunker and this seems the best way to assault them- pinning doesn t work as they are independent teams and automatically unpin at the start of the assault step (bigger!). It s correct? That is an interesting observation. Clearly however, the intent is that bunkers do remain pinned down otherwise the first column of page 211 is completely meaningless. A bunker that is pinned down as per the Shooting at Bunkers rules on page 211 remains pinned down until it rallies in the following Starting Step (which it does automatically since it passes Motivation Tests automatically).(phil) - Clarification of a bunker that cannot or does not have to or may attach to adjacent combat platoon would be nice. Since a Bunker has no Training rating, it has no Command Distance so it cannot join another platoon..(phil) - what is the official word on smoke bombardments vs bunkers? Since artillery cannot target a bunker, they cannot fire smoke bombardments at a bunker.(phil) - A stationary tank with ROF of 2 that is within 16 of the bunker make a single skill check or 2; one for each shot? You get the normal ROF for your weapon, so a stationary tank gets 2 Skill Tests, while a moving one gets a single test.(phil) - Bunkers come fully "manned". You do not put any of your other teams inside them (indeed, you cannot). They have either an HMG or an AT gun which can fire on its own. That means the Germans can get an 8.8 gun in a bunker for 12 points? 12 Fortification Points (out of the 20 you could spend on Bunkers).(Phil) - This is the situation. Your opponent places four 4 square bunker models in a box around an objective. The Firing slits all face to the inside of the box. They fit front corner to front corner. You don t have any bunker busters to just kill the Bunkers so you have to assault. By the rules infantry must stay 2 inches away from enemy teams. So the closest any infantry can approach is 6+ inches from the objective and the firing slit. In the assault phase, can the infantry still assault the bunkers? Simply treat the firing slit as the enemy for the purposes of the 2" rule. The rest of the bunker is just decoration.(phil) - How many sights could a bunker have, would it be possible for a 10cm by 10 cm by 5 to have a 360 degree arch of fire??? Yes it can. Of course, it is often better to have an enfilade bunker with a blank wall to the enemy so that they can't pin it without entering the killing zone.(phil) Page: 89

90 - Firing at bunkers is treated as a skill test vs. the firing slit(s) and the number of skill tests equals the firing teams' ROF. Is the ROF/number of skill tests similarly affected by movement (ie. reduced ROF or a +1 to ROF 1 weapons)? You have the same number of Skill Tests as your normal ROF in that situation. (Phil) - Would I be right in assuming that the Tank Turret Bunkers in D-Day can fire as either ROF:2 AT:4 or ROF:4 AT:2 each turn; basically a choice of a tank gun or twin VMG using the one man turret rule? I assume that you are not limited to just one choice of weapon for the game? The turrets have both a gun and a machine-gun and can fire either as they wish. (Phil) 45.3 Barbed Wire Entanglements *Page 212: Fully-tracked Vehicles. Add Fully-tracked vehicles still do not need to take a Bogging Check, however. Running over a barbed wire obstacle doesn t make it more difficult to cross! - OK the situation is this. I am about to be assaulted by a platoon of inf. The enemy is in contact with the BW between us, and within 4" of my stands. Half of his stands miss their motivation test to cross so can't assault. Enemy stands that were not in contact with the BW may not cross I thought. I hold my ground and counter. He holds his ground and consolidates to counter attack. Does he have to roll for motivation to cross his other stands and do they have to be in contact with the BW at the start of his consolidation to move across??? I think that: I don't have to roll for motivation to cross wire, I just have to start touching it. Mines require me to roll motivation to cross but I don't have to be touching them to move across them. That s correct? Yes, but you do require a Skill test to do so. (Phil) - OK - when a tank crosses the barbed wire - it is rough terrain (which is either difficult or very difficult per the rule book)- no bog test. The wire comes up and the area remains rough terrain - presumably with a bog test for other types of vehicles and I assume it is considered difficult going. Correct, except it does not require a Bogging Check. The wire is removed. It's only effect is to make all teams move at Rough Terrain speed and prevent doubling across it. The reprinted rules have an extra line clarifying this. You can find the changes between the original print and the reprint somewhere on the site, but I don't know where off the top of my head. (Phil) - When infantry breach barbed wire - they move up - next turn roll a skill test, and if they breach, the wire is removed. The question is two fold - do other vehicles (i.e. not fully tracked) make bog tests as in difficult terrain when a tank breaches the wire and the second question is does the area remain rough terrain (like when a tank breaches) when infantry makes a skill test and clear the wire?. The wire is removed. It is no longer there and has no further effect. Unlike a tank, the infantry have taken time to actually cut the wire and drag it aside forming a clear gap. (Phil) 45.4 Minefields *Page 213: Change must stop moving immediately they cross the minefield to must stop moving immediately after they cross the minefield. Add Even if the team ends up still on or partly on the minefield, it still counts as across the minefield in Moving Through a Minefield. Change Teams may not attempt to cross a minefield while moving At the Double to Teams may not attempt to cross a minefield At the Double in Motivation test to Cross Minefields. Change Mines are a new hazard for soldiers in the Second World War. Springing up around every defensive position and littering the battlefield wherever trench warfare sets in, minefields make no-man s land a real devil s garden to Minefields make no-man s land a real devil s garden, springing up around every defensive position and littering the battlefield wherever trench warfare sets in at top of page. Just a few wording changes to clear up a few questions that pop up from time to time. - Minefields sound as though they are reasonably effective obstacles against tanks. They each have to take a motivation test to enter it then a skill test to avoid being mined. If they fail the skill test they take a AT5 hit against the top(bottom) armour with a 1+ firepower! I can find no rules that say that the mine flail on the Scorpion has any effect other than the team not having to test to enter the mine field as "the crew are confident in the ability of the tanks armour to protect them." And "They have cleared a path if they cross the minefield without hitting a mine" (This is all on the Spotlight section of this website.) Page: 90

91 So the only benefit is it takes 1 less test. (It still takes the test that could easily destroy it) I can find no rule that says the Scorpion takes the blast against it's front armour as I expected due to the B-great flail on the front of the tank. Can anyone tell me where I should look to see any different? Am I missing a section of rules somewhere? Your reading looks correct to me. The losses to flail tanks while clearing minefields was fairly high. In 1944 a platoon had four flail tanks. They worked in pairs. The first of each pair was supposed to clear a gap and the second one widen it. The Second pair made a second gap for redundancy. The losses from uncleared mines were sufficient to require the second gapping team to guarantee a gap. Flails are fast and pretty good, but still no where near perfect. At Alamein many of the flails failed to complete their gaps due to a combination of breakdowns and hitting mines their flails had missed. (Phil) - You laid a minefield, with the front edge toward the enemy at the 15-1/2" range from the defending infantry platoon ( no quibbles about it whether it's over 16 or not). Immediately behind it is a barbed wire strip. The terrain is cross country. So two questions: 1. What rolls would a tank tm have to roll to cross both obstacles (motivation and then skill test I supposed)? Assuming he started at the front edge of the minefield, does the tank tm have the distance to assault the infantry pltn? ( My estimate is 12 inches to start in cross country... 2"inches to cross the minefield, the movement goes down to rough terrain once the tank tm hits the barbed wire..8 inches? and 6 inches left once the tank tm crosses the barbed wire..so the total movement from the front edge of the minefield is 10 inches. The tank tm will stop at 5-1/2 inches from the infantry pltn.) 2. What rolls would an infantry tm have to do to cross both fortifications? And what's the consequence if he gets "hung up" on the wire? I think its pretty gruesome, but I wanted confirmation on this. Once you have crossed the minefield, you have crossed the minefield, regardless of whether there is space for the model on the far side or not. So the presence of a barbed wire entanglement on the far side of the minefield makes no difference to crossing it, the troops cross it and then halt at the barbed wire. The next move they cross the barbed wire. (Phil) 45.5 Anti-tank Obstacles - Can a bulldozer gap any anti-tank obstacle no matter how it is constructed, or are they limited to just ditches? While AT Ditches are a form of AT Obstacle, they are different in that a bulldozer can clear them. Bulldozers are not much use against other forms of AT obstacle.(phil) 46 Engineering Equipment 46.1 Radio Controlled Demolition Carriers - A question after suffering from those little german pioneer nightmare tanks last night. What counts as moving into or through difficult terrain? Suppose a German pioneer team is on the edge of a forest (part in/part out). Does moving from such a position count as moving in difficult? So if the pioneers fire their goliaths, do they move 8 inches or 12? In this particular instance, I'll go with video evidence to settle this one. The only video of a Goliath I've seen actually shows it being operated from the edge of a wood. In the case of a Goliath, as long as its path from the edge of the team's base to the enemy doesn't go through rough terrain, it is fine. That would for instance make them impossible to use from behind a hedge or in a building, but fine from the edge of area terrain like a wood (Phil) - If the target team is behind a hedge or wall, would the r/c vehicle be destroyed upon hitting that obstacle? Or would it be treated like assaults are against that type of obstacle... ie it makes contact even if it physically can't reach the team? Just stop it a little short of the wall and detonate it there. You don't have to move the Goliath at or into contact with the enemy, so you don't have to hit the wall before blowing it up.(phil) - Similarly, I suppose you could ambush from a building and fire a goliath in the same way. No. A team in a building is entirely in the building, so it cannot fire the Goliath as the Goliath would start in Rough Terrain.(Phil) Page: 91

92 - When a team shoots at a demolition carrier in the enemy shooting step... a. Is that defensive fire? We have said no, and also said that shooting does not break gtg status as it was not in the player's turn. No it is not Defensive Fire as such.(phil) b. Can the same team shoot at more than one demo carrier? We have said no. The rules for shooting at Demolition Carriers talk about individual carriers. Any team that is under the template for a carrier may shoot at that carrier. If multiple carriers are launched at them, they may shoot at each of them.(phil) - Can Goliath and Borgward demo carriers move through (ie. over the top of) enemy infantry teams as they drive straight to their target? A demolition carrier can move through an enemy team. The defensive fire represents their attempts to stop it from doing so.(phil) - Can you launch a demo carrier at a target that is not in LOS of the team using the demo carrier? Here is the example in question. Lets say an infantry platoon is in the woods back lets say 2" from the wood edge. So in this condition they only can be seen within 6" of any other enemy team. But lets say the demo carrier team is 7"-12" away when it launches and stops short of the woods since it can not enter it and then explodes thus having the ability to kill the infantry teams that technically can not even be seen from the enemy since it is under the template which reaches 3" into the woods. Thus they did not know of there presents and shot anyways. You do not need to aim the goliath at or even near an enemy team.(phil) - Can Recon platoons disengage from a Demolition Carrier? Can a Goliath be 'bailed out' by small arms fire? (If not, it would seem to me that Goliaths are a no-brainer for the competitive German player.) By the rules as written, recce troops cannot run away from a Goliath. One of the experimental rules we have been considering is to have a turn delay between triggering the Goliath and having it go off. So in your turn you move the Goliath into position and announce that it is going to detonate. At the start of your next Shooting Step (after an intervening enemy turn) the Goliath detonates. This removes a lot of issues and simplifies things too. There is no longer any need for defensive fire against them since you can shoot them in your own turn and they can't blow up cavalry or recce troops since they will just move away, etc. It makes them useful for what they are designed for, blowing up fixed defenses that can't run away, but no longer useful against mobile troops who can.(phil) Would you use the same rule for Bogward B IVs? Yes. For all remote-control demolition carriers.(phil) 46.2 Pioneer Wagons - Please add this answer from BF reference platoons other than pioneer platoon using a supply truck to reroll dig ins and more than one platoon at a time using it to the Engineering section of MALFTF: I went and talked to Phil direct about this one and here was his answer - as the game designer its the best answer you can get "It s been asked on the forum too. The general interpretation (which I d agree with) is that more than one platoon at a time can do it and there is no restriction stating it has to be the pioneer team. OTOH, great artillery target if people try and exploit it." (phil) 47 Fortification Missions *Page 218: Limited Fortifications. Change use the table below to determine to use the table below instead of that shown on page 217 to determine. Yep, it replaces the previous table. Not sure what else it could be for though? 47.1 Trench Fight *Page 219: Trench Fight. Move the text from Remember, Pioneer teams in step 5 to the end of step 6. The arrow in No Man s Land should go down to the centre line. Shoot the author and the proof reader! - Just noticed this in attacker's deployment. The text says attacker deploys 40cm from centre line but picture puts deployment area at 60cm. Witch one is right? The arrow should extend to the centre line. You must deploy 16"/40cm back from the centre line.(phil) Page: 92

93 - Do we have to consider independent teams such as Spotters, HQ teams (ie panzerschrecks, HQ Mortars...), Snipers to be included in the potential casualties of the preliminary bombardment??? Yes. Note, though that HQ Support Weapons are not Independent teams. (Phil) - Additionally we have quite an intense debate with regards to the sentence which says, that the attacker rolls a dice per team in the platoon selected by the defender... Could this mean that as an exception when receiving a preliminary bombardment, the defender chooses in each of his platoons who are casualties and then rolls to save them, or do we have to, as attackers roll separately for tank, transport, gun and infantry? Hits are assigned as if they were caused by an artillery bombardment. This requires you to roll separately for each type of team (Tank, Infantry, Gun, and Transport).(Phil) Page: 93

94 Street fighting 48.0 Street Fighting - Played this weekend out of town and a question came up over which rules are considered part of standard play regarding buildings and fortifications? The basic question is are the rules for Fortifications in p209 through 216 and Street Fighting in pages 221 through 224 considered to be in effect unless defined otherwise? Are these core rules? Should players assume these are in effect or should these be assumed to be in play only if specifically listed as in play? The first sentences on page 221 (Street Fighting) says "These street-fighting rules add more detail to fighting in large city buildings and from house to house in towns. Use them once you are familiar with the main part of the rules and want to experiment with urban combat." They are more detailed rules for fighting in buildings. they can be used with any buildings if you want, but they are more detailed rules for use with the agreement of your opponent. OTOH street-fighting in appartment blocks won't work well without them(phil) 48.1 Large Buildings and Rooms - Page 222 of main rule book states "Use a template as normal counting all teams in the building as under the template if any part of the building is" This is part of the street fighting rules section. I can't find any specific mention in the standard rules part of the MRB about this being the case in "normal" play. So is it restricted to street fighting, or is this "normal", i.e. is everything in a small (non multi room) building tested for if the building is under the template? Because teams in a building have no specific location, other than "in the building", it is impossible to determine which ones are under the template and which ones are not, hence the rule.(phil) - We have been working on building a dense 4x3 table of buildings and have played two games using the street fight scenario. The two major questions that came up last night were: The 2 inch rule. Do you still use the rule in city fighting? This makes manoeuvre next to impossible in such dense terrain. The Rooms rule: "When fighting in multi-room buildings treat each room as a separate building and assume that every team in the room is adjacent to every opening into and out of that room. " Charging into Contact : "When charging into contact from one room to the next, no movement is necessary since your teams are already adjacent to all openings into the next room. However, since only one team can fight through each opening, you do need to decide which teams will fight through which openings. Your opponent also needs to decide which teams will defend each opening. If any of the selected teams are destroyed in defensive fire, another team from the same room can move in to replace them since they too are adjacent to the opening. " So when assault takes place, do the attackers and defenders move the selected teams that are defending next to their respective openings? When would assaulting teams be able to move into the room? The openings would always have an enemy team next to them since any team in the room is adjacent to all openings. So one team could occupy each opening and enemy could not penetrate until they were completely wiped out, no? The key is that the 2" rule only applies to visible teams. Since teams are not visible until you move into the adjacent room, it cannot apply. Until you move into the adjacent room, they are not visible. One you move into the adjacent room, you are automatically adjacent to them since everything in both rooms is adjacent to the opening between them. The main reason for the all adjacent rule is so that there is no measuring within rooms. If you are in a room, you are in the room, it doesn't matter where, except when the rules require you to explicitly say which team is currently at which opening. Of course, when you are outside a building, the 2" rule applies. You can't run past a building down a narrow alley because you will be within 2" of an occupied opening and have to assault to get past it.(phil) - Teams with a LOS to an opening have LOS to every team in the building. Teams in a building always count as concealed, even to teams in the same building. They also count as being in bullet proof cover unless the shooting team is adjacent to an opening into the building. Does that mean that if your team is shooting OUT of a building (via an opening) that they are therefore no longer in Bullet-Proof-Cover? No. When they are being shot at, they are not the shooting team, the team that is shooting at them is the shooting team. They would only not have bulletproof cover if the team shooting at them was shooting from an adjacent room for instance and was therefore adjacent to the opening that they were shooting through.(phil) Page: 94

95 - Buildings block LOS. Troops on one side of a building are completely out of sight of any enemy on the other side of the building. If a building has windows on all sides can troops on one side see troops on the other side - or does the above rule take into account openings and windows in any case? The building blocks line of sight, you cannot see through a building, not even if there are windows on both sides. The interior walls and furniture is presumed to block the view through the house.(phil) 48.2 Cavalry and buildings I can t se anywhere in the rules where it says if cavalry teams can assault a enemy platoon i a building, i know that they can t move into a build while they are mounted, but nothing about assaulting, and the rules says that you have to move up to a opening in a build to make it into contact with every team in the building. how does people play this? Cavalry cannot assault teams in a building while mounted(phil) 48.3 Across the Volga *Page 225: Across the Volga. Hyphenate calculating correctly. Shoot the proof reader again and string up the graphics boys! Page: 95

96 Historical Battles and Campaigns 49 Battalion-sized Battles - Platoons that are not assigned to companies from the Battalion Reserve, do they still act as any other platoon would if assigned to a company? Yes.(Phil) - A Battalion HQ is a higher command team so it takes Company morale checks for all of the companies under its command. If the Battalion Commander is destroyed and the Battalion 2IC is still on the table does the Battalion 2IC start making Company Morale checks? OR does the Company Morale checks start being taken by the Company Commanders? No, the battalion 2iC cannot take Company Morale Checks unless they are appointed as a replacement Company Command team. the Company Commanders make their own checks.(phil) - If the Battalion Commander is destroyed and the Battalion 2IC is still on the table does the Battalion 2IC start making Battalion Morale checks? No. (Phil) - Platoons that are not assigned to companies from the Battalion Reserve, can they be held off table as reserves in scenarios that use the Reserves Special Rule? Yes.(Phil) - Can Observer teams that come from platoons in the Battalion Reserve join any platoon in the Battalion? even if the platoon they come from stays in the Battalion reserve OR gets assigned to a company that is different from the company the Observer Team is attached too? Independent teams can join any friendly platoon.(phil) - During the starting step the Battalion commander may allocate or recall Battalion Support platoons from companies. The rule states that this happens before rolling any dice. To be clear this means that if I have a company that is about to be forced to make a company morale test I can recall all of the support I had attached to it so that if the company fails that support will not run with the company, correct? Yes.(Phil) - If I have a company that has lost more platoons than what it has left (ie dropped below 50%) before they take a Company Morale check I can assaign support platoons to that company. Do these platoons then count towards that companies strength for determining if they are over 50% as long as they have been assigned? As an example a company loses 2 of 3 platoons. Before making a Company Motivation test two Support Platoons are assigned to the company. The company then goes from having 2 of 3 platoons destroyed to 2 of 5 platoons destroyed no longer needing a test correct? If these same support platoons are then recalled the company then drops from 2 of 5 destroyed to 2 of 3 destroyed and would then need to test once again, correct? Yes.(Phil) - A Battalion HQ has the same base points cost as a Company HQ, correct? Yes.(Phil) 50 Campaigns 50.1 Playing Axis of Attack Campaigns Reorganise your Force - Page 239, hard cover rules. When you reorganize, you can add or subtract one squad or section from each combat and/or weapons platoon. What about optional teams that the squad might or might not have? Let me give an example. A US armoured infantry platoon can have a bazooka team added for an additional 15 points. If I have a full strength (255 point) armoured infantry platoon and I decide to remove one of its squads (2 rifle teams and a bazooka team) between the first and second games, can I bring it back between the 2nd and 3rd turns without the bazooka team? In other words if I start with both of the only two teams that I can add or delete in a certain configuration am I locked into that configuration for the whole campaign until I spend victory points to change it? Page: 96

97 Yep. Each reorganisation is a new thing, so in the second case you are adding a (weak) squad to an under strength platoon. (Phil) - What about optional teams that are part of the company HQ? Can a pupchen be switched for AT rifles between games? Or a 37mm AT gun be switched for a bazooka? Could they be dropped altogether between games? Yes they can be switched instead of the section being added or removed.(phil) - What about changes to the HQ section of a platoon, such as the addition or subtraction of a bazooka team from the US recon platoon or 37mm AT gun for a bazooka team in the HQ of a US armoured Infantry plt...clearly you cant drop the HQ section but can it be modified between games? If it can be modified can one of the squads in that platoon also be switched in or out at the same time or would the change of the bazooka team use up that platoons only "add or remove"? Yes (Phil). - What about changes to a squad that is a permanent part of a platoon, such as the addition or subtraction of a bazooka team to or from the LMG squad or the Mortar squad of a US armored Infantry plt...clearly you cant drop one of these squads but can it be modified between games? If it can be modified can one of the squads in that platoon also be switched in or out at the same time or would the change of the bazooka team use up that platoons only "add or remove"? Could both bazooka teams be dropped or added at the same time? or would that be two switches and have to occur over two game interface times? One squad or section added or removed (or changed).(phil) - What about minor changes to a switch able squad, such as the addition or subtraction of an AAMG on one of the jeeps in a recon squad in the above mentioned Recon plt or the addition/subtraction of a bazooka team from a US armoured Infantry plt? Can you simply switch one of the AAMGs or bazooka teams in or out for the appropriate point adjustment? Does such a switch count as that platoons only "add or remove"? Could both AAMGs (one in each of two squads) be switched in or out at the same time? Or, is the only way to change an AAMG done by dropping the squad that has it between one pair of games and then replacing the dropped squad with a squad with no AAMG between the next two games? One squad.(phil) Page: 97

98 Making Terrain *Page 241: Common Terrain Making Materials. Change 3mm to 6mm MDF to 1/8-1/4 /3-6mm MDF. Strangely, some of the world still uses archaic measurement systems. - Do you use one roll on the table per 2x2 section? It says players take turns selecting a sector and rolling on the table. Does each player get a roll per sector? Or alternate with 3 rolls each? Or do players just keep selecting and rolling until both are satisfied, what if one guy is happy and does not want more terrain and the other wants lots. What does the BF staff do for amount of terrain usually? There are six table sections on a 6x4 table. One roll per section = three rolls per player.(phil) Eastern Europe Terrain *Page 245: Eastern Europe Terrain Chart. Change 2+ to 2 in General Winter. It was going to be a long winter the way it was! - Under the General Winter section if you roll a 6 it says something along the lines of: Roll again on a roll of 1 it is Fall and the battlefield is covered with mud. On a roll of 2+ it is winter and the battlefield is covered with snow. On any other roll it is Summer. What other roll can there be? I thought it was a typo where the "+" should not have been added so since I rolled a 2 we ended up playing in Winter anyway but on a 3+ it would be summer. What is it really supposed to say? Well spotted. Correct, on a 2 it is Winter.(Phil) Page: 98

99 Quick Reference Sheet & Design Notes 51 Quick Reference Sheet *Page 252: Change All teams move 4 /10cm away from enemy. Any within 4 /10cm of assaulting teams are Destroyed to All teams move at least 4 /10cm away from enemy. Any remaining within 4 /10cm are Destroyed in Break Off. This should make the quick reference sheet reflect the rules a bit better. *Page 253: Change Concealed by woods to Concealed in Artillery Roll to Range In on Target. A copy and paste error. Shoot the author again! - On page 164 (A5 reference sheet) it says you have +1 to the difficulty if target is concealed BY WOODS (capitalization mine to distinguish difference) Now this clearly is a reference to the rules not the rules themselves. The by woods reference here was to remind players that only woods and buildings conceal teams from aircraft.(phil) - The same discrepancy exists for artillery as well, but there's no special mention about concealment for arty such as there is for aircraft. Hmm, that simply appears to be a cut and paste error in the quick reference. It is of no significance whatsoever. (Phil) 52 Rules Index *Page 254: Change 62 to 62, 73, 211 in the index entry for Bunker Busters. This should help people find the rest of the rules for them. *Page 255: Add X-Ray after William and before Yoke and Zebra. Even though nothing ever starts with X. 53 Design Notes What is interesting is that what was originally intended as a simplification has become an oddity. No one noticed this in the whole 2nd edition process. Over time we have moved away from the very basic platoon vs platoon shooting to the team vs platoon concept which resolves a lot of silly situations. I didn't realise this original formulation was still there. We have long played the way most people here seem to, that is, roll to hit separately with teams at long and short range, and then roll saves separately depending on the range of the team scoring the hit. Now by the wording of the rules, this isn't correct, but it certainly makes more sense and is how almost everyone has played the game.(phil) When it came time to reprint the Flames of War rulebook, we took the opportunity to correct a few glitches in the first print run. Most of these changes are very small (like the first one spelling the name of one of the playtest groups right!). The few more significant changes are just rewordings of rules to make their intent a little more clear. The following list has all of the changes that we made. As you can see the list appears long, but that s mainly the explanations, not the changes! We hope that this will make the rules more robust and expect them to remain in their current form for at least the next two or three years.(phil) - The Anti-aircraft platform listed on page #210 of the Afrika Book makes the M15 CGMC (37MM) system as "Wheeled". If I am not mistaken, the M15 was built upon the same M3 half-track transport, the M13 MGMC, and the T28E1 CGMC.Is this a typo and how long until an errata sheet is available? Wheeled is a rules mechanic not the actual description of the vehicles drive system. It means it was rated as Wheeled because it was overloaded by its armament and its cross-country performance was hindered. (Wayne) -Why do some guns have different ROF's in different vehicles? OQF 2pdr - ROF 2 in the Crusader, ROF 3 in the Churchill M5 37mm - ROF 2 in the Stuart, ROF 3 in the Grant/Lee Same gun. Should have the same ROF. Do these guns somehow have a faster rate of fire in a different turret? It's mostly about having a commander who is neither the gunner nor the loader, so he can pick new targets without having to stop firing the gun.(phil) - Should Man Packed gun teams have a save of 4+? Getting the balance right with HMG teams (in particular) was a long drawn-out and difficult process. During that time they had ROF 4, 5, and 6 at times. They had all sorts of rules tried out with them. Page: 99

100 In the end after months of working with them, we decided to go with the simple solution that we adopted. In our opinion it is a good balance between their known ability to mow down infantry foolish enough to walk in front of them and their known vulnerability to specific countermeasures. Most of the other solutions attempted or suggested had the flaws of either being too complicated, not working, or dragging out the game. The playtester's biggest concern with the 5+ save was with the vulnerability of the guns on the move. However, they were extremely vulnerable on the move. I'd suggest perusing accounts of combat in 1917/18 to gain a good appreciation of how heavy machine-guns fared in battle and their strengths and weaknesses. In WWI they were not overshaddowed by tanks, and had a major part to play in most battles. This makes study of these battle rewarding in understanding them in battle. (Phil) - Why are cavalry saves the same than infantry? One reason is that Cavalry teams include a couple of extra soldiers as horse holders. These are not normally modelled (six horsemen to a team is a bit cumbersome!), but help absorb losses. On top of that, cavalry are not normally suicidal. A combination of fast movement and good use of terrain makes them difficult to hit. Where they really suffer though is their inability to simply stop and go to ground like infantry. While things are going well they are great. Once things go badly, they go really badly!(phil) - Why in FoW why cavalry get to assault 8 inches yet vehicles only get to assault 4"? Tanks and cavalry have two different conceptions of assault. For tanks, an assault is a short-range firefight. For cavalry it is a shock action with sabres drawn. One requires a methodical advance to avoid letting infantry get inside minimum range, while the second requires a full-out gallop.(phil) - My question is: why is the artillery template square rather than round? A round template doesn't have to be oriented and teams under the template can be easily determined with a tape measure if you haven't got a template handy. Interesting indeed. Seeing as you bumped into the one big problem with square templates (orientation), I'll throw in some good points about them. * Square templates are easy to make from a piece of paper if you forgot to bring one. * The fall of fire from an artillery battery is generally treated as a rectangle for military planning. The guns of a battery fire parallel to each other. Since the blast of a single round is elliptical along the line of fire, a battery tends to cover an elliptical area. * Rectangles are easy to combine into double-width templates.(phil) - The rules discuss infantry assaulting tanks when 'Teams' begin the assault phase from a terrain feature without moving or shooting during their turn. If these conditions are met, then the tank does not get defensive fire. It doesn't especially make sense to me - how would you surprise the tank crew so much that they didn't fire their machine guns at your buddies across the way that they DID see. Once the first team is close enough to the tank, the options include: * Smoke grenade * Flour bomb * Mud bomb * Smearing mud on optics Obviously, the top options are better, but the bottom ones still work according to the guys that did it (more than once). Once any of these solutions are applied anyone can reach the tank in safety! (Phil) - So a soviet infantry platoon could have 1 guy in cover assault with him and his 30 buddies not and cover and the tanks just ignore the horde running toward them? Not ignore, simply can't see. It's not much help knowing that there are a screaming horde coming for you if you have no vision devices that can see them. Remember too, the tank had to deliberately place itself within 4"/10cm of a concealed infantry team. It can't happen by surprise (although I have been surprised when my opponent springs it on me!), it takes a foolish or conscious decision by the tank for it to happen.(phil) - We were using fortifications last night and were surprised not to find any mention of the 3+ gun pit save for guns in gun pits anymore. Is this an omission, or did we just not find it in the book during the heat of battle? Also, most players were not happy with the dumbing down of the fortification rules and locally we'll probably stick to the 1E versions but with the 2E points costs and bunkers added. The one team removes a whole 8" minefield or a whole 8" section of wire once a vehicle has crossed it being the biggest issues! Page: 100

101 The change from a 3+ save was to balance out the increased effectiveness of a number of gun teams. In particular, the ROF 6 HMG balances out in the game because of its greater vulnerability. Giving HMG teams a 3+ save is quite unbalanced. Instead, we decided to treat HMG's that are seriously well dug in with overhead cover as bunkers.(phil) - Can anyone explain to me why the rules for hitting vehicles on side has been decided to 180 degree instead of 90?? Sometimes in the game my cannons are position in such a way that a real life shot would hit the side anytime but still the rules say I have to use the front armour value. I'd just like to know if this is based on real tanks or to make the game better. The problem with front arcs less than 120 degrees or so is that players end up manoeuvring to get just across the imaginary line to get "flank" shots that are equally improbable as the "front" shots that you are querying. We decided that 180 degrees was much simpler and could be measured by eye, whereas 120 degrees would need a protractor.(phil) Page: 101

102 D-1 British Airborne Forces - What happens to the observer team in the british para mortar plt when u change both mortar sections into vickers mg sections? When the mortar teams are changed to Vickers machine-guns the observer no longer has any function and is removed.(phil) US Airborne Forces - I was looking at the Afrika list for the 75mm pack howitzer and it has a direct fire range of 24 inches and bombardment of 48 inches. Smoke but no smoke bombardment. Phil said in the LFTF that they could not parachute enough smoke shells in for a sustained smoke bombardment. No problem with this. D minus 1 has their direct fire range as 16 inches and the bombardment as 64 inches. And they get a smoke bombardment. Why did the stats change from Mid to late war? The answer is simply that the mid war figures are based on how we did things five years ago. The late war figures are the real version 2 stats.(phil) Airborne Assaults - I see that US para, Brit para & brit airlanding companies have no movement penalties at night if in the airborne LW assault scenario. If I have one of those three above armies and my opponent with a British inf chooses to attack at night as per the appropriate scenario, do I invoke the rule from D-1 and have no movement penalties? The Night Training special rule is one of the Mission Special Rules for the Seize and Hold mission, so if you are playing that mission with the correct type of platoon you can invoke that special rule. However it does not apply to any other mission. Further to the above: remember it is only the appropriate type of platoon that uses Night Training not your entire Company. (Jason) Coup de main An Airlanding Platoon (D Minus 1, Page 11) taken as a Support Platoon in a British Parachute Rifle Company can be used in a Coup-de-Main glider assault (D Minus 1, Pages 57-58). - Is the official word that Coup de Main is solely intended for the Seize and Hold scenario? There is no wording to that effect in the D-1 sourcebook. Page: 102

103 Does Seize and Hold work like Death from Above from the Afrika Intelligence Book (that scenario is also an Airbourne Assualt mission) where you can opt for this scenario in the place of another. How does this work in regards to tournaments? An important tactic for some Airlanding player is to dump a Horsa on the enemy. Can Observers attached to Airlanding platoons in a Coup de Main spot for Artillery on landing? Also, is there a limit to the number of Independent teams that can be attached to a platoon in general and to an Airlanding platoon making a Coup de Main in specific. By my estimate, one could attach the 2iC with 2 or 3 PIATS from the HQ and an observer from a mortar (heck all three observers) and Airlanding Artillery. Thats something like 13 teams in the first assault (provided one is lucky enough to get that close). Not historically accurate I know. The only mission at the moment that allows Coup de Main landings is the Seize and Hold mission. There is no mechanism to swap another mission for this one. Independent teams such as observers can join the platoon. The PIAT teams from a Parachute HQ could not as they can only be attached to Combat and Weapons Platoons, which the Airlanding Platoon isn't. (Phil) Page: 103

104 D-Day "In D-day, the NGFS was costed to match the old Italy Veteran format found in Festung Europa. We no longer use this system and instead point everything specifically. As Damian pointed out, the NGFS is 250 points, regardless of who takes it." Mike at Battlefront Weapons of D-Day 1 Landing Craft - Sextons and Priests in landing craft. If I take these for a British company it states I have to upgrade the OP to a Sherman. This sherman then would be attached to a platoon in a landing craft. It seems a little strange that I have to take a lumbering Sherman observer onto the beach rather than one on foot attached to the infantry platoon. Was this just a mistake? Now, if they are upgraded to shermans, can I have them be DD shermans and attach to a DD platoon? No the OP is not a DD tank. It could land with a DD or other platoon brought to the beach in landing craft though.(phil) - When unloading landing craft what happens if you can't get all the teams off. A friend of mine had three craft come in almost on top of each other and there just wasn't enough room even at full movement to get 2 full infantry platoons and a full Priest battery out. Presumably, the are not fully unloaded and remain in place until the next turn when they unload the remainder of the unit.(phil) - Several british units deploy as groups larger than a single platoon such as scout patrols, recce troops, field Artillery Batteries, and recce troops with AVsRE. How does this effect placement in landing craft. A) They count as one platoon for calculating reserves and all get in the same boat (getting very friendly with their mates) B) They count as one platoon for calculating reserves and each platoon/patrol gets its own boat. C) Their special reserve calculation rule is ignored and it is every platoon for itself. One boat for the lot.(phil) 2 Beach Tables - Are infantry affected by movement over sea walls, ie do they have to be adjacent to go over. We both think no but wanted to ask anyway. Difficult Going for infantry as per page 214.(Phil) - Have just recently starting playing the hit the beach mission. Was after some guidance on the sea wall. I understand that it is to be treated as an AT obstacle, and provides concealment and bullet proof cover to infantry teams. It can also be blown up by pioneers if they have a supply truck handy. Page: 104

105 My question revolves around line of sight. Is the sea wall supposed to: a) block line of sight to infantry not adjacent to it from those in the hinterland not on a hill b) provide concealment to all infantry on the beach from those on the hinterland not on a hill c) do nothing until infantry is adjacent to it eg troops in the hinterland can blast away indiscriminately at those on the beach. (barring range and no other obstructions except for the sea wall) The sea wall is a bank that rises from the level of the sand to the level of the ground behind the beach. A sea wall is usually not particularly tall and provides no cover or concealment at all except to teams on the beach that are right up against it.(phil) Amphibious Assault 1 Setting-up - In the amphibious assault rules under Select the First Wave pg 11 of D-Day, the allied player selects up to half his platoons and they are his first wave platoons. Each gets a landing craft and this landing craft is placed in the sea zone ready to attempt to land on the first turn. On page 15 of the D-Day book the Floating Artillery rule states the player may load a landing craft with a US armoured field arty btty and hold it in the sea zone instead of attempting to beach. From this position it can fire bombardments. Is the floating battery one of the First Wave platoons? In other words, if I have 8 platoons I can select 4 as first wave. Would a floating battery have to be one of those 4 or is it additional to the 4? Also, if a battery were in the floating reserve, could it be picked up by a returning landing craft and then deployed as a floating battery? In the first game I played of the Utah beach mission I assumed the floating battery was not one of the first wave platoons and used it to fire a bombardment first turn, in addition to attempting to land 4 first wave platoons. Upon re-reading the rules I am not so sure that i could attempt to land 4 first wave platoons. One of the first wave "slots" may have been supposed to be filled with the floating battery. The floating artillery must be carried in one of your initial landing craft, in your example, one of the 4 available, leaving 3 to carry infantry ashore.(phil) 2 Returning for More - A ranger mortar squad has 3 mortar teams and a command team. Does this count towards the 4 minimum "of these" for returning in a D-Day mission... Two different things. They only have one infantry team, so they don't return. OTOH, if they were say a Boat Section with both 4+ infantry teams and man-packed gun teams, then the man-packed guns come back with the infantry. Boat Sections are US assault platoons where the Weapons Platoon was divided up amongst the rifle platoons giving each platoon a bunch of infantry and a machine-gun or mortar.(phil) - The US Boat Section has the option of swapping out a Bazooka Team for a LMG team up to a maximum of 2 in the assault company. Can you swap this out at any time during the game or are you restricted to your initial choices before the game begins. for example, I have 4 boat teams in my company at the start of the game. One of the boat sections is destroyed but becomes available again as a result of the recycling rule. When it is recycled can I choose to swap a bazooka team with an LMG team in the newly recycled team. I ask this questions as gun teams die rather easy in the early stages of a beach assault, but bringing them on later for additional fire power once a foot hold has been established would be a good tactic and rather cool. Hmm. I think the rules would say no, but since you are not likely to play this scenario in a competitive environment, I'd definitely as my opponent for the OK and do it! (Phil) 3 D-Day Tanks - Can a British company take both DD tanks and Mine Flail tanks? If armoured platoons are 0-1, how can I get both? There is some text saying that the mine flails don't take a support slot, but does this mean they go beyond the 0-1 limitation? It would seem strange that I couldn't get both. We are considering the possibility of raising the 0 to 1 limit on tank platoons supporting a British Rifle Company to 0 to 2, so left that open for the future.(phil) - Do DD tanks count towards the # of platoons in reserve versus the number of platoons that are in the first wave or do are they completely set aside. This is important since the number of platoons in reserve is always rounded up (5 Page: 105

106 platoons in a company, 3 would be reserve) and if they are counted as part of the first wave and the total then 4 platoons from a 6 platoon company would land on the first turn and only 2 would be in floating reserve. Correct. A 6-platoon force would have three landing craft. If they had DD's they could land 3 platoons in landing craft with the DD's swimming ashore at the same time.(phil) 4 Navel Gunfire Support - For Spotter Aircraft on Naval Gunfire Support does normal 16" rule apply. This is the one that the aircraft base cannot be within 16" of friendly troops otherwise it flys off. Given that at one point the destroyers decided to park on the beach for fire I would say no but for the game we treated it just like regular aircraft. Correct. The Air Observation Post 'Stangs weren't flying that high, not were they loitering! The air-to-ground photographs that some took are fairly low level! (Phil) - Is it considered to have a staff team? Essentially, can it do all guns repeat and TOT? Also, do the US special rules Excellent Communications apply to them? Does Hit Them With Everything You've Got apply? Naval Gunfire Support does not have a Staff team and does not benefit from the rules that require a staff team.(phil) 5 Mission : Hit the Beach - Do you still do Preliminary Bombardment in the scenarios or is that already taken into account? We ran the Utah beach one last night and I started the game with only 11 teams on the table since almost every gun team failed their saves and everything automatically dies. The Utah ans Sword scenarios use the full Hit the Beach mission rules with the changes specified in the scenario. So, the answer is yes, they have a preliminary bombardment. On average it will destroy 1 in 3 Gun teams and 1 in 6 Infantry teams since the player needs to roll a 4+ to hit them, then they fail a save ro be destroyed.(phil) - Some mates played a double game (2 boards together) of "Hit the Beach' on Thurs night. A question came up about tanks that we couldn't found an answer to. Do tank platoons or for that matter any vehicle or gun platoon have to take a motivation test for below half strength in this mission? We assumed not, as there is nowhere for the tanks to retreat. Or do you assume the tank (vehicle/gun) crews have abandoned the tanks etc and nicked off themselves? They do indeed need to take Platoon Morale Checks. There are plenty of ways of skiving off rather than sitting in that big fat target when all of the others have died.(phil) - So for units that have multiple platoons that count as one unit for set-up, deployment and reserves (Read RA and Scout Carriers), do I still get one boat apiece for them in the Hit the Beach Mission? In other words, does a whole battery of RA or 9 scout carriers ride in a single Higgens boat? Or would you ignore the normal ruling and give each platoon a boat at the beginning? They deploy as a platoon, so landing them in a single boat makes sense (from a purely gaming viewpoint!).(phil) - We are planning a Sealion Campaign that will start with a number of separate Hit the Beach missions on standard 6*4 tables. How many Landing Craft should each German player have for the scenario? The way I read the rules the Germans should have just enough Landing Craft for the first wave and then have to recycle these Landing Craft to ferry the platoons in the floating reserve ashore. However, some of our group think that each platoon starts in a Landing Craft with the floating reserve platoons ready to move into the sea zone from turn 2. How should it be played? If you are working from the D-Day book, then half of your platoons start with landing craft. These same landing craft then have to go back to sea to load the remaining platoons and bring them ashore.(phil) - According to Lessons From the Front page 90, Hit the Beach Scenarios use Fortifications from the basic rulebook and not the Bloody Omaha Festung Kompanie List. Since there is no Static Rocket Launcher weapon in the fortification list from the basic rulebook, this means I cannot take it for the Germans in a Hit the Beach scenario. This seems a little unusual as rockets were sited to fire on the beach or just off the beach. The ruling seems odd that disallows using Bloody Omaha Festung Kompanie fortifications in Hit the Beach games. You could use them for say 4 Fortification Points apiece as a house rule. (Phil) Page: 106

107 6 Mission Special Rules - fortifications - For D-day with a 4 foot table, you get 40 fortification points or whatever is in the D-day book ( I am at work), then you can only spend 1/2 of that on Bunkers. The other 20 points can be spent on tank traps etc from the Fortification rules in the main book correct? Correct.(Phil) -Now the Bunkers you buy have those weapons included, do they need to be modelled inside of the bunker? Ex., 88mm ATG Bunker has limits. It is a game of toy soldiers, so models of your bunkers are a good idea!(phil) - The troops inside the bunker they come form the fortification points not from the 1000 points worth of German troops correct? Correct. A bunker comes with its weapon.(phil) - Can I still buy 2 more 88mm guns and place them in open fortifications for example? Yep (Phil) - When you buy a MG bunker, do we model a MG stand in there or do we place a regular MG42 stand in there? Can we place other troops inside the bunker if there is room inside? A bunker cannot be entered. Only the weapon that is in the bunker can be in it. As for modelling, go with what you see in photos! (Phil) - For minefields, wire etc., those limits come form the original Fortification rules correct? Correct.(Phil) 7 Mission Special Rules - Obstacles - What's the point of all the cool obstacles that you can purchase if they have zero impact on the game? I know it looks great, but you'd think that the ramps and hedgehogs would have some impact. They do have an effect. That's what is delaying many of your landing craft and forcing them to wait out at sea. Since the obstacles were fairly uniformly distributed across each beach, tying the effect in to the exact positioning of your model obstacles made little sense.(phil) - Barbed wire goes away completely when a tracked vehicle touches it. This lends itself to really odd situations where the track just touches a corner and suddenly the whole front is missing. I was also wondering why it isn't a bog check? I have seen what happens when you run over barbed wire and throw track. While most of the rules in FoW give a realistic result in the end this does not even come close. It was a Bog Check in earlier drafts. The problem is then that deep belts of barbed wire are more effective at stopping tanks than minefields!(phil) 8 Mission Special Rules Hobart s Funnies AVRE-Armoured Vehicle, Royal Engineers - In any mission when I am attacking I can swap the AVRE for 2 Carrier patrols. This becomes a support choice but does not use up any of the existing support slots? You swap Carrier Patrols for AVRE Sections on a one-for-one basis. You may swap up to two Carrier Patrols for AVRE Sections.((Phil) - Does this work for any mission for a Brit rifle company to only the Beach assault? Any mission.(phil) - Commando company and AVRE. The only way to get access to carrier patrols for commandos is to take a recce sqdn. Do I really have to buy the mandatory (useless) armoured cars just so I can get the carrier patrols that will be switched for AVsRE? Yes. (Phil) - Can a AVRE blow up a sea wall section since it is a "anti-tank obstacle"? Page: 107

108 Yes. It is an anti-tank obstacle. Demolishing Sea Walls was one of the things they were built for. Of course, and SBG is quicker and more reliable.(phil) - Commandos in Festung Europa read "You may not field more than one support platoon of each type, even if you have multiple commando troops". Commando's can only get the scout patrols needed to be replaced by AVREs by taking a Recce Platoon and adding the patrols. If you add two patrols to the recce can both be replaced by AVsRE or just one? Both.(Phil) 9 Mission Special Rules Bocage - The bocage rules clearly state that a team can not end it's movement IN/ON TOP OF bocage itself. However, what about ending movement IN/ON TOP OF a bocage opening such as a gate? The rules mention several times that you are to treat the gates/openings the same way as the rest of the bocage when it comes to MOVEMENT (i.e. you must stop next to it and cross it on the next turn, etc.). However, unlike the specifics involving the actual bocage, the rules DO NOT specify weather or not you can end your movement IN/ON TOP OF the opening in the bocage. The reason for the rule about not ending movement on top of bocage is simply because the hedges are usually modelled quite thick and players are tempted to balance their models on top of it rather than treating it as the wide hedge that it is. I would have thought that balancing models on a gate would be pretty tricky (and rather pointless) so the rules did not mention it. Very Difficult Going is not Difficult Going, so Bocage stops Rangers just like anyone else.(phil) - Assault-Multiple platoons inside the bocage : There are 3 tanks from a platoon and an open topped vehicle (M10) from a second platoon against bocage. The M10 is between the 3 tanks. All 4 vehicles fired MGs through the bocage at an inf platoon in the open on the other side. The inf platoon moves forward and assaults the 4 vehicles. The inf make there tank terror roll. The 4 vehicles fire defensive fire & the inf are not pinned (bad rolls). The inf continues to assault & they score 2 hits. Can those 2 hits be assigned to the tanks only? If there where 3 hits, can they be assigned to the tanks only? Yes. Yes.(Phil) After armor saves are made, can the M10 platoon retreat, but leave the tanks to continue the assault? Yes.(Phil) Does the M10 platoon need to make a motivation test to retreat if it had no hits? Yes. Any hits scored in an assault cause all platoons to test.(phil) Can the inf after stopping at the bocage for the initial assault, can they move* through the bocage thereby allowing the next wave of inf to stop at the bocage & assault. Only if they are Pushing into the Enemy Position (see page 105). Otherwise there is nowhere for them to move.(phil) - Situation: a platoon is trying to assault an enemy positioned on the other side of a bocage hedgerow, along it. Enemy units are 6" away while the bocage hedgerow is 4" away. Can the attacking platoon declare the assault since the hedgerow is within 4"? or the 4" assault range distance must reach the enemy team (as normal) on the far side of the hedgerow? If the enemy are adjacent to the hedgerow, then any team adjacent to the hedgerow on the other side would be treated as adjacent to them (see page 97 Assaulting Across Linear Terrain). Thus, if the hedgerow in the example above was 2" thick, then the infantry charging up to the hedgerow would be in contact with the enemy on the other side. If the hedgerow were only 1" thick, then they would have to move up to the hedgerow and then launch the assault across it into the field where the enemy is.(phil) - Thanks for your answer Phil but it is unclear to me if i can "start" an assault against enemy teams adjacent to the hedgerow having my units at 4" from the hedgerow. I was thinking that you can start an assault when you have at least one team within 4" of an enemy team as usual but the bocage rule you reported above (units adjacent to the hedgerow are considered in contact to the enemy positioned adjacent to it on the other side) makes me wonder if i only need to be at 4" from the hedgerow border (2" thick) to start the assault. Hmmm, we've never put much thought into that. If we could get into contact (i.e. touch the hedge) we've charged!(phil) Page: 108

109 - My infantry platoon have lined themselves up against some bocage. An enemy platoon moves up to the other side of it in his movement phase and then assaults. Since we are both adjacent to the bocage he has no space to move his models into contact with mine so he assaults from where he is, happy with that bit. My question is, when I conduct defensive fire does he benefit from concealment & bullet-proof cover or not? Check out D-Day page 42, Taking Cover. Bocage do not provide bulletproof cover from fire by a team adjacent to the same hedgerow, so no there is no bulletproof cover against defensive fire.(phil) - Page 41 "Bocage Hedgerows provide concealment for any team seen through them, except by a team that is itself adjacent to the same hedge". What exactly does this mean? The unless you are both adjacent to the hedgerow shooting through it incurs a concealment penalty. That s correct? It is very important to realise that the rules for bocage are just the standard rules for linear obstacles. They have been restated where the issue of the height of the obstacle makes things different from a normal loe hedge, but they are the same rules. The rules for linear obstacles say that if you are adjacent to a linear obstacle (like bocage), you can see through it without penalty. The bocage rules do not change this. The sentence you are quoting only adds the obvious corollary that if you are both adjacent to the same hedgerow, neither of you are concealed.(phil) 10 Axis of Attack: Cutting the Cotentin - In the Pont L'Abbe Sector is this battle supposed to be played on a 4' X 3' table like the bocage sectors or is it supposed to be played on a 4' X 6' table like Ste. Colombe sector? 4'x3'(Phil) - Also in the Victory section of the same sector it says that if the US player has not advanced beyond this sector by the 4th game then it is a german victory. However, win or lose the first game the US player will move beyond the Pont L'abbe sector. Does this mean that once the US player moves into the Orglandes sector then if they get beat back into the Pont L'Abbe sector and that continues then the Germans gain a victory? Yes (Phil) 11 Weapons of D-Day: Allied Tanks - Also just been reading an account re a Troop of Churchills after the Normandy landings fireing Smoke from hull mounted 2' mortars to conceal themselves from advancing Germans so they could run like hell. Almost every tank in existence has a similar capability, whether from smoke dischargers, smoke candles, smoke mortars, or simple smoke hand grenades. The rules assume that your tank commanders are using these devices appropriately and it is part of the roll to hit. One of the reasons you might miss that Veteran tanks sitting right in front of you is their skilful use of their smoke generators.(phil) Page: 109

110 Bloody Omaha - The team structure for an Ost Bn Grenadier Platoon is Rifle/MG teams. (Phil) - In reading the rules for adding BG Cota in a US assault company, it appears that he can only be deployed in missions with reserves? Maybe I am reading something wrong, but it says: "Cota starts the game off table. In the starting step of any turn that Cota is off table, when rolling for reserves roll a die." Page 37 of Bloody Omaha. What do you do in missions without reserves? I.e. free for all, fighting withdrawal, etc.? Does this mean that I roll for him in the normal "roll for reserves" step even in missions that don't have reserves? Did a search and checked the LFTF and did not see anything on this. Am I missing something buried in the BO book? Page 34 part 6 of the Starting Step. Rolling for Reserves. (Phil) - A Festungkompnie can have integral fortifications. In a hit the beach scenario, does it also get D-Day Fortifications? The hit the beach mission states that the defender gets DDay Fortifications, but the Festungkompanie briefing says that you cannot field fortifications with missions that include them. If you take a Festungskompanie as the defenders in the Hit the Beach mission, you cannot use any of your normal points to buy fortifications since the Hit the Beach mission uses the Fortifications rule from the main rulebook instead.this allows you to take more infantry and supporting troops instead since your fortifications come for free with the mission.(phil) - Fortifications for Festung are deployed before your OPPONENT places an Objective. Actually it says before you or your opponent places the first objective(pg. 22 in Bloody Omaha). But that conflicts with the wording on pg 12? Both apply. All objectives are placed after fortifications.(phil) Page: 110

111 Villers-Bocage - The Villers-Bocage book page 12 states, "SS units are Allies to any other German company and vice versa and so follow the Allies rule on page 183 of the rulebook. All of your support platoons are from Paner Lehr and are Allies to your S SS panzer Co.". Does this mean the S SS Panzer co can take ANY German units as allies (even from FE?) or that it can only take Panzer Lehr Allies. The sentence you refer to is a general statement. Any SS you have in your force are allies to normal German units. It says nothing about how you get to have the SS in your force, just that once they are there any SS you have are allies.(phil) - I was looking at VB last night and noticed that the German Recon Unit is using 251 HTs, shouldn't they be 250s? Also can anyone give me a reason (other than troop capacity) that I can't swap 251s for 250s? (IE Use 250s for Command units that only have 1 stand?). Was it non-historical??? I know Rommel used a 250 for his command vehicle why wouldn't other units do so as well? German Recon used both. The 250 was in short supply so Tiger Battalions used the 251 and the second company of many recon battalions also used the 251.(Phil) - In the Villers-Bocage book, on page 46, the German II/130. Aufklarungszug in the scenario is listed as a Motorised Scout Platoon (with no panzerfaust option in its HQ). According to page 24 the Motorised Scout Platoon is equipped with cycles and sidecars and no panzerfaust option is even possible. Is the German platoon for this battle meant to be the unit on the top of page 24, the "Motorised Scout Platoon" with cycles or is it supposed to be an "Aufklarungs Platoon" from page 33, which does have the optional panzerfaust mentioned in the scenario force list but is equipped with halftracks? Could someone from BF please confirm which of the two platoons is the correct one or was the intended one for this scenario, the cycle equipped unit or the halftrack equipped unit? We plan to fight this battle at our FLGS next month and I'm assembling and playing the panzer company in question and want to make sure I buy the right models. The Panzerfaust mention is redundant.(phil) After messing about and having a look at my new purchases of two SdKfz 251/9d(stummel)...I was kind of perplexed that it had a co-ax MG on it as I remembered that it was listed as only having an AAMG in Festung Europa. So I had a gander at the old book and was right...then I had a hunch to have a look at my Viller-Bocage book to see that it lists the Sdkfz 251/9d as having a co-ax MG but lacking the AA MG. Two different vehicles with two different mountings. The later Stummmel has a co-ax MG mount. The earlier ones did not.(phil) Page: 111

112 1 Whittmen 1) In "Wittmann's Wild Ride" scenario, which way should the Brits, (or Americans), face at the start of the game? Towards Point ) Same scenario, are the halftracks and Loyd carries "Bailed Out" at the start? Yes. 3) Also same scenario, are the 2 6pdr anti-tank guns "limbered" or "unlimbered" so they can shoot? Passengers start dismounted, so they are unlimbered. 4) How many re-rolls does Wittmann's tank get per turn? Is it every failed roll or just one per Shooting phase. Does this include MGs too? Per roll. (Phil) I justed started playing the Point 213 scenario for the first time and have the following questions right of the bat. (I'm US instead of the Brits.) 1) Do the 3 Platoon Command tanks have to strat within 4" of Cranley or his US equivlent? The three tank platoon commanders must do so as they are recieving orders at the time. The armoured rifle platoon commanders (who are independent teams) are also receiving orders and set up within 4" of 'Cranley'. 2) Are the US Rifle Teams, when playing US instead of the Brits, mounted in the Halftracks as the rule says or are they dimounted, (and having breakfast per Tea Time Special Rule)? Historically, they were dismounted and clustered on the side of the road beside their vehicles. 3) The maps on Page 19 in the VB Book shows small gates, are they just for show or can any type of team(s) pass through them? The rules for gates in Bocage are in D-Day. The size of the gates is simply the size of the gates in our bocage terrain that Casey photographed for the map. 4) Do you place three tank models representing the 3 tank Platoon Commanders or do you use 3 dismounted causality-type figure 4" from "Cranley", (or his US counterpart)? The three tank models. The platoon commanders have driven to the officer's group. Note the rest of their platoons must be deployed in command of their platoon command teams as usual.(phil) Page: 112

113 Monty s Meatgrinder - There is also the issue that there is some disagreement about swapping Universal Carriers for defrocked priests being one platoon for 2, not one platoon for all. The intent is to swap one carrier patrol to give all of your rifle platoons Defrocked Priests, just as written. (Phil) - If I choose to use defrocked Priest in a scenario using the Defensive Battle rule I become mechanised and therefore attack against another infantry company. The decision to use Defrocked Priests is made before deployment. What if I decide to use DPs after dicing for attacker/defender? You have to decide before any models are put on the table. If you need to decide earlier, such as to determine who is defending, then you need to decide earlier. (Phil) - Hey gents, What do you think of the 21. Panzerdivision's ability to drop PanzerIV's into tank pits? If I purchase a full strength 5 tank platoon, am I able to only deploy some of the teams from that platoon into tank pits? Is it some or all of the teams that have to be deployed in tank pits? Historically, the division dug in whole units of tanks as anti-tank bunkers, but the wording of the rule leaves you the choice. Remember though, that bunkers are independent teams, but tanks in tank pits are still part of their platoon, so as pointed out above, you could find your options suddenly very limited by the loss of a few mobile tanks. (Phil) - Does a Panzer platoon deployed in tank pits count as a mobile platoon for the purposes of the Mobile Reserves mission special rule? They are still vehicles, so in breakthrough they would be your vehicle platoon. (Phil) - In MM it says tanks can do this (be deployed in tank pits) at the same time as the HMGs, to quote the last line of the tanks pits "can delpoy their Panxer IVH in Tank pits at the same time" When it speaks abount HMGs and forifications it says you can do this "at the start of the game before deployment and after determining who is the attacker and defender" Then it says the Tanks can do that tanks pits at the same time, yet above Phil is suggesting the tanks are still part of the platoon. You would place the fortifications (the Tank Pits) with the bunkers. The tanks then enter them when deployed on table. (Phil) - Is it then possible to hold the tanks (intended for the tank pits) in ambush? And when yes, do i need to chose the tank pits as my ambush location? The tanks must be deployed in their tank pits if you choose this option. (Phil) Page: 113

114 - In MM the Aufklarung HQ is shown as a single 250 half-track with no dismounted figures at all - costing 70 points.there appears to be no 2ic half-track, or 2ic figures (dismounted). In the recent Aufklarungs.pdf a 250 ht with company commander and a 2ic costs 60 points (aufklarung company - add a second 250 for 15 points) in the panzer lehr panzerspahkompanie the company command Puma costs 55 points. I understand that all of these refer to different companies but the points seem to be rather odd. The MM Panzerspahkompanie is rated confident veteran the same as a normal aufklarungsschwadron - yet the command 250 is 70 points, you dont get a 2ic and you cant dismount ( I assume?). the pz lehr puma is a higher points value (normally) than a 250 half-track but costs 15 points LESS than the MM 250 company HQ in MM. I'm rather confused - can anybody shed some light on the points differences please? (Evan, Wayne?) The points values in Monty's Meatgrinder are correct. (Phil) - Ok, so here is the question. I am fairly certain I am reading this correctly, but if not, someone (Phil?) chime in and let me know your thoughts. Here is the relevant text first from MM about Defrocked Priests: All of the armoured personell carrier sections on the table count as a single platoon for the purpose of Platoon and company morale checks, but as separate platoons for all other purposes. So lets take an example. I have 5 platoons; 3 infantry, 1 tank, 2 universal patrols (in one platoon). I decided to trade in 1 UC patrol for 6 defrocked priests (2 sections for each infantry platoon). Now, I have of my original; 3 infantry platoons, 1 tank, 1 universal patrol, 3 DFP sections. The rule in MM says (and explicitly so) that they count as ONE platoon for platoon and company morale checks, but SEPARATELY for all other purposes. So in the example I have illustrated, the total platoon strength at the start of the fight would now be 8 platoons. They deploy with their Rifle Platoon passengers. So in your case, you now have five platoons for deployment.(phil) 1. What is the morale/training/special rule status of an AVRE switched out from a Canadian UC patrol? What if the UC s are Confident Veteran? We assume the AVsRE are always Confident Trained, but it does not say it anywhere that we can find. Yes. all AVsRE should be Confident Trained, regardless of who they are supporting. 2. In Seize and Hold, does the defender place Rommel s Asparagus if the attacker has no glider assault? Yes. The mission says to place the Rommel's Asparagus with no mention of Gliders. 3. We assume the L4 cannot be placed on table until the start step of the turn night ends in a mission where Night Fighting is in effect, yes? Correct since aircraft cannot operate under the night rules. (Phil) Amongst MM's 21st Panzer special rules is the ability for a Pz IV unit to begin defensives game where they are defending in tank pits. If you replace a Pz IV for a Sherman Firefly does this mean you cannot start the unit in Tank Pits?? It does state Pz IV's may begin the game in tank pits, not the Pz IV platoon so I am assuming no. Does this therefore mean you could have 4 Pz IV's in tank pits from the unit and the Firefly still mobile or just makes it impossible? Historically, they only captured the Shermans after the period when they were using their tanks as anti-tank bunkers, hence the specific reference to the type of tanks, rather than to the platoons.(phil) Can you upgrade Commando Command Rifle/MG teams (PIAT, Light Mortar, SMG)? As far as I can see, there is nothing in the rules preventing the platoon command team having the PIAT or Light Mortar. I'm not sure if it is historical to do so though.(phil) Page: 114

115 Cobra - "In Cobra a few of you spotted a typo in the German Arsenal on page 38. The 2cm FlaK38 gun has been given an anti-tank of 4 when it should have an anti-tank rating of 5. If you turn to page 37 you can see the same gun mounted in a vehicle has the correct anti-tank rating of 5." - Do Priest SP batteries have to have at least as many guns as a M12 battery in order to take the M12s? You must have at least as many M2A1 105mm howitzers or M7 Priest SP's to have M12 155mm SP guns, so you need a full battery of M7 Priests to get 4 M12 155mm SP guns. (Phil) - I'm aware of the following missing items in Cobra Arsenal: Sherman Turretless Dozer - This is in FE so I would assume it's the same. Correct - M2 fitted with M3 37mm - The big question is ROF 2 or ROF 3. The gun fires as a standard M3 37mm gun with ROF 3. - The following appears to be an omission based on FE: M8 Scott HMC - missing smoke bombardment Cobra is correct as written. The M8 should not have smoke bombardment.(phil) - If Ernst Barkmann is an Independent Team and a Platoon Command team, can he hold o b j e c tives while joined to his platoon? Is there ANY other time or exception allowing him to contest or hold o b j e c tives in the rules as written? Barkmann is an independent team. Independent teams cannot hold o b j e c tives. - What is the exact interaction in regards to his former Panther platoon when he dies, in regards to platoon strength and VPs? Independent teams do not count when working out Platoon Morale Checks. Whether he is alive or dead has no effect on his platoon's morale checks. He is an independent team, so he has no impact on Victory Points. - If he dies and comes back via the workshop, does this count as a tank destroyed for morale purposes? He is an Independent team, so his existence (or not) has no impact on Platoon Morale Checks. How does Barkmann deploy when he's been taken with a Panther platoon? Does he deploy when all other Independent Teams do, or with his platoon as their Platoon Commander? He is an Independent team. Not deploying with his platoon would leave them unable to move, but is a possibility. Page: 115

116 In the new update to the Scwhere-SS Panzerkompanie online article, you are allowed to take SS Panzer platoons (Cobra p. 11) as support now. Does this or does it not allow you to take Barkmann "as an SS Panzer platoon support choice"? Barkmann can be taken by other types of company as an SS Panzer Platoon on his own, so yes he can be taken by the Schwere SS-Panzerkompanie if they can take an SS-Panzer Platoon. In effect his platoon counts as a leaderless platoon requiring Barkmann (or some other suitable team) to join it so that it can move. - So does this mean that the Company command can appoint a Platoon command tank within the platoon even if barkmann hasn't been "destroyed?" No. The platoon still has a Platoon Command team, i.e. Barkmann. I should have said "In effect his platoon operates like a leaderless platoon". It certainly isn't one and doesn't count as one. If Barkmann is Destroyed, the platoon will appoint a new Platoon Command team using the Mission Tactics rule. Barkmann remains an Independent team, but the platoon no longer needs him (thinking him dead and gone). (Phil) - Cobra allows a non-recce platoon a move during the recce phase for the 2nd and 3rd Armoured, so long as the entire platoon ends up outside of their deployment zone. The rules do not permit a non-recce independent team to accompany a recce platoon in the recce move (see main rule book) What about a non-recce independent accompanying a non-recce platoon? The simple answer is that Independent teams are in effect platoons. It says so on page 50! This means that they can make this move in their own right without need to attach. (Phil) - The SdKfz 250/7 exists in Cobra's arsenal, but there's no option to take them in any of the lists. Should the Armoured SS-Mortar Platoon option on page 28 read: "The Armoured SS-Mortar Platoon is organized the same as the Armoured SS-Mortar Platoon on page 16, except that all SdKfz 251/2 (8cm) half-tracks are replaced with SdKfz 250/7 (8cm) half-tracks at no cost" They are left over in the arsenal from the intention to include an Aufklarungsschwadron in the book. This had two Sd Kfz 250/7 in the company HQ. The battalion's supporting mortars were in 251s. (Phil) How about the Sdkfz 251/10,which is also in the arsenal but,has no option to be used in any list. The Sd Kfz 251/10 is also an oversight. They were not issued to the SS in Normandy as they were out of production pending the arrival of the Sd Kfz 251/17. (Phil) - In the des c r i p tion of the 2nd SS division Das Reich, it's said page 7 (2nd SS flakabeitlung) that this division was equipped with SDK fz 7/2 with 3.7cm halftrack. And there is no option to take them... They were supposed to be equipped with half-tracks, but actually only had trucks. Hence no Sd Kfz 7/2 available. (Phil) - Cobra says that Sgt Pool is an independant team. If the platoon he is in fails a moral check causing them to run away, does he go, or can he detach like company comand? Pool is an independent team. The only relationship he has with the platoon is that his tank came from that platoon. (Phil) - Tank telephones in Cobra is clarified by Phil. After re-reading the tank telephones rule and specially the first part (Tank Telephones If a Sherman tank from the US 2nd or 3rd Armored Division and an adjacent Infantry team did not move in the Movement Step and are not Pinned Down,...) I came up with a question. We know that an armoured platoon that gets pinned ignores the effects of being pinned, they move freely, can shoot at full rof and, when it's a full armoured platoon, may assault. But does it effect the tank telephones rule? The pinning reference is intended to be to the infantry, not the tank. (Phil) - Instant readiness The rules say: If a platoon becomes pinned down during the assault step you may instantly roll a motivation test to remove the pinned down status. Assaults becoming pinned down in defensive fire are still considered as failed ofc. Let s assume my platoon was pinned down during my opponents shooting step. He then assaults, my platoon is still pinned. I take losses and break off at the first opportunity. What happens now? Do I roll for Instant Readiness, since the assault met all the requirements to pin me down, or do I not since I was already pinned down during my opponents shooting step. Basically, do I get pinned down anew and thus am eligible to roll or not? Page: 116

117 The rule stated you became Pinned Down with no reference to your previous state (which just happened to be Pinned Down), so yes, you could use Instant Readiness. (Phil) Page: 117

118 Eastern Front - Is it correct, that a platoon with vdh passes motivation tests on a roll of 2+ and has the CMD Re-roll with 2+ too? I understand that the only condition is, that i must say that he leads the platoon before i make the test but then i have to re-roll when it failed the first time and when the re-roll failes I have to take off vdh and the platoon. Is that correct?? The rule is written the way it is because platoons do not use the Motivation rating of attached teams when taking Motivation Tests. They always use their own. So we need to say that Von der Heydte himself passes tests on a roll of 2+, and that platoons he joins do so as well. The rules for taking Company Morale Checks state that the Company (or Higher) Command team takes a Motivation Test. This is necessary since a company does not have a Motivation rating of its own. In this case, Von der Heydte takes the test, and since he passes all Motivation Tests on a roll of 2+, will pass the Company Morale Check on a roll of 2+. (Phil) - How many Cossacks have to be dismounted before the company loses the ability to reroll to unpin.(p.210, East Front) Is it just one? Half? All? I can see an argument for just one or all, but both of those are ripe for abuse. Any answers? If any teams dismount then the company has dismounted and can no longer use the Urah Pobeda rule. - Now...guns "unlimber"...cav "dismount" so...attached guns can unlimber to fire and the mounted cav keeps the re-roll. Is this a fair interp? I'm going to hang my hat on "any team" and say gun's can't unlimber. But I like the way you're thinking. I'm with Eastshire (tha poster above) on this. Phil - Hi all,the gun of 8.8 cm tank hunter is not turntable? the structure of the gun seems like a u-boot and the mini allows it, thanks If you mean the 8.8cm FlaK18 (Sf) Bunkerflak, the answer is that the vehicle is not able to withstand the recoil of firing the gun sideways, and the crew have nowhere to stand to operate the gun. (phil) - Couple of questions for you on the new EF lists: 1.) p 208 there is an amoured box for support Light Tankovy. It has (at least in my copy)a page ref no 196 and then below that "????" - all other references to tank support either have both p191/196 or just one page number - is this correct? This means the Cosasacks cannot access the Lt Tank Co's with the full 10 tank complement? Hmm. Interesting glitch. The??? should be ) on p 211 under the Regt Gun Co. - the star symbol is printed to the left rather than next to the Guards symbol on the right - as it is on every other combat Co in the Regt? This means when the Cosaacks get support from non-guards they leave all their regt guns behind? Also there is no "-" symbol in the column under the star as there is in every other table where a non-guards option is NOT available. Page: 118

119 The Red Army and the Guards symbols had a little spat and refused to sit together. We managed to patch things over between them in time for the Kazachiy Machine-gun Company entry though. (Phil) - Quick question about adding a PTRD rifle to a BA-64. in the intelligence handbook it says to replace the AA gun with a HULL MOUNTED PTRD gun. but in the stats it does not say HULL MOUNTED. so does the PTRD replace the AA gun in the turret and its not actually HULL MOUNTED? The only picture I could find is a BA-64 with no turret and a guy holding the PTRD. Does anyone have a pic of a modeled BA-64 with a PTRD? Basically the turret is removed and the gun fired off the front of the hull, hence hull mounted. (Phil) Page: 119

120 Hell s Highway - I am using Hells Highway special rules and with Colonel Vandeleur on the force. After all normal movement is finished, any platoon within 20cm/8 inches of Colonel Vandeleur can attempt to Press On Regardless. If they throw 5+ they may move up to 10cm extra. As I understand it, a guards rifle platoon riding a tank platoon may be tested for independently of the tank platoon and, if successsful, dismount from the tanks, in the same way that german infantry can dismount from their halftracks in their stormtrooper move. I would be grateful if someone could confirm this interpretation of the rules. You may only dismount at the beginning of the Movement Step. The Press on Regardless movement happens at the end of the movement, so you cannot dismount during it. (Phil) - Do I lose the Guns Left! ability if Vandeleur dies in battle? It says this rule applies as long as you include Vandeleur in your force, doesn t say he has to be alive. Guns Left! remains in play even if Michael Cai---er, I mean Vandeleur is KIA. Cheers (Mike) - I have search the rules section of the forum and cannot find the answers to the following questions:- 'Panzerfaust Ambush' "the owning player may place any of their Panzerfaust trap teams in any terrain feature..." Does this mean it has to be 'in' a terrain feature such as a wood/scrub OR can it be on a road? Does being behind a hedge count as being 'in' a terrain feature? I guess they cant be in the open? - 'Fanatical Faust Men' "Panzerfaust trap teams are independant teams. However they may never join a platoon or other independant teams." Does this mean they cannot join ANY independant teams and therefore cannot join other faust trap teams, because thats how it reads to me? A Panzerfaust cannot shoot if it moves and cannot assault if it remains stationary, you must choose which you want to do.phil - The Arsenal list "with AA MG" and "with.50cal AA MG" as the armament of the recce jeeps, but which is it? If I have a choice I'll take.50cals everytime. The Recon jeeps in the Recon Sections are entirely armed with.50 Cal AAMGs. The.30 Cal AAMGs are not an option for recon jeeps and should be ignored in the arsenal. You can add AAMGs to the support section jeeps (which are a completely separate team from recon jeeps, as noted by Alex above). Concerning dismounting, there is no.30 cal dismount option because there are no.30 Cal machine-guns to dismount in the Recon Sections. Note that the Recon Section dismounts differently from the Support section, which just sends its vehicles to the rear. (Mike) Page: 120

121 - Guards may debus using the Disengage special rules like recce teams during any shooting.(please correct me as i'm not sure how specifically its written) My questions are as follows, 1. May they debus in both the enemies shooting phase, and also during the def fire step when they're ride assaults? 2. Can you assault with the Guards mounted as tank riders? Reason I ask this is they are a separate platoon, and you may only assault with one platoon at a time? 3. Assuming you can assault with them mounted, and they can debus during the DF step, do you follow the normal procedure for disengaging of roll the first shot, then roll to disengage, if roll fail proceed with the rest of shooting, OR do you just roll all DF dice first? 4. When riding into assault, because they are not made up entirely of tank teams,can the DF pin the vehicles, thus fending off the assault? The Debus rule only applies to the Shooting Step, not to Defensive Fire. Cheers Phil - Just wanted a clarification before taking the stable boys into battle. The Unflappable rule appears in the 2HCR section but still refers to "Guards Platoons" as getting the rule. Since none of the 2HCR HQ, combat and weapons platoons have the words "Guards" in them, do they still get this rule? (I assume they do, they are indeed Guards afterall, but would like an official clarification before getting into a discussion during a game). Yes, all of the combat platoons of the 2HCR are Guards and may use the Unflappable special rule. (Mike) - Can parachute companies in the Market Garden series of books perform this mission? HH makes no ruling, but in D -1, the mission rules state: Only a British Parachute or Airlanding Company or a US Parachute Rifle Company may conduct an airborne assault using the Seize and Hold mission. There is nothing which states it must be a company "from this book" just that it must be a Parachute or Airlanding company. Yes, the US paras in Hells Highway can play the Seize and Hold mission (Mike) - The Guards recce patrol platoon on page 18 i HH says that you can arm the stuarts with AA mg for 5 points, but is this pr. tank or for the whole platoon? On p.18, It should read: Arm any or all Stuart tanks with an AA MG for +5 points per tank. On p. 31 It should read: Arm any or all Staghound armoured cars with an AA MG for +5 points per car. (Mike) Page: 121

122 North Africa - Mid-War North Africa. The British 6 pound portee has an AA gun. Anyone any idea where this fits on the truck? In a rack inside the cab. It is taken out and used when the crew need it. There is no specific AA mounting, for AA work they would put the bipod on the cab and stand on the ground. (Phil) - No HE. If a British 6 pounder with no HE fires on a T34 with tankodeseantniki on board, hits the tank and does no damage, do you still have to take a test for the SMG teams, as the 6 pounder has no HE and cannot hit any infantry? Yes. The Tank Riders rule says hits on the tank cause extra hits on the infantry. You are not allocating hits to the Infantry teams which is what the No HE rule forbids. (Phil) - Divisional support in North African book. Why does the RAF go from veteran in North Africa to trained in Tunisia, to veteran in Italy? The Eight Army fought in the Desert and in Italy. The First Army straight from Britain fought in Tunisia. (Phil) - North African book. Tunisian infantry company. Page 174. Are there no extra points for making Indians up to Gurkha machine gun platoon, or is this just missing? There is no such thing as a Gurkha Machine-gun Platoon. They are supported by Indian or British machine-gunners. (Phil) Also, on page 170 you can have two machine gun platoons - can one be Indian and one Ghurka, as you can use Gurkha as the extra infantry platoon? No - see above. No. (Phil) - North African book. Weapons platoon carrier patrols. If you have one or more carrier patrols, these must be placed on the board at the same time. If they are used in ambush, do they have to be in the one position, as they are classed as separate platoons when placed on board? Also. the carrier platoons coming on as reserve presumably are placed on board at the same time. Can they be spread across the board, or in the case where you have to throw dice to see where they come on, are they thrown for separately, or do they all come on in the one area? There is no restriction on where they can be as they are separate platoons.(phil) - Italy Rifle Company - company command shows greyed-out PIAT option, but there is no points cost. Icon may be in error, as I don't believe that option was there before, or there's a missing cost. Please clarify. The PIAT in the HQ is an error. It should not be there. (Phil) - Is there any one who can shed some light. The page I am looking at in Africa is Commando Tunisia and Italy page 208 and Parachute company page 212. In the latter in the green block at the top second block A parachute company may take support from Tunisia or Italy but not both. Page: 122

123 - In the former it wrights the commando may also field support from each box shown there is no mention of either one or the other as stated in the Paracute company. Pleas can someone look into this and give some facts This was moved to rules from Army lists as it seams a better place. This is not for my army as the people who know me I am the one with the Ninja RSO's, it against a newer player. The text was missed from the Commando. You can only take support from Tunisia or Italy, not both. Cheers Phil - In the North Africa Army book the British/Commonwealth Rifle Company in Africa shows that it can only have a Carrier Patrol as a weapons platoon support option, is this correct? or is it a typo and it should say Carrier Platoon not Carrier Patrol? It should be a platoon. (Phil) - Why do Canadian Rifle Companies get Churchills and Shermans in Afrika, but only Shermans in N. Africa? If memory serves, Churchills were used by Canadians in the Sicily/Lower Italy campaigns, and at Dieppe. Dieppe yes, but no Churchills in Italy until June There is a separate Dieppe pdf for that battle.(phil) Page: 123

124 Dogs and Devils - To "link" to the FDC platoons without staff teams need to deploy with their command team within command distance of the FDC. it s only written that tank and gun teams mustn t move if you want to hold the link. But i didn t see anything abaut Staff team and Platoon commander. Are they allowed to move without losing the link? Can the Platoon commander move outside command distance of the FDC and hold the link? i would say platoon commander and staff team can move free and can move out of command to the fdc. i don t see any rule which doesn t allow it. Can someone quote a corresponding rule which says platoon commander (if it s an inf-team) and staff team can t move if they want to hold the link? The intention is that they need to remain in place to maintain the link. (Phil) - Must the FDC be deployed on table for the Strategic bombardment, or just be a part of the list (and e.g. starts in reserve)? The FDC does need to be on the table to use the Strategic Bombardment rule. (Phil)l - I was just wandering if improvised armour (in Shermans, M14/41...) can be used to save from artillery impacts from FP 6/5+ weapons? (It will be nice for the italian carri against british artillery) Improvised Armour has no effect on Artillery Bombardments. (Phil) - The medal of honor rule states that one rifle or pioneer rifle team in contact with the enemy stays and the rest fall back when you make the 3+ roll. My question is what is "in contact?" Base to base or can it be a team that is not base to base but is in the 2" combat zone and would normally get a swing. I ask because sometimes all my base to base teams will die in defensive fire and I want to know if I have any justification allowing a team not in base to base become a Medal of Honor team. Only a team that actually reached the enemy (as opposed to got within 2"/5cm) can be a Medal of Honor winner. (Phil) - I'm certain this has been discussed to death, but I only bought the book yesterday, please bear with me. Is there a particular reason why the HEAVY anti aircraft platoon is an Anti Aircraft weapon instead of a HEAVY Anti Aircraft weapon? It's a mistake. They didn't get the twin-link autocannon version finished in time for WWII service. (Phil) - The italic text in the SSF Cannon Platoon reads "If you moved during your turn, you may only fire the 75mm machinge-gun. If you have not moved during your turn, you may fire the 81mm mortar instead of the 75mm gun." The word 'machine-gun' should be 'gun'. Of course, you can fire the machine-gun instead of either.(phil) - Does the 463rd Parachute Field Artillery Battery with the M2A1 105mm Howitzers count against the minimum requirements for taking the M1 155mm Howitzers, in the Dogs and Devils books, more precisely in the SSF listing? The rule requires a Field Artillery Battery, not the 463rd Parachute Field Artillery Battery, you will need to buy an additional Field Artillery Battery with 105mm howitzers to get the 155mm howitzers. (Phil) Page: 124

125 A Bridge too Far - Does the "starts the game in Prepared Positions" rule supercede the "Mobile Battle" rule in Free For All and Encounter? Frost's Perimeter Force starts all games in Prepared Positions. In any game that DOES NOT use the Mobile Battle special rule, this gives you Gone to Ground and Concealment. However, when Frost's Perimeter Force plays a mission with the Mobile Battle special rule it counts as moving, just like any other force. The special rule does not make an exception for Mobile Battle (but you will note it does for Defensive Battles). (Mike) - If Graebner attaches to a platoon to make his move and 1 [or more] of the vehicles bogs down [starting move in difficult going] then does this automatically stop the whole platoon from making the move? The rule says the whole platoon has to leave the deployment area and if 1 vehicle bogs, then it's still going to be at least half in the deployment area...thus stopping the move - correct? If the move would take the whole platoon out of the deployment area if none bogged down, then it is OK. If some bog down and get stuck, that's just the difference between plans and what happens. - In BTF, the 'Sight in the guns' special rule allows 6pdr guns to use LOS of the platoon command team instead of its own, and to shoot at targets 'obstructed by terrain'. So how's everyone applying 'common sense' to this? If I have a tank under the bridge, out of LOS of the 2 ATG at positions 1&2 on the deployment map [p37 BTF] but the platoon command team can still draw LOS to the tank, this rule means the 6pdr guns are effectively bending their shots or shooting through a solid surface. Now I know that being able to shoot around corners could be a useful asset but with a 6pdr? There will probably be a rationale for this but we can't think of it... The idea behind the rule for this specific scenario (Graebner's Assault) is that the British successfully predicted where the Germans would be (not hard since they start on a bridge and cannot get off until they reach the far side of the table). They fired the 6 pdr guns to make a hole in the bridge and then, when the officer told them to fire, they fired at the hole, hitting the German armoured cars that were driving past out of sight of the guns. The rule has no use other than this scenario, and is unlikely to be used much other than firing at the bridge since it makes little sense for the Germans to come back after crossing the bridge rather than carrying on off the table. - Some questions that have arisen after playing the 1st 2 scenarios in the Bridge too Far book; 1. When the para assault pln use [and remove] their flamethrower, a. Do they get it back at the start of the next scenario? b. Is permanently removed, reducing the platoon by 1 team? c. The team return as an Infantry team? 2a. The 4 sets of stairs that allow access on/off the bridge - can German teams be stopped from moving down them by the 'can't move within 2" of enemy team' rule? [buildings are quite close to the bridge]. Page: 125

126 2b. If a building is adjacent to the steps off of the bridge [touching them], can a German team assault teams on the 2nd/3rd levels directly off of the steps or do they have to go to ground level and start there? 3. Where paras are deployed in 2 or more adjacent buildings, are they assumed to have made connecting gaps between them or do they have to go out of 1 building to get in the adjacent ones? 4. How far down the bridge is it intended that the barriers go? The fact they are there to stop vehicles falling over the edge implies they go all the way from the end of the bridge down to the start of the embankment area; this is very important because teams on the bridge get concelament from them! 5. Fighting in buildings - how many teams get to fight up/down through an opening from 1 level to the next? RAW indicates everyone in the room [re-rolling hits if fighting upwards] but someone suggested it is only 1, but we think he's wrong. That's it so far...no doubt there will be more when we finish the next 2 games! Thanks in advance for any help. A. The team isn't destroyed, it just heads back to refuel, so I assume that you'll get to use it in the next scenario as long as the platoon survives. Buildings are always tricky. If you are using the standard rules for buildings, then all teams in a building occupy all rooms at the same time. It is however possible to move within 2"/5cm of an infantry team, and that is if you haven't got LOS to it. In that case you measure from the nearest opening instead of the are in the building where the base is standing. Since you seem to be using a large building with several floors and rooms, I suggest using the city fight rules for buildings instead. It makes everything a bit more complicated, but as long as you discuss everything before the game you should be fine. Stairways can be quite a hassle in an assault when using the city fight rules since who ever is downstairs will take heavy casualties. #4 - Yes, Man the Guns applies to any gun team. #5 - yes they stretch all the way except for those spots where the walkways hit the pavement. #7 - HQ attachments are the three PIAT teams. The HMG, Assault, and Mortar are normal platoons and thus subject to being permanently destroyed. 2a. Yes 2b. Yes they can launch an assault from the stairs, just as they would against any other building Yes the Germans would be trapped on the bridge. Thats what happened historically. When Graebner's men tried to get to cover and off the bridge they were cut down, unable to escape. You can, however, make a run for the embankment and descend there, which is also what Graebner's men tried to do. Re: Flame-thrower Conceptually speaking, the flame-thrower team isn't using 100% of their fuel the first time they flame something. They are conserving their ammunition, just as the other soldiers using PIATs, rifles, and machine-guns, etc.. In game terms, it is important to note that Flame-thrower teams that use their Flame-thrower and leave the table are not Destroyed. Therefore they are allowed to return for the next scenario, provided their platoon is not Destroyed in the previous one. Page: 126

127 Firestorm - The firestorm morale reduction [FB book p20] says that it affects all 'platoons'. 1. Does this mean that the morale reduction does NOT affect the Company HQ, as they are not listed as a 'platoon'? 2. Does it mean that any warriors keep their own morale rating or are they reduced as well? Everything in your force is reduced in morale (Phil). - Are the various national and unit labels on Drop/Landing Zones (e.g. Polish Airborne on Driel or 82nd Airborne on LZ-W) limitations on which Firestorm units can land there, or are they just for historical campaign? Just for historical. - Would it be unbalancing to allow merging of list units and Firestorm units? For example, Allied player has a British Guards list with four Sextons, and gets a Sexton Firestorm unit. Can he group them together in an eight-gun battery? Not as the game is written, but an interesting idea as a house rule. - If an Axis player attack and capture an area containing Airborne Supply tokens, what happens to the tokens. Should not capture as the Allied player can burn a supply to prevent capture, but if he does then the supply is removed. - When starting the Market Garden scenario eight Para s start on the board, but do they start with supply markers? And if so, how many? I think they start with two markers, but I can't find that anywhere. Air Drops, Page 40 reads. Place two Airborne Supply markers in the Landing Zone or Drop Zone area with the Paratrooper or Glider Infantry Firestorm Troop. - In both Scenarios, the Bridge Too Far and Market Garden, are destroyed (but not captured) Firestorm troops sent to the reinforcement pool and brought back into the game during the reinforcement phase of that same turn? This seems to not be in question for the more open ended A Bridge Too Far scenario but there is some debate as to whether it applies to the more historical Market Garden campaign since reserves come on at designated times and places. I would argue that reserves and reinforcement are two different things in this case? Reserves and Reinforcements are two separate entities. Use the Firestorm terms at back of book for definitions of both and page references. - According to the poster showing forces the second Allied aircraft Firestorm Troop is "In Reserve" but no indicator of what turn it is available. Are we to assume that it is available from Turn one? We are but I would feel better if it was clarified since everything else has a turn indicated. The second Allied fighter aircraft only enters the game if you exchange it and remove two airlift counters for that turn. Page 38 under Allied Aircraft Availability. - Two commanders fight each other. They roll off to determine the attacker, who then places the arrow for the battle. Is this attacker automatically the attacker in the scenario they fight or is it determined normally as per Flames Of War rules? No they are not the attacker it is determined normally as per Flames Of War rules. - In the historic scenario, a Para unit has advanced into an area where a Glider unit is due to drop. What happens to the Glider unit? The rules state that it cannot land in an area occupied by another unit but the historic rules make no provision for changing landing fields. Can it relocate or does it not drop this turn and have to wait for a turn Page: 127

128 when this area is free? You must select a different LZ for the glider units if available. However, you could as a house rule in a historicallyminded group experiment with letting the Glider land and force an exploit (troops moving to clear the way). If not possible than they cannot drop until zone is cleared (Next turn if able). - The download PDF of Allied Firestorm troops has the same inconsistency as the poster in the Firestorm set. It rates the Allied Typhoon Firestorm unit both as Sporadic (in text) and Limited (in picture) Air Support. Which is the correct one? I assumed limited was correct because I thought I saw it in the rulebook and went with 2 out of 3 methods. Allied is Limited support, Axis is sporadic. - In the general wargame for Market Garden are rivers and canals impassible? No, just not tactically viable to attack across due to roads. - Does using Para Artillery and a Para Firestorm Troop require one or two supply markers? Using the parachute artillery takes up a Firestorm Troop position in the battle. You only need one supply per battle. - For the Allies there are two Firestorm planes but it only ever says in the book that one is deployed. Is the other assumed to start in the aircraft mission box or is it just an extra piece. The second Allied fighter aircraft only enters the game if you exchange it and remove two airlift counters for that turn. Page 38 under Allied Aircraft Availability. - Do Firestorm Troops make use of the company special rules such as Unflappable and Master Sergeant? They are just basic troops. If you want to go to the extra work of keeping track of which tokens represent which divisions, feel free to give them extra flavour. - In the general wargame for MG are rivers and cannels impassible? Nope. Rivers are not Impassable, only Impassable borders are Impassable. - Does using para artillary and a para fs troop require one or two supply markers? You place the same Supply Marker used to put the battle In Supply on the Battle Arrow to get Parachute Artillery. Remember Parachute Artillery is only available when attacking into or out of a DZ or LZ that ahs a Supply Marker. - For the allies there are two FS planes but it only ever says in the book that 1 is deployed. Is the other assumed to start in the aircraft mission box or is it just an extra piece. It is used when you elect to turn in your C-47 Skytrain Markers for additional Firestorm aircraft. - We started with the Market Garden Campaign two weeks ago. By the first exploitation move the Allies take o.a from LZ-S - Wolfheze and Dz-X - Oosterbeek. The English para's have both either still 1 supply counter left. After that we started to claim the battles. ( 8 one) There is one battle where the Allies attack Airfield Deelen from out Wolfheze. After that there where a second battle where by the Axis attack Wolfheze from Hindekamp. Our question is are both armies in the second battle Hindekamp - Wolfheze now out of supply. Allies have fought one battle to Deelen and rulebook ( page 26) is not quite clear of German are in supply. The Allies have no more Supply Markers, so they will be fighting Out of Supply. The Germans in the Deelen fight will be in supply as they can trace a line of supply via roads back to Appeldorn. - Can units both use the train move then the march move or is it just one or the other? Top of page 31: Any Firestorm Troop that does not use Rail movement can use March movement. So you can only use one or the other. - This is how we are playing it. I have told all the players that Firestorm Troops are available on a first come first serve basis so that if multiple attacks are occuring from a single location and the Commander that goes first chooses to utilize firestorm troops, then those troops are no longer available to subsequent Commanders, although any unused Firestorm Troops from that location could be used by subsequent Commanders until each troop has been utilized once that turn. Almost, but it's more dynamic than that. There is no limit to the number of times a Firestorm Troop can be used in a turn. The only limit is that only one player can be using them at the same time. As soon as a player has finished their game, removed the battle arrow and repositioned the Firestorm troops depending on vistory or defeat, the Firestorm troops are available to anyone who wants to use them. Page: 128

129 - If a player is already attacking out of an area when I arrive and win initiative, I can't use the Firestorm Troops they're using, but I can use any others still in the area. Likewise if I'm attacked in the same area. What was not determined fully yet was what to do when the battle arrows are placed, with multiple attacks being generated from a single location and then the initial attack is lost and the attackers are driven from the original location from which the subsequent attacks were to be launched but now resides in enemy hands. When the battle is lost, possession of the defeated side's area changes immediately and all Firestorm Troops in that area have to retreat. That means that the side that retreated can't start battles from that area as it isn't theirs any more. They can still use the retreated Firestorm Troops in subsequent battles. - If there is still a game going on where the Battle Arrow goes into or out of that area, it keeps going. When the time comes to update the map and remove the Battle Arrow, the normal rules apply. If the side that lost the area won the second battle, they would take the area they were attacking, but the area they attacked from would remain captured by the enemy. If they lost the battle, they would lose the area they attacked from (but this has no effect as it is already owned by the enemy) and have to retreat as normal. As long as there is somewhere to retreat to, they are fine. If not, bye bye! So for instance, if the Germans get the initiative for several battles in a turn and are in control of Groesbeek Heights and are able and wish to place battle arrows from Groesbeek Heights into Maas-Wall Canal Bridge, Nijmegen and the Boxmeer Bridge all of which are currently held by the allies, on this turn. In addition the attacks for whatever reason are made in the order listed above. The Germans have three Firestorm Troops Available in the Groesbeek Heights and the initial German Commander uses two of them to attack the Maas-Wall Canal Bridge. Good so far, assuming that all three battles start before the first one finishes. Unfortunately for the Germans the attacks fail and one of the Firestorm Troops are destroyed and the Allies now control the Groesbeek Heights. You resolve the battles in the order they began, so I assume that the attack on the Maas-Wall Canal Bridge is the one that failed. The Germans decide to retreat the one Firestorm Troop that had participated in the attack back into Wyler Road and retreat the other into DZ-N. So far so good. The first battle is lost, the Allies now have Groesbeek Heights and can advance Firestorm troops into it. If the players decided to play another game immediately, they would dice for initiative and place a new battle arrow based on the map at that time. Let's say they do and the Allied player gets initiative and elects to attack DZ- N. Now the question becomes do the other attacks initiating from Groesbeek Heights just get called off entirely? No. The players keep playing their game. - Can the Germans counter-attack back into the Groesbeek Heights with the first of those attacks to see if they can reclaim the Heights and then make the third attack back into Nijmegen? Once the players finish their games, they can play another if they want based on the map at the time. Your question only makes sense if you are placing all the battle arrows, then finding players to play the games. That is not how Firestorm works. You only place Battle Arrows when two players get together an play a game. - Does the attack into Nijmegen get called off as the Germans can no longer reach it with some of those original troops dedicated to the attack? Since, for the Battle Arrow to be there, the players must already be playing that game, no, they don't stop playing. they continue their game. If the Germans win, they take Nijmegen, if they lose, they retreat to Wyler Road or DZ-N. Can the German troops that were going to attack Boxmeer Bridge still carry out the attack from DZ-N as they are still contiguous to their original target? Once again, there will only be a Battle Arrow here if there are people playing the game. You don't place Battle Arrows for battles you are planning to fight. That's what the Generals planning map is for. The Battle Arrows are placed by the players when they start their game. So, that means that the Boxmeer attack plays to the end as well. if the Germans won this one, they take Boxmeer. The end result of the three games could be that the Germans take Nijmegen and Boxmeer, but lose the Groesbeek Heights. Cancelling the attacks does not seem quite right as the attacks in reality would probably have been planned to be simultaneous. The other choices would seem to be more natural and in keeping with the fluid nature of the combat, but ultimately I am not quite sure how to resolve this. As we have multiple players setting up games, I do not want to cancel any Commander's game simply because some other Commander lost their game. I believe they should be able to fight their battle, just not sure where to have it fought. Page: 129

130 I know I'm getting a bit repetitive, but there are no Battle Arrows until there are players. The players place their Battle Arrows based on the map as they see it at the time. If Groesbeek Heights hasn't yet fallen, they can attack out of there. Once they place their Battle Arrows, the game is on, even if the Maas-Waal Canal bridge game ends a minute later and their side loses Groesbeek Heights, it doesn't matter they have already placed their Battle Arrow and started their game. If, OTOH, they arrived five minutes later and Groesbeek Heights had fallen, they would place their Battle Arrow based on the map as it is then. They have the option of counterattacking from Wyler or DZ-N, or simply fighting elsewhere on the map. Note, that only placing Battle Arrows when the game is about to begin allows for some interesting choices. It is possible to attack out of an area that you are pretty sure is going to fall, as long as you start your game before the other game ends and the area actually falls. At times this has led to generals rushing about trying to find a free player to start another battle to take a critical area before the jumping off area is overrun! - In the Market Garden Historical scenario: do the initial (on board) paratroopers have any airborne supply with them? (if not how are they supposed to make an exploitation move? The paratroops are dropped as normal on the Drop Zones and come with two Airborne Supply markers each. - The polish brigade appears in LZ-S on turn 2, should they be drop in Driel (errata)? Historically, they were scheduled to drop on LZ-S. They were diverted to Driel. - What happens to the unused airborne supply if the territory is taken by the Germans? They are removed. - What happens to the new-coming airborne troops if there designated LZ/DZ is occupied by friendly or enemy FS troops? You can drop them whereever you need them. - Can paratroopers and glider troops make exploitation moves freely if they have supply from the Allied central supply depots or must they always use airborne supply to do so? Any source of supply will do. - If I pull a supply marker from within 3 spaces for a battle, and the arrow tip is adjacent to a landing zone, do I still get Pack Howitzer support even if the marker didn't come from that adjacent DZ? Example...I am being attacked from Boxmeer Bridge to Maas-Waal canal (US paras hold canal bridge). The bridge is adjacent to DZ-O but I pulled supply from DZ-T. My assumption is that you must use the adjacent supply marker to get the packs, in which case I place the marker I used on the tip of the arrow instead. Correct. If the supply is coming from somewhere else, then no artillery support. (Phil) - Can they use the Allied Armoured Troops rule from page 24/25 to attack an area without a road leading into it? For example can I attack Deurne with Allied Armoured Troops from Valkenswaard Road? I am not sure if the condition "must be connected to the area you are attacking by continuous friendly held roads" is met, cause there is no road connection between Helmond Bridge and Deurne. You are correct. The attack is not possible since there is no road connection. Cheers (Phil) - Question on the Victory Points for Germans attacking an Allied supply source Do the Germans actually need to be the attacker in the battle to get the VP (that's the way it is worded in the descriptive text) or do they get the VP for a win irrespective of whether they are the attacker or the defender (wording in the actual rule)?? I presume the latter, but just want to check as it just happened in our campaign. If the Germans win a fight against an Allied supply depot, they get the 10 VP's. Otherwise they are on a hiding to nothing. Of course, the Allies should be making sure the fights are in their favour with plenty of Firestorm troops making sure they win. (phil) Page: 130

131 Hammer and Sickle - Official Ruling on Infiltration- H&S- Please Infiltration by Forward Detachment, p11, H&S. 1..may move up to 16. This is instead of their normal movement distance and they can not move at the double. They use all of the normal movement rules for terrain (inc obstacles/fort)." So what movement rules does one use here? The more I look at this, the more unsure I am on what this means. The original infiltration rules were for inf, so no issue. Inf can go just about anywhere. More of an issue with mech forces. Inf are not slowed by terrain, but mech is. Are H-tracks only allowed 4 move for infiltration in woods? Track only 8? and taking bog tests? Does not seem to match what I see as the intent, but may be true. If true, makes the rule quite a bit less useful. 2. type of Tankovy w/o Tanko s may carry a Tank-rider co as passengers. Does this mean that the tank-riders do not get the 16" movement for themselves, must be passengers on the tank, and may not be deployed off the tank at the end of infiltration? Sounds like it, but a clarification would be helpful. Also makes the rule a bit less useful if true. 3. I see no language that would forbid tanko s from being deployed off of the tank as both the tank and the tanko's seems to get the same 16 move as they are both the same co. Does seem strange though that Tanko s could end off, where the Tank-riders must end on, the tanks if num 2 above is true. 4. Can you move past(over and ending behind) enemy inf, ignoring the 2" rule for movement, but ending outside of 2"? The fluff on p182, HCMRB, implies that you can, but the stated rule says using all normal movement rules.., and stopping at 2 from inf is part of the normal movement rules. 1. I see 16" move over anything they can move through. Correct Phil 2. can't cross impassable, minefields, wire, mech past tank traps, inf / gun teams per 2" rule. Mech can go over mech as allowed by 2" rule. If it stops normal moves, it stops infiltration. - Nearly correct. You can infiltrate through any passable terrain. However you need to take bog tests and roll to cross minefields as normal. (Phil) 3. I do not see bogg / skill tests. Dif time scale for infiltration than combat moves, so treated dif. - No you do need to take bog checks. (Phil) 4. Tank riders required to stay mounted. May only dismount on normal turn. - Correct. Page: 131

132 5. Tanko's get the same move as their tanks, so may be infiltrated either mounted or dismounted. - To avoid confusion, I will state that dismounted Tankodesantniki normally move 6"/15cm like any other infantry. As part of the infiltrating company, they move 16"/40cm either on foot or on their vehicles. 6. IT's may be attached and infiltrated with the co. - Correct. - One question that did come up was if Infiltration and Forward Deployment worked the same. This is because people were attaching 45mm ATG from the inf HQ and Infiltrating these ATG 16" into woods w/o bog tests w/ the sov inf co. They can do so, but would need to take bogging checks. Page: 132

133 Stalin s Onslaught - Can a Shock Scout Platoon infiltrate? "We should have put a reference to the rule with the Shock Scout Platoon. They can infiltrate." (Phil) Page: 133

134 Blitzkrieg Page128, British Machine Gun Platoon Change "3 Machine gun Sections" to "2 machine-gun Sections" - EW: How many sections in a Brit Heavy MG Platoon? Text says 3. Diagram shows 2. My hunch is to go with the diagram, as the cost seems pretty cheap for 3, but would like to be sure. Yep. Two, as per diagram. - Bypassed error : in new BK book, it has the dice markers opposite what the rule states for reserve arrivls. So, go by the diagram, or the verbage? It is specific and only contradicts the text if you read the text while standing on the opponent's side of the table. If you read the text while standing on your side of the table it says exactly what the diagram shows. - How far can a mounted Blitzkrieg Motorcycle Team shoot? Blitzkrieg Motorcycle Reconnaissance teams can fire to the full range of their weapons. (Phil) - Blitzkrieg Page 147. Chasseurs 25mm Anti-Tank gun platoon can mount the gun on the armoured lorriane carrier but there seems to be no stat line for it in the Arsenal. Only the Truck mounted version. It becomes a tank team armed with the 25mm as a hull-mounted gun. the vehicle remains the same (Phil). Page: 134

135 River of Heroes - Attack Here! Once Ivan forms an Engineer-Sapper Reconnaissance Platoon, he may act as an observer team for any Mortar Platoons in the Engineer Battalion Does this rule include the Guards Rocket Mortar Platoon, otherwise the only mortars are the 120 heavy mortar platoon, or the switch out teams Should be the Heavy Mortar Company (which contains Mortar Platoons) and the 82-BM-41 mortars in a Engineer- Sapper Company. (Wayne) Page: 135

136 Fortress Europe - You must field at least one Panzer platoon entirely equipped with the same model of tank as the company HQ. The German Panzerkompanie has three tank options: Panzer IV Hs StuG Gs Panthers Now: Panzer IV Hs can be downgraded to Panzer III Ns and Ms StuG Gs are the sole options for the StuG platoon Panthers are the sole options for the Panther platoon It seems rather obvious to me that if you take Panzer IV Hs as the HQ tank, you have to have a full Panzer IV H platoon, with no P III variants; othewise, it wouldn't be entirely equipped with the same model as the company HQ. If you take a second, third and fourth platoon, these can feature P III variants. However, this has been disputed. Which is the correct option? The platoon must have all Panzer IV H tanks. The wording is different between Eastern Front and Fortress Europe and there is no such restriction in North Africa. (Phil) Page: 136

137 Das Book - On page 47 of Das Book under Defensive Battle it says, "In a mission that uses the Defensive Battle special rule, a force containing Bunkers will always be the defender, even against another force that would normally defend. If both forces have Bunkers, then they dice off to see who attacks as normal." Does this apply to existing books without this rule? The answer is no. Your existing book continues on as before. New books like Earth and Steel have this rule as a general rule and are designed with it in mind. - On page 47 of Das Book under Bunker Deployment it says, "All the Bunkers in a force count as a platoon deployed on table when determining how many platoons must be held in Reserve." Does this apply to existing books without this rule? Once again, the answer is no. Your existing book continues on as before. - On page 50 of Das Book under Victory Points it says, "If a player destroys all of the bunkers on the table, they count as having destroyed an additional enemy platoon when calculating victory points." Does this apply to existing books without this rule? And once again, the answer is no. Your existing book continues on as before. Page: 137

138 Stalin s Europe - Question about how the Soviet Kommissars work in Stalin's Europe. The rule says that after taking 5 hits a company with an attached kommissar rolls a d6 and on a 2+ the Romanian company now has QoQ and needs 10 hits to pin. Does this mean that it follows the rules for the Soviets and requires 15 stands in order to need 10 hits to pin? Or, does it mean that regardless of the size of the unit, 10 hits will be required to pin them. If it is the latter, than does the kommissar continue killing stands in a smaller platoon, say of 7 stands, if they take 5 hits and they will then need 10 hits to be pinned? The Soviet Quality of Quantity rule requires the platoon (Romanian company) to have 15 teams before it has any effect. If they have less than 15 teams, the komissar shoots someone and they gain Quality of Quantity, but nothing happens as the rule has no effect on a small platoon (Romanian company). (Phil) - The statline for the Wirbelwind in Stalin's Europe is missing the Hull MG. Phil or Wayne, could you please clarify your intentions in this case? Talked to Wayne. It wasn't a deliberate omission and the vehicles stat line would probably benefit from the addition of a Hull MG. (Phil) - There is no Hull MG in the stat line of the Wirbelwind, so in the game it has no hull MG. If my opponent wanted to use the hull MG modelled, I'd let them. Page: 138

139 Turning Tide - Page: 139

140 Earth and Steel Earth and Steel 5cm KwK Bunker rules: The one glaring issue I see is that the 5cm KwK nest does not have the option to be fully enclosed (like so many were with their seaward facing walls and overhead impervious to shelling. Now, these nests are completely vulnerable to anything within 16" from any facing. I understand your confusion, but basically the 5cm KwK Nest has a nest and a wall in one model. You still need to get around the wall to see the nest. Page: 140

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