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Bulge: British -Forces on the Western Front, 1944-45 (HC)
Bulge: British -Forces on the Western Front, 1944-45 (HC)

With the release of Bulge: British, the Battle of the Bulge series of books for Flames of War is complete. Like the American book in this series, Bulge: British covers the period from the end of the Normandy Campaign until the end of the war, including the British and Canadian Armies’ participation in:

* Operation Market Garden
* Clearing the Scheldt Estuary
* Battle of the Bulge
* Clearing the Rhineland
* Crossing the Rhine
* Advance into Germany

Between this book and D-Day: British, we have the entire campaign in North-West Europe covered.

Bulge: British has everything a beginner needs: history and background, interesting formations, organisational information for building a force, a painting and basing guide, and game stats for playing the game, along with a beautifully illustrated catalogue. For an experienced player, it brings the opportunity to field new models, units, and formations, and some exciting upgrades on some existing formations.

What’s Inside?
Bulge: British has ten new formations, new support options, and loads of new kits, as well as missions for aquatic adventures in the Scheldt, Rhineland, and the Rhine river itself.

New Formations

The new formations in the book are:
* Comet Armoured Squadron
* Hussars Armoured Squadron
* Cromwell Armoured Squadron
* Guards Sherman Armoured Squadron
* Ram Armoured Squadron
* Black Bull Motor Company
* Guards Churchill Armoured Squadron
* Kangaroo Rifle Company
* Frost’s Parachute Company
* Glider Pilot Squadron

Comet Armoured Squadron
The Comet is an upgraded Cromwell cruiser tank. Like the Cromwell, it is fast, very fast, so fast that it makes the American light tanks like the Stuart and Chaffee look slow. Unlike the light tanks, though, the Comet has a modified 17 pdr gun, known as the 77mm. With an Anti-tank rating of 14, it’s one of the best tank guns of the war, able to penetrate almost any opponent from the front.

Along with that, it has quite good armour for a medium tank, with a Front armour rating of 7. It’s got everything it needs, and nothing more, so you can field a decent number of them.

The squadron headquarters can take some Cromwell CS tanks as well if you want some integrated artillery, and the usual recce patrol is available. If you want more oomph in your recce, you can replace the older Stuart light tanks, with American Chaffee light tanks with a 75mm gun, or go the other direction entirely with super-light Dingo scout cars.

Hussars and Cromwell Armoured Squadrons
If you want to upgrade your D-Day Cromwell Armoured Recce Squadron or Desert Rats Cromwell Armoured Squadron, you have two options.

Part of the 11th Armoured Division’s armoured recce regiment, the 15th/19th Hussars’ B Squadron, fought for a while with two troops of Cromwells and two of Challengers. The Challenger is another upgraded Cromwell. This time the equivalent of a Sherman Firefly. It mounts the same 17 pdr gun as the Firefly in a lengthened Cromwell chassis with an oddly tall turret. So this formation gives you up to two anti-tank troops of four Challenger tanks, and two light and fast general-purpose troops of Cromwells. While still keeping the armoured recce designation, it no longer fulfils this role, operating as a regular armoured regiment by this time.

Cromwells and Challengers
The other option is the Cromwell Armoured Squadron. This is the same as the Desert Rats option from D-Day, but with better morale and up to two anti-tank Challengers or Fireflies in each troop. You can model this as either the 7th ‘Desert Rats’ Armoured Division, or as the armoured recce regiment of the Guards or 11th Armoured Divisions. The cool thing about this formation is, not only do you get twice as many 17 pdr gun tanks in each troop, but they’ve got new ammunition bringing them up to an astounding Anti-tank rating of 15.

Guards Sherman Armoured Squadron
This formation takes the standard Sherman Armoured Squadron from D-Day, and doubles the number of 17 pdr Firefly gun tanks to two per troop of four. This is enough to make those new Front armour 10 Panthers and IS-2s quiver on their tracks, especially since these Fireflies also have the increased Anti-tank rating of 15.

If that isn’t enough to get you excited, you can also follow in the footsteps of the 1st Coldstream Guards and fit your tanks with Tulip, a pair of rockets borrowed from a Typhoon fighter-bomber. These give you the capability to fire a one-off bombardment to eradicate those pesky anti-tank guns and buildings full of Panzerfausts.

Ram Armoured Squadron
The Canadians designed their own version of the Sherman, calling it the Ram. They built thousands of them and used them for training in Canada and Britain, but exchanged them for Shermans before going into battle. Since you can assemble the new Kangaroo and Sexton kit as a Ram tank, we’ve created this ‘what if’ formation so that you can field them in your games. It looks like a D-Day Sherman DD Armoured Squadron, but equipped with 6 pdr-armed Ram tanks backed with Fireflies.

Guards Churchill Armoured Squadron
The Churchill regiments changed little after Normandy. However, the 4th Coldstream Guards had an interesting addition in the form of ‘Cuckoo’, a German Panther that they adopted and put into service. This formation allows you to field this odd bird.

Black Bull Motor Company
When the Sherman tanks of the 11th ‘Black Bull’ Armoured Division discarded their .50 cal AA machine-guns, some of the motor companies fitted them to their half-tracks as additional anti-aircraft protection. This motor company formation gives you the option of integral M5 half-tracks with these .50 cal machine-guns mounted.

Kangaroo Rifle Company
With so many Ram tanks sitting unused in Britain and an increasing demand for Kangaroo armoured personnel carriers, many were converted into Kangaroos by the simple expedient of removing their turrets. This gave the infantry an assault carrier that was as well armoured as a battle tank, enabling them to drive through artillery and machine-gun fire, and onto the objective, which they then dismounted and cleared. In the game, you can remain in your Kangaroos until you have pinned down the enemy, then at the start of the Assault Step, your riflemen can dismount and assault.

Frost's Parachute Company and Glider Pilot Squadron
No recreation of Operation Market Garden would be complete without the heroic defence of the Arnhem Bridge by Colonel Frost’s 2nd Parachute Battalion. Although organised like a normal parachute battalion, once in Arnhem, they only had a motley collection of support weapons for support. This formation reflects this odd situation with Parachute Royal Engineer Troops and Glider Pilot Flights replacing some parachute platoons.

If a single flight of glider pilots isn’t enough, you can field an entire squadron of them. They trained British glider pilots as ‘universal soldiers’, able to operate any weapon that their gliders carried. When they landed, the pilots joined their passengers in clearing the landing zone, then reformed into their squadrons as the divisional reserve. Similar to a large parachute company, but without the heavy weapons, the glider pilots have a hidden advantage. They are wearing MRC (Medical Research Council) body armour under their smocks, giving them extra protection against artillery bombardments. On top of that, every man is a sergeant or staff sergeant, giving the units extraordinary tactical flexibility.

As most of the airborne forces operating in Market Garden were very similar to those landing in Normandy three months earlier, you can use the airborne forces and missions in D-Day: British for this operation too.

New Support Options
As the war progressed, new weapons entered service in the supporting arms as well. The artillery adopted the Sexton self-propelled 25 pdr gun based on the Ram chassis, the Archer self-propelled 17 pdr anti-tank gun based on the Valentine chassis, and placed the Bofors anti-aircraft gun on a self-propelled truck chassis. These options provided greater mobility for guns that were previously towed and emplaced in static positions.

The artillery also gained a rocket launcher that put the German Nebelwerfer to shame. The Land Mattress put the naval Mattress launcher on wheels, allowing it to fire 32 Typhoon rockets in a single salvo - devastating!

The SAS had been fighting behind enemy lines throughout the Normandy and following campaigns, but once the fighting entered northern Holland and Germany, they fought their way back to the advancing troops and acted as conventional recce troops. You can field jeeps as either SAS (with the option of starting the game behind enemy lines) or airborne recce jeeps.

New Kits
Almost everything in the British: Bulge book is plastic. The only exceptions being the metal Land Mattress and the resin and plastic Bofors SP. That means we have lots of new plastics being released.

* Comet
* Chaffee
* Challenger
* Sherman Tulip
* Airborne and SAS jeeps
* Ram, Sexton, and Kangaroo
* Archer

New Scenarios
The book also includes four new missions: Objective Walcheren, Widen the Breach, Water Rats, and Rhine Crossing, linked into a campaign. The first mission, Objective Walcheren, is a straightforward beach assault that’s not as bloody as FUBAR in D-Day American, making it ideal for the Gold, Juno, Sword, and Utah beaches in a D-Day setting as well. Widen the Breach also uses the D-Day Beach Assault mat, but has the attacker assaulting along the beach to expand the bridgehead. Water Rats is a more conventional assault, assisted by an amphibious operation on the flanks, similar to those conducted by the Canadians in the flooded Rhineland. The final mission recreates the Rhine Crossing leading to the final advances into Germany. The book has all the rules for amphibious operations, including the use of Water Buffaloes (known to the Americans as LVT-4) as amphibious transports.

Command Cards
The accompanying command cards allow you to tailor your Bulge: British force to more closely represent the particular divisions and the warriors that fought in them, add interesting weaponry and specialist equipment, and create some of the less common formations.

For those favouring armoured cars, your formation can now be organised as either an armoured division’s armoured car regiment or as an infantry division’s recce regiment. Armoured car squadrons can field the Matador armoured car (also known as the AEC armoured car) for fire support, and Staghound armoured cars as their headquarters or even, if you want a Canadian flavour, as a replacement for the normal Daimler armoured cars.

Do I Need This?
*If you are a British player wanting to expand their options and try out new combinations, then this is an invaluable addition to D-Day: British. If you are new to the British Army in the late-war period, then Bulge: British is the perfect place to start, since it allows you to field all the latest and greatest equipment in one easy package.

No matter what your interest in the British Army in late 1944 and early 1945, this book is your one-stop shop to fielding an exciting and effective force combining a solid core of effective troops with a wide variety of supporting options.

100p A4 HC

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Chaffee Recce Patrol (Plastic)
Chaffee Recce Patrol (Plastic)

3x Plastic

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27.00 €
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 €
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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Land Mattress Rocket Troop
Land Mattress Rocket Troop

4x

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