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2 Congratulations on qualifying for the Flames Of War 2010 U.S. Nationals! This Tournament is a culmination of a year s worth of gaming and fun in the United States and Canada. We here at Battlefront Miniatures want to provide an excellent gaming experience and reward you for your efforts and dedication to Flames of War. We look forward to offering you a unique experience that includes challenging missions, excellent scenery, and some good old fashioned fun. The weekend will introduce new players from all walks of life. We are looking forward to having a large number of players for the tourney and hope you make some new friends from around the country. So pack up your halftrack, polish your boots and prepare yourself for three days of war-torn action across the battlefields of World War Good luck, and we look forward to seeing you on the field of battle! Joe Krone, Battlefront Miniatures Venue Information The Flames Of War Nationals Tournament is being held this year during Historicon, at the Valley Forge Convention Center. Travel and accomodation information can be found at the venue web site: vfconventioncenter com More information about Historicon can be found at: historicon org HISTORICON Valley Forge Convention Center 1210 First Avenue King of Prussia, PA tournament Schedule Friday, July 9 th Registration hrs Welcome & Briefing hrs Game 1: Encounter hrs Break hrs Game 2: Fighting Withdrawal hrs Saturday, July 10 th Game 3: Clean Sweep hrs Lunch hrs Game 4: Night Assault hrs Break hrs Game 5: No Retreat hrs Sunday, July 11 th Game 6: Free-For-All hrs Lunch hrs Awards hrs

3 2010 Flames of war National Late-war tournament The 2010 Flames of War Tournament will be played using 1,500 point Late War armies. The tournament will consist of six missions which can be found in this packet or the Flames Of War rulebook. Rounds will be determined by game play results and each player will be seeded with an opponent of their caliber. Battle point match-ups are a higher priority than any other form of match-up so be prepared to play any army type or opponent. We will attempt to match up Axis vs. Allies whenever possible but do not expect every game to work out historically. For the first day we will also attempt to avoid matching up members of the same club. Each game is scheduled to take 2 hours. This time limit is approximate game time. We will do everything in our power to post the table assignments early and allow players to begin setting up once both people are present. All armies must be fully painted. Any miniatures not fully painted will be removed from the table prior to starting the tournament. MISSIONS All games are to be played using the missions listed in the tournament schedule in this packet. No Retreat and the new missions Clean Sweep and Night Assault are included in this pack. Encounter, Fighting Withdrawal and Free-For-All can be found in the Flames Of War rulebook. Fighting Withdrawal will be completed in its entirety regardless of the time limit. No Retreat will end after six full turns have been played. Since they are the last games of their respective days you will be able to complete your game without time being called. If a player is fielding an Allied Airborne Company, they may elect to play a Sieze and Hold mission instead of the final Free- For-All mission. In this situation, the Allied Airborne Company player must provide three Rommel s Asparagus for the defender to use during set-up. Only British and US Airborne companies may perform a Seize and Hold mission. Hell s Highway and A Bridge Too Far Airborne companies may perform a Seize and Hold mission but must adhere to all the rules located on page 54 of the D Minus 1 Intelligence Handbook. Due to the points differential no British Airlanding Companies may perform a Coup-de-main glider assault. Scoring We will be using an updated version of the Battlefront Tournament software and here is the scoring breakdown we will use for the 2010 Nationals: Scoring Breakdown Generalship: 70% Sporting Play: 20% Historical Army: 10% Draw Match-ups Ranking Victory Points then Wins Generalship Scoring Victory Points + Wins Sporting Play Breakdown Round-by-Round: 60% Popular Vote: 40% Historical Army Breakdown Force List: 0% Presentation: 10% Painting: 40% Popular Vote: 50% Please refer to the following list of books, PDFs and web site articles for legal armies: Fortress Europe Festung Europa D Minus 1 Bloody Omaha Monty s Meatgrinder Villers-Bocage Cobra US Rangers (Festung Europa) US Rangers (Bloody Omaha) Commando Troop (Festung Europa) Hammer and Sickle River of Heroes Stalin s Onslaught Hell s Highway A Bridge Too Far Dogs & Devils Only the following armies may take multiple companies: Army lists available on the Flames Of War web site listed under Official (This does not include any army lists currently Under Review.) LW-official Churchill squadron Italy (PDF) Churchill squadron Normandy (PDF) 4 th Special Service Brigade RM Commandos (PDF)

4 clean sweep Battles sweep across the land and the ebb and flow of combat will force units to cover a vast amount of real estate in a finite window of time. Engage the enemy, evaluate and interfere with their attack plan, and complete your mission objective. The Clean Sweep mission uses the, Fair Fight, Heavy Rains, and Reserves special rules Your Orders Your company has been tasked with investigating the surrounding area. Enemy dispositions are unknown and our intelligence is weak as to their objectives. Secure your position and deny the enemy any ground. Place one objective here Attacker s reserves arrive here 20 No Man s Land Attacker s deployment zone Attacker s reserves arrive here Defender s Table Edge Attacker s Table Edge Defender s reserves arrive here Defender s deployment zone No Man s Land 20 Defender s reserves arrive here Place one objective here Preparing for Battle 1. Mark the centre of the table so that the table quarters are obvious to both players Both players roll a die. The player with the higher score chooses one of the table quarters to attack from. The other player defends the diagonally opposite table quarter. The attacking player places an objective in one of the designated objective marker deployment areas. The defending player then places one objective marker in the opposite objective deployment area. Objective markers may not be placed within 16 of either the attacker s or defender s deployment zone. Starting with the attacker, both players now nominate at least half of their platoons to be held off the table in Reserves at the start of the game. Both players, starting with the attacking player, alternate placing platoons in their own table quarter. Platoons and Independent teams may not be placed within 8 of the table center. Both players now alternate placing their Independent Teams in their deployment areas starting with the attacking player. Beginning the Battle 1. The game begins in Heavy Rains. Starting with the attacker, both players make Reconnaissance Deployment moves. Both players now roll a die. The player who finished deploying their platoons first adds +1 to their roll. The player with the higher result has the first turn. In the event of a tie roll again. Ending the Battle The battle ends when either: Starting on turn 6, a player starts their turn in possession of one of the objectives, or a player fails their company motivation check, or the game runs out of time. Deciding Who Won The player that took an objective has secured a key piece of terrain on the field, forcing the enemy onto the defensive and winning the day. Calculate your Victory Points using the Victory Points Table on page 195. If neither side won use the Fair Fight special rule to determine their Victory Points. heavy rains The ground is soaked and has made travel very laborious. Cross country movement is considered Difficult Going. At the start of turn 3, the ground has dried enough to allow for normal movement for the remainder of the game.

5 night assault The Night Assault mission uses the, Fair Fight, Morning Breaks, and Night Fighting special rules. SITUATION BRIEFING Two enemy forces manoeuvre through the night probing the battle lines for signs of enemy strength. As morning approaches, contact is made! Each force must now find their best tactical position and align their forces for the ever looming break of dawn. Key positions are staked out, units deployed, and as daylight comes there will be an explosion of contact as each side is fully revealed to one another. Both sides will be locked into a bloody meeting engagement as they fight to control the strategic territory they occupied the previous evening. Preparing for Battle 1. Both players roll a die. The player rolling higher will be the Attacker. The player who rolled lower is considered the Defender. The Defender picks a short table edge to defend. Starting with the Attacker, both players place two objectives in their opponent s side of the table, at least 18 from the centre line but not within 8 of any table edge. 4. Place one objective at the centre point of the table. 5. Both players, starting with the Attacker, alternate placing their platoons in their deployment zone. Platoons may not be placed within 14 of the centre line of the table. 6. The Defender now places their Independent Teams in their own deployment area, followed by the Attacker placing their Independent Teams in their deployment area. Beginning the Battle 1. Both players may make their Reconnaissance Deployment moves for any Reconnaissance Platoons they have, starting with the attacker. Both players now roll a die. The player who finished deploying their platoons first adds +1 to their roll. The player with the higher result has the first turn. In the event of a tie roll again. The battle begins at night Attacker s deployment zone Defender places two objective here Centre Objective Attacker places two objective here Defender s deployment zone Centre line 1 Deciding Who Won The player who controls the centre objective or an objective in their opponent s side of the table wins the game. Calculate your Victory Points using the table on page 195 of the rule book. If neither side won, use the Fair Fight special rule to determine their Victory Points. Morning Breaks At the beginning of Turn 3 morning breaks; it is full daylight for the remainder of the game and the Night Fight rules are no longer in effect Ending the Battle The battle ends when either: On or after turn six when either player begins their turn in possession of the centre objective or any objective they placed in their opponent s side of the table. the game runs out of time.

6 No Retreat No Retreat uses the Ambush, Defensive Battle, Prepared Positions, and Reserves special rules. Your Orders Attacker The enemy has been beaten, but not defeated. They have fallen back to temporary defensive positions. You must defeat them here and force them to retreat. Once they have been pushed out of this position, the road is open and our mobile troops can surround and destroy them. Defender Things look bad, but the order has come to hold at all cost. Your forces are outnumbered and your defences barely dug, but you must hold until help arrives. If you can stop the enemy here, we will be able to reestablish the front line and prepare for a counterattack. There can be no retreat! Preparing For Battle 1. Determine the attacker and defender using the Defensive Battle special rule The defending player chooses which short table end they will deploy in. Starting with the defender, both players now place one objective each in the defender s end of the table. The objectives must be at least 8 /20cm from the centre line of the table, and may not be placed within 8 /20cm of any table edge. Next the defending player nominates at least half of their platoons to be held off the table in Reserve at the start of the game. Then the defender nominates one of the remaining platoons to be held in Ambush. Finally, they deploy the rest of their platoons in their half of the table. The attacker deploys their entire force in their half of the table at least 16 /40cm from the table centre line. Both players now place their Independent teams in their deployment areas starting with the defending player. Beginning The Battle 1. The defending force begins the game in prepared positions, so their troops are in Foxholes and Gone to Ground. Starting with the defender, both players make Reconnaissance Deployment moves for any Recce Platoons they have on table. The attacking player has the first turn. /20cm /20cm /20cm Attacker s Table Edge Attacker Deploys Here No Man s Land Defender Deploys Here Each player places one objective here Defender s Reserves arrive here Defender s Table Edge Ending The Battle The battle ends when either: 16 /40cm the attacker holds any of the objectives at the start of their turn, or the defender starts any of their turns from turn six with no attacking teams in the defender s half of the table. Deciding Who Won The attacker wins if the game ended because they started one of their turns holding an objective. They have broken the defensive position and forced the enemy to fall back. Otherwise the defender wins. The attack has been beaten off and the defender can now prepare their counter-stroke. Calculate your Victory Points using the Victory Points Table on page 195 of the rulebook.

7 Iron Cross Painting Competition Anyone is welcome to participate in the Iron Cross Painting Competition. RULES All entries must contain nothing but Battlefront Miniatures. Participants may enter as many categories as they wish, but no more than once in each category. Entries must be appropriately based and any excess basing or displays will be ignored for purposes of judging. All entries must remain with the judges until all judging has been completed. National Tournament participants may not enter categories with components of their army considering those components will be unavailable during the day. All entries must be approved by the judges prior to displaying. Judging Criteria The judges will objectively review each entry and can use the following categories to assist in the decision making process. Cleanliness Historical accuracy Highlighting and Shading Basing Details (unit markings, weathering, damage, camouflage, etc.) Model preparation CategoriES Best Platoon Must contain at least 3 teams. Must be a legal platoon according to the Intelligence Handbook or Army List chosen from. Must be based on the appropriate sized bases. Best Infantry Team Must be rated as an infantry team. Must be mounted on a medium sized base. Must contain at least 4 miniatures. Competition Schedule Saturday, October 10 th Registration hrs Judges voting hrs Awards hrs Best Tank Team Must be rated as a tank team with a top armour rating of at least 0. Best Gun Team Must be rated as a gun team. Must be mounted on a medium or large sized base. Must include the appropriate amount of crew. Best Warrior May be any type of team (tank, gun, infantry, etc) Must be based appropriately if an infantry or gun team Best Objective Marker Must be mounted on a large base Best In Show The winner from each category will be judged to determine the Best In Show winner. Bruce Oberst 2009 Best Gun Team Ned Merrick 2009 Best Tank Geordie Hicks 2009 Best Objective

8 Name: Address: City: State: Zip: Phone: Iron Cross Painting Competition Entry Form Best Platoon Best Infantry Team Best Tank Team Best Gun Team Best Warrior Best Objective Marker ID#

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