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InfantryAces Full Rules

The document describes a platoon commander newly promoted to lead a company after heavy losses at Cassino. It provides an overview of the battlefields around Cassino including the mountains, town, and Liri Valley. The campaign involves fighting through these different areas over multiple turns as the player's forces grow in size and experience.

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João Carlos
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0% found this document useful (0 votes)
65 views30 pages

InfantryAces Full Rules

The document describes a platoon commander newly promoted to lead a company after heavy losses at Cassino. It provides an overview of the battlefields around Cassino including the mountains, town, and Liri Valley. The campaign involves fighting through these different areas over multiple turns as the player's forces grow in size and experience.

Uploaded by

João Carlos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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You’ve been fighting in Italy for the better part of takes command and charges the enemy machine-gun

a year now. While hard, this campaign has moulded position. You and your men follow him in, fixing
your platoon into a deadly force. Battle after battle bayonets and throwing grenades into the enemy
in the mountains and valleys has led you and your men trenches.
to Cassino, a little town in the Liri Valley.
The enemy troops begin to flee, but a few are still
As you approach this new battlefield, the first holding out. Seeing an opportunity to turn the
thing you notice is a large building perched atop a enemy’s retreat into a rout, you order a squad around
mountain. Your company commander tells you it’s the building at the double and set up a machine-gun
an old Benedictine monastery. Behind its tranquil to fire on the retreating troops. You see the men
appearance there is a real sense of malice as it get into position and then launch an assault against
overlooks Cassino. You quickly realise this is going the last few enemy troops, pushing them out of
to be the ‘big one’. This battle will make or break their foxholes and into your trap. The machine-gun
whole divisions but for you and your men this will be squad opens fire and cuts them down as they try to
a battle of courage, bravery, and (hopefully) glory. escape.

You and the other platoon commanders are called The battle is short and sharp. After the shooting
together to talk about your first fight at Cassino. calms down your men look to their wounded. Among
The company commander assigns your platoon to them is your mortally wounded company commander.
spearhead the assault because he knows he can rely Six dead enemy soldiers lie scattered around him as
on your men. You head back and prepare them for he gives you orders to report back to headquarters
the mission. that the objective had been taken.

Moments later the signal is given and your men charge Within the hour reinforcements arrive and your
into the battle. No sooner have the first bullets weakened platoon is pulled from the front to recover
been fired than things go terribly awry. Your men are from the bloody battle. As the only surviving officer
ambushed and pinned down by machine-gun fire. The you have taken command of your ragged company.
other platoons attempt to reinforce your position, You find a good place to rest your men and leave
but are turned back with many casualties. them to recover as you make your way to battalion
headquarters to report the tragic loss of your
In sheer defiance of all of the chaos happening
company commander.
around him your company commander makes his way
to your position with some reinforcements. He then

 Infantry Aces
Infantry Aces
Infantry Aces is an escalation campaign that focuses on the In the first turn you will command a 500-point force, then
infantry forces that fought during the battles of Cassino in the second campaign turn you will receive 700 points and
in 1944. It is all about the rifleman’s fight for the town of in the final turn you will get up to 900 points.
Cassino, surrounding mountains, and the Liri Valley.
The escalation format is ideal for new players to learn
This is not your typical campaign. In the beginning you are a infantry basics without the intimidating presence of tanks.
platoon commander, but you have been suddenly promoted It is also a great opportunity for veteran players to start a
after your company commander met a soldier’s death. Now new infantry force with plenty of time between turns to get
in command of a small force, you must complete the mission their men painted up and ready for combat. Infantry Aces
that your predecessor began. gives all players the chance to have a look at infantry from
a new angle.
During the campaign you will write the story of your company
as you fight through the Italian countryside earning medals
and promotions. Your small force will grow and develop into Getting Started
an elite force ready for the final decisive battles on the road Infantry Aces includes the campaign rules, a campaign map
to Rome. found on pages 60 and 61, and campaign documents such
as company and results sheets. The campaign documents
What is an Escalation Campaign? can be found at the back of this book on pages 88 and
89, but you can also download them from our website:
An escalation campaign is different from a normal campaign
www.FlamesOfWar.com.
where players use the same points throughout the campaign.
Instead, an escalation campaign starts at a small point level Once you have read through these materials it’s time to select
and works its way up to higher levels at the beginning of your favourite infantry company and head to the battlefields
each campaign turn. of Cassino to do your part for victory!

Infantry Aces 
Part I: The Campaign
As you await your orders from Battalion you wander Finally your eye is drawn to the Liri Valley. A thin
up to the top of a hill where there is an observation line wanders up the length of the valley. An artillery
post overlooking the area. The small sandtables back observer tells you that it is Highway 6, which leads
at HQ depicting all of the major battlefields really to Rome. The Rapido River flows across the beginning
didn’t prepare you for what you see now. Looking of the valley, forming the first obstacle on the road
from the post you can see the entire battlefield in to Rome.
front of you in all its glory.
Running across the valley and the highway are two
On one side you see the imposing Appenine Mountains major fortified lines. The artillery observer offers
with Monte Cairo anchoring one end of the battlefield. you his binoculars. Looking through these you see
These mountains look impossible to cross, but large bunkers dotting the lines forming strongpoints.
your men will have no problem fighting along the There is barbed wire everywhere—surely there must
mountaintops. be no more left in Europe!

In the centre, at the base of the mountains, you see As you survey the battlefield a messenger arrives and
the town of Cassino. What was just a few months informs you that you are required at HQ to go over
ago a quaint little Italian town now lies in ruin, the coming battle. The time has finally arrived and you
devastated by air strikes and artillery bombardments. will soon know which of these areas you and your
The ground there will be difficult for tanks, so it’ll men will be fighting in.
be up to your brave men to attack as well as defend
against enemy assaults.

The Battlefields of Monte Cassino


The battles for Monte Cassino were fought for the control of three routes to Rome, the ultimate objective. These routes were
through the mountains, the town itself, and the Liri Valley. All three held the key to marching on Rome. For the Allies, each
battle relied on the success of the previous one to force a way through. For the Germans, it was about stopping the Allied
assaults wherever they were launched and not giving up any ground.
In Infantry Aces, the battlefields of Cassino are broken up into three routes: the mountains, the town, and the Liri Valley.
Players fight battles in these areas to help their side win the campaign.


The Campaign Map During a campaign turn players meet to play games in
the Areas associated with that campaign turn. Players may
The campaign map shows the area where players will fight
play any number of games with their Infantry Ace during a
the battles for Cassino. It has three Axes of Attack through
campaign turn.
which players will fight toward victory.
Players cannot play in Areas that do not match the current
What is a Route? turn. Players record the results of each game they play and
The battles for Cassino were essentially fought over three report them to the campaign organiser.
major routes: in the mountains, the Liri Valley, and the town Once a campaign turn is complete all of the Areas associated
itself. The Infantry Aces campaign map is divided into these with that campaign turn are locked down and no further
three paths and each is called a Route. games can be played in those Areas. The campaign organiser
totals up the number of wins for both sides to determine
What is an Area? who won the Area. The side with the most victories wins the
Each Route has three Areas, one for each campaign turn. Area and scores that Area’s Campaign Points.
The campaign now moves on to the next turn and players
How the Campaign Works may now play games in any Area associated with the new
The Infantry Aces campaign is played over three campaign turn.
turns. The length of time for each turn is up to the campaign The campaign concludes at the end of the third campaign
organiser (see page 83). A turn could last a week or two, or turn. The campaign organiser now totals up the number of
whatever amount of time that works best for your group. Campaign Points won by each side. The side with the most
points wins the campaign.


Playing the Campaign Players may play any of the normal Flames Of War missions
they like. For example, if the players are fighting across the
Games for each campaign turn can be played at any time
Rapido River, they may want to use the River Crossing
during that campaign turn. Players can meet whenever they
mission.
like to battle it out in the mountains, streets and valleys of
Cassino. Alternatively, if both players agree, they may choose to play
modified missions that reflect the conditions of Cassino.
Blue versus Blue These modifications (called Boots on the Ground) can be
If there are not enough Axis or Allied players to match found on our website: www.FlamesOfWar.com.
up together it is perfectly normal to match up two Boots on the Ground are designed to help match up your
players from the same side. The player who won the mission with the historical situation by adding some new
die roll to choose the Route plays for their side, and the advantages, challenges, and victory conditions.
other player represents the opposition.
Step Three: Record Results
Step One: Choose a Route
When you have completed your game, fill out a result sheet
There are three Routes to choose from. The first is through (page 88) and turn it in to the Campaign Organiser. Make
the mountains. The second is through the streets and build- sure that you report:
ings of Cassino itself. The third is through the heavily forti-
• The date of the game,
fied Liri Valley.
• what Area you were fighting in,
When two players are ready to play an Infantry Aces campaign
• which side won,
game they first have to determine who gets to choose which
Route they will be using for that game. Both players roll a • which campaign turn you are playing,
die. The player with the highest score decides which Route • both players’ names
the game will be fought over. In the event of a tie, simply roll • both players’ Infantry Aces’ names, and
again until there is a winner.
• the Experience Points earned by both players’ Infantry Aces.

Step Two: Play a Flames Of War Game Once your results have been turned in, you are free to play
another game, either in the same Area or somewhere else, if
Once the Route has been selected and both players know
you fancy a change. Each win moves your side closer to victory,
which mission they are going to play, it’s time to start rolling
so your team will benefit more for each game you play.
dice and moving miniatures!

A copy of the Infantry Aces Results Sheet can be photocopied from page 88 this book or downloaded from our website:
www.FlamesOfWar.com.

 Infantry Aces: The Campaign


Winning an Area Each area is worth a certain number of Campaign Points. As
the campaign progresses the Areas are worth more points.
At the end of each campaign turn, the campaign organiser
During the first turn, each Area is worth one point, in the
totals up all of the Allied and Axis victories in each Area. The
second turn they are worth two points each, and in the third
side with the greatest number of victories in each Area wins
turn they are worth three points each.
that Area.
At the end of the campaign turn, if no battles occurred in Ending the Campaign
an Area or if there is an equal number of Axis and Allied
At the conclusion of the third campaign turn the organiser
victories in that Area, the Axis side automatically wins, as the
and players have a choice. They can either end the campaign
Allies have failed to make any headway.
there or fight a big grand finale battle for Cassino.
Once a campaign turn is complete all of the Areas associated
If players choose to end the campaign after the third
with that campaign turn are locked down and no further
campaign turn, total up how many Campaign Points each
games can be played in those Areas.
side has won. The side with the most points wins the Cassino
The campaign now moves on to the next turn and players Infantry Aces campaign.
now play games in any Area associated with the new turn.
If players would like to fight a grand finale battle, play the
The campaign concludes at the end of the third campaign
Last Day in Combat mission on page 79.
turn.
The side that wins the Last Day in Combat mission adds the
Campaign Points Victory Points they have won to their overall total.
When one side wins an Area they are awarded Campaign The side with the highest number of Campaign Points wins
Points. These are added to their side’s Campaign Points grand the Cassino Infantry Aces campaign. Consult the victory
total. This total is kept by the campaign organiser. table below to see how well your side did in the campaign.

Campaign Points Allies Axis

Strategic Victory Strategic Victory


The Allied advance through Italy cannot be The imposing fortifications of the Gustav Line
18+ stopped. They have demolished any and all of
the German obstacles put in their way and the
and the tough defence of Cassino town and the
monastery have stopped the Allied armies cold. It
road to Rome lies open and unopposed. will be years before the Allies cross the Rapido.

Major Victory Major Victory


The Allies have ground their way through the Though the Gustav Line has been breached
14-17 battlefields of Cassino. The fighting was fierce
but the goal was won through hard work and
in places, the Germans still hold Cassino and
the monastery. Furthermore, the Hitler Line’s
co-operation between the Allied armies. Panther turrets have halted the Allies yet again.

Tactical Victory Tactical Victory


Cassino has proven to be a bloody crucible. The Allies have outflanked both the Gustav and
10-13 Every stone had to be bought and paid for with
blood, sweat, and tears. But that sacrifice has
Hitler Lines, but the Axis has bought enough
time to prepare the next fortified line. Here the
finally secured victory for the Allied cause. Allies will be stopped once again.

Historical Result
The battles for Cassino were some of the hardest fought during the war for several reasons. German fortifications and
cold, wet weather proved to be a tough challenge for the Allies. Furthermore, the Allied and Axis troops at Cassino were
among the most determined and brave soldiers of the war. Tough assault troops fought hardened veterans, making for
very fierce hand-to-hand fighting in the towns, mountains, and valleys of Cassino.
The battle raged on for five gruelling months, from January to May 1944. The Allies were made to pay in blood for each
step as they forced their way through the German lines. In terms of the Infantry Aces campaign, the fight for Cassino
would have resulted in an Allied Tactical Victory. Can you and your allies achieve a better result?

Infantry Aces: The Campaign 


Part II: Your Infantry Ace
As you enter the HQ tent you notice the Colonel gives you a battlefield promotion to Captain. However,
hunched over a map. After a short salute you report there is no time for pleasantries.
the loss of your commander. He thanks you for
The Colonel returns to his map. Pointing to a spot
the report, but tells you there is no time to send a
called Hill 94, he explains that the enemy has re-
replacement.
captured it and we need it back for our artillery
Based on reports from the field the Colonel believes observers. His problem is that he has no men left
that your experience and leadership in battle are to reclaim it.
perfectly suited for command. He recognises your
Knowing full well that you have barely enough men
ability to lead your men through a tough battle and
to fill two platoons, you volunteer your company.
still accomplish your mission. You keep your men
Reluctantly, he accepts and you put together a battle
moving despite tough enemy defenders, and you know
plan. You then return to your men and tell them to
how to clear the objective, even if it requires doing it
fall in…
yourself. In recognition of these traits, the Colonel

The most exciting aspect of Infantry Aces is creating your


own Flames Of War warrior, called an Infantry Ace. During No Warriors
the campaign, you follow your warrior’s story as he fights his In Infantry Aces you cannot take normal Flames Of War
way through the bloody battlefields of Monte Cassino. Warrior teams. Instead you will create your own Warrior
called an Infantry Ace.
Shortly before this campaign begins, your Infantry Ace was a
mere platoon leader. But his commanding officer has met an
unfortunate end, and suddenly he finds himself in command Characteristics
of the company. Your Infantry Ace is a Company Command team, replacing
your normal Company Command team. He retains the
As the campaign progresses, your Infantry Ace is put in
ratings and weapons of the Company Command team he
charge of more and more men and equipment. Initially,
replaced. He is a Warrior and follows all of the normal rules
a lowly Lieutenant, he has gained the temporary rank of
about Warriors found on page 68 in the Flames Of War
Captain and takes command of the company during the first
rulebook.
turn.
At the beginning of the second turn, his temporary rank has Playing Games
been confirmed and he is now officially a Captain, giving Your ace may play any number of games during a campaign
him more support to use in combat. turn. The more games he plays the more experience he will
During the third turn your Ace has been promoted once earn, making him a better Infantry Ace.
again to take command of your battalion and given the task
of leading the breakthrough. He’s been given lots of support
to get the job done.

 Infantry Aces: Your Infantry Ace


Earning Medals
Your Infantry Ace fights alongside your company earning
medals, getting promotions, and gaining abilities.
In turn one, your Infantry Ace must fight with what he can
muster. It’s not much, but it’s enough to get the job done. As
he continues through the campaign he will earn Experience
Points, which you can use to award him medals. Medals will
give him special abilities.
Your Ace receives Experience Points at the end of each game.
These include:
• one point for playing a game,
• one point if your Ace is not Destroyed and still on the table
when the game ends,
• one point if you win the game, and
• one point if your force has Destroyed at least one enemy
platoon.
(You may earn a maximum of 4 points per game).
Keep track of these points on your Infantry Aces Company
Chart. When your Ace fills all of the boxes leading up to a
medal he may select a skill from the Infantry Aces Abilities
list on pages 66 to 71.

Promotions
As the campaign rages on, your Ace has demonstrated his
combat and leadership skills. This has been recognised by
headquarters, which has promoted your Ace and given him
more resources.
At the start of each campaign turn every Infantry Aces is
promoted to the next rank. They immediately earn two bonus
Experience Points towards their next medal. Immediately
record these Experience Points on your Infantry Aces
Company Chart.
You will see that the chart already has the first two Experience A copy of the Infantry Aces Company Chart can be
Points marked. This represents your Ace taking command of photocopied from page 89 of this book or downloaded
your company in the first campaign turn. from our website: www.FlamesOfWar.com.

Selecting Abilities
When your Ace earns a medal, you can select an Ability from There are all sorts of ways your Ace can go with his abilities.
the Infantry Aces Ability List. These abilities give your Ace You can specialise him in one of the categories, or put
special rules to use in the game. together a combination. The choice is up to you and how
you would like to develop your Infantry Ace.
Abilities are split into three different categories: Leadership,
Tactics, and Combat. Abilities from these categories are Once you have selected your Ability, you cannot change it.
linked together. For example, combat abilities help your Abilities stay with your Ace throughout the campaign and
Ace in shooting and close combat, leadership abilities cannot be lost or taken away.
help with command and motivation, and tactics abilities
Your Infantry Ace may have up to four regular abilities
provide solutions to tactical problems such as obstacles and
during the campaign. He can also earn a fifth Ace of Aces
reconnaissance.
ability that he can use in the final battle of the campaign.
During the first turn of the campaign you can select abilities
from any of the categories. As the campaign progresses, the Note
abilities become better and affect larger numbers of troops
in your force. These advanced abilities require that your You do not have to select an Ability straight away when
Ace obtains certain basic abilities before he can select more your Ace earns a medal. You can choose to wait until
advanced ones. another campaign turn to select one or spend the points
right away.

Infantry Aces: Your Infantry Ace 


Turn 1 Abilities
The battle for Cassino has begun. The company commander has been killed in the opening days of the campaign and your
Infantry Ace has now found himself in command of the company. Despite the tragic loss of the commander, there is still a
job to be done. There is too much at stake and the enemy must not be allowed to prevail.
If your Infantry Ace earns a medal during the first campaign turn, you may select one of the following leadership, tactics, or
combat abilities. Remember, you do not have to choose an ability immediately when you earn a medal.

Leadership Abilities for campaign turn 1


Leadership is an essential quality for a company commander.
A good leader inspires his men by leading from the front. He I’m Already Here!
acts on his own initiative, taking advantage of the enemy’s Seeing that no enemy troops are occupying an objective,
weaknesses. you take a small squad forward and dig in. Moments later
you receive a radio message instructing you to secure the
In the first campaign turn, leadership abilities allow your
objective. You reply, “I’m already here! Where are you?”
Infantry Ace to capture objectives easier, take command of
platoons at a greater distance, and makes it harder for your Unlike normal Warrior teams, your Infantry Ace may take
opponent to kill your Infantry Ace. and contest an objective at up to 6”/15cm (instead of the
normal 4”/10cm).
You Missed Me!
You have an uncanny ability to avoid being hit when the Oi, You There!
enemy tries to shoot you. You have chalked this up to
As bullets fly overhead, two machine-gunners in a
good luck and the art of not being seen.
foxhole argue with each other about where to sight their
Your opponent must re-roll successful results to Destroy your gun. Suddenly a small stone strikes one of them in the
Infantry Ace using the Warrior Infantry Team Casualties helmet. “Oi! You there!” you yell out. “If you’re not
rule. going to use that thing, would you mind if we did?”
Your Infantry Ace’s Command Distance is increased by
2”/5cm.

Hill 94 is rocky and the muddy slopes prevent any heavy The enemy machine-guns fire a lethal volley of bullets
support from reaching your troops, however you know but you and your men press on regardless, and soon you
the same must be true of the enemy as well. They are find yourself up against the enemy buildings. Without a
fortified in a pair of pulverised buildings. The rubble moment to lose you toss a grenade into a small opening.
offers the men inside an ideal place to defend. It explodes and your troops attack, rushing in and
clearing out the objective.
Your company hasn’t received many replacements since
the attack on the machine-gun nest, but the battalion The enemy has been routed from Hill 94. Your men pause
commander has given you some mortars to help take the a moment to take in their victory. The view from the
hill. With your troops in position, you give the signal to hilltop gives you a good idea why it was so important.
the mortars. They reply instantly, putting several rounds You can see nearly the whole battlefield.
into the enemy positions. You lead the charge. The men
As you settle your troops on Hill 94 you receive word
follow you as fast as their legs can carry them around
from the Colonel that he has put your name in for
and over the rocks.
a commendation. You tell your men to dig in and make
themselves as comfortable as possible because Hill 94
will be their home for the next few days.

 Infantry Aces: Your Infantry Ace, Turn 1 Abilities


Tactics Abilities for campaign turn 1
Every commander needs to have a firm grasp of infantry tactics to win their battles. Using terrain, clearing obstacles, and
utilising artillery support can make the difference between success and failure in the field.
Tactics abilities focus on combat engineering, reconnaissance, and artillery coordination skills. While most companies have
basic training in a lot of these fields, your Infantry Ace can specialise in one or more of these areas to help give your company
a better chance at victory.

Nine Fingers I Need Mortar Support!


You are no stranger to TNT. Before the war you worked When training before the war you became proficient
in the mines where you accidentally blew off a finger with the mortar so you appreciate its usefulness in
while adjusting some blasting caps. Now more careful combat. When you assumed command, your first order
than ever, you use your expertise with explosives to help of business was to requisition a few cases of wine for the
keep the company moving forward. mortar platoon to secure rapid co-operation.
Your Infantry Ace is now a Pioneer team with Tank Once per game, your Infantry Ace may spot for an Artillery
Assault 3. This is in addition to his normal weapons. Bombardment from a battery of six Off-board Medium
mortars. These mortars have the range and field of fire to
hit anything on the table.
Recon Scout
As a young country boy you learned the art of tracking Your Infantry Ace does not suffer the normal +1 to Range
and hunting. You know the value of good reconnaissance. in for using your Company Commander.
To that end you’ve managed to ‘liberate’ a pair of enemy If your Ace fails to Range In this Bombardment he may not
binoculars to help scout the enemy positions. try again for the remainder of the game.
Your Infantry Ace may use the Eyes and Ears rule as though Off-board Medium mortars (rated Veteran): Anti-tank 2,
he were a Recce team. Firepower 6.

Combat Abilities for campaign turn 1


No matter how well you lead or plan the attack, it all comes
down to destroying the enemy before he can destroy you. The Weapons Upgrade
battle hinges on who can best their opponent in combat. You like using the right tool for the job. What you don’t
enjoy is carrying three types of ammunition, which is
Combat abilities focus on shooting, assault, and scavenging.
why your first sergeant has such a large backpack.
Using these abilities you can hone your Infantry Ace’s skill at
shooting, make him a terror in the assault, or turn him into a Before shooting with your Infantry Ace you may choose
collector of enemy equipment. Whichever you choose, your which weapon he will use. Your Infantry Ace may shoot as
Infantry Ace will excel in close combat. an Assault Rifle team, an MG team, or an Anti-tank team
(see below). Your Ace may choose a different weapon each
Crack Shot time he shoots.
According to some of your soldiers, during training you An Anti-tank team is an Infantry team with Range of
made a name for yourself by shooting the eye out of a 8”/20cm. ROF 1, Anti-tank 10, Firepower 5+, and Tank
chicken at 900 yards. You know that’s not entirely true... Assault 4.
it was more like 1000 yards.
Your Infantry Ace may re-roll one of his failed rolls to hit
when shooting normally or in Defensive Fire.

Heavy Assault
No one asks why you have notches carved in the handle
of your sharpened entrenching tool...
Your Infantry Ace may re-roll his failed skill checks to Hit
in Assault Combat.

Infantry Aces: Your Infantry Ace, Turn 1 Abilities 10


Turn 2 Abilities
The battle rages on and there are still many hills and strongpoints to be captured and attacks to be launched.
Whenever your Infantry Ace earns a medal during the second campaign turn, you may select one of the following leadership,
tactics, or combat abilities. Remember, you may also select abilities from the Turn 1 options.

Leadership Abilities for campaign turn 2


With the first turn well behind you, you can now begin to
refine your Infantry Ace’s abilities. The second campaign Stick It To ‘Em!
turn offers your Infantry Ace new leadership abilities. During an attack on an enemy strongpoint your men
become pinned down. Despite withering fire, you confi-
These build on the previous turn’s abilities. Rather than
dently walk in full view of the enemy gunners and pull a
focusing on your Infantry Ace as they did in the first turn,
junior officer out of a hole and order him to get in there
abilities in the second turn focus more on his platoons.
and stick it to the enemy.
When your Infantry Ace joins a platoon he will give them a
boost with his new ability. In the Starting Step, when your Ace joins a platoon that
is Pinned Down, that platoon automatically Rallies from
Deception being Pinned Down.
Using trickery is a perfectly legitimate military strategy. To take this Ability your Infantry Ace must have the
Your favourite trick is to order a platoon to march in view ability: I’m Already Here!
of the enemy and then loop back and repeat a few times,
to give the illusion that you’ve got a lot more troops. It’s
the oldest trick in the book, but it still works. It’s Only Mud!
At the start of the game when you would normally deploy During a hot pursuit of the enemy you come across a
Independent and Warrior teams, you may re-deploy one of few soldiers that are carefully navigating around some
your Combat or Weapons platoons on the table anywhere puddles. Kicking some mud into their faces, you say,
within your deployment area. “Well you’re dirty now. Come on, men. It’s only mud!”

To take this Ability your Infantry Ace must have the When your Infantry Ace joins a platoon, it may move At the
ability: You Missed Me! Double through Rough Terrain.
To take this Ability your Infantry Ace must have the
ability: Oi, You There!

Over the past few weeks you and your men have held Then one of your sergeants notices some movement
Hill 94 against a few small enemy assaults, but you on the left flank and points it out to the artillery
know that these were only launched to test your observer. The artilleryman hollers into his radio and
strength and that the big attack is still to come. within seconds artillery rounds plunge into the ad-
vancing enemy tearing them to shreds. You direct your
A messenger arrives from battalion headquarters.
mortars to lay down a barrage, adding to the carnage.
He reports that you should expect a strong enemy
counterattack within the hour. Division is sending Despite many casualties the enemy remains deter-
you some reinforcements to help hold the hill and mined to sweep you from the hill. They push on
soon a fresh platoon arrives along with an artillery and reach the summit. You draw your pistol and join
observer. your troops as they open fire before locking bayonets
with the enemy in hand-to-hand fighting. The fight
No sooner than everyone digs in, the enemy starts
is desperate, but slowly your company repels the
shelling the hilltop. Casualties are heavy, especially
attack.
among the new replacements, many of whom have
never experienced an artillery barrage before.

11 Infantry Aces: Your Infantry Ace, Turn 2 Abilities


Tactics Abilities for campaign turn 2
Tactics abilities in the second campaign turn develops the previous turn’s abilities further. Pioneer support will help your
troops dig in to defend against enemy attacks. Learning to keep your head down will allow you to close with the enemy
without taking many casualties. Your cooperation with the local artillerymen will certainly yield explosive results.

We’ll Fight Them Here Dig ‘Em Out!


You can visualise a battle in your mind before it happens, You always keep in close contact with the divisional
making you a natural at selecting the best ground. artillery. Whenever you are up against an entrenched
Unfortunately, you also tend to pick the most rocky terrain enemy you can rely on the artillery to dig them out so
imaginable. Good thing you’ve brought explosives! your men can move in and secure the objective.
Your Infantry Ace may join one of your Combat or Weapons Once per game, your Infantry Ace may Spot for an artillery
platoons and re-roll a failed roll to Dig In. bombardment from an off-board battery of four 105mm
howitzers. These howitzers have the range and field of fire
To take this Ability your Infantry Ace must have the
to hit anything on the table.
ability: Nine Fingers.
Your Infantry Ace does not suffer the normal +1 to Range
in for using your Company Commander.
Keep Your Head Down
You know that the best way to survive closing with the If your Ace fails to Range In this Bombardment he may not
enemy is to keep your head down. try again for the remainder of the game.

When your Infantry Ace joins one of your Combat or Off-board 105mm Howitzers (rated Veteran): Anti-tank 4,
Weapons platoons, it may use the Cautious Movement Firepower 4+.
rule. To take this Ability your Infantry Ace must have the
To take this Ability your Infantry Ace must have the ability: I Need Mortar Support!
ability: Recon Scout.

Combat Abilities for campaign turn 2


In the second campaign turn your Infantry Ace increases his
combat abilities. He has learned how to amplify his men’s We Can Use That!
shooting, he can keep his men focused on charging the Sometimes the enemy beats such a hasty retreat that
enemy, or he will encourage your men to take advantage of they leave their guns all alone in the rain and mud. You
abandoned enemy equipment. will find them a good home.
If your Combat or Weapons platoons win an Assault
Pour It On, Boys! during which you Destroy an enemy Gun team or Capture
You prefer to kill the enemy at range with machine-guns a Transport or Tank team that is Bailed Out or Bogged
and mortars rather than letting them get close. Down, you may attempt to commandeer the enemy team.
When your Infantry Ace joins one of your Combat or Roll a die for each Gun team or Bailed out or Bogged Down
Weapons platoons, the platoon may re-roll failed rolls To vehicle Destroyed in the Assault Step to see if your troops
Hit when shooting at targets greater than 16”/40cm away. can make use of the enemy equipment.
To take this Ability your Infantry Ace must have the • On a result of 4+ you may commandeer the gun team
ability: Crack Shot. or vehicle and it is now under your control. Remove an
Infantry team from the assaulting platoon and replace
it with the commandeered team. A commandeered team
Hit ‘Em Hard becomes an Independent team.
You and your men accept that there will be casualties
• On any other roll, the gun or tank is too far gone and
when charging the enemy and you do not let that slow
cannot be commandeered.
you down.
To take this Ability your Infantry Ace must have the
When your Infantry Ace joins one of your Combat or
ability: Weapons Upgrade.
Weapons platoons that launches an Assault, the platoon does
not count the first hit from Defensive fire when determining
if it will Fall Back (see page 154 of the rulebook).
To take this Ability your Infantry Ace must have the
ability: Heavy Assault.

Infantry Aces: Your Infantry Ace, Turn 2 Abilities 12


Turn 3 Abilities
You have led your men through the inferno of Cassino. Victory is within your grasp if you press on!
Whenever your Infantry Ace earns a medal during the third campaign turn, you may select one of the following leadership,
tactics, or combat abilities. Remember, you may also select abilities from the previous turns’ options.

Leadership Abilities for campaign turn 3


The leadership abilities in the final campaign turn reflect
your Infantry Ace’s arrival as a capable commander. His men Unshakeable
have followed him through the crucible of Cassino and will There is nothing on this earth that will stop you and
continue beside him through to the end. your men. Your company has become known as one of
the old guard in honour of your reputation for being
The abilities of the final turn generally influence your Infantry
unshakeable even in the most difficult of situations.
Ace’s entire company without him having to personally be
with them. Your Combat and Weapons Platoons fight to the last and
may re-roll any failed Platoon Morale Checks.
By now your Infantry Ace has developed his leadership style.
He might control the battle with an eye always on the big Your Infantry Ace may re-roll Company Morale Checks.
picture. He may lead by example, insisting his force fight
To take this Ability your Infantry Ace must have the
to the last. Finally, he may have trained his men to rush the
ability: Stick It To ‘Em!
enemy to give them no time to react.

Send Them In! Route Step


Your men have broken through the enemy lines. It’s time For you, movement is essential. Your troops are so swift
to send in the reserves to follow through and exploit the that they often catch the enemy eating their morning
gap in the enemy’s defences. bacon and eggs before they even know what’s going on.
Once each turn you may re-roll one die rolled to receive Infantry teams in your Combat and Weapons Platoons
Reserves for your force. move 8”/20cm instead of the normal 6”/15cm.
To take this Ability your Infantry Ace must have the To take this Ability your Infantry Ace must have the
ability: Deception. ability: It’s Only Mud.

The tanks move up and wipe out the enemy machine-


guns with point-blank cannon fire. Then suddenly one
of them erupts into a ball of flame as a hidden enemy
anti-tank gun scores a direct hit.

You grab a soldier hiding behind a rock and point to


one of the knocked out enemy machine-guns. You tell
him to see if he can get it operating and put some
fire on the anti-tank gun. The soldier rushes to the
machine-gun, looks it over, and gives you the thumbs-
up before turning it on the anti-tank gunners.

With the enemy machine-guns and anti-tank guns


neutralised, your men spring back into action and
After the battle on Hill 94 the Colonel arrives and press home the attack. The pioneers lead the last
congratulates you and your men for holding against charge belching flame onto the enemy defences. Using
tough odds and proudly announces that you have been grenades and cold steel your troops crash into the
promoted to Major. With the hill now secure the enemy’s foxholes and clear them out. Their attack
Colonel has another mission for you. force shattered, the enemy cracks under the pressure
of your battlegroup and runs away in full retreat.
The first fortification line in the Liri Valley has been
outflanked and all available units are being rushed A jeep bounces over the rugged terrain dodging craters
there to take part in the battle. The Colonel puts as it makes its way to you. A general jumps out and
you in command of a small battlegroup and tells you has a look at the battlefield. You snap to attention.
to meet the enemy attack in the valley and destroy it.
“Is this your unit, Major?” he asks. “Yes, sir.” you
A platoon of tanks and some pioneers are attached to
reply. “Damn fine work. As soon as you get things
your battlegroup to give your men a hand.
under control here report to Division. I’ve got a
When you arrive you immediately launch your attack, mission that requires your expertise.”
giving the enemy no time to react. Leading the assault,
“Yes, sir.” You snap to attention and salute as the
you and your troops are pinned down by heavy
General hops back into his jeep and drives off…
machine-gun and mortar fire.

13 Infantry Aces: Your Infantry Ace, Turn 3 Abilities


Tactics Abilities for campaign turn 3
By the third campaign turn your Infantry Ace has specialised into one of the three tactics types. He may have embraced the
value of pioneer equipment, giving his men excellent assault capabilities. Alternatively, he may have taught his men to use
recon information to take advantage of any enemy weakness. Finally, he may have focused on getting help from the artillery
to help break up enemy attacks or to dig the opposition out of their defences.

Burn ‘Em Out Bring Order to Chaos


Knowing you’ll be up against some tough defences, you Whether it was your personality or the steady supply of
have managed to requisition several flame-throwers for liquor, you’ve really made an impression on the artillery
your troops. The trick will be to get your soldiers to men at division. Whenever you put a call in for artillery
actually strap them to their backs. support they happily respond with everything they’ve
got, never wanting to miss an opportunity to “bring
At the start of the game before deployment, you may replace
order to chaos” with their big guns.
one non-Pioneer infantry team in each Combat platoon
with a Flame-thrower team. Once per game, your Infantry Ace may Spot for an artillery
bombardment from an off-board battery of four 155mm
To take this Ability your Infantry Ace must have the
howitzers. These howitzers have the range and field of fire
ability: We’ll Fight Them Here.
to hit anything on the table.
Your Infantry Ace does not suffer the normal +1 to Range
Spearpoint in for using your Company Commander.
Your patrols tell you exactly where the enemy is located
and where he’s planning to attack. Using this informa- If your Ace fails to Range In this Bombardment he may not
tion you can deploy your troops to best take advantage try again for the remainder of the game. Off-board 155mm
of the enemy’s weaknesses. Howitzers (rated Veteran): Anti-tank 5, Firepower 2+.

At the start of the game before deployment, you may place To take this Ability your Infantry Ace must have the
one platoon not held in Reserve in Immediate Ambush. ability: Dig ‘Em Out!

To take this Ability your Infantry Ace must have the


ability: Keep Your Head Down.

Combat Abilities for campaign turn 3


The battle is coming to its climax and your Infantry Ace
wants a piece of the action. He has developed his company
Interlocking Fire
into combat specialists and is ready to put them to the test in During the battle you’ve become an expert at putting
these final battles. Your Infantry Ace may have developed his together a solid defence. The key is making sure that
defensive plans to keep the enemy away from their objectives. every weapon has a wide open field of fire so that every-
He might drive his men into the assault, regardless of casual- thing can open up when the enemy attacks.
ties sustained. Or he could have made good use of a captured Dug In Gun teams can shoot over any Infantry teams in
pile of anti-tank mines. Foxholes or Trenches, whether the Infantry teams shoot or
not.
Get In There! To take this Ability your Infantry Ace must have the
There’s always more than one way to approach the ability: Pour It On, Boys!
enemy. If at first you don’t succeed...
If one of your Combat or Weapons Platoons is forced to Fall
Teller Mine Stash
Back by Defensive Fire, immediately take a Motivation
Test. If successful, the platoon is no-longer Pinned Down Over the past few months you’ve been secretly collecting
and may attempt to carry on with the Assault. The enemy Teller mines. You have promised your men they would
immediately shoots again in Defensive Fire as if this was a get to use them, however you can be quite forgetful and
new Assault. If the platoon is not forced to Fall Back this might have left them in a field somewhere.
time, it carries on the Assault as normal. If it is forced to At the start of the game before deployment, you may
Fall Back a second time by the enemy’s defensive fire, it decide to either deploy one Minefield or equip one of your
remains Pinned Down and Falls Back as normal. Combat platoons with Teller mines, giving each team Tank
Otherwise, the platoon remains Pinned Down and Falls Assault 5.
Back as normal. To take this Ability your Infantry Ace must have the
To take this Ability your Infantry Ace must have the ability: We Can Use That!
ability: Hit ‘Em Hard.

Infantry Aces: Your Infantry Ace, Turn 3 Abilities 14


Ace of Aces
Throughout the savage campaign at Cassino your Infantry Ace has fought heroically, earning medals and promotions in the
process. He stands among heroes, and for your brilliant service to your country you have been awarded its highest medal. He
has truly become an Ace of Aces.
After the third and last campaign turn there is still one more battle to be fought and won. Your Infantry Ace will fight along
side other Infantry Aces in the Last Day in Combat mission. Depending on how well your side did in the campaign, you will
be tasked to either attack or defend against enemy Infantry Aces in the coming battle. No matter which task he is given, he
is prepared for the battle.

Jack of all trades ace of aces ability


Your Infantry Ace has learned many lessons from his experiences. This gives him all of the tools needed to get the job done,
from calling in artillery to pushing his men forward to sweep the field clean of his enemies.

Jack of All Trades


During the course of the campaign you have chosen to diversify your abilities, learning lessons from all angles.
When your Ace selects this Ace of Aces Ability, he may immediately choose one additional Turn 1 or Turn 2 Ability. When
choosing this final Ability, you may ignore any required Abilities.
To take this Ability your Infantry Ace must have: any four Abilities from Turn 1 or 2.

Leadership ace of aces abilities


Your Infantry Ace has become an Ace of Aces in leadership. He excels at making sure that his men keep moving toward
victory through careful planning and hard driving.

Commander Major Lightning


You have a cunning grasp on the situation, always seeing You are affectionately known as ‘Major Lightning’ by
the bigger strategic picture. No matter how hot things the men in your company. You push your men forward
get, you always know what to do and when to do it. quickly to catch the enemy off-guard.
When you place an objective in your opponent’s deployment Any of your Combat and Weapons platoons with a
area or in No Man’s Land, you may place it up to 4”/10cm command team may attempt to move again at the start of
closer to your table edge than normal. the Shooting step instead of shooting.
To take this Ability your Infantry Ace must have the Roll a Skill test for each platoon:
ability: Send Them In!. • If successful, the platoon may move another 4”/10cm,
• Otherwise the platoon cannot move further this step.
Hero If a platoon fails to move, it may not shoot.
You completely disregard your own safety in order to
All of the normal rules apply for this movement. Platoons
get the job done. You lead from the front as an example
cannot make this move if they are Pinned Down or moved
to your men.
at the Double. Bogged Down or Bailed Out vehicles cannot
Any of your Combat or Weapons platoons in Line of Sight of make this extra move.
your Infantry Ace may re-roll any failed Motivation Tests.
To take this Ability your Infantry Ace must have the ability:
To take this Ability your Infantry Ace must have the Route Step.
ability: Unshakable.

15 Infantry Aces: Your Infantry Ace, Ace of Aces Abilities


Tactics ace of aces abilities
Your Infantry Ace has become an Ace of Aces in tactics.
He knows exactly what needs to be done to accomplish Reconnaissance Man
his mission. He has embraced pioneer, reconnaissance or You know the value of good reconnaissance work. You
artillery tactics to give his company the best chances on the use the information you’ve gathered to get a jump on
battlefield. the enemy attack.
At the beginning of the game after deployment, your non-
Vendetta Reconnaissance Combat and Weapons platoons may make
During the last battle an enemy tank killed one of your Reconnaissance Deployment moves.
company’s popular NCOs. Your men demand vengeance
on that tank, but really any destroyed vehicle will do. To take this Ability your Infantry Ace must have the
ability: Spearpoint.
Your Combat and Weapons platoons are rated Tank
Assault 3 and may re-roll failed Motivation Checks to
assault or counterattack tank teams. God Of War
To take this Ability your Infantry Ace must have the Using the big guns of the artillery, you will prove deci-
ability: Burn ‘Em Out!. sively that nothing solves a tactical problem better than
a copious amount of explosives.
Bombardments from I Need Mortar Support, Dig ‘Em Out,
and Bring Order to Chaos use a double-width template
and may re-roll misses.
To take this Ability your Infantry Ace must have the
ability: Bring Order To Chaos.

Combat ace of aces abilities


Your Infantry Ace has become an Ace of Aces in combat. He gets personally involved with the battle by laying out defences,
assaulting the enemy and making sure your troops have the right equipment for victory.

Master of Defence Assault Monster


You have prepared excellent defences and made sure Despite your rank, you still prefer to get in the assault
there are open fields of fire. It all comes down to your and wipe away the opposition with hand grenades,
men stopping the enemy cold in their tracks with a hail bayonets, and your trusty sharpened entrenching tool.
of accurate fire.
While your Infantry Ace is attached to one of your Combat
When not Pinned Down, your Combat and Weapons or Weapons platoons, your opponent must re-roll all suc-
platoons may re-roll all failed rolls to hit in Defensive Fire cessful hits on that platoon in Defensive Fire during an
during an Assault. Assault.
To take this Ability your Infantry Ace must have the To take this Ability your Infantry Ace must have the
ability: Interlocking Fire. ability: Get In There!.

Infantry Aces: Your Infantry Ace, Ace of Aces Abilities 16


Scavenger
With an impending promotion taking you from the field equip your Captured Equipment Platoon with Gun teams
you decide that now would be a good time to unleash all you may exchange one team for a Command Rifle team. If
that enemy equipment you’ve commandeered. There’s no your Captured Equipment Platoon is equipped with Tank
point hiding it from your superiors now. teams select one Tank team to become the Command team.
You may form a new Captured Equipment Platoon from Using Captured Tanks: If you choose to equip your platoon
teams in your Combat or Weapons platoons. with tank teams you may choose one of the following
options:
At the start of the game before deployment, you may remove
any number of teams from your Combat and Weapons platoons • Exchange three teams with a Captured Tank team
and place them into a special Captured Equipment Platoon. • Exchange six teams with two Captured Tank teams
Teams placed in the Captured Equipment Platoon are no • Exchange nine teams with three Captured Tank teams
longer part of their original platoons. Original platoons left
with one team as a result are automatically sent to the rear Using Captured Guns: If you chose to equip your platoon
and do not participate in the battle. with Gun teams you may make any or all of the following
changes to the Captured Equipment Platoon:
A Captured Equipment Platoon counts as a platoon for all
• Exchange a team with a Captured Anti-tank gun team.
purposes including deployment and Company Morale Checks.
You may do this up to three times for the platoon.
A Captured Equipment Platoon is a Combat platoon.
• Exchange a team with a Captured Machine-gun team.
Before deployment you must choose whether your platoon is You may do this up to three times for the platoon.
equipped with either Tank teams or Gun teams. It cannot be
• Exchange a team with a Captured Artillery team. You
equipped with both.
may do this up to three times for the platoon.
No matter which way you equip your Captured Equipment
To take this Ability your Infantry Ace must have the
Platoon, you must exchange all of the original teams for
ability: Teller Mine Stash.
captured equipment. Any team not exchanged is sent to the
rear and does not participate in the game. If you choose to
Captured Tank Team
Name Mobility Front Side Top Equipment and Notes
Weapon Range ROF Anti-tank Firepower
Captured Tank Fully-tracked 6 4 1 Co-ax MG, Hull MG.
75mm tank gun 32”/80cm 2 10 3+

Captured Gun Teams


Weapon Mobility Range ROF Anti-tank Firepower Notes
Captured Anti-tank gun Medium 32”/80cm 2 12 3+ Gun shield.
Captured Machine-gun Man-packed 24”/60cm 6 2 6 ROF 2 when pinned down.
Captured Artillery Immobile 24”/60cm 1 9 2+ Gun shield, Smoke.
Firing bombardments 72”/180cm - 4 4+ Smoke Bombardment.

Modelling Captured Equipment


When modelling your captured equipment, feel free to use whatever model you think fits your theme. For example, if you are
an American player fighting in Cassino, you may want to model a captured tank as a StuG assault gun. However, no matter
what models you use, the team always uses the characteristics found in the above arsenal.

17 Infantry Aces: Your Infantry Ace, Ace of Aces Abilities


Part III: Your Force
After blunting the enemy’s attack in the Liri Valley Your leadership has been recognised at the highest
you remove your force from the frontline for some levels and you have received medals and promotions.
much needed rest and reorganisation before heading You use the prestige you have gained to inspire your
back into the fight. men and equip them with reinforcements and heavy
weapons.
During the course of the campaign your force has
grown from a small company of experienced veterans Once the battlegroup has settled in for a night’s
to a battlegroup complete with tanks, artillery, and rest, you call up a jeep and instruct the driver to take
more. You and your men have overcome all types of you to division headquarters. It is time to see what
difficult trials across the battlefields of Cassino. the General has in store for you and your men.

Not surprisingly, Infantry Aces is all about infantry. Monte your Infantry Company. For example, you cannot change
Cassino was a difficult and obstructive battlefield, denying your force from a Grenadier company to a Fallschirmjäger
tanks and vehicles any ability to move or support their company. However, you may change what platoons you take
comrades. The fate of the battle relied heavily on each in your Grenadier company. Your force must also contain
and every rifleman from all armies, as they attacked and your Infantry Ace and you must follow the campaign turn
counterattacked through the mountains, valleys, and the rules for building your force (see pages 75 to 78).
town of Cassino.
Each campaign turn has its own set of rules telling you what
platoons have been made available to your Infantry Ace. At
Building Your Force the beginning of the campaign it’s just you and your men.
At the beginning of the campaign, each player must choose You cannot count on outside help straight away and you’ll
an Infantry Company to play during the whole course of have to accomplish the mission with what you have. As the
the campaign. Players cannot use Mechanised or Armoured campaign progresses, you’ll get to add support platoons as
companies in Infantry Aces. your missions become larger.
Build your company just like you would any normal Flames Of
War force. For example you must take a Company HQ and any
Note
mandatory platoons listed on your force’s company diagram. Your force does not need to be one that fought at Cassino.
You may bring whatever Late-war infantry company you
Once the campaign has begun, you are free to change the would like to play.
composition of your force, however you cannot change

Your Force in the first campaign turn


Cassino is a dangerous battlefield. Here the Germans have established not one, but two formidable defensive lines anchored
on both ends by mountains. In the middle of it all is the town of Cassino which lies in the shadow of a Benedictine monastery
atop Monte Cassino. It is here that the Germans intend to make the Allies bleed for every inch of the wet and muddy Italian
soil they capture.

Special Rules for the first campaign turn


During the first campaign turn your force uses the following special rules. These are in addition to any other special rules
that your force already uses.

You and Your Men Goat Trails & Mules


At the beginning of the campaign you’ve got your men and Mules moved guns and ammunition through the mountains
your mission, now get out there and get it done! of Italy for all of the armies. They were used to such an
extent that the mule trade had difficulty keeping up with
You may spend up to 500 points on your infantry company the demand.
with Company HQ, Combat, and Weapons Platoons.
Gun teams that are not Immobile may be carried by pack
You can take any platoon listed as Company HQ, Combat
mules. When using pack mules, a Gun team becomes a
or Weapons Platoons. However you cannot take Support
Pack Mule Transport team and moves as a Man-packed
Platoons at this stage in the campaign.
Gun team.

Infantry Aces: Your Force, The First Campaign Turn 18


Fortifications Pioneer Supply Vehicles
Companies on defence rely on well-built fortifications to Pioneers on both sides made sure that their comrades were
help them keep the enemy at bay. well covered by minefields and barbed wire fortifications.

If your company can take fortifications, it may do so even if Pioneer Supply vehicles are an exception to No Country for
they are not a Combat or Weapons platoon option. Tanks, however they automatically deploy their fortifica-
tions (see Pioneer Supply Vehicles in the rulebook) and send
No Country for Tanks the transports to the rear, even if you are the attacker.
The battlefields of Italy are tough going for vehicles, making
them of little value during the fight. The troops sent them to
the rear and kept them ready in case they were needed later Campaign Turn 1 Rules Summary
on to exploit a breakthrough. • You may spend up to 500 points in your force
• Combat and Weapons Platoons only (no support
Your company cannot field platoons equipped with Tank or platoons, these will come later)
Transport teams. • Forces cannot include transports or tanks
If one of your mandatory platoons is equipped entirely with • Your force may field fortifications
Tank teams, you do not have to take it for the purposes of • Pioneer Supply vehicles automatically deploy
building your force. fortifications
If any of your platoons include Transport teams, Tank • Use a 4’x4’ (120cm x 120cm) table
teams or Demolition Carriers, these vehicles are sent to the • Check mission modifications below
rear before the game begins and do not participate in the
• Gun teams may move as Man-packed teams
battle.
You may dismount Portee weapons and send the vehicles to
the rear at the start of the game and before deployment.

The Battlefield
Table Size Free-For-All & Encounter
The first campaign turn (500 points) should be played on Both players’ platoons may not be placed within 8”/20cm
a 4’x4’ (120cm x 120cm) table. Don’t forget to use lots of of the centre line of the table, instead of the normal
terrain to keep the game fun and exciting. 12”/30cm.

Mission Modifications No Retreat & Fighting Withdrawal


Infantry Aces is designed for infantry games and as such The attacking player deploys their entire force in their half of
some minor modifications to existing missions may be nec- the table at least 12”/30cm from the table centre line, instead
essary when playing games at 500 points. Use the following of the normal 16”/40cm.
modifications for Free-for-All, Encounter, No Retreat, and
Fighting Withdrawal.

19 Infantry Aces: Your Force, The First Campaign Turn


Your Force in the second campaign turn
The Allied and Axis soldiers continue to fight over the shattered battlefields of Cassino. They fight in the ridges high above,
amongst the ruined buildings of Cassino, and through the muddy mire in front of the formidable Gustav Line. There is
nowhere a soldier can go to escape the enemy’s artillery or snipers. The Allies continue to search in vain for terrain suitable to
bring their many tanks into the battle. The battle remains mostly an infantryman’s fight.

Special Rules for the second campaign turn


The second campaign turn uses the Goat Trails & Mules, No Country for Tanks, and Pioneer Supply Vehicles special rules
from the previous turn in addition to the following special rules:
Bring up the Reserves Secure the Objective
Headquarters has ordered a greater effort to achieve victory. Your support platoons cannot survive a night of brutal coun-
As such they have increased support to your company to terattacks by themselves, so you’ll need to send your infantry
assist you in completing this week’s missions. You’ve also in to secure the objective—after all, it is your mission!
received a little divisional support, which gives you access to
critical heavy weapons. Only your Warrior teams, Combat and Weapons Platoons
may hold or contest an Objective.
You may spend up to 700 points on your infantry company
with Company HQ, Combat, Weapons, and Support
Platoons.
Campaign Turn 2 Rules Summary
• You may spend up to 700 points in your force
• You may take Combat, Weapons, and Support
the Battlefield Platoons
• Forces cannot include transports or tanks
Table Size
• Pioneer Supply vehicles automatically deploy
The second campaign turn should be played on a 6’ x 4’
fortifications
(180cm x 120cm) table. Don’t forget to use lots of terrain to
keep the game fun and exciting. • Gun teams may move as Man-packed teams
• Only Combat and Weapons Platoons may secure or
No Mission Modifications contest Objectives
In the campaign’s second turn, there is no need to alter any • Use a 6’x4’ (180cm x 120cm) table
of the missions. Play any missions as you would a normal • No mission modifications
Flames Of War game.

Infantry Aces: Your Force, The Second Campaign Turn 20


Your Force in the Third campaign turn
Limited breakthroughs have allowed both armies to release small numbers of tanks to help the infantry. Bloody attacks and
counterattacks are fought over critical areas such as Hangman’s Hill and Hill 593. Allied assaults crash against the tough
fortifications of the Hitler Line where Panther turret bunkers cut down Allied tanks with ease. The final battles for Cassino
are being fought and they are even more desperate and bloody than those that came before.

Special Rules for the Third campaign turn


The third campaign turn uses the Goat Trails & Mules, Pioneer Supply Vehicles, and Secure the Objective special rules
from the previous turns in addition to the following special rules:
The Big Push Moving Foxholes
The campaign is reaching its climax and division is handing Your company has been authorised some armoured support.
out heavy support to its companies like candy. The big push These tanks, referred to as ‘moving foxholes’ by the infantry,
is upon us and you have been sent reinforcements and special will blast troublesome guns and exploit gaps in the enemy
weapons to accomplish your mission. lines.

You may spend up to 900 points on your infantry company Your force may include up to one platoon containing
with Company HQ, Combat, Weapons, and Support armoured vehicles, up to five of which may be Tank teams.
Platoons.
If one of your mandatory platoons is equipped entirely with
Tank teams, you do not have to take it for the purposes of
Turn 3 Rules Summary building your force.
• You may spend up to 900 points in your force.
If your Combat and Weapons Platoons include any Transport
• You may take Combat, Weapons, and Support teams, Tank teams or Demolition Carriers, these are sent to
Platoons. the rear before the game begins and do not participate in
• Your force may include up to one platoon with armoured the battle.
vehicles. If you do so, your force automatically attacks a
You may dismount a Portee weapon and send the vehicles to
player that does not have vehicles.
the rear at the start of the game and before deployment.
• Pioneer Supply vehicles automatically deploy
fortifications. If your force contains a platoon equipped with Tank
teams or armoured transports, it is always the attacker in
• Gun teams may move as Man-packed teams.
any mission that uses the Defensive Battle special rule or
• Only Combat and Weapons Platoons may secure or requires a die roll to determine who is the attacker. If both
contest Objectives. players have armoured vehicles roll a dice to determine who
• Use a 6’x4’ (180cm x 120cm) table or larger is the attacker and who is the defender.
• No mission modifications

The Battlefield
Table Size
The third campaign turn should be played on a 6’ x 4’ (180cm x 120cm) table or larger. Don’t forget to use lots of terrain to
keep the game fun and exciting.

No Mission Modifications
In the campaign’s third turn, there is no need to alter any of the missions. Play any missions as you would a normal Flames
Of War game.

21 Infantry Aces: Your Force, The Third Campaign Turn


Last Day in Combat Mission
As you enter the divisional headquarters the General the General tells everyone that this is where the
greets you straight away. Several other command- assault will be made. He passes out some aerial
ing officers are assembled in front of a large map. reconnaissance photographs. They reveal a battle-
Before you take a seat, the General pulls you field already scorched by fire and craters. Enemy
aside. defences have been hastily constructed, but still
pose a serious danger. The General tells you that
“Son, you’ve done well out there,” says the General. for the attack to succeed each of you will have to
“After this mission, I want you at my side at divi- work closely together.
sional headquarters. We need a man like you.”
“It’s a crazy battlefield, men.” says the General.
Thinking about your troops and leaving them behind, “Anything can happen out there. Watch each other’s
you hesitate. The general knows what you are backs and use any advantage you can. Dismissed!”
thinking, “I can make that an order.” With that, you
agree and the general slaps you on the shoulder. Confident in the plan, each commander leaves the
“Good man! Now, back to business.” headquarters and returns to their units to ready
them for the upcoming assault. As you leave, you
The General makes a few quick introductions and know that this will probably be your last day in
then gets straight into the briefing. The enemy’s combat—better make it a good one!
attack has lost momentum and now is the time
for us to strike. Pointing to a sector on the map

Playing the Last Day In Combat Mission


The Last Day in Combat mission brings together all of the Gather all of the Infantry Aces you can and set a date for the
Infantry Aces that have fought throughout the Cassino Last Day In Combat mission. There will be plenty of action
campaign to play a grand finale battle. for everyone and you will need each other to ensure victory
is yours.
Campaign Finale
The Last Day in Combat mission is the last game in the Random Events
Infantry Aces campaign. Leading up to this point, you and When playing the Last Day In Combat mission, strange
your allies have been fighting hard for each Area on the events will happen all across the battlefield. These events add
campaign map. Your side may have established a good lead an extra dimension to the mission and will bring flavour to
in points over your opponents, or perhaps you are short a your game.
few points. Either way, the Last Day In Combat mission
gives you one final chance to add Campaign Points. These events will have an impact on your game. You will
encounter everything from discovering a hidden art treasure
to rescuing a lost platoon in no man’s land, and more.
It’s a Social Game!
The Last Day In Combat mission is designed to be played Get out there!
with a group of friends. Unlike other Flames Of War missions,
this one is not meant to be perfectly balanced. This game Your Infantry Ace waits eagerly to complete his last combat
encourages players to get together and simply have fun as mission. Best not keep him waiting, there’s not a moment
they take their Aces on one last mission. to lose!

Infantry Aces: Last Day in Combat 22


Setting up and running the mission
At the end of the campaign, the players meet for this final The Battlefield
battle, known as the Last Day In Combat mission.
The table size depends on the number of players and the
chosen army size. Use the following chart to determine the
Players & Army Size optimal table size for your game.
The final battle can be fought with 2-8 players. If you would
like to play the game with more people, simply add more
500 Points (per player)
table space or run a second parallel game.
Players Table Approx. Time
Players can decide on any point level for the final battle using
all of the special rules from the third campaign turn. However, 2 4’x4’ (120cm x 120cm) 30-45 minutes
be aware of the time it might take if you have large armies. 4-8 6’x4’ (180cm x 120cm) 1-2 hours
So we recommend that players should stick to about 500-900
points per player. 700-900 Points (per player)
Players Table Approx. Time
Special Rules
The Last Day In Combat mission uses the Big Push, Moving 2-4 6’x4’ (180cm x 120cm) 1-2 hours
Foxholes, Goat Trails & Mules, Pioneer Supply Vehicles, 6-8 12’x4’ (360cm x 120cm) 2½-3½ hours
and Secure the Objective special rules from the Infantry
Aces campaign turns in addition to the Fortunes of War (see
below), Prepared Positions (see page 264 of the rulebook) and
Delayed Reserves (see page 269 of the rulebook) special rules.

Time
The mission runs on a timer so it is very important to first
establish a set end time for the game and then keep the game
moving swiftly to make sure everyone has a fun and fair
game. You will probably need half an hour plus an extra half
an hour for every 1000 points on a side.

Fortunes of War
During battle all sorts of unforeseen things can happen Step 1. At the beginning of a side’s Starting Step, choose a
making it hard for Commanders to rely on things going player to roll a die:
according to plan. • If the result is 4+, an event occurs on the battlefield.
• Otherwise, no event occurs this turn.
Events
As players fight it out, random events will occur around the Step 2. Assign each objective a number from 1 to 6 then roll
mission’s six objectives. At the beginning of a side’s turn, a die to determine which objective the event will occur at.
before any dice are rolled during the Starting Step, roll to Centre a 12”x12” (30cm x 30cm) Event Template over the
see if an event happens, then roll another die to see which objective so that it is square with the table.
objective it has occurred over. Finally, resolve the event. Step 3. Roll another die to determine which event will occur
under the template. Consult the event table to determine
what type of event happens.
Step 4. Resolve the event and resume play.

Tip
Use a Devastating Bombardment Template for the
12”x12” (30cm x 30cm) Event Template.

23 Infantry Aces: Last Day in Combat, Fortunes of War


Fortunes of War Events Table

Enemy Radio Wine Cellar Raid


As your men clear out an enemy outpost, they discover While on patrol one of your squads has stumbled across
an intact radio. Without a moment to lose you use it to a general’s private wine cellar. They notice that half of
call in the enemy’s artillery. Despite your terrible accent the wine has already been looted by the retreating enemy
over the radio, you manage to convince the enemy troops. After securing a lifetime’s supply for themselves,
artillerymen to shell their comrades. the squad has reported where it is, and the rumour
quickly spreads amongst the eager troops.
All enemy teams under the Event Template are hit by a
bombardment by four howitzers, rated Trained, with Anti- All platoons under the Event Template are Pinned Down as
tank 4 and Firepower 4+. they raise many toasts to their spoils of war.

Art Treasure Weapons Cache


A heavy artillery barrage has unearthed some hidden After overrunning an enemy position, one of your
art treasures. Among them is an original by Leonardo platoons starts cracking open a few crates lying about
daVinci, worth millions. Your platoon has gathered the and discovers an enemy weapons cache of sub-machine-
treasures and will keep them safe until after the battle guns, ammunition and a pile of anti-tank mines.
where they can be returned, sold, or smuggled home to Roll a die for each friendly and enemy platoon under the
hang above the mantelpiece. Event Template. If the result is 5+, all infantry teams in that
Roll a die for each friendly and enemy platoon under the platoon are upgraded with submachine-guns and anti-tank
Event Template. The platoon with the highest result (re- mines, making them SMG teams and Tank Assault 5.
roll ties) is now in possession of the treasures. Place a token
next to the platoon’s command team to mark that it has the
treasures. The Lost Platoon
If that platoon is Destroyed it drops the treasures, and leaves A platoon, long thought lost, is discovered still fighting
the art token on the table. Any platoon that has a team on the battlefield. They have rallied around a hero and
adjacent to the art token at the beginning of the Movement have fought for survival against terrible odds. Should
Step may pick it up and place it next to its command you send out reinforcements to save them, leave them to
team. their fate, or lead them on a heroic mission of sabotage
and harassment?
Whichever side is in possession of the art token at the end of
the game scores an extra Victory Point. The art token cannot Both sides roll a die. The side with the highest result may
be voluntarily transferred. choose one of their players who may restore a Destroyed
platoon to anywhere under the Event Template. If both
sides roll the same result, both sides may restore a Destroyed
Friendly Advice platoon.
In exchange for some cigarettes, a bar of chocolate, and A restored platoon may have up to five Infantry teams from
a promise that you won’t drive a tank through his house, the original platoon, one of which must be the Command
an Italian civilian named Luigi tells you exactly where team. It must be placed entirely under the Event Template.
the enemy positions are.
The restored platoon must be placed more than 4”/10cm
Luigi helps the side with the most teams under the Event away from all enemy teams and may not Launch an Assault
Template (roll if a tie). Remove one platoon from under in the turn it is restored. A restored platoon is considered to
the template and deploy it anywhere else under or within have moved in the turn it is restored.
12”/30cm of the template.
If no eligible players have any Destroyed platoons to restore,
The redeployed platoon must be placed more than 4”/10cm roll again on the Event Table until a different event
away from all enemy teams and cannot launch an assault occurs.
in the turn it is relocated.

Infantry Aces: Last Day in Combat, Fortunes of War 24


Last Day In Combat Mission

6”/15cm
1 2 3
12”/30cm 12”/30cm
Attacking Players Place Objectives Here

Defending Players’ Deployment Area


12”/30cm 12”/30cm
8”/20cm 8”/20cm
4
8”/20cm 8”/20cm
12”/30cm 12”/30cm
Attacking Players’ Deployment Area
Defending Players Place Objectives Here

12”/30cm 5 6 12”/30cm

The Last Day In Combat mission uses the Big Push, platoons in their sectors. Platoons held in reserve will arrive
Moving Foxholes, Goat Trails & Mules, Pioneer Supply in their respective player’s sector.
Vehicles, and Secure the Objective special rules from the
9. The attacking side now deploys its entire force in the area
Infantry Aces campaign turns in addition to the Fortunes
defined by the mission map.
of War (see above), Prepared Positions (see page 264 of
the rulebook) and Delayed Reserves (see page 269 of the
rulebook) special rules. Beginning the Battle
1. Defending players begin the game in Prepared Positions,
Your Orders so their troops are in Foxholes and Gone to Ground.
2. Starting with the Defending players, both sides make
Attackers
Reconnaissance Deployment moves for any Recce Platoons
Your forces have broken through and are now poised to take they have on the table.
advantage of the opening. However a thin line of enemy
troops have rushed to seal the opening. You must break 3. The Attacking players have the first turn.
through this line and march on toward victory.
Ending the Battle
Defenders The battle ends as soon as both sides have had the same
The enemy have managed to break a small hole in the line, number of turns and the agreed upon ending time has
but the battle is far from lost. Your forces must blunt and passed.
turn back their spearhead. Hold them until reinforcements If the game has reached a critical moment and both sides
arrive and then strike back to reclaim lost ground. want to see what happens next, give each side another turn
or two to find out.
Preparing for Battle
1. Decide on a start and ending time for the game. Deciding Who Won
2. The side with the most Campaign Points is the attacker At the start of a side’s turn when you normally check for
while the side with fewer Campaign Points is the defender. victory conditions that side earns one Victory Point for each
objective that it holds.
If both sides have an equal amount of Campaign Points,
both sides roll a die. The side with the highest result is the The side with the most Victory Points at the end of the game
attacker. wins the Last Day Of Combat mission.

3. The attacking side chooses a table side to attack from.


Figuring Out Campaign Points
4. The attackers place three objectives in the area defined by At the end of the game both sides tally up the total number
the mission map and number them 1, 2, and 3. of Victory Points they have earned. Subtract the losing side’s
5. Place an objective at the point marked 4 and number total Victory Points from the winners’ total. The remainder
it 4. is the number of Campaign Points the winning side adds to
their overall Campaign Points total.
6. The defenders then place two objectives in the area defined
by the mission map and number them 5 and 6. Rolling for Delayed Reserves
7. Each defending player nominates at least half of their Each defending player rolls for their own reserves as
platoons to be held off the table in Delayed Reserve. normal. Platoons arriving from reserve may only come
8. The defenders now evenly divide up their table edge into onto the table in the sector belonging to their respective
sectors, one for each player, and deploy their remaining player.

25 Infantry Aces: Last Day in Combat


Organising the campaign
The Infantry Aces campaign is a flexible system that encour- sparse will result in the mass slaughter of any troops trying to
ages players to play infantry battles and develop their own cross in the open, leading to very dull games.
special warriors called Infantry Aces. The campaign system is
built to pretty much run itself with a little help from you as Tracking the Campaign
the organiser. Here is a short guide to assist you in hosting Once the campaign has begun all that you need to worry
an exciting Infantry Aces campaign. about is keeping track of its progress on the Infantry Aces
Campaign Chart. This chart is the master record of the
Organise the Venue campaign, so place it in a safe place where players can see it
You can play Infantry Aces with your friends at the local and keep it up to date on the progress of the campaign.
store or gaming club. Choose a place that best suits your
You will need to record the results of each battle. Players
group and the number of players you expect will play.
will report their games to you. They will need to give you the
following information:
Organise Teams
• What Area they were fighting in, and
There are two teams, or sides, in Infantry Aces: the Axis and
• which side won.
the Allies. Organise your players into these two sides and
have them nominate a leader to coordinate their side and Record each victory with a mark in the winning side’s
their strategy. With that done they can begin fighting for the column.
battlefields of Cassino.
Winning an Area
Campaign Turns At the end of the campaign turn, total up all of the Allied
As the organiser one of your biggest responsibilities is to and Axis victories in each Area. The side with the highest
determine the length of the campaign turns. Infantry Aces is number of victories in each Area wins that Area. Circle the
quite flexible in how long you would like your turns to be. side that won the area. No further games can be played in
that Area.
Turns do not have to be the same length as each other. For
example, if your players are having fun playing at 500 points, At the end of the campaign turn, if no battles occurred in an
feel free to extend the turn. Area, the Axis side automatically wins it, as the Allies have
ignored it.
Short campaign turns mean the campaign will be fast and
sharp, maintaining players’ interest, but this requires your At the end of the campaign turn, if there is an equal number
players to be very active in playing games. Using longer turns of Axis and Allied victories in the same Area, the Axis side
gives your players more time to play games and build up wins the Area as the Allies have failed to make any headway.
their Infantry Ace warriors, but this requires more work to
keep their interest up over a longer time period. Campaign Points
When a side wins an Area they are awarded Campaign Points.
Setting Aside Game Days These are added to their side’s Campaign Points grand total
It is a good idea to set aside dedicated days to play Infantry found at the bottom of the Infantry Aces Campaign Chart.
Aces. This helps players schedule their game and ensures that
Each area is worth a certain number of Campaign Points.
they can get a table when they need one.
As the campaign progresses the areas are worth more points.
During the first turn, each area is worth one point, in the
Promote Your Event second turn they are worth two points each, and in the third
Having a good campaign promotion plan is essential as you turn they are worth three points each.
organise your event. No one will be excited to play Infantry
Aces if they don’t know what it is and where to play! For ideas
on how to promote your campaign check out our website:
www.FlamesOfWar.com.

Preparing for the Campaign


Make copies of the Infantry Aces Company Chart and the
Abilities Quick Reference Chart for each of your players so
that they can track the progress of their Infantry Ace and his
company.
Display the campaign map prominently so that all of your
players can see it and know where they will be fighting.
Make sure you have plenty of terrain for your games to
enable the infantry to close with the enemy. Tables that are

Infantry Aces: Organizing the Campaign 26


Ending the Campaign Campaign Kit
At the conclusion of the third campaign turn you have a choice Infantry Aces can be run completely from this book, but you
to make about how to end your Infantry Aces campaign. You can also get an Infantry Aces Campaign Kit, which includes
can either end the campaign at the conclusion of turn three everything you need on one large erasable wall chart.
or fight a big grand finale battle for Cassino.
The wall chart includes:
If players chose to end the campaign after the third campaign • Infantry Aces map,
turn, total up how many Campaign Points each side has
• Experience trackers for up to 18 players,
won. The side with the most wins the Cassino Infantry Aces
campaign. • Abilities Quick Reference chart,
• Order of Play, and
If players would like to fight the grand finale battle, play the
Last Day Of Combat mission on page 79. • a Victory Chart.

The side that won the Last Day in Combat mission adds the The Campaign Kit includes:
difference between each side’s total mission Victory Points to • one 22”x 39” (56cm x 74cm) Infantry Aces wall chart
their side’s Campaign Points total. The side with the highest • one wet-erase pen
number of Campaign Points wins the Cassino Infantry Aces
• ten Ace of Aces Badges
campaign.
The kit comes in a nice map tube which will keep your map
and gear safe and ready for the next Cassino campaign.
Infantry Aces Documents
All of the Infantry Aces charts and documents are avail- Ace of Aces Badge
able on our website, www.FlamesOfWar.com. These
Following the successful conclusion of your Infantry Aces
documents include:
campaign you may award your players with an Ace of Aces
• Infantry Aces Company Chart Badge, found with the Infantry Aces Campaign Kit or on
• Abilities Quick Reference Chart our website: www.FlamesOfWar.com.
• Infantry Aces Campaign Map The Ace of Aces Badge celebrates a player’s participation in
• Infantry Aces Results Sheet the campaign. Players from both sides that have filled their
Infantry Ace’s experience boxes are eligible for this award.
These can be
worn proudly
by players or
fastened to
army transport
bags to show
off their
achievement
in the hills,
valleys,
and towns
of Monte
Cassino!

Infantry Aces Events


Infantry Aces can be played casually with a group of friends. It
is fun to establish an Infantry Aces night to meet up and play Infantry Aces as a Tournament
some games, and tell each other the story of your heroic Aces You can also play Infantry Aces as a tournament event.
as they struggle over the shattered battlefield of Cassino. Players can plan their armies at the different point-levels
You can also participate in an Infantry Aces campaign at your ahead of time and then fight their way through the
local retail shop. Your campaign organiser will have a large battles of Cassino in a one or two day event.
print-out of the map with all of the campaign information One suggestion is to plan two 500-point games, one
written on it for everyone to see. Using this map you will be 700-point game, one 900-point game. Then gather your
able to track your Ace’s progress during the campaign and players together to play the grand finale game.
press on to win prizes and campaign medals to pin on your
Remember if you have more than eight players, it is a
shirt or army bag.
good idea to break the finale up into two or more games
Remember, the more games of Infantry Aces you play, the so that it does not slow down the pace of the event.
faster your Ace will gain abilities, so get out there and play!

27 Infantry Aces: Organizing the Campaign


Infantry Aces Terrain
It has often been said that terrain makes or breaks games. Playing on a sparse or poorly put together table will certainly result
in an unfair and dull game. When playing Infantry Aces it is important to remember that your gaming tables need terrain,
terrain, and then some more terrain! You do not need to have a lot of terrain to cover your battlefield, but if you place what
you have smartly, you can avoid the dangers of putting together an unbalanced table.

the Bad

Forests & Hills Open Spaces


Bad: Placing hills and forests at the table edges leaves Bad: Open areas mean certain death for any troops trying
them too far from the action in the front lines. When to cross them. The presence of these killing fields will
they do come into play, they will heavily favour the discourage players from moving forward and make for a
defender, making for an unbalanced game. very dull and one-sided game.
Good: Use hills and forests to fill open spaces on your Good: It is alright to have open spaces, just not large ones.
table, placing them along rivers, and in the middle of As a general rule of thumb, open spaces should not be more
the table to give everyone a chance to use them. than 10”/25cm across, giving infantry only a single turn in
the open, rather than several. Move forests and place fields
Rivers of standing crops to cover large open areas.
Bad: Small rivers such as the one above cut off areas
of the battlefield and decrease the playing area of your Roads
table. There are also only two crossing points right next Bad: Roads that cross perpendicular to the game’s action
to each other, making it extremely easy for the defender are next to useless to both players. Furthermore, roads
to bottleneck the attacker and stall the game. to nowhere look and feel extremely odd.
Good: Make the river more prominent and the reason Good: Arrange your roads so that they become
why your battle is being fought there. Remember to put important to the battle. A crossroads makes for an
plenty of spaced out crossing points. excellent point of terrain to fight over as it offers several
roads for both players to use.
Buildings
Bad: Scattered buildings that are too far apart are of no Linear Terrain
value to your troops, so they might as well not exist. Bad: Don’t place bits of linear terrain randomly across
Good: Settlements are most often found at important the battlefield. Who would build a bit of fence out in
river crossings or crossroads. Group buildings together the middle of an open field? Why is there a line of trees
to create a small town or village. This will give your in a random part of the battlefield?
troops something to fight over and make your table Good: Linear terrain is linear for a reason. It often lines
more believable. roads or sections off property. Place your linear terrain
along roads and around buildings or fields.

the Good

Infantry Aces: Terrain, Terrain and more Terrain 28


Abilities Quick Reference
Leadership

You Missed Me! I’m Already Here! Oi, You There!


Turn
Your opponent must re-roll Your Infantry Ace may Your Infantry Ace has
1 successful results to Destroy
your Infantry Ace.
hold and contest an
Objective from 6”/15cm.
+2”/5cm command range.

Deception Stick it to ‘Em! It’s only Mud!


Turn You may re-deploy one of When your Ace joins a When your Ace joins a

2 your platoons before the


game begins.
platoon that is Pinned
Down, it automatically
platoon, it may move At
the Double through rough
rallies. terrain.

Send Them In! Unshakeable Route Step


Turn Once each turn you may You may re-roll any failed Infantry teams in your
3 re-roll one die rolled to
receive Reserves for your
Platoon Morale Checks
and Company Morale
Combat or Weapons Platoons
move 8”/20cm instead of the
force. Checks. normal 6”/15cm.

Commander Hero Major Lightning

Tactics

Nine Fingers Recon Scout I Need Mortar


Turn Your Infantry Ace is now Your Infantry Ace may use Support!
1 a Pioneer team with Tank
Assault 3
the Eyes and Ears rule. Once per game, your
Ace may call in a 6-gun
Mortar bombardment.

We’ll Fight Them Keep Your Head Dig ‘Em Out!


Turn
Here Down Once per game, your
When your Ace joins When your Ace joins Ace may call in a
2 a platoon, the platoon
may re-roll failed dig-in
a platoon, the platoon
may use the Cautious
4-gun 105mm howitzer
bombardment.
attempts. Movement special rule.

Burn ‘Em Out Spearpoint Bring Order to


Turn Before the game begins, At the beginning of the Chaos

3
you may replace one game, you may deploy Once per game, your
infantry team in each one platoon in Immediate Ace may call in a 4-gun
Combat platoon with a Ambush. 155mm bombardment.
Flame-thrower team.

Reconnaissance
Vendetta God of War
Man

29 Infantry Aces: Ability Reference


Combat

Crack Shot Heavy Assault Weapons Upgrade


Turn
Your Infantry Ace may Your Infantry Ace may Your Infantry Ace may
1 re-roll one of his misses
while shooting.
re-roll his failed results to
Hit in an Assault.
shoot as an Assault Rifle,
MG, or Anti-tank team.

Pour It On, Boys! Hit ‘Em Hard We Can Use That!


Turn Combat or Weapons The first hit on a platoon If you win an Assault you
platoons with your Ace, with your Ace does not may capture and use enemy
2 may re-roll misses when
shooting at targets over
count towards Pinning
Down when launching an
Gun Teams or abandoned
vehicles.
16”/40cm away. Assault.

Interlocking Fire Get in There! Teller Mine Stash


Turn Dug In Gun teams can You may attempt to launch Before the game begins,
shoot over any Infantry the same Assault again you may either deploy a
3 team in a Foxhole or
Trench, whether the
with a Pinned Down
platoon if it passes a
minefield or give an entire
platoon Tank Assault 5.
Infantry shoots or not. Motivation Check.

Master of Defence Assault Monster Scavenger

Jack of All Trades

Campaign Turns 1 to 3
Jack of All Trades
Requires: Any four Abilities from Turn 1 or 2.

Infantry Aces: Ability Reference 30

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