Flames of War Old Ironsides: Intelligence Handbook on US by Phil Yates

By Phil Yates

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DECIDING WHO WON The attacker wins if they hold either objective at the end of the game. They have broken through and are deep behind the enemy line. If you are playing to a time limit and the attacker fails to take an objective, the defender wins. The breakthrough has been cut off and the front lines held. Use the Victory Points table below to look up your victory points based on the number of platoons that the winner lost during the battle.

6. The defender deploys any or all of their platoons in their table quarters. All remaining platoons are held off table as a mobile reserve. 7. The attacker must hold one platoon and may hold up to half of their force off table as a flank attack. The rest of the force deploys in their table quarter, more than 8”/20cm from any enemy teams and more than 16”/40cm from all visible enemy teams. No mans land Attacker’s flank attack arrives here 24”/60cm 8. The defender now places their Company Command team in their deployment area or in mobile reserve arriving as another platoon, then the attacker places their Company Command team in their deployment area.

You must prevent the enemy from taking the objectives. Mobile reserves are on the way. PREPARING FOR BATTLE 1. Mark the centre of the table so that the table quarters are obvious to both players. 2. The player with an Infantry Company will defend against a player with a Motorised Infantry Company or a Tank company, and a player with a Motorised Infantry Company will defend against a Tank Company. In all other cases, both players roll a die and the highest scoring player chooses to attack or defend.

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