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Command Cards: D-Day American
Command Cards: D-Day American

Contains 40 cards to enhance your force, field iconic warriors and cutomise your units. Command Cards allow Flames Of War generals to field iconic warriors, build new types of units, field new types of equipment, enhance your commander’s capabilities, and bring new tactics and strategems to the battlefield. The D-Day: American Command Card pack is our first full set of Late War Command cards, like in Mid-War you can add these cards to your force for a point cost listed on the card. But there have been some changes to the Late War Command Cards as well; we have two new types of command cards, Titles and Equipment. Here is a list of what command cards come in the box. The D-Day: Americans Command Card List * Softskin Transport - Build, Unit * Amphibious Transport - Build, Unit * Sherman DD - Build, Upgrade, Unit * Sandbag Armour - Build, Upgrade, Unit * Cullin Hedge Cutter - Build, Unit * 370th Fighter Group - Build, Upgrade, Limited * Division LeClerc - Formation * Demolitions Specialists - Formation * Div Arty, All In! - Force, Limited * Naval Gunfire - Force, Limited * Total Air Superiority - Force, Limited * Ivory X - Build, Unit * FFI Platoon - Build, Limited * FTP Platoon - Force, Build * French Resistance Raid - Force, Limited * Sticky Bombs - Unit * Tank Telephones - Build, Upgrade, Unit * Desert Veterans - Build, Formation * Cavalry Recon Troop - Formation, Limited * 2000lbs Bomb Load - Build, Unit * 4th Infantry Division Ivy - Build, Formation, Title * 5th Infantry Division Red Devils - Build, Formation, Title * 8th Infantry Division Pathfinder - Build, Formation, Title * 9th Infantry Division Old Reliables - Build, Formation, Title * 28th Infantry Division Keystone - Build, Formation, Title * 30th Infantry Division Old Hickory - Build, Formation, Title * 35th Infantry Division Santa Fe - Build, Formation, Title * 79th Infantry Division Cross Of Lorraine - Build, Formation, Title * 80th Infantry Division Blue Ridge - Build, Formation, Title * 83rd Infantry Division Thunderbolt - Build, Formation, Title * 90th Infantry Division Tough 'Ombres - Build, Formation, Title * Engineer Combat Company - Build, Formation * Engineer Combat Platoon - Build, Unit * Norman 'Dutch' Cota - Warrior, Formation * Lafayette Poole - Warrior, Unit * Turner Turnbull - Warrior, Unit * James Earl Rudder - Warrior, Formation * Lucky - Force, Limited * 4.2 Inch Chemical Mortars - Build, Unit, Limited

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9.00 €
Command Cards: D-Day British
Command Cards: D-Day British

Contains 47 cards to enhance your force, field iconic warriors and cutomise your units. Command Cards allow Flames Of War generals to field iconic warriors, build new types of units, field new types of equipment, enhance your commander’s capabilities, and bring new tactics and strategems to the battlefield. Command Cards are entirely optional and can be added to your force in two ways. You can add them to your normal point cost, just as you would add a unit to your force, or you and your opponent can agree on a set amount of points that each may use just to add Command Cards to your lists. Many Command Cards are hidden until they are used, so you’re never quite sure what your opponent’s battle plans are until they are revealed. While hidden, Command Cards do not affect their attached unit—a player must reveal them if they wish to gain the benefits of the card. Some Command Cards must be revealed at the start of the game; these cards are used to build your army and have the keyword 'Build'. The D-Day: British Command Card pack is a full set of Late War Command cards, like in Mid-War you can add these cards to your force for a point cost listed on the card. But there have been some changes to the Late War Command Cards as well; we have two new types of command cards, Titles and Equipment. Here is a list of what command cards come in the box. * 3-ton Lorry Transport - Build, Unit * M5 Half-track Transport - Build, Unit * Carrier Transport - Build, Unit * Kangaroo Transport - Build, Unit * Lucky - Force, Limited * French Resistance Raid - Force, Limited * Gammon Bombs - Unit * Artillery Group Royal Artillery, AGRA - Build, Formation * Naval Gunfire - Force, Limited * Total Air Superiority - Force, Limited * Assault Pioneer Platoon - Build, Formation, Limited * Breaching Group, Build, Formation, Limited * ARVE Assault Bridge - Build, Upgrade, Unit * Sherman Mineflails - Build, Upgrade, Unit * Sherman DD - Build, Upgrade, Unit * .50cal Carrier - Build, Upgrade, Unit * Commando Flame-thrower - Build Formation * Dedicated AA - Formation * Sexton Field Troop - Build, Unit * 4.2 Inch Mortars - Build, Unit, Limited * Tommy Guns - Unit * Recce Squadron - Build, Formation, Limited * SAS Parachute Squadron - Build, Formation, Limited * Canadian Recce Squadron - Build, Formation * FTP Platoon - Force, Build, Limited * FFI Platoon - Force, Build, Limited * Sherwood Rangers - Build, Formation * 51st Highland Division, Bagpipes - Build, Formation, Title * Guards Armoured Division, Unflappable - Build, Formation, Title * Canadian Division, Relentless - Build, Formation, Title * Canadian Division, Determination - Build, Formation, Title * 6th Guards Tank Brigade, Infantry Tanks - Build, Formation, Title * 15th Scottish Division, Tank Escorts - Build, Formation, Title * 1 SS Brigade, Lovat's Boys - Formation, Title * 1st Polish Armoured Division, Black Devils - Formation, Title * 3rd Division, Monty's Ironsides - Build, Formation, Title * 43rd (Wessex) Division, Cautious Not Stupid - Build, Limited, Formation, Title * 49th (West Riding) Division, Polar Bear - Build, Formation, Title * 53rd (Welsh) Division, Welsh Division - Build, Formation, Title * 1st Canadian Parachute Battalion, Relentless - Build, Formation, Title * Stan Hollis - Warrior, Unit * Peter Young - Warrior, Unit * David V. Currie - Warrior, Unit * Sydney Valepy Radley-Walters - Warrior, Unit * Joe Ekins - Warrior, Unit * Richard Pine-Coffin - Warrior, Formation * US 29th Infantry Division, Crocodile Support - US, Formation, Title, Limited

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9.00 €
Command Cards: D-Day German
Command Cards: D-Day German

Contains 46 cards to enhance your force, field iconic warriors and customize your units. The D-Day: German command card pack includes six warriors: Friedrich Adario, Heinz Auert, Wilhelm Bäder, Heinz Deutsch, Hermann Droppman, and Kurt Knispel. These tough fighters were all awarded the Knight’s Cross, one of Germany’s highest awards. Kurt Knispel, veteran of years of combat on the Eastern Front, led a platoon of Tiger heavy tanks in Normandy. As the highest scoring tank ace, Knispel rarely missed his target, and refused to leave the battlefield until the task was completed. Wilhelm Bäder and Hermann Dropmann led grenadiers into battle. Bäder, an ex-artilleryman, made good use of his formation’s mortars and infantry guns, while Dropmann, despite being a colonel in charge of a whole regiment, knocked out five tanks in close combat in a single day, for a career total of at least fifteen tanks. Friedrich Adario and Heinz Deutsch were both deadly efficient anti-tank commanders. Adario’s long 8.8cm guns were deadly when striking from ambush, destroying well over one hundred British tanks from long range in the Normandy campaign. Deutsch led a StuG assault gun platoon, and ended the war with a claim to 46 Allied tanks destroyed. Heinz Auert was a real fire eater who commanded a reconnaissance company. Rarely waiting to give the enemy time to prepare, or time for his supporting troops to arrive, Auert attacked, catching the enemy by surprise as they were preparing their own attack. Command Cards The Command Cards introduce a new concept, title cards. These cards have the title of a division and a special rule giving the division’s flavour. The key is that you can only have one title in your force. Beach Defence troops gain five different varieties from fast bicycle troops to specialist assault battalions, from reluctant ‘volunteers’ from the prisoner of war camps to the higher-quality 352nd Infantry Division. Your beach defence troops can also enhance their firepower with cheaper, but not as well-trained, artillery, anti-aircraft, and anti-tank options. The Fallschirmjäger paratroopers add three different titles from the barely-trained 5th Fallschirmjäger Division to von der Heydte’s elite 6th Fallschirmjäger Regiment. The panzers round out their options with three more divisions to join the basic Panzer Lehr. These range from the superb 2nd Panzer Division which adopted night attacks to avoid Allied firepower to the barely-trained 116th ‘Greyhound’ Panzer Division. Other ways in which you can customise your force include crewing your Tiger tanks with aces, allowing your assault guns’ escort platoon to operate as true tank riders, upgrading your infantry to pioneers, armouring your self-propelled anti-aircraft guns, allowing your heavy anti-tank guns to fire as artillery, and creating fortified defences with MG and anti-tank nests, dug-in tanks, and misplaced and forgotten minefields. You can even cause the Allied heavy bombers to score an ‘own goal’, delaying their own reserves! There are also a few new formations, such as scout companies equipped with various armoured cars. Last, but not least, the Lucky card gives you a useful one-point filler, giving you that critical re-roll just when you need it. The D-Day: German Command Card pack is our first full set of Late War Command cards, like in Mid-War you can add these cards to your force for a point cost listed on the card. But there have been some changes to the Late War Command Cards as well; we have two new types of command cards, Titles and Equipment. Here is a list of what command cards come in the box. The D-Day: German Command Card List * Softskin Transport - Build, Unit * Sd Kfz 250 OP - Build, Unit * Lucky - Force, Limited * Assault Gun Escorts - Build, Formation * Pioneer Platoon - Build, Unit * Panzer Pioneer Platoon, Build, Unit * Goliath Remote Control Bomb - Unit * Armoured Flak Half-tracks - Unit * Machine-gun Nests - Build, Unit * Pakfront - Build, Unit * Dug-in Panzer IV - Build, Unit * Old Minefields - Force, Limited * Looted Tank - Build, Unit * Own Goal - Force, Limited * Puma Scout Company - Build, Formation * Half-track Scout Company - Build, Formation, Limited * Screaming Meemies - Force Limited * 275th Infantry Division 10.5cm Howitzer - Build, Formation, Title * 77th Infantry Divisions, 8.8.cm Tank-hunter - Build, Formation, Title * 8.8cm Assault Flak - Build, Force * 265th Infantry Division Russian Guns - Build, Formation, Title * 8.8cm Tank-hunter - Build, Unit * Brummbär - Build, Unit * 2nd Panzer Division, Night Attacks - Build, Formation, Title * 9th Panzer Division, Rebuilding - Build, Formation, Title * 116th Panzer Division, Grey Hound - Build, Formation, Title * 16th Luftwaffe Field Division, Air Force Soldiers * 352nd Infantry Division, Eastern Front - Build, Formation, Title * 30th Fast Brigade, Bicycles - Build, Formation, Title * Seventh Army, Assault Battalion - Build, Formation, Title * 716th Infantry Division, OST Battaliion - Build, Formation, Title * 2nd Fallschirmjäger Division, Defence Of Brest - Build, Formation, Title * 5th Fallschirmjäger Division, No Jump Training - Build, Formation, Title * 6th Fallschirmjäger Regiment, Von Der Heydte - Build, Formation, Title * Tiger Ace - Unit * Clever Hans - Tiger Ace Skill * Deadly Gunner - Tiger Ace Skill * Rapid Fire - Tiger Ace Skill * Schnell - Tiger Ace Skill * Roll Over Them - Tiger Ace Skill * Wilhelm Bäder - Formation, Warrior * Heinz Deutsch - Formation, Warrior * Friedrich Adrario - Unit, Warrior * Heinz Auert - Formation, Warrior * Hermann Dropmann - Formation, Warrior * Kurt Knispel - Unit, Warrior Command Cards are entirely optional and can be added to your force in two ways. You can add them to your normal point cost, just as you would add a unit to your force, or you and your opponent can agree on a set amount of points that each may use just to add Command Cards to your lists. Many Command Cards are hidden until they are used, so you’re never quite sure what your opponent’s battle plans are until they are revealed. While hidden, Command Cards do not affect their attached unit—a player must reveal them if they wish to gain the benefits of the card. Some Command Cards must be revealed at the start of the game; these cards are used to build your army and have the keyword 'Build'.

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9.00 €
Csaba Armoured Car
Csaba Armoured Car

39M Csaba The Csaba armoured car started life as a design by former Hungarian engineer Michael Straussler. He designed a four-wheel-drive armoured car for the British army in 1933, and asked Hungarian company Manfred Weiss to produce the prototype for him. This armoured car was the AC I. The Hungarian saw advantages applicable to their own uses in this vehicle, but due to the depression and tight finances were unable to purchase it. In 1935 Straussler and Manfred Weiss continued to develop the concept and produced the AC II. The new vehicle had both front and rear driving positions for easy extraction from difficult positions. Manfred Weiss produced two prototypes; one went to the British army for testing while the other remained at the factory. Under the guidance of the Hungarian Military Technical Institute Manfred Weiss went about designing a turret. The final prototype was purchased by the army and underwent trials alongside a number of foreign designs. After trials, the AC II was accepted in 1939, designated the 39M Csaba and was intended for reconnaissance units. The turret was armed with a 20mm 36M Solothurn anti-tank rifle and a 8mm machine-gun. In 1939 the Ministry of Defence ordered 61 Csaba and then a further 20 were ordered in 1940. 12 40M Csaba command variants were ordered in 1940 as well as command vehicles for company and battalion commands. These vehicles had smaller turrets armed with a single 8mm machine-gun and carried a more powerful radio with a large antenna array.

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11.00 €
D-Day American (HC)
D-Day American (HC)

D-Day: American is a 120pg Hardback Book that contains Forces for Parachute Rifle Company, Glider Rifle Company, Ranger Company, Assault Company, Rifle Company, Veteran Assault Company, Veteran Rifle Company, M4 Sherman Tank Company, M5 Stuart Tank Company, Armored Rifle Company, Veteran M4 Sherman Tank Company, Veteran M5 Stuart Tank Company, Veteran Armored Rifle Company, and M10 Tank Destroyer Company. The D-Day landings were the biggest undertaking of the US Army to that point in the war. The US Army was huge, but most of its divisions were totally inexperienced. Only a handful of divisions had taken part in the fighting in North Africa, and most of those were still engaged in Italy. To offset this inexperience, they had raised elite assault troops, such as paratroopers and rangers, reorganised their regular troops for assault landings, and brought experienced veteran divisions back from the Mediterranean. This gives an American commander a wide choice of forces, even though their equipment was standardised to maximise the benefits of Americsn-style mass production. Do you want to field fresh, eager troops, available in significant numbers, or do you want to field the less common desert veterans. Are you content with regular army troops, or do you want a small, elite strike force? What's In The Book? Parachute Rifle Company * Hard-as-nails volunteers. Fearless and trained exceptionally hard, so ready for anything. * Ready for anything. Platoons include riflemen, light machine-guns, mortars, and bazookas. * Platoons can be further reinforced with extra bazookas and light machine-guns. * Light infantry, so few integrated weapons. Just mortars, pack howitzers, anti-tank guns, and recon jeeps. * Can parachute into battle in airborne assault missions. * Regular army troops can provide tanks and heavier fire support. * Tanks, who needs tanks? I’ll just rip it apart with my bare hands! Glider Rifle Company * Large rifle platoons reinforced with light machine-guns, mortars, and bazookas. * Platoons can be further reinforced with extra bazookas and mortars for more firepower. * Small, hard-hitting formation with just two rifle platoons, heavy machine-guns, mortars, anti-tank guns, and pack howitzers. * Can land by glider in airborne assault missions. * Take the objective, then hold it with massed firepower. * Easy to convert from Rifle Company in Fortress Europe. Ranger Company * Deadly assault troops who rally and hit in assaults on 2+! * Small, elite platoons with flexible organisation including mortars and bazookas if needed. * Compact company of two range platoons makes it easy to scale. Take as many or few companies as you need. * Scale impassable cliffs with ease. * Lead the way in assaults. * Easy to convert from Rifle Company in Fortress Europe. Assault Company & Veteran Assault Company * Rifle company reorganised to spread the risk for assault landings. * Up to six small platoons with plenty of weaponry: rifles, bazookas, mortars, and flame-throwers. * Either normal support platoons or integrated platoons with both a heavy machine-gun and a mortar, escorted by riflemen. * Swarm the enemy, pushing through any weak spots found. * Field as desert veterans – better tactics, less gung ho. * Easy to convert from Rifle Company in Fortress Europe. Rifle Company & Veteran Rifle Company * Cost-effective infantry with large, cheap platoons that can withstand a lot of enemy fire. * Platoons can be further reinforced with extra bazookas and light and heavy machine-guns for more firepower. * Formation has integrated heavy machine-guns, mortars, anti-tank guns, and artillery. * New 57mm anti-tank guns and 105mm light howitzers. * American riflemen manoeuvre quickly at dash speed. * Field as desert veterans – better tactics, less gung ho. * Fire and manoeuvre. Lots of artillery and firepower to support rapid assaults. * Easy to convert from Rifle Company in Fortress Europe. M4 Sherman Tank Company & Veteran Sherman Tank Company * Cost-effective medium tanks with integrated support. * Stabilisers for greater volume of fire on the move. * Up-gun an M4 Sherman platoon to 76mm guns for more anti-tank punch. * Heavy fire support from M4 Shermans armed with 105mm howitzers and half-track mounted 81mm mortars. * Flexibility. Can swap out a platoon of M4 Shermans medium tanks for a platoon of M5 Stuart light tanks. * Field as desert veterans – better tactics, less gung ho. * Grab their nose, manoeuvre to the flank, kick them in the butt. * Easy to convert from M4 Sherman Tank Company in Fortress Europe. TM5 Stuart Tank Company & Veteran M5 Stuart Tank Company * New upgraded M5 Stuart light tank. * Exceptionally fast, ideal for flanking manoeuvres. * Cheap light tanks with light and fast M8 Scott or heavy M4 Sherman assault guns as artillery support. * Flexibility. Can swap out a platoon of M5 Stuart light tanks for a platoon of M4 Shermans medium tanks. * Field as desert veterans – better tactics, less gung ho. * Speed around the enemy flank to seize the objective before they can react.. * Easy to convert from M5 Stuart Tank Company in Fortress Europe. Armoured Rifle Company & Veteran Armoured Rifle Company * Armoured M3 half-tracks for battlefield mobility, even under fire. * A weapon for every occasion. * Platoons have riflemen, light machine-guns, mortars, bazookas, and half-track-mounted machine-guns. * Formation has integrated heavy machine-guns, mortars, anti-tank guns, and self-propelled artillery. * New 57mm anti-tank guns and M8 Scott light assault guns. * Massed firepower overwhelms the enemy when attacking and shoots down any attack. * Field as desert veterans – better tactics, less gung ho. * Large, resilient platoons withstand a lot of enemy fire. * Easy to convert from Rifle Company in Fortress Europe. M10 Tank Destroyer Company * Massed self-propelled anti-tank guns, with up to 12 in a company. * Up to three security sections for perfect initial deployment, spearheading into No Man’s Land to flank enemy tank attacks. * New M20 scout car in HQ and security sections. Fast and well-armoured. * Use Seek, Strike, and Destroy doctrine to blitz into position and then scoot back out of sight after shooting up the enemy. * As mobile as a medium tank, and almost as well armoured, but fewer machine-guns and no top armour, so stay away from enemy infantry. * Easy to convert from M10 Tank Destroyer Company in Fortress Europe. Support * New M8 Greyhound armoured car mounting 37mm gun operates with machine-gun and mortar armed jeeps as well-armed cavalry recon. * New 3-inch towed tank destroyer for solid anti-tank firepower. * New L4 Grasshopper air observation post makes sure that your artillery are always on target. * New M12 155mm self-propelled gun for heavy artillery support and bunker busting. * Three batteries of towed 105mm or self-propelled M7 Priest or M12 155mm artillery give American forces powerful artillery support on top of the integrated artillery in formations. * Time on Target rule allows supporting artillery to make enemy infantry and guns re-roll successful saves for extra deadliness. * New P47 Thunderbolt fighters armed with eight machine-guns, bombs, and HVAR rockets have the right weapon for any target. * New M15 and M16 self-propelled AA guns. Mix of 37mm guns for punch and quad .50 cals for volume of fire. How Do The Americans Play? The Americans have three basic varieties of troops in D-Day: American. You can field elite paratroopers and rangers, regular troops fresh into battle, or experienced veterans. Each of these has a different play style. The elite paratroopers of the parachute rifle company are a new experience for American players. They are some of the best infantry in the game, being rated as Fearless, Veteran, and Careful. On their own, they need to be aggressive as they don’t have the long-range firepower to stop the enemy from sitting back and picking them off, but used this way they can be hard to stop. Given tank-destroyer and artillery backup, they also make excellent defensive troops, so you can swing either way. The other elite option, the rangers, are more assault oriented, being Aggressive, so easier to hit, and rallying and hitting in assaults on 2+. If you sit around, you’ll get shot to pieces, but if you go for it, the rangers are hard to stop without killing every last one of them! The regular troops are well trained and eager for battle, although still lacking in actual combat experience to polish off the rough edges and teach them the difference between training and life-or-death battle. Most are rated as Confident, Trained, and Aggressive. Their eagerness shows in their ‘Blood and Guts’ approach to warfare which gives their tanks a better Last Stand rating and their infantry a better Rally rating. Once again, they usually need to take a fairly aggressive stance to prevent more skilful enemies massing firepower against them, although rifle companies can often mass enough firepower of their own to turn the tables. The veteran formations have learned what works and what doesn’t, so are rated as Careful, making them harder to hit, and have ‘Yankee Ingenuity’ pushing their tactics up to 3+. Of course, they’re no longer so ‘Blood and Gusts’ as the green guys. Their skill allows them to match the best, but they are more expensive in points, so your force is smaller, so tactics need to be more cautious. The American strategy can be summarized in the phrase mobile tactics. They win by using their mobility, their ability to fire on the move, and their numbers to outflank their opponents and keep them off balance, while applying massed firepower to overwhelm any opposition. Normandy Campaign Missions D-Day: American includes three new missions and a linked campaign. The first mission is Shot in the Dark, an airborne assault gone wrong with the attackers scattered across the board (and possibly off it) while the defenders attempt to organise a defence in the dark before the attackers reform and overwhelm them. It uses simple rules to reflect the chaos and uncertainty of airborne assaults. The second mission is Help Is On Its Way, a refight of the Rangers’ battle at Pointe du Hoc. This mission uses the amphibious assault rules to bring the attacking forces ashore. A shortage of landing craft forces the attackers to land in multiple waves, which tanks to the attacker’s Overwhelming Force rule may include units from previous waves that have already been destroyed. The defenders have bunkers, nests, minefields, and barbed wire to delay the attack, while both sides hope desperately for assistance from a rescue force coming from inland. The third mission is FUBAR (an acronym for Fouled Up Beyond All Recognition) which allows you to refight the bloody battles on Omaha Beach. This uses the same amphibious assault rules, but is a much more straightforward frontal assault into heavy defences with victory being determined by how fast, or even if, the American player can capture their objectives. These three missions are linked together with two standard missions from the rulebook in a simple campaign where the outcome of one battle has an effect on the next. If the American player can make their final breakthrough in the fifth mission, they win the campaign. Who Are The Warriors The D-Day: American book has four warriors: Norman ‘Dutch’ Cota, Lafayette Poole, James Earl Rudder, Turner Turnbull. Norman ‘Dutch’ Cota, famous for leading his troops off Omaha Beach, showing them how an assault should be done, allows infantry under his command to attempt to charge again if they are driven back by defensive fire. Lafayette Poole, America’s most successful tank ace, is ideal for leading your tanks’ advance. His men will follow him as he dashes forward, then when he gets close, his accuracy while firing on the move us unparalleled. Turner Turnbull’s paratroopers refused to give up ground, no matter how many times the Germans attacked. His platoon’s defensive fire is virtually impenetrable. James Earl Rudder led the rangers at Pointe du Hoc, steadfastly counterattacking any German penetrations into the rangers’ defensive positions. Command Cards The command cards introduce a new concept, title cards. These cards have the title of a division and a special rule giving the division’s flavour. The key is that you can only have one title in your force. Title command cards for D-Day: American give you the option to field twelve new infantry divisions in addition to the two in the book. These allow you to customise your rifle company force to fight in many different ways. Some divisions give you new equipment, such as SMG-armed assault groups or M7 Priest assault guns as far of the formation. Others give your troops new abilities like attacking at night, riding tanks, navigating reserves to where they are needed, and improved artillery support. Most of the title cards give your division a different focus, trading out the ‘Blood and Guts’ rally bonus of the ‘yankee Ingenuity’ tactics bonus for other advantages. Your tankers and armoured infantry aren’t left out, gaining the option to be the Free French ‘Division leClerc’, determined to liberate France or die trying. If they want to stay good ol’ boys from the US of A, they get lots of interesting equipment for their Sherman tanks: DD amphibious gear, Cullins hedgerow cutters, tank telephones, and sandbag armour. The Americans are known for their love of fire support, and the command cards don’t disappoint, giving naval gunfire support, heavy mortars, air superiority, and new weapons loads for your P47 Thunderbolts including napalm and really big bombs! If all this firepower seems to blunt to you, you can get all sneaky with the French resistance. They can mess with your enemy’s reserves or fight alongside you on the battlefield! And, when everything else fails, there’s always luck, with the Lucky card giving you a re-roll at the critical moment.

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20.00 €
D-Day British (HC)
D-Day British (HC)

Inside you will find: Background on the British Army during the events of D-Day and the break out that followed. Instructions on how to build a Parachute Rifle Company, Airlanding Rifle Company, Commando Company, Rifle Company, Desert Rat Rifle Company, Sherman DD Armoured Squadron, Churchill Tank Squadron, Desert Rat Cromwell Armoured Squadron, Desert Rat Motor Company, Sherman Armoured Squadron, Cromwell Armoured Squadron, and Mortor Company. n June 6th, 1944 the Allied forces launched one of the largest amphibious assaults ever. This book follows the British and Commonwealth forces that overcame the German defences and claimed Sword, Gold, and Juno beaches as well as the breakout after. The forces in the book are broken down into three major groups: you have your regular war weary units that form the backbone of your forces, you have your Desert Rat veterans and lastly you have your elite troops like the Commandos and Airborne units. These options are perfect to build any list for D-Day and the breakout. What's In The Book? Parachute Company * Tough and deadly troops, able to hit hard in Assaults and hold their own when assaulted. * Extra anti-tank with up to two PIATs in each platoon. * Light unit with a good selection of integrated units, Anti-Tank, machine-guns and artillery, almost a whole army unto itself. * Can parachute into battle in airborne assault missions. * With the extra PIATs and access to 6pdrs and 17pdrs in the formation, this formation is one that tanks will need to be wary of. Airlanding Company * Elite deadly troops the Airlanding Company will be a hard unit to shift. * The Airlanding Company is well equipped with their own light mortar and up to two PIATs in each platoon. * Has the option to take a fourth Airlanding Platoon. * Can land by glider in airborne assault missions. * Has access to two 6pdr Anti-tank platoons and a 17pdr platoon to give you all the anti-tank assets an Airlanding Rifle Company could want. Commando Troop * The Commando Troops are some of the most elite troops you can find. Being Fearless Vets is good, having Deadly on top of that makes them assault monsters hitting on a 2+, and that’s even better. * The Commandos have the standard platoon layout but with the Commando stats this unit is far from standard. * Commando Troops are small with only machine-guns and mortar units integrated into the formation. This makes them ideal to match up with another formation that could use some of the best troops backing them up. * Commandos are good at pretty much anything they do. If you need to assault an Objective, hold an Objective, or take out a stubborn enemy platoon, there is no other unit in the book better suited to the job. Two Rifle Companies * The Desert Rats have less morale than the regulars, for this the Desert Rat troops are cheaper to field. * The Rifle Companies make up the backbone of the British forces, they are reliable and well trained. * Rifle Platoons are cost-effective platoons that are deadly in the assault. * Rifle Platoons can choose to attack at night, giving your troops the cover of darkness while advancing. * The Formation boasts loads of options, mortars, anti-tank guns, machine-guns, and Recon. * The Universal Carrier Patrols of the Infantry Company gives your troops the edge by Spearheading your assaults. * Wasps give your troops flamethrowers that can clear an Objective in a jiffy. * Easy to convert from Rifle Company in Fortress Europe. * You can use the same models to play both the regular and the Desert Rat Rifle Companies. Two Sherman Squadrons * The Sherman Armoured Squadron is your normal Sherman Company that has integrated Fireflies in your Sherman Troops, giving you the higher anti-tank of the Firefly tanks in each platoon. * The Sherman DD Squadron is a unique formation that has your Firefly Armoured Troops formed into a single unit giving you a more focussed anti-tank unit. This leaves their normal Shermans on their own, with platoons of 3. * Cost-effective medium tanks, the Sherman gives you a cheap tank that can hold its own in most tank duels. * The Stuart Recce Patrol gives your tanks spearhead, and an effective light tank that can both screen infantry and other light tanks. * The Crusader AA gives you some much needed AA that can keep up with the tanks. * Easy to convert from the M4 Sherman Tank Company in Fortress Europe. Churchill Armoured Squadron * Heavy Tanks that can take on enemy tanks and infantry alike. * Need more armour? You can upgrade one of your tanks in each troop to a Churchill (Late 75mm), this gives the Churchill a whooping front armour of 11! * Need more AT? You can take a 6pdr in each unit to up your Anti-Tank to 11. * If you have the points you can bring up to five platoons of Churchills, along with Stuart Recce and Crusader AA tanks, all this gives you a really tough force in just one Formation! Cromwell Armoured Squadron * The Cromwell Armoured Recce Squadron gains the Scout rule in each of their platoons. They also don't have a firefly in their platoons giving them a different feel altogether than the Desert Rats Cromwell Armoured Squadron. * Desert Rats Cromwell Armoured Squadron have reduced morale compared to the Recce Squadron. Each unit also has a Firefly tank integrated into their platoons giving them a heavy Anti-Tank tank within their Troops. * The Cromwell is a fast tank that has great Terrain, Cross Country, and Road Dashes. Use these tanks to outflank an unwitting opponent or to speed to an Objective before their reinforcements have time to arrive. Motor Companies * Like the Rifle Companies there are two kinds of Motor Company, the Desert Rat and the regular Company. The Desert Cat Company has a lower morale rating, making them cheaper than the regular troops. * Motor Platoons are small and cheap, this is the perfect Unit to add to another much larger Formation that needs to use up those last points. * Motor troops are equipped with Bren guns making them ideal defenders, and giving them a lot more firepower than their small size would denote. * Motor Companies are like miniature Rifle Companies, with lots of options to fill out your points and help round out your force. Support * The Armoured Car Troop gives recon assets to any Formation that needs them. * The M10 SP Anti-Tank troop gives you mobile heavy anti-tank. The 17pdr boasts a massive anti-tank of 14 that can penetrate most everything your opponents will throw at you. * The 17pdr Anti-Tank Troop is great on the defense, just dig them in and watch your opponent worry about their tanks the whole game. * The Crocodile tank is the ideal infantry killer, with its rate of fire 5 flamethrower! Coming in at 21 points for three these tanks are well worth it. Along with their flamethrower they also have a gun and massive front armour of a Churchill (Late 75mm). * The AVRE is a deadly anti-infantry tank that can be devastating if your opponent lets it get close enough. * The 25pdrs and the Priest Field Troop artillery give your forces some powerful artillery support on top of all your integrated artillery in your Formations. * The Bofors Light AA Troop gives you AA in all of your formations, giving you protection from aircraft and a nice light anti-tank weapon in a pinch. * The Typhoon Fighter-Bomber with its rockets can devastate even the heaviest of tanks. How Do The British Play? The British have loads of interesting options that run the gambit from from the cheaper Desert Rat Motor Company to the most elite Commando Troops. It all comes down to your play style. When you want to play defensively you will want to build your force around one of the Rifle Companies. These companies give you the core of what you need to be defensive, add in some of the Churchills and M10s to give you the armour you need to keep your enemy tanks at bay. Once dug in, a British Rifle Company is hard to shift, and scary to assault. When you want to be aggressive you have loads of choices. For a more tank-focussed army the Cromwell tanks are fast but expensive, so you want to pair them with Motor Troops or Rifle Companies. If you go with Shermans you can better afford the more elite infantry choices like Airborne or Commandos. If you want to focus on infantry then the Airborne Companies and Commando Company are some of your best fighters, bring them and a unit of Cromwells in support and you will have a strong striking force. Normandy Campaign Missions D-Day: British book includes four more missions, three breakthrough Bocage missions and another Airborne mission. The first mission is the Brew Up mission, the defender is surrounded by attacking players who deploy in a random way. The second mission Bocage Country is your normal Bocage mission that has the Attacker fighting their way though Bocage while the defenders try to hold them off as they wait for reserves. The Third Bocage mission is The Meatgrinder mission. In this mission player deploy on either side of the table and both have to fight their way to a central objective that goes live on the sixth turn. The last mission is an Airborne mission, Seize and Hold. In this mission we mix things up, with the Defenders having to attack into the Attackers who just air landed and took the objectives. The Defender will have to move quickly to as the the Attacker will win if they keep the Defenders at bay for six turns. Warriors Of D-Day British The British D-Day Command cards include six Warriors: Richard Pine-Coffin, Peter Young, Stan Hollis, Joe Ekins, David V. Currie, Sydney Valpy Radley-Walters. Richard. Pine-Coffin Faced with defending Pegasus Bridge with only half of his battalion present, Lt-Colonel R. G. Pine-Coffin mounted a counterattack using available personnel to repel the German assault. Lt-Colonel R. G. Pine-Coffin is a Parachute Formation Commander that gives himself and any attached united better counter attack ratings. He also hits on a 2+ in Assaults. Peter Young To inspire his men’s confidence under fire, Lt-Colonel Peter Young told them that 15 feet of standing crops would stop a bullet. He may well have been right as none were hit. Either way, his men learned to make excellent use of any cover they could find. This Commando Formation Commander gives his unit the ability to go Go to Ground while on the move. Stan Hollis On D-Day, Company Sergeant Major (CSM) Stan Hollis saved D Company by single- handedly taking out two key HMG Bunkers and capturing 25 German defenders. This Rifle Company Formation Commander gives himself and units from his formation that are close-by improved Rally ratings. Joe Ekins Trooper Joe Ekins was a Firefly gunner who destroyed four tanks in a single day, including three Tiger tanks. One of the Tiger tanks he faced that day was commanded by Michael Wittmann, and some speculation would have it that Joe Ekins fired the shot that killed Wittmann, but that is still disputed to this day. This tank Warrior takes over a Firefly in one of your Sherman platoons. Ekins’ Firefly gains re-rolls To Hit, and he ignores the armour bonus on tanks he fires at that are over 16”/40cm away. David V. Currie Major David V Currie made a point of regularly checking on his men—whether they were his own tank company or another company that his tanks were working with. On several occasions he dismounted from his tank to lead his men under fire. This Sherman Tank Company Formation Commander gives himself boosted command range, and he may roll an additional dice when in assaults. Sydney Valpy Radley-Walters Major Sydney Valpy Radley-Walters has the distinction of being the western Allies' top ace during the war. His tank squadron is one of many that claims to have taken out the German tank ace, Michael Wittmann. This Sherman Tank Company Formation Commander gives himself a better Blitz Move Order on a 3+ and forces any enemy tanks hit by him to re-roll successful armour saves. A4, Hardback

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D-Day German (HC)
D-Day German (HC)

The Germans had spent years building up their defences along the French coast. Behind this Atlantic Wall, a dozen veteran panzer and parachute divisions, rebuilding after desperate battles on the Eastern Front, prepared to throw any Allied landing back into the sea. On D-Day, 6 June 1944, the greatest air and sea invasion of the war crossed the English Channel to land on the beaches of Normandy. Although they were unable to throw the Allies back into the sea, the German forces held back the Allied tide for more than three months in some of the most intense fighting of the Second World War. The battle for Europe had begun in earnest. Inside this 88 page Hardback Book you will find: * Background on the German Army during the events of D-Day and the break out that followed. * Instructions on how to build a Beach Defence Grenadier Company, Fallschirmjäger Company, Fallschirmjäger StuG Assault Gun Company, Tiger Tank Company, Panther Tank Company, Panzer IV Tank Company, Armoured Panzergrenadier Company, Panzergrenadier Company, and Reconnaissance Company. In early 1944, the situation in France was clearly the quiet before the storm. An Allied invasion would come, probably in the summer, but until then it was a quiet place to rebuild divisions shattered in the desperate autumn and winter battles on the Eastern Front behind the ‘Atlantic Wall’ fortifications lining the coast. The challenge faced by the German commanders, Rommel and von Rundstedt, was how to combine these disparate forces into a battle-winning force. Should the panzers support the beach defences closely? Or should they operate with complete freedom, seeking to strike a battle-winning blow to cut off and destroy the Allied armies once ashore? What would be the best way to handle the massive Allied superiority in numbers, artillery, especially heavy naval gunfire, and aircraft? They made their choices and failed. Can you do better, defeating the Allied invasion and saving Germany? What's In The Book? Beach Defence Grenadier Company * Plenty of cost-effective firepower, with lots of ways of getting even more. * Grenadier platoons can increase their firepower with more machine-guns, added heavy machine-guns, and Panzerfaust and Panzerschreck anti-tank weapons. * Poorly-trained family men, limited skill, weak in assaults, and easier to hit than most German troops. * Lots of anti-tank and artillery options with 5cm or 7.5cm anti-tank guns, 8cm and 12 cm mortars, and 7.5cm and 15cm guns. * Good for holding ground, but don’t expect too much from them. * Easy to convert from Grenadier Company in Fortress Europe. Fallschirmjäger Company * Large platoons of fearless, high-quality infantry. * Platoons can get extra firepower with heavy machine-guns, and Panzerfaust, and Panzerschreck anti-tank weapons. * Well defended against tanks with both Panzerfaust and Panzerschreck anti-tank weapons and 7.5cm anti-tank guns. * Lots of mortars 8cm and 12cm guns. * Good for holding ground, even better for taking it. * Exciting new addition to Late War. Fallschirmjäger StuG Assault Gun Company * StuG assault gun has better front armour and the same gun as a Panzer IV medium tank, but has no turret so can’t shoot targets to the flanks, and is less effective when assaulting infantry. * StuH assault howitzer has a brutal gun with 2+ firepower for knocking out enemy guns and infantry. * StuH assault howitzers operate in a separate platoon and can fire as artillery to support StuG platoons or grenadiers. * Company can include an integrated Fallschirmjäger or Beach Defence Grenadier Platoon to protect the assault guns. * Work well with infantry. Assault guns provide fire support. Infantry cover vulnerable flanks. * Easy to convert from StuG Assault Gun Company in Fortress Europe. Panther Tank Company * Medium tanks with enough armour to stop any Allied anti-tank gun and a gun that can easily penetrate any Allied tank, and fast to boot! * Thinner side and top armour make more vulnerable than heavy tanks like the Tiger. * Integrated self-propelled anti-aircraft (including Möbelwagen quad 20mm on Panzer IV chassis) help keep Allied aircraft at bay. * Flexibility. Can swap out platoons of Panther tanks for a platoon of Tiger heavy tanks and a platoon of Panzer IV medium tanks. * Easily outclasses all opposition, just watch out for your flanks. * Easy to convert from Panther Tank Company in Fortress Europe. Panzer IV Tank Company * Baseline medium tanks. Good armour and better guns than Allied medium tanks. * Protected ammunition storage and bazooka skirts limit effectiveness of US Bazookas, British PIATs, and Soviet anti-tank rifles. * High-quality crews give tactical advantages. * Integrated self-propelled anti-aircraft (including Möbelwagen quad 20mm on Panzer IV chassis) help keep Allied aircraft at bay. * Flexibility. Can swap out a platoon of Panzer IV tanks for a platoon of Tiger heavy tanks or Panther tanks. * Gives you the numbers to match the Allies, while still exceeding them in quality. * Easy to convert from Panzer III & Panzer IV Tank Company in Fortress Europe. Tiger Tank Company * Elite heavy tanks with thick armour and powerful guns, yet more mobile than most medium tanks. Ploughs through terrain without a problem. * Almost immune to medium tanks, artillery, and infantry. * Integrated self-propelled anti-aircraft to help keep Allied aircraft at bay. * Expensive quality, but still cheap enough to field a good-sized company. * Easy to convert from Tiger Tank Company in Fortress Europe. Armoured Panzergrenadier Company * Armoured Sd Kfz 251 half-tracks for battlefield mobility, even under fire. * Infantry can assault while mounted in their half-tracks to overrun light opposition. * Half-tracked heavy weapons, including 8cm mortars, 2cm AA, 7.5cm guns, and flame-throwers. Grille gives integrated 15cm heavy artillery. * Flexibility to take dismounted troops. Save points by leaving the half-tracks at home. * Fast and mobile with plenty of firepower in the attack, solid with massive firepower in the defence. * Easy to convert from Panzergrenadier Company in Fortress Europe. Panzergrenadier Company * High quality infantry. * MG teams give plenty of firepower. * Can add Panzerfaust and Panzerschreck anti-tank weapons and 7.5cm anti-tank guns to keep tanks at bay. * Plenty of integrated weapons, including heavy machine-guns, 8cm and 12cm mortars, 2cm AA, and 7.5cm and 15cm guns. * Option to include half-tracked heavy weapons for a mobile attacking force. * Flexibility to take a platoon in half-tracks as a mobile strike force. * Plenty of firepower to cover attacks or break up enemy attacks. Trained for clever, aggressive attacks and tenacious defence. * Easy to convert from Panzergrenadier Company in Fortress Europe. Reconnaissance Company * Armoured panzergrenadiers mounted in smaller, sneakier, faster Sd Kfz 250 half-tracks. * Up to 7 half-tracks per platoon for maximum mounted firepower. * Sneaky scout versions of 8cm mortar and 7.5cm gun half-tracks. * All-new armoured including: - 2cm, Puma 5cm, and 7.5cm eight-wheelers. - Light 2cm half-tracked armoured cars. * Armoured cars are integrated into formation. * Flexibility to take armoured and dismounted panzergrenadier platoons. * Can be integrated into armoured and dismounted panzergrenadier companies. * Sneak into position, then hit hard and fast. * Easy to convert from Panzergrenadier Company in Fortress Europe. Support * New Jagdpanzer IV tank-hunter. Cheap, effective, mobile. * Super-deadly long 8.8cm anti-tank guns on cruciform turntable have all-round field of fire. * Plenty of AA options to counter Allied aircraft. Self-propelled single and quad 2cm, or ground mounted 2cm light or 8.8cm heavy AA guns. * Lots of artillery choice, with Hummel 15cm and Wespe 10.5cm self-propelled guns, 10.5cm howitzers, and 15cm Nebelwerfer rocket launchers. * Allied air superiority prevents any German air support in Normandy How Do The Germans Play? The Germans in Normandy have three distinct styles, although they can be profitable mixed and matched for even greater customisation to match your approach. The first style comes with the Beach Defence Grenadier Company. This formation has a hard crust and a soft gooey centre. It relies entirely on firepower to keep the enemy at bay. If the enemy ever gets through your wall of fire, you will suffer badly. On the other hand, since everything is so cheap, that wall of fire can be very imposing. The second comes with the Fallschirmjäger Company. This formation is the exact opposite. These guys are hard right the way through! Although they can turn on the firepower, particularly with plenty of mortars, they really shine when they get up close and personal with the enemy. Their deadliness is lethal to infantry, and almost as scary to tanks, thanks to their bazooka-like Panzerschrecks and short-ranged Panzerfausts. The panzer divisions provide the third style. Whether tanks or panzergrenadiers, these troops have the best equipment in the world, and are highly skilled and won’t quit. Fighting cleverly, these elite troops can tackle greater numbers with ease. Combining these different styles can also be profitable. You could back your beach defence troops with a hard-hitting armoured battlegroup, or use beach defence troops to hold an objective while your panzers pivot onto the enemy flanks. Your Fallschirmjäger can benefit from the compact firepower of the panzer divisions supporting their attacks, or provide the panzers with a core of shock troops to assault the objective. In summary, a successful German force will use their superiority in equipment, training, skill, and cleverness, combined with a good dose of aggression, to keep the initiative, hit the enemy in their weak spots, while minimising the enemy’s opportunities to hit them back. Normandy Campaign Missions D-Day: German includes three new missions and a linked campaign. The first mission is Armoured Fury, a mobile battle where the attackers must push past an enemy spearhead to seize objectives deep in enemy territory, while at the same time preventing the spearhead from pushing on further. It recreates both the German armoured counterattack late on D-Day that pushed between the British spearheads to reach the sea, cutting the British sector in half, and the desperate German counterattack at Mortain, trying to reach the coast and cut off the American breakout. The second mission is Outflanked. Here the defenders must extend their line to avoid being outflanked by the attackers, reflecting the battles in the week after D-Day before the lines solidified as both sides sought to find an open flank. The third mission is Breakout, which allows you to refight the desperate German attempts to escape encirclements at Roncey, Falaise, and then Mons. The attacker is trapped between the encircling defenders and the troops closing in behind them. They must breakout or die. These three missions are linked together with two standard missions from the rulebook in a simple campaign where the outcome of one battle has an effect on the next. If the German player can breakout from encirclement in the fifth mission, they win the campaign.

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D-Day Waffen-SS (HC)
D-Day Waffen-SS (HC)

This 80pg Hardback Book gives you everything you need to begin building your D-Day: Waffen-SS force. Between mid 1943 and mid 1944, the German focus was on the Eastern Front. After the failure of the German Kursk Offensive, the Red Army went on the offensive, throwing hammer blow after hammer blow to drive the Germans back to the Russian border. The elite 1st and 2nd SS Panzer Divisions were rushed to wherever the Soviets broke through, counterattacking to seal the breach. By Christmas, the divisions were worn out, barely a regimental sized battlegroup remained. They desperately needed to be withdrawn to France to rebuild back to full strength. Then, as 1944 began, the Red Army attacked again. The two new divisions being formed in France, the 9th and 10th SS Panzer Divisions were rushed to the Eastern Front and the plans to rebuild the existing divisions were shelved. Finally, in March, the Spring rains turned the roads to mud and the Soviet offensives ground to a halt. All four divisions were returned to France for rebuilding, joining the 12th SS Panzer Division which was part way through its training. Six weeks into their training, still trying to bring large numbers of conscripted replacements up to scratch, the Allies invaded France on D-Day. Ready or not, the SS panzer divisions were rushed to the invasion front, counterattacking to drive the Allies back into the sea. With a solid core of veteran leaders under your command, can your willing, but inexperienced troops defeat the Allies despite their massive superiority in numbers? Can you win a never-ending battle of attrition, or do you attack into the teeth of massed artillery, naval bombardments and airpower? Can you defeat the invasion and save your homeland? Here are the forces you have available to you: Tiger SS Tank Company * Fanatical veteran troops crewing the best heavy tanks available. * Thick armour and devastating 8.8cm gun, yet more mobile than most medium tanks. * Barge through terrain without a worry. * Almost immune to medium tanks, artillery, and infantry. * Integrated self-propelled anti-aircraft guns to protect from Allied aircraft. * Expensive, but the very best available. Panther SS Tank Company * Fanatical veteran commanders to teach the replacements clever tactics. * Determined to succeed despite their inexperience. * Medium tanks with enough armour to stop Allied anti-tank guns, and a gun that easily penetrates any Allied tank. * Fast for a medium tank, almost as fast as a light tank. * Integrated self-propelled anti-aircraft guns to protect from Allied aircraft. * Flexibility. Can swap out platoons of Panther tanks for a platoon of Tiger heavy tanks and a platoon of Panzer IV medium tanks or StuG assault guns. * Easily outclasses all opposition, just watch out for your flanks. Panzer IV SS Tank Company * Fanatical veteran commanders to teach the replacements clever tactics. * Determined to succeed despite their inexperience. * Solid medium tanks. Good armour and better guns than Allied medium tanks. * Protected ammunition storage and bazooka skirts limit effectiveness of US Bazookas, British PIATs, and Soviet anti-tank rifles. * Integrated self-propelled anti-aircraft guns to protect from Allied aircraft. * Flexibility. Can swap out a platoon of Panzer IV tanks for a platoon of Tiger or Panther tanks and a second one for StuG assault guns. StuG SS Tank Company * Fanatical veteran commanders to teach the replacements clever tactics. * StuG assault gun has better front armour and the same gun as a Panzer IV medium tank, but has no turret so can’t shoot targets to the flanks, and is less effective when assaulting infantry. * Determined to succeed despite their inexperience * Integrated self-propelled anti-aircraft guns to protect from Allied aircraft. * Flexibility. Can swap out a platoon of StuG assault guns for a platoon of Tiger or Panther tanks and a second one for Panzer IV tanks. SS Panzergrenadier Company * Fanatical veteran commanders to teach the replacements clever tactics. * Determined to succeed despite their inexperience. * MG teams give plenty of firepower. * Can add Panzerfaust anti-tank weapons and 7.5cm anti-tank guns to keep tanks at bay. * Plenty of integrated weapons, including heavy machine-guns, 8cm and 12cm mortars, 2cm AA, and 7.5cm and 15cm guns. * More mortars and infantry guns than an Army division for artillery support. * Flexibility to take a platoon in half-tracks as a mobile strike force. * Highly motivated assault troops who won’t give ground in the defence. SS Reconnaissance Company Company * Fanatical veteran commanders to teach the replacements clever tactics. * Determined to succeed despite their inexperience. * Armoured panzergrenadiers mounted in smaller, sneakier, faster Sd Kfz 250 half-tracks. * Up to 7 half-tracks per platoon for maximum mounted firepower. * Sneaky scout versions of 8cm mortar and 7.5cm gun half-tracks. * Mix of old and new armoured cars including Puma 5cm and old 2cm eight-wheelers, and light 2cm wheeled or half-tracked armoured cars. * Armoured cars are integrated into formation. * Flexibility to take armoured and dismounted panzergrenadier platoons. * Can be integrated into armoured and dismounted panzergrenadier companies. * Sneak into position, then hit hard and fast. Support * New Jagdpanzer IV tank-hunter. Cheap, effective, mobile. * Super-deadly long 8.8cm anti-tank guns on cruciform turntable have all-round field of fire. * Plenty of AA options to counter Allied aircraft. Self-propelled single and quad 2cm, or ground mounted 2cm light or 8.8cm heavy AA guns. * Lots of artillery choice, with Hummel 15cm and Wespe 10.5cm self-propelled guns, 10.5cm howitzers, and 15cm Nebelwerfer rocket launchers. * Allied air superiority prevents any German air support in Normandy How Do The Waffen-SS Play? You can build your Waffen-SS force in a variety of different ways. You can build a force of elite heavy Tiger tanks. With their heavy armour protecting them, these veterans have suffered few casualties while they learned their trade. Now they are deadly. Whether you take them as the core of your force, or as a backup to lighter troops, they are always effective. You can build a panzer force, either mixing types to take advantage of their different capabilities, or focusing on one type to maximise its strengths. Panthers are cheaper than Tigers, but offer much of the same benefits, so long as you can protect your flanks. The Panzer IV and SuG are cheaper, but still good enough to outclass Allied medium tanks. With their fanatical crews, the Allies will have to knock out every tank. Like the rest of the Waffen-SS options (other than the elite Tiger tanks) your panzers are less skilled than their Army counterparts, their commanders are Old Hands, so units close to the company commander can use his skill when making tactics rolls to do clever things like Blitz Move or Shoot and Scoot. This can mitigate their inexperience and counteract their tendency to get hit more often than their Army equivalents. Their lack of skill makes the Waffen-SS cheaper than Army troops, Make use of the greater numbers you get to overwhelm the enemy, and if necessary their determination to keep fighting to outlast the enemy and achieve victory. Your other option is to go for a panzergrenadier force. Infantry as fanatical as these can be hard to beat. When attacking, they rarely remain pinned down, especially when their company commander is nearby giving them re-rolls, and in an assault they will fight until they’ve taken the objective or died trying. In defence, they are equally tenacious. The enemy will have to kill them all to clear the objective, something that can be dreadfully expensive given the amount of firepower they possess. The key to any Waffen-SS force is to keep the pressure on the enemy using your excellent and plentiful equipment and rely on your superb morale to outlast them. Normandy Campaign Missions In common with the other D-Day books, D-Day: Waffen-SS has three new missions linked together with two of the standard missions into a campaign. The fighting is very fluid, from the counterattack on the Allied beachhead to a final dash to escape the Falaise Pocket. The first mission is Encirclement in which the Germans attack from the flanks trying to crush a salient formed by the Allied spearhead before more reinforcements can arrive from the beaches. The old standard No Retreat follows as the Germans attempt to keep the Allies penned in their beachhead. The second new mission is Gauntlet, in which the Germans, cut off by the advance towards Caen, must dash down a narrow gap between two British forces to escape entrapment. With more units arriving from both sides as the game progresses, it’s an interesting challenge to hold the route open to extract your forces. Another standard mission, Bridgehead, follows as the Germans attempt to hold the Orne bridges open for the retreating forces to cross. Finally, the third new mission is Into the Unknown, reflecting the loose fighting as the Waffen-SS attempted to delay the Allied forces pushing in the base of the Falaise Pocket in confused and open fighting. Like Dust Up, the fighting is across the diagonal of the table, but unlike that mission, neither side holds any objectives at the start of the battle. The combatants need to advance into No-Man’s Land to cover their own objectives and seize those of the enemy. Who Are The Warriors The D-Day: Waffen-SS command card pack includes six warriors: Ernst Barkmann, Emil Dürr, Adolf Peichl, Karl-Heinz Prinz, Rudolf Roy, and Michael Wittmann. All were awarded the Knight's Cross. One of Germany’s highest awards. Three of these soldiers were tankers in Normandy. Michael Wittmann, famed as Germany’s top-scoring tank ace, commanded the Tiger tank company that dramatically halted the British advance at Villers Bocage soon after D-Day. His elite crew make his tank truely deadly with its high rate of fire and re-rolls if it misses. In addition, his command tanks can be placed in ambush in addition to any normal ambushes! Karl-Heinz Prinz led a Panzer IV company, making rapid and bold counterattacks to regain lost positions and stop British attacks. His card allows you to re-roll failed reserves rolls to bring his units onto the table. Ernst Barkmann was a Panther tank commander who had some interesting adventures when cut off by the American advance, claiming a number of M4 Sherman tanks before limping back to the German lines with a badly damaged tank. He’s a good shot and has a chance of surviving a hit that would destroy the tank of a lesser tank commander, giving him a chance to return to battle and fight on. Rudolf Roy also commanded an armoured vehicle, a Jagdpanzer IV tank-hunter, with which he claimed 26 British, Canadian, and Polish tanks in five days, helping keep the Falaise Pocket open long enough for much of the German panzer force to escape to fight another day. His gunner’s shooting is deadly accurate and his careful use of cover makes him hard to hit as he stalks the enemy. Emil Dürr was also a tank-hunter, part of a unit of 7.5cm towed anti-tank guns. When his guns were knocked out, he gathered up Panzerfaust anti-tank launchers and hunted tanks on his own. The final warrior is Adolf Peichl, a veteran of fifty close combats including the destruction of at least eleven tanks. When he’s fighting in an assault, he and any unit he’s leading will pretty much fight to the death, with him as a lethal whirlwind in the centre of the fight. Ready For Battle The D-Day: Waffen-SS book will give you some great new ways to use your existing D-Day: German army, as well as opening up new options for painting and army building.

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Eastern Front: Mid-War Forces (HC)
Eastern Front: Mid-War Forces (HC)

The new Eastern Front compilation is about to do for the Russian Front what North Africa did for the war in Africa. Between the new compilation and the accompanying starter and army sets, re-fighting epic mid-war battles like Stalingrad and Kursk have never been easier. Whether you are returning to the Mid-War period or starting from scratch, the Eastern Front book has everything you need in one package. Eastern Front compiles all the existing Mid-War books for the fighting in Russia: * Iron Cross, Ghost Panzers, and Death from Above for the Germans * Enemy at the Gates and Red Banner for the Soviets * White Death for the Finns * Hungarian Steel for the Hungarians * Brave Romania for the Romanians Eastern Front also brings back many of the odd and unusual tanks from the Mid-War Monsters book of ten years ago, and a bunch of new tanks as well. Eastern Front really is complete, with everything a beginner needs: history and background, interesting formations, organisational information for building a force, and game stats for playing the game. Each army has a painting and basing guide, along with a beautifully illustrated catalogue of the available models. It is a one-stop gaming resource for the German, Hungarian, and Romanian advances across the Russian steppes in 1942, the devastating counterattacks at Stalingrad and Rzhev at the end of the year, and the furious battle of Kursk in 1943 that finally turned the tide in the East against the Germans. What's Inside? Each country has its own section, starting with a guide to some of the major battles they fought, their unique special rules, and the organisation of their forces. Each country has a selection of formations that you can field. These usually include light and medium tanks or self-propelled guns, and various types of infantry and armoured infantry in half-tracks for the Germans and Romanians. This is followed by a selection of anti-tank guns, artillery, anti-aircraft guns, and aircraft to support your core formation. All-in-all, there are 43 different formations to choose from, or to mix and match to create your unique force. Mid-war Monsters While most of the formations and supporting units will be familiar to existing players, we have added a few new ones, plus some wildcards for some really ‘out there’ stuff. These are some of the weird and wonderful designs that never made it into widespread service (or into service at all in some cases), but are interesting and exciting enough to include in the game. We give a brief outline of the background, development, and potential or actual combat use of each vehicle, then all the information you need to use them in your games: formations, units, and characteristics. Many have their own formations, or hybrid formations, mixing them into formations equipped with standard tanks, while others are available as support for your existing army. Germans The Germans have three powerful new tank-hunters and two new heavy tanks: Bunkerflak tank-hunter, Dicker Max tank-hunter, and Sturer Emil tank-hunter, Panzer I infantry tank, and Tiger (P) heavy tank. Both of the tanks are wildcards, so you can add a unit of each to your force. The Bunkerflak was, as its name suggests, designed to destroy bunkers. It mounted an 8.8cm FlaK gun on an armoured half-track chassis. As things turned out, there wasn’t much call for it as a bunker buster, but it made a powerful anti-tank weapon, giving the normally immobile ‘88’ the ability to move wherever it was most needed. Both Dicker Max (Fat Max) and Sturer Emil (Stubborn Emil) were named for cartoon characters, but there’s nothing comical about what these two can do to heavy tanks. Dicker Max mounts a long-barreled 10.5cm (4.1-inch) gun, while Sturer Emil goes a step further, mounting a massive 12.8cm (5-inch) gun that makes the one in the Jagdtiger look puny. British and French infantry tanks like the Matilda and R-35 infantry impressed the German soldiers facing them with their near impenetrable armour. They demanded something similar to support them, too. The result was the Panzer I infantry tank, a tiny tank with the armour of a Tiger. It’s perfect against infantry, who won’t be able to hurt it, but with only machine-guns for armament, it’s not much use against tanks. The last of the German arrivals is the Tiger (P), the same one found in North Africa. Dr Ferdinand Porsche designed it to the same specification as the normal Tiger heavy tank, but got all fancy, giving it an air-cooled engine and electric drive for better performance in difficult terrain. This turned out to be a little trickier than he anticipated, so the other Tiger became standard, while the Tiger (P) — yep, that’s P for Porsche — hulls were turned into Ferdinand tank-hunters. Soviets The Soviets have four new tanks: T-43 medium tank, KV-3 and KV-5 super heavy tanks, and IS-85 heavy tank. The KV-5 is a wildcard, so you can add it to any force. The iconic T-34 was a ground-breaking design, fast, well armoured, and with a decent gun. It had a couple of weaknesses, though, so the designers created the T-43 to replace it. The new T-43 added an extra crewmember to the turret, separating the job of commander from that of the previously overworked gunner. The designers also improved it automotively, giving it torsion-bar suspension and a compact transversely-mounted engine. This allowed them to massively increase its armour without having much impact on its speed. Increasing armour was also the theme for the KV-3 heavy tank. It’s a lengthened KV-1 with even more armour and a gigantic 107mm (4.2-inch) naval gun from a destroyer. Well-nigh invulnerable, with the punch to worry even a Tiger tank, it is one of the most fearsome beasts on the battlefield. That title, though, has to go to the KV-5. Lengthened even further, and mounting the same 107mm gun in a gigantic turret, along with two smaller machine-gun turrets, it is a monster. And that’s before you consider its 100-tonne weight and armour thick enough to bounce an ‘88’ at point-blank range. This titan is one of the biggest tanks ever. Hungarians The Hungarians have two new tanks and an assault gun: Turan I and II tanks and Zrinyi assault gun. The fledgeling Hungarian tank industry started producing a Czech design they called Turan in mid-1942 and started issuing it to new armoured divisions in training. They made two varieties, the lighter Turan I with a 40mm (1.6-inch) gun and later the Turan II with a 75mm (3-inch) gun. Both were excellent tanks overtaken by events. When the Red Army destroyed the Hungarian Second Army outside Stalingrad, they ended Hungary’s participation in the war until later in the war. However, had the Soviet offensives reached the Hungarian borders a little sooner, the Turan would have been ready to fight them. The Zrinyi assault gun took the Turan chassis and mounted a long 75mm anti-tank gun on it, much like the German StuG. If it had not been for Allied bombing and German reluctance to supply the guns, numbers of Zrinyi would also have been ready to defend Hungary in late 1943, giving them an effective assault gun and tank-hunter. Romanians The Romanians have one new tank-hunter, the TACAM T-60. As a wildcard, you can field the TACAM T-60 with any force. If you speak Romanian, the name TACAM T-60 says it all. TACAM stands for self-propelled anti-tank gun, and the T-60 refers to the Soviet T-60 tank used as its chassis. The Romanians liked the idea of the German Marder tank-hunters and set about building their own. Having captured a lot of the diminutive T-60 light tank, they picked that as the basis, then mounted a long-barrelled captured Soviet 76mm (3-inch) gun on it. The result was workable, so the set it into production. Unfortunately, like the Hungarians, their field armies had been destroyed around Stalingrad, and weren’t ready to reenter the battle when the TACAM arrived. What about the Finns? The Finns don’t have any new tanks, but that’s simply because they already have all the weird and wonderful tanks they possessed in the earlier White Death booklet (which is included in Eastern Front). They have the pair of KV-1 heavy tanks and the trio of T-34 medium tanks that they recovered and repaired, along with the unusual Landswerk Anti II self-propelled anti-aircraft tank they share with the Hungarians, and the BT-42 assault guns they built from old British howitzers and captured Soviet light tanks. Do I Need This? If you are new to the Mid-War period and prefer the Eastern Front to the North African deserts, then the answer is a resounding yes. It has everything you need to get into the period, along with full information on your opponents’ armies (or your future armies!). Add one of the starter sets or army boxes, some unit cards, and you are ready to go. On the other hand, if you already have some of the earlier Eastern Front books and an existing army, you’re fine just as you are, unless you are tempted by the new additions or a whole new army. Either way, Eastern Front has all you need to know. It’s your one-stop-shop for re-fighting mid-war battles in Russia.

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