XXIII Torneo Flames of War BASES DEL TORNEO

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XXIII Torneo Flames of War BASES DEL TORNEO
Página 1 de 4
Versión 3.0 Rev. 24/09/10
c/ Jorge Juan 112 - Madrid 26 de Diciembre de 2010 a las 10:00
XXIII Torneo Flames of War
BASES DEL TORNEO
1- Nº de participantes: 16. El torneo se juega por parejas.
2- Registro, pago y devolución de entradas: El precio de la entrada es de 24 € por pareja. El
pago se hará en tienda o por transferencia. El nº de cuenta se solicitará por correo electrónico o
en la tienda. El coste de la entrada se incrementará en 5€ si el pago se efectúa el día del
torneo
La inscripción se hará por riguroso orden de pago, y no será efectiva hasta haber entregado las
listas de ejército (ver Punto 6 de las Bases). Para registrar a un jugador, éste deberá indicar a la
Organización su nombre completo, número de teléfono y dirección de e-mail.
Sólo se devolverá el dinero de la entrada en caso de no asistencia por causa justificada y aviso
previo a Quimera con un mínimo de 72 horas antes del comienzo. Deberá entregarse la
correspondiente entrada para verificar la devolución. En caso de retraso o ausencia sin
justificación no se devolverá el dinero.
3- Plazo de inscripción: La fecha límite para confirmar plaza (pago de entrada y entrega de
listas para verificación) es el 17 de Diciembre de 2010. No se admiten listas o trasfondos en
mano, hay que enviarlos por e-mail (ver Punto 6 de las Bases).
4- Reservas: Una vez superado el número de participantes máximo pueden registrarse más
jugadores como reservas siguiendo el procedimiento descrito más arriba. Los reservas irán
cubriendo las bajas en el torneo cuando finalice el plazo de inscripción. Es imprescindible que los
reservas dejen su número de teléfono móvil para poder avisarles en cualquier momento.
5- Reglas aplicables: Se aplicarán las reglas publicadas en el Reglamento (V2 – Septiembre
2006) y todos los suplementos y libros de campaña oficiales, así como las correcciones del FAQ
“Lessons from the Front”.
6- Listas y trasfondos: Cada pareja deber entregar sus listas de ejército a la Organización para
ser revisadas antes de que finalice el plazo de inscripción. Aunque no es obligatorio, se valorará
la presentación de un trasfondo para las listas que explique la coherencia temática y fidelidad
histórica en la representación del ejército. Las listas y un borrador de los trasfondos deben
enviarse cuanto antes por e-mail a [email protected] (QUIMERA), indicando el nick, el
nombre completo y el nº de teléfono.
7- Organización de los ejércitos: Cada pareja deber preparar dos listas de 2500 puntos del
periodo Late War, una del bando aliado y otra del bando del eje, según las reglas de
organización de ejércitos de los suplementos Festung Europa, Fortress Europe, D-1, Bloody
Omaha, Villers-Bocage, Monty’s Meatgrinder, Cobra, Stalin’s Onslaught, Hammer and
Sickle, River of Heroes, Hell’s Highway, A bridge too far, Dogs and Devils o Stalin’s
Europe con las puntualizaciones siguientes:
•
No se permiten guerreros (warriors) salvo aquellos s que forman parte orgánica de la lista
(Von der Heyte, Panzerkanonen, etc.), previa consulta a la organización.
•
Cada lista debe incluir al menos dos compañías, de manera que cada jugador de la pareja
disponga de una fuerza de 1250 puntos. Por tanto, cada pareja deberá entregar 4
compañías de 1250 puntos cada una: 2 del eje y 2 aliadas.
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•
Se admiten parejas con listas aliadas USA y UK, y de aliados del Eje con Alemania (que
usarán las reglas de dominación alemana German Domination), pero no otras alianzas. No
se jugarán las reglas de Stratagems.
•
Se usarán las reglas de Total War para determinar el mando y la gestión de pelotones de
apoyo de cada pareja
(http://www.flamesofwar.com/Default.aspx?tabid=109&kb_cat_id=23).
8- Requisitos y normas generales del torneo: Todos los participantes deberán cumplir los
siguientes requisitos generales:
•
Sólo se admiten miniaturas originales. Las copias ilegales serán retiradas de la mesa.
•
En principio, es preferible que todas las miniaturas estén pintadas incluyendo sus bases,
aunque se permite jugar con ejércitos que tengan miniaturas sin pintar. Sin embargo, sólo
los ejércitos pintados por completo pueden optar a todos los premios. Aquellos jugadores
que no tengan su ejército pintado al completo no podrán optar a los premios de Campeón
absoluto ni Ejército Mejor Personalizado.
•
Todo el equipo de las miniaturas debe estar convenientemente representado, aplicando la
regla CLVECE (“Como lo ves es como es”) al máximo posible. Las miniaturas que
claramente no cumplan este requisito, a discreción de la Organización, serán retiradas de
la mesa.
•
Cada participante deberá traer dados, cinta métrica, plantillas, marcadores, un bolígrafo,
reglamento y suplementos oportunos, así como dos copias de sus listas de ejército y
trasfondos, y cualquier otro material que consideren oportuno para ser valorado en los
apartados de pintura y personalización.
•
En caso de discrepancia entre los jugadores durante el transcurso de una partida, deberán
ponerse de acuerdo consultando las reglas. Si no llegaran a un consenso, podrán decidir
por una tirada de dado, o bien consultar al Árbitro.
•
En caso de intervención del Árbitro, éste comprobará las reglas oportunas y las aplicará a
rajatabla. Si la situación no estuviera contemplada explícitamente en las reglas, el Árbitro
resolverá en ese momento cómo debe solventarse la disputa. En cualquiera caso las
decisiones arbitrales son inapelables. La Organización se reserva el derecho de amonestar
a los jugadores en casos justificados, aplicando las medidas oportunas.
•
Deportividad: Se espera de todos los jugadores un comportamiento deportivo durante el
transcurso del torneo. Sin embargo, en casos de comportamiento claramente
antideportivo por parte del rival, se marcará la casilla “Oponente difícil” (alias PagüerRanger) de la hoja de resultados, lo que conllevará que la Organización intervenga para
aclarar el malentendido, reservándose el derecho de tomar las medidas oportunas.
9- Desarrollo del torneo: El torneo constará de 3 rondas. Los participantes jugarán por parejas
durante todo el torneo, siempre con el mismo compañero.
Los jugadores no repetirán mesa de juego ni rival a lo largo del torneo, excepto en la última
ronda.
El sistema de elección de ejércitos antes de cada ronda será el siguiente:
•
Los enfrentamientos serán entre listas de bandos opuestos (Eje vs. Aliado) y entre parejas
de puntuación similar en la medida de lo posible y sin repetir emparejamientos.
•
La pareja con menor puntuación puede escoger el bando con el que jugará la partida
(Aliado o Eje) de entre las listas que tenga.
•
En la primera ronda o en caso de empate se elegirá al azar quién puede escoger.
Las mesas de juego tendrán un tamaño de 240 x 180 cm (doble mesa) y estarán
convenientemente dotadas de escenografía que será fijada por la Organización del torneo y en
ningún caso se podrá variar su posición en la mesa.
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Los jugadores anotarán en la hoja de registro su nombre y bando, y después de cada ronda, su
puntuación y la de su rival.
Durante la pausa para comer los jugadores dejarán desplegados sus ejércitos y todo el material
que hayan preparado para la categoría de mejor representado junto a su hoja de registro para
ser evaluados por la Organización.
10- Horario: Por respeto a los demás jugadores se ruega puntualidad.
•
10:00 Pasar lista y llamar a reservas. Emparejamientos.
•
10:15 Comienza la primera partida.
•
12:30 Termina la primera partida
•
12:45 Comienza la segunda partida
•
15:00 Termina la segunda partida.
--- Pausa para comer y puntuar los ejércitos. Desplegar el ejército y dejar a la vista la lista, el
trasfondo y cualquier otro material para ser evaluado por parte de la Organización --•
17:00 Comienza la tercera partida
•
19:30 Termina la tercer partida y entrega de premios
En caso de ausencias o retrasos de más de 10 minutos respecto a la hora de inicio de cada ronda,
la Organización otorgará una Derrota por 1:6 al jugador ausente.
11- Escenarios: Antes de las dos primeras rondas la Organización seleccionará al azar el
escenario a jugar de acuerdo a la tabla siguiente (no se repetirán escenarios). En la tercera ronda
se jugará la misión Total Victory.
1. Hasty assault (ver Nota)
2. No retreat (ver Nota)
3. Breakthrough (ver Nota)
4. The Cauldron (ver Nota)
5. Fighting Withdrawal (ver Nota)
6. Encounter
NOTA: En los escenarios indicados se contará como empate y se aplicará la regla Fair Fight en
caso de que el tiempo de juego termine y no se cumplan las condiciones para dar la batalla por
terminada (por que no se haya jugado el mínimo de turnos u otra razón, ver Ending the battle)
pero el atacante cuente con unidades a 10 cm o menos de algún objetivo situado en la zona de
despliegue del defensor.
12- Premios: Las categorías premiadas y la cuantía de los premios son las siguientes. Los
premios no son acumulativos, y la cuantía se ha determinado asumiendo una participación de 16
jugadores. En caso de una asistencia menor, se reajustarán proporcionalmente:
•
Campeones absolutos: Ticket de 60 € (o regalo equivalente) + Diploma
•
Segundos clasificados: Ticket de 40 € (o regalo equivalente) + Diploma
•
Terceros clasificados: Ticket de 24 € (o regalo equivalente) + Diploma
•
Ejército mejor representado: Ticket de 20 € (o regalo equivalente) + Diploma
En caso de que un jugador haya recibido un premio de categoría mayor, se premiará al jugador
con la segunda mejor puntuación de esa categoría.
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Versión 3.0 Rev. 24/09/10
13- Puntuaciones: Los criterios para determinar a los ganadores de las diferentes categorías y
las respectivas puntuaciones otorgadas por la Organización serán los siguientes:
•
Puntos de victoria: En cada ronda se conseguirán puntos de victoria en función del
resultado obtenido en batalla (condiciones de victoria), tal como se indica en la pág. 168
del Reglamento:
Puntos de victoria
Resultado
Bajas del vencedor
Ganador
Perdedor
Victoria aplastante
0 Pelotones
6
1
Victoria decisiva
1 Pelotón
5
2
Victoria marginal
2 Pelotones o más
4
3
•
Primer, Segundo y Tercer clasificados (máximo 18 puntos): Se seleccionará a los mejores
clasificados a la pareja de jugadores que acumule la puntuación más alta al sumar sus
puntos de victoria en las tres rondas. También se premiará a la pareja de jugadores
clasificados en segundo y tercer puesto después del primero de acuerdo al mismo criterio
de puntuación. En caso de empate, se primará a la pareja de jugadores con mayor
número de victorias. Si así no se resolviera el desempate, se comprobarán los cruces
entre las parejas de jugadores empatados a favor de los ganadores. Si persiste el empate
o ambas parejas de jugadores no se han enfrentado entre sí, el premio se repartirá
equitativamente entre las parejas empatadas.
•
Mejor representado (máximo 12 puntos): Se seleccionará como ejército mejor
representado al que acumule más puntos por los conceptos siguientes. En caso de
empate, el premio se repartirá equitativamente entre los jugadores empatados:
-
Técnicas, nivel y detalles de pintado de miniaturas, decoración de las peanas y
conversiones de miniaturas (0-8), valorado por la Organización.
-
Trasfondo, coherencia temática y fidelidad en la representación del ejército (0-4),
valorado por la Organización. Se valorará muy positivamente que se justifique la
unidad histórica que se representa con la lista de FOW.
ESCENOGRAFÍA
En general se aplicarán las reglas incluidas en el Reglamento sobre efectos de la escenografía en el
movimiento (Pág. 8-9) y la línea de visión (Pág. 36-41), y en particular se considerarán los elementos de
escenografía siguientes (las indicaciones sobre LDV se entienden entre equipos situados al mismo nivel o
similar – menos de 3 cm de desnivel).
Otras consideraciones:
?
Los obstáculos lineales proporcionan cobertura (bulletproof cover, ver Pág. 50-51 del Reglamento) sólo
contra disparos en fuego tenso atacando desde el lado protegido, pero no contra fuego tenso atacando
desde el lado descubierto, artillería o aviación.
?
No se podrán colocar objetivos en elementos de escenografía impasables.
Elemento
Tipo
Movimiento
-
R
Vía de tren
Lineal
DG
Ruinas
Área
VDG
Construcciones derruidas o con menos de 3 paredes verticales. Tratar como
ruinas según el reglamento
Cas as
Área
VDG
Construcciones con al menos 3 paredes verticales. Tratar como edificios según
el reglamento. Tratar cada planta como una única habitación aunque tengan
varias secciones. Un edificio puede albergar tantas miniaturas como quepan
en ella sin solap ar sus peanas.
Carretera
Notas
No es posible cavar pozos de tirador (foxholes ) en una carretera .
Sólo la infantería puede mover a lo largo de la vía.
Determinar con 1D6 el tipo de vegetación antes de empezar la batalla:
Sembrado
Área
CC / DG
1-4: Tratar como CC, sólo bloquea parcialmente LDV (concealed ) a los
equipos de infantería y cañones portátiles, ligeros o medios en su interior o
detrás de ellos.
5-6: Tratar como DG y bloquea parcialmente LDV (concealed ) a todos los
equipos en su interior o detrás de ellos, salvo cañones pesados, inmóviles o
antiaéreos.
Árboles dispersos y con espaciado regular.
Ocult a parcialmente LDV (concealed ) a los equipos en su interior o detrás de
ellos. La artillería puede disparar desde su interior o a menos de 10 cm por
detrás.
Plantación de
árboles
Área
VDG
Bosque
Área
DG
Todas las áreas arboladas y agrupaciones de árboles salvo indicación expresa.
Tratar como bosque.
Pedregal, Cráter
Área
DG
Bloquea parcialmente LDV (concealed ) a los equipos de infantería y cañones
portátiles, ligeros o medios en su interior. No es posible cavar pozos de
tirador (foxholes ) en un pedregal o cráter.
Colinas
-
DG
Todas las colinas salvo indicación expresa.
Dunas
-
DG / IMP
El lado tendido de la duna es DG. El lado escarpado de la duna es impasable
excepto para infantería y cañones portátiles.
Riscos,
acantilados
-
IMP
Lados verticales de colinas y montañas. Si sólo tienen un nivel de altura (3 cm
o menos) la infantería podrá subir o bajar por ellos pero deberá acabar el
movimiento justo después de cruzarlos. En cualquier otro caso tratar como
impasable salvo para equipos Mountaneer
Montaña
-
VDG
Elevaciones del terreno de 6cm o más de alto. La visibilidad desde una
montaña es la misma que la de la aviación (ver Reglamento). A efectos de
disparo, se considera que los equipos objetivo situados en una montaña están
siempre a más de 40cm de distancia (+1 para impactar).
Torrentera o
barranco
-
VDG / IMP
Los laterales son i mpasable para vehículos o cañones, terreno muy difícil para
infantería o cañones portátiles. Los accesos y el fondo son VDG.
Área
VDG
Obstáculo acuático. Bloquea parcialmente LDV (concealed ) a los e quipos de
infantería y cañones portátiles, ligeros o medios en su interior. No es posible
cavar pozos de tirador (foxholes ) en un pantano.
Río
-
VDG
Obstáculo acuático. Cualquier río independientemente de su ancho . No puede
acabarse el movimiento dentro del río. No bloquea LDV.
Vado
-
DG
Puente
Lineal
R
Canal
Lineal
VDG / IMP
Acequia
Lineal
DG
Pantano
R = Road (Carretera)
CC = Cross Country
Escenografia_General_v2.doc
Bloquea parcialmente LDV (concealed ) salvo desde posiciones enfiladas con el
eje del puente. Un vehículo blindado destruido en su interior bloquea el paso
(tratar como VDG). Los paramentos son obstáculo lineal.
Interrumpe LDV. Impasable excepto para infantería o cañones portátiles.
DG = Rough – Difficult Going
VDG = Rough – Very Difficult Going
IMP = Impassable
Hasty Assault Mission
Attacking dug-in enemy formations
became a mainstay of offensive operations.
Attempting to mass local superiority to
effect a breakthrough became the mark
of a successful commander.
Attacker’s Table Edge–Attacker’s Reserves arrive here
8“/20cm
The Hasty Assault mission uses the
Defensive Battle, Delayed Reserves,
Immediate
Ambush, Prepared
Positions and Reserves special rules.
Defender places one objective here
Attacker Deploys here
12“/30cm
NO Mans Land
16“/40cm
Centre line
Your Orders
8“/20cm
NO Mans Land
Attacker
The enemy holds a key position blocking
your way to the final objective. Find a
weak point and punch through their
defence before they receive sufficient
force for a counterattack.
12“/30cm
Defender Deploys here
Attacker places two Objectives here,
Defender places one objective here
8“/20cm
Defender
Hold until relieved! Weather the initial assault until you can
force him back when your reserves arrive. You must hold your
objectives until you have sufficient force to counterattack!
Preparing for Battle
1.
Determine who is the Attacker and Defender using the
Defensive Battle special rule.
2.
The defending player chooses the long table edge that
they will deploy from. The attacker deploys from the
opposite table edge.
3.
The defending player places one objective in their
deployment area and one objective in the attacker’s
deployment area. The objective in the attacker’s area
must be 16”/40 cm from the centre line of the table
while the other objective must be at least 12”/30cm
from the centre line of the table. Both objectives may
not be placed within 8”/20cm of any table edge.
4.
The attacking player then places two objectives in the
defender’s deployment area. Both objectives must be at
least 12”/30cm from the centre line of the table and
may not be placed within 8”/20cm of any table edge
5.
Starting with the attacker, both players nominate at
least half of their platoons to be held off the table in
Reserves for the attacker or in Delayed Reserves for the
defender.
6.
The defender holds one platoon in Immediate Ambush
and deploys their remaining forces in their half of the
table at least 8”/20cm away from the centre line.
7.
The attacker now removes one of the objectives that
they placed on the table.
8.
The attacker deploys their remaining forces in their half
of the table at least 12”/30cm away from the centre
line.
9.
Both players place their Independent teams in their own
deployment areas starting with the defending player.
Beginning the Battle
1.
Deploy the defender’s platoon being held in Immediate
Ambush in their deployment area.
2.
Starting with the defender, both players make
Reconnaissance Deployment moves for any Recce
Platoons they have on table.
3.
All attacking and defending teams begin the game in
Prepared Positions.
4.
The defender has the first turn.
Ending the Battle
The battle ends on or after turn six when either:
•
A player starts their turn in possession of any of
the objectives that were placed in their opponent’s
deployment area, or
•
the defending player starts their turn and there are
no attacking teams on the defender’s side of the table
centre line.
Deciding Who Won
The attacker wins if the game ended because they started
one of their turns holding an objective in the defender’s area.
The attacker has secured a key piece of terrain on the field,
forcing the defender to withdraw.
Otherwise the defender wins. The defender has held their
front line and halted the attacker’s offensive.
Calculate your Victory Points using the Victory Points Table
on page 195.
Page 69
No Retreat
Hitler’s orders to dig in and not to give ground
leave his soldiers few options to stem the tide of
the advancing Red Army. The front-line troops
can only hedgehog their positions, fight where
they stand, obeying the ‘No Retreat’ order, and
pray for a mobile force to counterattack and
throw the Soviets back.
Attacker’s table edge
Attacker Deploys here
No Retreat uses the Ambush, Defensive Battle,
Prepared Positions, and Reserves special rules.
Your Orders
No Man’s Land
Attacker
The enemy has been beaten, but not defeated.
They have fallen back to temporary defensive
positions.
You must defeat them here and force them to
retreat. Once they have been pushed out of this
position, the road is open and our mobile troops
can surround and destroy them.
Defender
Things look bad, but the order has come to hold
at all cost. Your forces are outnumbered and
your defences barely dug, but you must hold
until help arrives.
If you can stop the enemy here, we will be able
to re-establish the front line and prepare for a
counterattack. There can be no retreat!
8”/20cm
Defender deploys here
8”/20cm
Each player places one
objective here
8”/20cm
16”/40cm
Defender’s reserves arrive here
Defender’s table edge
Preparing For Battle
1.
Determine the attacker and defender using the Defensive
Battle special rule.
2.
The defending player chooses which short table end
they will deploy in.
3.
Starting with the defender, both players now place
one objective each in the defender’s end of the table.
The objectives must be at least 8”/20cm from the centre
line of the table, and may not be placed within 8”/20cm
of any table edge.
4.
Beginning The Battle
1.
The defending force begins the game in prepared positions,
so their troops are in Foxholes and Gone to Ground.
2.
Starting with the defender, both players make
Reconnaissance Deployment moves for any Recce
Platoons they have on table.
3.
The attacking player has the first turn.
Ending The Battle
Next the defending player nominates at
least half of their platoons to be held off the
table in Reserve at the start of the game.
Then the defender nominates one of the remaining
platoons to be held in Ambush. Finally, they deploy the
rest of their platoons in their half of the table.
The battle ends when either:
5.
The attacker deploys their entire force in their half of
the table at least 16”/40cm from the table centre line.
Deciding Who Won
6.
Both players now place their Independent teams in their
deployment areas starting with the defending player.
•
the attacker holds any of the objectives at the start of
their turn, or
•
the defender starts any of their turns from turn six with
no attacking teams in the defender’s half of the table.
The attacker wins if the game ended because they started one
of their turns holding an objective. They have broken the
defensive position and forced the enemy to fall back.
Otherwise the defender wins. The attack has been beaten off
and the defender can now prepare their counter-stroke.
Calculate your Victory Points using the Victory Points Table
on page 195 of the rulebook.
Page Mobilising your Army for Total War
In Total War, there are no limits. You mobilise every resource
at your command and throw everything into the battle.
Total War divides your force up differently from normal. Your
force becomes a battlegroup in which your combat compan­
ies only contain the combat troops. All of your support is
separated into a combined support group. This allows your
support troops to operate where it is most needed.
This allows you to keep your artillery together at the back
of the table, while supporting your attacks with all of your
heavy tanks. Since they aren’t part of a combat company, you
can use them wherever they are most needed.
Meanwhile your combat companies can get on with their
assigned tasks without worrying about what’s happening to
their artillery or anti-tank support half a table away.
Building A Total War Force
The essence of building a force for a Total War game is
simply to combine two or more normal Flames Of War
companies together into one combined force.
The easiest way to do this is to split the available points
between the companies (with at least 1000 points in
each company) and build them as you would for a
single company game.
Having done this, you then take all of the Support
Platoons for the combined force and put them in the
Support Group, leaving the remaining HQ, Combat and
Weapons Platoons to form your Combat Companies.
Combat Companies
In Total War a combat company is just the core of a normal
company (or Soviet battalion). It must have a Company HQ
and may contain any other Combat and Weapons Platoons
the company is allowed, just so long as it has all of the neces­
sary Combat Platoons.
Your force must include at least two of these combat compan­
ies, but may not have more than one combat company for
each 1000 points in the force. This means that you can have
two or three companies at 3000 points or more, two to four
companies at 4000 points or more, or two to five companies
at 5000 points for example.
Panzerkompanie
Company HQ
Combat Platoons
Panzer Platoon
Panzer Platoon
Weapons Platoons
Armoured Anti-aircraft
Platoon
Support Platoons
Panzerpionier Platoon
Armoured Artillery Battery
Rocket Launcher Battery
Total War
In Total War there is no limit to the size of game. While
bigger games will take longer to play, adding more
players will speed thing up.
2000 to 5000 points
This is the ideal size for a one-on-one Total War game.
With one or two players per side the game could take a
full afternoon or evening.
5000 to 10,000 points
With more points, you need a lot more time or teams of
two to four players per side. Set aside a whole day.
More than 10,000 points
A marathon event this size will keep two teams busy for
a whole weekend!
Support Group
Everything that is not in your Combat Companies is your
support group. Normally this will be the combined Support
Platoons of all of your companies.
In a scenario-based game, you can relax the support restric­
tions to reflect what actually happened in a specific battle.
There are many occasions in war where strange things happen,
such as British Crocodile flame-throwing tanks being sent to
support the US Army during the siege of Brest. In scenarios
like this, you could find just about anything being added to
the support group of a force.
Warriors
Where would an all-out war be without heroes? In Total War
you can field as many Warriors that you want, as long as
there is only one of each Warrior and they are fielded with
the Combat Company that they are normally fielded with.
Air Support
Air support is allocated to a mission, not to a particular unit
fighting to fulfil that mission. This allows this highly mobile
resource to be used in the most effective place on the battle­
field. As a result, only one of the Combat Companies in your
Total War force may take Air Support.
Your Support Group
Combine all of the Support platoons from
your force into a single Support Group.
Support Group
Panzerpionier Platoon
Armoured Artillery Battery
Rocket Launcher Battery
Heavy Mortar Platoon
StuG Platoon
Sporadic Air Support
Sturmkompanie
Company HQ
Combat Platoons
Sturm Platoon
Sturm Platoon
Sturm Platoon
Sturm Heavy Platoon
Support Platoons
Heavy Mortar Platoon
StuG Platoon
Sporadic Air Support
Page Combat Company Morale
In Total War all of the companies fight together. They know they can rely on their neighbouring company to help them
if they run into difficulty. This makes them less concerned about setbacks in their area, knowing that they are helping
create gains elsewhere.
Company Morale Checks
Fought to the Last
When you have a large number of platoons and companies
on the table, you need a simpler system to determine when a
company needs to take a company morale check. The combat
company morale rules do not require a combat company to
take a company morale check until they are reduced to a
single platoon.
With the large forces used in Total War, battles do not end
with the destruction of the first company to die. Instead,
forces fight down to the last company.
Secure in the knowledge that the rest of the battlegroup will
support them, a platoon is willing to fight on until it is all
that is left of its company.
While an independent company in a normal Flames Of War
game takes a Company Morale Check when it is below halfstrength, in Total War a Combat Company only takes a
Company Morale Check when it is reduced to a single Combat
or Weapons Platoon through having a platoon Destroyed.
The company still takes a Company Morale Check in the Starting
Step at the start of every turn once the company has been reduced
to one platoon through casualties (whether the surviving platoon
is on the table or not). As usual, the Company Morale Check is
automatically failed if there is no Company or higher Command
team to take the test.
Company Morale Checks
A Combat Company takes Company Morale Checks
when it is reduced to one platoon (rather than when
reduced to half-strength).
While the knowledge that other companies are there to help
out keeps a company going when things get rough, being
the only troops left is equally dispiriting to the last surviving
company.
Unlike normal Flames Of War games with a single company, a
Total War game does not end when a Combat Company fails a
Company Morale Check.
The game continues until one side starts their turn with either:
•
No Combat Companies with platoons still on the table, or
•
No Support Platoons left on the table and only one Combat
Company with platoons still on the table.
Check this in the Starting Step immediately after Company
Morale Checks.
Fought to the Last
The game ends when you have no Combat Companies
left or no Support Platoons and only one Combat
Company.
Support Group
Because they can be scattered across the whole table, it is
difficult to keep track of the condition of the support group.
Perhaps more importantly, the artillery should not run away
just because the heavy tanks have been destroyed, nor would
the heavy tanks run away with the loss of the artillery. As a
result the support group will fight to the last.
As a disparate collection of platoons from widely scattered
units, the troops of the support group are used to looking
out for themselves.
The Support Group never takes Company Morale Checks.
Platoons that are part of the Support Group will fight on regardless of casualties to other platoons.
Support Group Morale
The Support Group does not need to take Company
Morale Checks.
Total War and Tournaments
Total War forces cannot be used in a Flames Of War
tournament.
Page German
Infantry Assault Badge
Strong Combat Companies
While most companies only require two Combat
Platoons, our playtesters have found it well worth
paying for a third platoon.
As you will discover, a company made up of only two
platoons can be fragile in Total War as the loss of either
platoon will cause a Combat Company Morale Check.
We have found that adding a third platoon (even if it is
just a small scout platoon or anti-aircraft platoon) gives
the company a lot more resilience.
Inter-allied Cooperation
Most armies, despite the best will in the world, find it
impossible to cooperate as closely with their allies as they
would like. Different languages and doctrines combine with
incompatible equipment and procedures to render close
coordination impossible.
Companies and platoons from the armies of different countries
are allied companies and platoons.
Independent teams cannot join allied platoons. They can only
join platoons from their own country.
Teams cannot spot for an allied artillery battery that is attempting to fire an artillery bombardment. Only teams from the same
country can spot for an artillery battery.
Allied Companies
Independent teams cannot join allied platoons and teams
cannot spot for allied platoons.
Soviet Domination
The Soviet Union completely dominated their alliances with
the countries that fought alongside them on the Eastern
Front. Even in the nominally independent armies fighting
alongside them, attached ‘advisors’ often had the last say on
how the battle would be fought.
A force is Soviet Dominated if it has more Soviet Combat
Companies than British, German, or US Combat Companies
combined.
In a Soviet Dominated force, Soviet Independent teams can join
allied platoons. Independent teams from the dominated allies
still cannot join Soviet platoons.
Soviet Domination
The Soviets dominate a force if they have more Combat
Companies than the rest of the major powers combined.
British and US Observer teams from artillery batteries with a
Staff team can spot for any other British or US artillery battery
with a Staff team.
Any artillery batteries ranged in by an allied Observer team
retains its own special rules, such as Time On Target for a US
artillery battery ranged in by a British Observer team, but
cannot use any of the special rules or stratagems of their ally.
Anglo-American Forces
British and US Observer teams can spot for British and
US artillery batteries that have Staff teams.
German Domination
Like the Soviets, Germany dictated the terms of its military
alliances. Despite their national governments’ wishes,
German commanders could and did overrule their allies in
the field whenever they thought it necessary.
A force is German Dominated if it has more German Combat
Companies than British, Soviet, or US Combat Companies
combined. If the force only has German companies and companies from their allies such as Finland, Hungary, Italy, or
Romania, then the force will be German Dominated since it has
no British, Soviet, or US companies to dispute their supremacy.
In a German Dominated force, German Independent teams can
join allied platoons. Independent teams from the dominated
allies still cannot join German platoons.
German Domination
The Germans dominate a force if they have more Combat
Companies than the rest of the major powers combined.
German Independent teams can join allied platoons in a
German Dominated force.
Soviet Independent teams can join allied platoons in a
Soviet Dominated force.
Anglo-American Forces
The British and US forces worked more closely together than
any other allied countries. They achieved a degree of coop­
eration that allowed each country’s artillery to give better
support to their ally than most armies received from their
own artillery.
Page Total Victory
Total Victory uses the Battlegroup Morale, Prepared
Positions, and Total War Reserves special rules.
Preparing for Battle
1. Decide on a start and ending time for the game. You will
probably need half an hour plus an extra half an hour for
every 1000 points on a side. Make sure you have an extra
hour available after the end time so that you can finish
both players’ turns.
2. Mark out the centre line on the table. This should
either run the length of the table or across the table on
a diagonal.
3. Both players now roll a die. The side with the higher
score chooses one side of the centre line to attack from.
The other side defends from the opposite side.
4. Starting with the attackers, both players place an objective
on the attackers’ side of the centre line at least 12”/30cm
from the table edges and the centre line.
5. Starting with the defenders, both players place an ob­
jective on the defenders’ side of the centre line at least
12”/30cm from the table edges and the centre line.
6. Starting with the attackers, both players place an objec­
tive within 6”/15cm of the centre line.
7. The attacking side now has up to five minutes to plan
their strategy and an additional 20 minutes to deploy
their entire force including Independent teams, but ex­
cluding Reconnaissance Platoons.
They may deploy anywhere on their side of the centre
line as long as they are at least 12”/30cm from the
centre line.
All teams in a Combat Company must deploy within
32”/80cm of their Company Command team.
The attackers may chose to keep any platoons they wish
in Reserve. Any platoons not completely deployed within
20 minutes must be held in Reserve.
8. The defending side now deploys under the same con­
ditions and restrictions, but must also deploy any
Reconnaissance Platoons that are not held in Reserve at
this time.
9. The attacking side now deploys any Reconnaissance
Platoons that are not held in Reserve.
Reconnaissance Platoons may deploy up to the centre
line as long as they are at least 16”/40cm from all enemy
teams.
Beginning the Battle
1. Both sides start the game in Prepared Positions, so their
troops are in Foxholes and Gone to Ground.
2. The attacking side has the first turn.
Ending the Battle
The battle ends as soon as both sides have had the same
number of turns and the agreed upon ending time has
passed.
If the game has reached a critical moment and both sides
want to see what happens next, give each player another turn
or two to find out.
Deciding who Won
At the start of a side’s turn when you normally check victory
conditions that side gains one Victory Point for each objec­
tive that it holds. An objective yields a Victory Point to the
side that has taken it every turn that they hold it.
It is a good idea to keep a running total of Victory Points
scored as you play the game. At the start of each turn add up
the Victory Points you score this turn, and add them to the
running total.
A side starts the game holding all objectives in their deploy­
ment area. They hold any objectives that they have taken
(even if all of their troops have since moved away) until the
enemy takes it back or contests it by having troops that could
take it within 4”/10cm.
The side that has the most Victory Points at the end of the
game wins.
Total War Reserves
Even though the forces used in Total War games are large,
the normal Reserves rules work fine. Although only a few
reserves will arrive in the first few turns, these larger forces
are big enough to last until the reserves start flooding in on
later turns.
Where the reserves rules need to change for these games is
to allow airborne and reconnaissance troops to outflank the
enemy and attack them from the rear. This represents them
infiltrating through difficult terrain and weak spots in the
enemy lines (or simply parachuting in behind them) and
seeking out vulnerable enemy headquarters and artillery.
In Total Victory the Reserves use the normal Reserves rule on
page 199 of the rulebook.
However, any Reconnaissance, Fallschirmjäger, Parachute,
Airlanding, Glider, Commando, Ranger, or horsed cavalry
platoon that arrives from Reserve may enter the table from either
their own table edge, or from any other table edge where their
entry point is at least 8”/20cm from all enemy teams.
Total War Reserves
These are the same as the Reserves special rule, except that
Reconnaissance, Fallschirmjäger, Parachute, Airlanding,
Glider, Commando, Ranger, and horsed cavalry platoons
may arrive from any table edge as long as they arrive
more than 8”/20cm from all enemy teams.
Page Attacker’s table edge
12”/30cm
Attacker deploys here
12”/30cm
Both sides place one objective here
No Man’s Land
12”/30cm
12”/30cm
6”/15cm
Both sides place one objective here
6”/15cm
12”/30cm
No Man’s Land
12”/30cm
Both sides place one objective here
Defender deploys here
12”/30cm
Defender’s table edge
Other Table Layouts
Narrow Tables
There are many other ways to lay out your table for the Total
Victory mission. Try to avoid long and skinny configurations
as these limit the frontage on which you can fight. On many
table configurations a diagonal centre line works best and
can produce interesting tactical situations as players attempt
to capture objectives in two distinct parts of the battlefield.
If you find yourself playing on a long narrow table, you could
find that you don’t have enough room to place the objectives
in the players’ deployment areas.
Page 10
You can solve this in two ways: either run the centre line
diagonally across the table, or reduce the minimum distances
between the objectives and the table edges and centre line to
8”/20cm instead of 12”/30cm.

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