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HauptseiteProduktlinienFlames of War - RulebooksFlames of War Rulebook 2nd Edition ( HC )


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Flames of War Rulebook 2nd Edition ( HC )

 

Hersteller: 

Battlefront Miniatures Limited

Produktlinie: 

Flames of War - Rulebooks

Bestellnummer: 

BML FW001.2

Produkttyp: 

Grundregeln

Sprache: 

Englisch

Preis: 

40,00 EUR

Anmerkungen:

 

Sammlerstück / Rarität

Produktbeschreibung

176 pages ~ Second Printing Full Colour

Taking Your Turn
To keep track of the chaos that is a WWII battlefield, Flames of War breaks the actions of the players into turns and steps. Each player has a turn that is divided into three steps in which they move, shoot and assault. Each player takes turns to move through all three steps for their force before the other player takes their turn.
There are three steps to a turn:
MOVE: Manoeuvre your troops to shoot or assault the enemy.
SHOOT: Destroy enemy troops with shooting from your tanks, infantry and artillery.
ASSAULT: Charge enemy defences and take them with fierce hand-to-hand combat.

Moving Your Troops
Each type of team (a plastic base with 2 to 6 miniatures based on it) or vehicle (tank, armoured car, or truck) has a particular movement speed. In your turn you can move all of your troops up to their movement speed. You don't have to move every team or vehicle, and it's often a good idea not to (so your troops can shoot better for example).
Their movement can also be affected by rough terrain and obstacles.

Shooting at the Enemy
Once you've moved all your troops it's time to shoot. Your can shoot each of your infantry teams or vehicles in every turn (provided, of course, they can see something!)
Most weapons roll two dice to shoot if they didn't move, or one if they did.
The score your troops need to hit their target depends on how good the enemy is at spreading out and taking advantage of cover.
Conscripts, like Soviet troops, you'll need to roll 2+
Trained, like US troops and British tanks, you'll need to roll 3+
Veteran, like German troops and British infantry, you'll need to roll 4+
The score to hit is further modified by the range to the target (target over 16"/40cm are 1 harder to hit, i.e. +1 to the score required to hit). Terrain and the behaviour of troops can modify the score to hit as well. I've been hit Sir!
When a team or vehicle is hit by fire it gets a save, this entitles it to a dice roll to try and prevent the shot from having any effect.
Infantry need to roll a 3+ to save. If the roll is 3+ the team is saved and may continue the game, if it is 1 or 2 the team is destroyed. Unarmoured vehicles and Guns get a 5+ save.
Tanks and other armoured vehicles have an armour save; this pits the weapons anti-tank rating against the tanks armour. The target tank's player rolls a dice and adds to the armour value of the target. If it is more than the firer's guns' anti-tank rating the vehicle has saved, if it is equalled there is a chance the tank will become bailed out and if it is less the armour has been penetrated and the tank is bailed out, with a chance of being destroyed.

Blowing things up!
Each weapon also has a firepower rating; this is how good the weapon is at destroying targets. If a vehicle fails its armour save, or an unarmoured vehicle, gun or infantry fails its save and is in bulletproof cover the firing weapon must make a firepower roll to destroy the team.
If it fails, the target armoured vehicle is bailed out and unarmoured vehicles, guns or infantry are unharmed.
Assaults happen when you move you troops into contact with the enemy, it represents close range shooting as well as gritty hand-to-hand fighting.

Assaults are easy. An assaulting platoon and a defending platoon alternate rounds of combat until one side wins. You then move on to the next assault. Resolving an assault has three basic parts.
# Charge into contact and receiving defensive fire from the defending platoon.
# Assaulting teams within 2"/5cm of enemy teams roll a Skill test to destroy enemy teams.
# Defending platoon takes a Motivation test to launch a counterattack becoming the assaulting platoon and rolling to destroy enemy teams in turn.

Skill Tests
Conscripts, like Soviet troops, you need to roll 5+
Trained, like US troops and British tanks, you need to roll 4+
Veteran, like German troops and British infantry, you need to roll 3+
Both sides take turns at counterattacking until one side fails its Motivation test and flees.
Now you have reached the end of the first players turn it becomes the other sides turn and they run through all the steps above, then pass the turn back to the first player to begin the second game turn.

Motivating Your Troops
Motivation tests will also be required at various stages during a game of Flames Of War as mentioned above.

To make a Motivation test roll a dice for the testing platoon and check it against it Motivation below.

Motivation Score Needed
Reluctant, like un-enthusiastic Italian Fusilieri, you need to roll 5+
Confident, Like American, British and German troops, you need to roll 4+
Fearless, Soviet Troops, you need to roll 3+

Pinned Down
A platoon that receives 5 or more hits during shooting is Pinned Down. Pinned Down infantry platoons can't advance closer to the enemy, but they may move away. They also have their fire reduced to ROF 1 when it is their turn to shoot and they can't assault.

Bailed Out
When a tank is Bailed Out the vehicle cannot move, shoot or assault. At the beginning their own turn Bailed Out and Pinned Down troops they may make a Motivation test to recover from Bailed Out or Pinned Down. If they pass they may behave as normal.

This is just a short Overview of the Rules.

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