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W1FoW Red Seize and Hold 8fh6s
W1FoW Red Seize and Hold 8fh6s
The glider is silent as it descends from Defender's Reserves arrive from here
the sky. Only the flak batteries shoot-
ing at the tug planes can be heard in
the distance. Each member of your
platoon instinctively holds their
breath as the wooden glider drops
lower and lower to the ground that Defender places their Units here
no one can see. Still, the bump and
grinding of a 'soft' landing startles
you and you can't help but think that
the enemy heard it too and you want
to get out of this death trap...
SPECIAL RULES
• Airborne Assault (Attacker)
• Immediate Reserves (Defender)
• Meeting Engagement (Attacker) 16”/40cm
• Scattered Delayed Reserves (Attacker)
• Dawn (Both Players)
SETTING UP
1. The Attacker picks a short
table edge to assault into. The
Defender approaches from the 8”/20cm
opposite edge.
2. Both players, starting with the
Attacker, place one Objective in
On 2, Drop or On 3, Drop or
the Attacker’s table half, at least Landing Zone must Landing Zone must
8”/20cm from table centre line be in this quarter be in this quarter
and all table edges.
Both players place
DEPLOYMENT an Objecrtive in this area
1. The Attacking player selects up 8”/20cm 8”/20cm
to 60% of their Force to deploy, On a 5 or 6, Drop or
Landing Zone may
and holds the rest in Scattered On 1, Drop or be in any quarter On 4, Drop or
Landing Zone must Landing Zone must
Delayed Reserves. They will dice be in this quarter be in this quarter
to see where each Unit will arrive
from Reserve. Remember only
Airborne Units may be deployed 8”/20cm
on the table.
2. The Attacking player places all
of their Drop Zone and Landing Attacker rolls to see where their Reserves arrive
Zone markers in random quar-
ters of their table half using the
Airborne Assault rules.
3. They then place their deployed Airborne Units on the table 8. The game starts with the Night rules in effect. Players will
using the Parachute or Glider Deployment rules. roll to determine when Dawn arrives.
4. The Defender selects up to 60% of their Force to deploy
WHO GOES FIRST
and holds the rest in Immediate Reserve. Reserves arrive
The Attacker has the first turn. As the game is a Meeting
from their short edge.
Engagement, the Attacker will Shoot as if they Moved and
5. The Defending player places their deployed Units in their cannot use Artillery or Aircraft on the first turn.
table half, at least 16"/40cm from the centre line.
6. Defending Infantry and Gun teams are Dug In and Gone WINNING THE GAME
to Ground at the start of the game. Attacking Units are • The Defender wins if they end their turn on or after the
not Dug In. sixth turn Holding an Objective.
7. All Infantry and Gun Units on the table are Pinned • The Attacker wins if they end a turn on or after the sixth
Down, and all Tank Teams are Bailed Out. turn with no Defending Tank, Infantry, or Gun teams
within 8”/20cm of the Objectives.
Drop Zone Marker
AIRBORNE ASSAULT MARKERS
Landing Zone Marker
LANDING
ZONE
16"/40cm
12"/30cm
8"/20cm
DROP ZONE
Crash!
Drift:
1 or 2: 4"/10cm
3 or 4: 8"/20cm
5 or 6: 12"/30cm
5CM GUN
h mat
MORTAR
0cm beac
landing craft to get your beach
landings on the table without the
2CM AA GUN
FRENCH TURRET
BUNKER FRENCH TURRET
BUNKER
x 48"/12
Anti-tank Bunkers
5CM BUNKER
1 or 2: 4"/10cm
Field Of Fire
Field Of Fire
3 or 4: 8"/20cm
1x 16”/40cm x 48”/120cm
16"/40cm 5 or 6: 12"/30cm
8.8CM BUNKER
6"/40cm
16"/40cm
ANAN TI-TA
TI-TANK BUNK BUNKER
IS HIT ON
2+
Minefield Tokens
R•
• BUNKE IS HIT ON
• GUN UNIT 2+
• BUNKER • BUNKER
• GUN UNIT SAVE
TION
2+
MOTIVA
MOTIVATION
NT 4+ 4+
5x Cardboard
CONFIDE
SAVE
CONFIDENT 8"/20cm
SKILL
8"/20cm Bunker
2+
5+SKILL Bunker
GREEN 5+
1
GREEN6 DROP ZONE
Bunker
AssaultAssault
Bunker 6
Drift:
Punch-out Sheets
CROSS 1 or 2: 4"/10cm
Crash!
Includes
Crash! ROAD DASH -
CROSS COUN
TRY DASH
- ROAD DASH Defilade CROSS 3 or 4: 8"/20cm
L A N TERRA
D I INNDASH
G - COUNTRY DASH
LANDING - 5 or 6: 12"/30cm
TACTICAL
DASH CROSS
- Walls
NOTES
Z O N E-TERRAIN-
TACTICAL
Z -OANTI- FIRE-
- ROF N EPOWER FIRE-
TANK NOTES
- MOVING
ANTI- Forward Firing
RANGE HALTED ROF 3+ POWER
17 TANK
HALTED2 MOVING
INS
NTA
O
C
OF G
BOCA
PARACHUTE DEPLOYMENT
A Parachute Unit deploys using the Airborne Assault rules
as follows: PARACHUTE DRIFT TABLE
1. Roll a die to determine the quarter in which their Drop DICE RESULT DISTANCE
Zone marker can be placed. On a roll of 5 or 6, the player
may choose any quarter to place the marker in. or 4"/10cm
2. Place the Drop Zone marker in the rolled quarter in any
orientation. or 8"/20cm
3. Roll to determine Unit’s direction of Drift and place the
Unit Leader against the appropriate face of the Drop or 12"/30cm
Zone marker.
4. Roll again to see how far the Unit Drifts using the ROUGH LANDINGS
Parachute Drift Table.
If a Parachute Unit Leader ends their Drift in Difficult or
5. Move the Unit Leader the indicated distance in the direc- Impassable Terrain or within 2"/5cm of an enemy team, they
tion of Drift. continue to Drift a further 4"/10cm.
6. Deploy the rest of the Unit so that it is In Command and • If the Unit Leader is still in Difficult Terrain, all Teams in
remove the Drop Zone marker. the Unit must immediately roll a Save or be Destroyed.
7. The Unit does not start the game Dug In or Gone to Ground. • If the Unit Leader is still in Impassable Terrain or within
2"/5cm of an enemy Team, the Unit is Destroyed.
• Otherwise, they deploy the rest of the Unit as normal at
their new location.
PARACHUTE DEPLOYMENT
2. Roll for direction of drift.
Place Unit Leader against Drop
Zone marker to show direction.
NE
ZO
O P ift :
DR Dr
"/1
0cm 3. Roll for distance drifted
o r 2: 4 0cm
1 : 8 "/2
4 cm
3 or 12"/30
r 6 :
5 o
4"/10cm
1. Place Drop Zone marker.
4. Move Unit Leader by drift distance.
GLIDER DEPLOYMENT
2. Place Unit Leader behind Landing Zone marker.
LA
ZO DIN
N
NE G
Cra
sh!
8"/
20c
m
12"
/30
16"
8"/20cm