A Raiding escalation campaign in the Sahara, 94

A Raiding escalation campaign in the Sahara, 1941-1943
Mediterranean Sea
Tunisia
Tripoli
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Tobruk
Barce
Benghazi
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and
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Eghei
Mountains
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Tummo
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Sudan
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CHAD
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Jebel Uweinat
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Dakhla
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Fezzan
Egypt
S
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SA
Gatrun
Taiserbo
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ti
Map Key
British
Tahla
Free French
The Saharan Campaign, 1941-43
Italian
German
The war in the deep desert was fought in three essential stages. The first was a struggle to secure the
precious few oases in the deep southern desert. From these bases the raiders could then establish
forward bases in the second phase of the war closer to the coastline. In the third and final stage of
the campaign, the special forces in the desert fought a brilliant series of raids that paralysed supply
and communication lines along the Mediterranean coast.
In Raiding Aces, you will dive straight into this war. Not only will you have to confront the
enemy, but face the Sahara itself as you fight from watering hole to watering hole in order to
launch your campaign of havoc upon the supply lines.
Remember, in the desert the motto is, who dares wins!
Cairo
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Murzuk
Jalo
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Siwa
Alexandria
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Libya
Sidi Barrani
Matruh
Cyrenaica
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Algeria
Hon
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Bir Hakiem
Jedabia
Mersa Brega
El Aghelia
Tripolitania
Bardia
Early War
Operations: 1941
Early and Mid War
Operations: 1941-1943
Mid War
Operations: 1942-1943
0 Miles 100
0 KM
100
200
Written by: Andrew Haught
Assistant Writer: Michael Haught
Editors: Peter Simunovich, John-Paul Brisigotti
Graphic Design: Sean Goodison
Photography: Battlefront Studio
Miniatures Design: Evan Allen
Artwork: Vincent Wai, Ben Wooten
Miniatures Painting: James Brown, Jeremy Painter, Mark Hazell
Terrain Modelling: Battlefront Studio
Web Support: Blake Coster
Contents
Raiding Aces............................................................... 2
What Mission Should We Play? ................................ 24
Part I: The Campaign.................................................. 2
Tracks in the Sand............................................... 25
Playing the Campaign .......................................... 4
The Will of the Sahara......................................... 26
Campaign Result Table ......................................... 5
Smash & Grab . ........................................................ 27
Part II: Your Raiding Ace............................................ 6
Setting Up and Running the Mission................... 29
Selecting Abilities ................................................. 7
Mission Special Rules.......................................... 28
Turn 1 Abilities...................................................... 8
Key Buildings...................................................... 29
Turn 2 Abilities.................................................... 11
Demolition & Time Of Day Special Rules........... 32
Turn 3 Abilities.................................................... 14
Smash & Grab Mission........................................ 33
Ace of Aces........................................................... 18
Organising the Campaign......................................... 34
Part III: Your Force................................................... 21
Abilities Quick Reference Sheet................................ 36
Your Force in Turn 1............................................ 22
Raiding Aces Results Sheets...................................... 38
Your Force in Turn 2............................................ 22
Raiding Aces Company Chart................................... 39
Your Force in Turn 3............................................ 23
Key Buildings Markers.............................................. 40
This is a supplement for Flames Of War, the World War II miniatures game.
A copy of the rulebook for Flames Of War is necessary to fully use the contents of this book.
All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any
means without the prior written permission of the publisher, nor be otherwise circulated in any form of binding or cover other than that
in which it is published and without a similar condition being imposed on the subsequent purchaser.
© Copyright Battlefront Miniatures Ltd., 2011.
Raiding Aces
Raiding Aces is an escalation campaign that focuses on the
special forces that fought in the Sahara from 1941-1943. It is
all about the bold raids, sabotage missions, and convoy ‘bash
ups’ fought in North Africa.
This is not your typical campaign. In the beginning you are a
commander with a crazy notion of establishing a deep reconnaissance unit. Your superiors reluctantly agree to let you
form your elite unit, but it will be up to you and your men
to prove the value of your idea.
During the campaign you will write the story of your
squadron as you fight through the sand dunes of the Sahara
Desert and wadis of the Mediterranean coastline. Your small
force will grow and develop into an elite force ready for the
final decisive battles in North Africa.
What is an Escalation Campaign?
An escalation campaign is different from a normal campaign
where players use the same points throughout the campaign.
Instead, an escalation campaign starts at a small point level
and works its way up to higher levels at the beginning of
each campaign turn.
In the first turn you will command a 500-point force, then
in the second campaign turn you will grow to 700 points
and in the final turn you will get up to 900 points.
The escalation format is ideal for new players to learn raiding
basics without the intimidating presence of tanks. It is also
a great opportunity for veteran players to start a new raiding
force with plenty of time between turns to get their men
painted up and ready for combat. Raiding Aces gives all
players the chance to launch a campaign of havoc on the
enemy supply lines!
Getting Started
Raiding Aces includes the campaign rules, a map, and key
documents such as company and results sheets. The campaign
documents can be found at the back of the document, but
they can be downloaded individually from our website:
www.FlamesOfWar.com.
Once you have read through these materials it’s time to select
your favourite raiding force and head into the deep wastes of
the Sahara to begin your campaign of destruction!
Part I: The Campaign
The Battlefields of The Sahara
The raiding war erupted in North Africa in 1941 with the birth of British special forces. The elite troops joined forces with the
Free French in Chad and together sowed havoc across the entire Libyan Sahara. The raiders of the Sahara battled for control
of vital oases and forward bases from which to launch raids against the supply lines along the coastline of the Mediterranean
Sea.
The desert is an unforgiving place. It is not all sand; large ridges, rocks, lower plains and vegetation made the battlefield more
diverse than one would expect. Perhaps the most important terrain to raiding operations in the deep Sahara were the few vital
oases. They were a key source of water and the base of operations for most of the raiding forces. The Axis knew these vital
locations were important to the Allied raiders and made efforts to fortify and protect them.
What is Raiding Aces?
In Raiding Aces the battlefield is generally divided into two main fighting grounds: the deep desert and the coastline. In the
deep desert, Axis and Allied special forces fought over key oases. Controlling them meant that your raiders didn’t have to
return to their own lines for resupply as often. In the first turn of the campaign you fight for control of these oases. From
there you will try and secure forward bases to launch raids against the coastline. With these secure you are off to cause as
much havoc as possible!
The Campaign Map
The campaign map shows the area where players will fight the
battles in the Sahara and along the Mediterranean coastline. It
has three regions your campaign will focus on in each turn.
What is a Region?
The battle for the Sahara was fought from watering-hole to
watering-hole. Operations in the deep desert were simply not
possible without them! In Raiding Aces your first task will be
to secure an oasis in the region called the Deep Sahara.
Once you have fought the battles there, your focus will shift
toward establishing forward bases at critical desert oases
closer to the coastline. From this region, called the Western
Desert, your force will be prepared for the final phase of your
campaign.
With your forward bases secured, its time to cut loose and
launch your campaign of destruction against the enemy’s
main forces along the coast. In this region, called the Via
Balbia, its all about tonnage destroyed. You are not fighting
for bases any more, but rather unleashing hell upon the
enemy’s supply and communication lines.
What is an Area?
Each region has two or three Areas that your forces are
battling to control
The Deep Sahara has two areas (marked on the map in
green), which represent the two major Oases in the south
Libyan desert: Kufra in the east and Murzuk in the west. You
will fight to secure one of these major oases.
There are three Areas in the Western Desert (marked on the
map in blue), which represent the major forward bases that
desert special forces called home: Hon, Jalo, and Siwa.
The third Region, the Via Balbia (marked on the map in
red), has three Areas: Sirte, Benghazi, and Mersa Matruh.
Unlike the other Areas, players are not fighting to control
these places. Rather players are launching raids against these
areas to try and cause as much havoc as possible upon their
enemy’s main forces.
How the Campaign Works
The Raiding Aces campaign is played over three campaign
turns. The length of time for each turn is up to the campaign
organiser. A turn could last a week or two, or whatever
amount of time that works best for your group.
During a campaign turn players meet to play games in the
areas associated with that campaign turn. In Raiding Aces,
during the first turn players fight for Murzuk and Kufra. In
the second turn both sides battle for Hon, Jalo, and Siwa.
In the third and final turn, players launch raids against the
coastline at Sirte, Benghazi, and Mersa Matruh.
Players may play any number of games with their Raiding
Ace during a campaign turn.
Players cannot play in areas that do not match the current
turn. Players record the results of each game they play and
report them to the campaign organizer.
Once a campaign turn is complete all of the Areas associated
with that campaign turn are locked down and no further
games can be played in those Areas. The campaign organizer
totals up the number of wins for both sides to determine who
won the Area. The side with the most victories wins the Area
and scores that area’s Campaign Points.
The campaign now moves on to the next turn and players
may now play games in any Area associated with the new
turn.
The campaign concludes at the end of the third campaign
turn. The campaign organizer now totals up the number of
Campaign Points won by each side. The side with the most
points wins the campaign.
Playing the Campaign
Games for each campaign turn can be played at any time
during that campaign turn. Players can meet whenever they
like to battle it out in the deserts and sand seas of Libya and
Egypt.
Blue versus Blue
If there are not enough Axis or Allied players to match
up together it is perfectly normal to match up two
players from the same side. The player who won the die
roll to choose the Area plays for their side, and the other
player represents the opposition.
Step One: Choose an Area
When two players are ready to play a Raiding Aces campaign
game they first have to determine who gets to choose which
Area they will be using for that game. Both players roll a die.
The player with the highest score decides which Area the
game will be fought over. In the event of a tie, simply roll
again until there is a winner.
There are two or three Areas to choose from during each
campaign turn. In the first turn you can choose either the
Murzuk or Kufra Areas to do battle. In the second turn you
can choose one of three Areas: Hon, Jalo, or Siwa. Finally,
during the third turn you can launch your raids in the Sirte,
Benghazi, or Mersa Matruh Areas.
Step Two: Play a Flames Of War Game
Once the Area has been selected and both players know
which mission they are going to play, it’s time to start rolling
dice and moving miniatures!
Players may play any of the normal Flames Of War missions
or Raiding missions they like. For example, if the players
are fighting to capture Kufra, they may want to use the
Secure Outpost mission. If you are having trouble choosing
a mission, be sure to check out the Mission Generator chart
on page 24.
Alternatively, if both players agree, they may choose to play
modified missions that reflect the conditions of the raiding
war. These modifications (called Tracks in the Sand) can be
found on pages 25-26.
Tracks in the Sand are designed to help match up your
mission with the historical situation by adding some new
advantages, challenges, and victory conditions.
Step Three: Record Results
When you have completed your game, fill out a result sheet
(page 38) and turn it in to the Campaign Organizer. Make
sure that you report:
• The date of the game,
• what Area you were fighting in,
• which side won,
• which campaign turn you are playing,
• both players’ names
• both players’ Raiding Aces’ names, and
• experience points earned by both players’ Raiding Aces.
Once your results have been turned in, you are free to play
another game, either in the same Area or somewhere else, if
you fancy a change. Each win moves your side closer to victory,
so your team will benefit more for each game you play.
Winning an Area
At the end of each campaign turn, the Campaign Organizer
totals up all of the Allied and Axis victories in each Area. The
side with the most number of victories in each Area wins
that Area.
At the end of the campaign turn, if no battles occurred in
an Area or if there is an equal amount of Axis and Allied
victories in that Area, the Axis side automatically wins it, as
the Allies have failed to make any headway.
Once a campaign turn is complete all of the Areas associated
with that campaign turn are locked down and no further
games can be played in those Areas.
The campaign now moves on to the next turn and players
now play games in any Area associated with the new turn.
The campaign concludes at the end of the third campaign
turn.
Campaign Points
Ending the Campaign
When a side wins an Area they are awarded Campaign Points.
These are added to their side’s Campaign Points grand total.
This total is kept by the campaign organizer.
At the conclusion of the third campaign turn the organiser
and players have a choice. They can either end the campaign
there or fight a big grand finale battle to destroy the port of
Tobruk.
Each Area in the Deep Sahara and Western Desert are worth
a certain amount of Campaign Points. The Areas found in
the Deep Sahara are critical for success and are thus worth
3 points each. The forward bases made it much easier to
launch raids into the enemy rear areas, and these three Areas
are worth 2 points each.
Unlike the others, the Areas in the Via Balbia region are not
worth any points. Instead, players score one Campaign Point
for their side for every three Victory Points that they earn
in each Raiding mission (for more information on Raiding
missions, see page 24) played in a Via Balbia Area.
For example, if you have completed The Raid mission and
earned six Victory Points, you have scored two Campaign
Points for your side. You are then free to play another game
and keep adding to your total!
If players choose to end the campaign after the third campaign
turn, total up how many Campaign Points each side has won.
The side with the most wins the Raiding Aces campaign.
If players would like to fight a grand finale battle, play the
Smash & Grab mission on page 27.
The side that wins the Smash & Grab mission adds the
Victory Points they have won to their overall total.
The side with the highest number of Campaign Points wins
the Raiding Aces campaign. Consult the campaign result
table below to see how well your side did in the campaign.
Campaign Result Table
Campaign Points
18+
14-17
10-13
Allies
Axis
Strategic Victory
Strategic Victory
Allied special forces gained the initiative early in
the deep Sahara Desert. The raiders have fought
a decisive campaign, strangling the Axis’ supply
lines and directly contributing to victory.
Your forces in the Libyan Desert have not only
turned back the Allied raiders, but they have
launched their own successful campaign, which
will help the Axis on its way to Alexandria.
Major Victory
Major Victory
Despite some set backs, Allied raiders managed
to break into the rear areas of the Axis and cause
untold damage and did their part toward the
Allied victory in North Africa.
Allied incursions into the Sahara have been
stopped and you have successfully stifled their
feeble raids along the Via Balbia. Your efforts
have secured the Axis flank in the Sahara.
Tactical Victory
Tactical Victory
The war in the Sahara was a tough difficult battle,
but in the end your elite force has managed to
inflict enough damage on the Axis supply lines
to help your side to victory.
The Allies have gained ground in the Libyan
desert, but you have made an orderly withdrawal, making sure the enemy has to fight for every
oasis on the way and draining their forces.
Historical Result
The battle for the Sahara was a long and difficult campaign, not so much because of the fighting, but rather because of the
environment. When battle was joined, the results were often decisive, such as the French victory at Kufra, and the Italian
victory at Murzuk. My the end of 1941 the Saharan campaign hung in the balance. The first side that took the initiative
stood the best chance. As it was, the Allies organised themselves the fastest and swept into action all along the coastline,
forcing the Italian and German special forces to react to the Allied raids rather than launch their own.
In terms of Raiding Aces, the campaign would have resulted in an Allied Major Victory. Can you and your allies secure
a better victory?
Part II: Your Raiding Ace
The most exciting aspect of Raiding Aces is creating your
own Flames Of War warrior, called a Raiding Ace. During
the campaign, you follow your warrior’s story as he fights his
way through the sand seas of the Sahara to strike at the heart
of the enemy’s supply lines along the Via Balbia.
Shortly before this campaign begins, your Raiding Ace
proposed the concept of an elite desert reconnaissance force
to headquarters. The commanding general reluctantly agrees
to let you form your force. You will now have to prove your
value in the coming battles.
As the campaign progresses, your Raiding Ace continues
to grow his elite force with more and more men and
equipment.
At the beginning of the second turn, his efforts in the Libyan
desert have not gone unnoticed. Headquarters has given you
more support to help you secure forward bases closer to the
main battlefields of North Africa.
During the third turn your Ace has expanded his force into
a private army. You will lead your troops on a campaign of
destruction and mayhem against the enemy supply line,
called the Via Balbia.
No Warriors
In Raiding Aces you cannot take normal Flames Of War
warrior teams. Instead you will create your own warrior
called a Raiding Ace.
Characteristics
Your Raiding Ace is a Company Command team, replacing
your normal Company Command team. He retains the
ratings and weapons of the Company Command team he
replaced. He is a Warrior and follows all of the normal rules
about warriors found in the Flames Of War rulebook.
Playing Games
Your ace may play any number of games during a campaign
turn. The more games he plays the more experience he will
earn, making him a better Raiding Ace.
Earning Medals
Your Raiding Ace fights alongside your company earning
medals, getting promotions, and gaining abilities.
In turn one, your Raiding Ace must fight with what he can
muster. It’s not much, but it’s enough to get the job done. As
he continues through the campaign he will earn experience
points, which you can use to award him medals. Medals will
give him special abilities.
Your Ace receives experience points at the end of each game.
These include:
• one point for playing a game,
• one point if your Ace is not Destroyed or has successfully
escaped,
• one point if you win the game, and
• one point if your force has Destroyed at least one enemy
platoon.
(Max 4 points per game).
Keep track of these points on your Raiding Aces Company
Chart. When your Ace fills all of the boxes leading up to a
medal he may select a skill from the Raiding Aces Abilities
list on pages 8-20.
Promotions
As the campaign rages on, your Ace has demonstrated his
combat and leadership skills. This has been recognised by
headquarters, which has promoted your Ace and given him
more resources.
At the start of each campaign turn, all Raiding Aces are
promoted, immediately earning two bonus experience
points towards their next medal. At the beginning of the new
turn, record these experience points on your Raiding Aces
Company Chart.
You will see that the chart already has the first two experience
points marked. This represents your Ace establishing your
elite raiding force in the first campaign turn.
A copy of the Raiding Aces Company Chart can be photocopied from the inside back cover of this document or downloaded
from our website: www.FlameOfWar.com.
Selecting Abilities
When your Ace earns a medal, you can select an Ability from
the Raiding Aces Ability List. These abilities give your Ace
special rules to use in the game.
Abilities are split into three different categories: Brains,
Brawn, and Balls. Abilities from these categories are linked
together. For example, brains abilities help your Ace make
smart decisions to maximise damage, brawn abilities makes
your raiding force sturdy, and balls abilities reflect the pure
boldness of your elite force.
During the first turn of the campaign you can select abilities
from any of the categories. As the campaign progresses, the
abilities become better and affect larger amounts of troops
in your force. These advanced abilities require that your
Ace have certain basic abilities before he can select more
advanced ones.
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There are all sorts of ways your Ace can go with his abilities.
You can specialise him in one of the categories, or put
together a combination. The choice is up to you and how
you would like to develop your Raiding Ace.
Once you have selected your Ability, you cannot change it.
Abilities stay with your Ace throughout the campaign and
cannot be lost or taken away.
Your Raiding Ace may have up to four regular abilities during
the campaign. He will also earn a fifth Ace of Aces ability
that he can use in the final battle of the campaign.
Note
You do not have to select an Ability straight away when
your Ace earns a medal. You can choose to wait until
another campaign turn to select one or spend them all
at once.
Bullets were flying everywhere.
A machine-gun nest
and an infantry squad had Hau
ptmann Derek Brandt and
his men pinned down. Derek took
cover behind a ruined
building and opened his satchel.
He grabbed a few small
grenades, a piece of lead pipe
, and a bag of coins he
had on him.
Taking apart the grenades with
his knife, he stuffed
the pipe with cloth, powder
and the coins he had. He
fitted one of the grenades’ deto
nators to one end and
pulled the pin. He tossed it betw
een the enemy infantry
and the HMG nest.
Derek watched as the explosio
n went off. It was
beautiful; the coins reflected
the sunlight as they
darted in every direction. One emb
edded itself in the wall
right next to Derek but he didn
’t even flinch.
The two men manning the HMG
nest were dead and the
infantry were all either killed
or severely wounded. But
they weren’t the only ones.
Two men in Derek’s unit
were also killed. An acceptab
le loss, in Derek’s mind...
Turn 1 Abilities
l
they were al
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an
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s face.
s slapped on hi
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al storm comin
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Derek was under guard while
his commanding officers
decided what to do with him.
Before long, Derek was
called into the general’s tent.
“Brandt, come in, sit.” The gene
ral pointed to a chair in
front of his desk. “Your reck
less actions killed two of
your men. You did manage to save
the rest, but that kind
of recklessness is not desired
in the Afrikakorps!”
The general paused. “But,” he
said. “Your expertise has
been requested to form a sma
ll Brandenburger unit that
will operate in the deep dese
rt. Your official orders
will come to you shortly, alon
g with a list of troops
you may use to form this raidi
ng group. Try not to get
any of these men killed.”
Once more the general paused.
“That is if you want this
position. Otherwise, you are
facing a court martial.”
“I’ll take it general,” replied
Derek, with a smile that
made the general feel uneasy.
“See to it.
Dismissed.”
I
will
be
watching
your
progress.
Derek clicked his heels together
, saluted, and left the
tent. “Don’t worry General,”
muttered Derek under his
breath, “We’ll put on a show!”
Brains Abilities for campaign turn 1
Some commanders lead with their hearts, others with their instinct, but not you. You lead with your intellect. You focus on
using the right men for the jobs at hand, you rely on your own cunning to outsmart your opponents, and even trick them
into revealing their weaknesses.
Keep Your Fire Up!
Cunning Like a Fox
You have been fighting with these men for most of this
damned war, you know them. You know their strengths
and weakness, and how to make them do the impossible
day after day. So, inspiring your men to keep their cool
under incoming fire is no hard task for you.
Your men always feel like you are with them, and you
are. Perception is the key to keeping your troops’ morale
high and your enemy’s low. If your troops feel that you
are there with them, they will preform better. So, keep
moving from platoon to platoon to give the impression
to both friend and foe alike that you are everywhere.
A Combat platoon led by your Ace that is Pinned Down
may still fire at their full ROF during their Shooting Step.
Custom Ride
Before the war you were a mechanic. You know how to
keep your wheels in tip-top shape. Perhaps more importantly, you also know where the keys to the armoury are
kept, so your ride has a few more guns then one would
normally expect.
At the beginning of the game, before deployment, you may
replace your Ace’s usual model with his Custom Ride model.
Your Ace is now mounted in his Custom Ride and uses all of
the Motorcycle Reconnaissance and usual Warrior rules.
A Custom Ride has a mobility rating of Jeep, and is armed
with two AA MGs and a Twin AA MG. Your Ace dismounts as his usual Infantry team.
Modelling: Feel free to use any appropriate model to represent your Custom Ride — it is a custom vehicle after all!
Your Ace may either be deployed as normal at the start of
the game, or held off-table. If your Ace is held off-table, you
may place him on the table during your Starting Step so
that he is:
• Concealed and more than 16”/40cm away from all
enemy teams, or entirely out of Line Of Sight of the enemy,
and
• within 6”/15cm of any team from one of your combat
platoons.
Your Ace may move and fight as normal during the turn
he appears.
If no teams from a Combat Platoon are on the table and
your Ace is being held off-table, he cannot be placed and is
considered to be Destroyed.
At the end of your Movement Step you may roll a die. On
a 4+ you may remove your Ace and he is once again held
off-table.
Brawn Abilities for campaign turn 1
Don’t be mislead by people who talk about great tactics or the ones who will have you risk it all for a greater faster victory. It
is the well aimed fist that always finds its mark and you are that fist.
We Lucky Few
Desert Explorer
Even though you have convinced your commanding
general to let you form your raiding force, your first real
challenge will be to muster up manpower. Your solution
is simple. Using your smile and understanding of the
regional customs, you have recruited volunteers from
the local population.
As a proud member of the Zerzura Club you learned the
mysteries of the Sahara while spending a good chunk
of your life searching for the mythical city of Zerzura.
During the search you mapped most of the uncharted
locations and mastered the art of travelling across hostile
terrain. You began this war having all the desert training
you will ever need.
Your force begins the game reinforced by a locally raised
Partisan Platoon.
Before the game begins, your Ace may roll up to nine
Motivation Tests. For each successful result, add one Rifle
team to a new Partisan Platoon.
Nominate one team in the platoon to be the Command
team. This platoon retains the Ace’s motivation and has a
Skill rating of Conscript. A Partisan Platoon is both an
Allied platoon and a Weapons Platoon.
Your Ace and any platoon he has joined always pass Skill
Checks to free Bogged Down teams in your Starting Step.
Gave Me This Scar
Rain, you remember the rain, and the taste of blood.
There was too much pain to move as you saw him
coming. He was supposed to be an officer, but he was
a tall, brutish animal with a large scar on his left cheek.
As his men laughed he pulled out his knife and carved a
scar in your right cheek that mirrored his own and left
you for dead. But your hate kept you alive.
Target one opponent’s Ace at the beginning of the game.
Your Ace receives +1 Experience Point if he personally
Destroys the targeted Ace in this game.
Your opponent must allocate all hits scored by your Ace to
their targeted Ace during your Shooting or Assault Step,
even if they have joined another platoon.
Balls Abilities for campaign turn 1
Do you have what it takes to risk a lot and win big? Your brazen courage and disregard for your own safety will making them
fear us so much that they have nightmares of your assaults. You will strike them in the very places where they feel the most
secure and they will learn that there are no safe places in this desert!
Satchel Charges
Flat-Out
Born with fire in your soul, you have always had an affection for explosions. As a child you damaged your left
ear drum playing around with fireworks but that has
never slowed you down. You always have something on
your person that goes boom, be it a small grenade or
custom-made satchel charges.
Before the war you were a race car driver. All your life
you’ve wanted to go fast. You have raced horses, planes,
boats, and cars. If it moves, it is more than likely you
raced with it. So, when you got a hold of a shiny new
jeep and made a few tweaks here and there, it quickly
became the fastest vehicle in the desert.
Your Ace that did not move in the Movement Step may
place a Satchel Charge instead of assaulting. During the
Assault Phase, roll a Skill Check. If successful, place a single
Satchel Charge token adjacent to the Ace.
While mounted in a vehicle, your Ace receives an extra
4”/10cm to his movement while moving across Cross
Country terrain during your Movement Step.
At any point in the game, your Ace may detonate a friendly
Satchel Charge token that is within 16”/40cm and Line Of
Sight. Place a template over the charge. All teams under it
are Hit and must make a save.
How’d You Get On?
During a mission using the Demolition special rules, all
Objectives under the template when a Satchel Charge is
detonated are Demolished.
Satchel Charges have Anti-tank 4 (against Top Armour)
and Firepower 4+.
how
ds, more like
id over the san
’s
sk
en
to
m
ed
is
H
em
a.
se
Peter’s jeep
vast open se
e
th
e
ss
th
ro
er
ac
ov
sail
metal
a ship would
an armada of
s,
y
hi
e
em
id
en
gs
an
on
t
jeeps glided al
g to knock ou
ey were headin
sand sea. Th
y.
supply convo
ght another
t. Living to fi
ou
t
ge
e,”
,
y
sk
ri
o
e more objectiv
“If it seems to
roying that on
e
st
th
e
de
ar
an
ts
th
hi
er
and quick
battle is bett
t,
ou
d
an
n
ter. “I
instructed Pe
.”
y, gentlemen
da
e
th
of
r
orde
“recklessness”
ough to get the
en
be
t is
ld
ou
w
it
do only wha
He hoped that
ake his men
ves
m
li
To
n
.
ow
en
r
ei
m
th
out of his
risk with
e
or
m
o
n
ke
d ta
necessary, an
d.
de
ee
n
to
as
w
as
on was about
eir first missi
th
up
r
g,
he
in
rt
tt
fa
se
t
ge
The sun was
ttle harder to
ed his jeep a li
lieutenant, he
s
hi
to
t
ex
begin. He push
n
g
n
n he was ridi
the line. Whe
.
op
st
to
m
ter
waved to hi
is point on.” Pe
we can from th parked around
as
y
tl
ie
qu
“Drive in as
men as they
essing all his
ch the supply
was now addr
as we approa
h
lt
ea
oon
st
d
ee
n
and fast. Plat
his jeep. “We
to strike hard
ess.
d
cc
ee
su
n
a
e
w
n
d
ru
convoy an
e this first
ak
m
’s
et
L
t.
in
leaders take po
”
t!
ou
l
ol
R
Competition within a unit is healthy, or so they say. So
when you returned from your first mission, you were
more than a little jealous when your best friend and
second in command chalked up twice the number of
kills than you did.
If your Ace or 2iC Command team Demolishes an objective,
the other team may re-roll a failed attempt to Demolish an
objective in the same turn.
Brandt played around with his
lighter as his driver took
him to meet his men for the firs
t time. When choosing
the recruits for his mission,
he chose men that had
reputations for being impulsive
like he was.
He flicked his lighter again,
“A man’s life is like the
flame,” he thought. “They live
short and bright lives,
but in the end they are nothing
but smoke fading in the
wind.”
When Brandt arrived his men
were assembled. Brandt
stood before them. He rema
ined quiet for several
minutes and looked over the
ranks. He saw a spark in
most of them, a fire that burn
ed in his own heart, it
was then that he knew that
he had found the type of
men crazy enough to follow
him.
Brandt cleared his throat.
“We are here to cause
destruction, mayhem, and havo
c,” he told them. “We
will drive our enemy mad with
fear. We will be the fire
that burns in their tormented
minds, and we will burn
until either we die or we cons
ume all that is touched
by us. We will move fast and
hard, we will destroy all
that is dear to them. We will
take from our enemy all
of what makes this war bearable
. Once all that is gone
they will no longer have the
will to fight. The flames
of our hatred will wither them
into dust to be carried
away into the wind.”
Once again he paused to let
his words sink in. “Our
missions will start shortly, toni
ght sleep and dream of
fire. Dismissed!”
As his men filed out, Derek
wondered how many fires
he started in their minds toni
ght.
10
Turn 2 Abilities
y
e large enem
ter spotted th
Pe
g
,
in
ed
ak
ch
m
oa
as
pr
w
oculars. It
As night ap
n
bi
s
hi
g
h
in
ug
ad
y thro
rt and he
supply convo
part of the dese
y
ld
el
ou
n
w
lo
a
ey
h
th
its way throug where Peter was convinced
age
to a small vill
r the night.
set up camp fo
up to the
the night and
to
in
e
e
ov
dr
men
r and his forc
Peter and his
Silently Pete
e.
to
ag
er
ll
vi
os
cl
ed
n
ed
ov
small abando
sports and m
from their tran found that most of the
disembarked
ey
mp on foot. Th
eas.
the enemy ca
ated in two ar
were concentr
ks
.
supply truc
both objectives
two to cover
e
in
H
.
e
er
rc
os
fo
cl
s
t
hi
ep
Peter split
mself, Peter cr o sentries.
first group hi
to take out tw
Leading the
ot
ey
sharpsho ers
o
tw
t
ou
t hopefully th
ed
gl
sin
the enemy, bu
en
ak
aw
l
il
w
The shots
by surprise.,
will be taken
n, taking
the other platoo
om
fr
t
ou
g
n
ri
ots
Peter heard sh
fight was on!
sentries. The
y
em
en
e
th
t
ou
Derek’s scouts finally located
the base of the British
raiders that had been carving
up a fair amount of
carnage along the coast. The
y had made camp at a
nearby oasis.
Derek and his men boldly drov
e straight into the British
camp and without even leavi
ng their transports they
cut down all the of the enem
y that guarded the oasis.
But Derek felt empty. This was
too easy and not even
close to being fun.
“Sir, we cleared out the
enemy,” one of Derek’s
lieutenants reported. “Also,
while clearing out the
enemy we found a great deal of
explosives in one of the
tents. Should we destroy them
before we head out?”
“No, I have an idea,” Derek smil
ed. “Gather the explosives
grab the platoon commanders
. We must work fast!”
“Yes sir!”
Brains Abilities for campaign turn 2
Split Up
Watching how your men fight, you have begun to think
more about speed and flexibility when planning your
raiding missions. You are now convinced that these are
the keys to victory in raiding missions. Splitting up a
platoon can be risky, but being in two places at once can
shift the advantage in your favour.
Before the game begins, you may split up to one of your
Combat Platoons into two separate platoons (each with as
equal of strength as possible).
Nominate one team from the new platoon to be the platoon’s
command team.
To take this Ability your Ace must have the ability: Keep
Your Fire Up!
Diversion
In your previous job as a stage magician, you learned the
value of sleight of hand and misdirection. In your performances you were able to do something in one hand
to catch the eyes of the entire audience while the other
secretly completed your goals.
Don’t think that your enemy is stupid, even if he is. Always
plan as if they are smarter so that you are prepared when
they get lucky. When your opponents position themselves in
a way to counter your brilliant strategies, don’t be caught off
guard. Instead be prepared and show them that nothing can
defeat your superior mind.
Heavy Firepower
After seeing your men in action you decided get some
more firepower. You have managed to secure much the
needed firepower by going though the proper channels
or just out-right stealing.
You may upgrade up to one vehicle MG in each Combat
Platoon with a HMG. An HMG has a ROF of 6, Antitank 2, Firepower 6, and a range of 24”/60cm as long
as the vehicle does not move. However, when moving the
weapon is reduced to the normal ROF 3 and 16”/40cm
range of a vehicle MG.
When this vehicle dismounts, it may do so as its normal
team or as a HMG man-packed gun team with the same
HMG characteristics as above.
To take this Ability your Ace must have the ability:
Custom Ride.
Once per game, at the beginning of your opponent’s turn,
select one of your Combat platoons to create a Diversion.
All enemy platoons must make an immediate Skill Check.
• If a platoon fails this Skill Check, it may only move
toward and shoot at your platoon creating the Diversion.
• Otherwise the platoon is not fooled by the Diversion and
may move and shoot as normal.
To take this Ability your Ace must have the ability:
Cunning Like a Fox.
11
Brawn Abilities for campaign turn 2
Did I not tell you that brute force was the way of the desert? Your strength will only get stronger as you follow the path of
brawn. No need to over-think your choices, use your strength to follow through to victory.
Spread the Word!
Bitter Hatred
You have shown that simply outnumbering your
opponent gives you an incredible advantage. The pile of
requests to join your elite force has grows by the minute
as volunteers flock to you banner to fight the enemy.
Men will talk, and the story of how their commander
got his scar has been passed around. What was seen as a
petty feud to your men before, is now a righteous cause.
Your hatred for the one who marked you has now passed
to your men. No punishment is too strong for an enemy
as cruel as yours.
Your Ace may add an additional three dice to your We
Lucky Few dice roll, for a total of 12 dice.
To take this Ability your Ace must have the ability: We
Lucky Few.
Sun Compass
You have shown your men how to handle themselves in
the desert with expert training and gadgets like the vital
sun compass for easier navigation in the featureless desert.
Vast parts of the desert that would slow another force
down is mere children’s play for you and your men.
Teams from your Headquarters, Combat and Weapons
Platoons treat Difficult Going as Cross Country, and Very
Difficult Going as Difficult Going
To take this Ability your Ace must have the ability:
Desert Explorer.
12
Target one of your opponent’s Combat Platoons. Then choose
one of your own Combat Platoons. Your chosen platoon
may re-roll misses when shooting at the opponent’s chosen
Combat Platoon during your Shooting Step.
Bitter Hatred must target the same opponent as Gave Me
This Scar.
To take this Ability your Ace must have the ability: Gave
Me This Scar.
Balls Abilities for campaign turn 2
So you think you are a risk taker? You think you have the guts to do what needs to be done? We’ll see about that! You will
need to demonstrate your raw courage in all its glory to win the next few missions!
Collateral Damage
Pit Stop
Sometime one explosion is not enough. If you play with
matches long enough you will feel the need to set more
than just one thing ablaze. Setting charges is an art form
and now you are planning on putting on the greatest art
show in all the desert.
You have imparted some knowledge from your racing
days to your troops. How to stop fast and completely
dismount from a vehicle in a hurry. Getting out of a race
car fast has saved your life on several occasions!
If a Satchel Charge demolishes an Objective, roll a die.
• On a result of 5+ another Objective with in 12”/30cm
(your choice) is demolished.
• Otherwise the damage does not spread.
If an Objective is Demolished by Collateral Damage,
you may continue to roll for Collateral Damage until the
damage ceases to spread.
To take this Ability your Ace must have the ability:
Satchel Charges.
Your Ace and any Combat Platoon he has joined may
attempt to dismount after they have moved at the start
of their Shooting Step instead of shooting. Teams may not
shoot even if it fails to dismount.
Roll a Skill Test for the Ace and any platoon he is leading:
• If the test is successful, the platoon may immediately
dismount from their vehicles.
• Otherwise the platoon fails to dismount quickly and
must wait until their next turn.
All of the normal rules for dismounting apply. Platoons
cannot attempt to dismount if they are Pinned Down or
moved At the Double.
To take this Ability your Ace must have the ability:
Flat-Out.
One Up
Your friend is, quite frankly, outshining you. Your men
are keeping secret bets on how well either of you will
do in the next fight. You are planning that in the next
raid you will show your friend why you were promoted
over him.
For each Hit scored by your Ace or 2iC Command team in
Assault Combat, the other team may re-roll one failed To
Hit roll during Assault Combat in the same turn.
To take this Ability your Ace must have the ability:
How’d You Get On?
13
Turn 3 Abilities
t of
oops poured ou
aos, enemy tr
ch
the
to
re
in
he
d
w
te
g
up
not knowin
The camp er
d
an
e
ak
in
aw
g
n
, half
ds shifti
the buildings
. Like the san
g
om
in
fr
ll
g
ki
in
y
m
the enem
attack was co
moved among
en
m
rs
.
te
Pe
em
the wind,
as among th
pause. Peter w
them without
targets on
ed to find its
em
se
n
gu
e
n
hi
s created a
Peter’s submac ets from his men’s gun
served
ll
bu
da
s in the rk
its own. The
Muzzle flashe
.
ht
ig
n
e
th
storm in
even more.
enemy troops
to confuse the
way to the
fought their
en
m
s
ter
hi
of
few
de one told Pe
Peter and a
ick look insi
he
qu
t
A
ha
w
.
st
ks
ju
uc
ly truck,
transport tr
munition supp
am
an
as
w
that it
needed!
his men as he
r shouted to
te
Pe
!”
ck
ba
ll
k.
“Everyone fa
e supply truc
enades into th
ks
tossed three gr
t the other truc
ect, it took ou
to
rf
d
le
pe
al
as
w
gn
si
n
p
io
The explos
in the cam
n
io
os
e
pl
th
ex
ed
d
y
n
seco
d destro
around it. A
had found an
n
oo
at
pl
r
he
ot
Peter that the
ly trucks.
cles
rest of the supp
ght their vehi
ivers had brou r and his men
dr
ep
je
e
th
,
ed
te
As plann
village. Pe
come, they
the abandoned
to the edge of
y as they had
kl
ic
qu
as
d
an
rd
jumped aboa
left.
It was after dark before the
British raiders returned
from their mission to an empty
camp. From a nearby hill
Derrick watched the British
move cautiously through
the camp searching for clues
as to what had happened
to their missing comrades.
Derek turned to his lieutenant
and smiled. “Its time to
put on a show!”
He pushed the first of seve
ral plungers lined up in
front of him, followed by the
next until they were all
fired. One by one the charges
they had planted under
the sand detonated inside the
British camp.
The explosions were magn
ificent, each pouring a
column of flame, sand, and bloo
d into the sky. Yells and
screams came from the Brit
ish as they ran for cover
only to find their hiding spots
exploding.
Derek’s heart was alive like neve
r before as he watched
the carnage sweep through
the camp. A great sense
of sadness filled him when
the last explosion ripped
through the air. He wanted the
show to go on.
As the final plumes of sand fell
over the now darkened
oasis, Derek and his men retu
rned to base to report.
Brains Abilities for campaign turn 3
Combined Strength
You have noticed that in your ranks there are some
leaders who have shown themselves to be resourceful and
dependable. Promoting the right man in one platoon is
infinitely more useful than ten platoons with the wrong
men in charge.
When your Ace earns this Ability, every time a Command
Team from one of your Combat Platoons is Destroyed by
enemy shooting, roll a dice:
• On a result of 3+, the Command team ignores the hit
and is not Destroyed.
• On any other roll, the team is Destroyed as normal.
To take this Ability your Ace must have the ability:
Split Up.
Booby Traps
Throughout all of your battles you are learning new ways
to destroy your enemy though cunning and trickery.
With a new-found cache of explosives you now plan to
cause terror and panic in the enemy ranks by placing
booby traps almost everywhere. Let no place be safe for
those who oppose you!
Your force may field up to five Booby Traps (see page 15).
To take this Ability your Ace must have the ability:
Diversion.
14
With more men comes new responsibilities. With your
cunning it will not take long for you to find the key strategies that will allow your men to crush your enemies without
breaking a sweat. After all, your opponents are simply less
brilliant.
Improvised Stabilisers
After fighting in the desert for so long you have found
a major weakness in your vehicles and at the same time
you are clever enough to remedy the problem. After
talking with your officers and a few nights in the repair
shop, you have created an improvised stabiliser to help
aim and shoot your bigger weapons while on the move.
All vehicles in your Combat Platoons are equipped with
Stabilisers for their main guns.
A moving tank fitted with stabiliser can fire its main gun
at its full ROF, but adds a penalty of +1 to the score needed
to hit.
Before shooting, a tank can choose not to use its stabiliser
and fire at the normal rate if that would give it a better
chance.
Vehicles upgraded with an HMG (using Heavy Firepower)
may fire with ROF 6, even if they moved, but still have the
+1 penalty from Stabilisers.
To take this Ability your Ace must have the ability:
Heavy Firepower.
Booby Trap Special Rules
Retreating troops often booby trapped areas before withdrawing. The pursuing troops usually had little warning of
booby traps and relied on their skill to detect and neutralise
any they encountered. Those unwary enough not to notice
them suffered accordingly.
Armoured Vehicles Hit by Booby Traps
Booby traps are normally small and intended for infantry
on foot rather than tanks, but some of them are much larger
and can knock out a tank with a bit of luck.
Booby Traps are dangerous Obstacles. As such platoons need to
pass a Motivation Test before they can cross or move off them.
Treat hits from Booby Traps on Armoured vehicles as a hit on
the Top armour by a weapon with an Anti-tank rating of 3 and
a Firepower rating of 5+.
Unlike other Obstacles, a Booby Trap occupies the area of a
small base (1¼”/32mm x 1”/25mm).
Unarmoured Vehicles Hit by Booby Traps
A Booby Trap only affects the first team to move across or off
the Booby Trap base. After that the Booby Trap is expended
and removed.
Placing Booby traps
Booby traps are always carefully hidden and come as a
surprise to the enemy.
Booby Traps do not need to be deployed before the game begins.
Instead, they may be placed at the same time as Ambushing
platoons during the Starting Step.
Booby Traps may be placed anywhere in your own Deployment
Area or No man’s Land, including under enemy troops.
However, you may not place Booby Traps under teams already
on Booby Traps, nor under Dug In teams or those that deployed
in Prepared Positions and have not yet moved.
Tripping a Booby Trap
Because booby traps are carefully hidden, soldiers can find
themselves in a dangerous situation without having realised
it..
Booby traps are usually powerful enough to wreck a truck,
but a lucky driver might find themselves shocked but
unharmed.
Unarmoured vehicles that are hit by a Booby Trap save on a
roll of 5+.
Infantry and Guns Hit by Booby Traps
Infantry are generally cautious in booby trapped areas, but
occasionally they make a serious miscalculation and pay the
price.
Roll a save for each Infantry or Gun team hit by a Booby Trap.
An Infantry team survives on a roll of 3+, but is Destroyed
otherwise. Gun teams survive on a roll of 5+.
Passengers Hit by Booby Traps
With a little luck, the passengers in a vehicle or tank riders
on a tank that hits a booby trap survive unharmed.
Passengers carried in or on a vehicle Destroyed by a Booby Trap
must roll a 5+ save. If they pass the save, they Dismount.
Gapping a Booby Trap
If a Booby Trap is placed under a team, the team’s platoon
will test as if crossing the Booby Trap when it first moves off it.
Otherwise the Booby Trap goes off when a team first crosses it.
Booby traps are designed to be tricky to locate and hard
to disarm. One mistake and the clearing team is in serious
trouble.
Roll a Skill Test for a team that crosses a Booby Trap.
A team may attempt to gap a Booby Trap in the same way they
would gap a minefield. If a team fails its Skill Test to gap a
Booby Trap it is hit by mines (see the Flames Of War rulebook)
as if it failed its Skill Test to cross the Booby Trap.
•
If the team passes the Skill Test, they are unharmed.
•
If they fail, they take a hit from the Booby Trap and must
stop moving immediately.
In either case, the Booby Trap is removed.
If any team in a platoon is hit by a Booby Trap, whether the hit
causes a casualty or not, the entire platoon is Pinned Down at
the end of their movement.
15
Brawn Abilities for campaign turn 3
Your forces have grown greatly since you have started this endeavour. Never forget that which makes us strong is what makes
us victorious. By either the strength provided by numbers or that which is found within ourselves, we will endure whatever
the enemies have in store for us.
Our Ranks Grow
The stories of your successes have reached the far corners
of the country. You have no shortage of volunteers as
men and women travel hundreds of miles to join your
cause against your common enemies.
Your Ace may add an additional three dice to your We
Lucky Few dice roll, for a total of 15 dice.
To take this Ability your Ace must have the ability:
Spread the Word!
Sting of the Scorpion
You know that the desert holds many wonders and
dangers. Through your travels you and your men have
been hardened to the elements of the desert. Your men
know no fear. In one instance a trooper was stung by a
scorpion three times. The trooper survived, however the
scorpion did not...
Your Unarmoured teams from HQ, Combat, and Weapons
platoons roll a die when hit during an Assault.
• If they score a 6 (or 5+ while under the effects of a
Khamseen), they are unharmed, but still count as hit for
purposes of requiring a Motivation Test to Counterattack.
• Otherwise they are Destroyed as normal.
To take this Ability your Ace must have the ability:
Sun Compass.
16
See This Through
The story and hatred for the enemy that scared you has
been passed throughout your entire force. Everyone
down to the last man knows your history and they are
loyal to you. God help those they fight if they ever come
across the man who gave you that scar and the brutes he
commands.
Target your opponent’s Combat and Weapons Platoons. All
of your Combat and Weapons Platoons may re-roll failed
Motivation Tests to Counterattack in Assault Combat against
any of your opponent’s Combat and Weapons platoons.
See This Through must target the same opponent as Gave
Me This Scar and Bitter Hatred.
To take this Ability your Ace must have the ability:
Bitter Hatred.
s men received
ce Peter and hi
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It had been tw
Tobruk had
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th
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ps. Earlier
or
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fr
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Rommel and
meet up with
ch
to
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rs
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Peter receiv
the same area
operating in
lities.
raiding forces
y the port faci
ro
totally dest
to
n
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e
at
er
op
an
didn’t like th
on, and Peter
si
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rt
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ri
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It would be a
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ng to someon
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idea of worki
ld
or
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was the only
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and where to
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h the Allied ra
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ht
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Nevertheless,
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Balls Abilities for campaign turn 3
Well look who’s still standing like he’s got a pair! Good on you. Looks like you are getting a few more toys to play with. Will
you hold them back not wanting the big mean enemy to destroy them or will you man-up and go all-in to win? Special Issue Explosives
Finish Line
You have secured permission to use Special Issue
Explosives, drawn from headquarters. To you they are
a theatre of light and fire—a song of chaos that rips
through the air destroying and unmaking the world. As
you watch your ‘un-creation’ you can not help but feel
elated by the power that is in your SIE charges!
In racing and in life, goals are important. The importance of this lesson is not lost on your men, they feel the
rush of adrenaline when rushing home from a mission.
The idea of crossing the finish line and completing a
mission is fixed in their minds.
Your Ace’s Satchel Charges are now Anti-tank 5 (against Top
Armour) and Firepower 2+.
In addition, unarmoured teams within 2”/5cm of one of
your Ace’s Satchel Charge automatically fail their save when
it detonates.
To take this Ability your Ace must have the ability:
Collateral Damage.
Anything You Can Do…
The stakes are higher and you heard that some of your
lieutenants have lost money on you from the last battle.
Are you going to take this? I don’t think so. They will
win twice what they lost in the next battle... that is if
they chose to bet on you again.
For every Hit scored by your Ace or 2iC Command team
during the Shooting Step, the other team may re-roll a failed
To Hit roll during the Shooting Step in the same turn.
To take this Ability your Ace must have the ability:
One Up.
Vehicles from your Combat and Headquarters platoons may
attempt to escape in the same turn that they have moved At
the Double.
Roll a dice when each vehicle attempts to escape while
moving At the Double:
• On a result of 5+, the team escapes.
• On any other roll the team fails to escape and is
Destroyed.
If vehicles were Destroyed and takes this the platoon
below half-strength, the platoon must make an immediate
Morale Check. If the platoon fails this Check the platoon is
Destroyed no matter how many teams escaped.
To take this Ability your Ace must have the ability:
Pit Stop.
Brandt’s campaign of fire and
light could be seen all
across the allied lines, striking
British and French raiding
bases across Libya. He then
spearheaded Rommel’s
drive to capture Tobruk, lend
ing his unique demolition
skills to disrupt and demoral
ise the retreating British
army.
However, while the Afrika Korp
s swept east toward
certain victory, Derek worried
that his elite force would
no longer be needed and disbande
d. He couldn’t bear the
thought that he would be take
n away from completing
his masterpiece of fire. He
needed a reason to prove
that his work was essential
to final victory. To do
that, he would need supplies
, and lots of them!
With the British in full retr
eat Derek knew he had
an opportunity to loot Brit
ish explosives from the
abandoned port city. He pushed
his men hard and when
they reached the city he let
them off the leash with
orders to plunder any supplies
they could for their
small force.
After a few hours Brandt’s head
quarters was stocked
with enough explosives to finis
h his masterpiece. It
was time to put the final stro
kes into motion...
17
Ace of Aces
Throughout the savage desert campaign your Raiding Ace has fought heroically earning medals and promotions in the
process. He stands among heroes, and for your brilliant service to your country you have been awarded its highest medal. He
has truly become an Ace of Aces.
After the third and last campaign turn there is still one more battle to be fought and won. Your Raiding Ace will fight along
side other Raiding Aces in the Smash & Grab mission. Depending on how well your side did in the campaign, you will be
tasked to either attack or defend enemy Raiding Aces in the coming battle. No matter which task he is given, he is prepared
for the battle.
Brains ace of aces abilities
The plans are prepared and the stage is set. You could send a messenger to your opponents letting them know that you will
have them checkmated in four moves, but where is the fun in that? Watching your opponents inability to deal with you
superior tactics is almost sad. Almost. Now is not the time to get soft, now it is the time to seize certain victory that is ours
by right.
Squadron of Heroes
Your platoon commanders have proven themselves more
then you have expected. Your force is more balanced
and able to carry out several missions at once. You have
proven that a clear understanding of your men and their
capabilities will defeat any army that you may face.
When your Ace earns this Ability, each Command Team of
your normal Combat Platoons may choose a level one Ace
ability as if they were an Ace.
The chosen Ability only applies to the command team’s
platoon. No two platoon command teams may choose the
same Abilities.
To take this Ability your Ace must have the ability:
Combined Strength.
Trickster
You have learned the art of not being where your opponents thinks you are, but rather being somewhere else all
together. You understand the subtleties of moving unnoticed and striking from the shadows, casting constant
fear and anxiety into your enemies.
If your Ace is held off-table, you may also hold one of your
Combat platoons off-table with your Ace. When your Ace
is placed on the table (using Cunning Like A Fox), the
combat platoon is also placed with him, following all of
the same rules.
If your Ace is removed from the table at the end of your
Movement Step (using Cunning Like A Fox), he may also
remove a platoon to be held off-table that has at least one
team within 6”/15cm of your Ace.
To take this Ability your Ace must have the ability:
Booby Traps.
in there
the enemy was
ew
kn
r
te
Pe
.
dead
ive, the old
The port looked e them. He spotted his object
isoned.
se
’t
would be garr
but he couldn
enemy troops
e
e from
th
er
th
re
he
ps
w
t the troo
barracks
en
ev
pr
to
as
w
Their mission
e fight.
th
to
in
t
g
in
tt
ge
ter felt the shif
n the area, Pe
co
re
an
to
as
d
w
pe
is
op
Th
As his jeeps st
d picking up.
d saw the san
of the wind an
!
excellent sign
ed down his
neck and pull
s
hi
nd
er
ov
f
ar
sc
. He felt the sa
Peter fixed a
ind picked up
ed
w
e
en
th
rd
as
ha
s
ce
le
n
d long si
riding gogg
skin but he ha
s
hi
st
n
ai
ag
scratch
ent.
rsh environm
against this ha
the storm into
men followed
s
hi
en,
d
an
he
y
d he and his m
Without dela
d shifted so di
in
w
e
th
n
he
the port. W
y.
storm perfectl
following the
emy knew
jective. The en
ob
r
ei
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th
on
rly
idea what lurk
They were nea
t they had no
bu
g
in
m
co
a storm was
within...
18
Quartermaster
This last mission is going to be tough so you need to
make your trucks tougher. Using your quartermaster
contacts, you have scrounged up every spare piece of
scrap metal, armour, sandbags and more to outfit all of
your troop’s trucks with makeshift protection against
simple bullets.
All vehicles in your Headquarters and Combat Platoons
do not have their normal save. Instead, if they are Hit by
enemy shooting, your opponent must make a Firepower Test
to Destroy them, otherwise they are unharmed.
To take this Ability your Ace must have the ability:
Improvised Stabilisers.
Brawn ace of aces abilities
Look how your strength has lead you to victory. Your enemies have been crushed by the power of your fists. Now, while
they are at their most vulnerable moment, it is time for you to show your enemy the true meaning of strength. Do not show
weakness now on the eve of your victory. You must destroy their will to fight.
Private Army
We are the Storm
Now your time has come, the massive battle to prove
your worth. It is time to call in all favours and scrap
together every last man who is loyal to you to fight in
this final battle. Your army will be like a swarm of locusts
blotting out the sky and all hope in your enemy’s heart.
You have been tracking a storm and you know it will hit
the harbour. Timing is key, your men have been trained
not to fear the sand storm, an advantage that must be
pressed. Strike from the shifting sands and let the enemy
feel your sting!
Your Ace may recruit two Partisan Platoons. You may either:
• roll 15 dice for We Lucky Few twice to create two
separate platoons,
• or you may combine these into one large platoon and
roll 30 dice.
At the beginning the game before deployment, place a
Khamseen token anywhere on the table. All teams within
16”/40cm of the token are affected by a Khamseen (use the
Night Fighting rules in the Flames Of War rulebook).
To take this Ability your Ace must have the ability: Our
Ranks Grow.
Twisted Focus
The intelligence report in your hands informs you that
the man who scared you is rebuilding his force of brutes
in the harbour. The anger swells in the hearts and souls
of you and your men. There is no force in heaven or hell
that will stop them from ripping apart their most hated
enemies.
Target your opponent’s force. All of your teams from HQ,
Combat, and Weapons platoons Hit your opponent’s teams
on a result of 2+ in Assaults. However, all of your teams
from HQ, Combat, and Weapons platoons Hit teams from
other forces on a result of 5+.
No teams may draw Line of Sight through the Khamseen.
Teams completely inside the Khamseen cannot see or be seen
by teams more than 6”/15cm away.
However, your force can move, see, and shoot as normal
while under the effects of a Khamseen.
To take this Ability your Ace must have the ability: Sting
of the Scorpion.
When the orders came thro
ugh to guard the town
against a raiding operation, Dere
k put together his plans
to put on a display of fire and
explosives no one would
forget for a hundred years.
“Lieutenant!” Brandt called. “Gat
her all the explosives
and the platoon commanders,
we need to rig the roads
and buildings to blow up as
the enemy approaches. I
want every platoon to set up
charges anywhere they
think they will do the most dam
age.”
Twisted Focus must target the same opponent as Gave Me
This Scar, Bitter Hatred, and See This Through.
“Yes sir, right away!” the lieu
tenant left as quickly as
he could.
To take this Ability your Ace must have the ability: See
This Through.
“Now,” asked Derek to hims
elf as he pulled out his
map of the town and some
pencils. “Where shall I
put my mark?”
19
Balls ace of aces abilities
Don’t let the knowledge that this may very well be your last fight stop you. Remember he who dares wins, so don’t forget that
the risks never out weigh the rewards of victory. If this is to be our end, then let’s make it one worth remembering.
Saboteur
Grand Prix
Your orders have come though and destruction is on the
menu. So much of it, in fact, that you can not achieve all
the mayhem alone. No matter, your men have watched
and learned how to use satchel charges. In your spare
time you manage to make an extra hundred charges, so
you should have just enough. Now its time to put on the
grand finale of a show.
This is the final race, you can feel it. While you hold
your orders you know that you are going to have to ask
a lot of you men this day. Speed will keep the mission
alive. Believe in yourself you should have no trouble.
You and your men will be pushing yourselves to the very
limits. God speed.
All command teams of your Combat Platoons are equipped
with the Turn 1 Satchel Charges Ability (see page 10).
In addition, you may re-roll failed Collateral Damage rolls.
To take this Ability your Ace must have the ability:
Special Issue Explosives.
Rivalry
Betting is now open, both you and your friend were
caught betting on yourselves and now even your men
are taking an active role in the competition. Who will
win this day? You or your friend? As long as you both
win the battle and live, then is there really a loser here?
Yes,... Yes there is.
Your Ace and 2iC’s rivalry has turned into a contest between
platoons!
When your Ace and 2iC Command teams join separate
Combat Platoons, the Rivalry Abilities also apply to those
platoons.
To take this Ability your Ace must have the ability:
Anything You Can Do...
20
Vehicles from your Combat or Headquarters Platoons
may drive recklessly during the Movement Step. Vehicles
that choose to drive recklessly may move an additional
6”/15cm.
If a vehicle drives recklessly, roll a die:
• On a result of 1 the vehicle crashes and becomes Bogged
Down.
• On any other result the vehicle is unharmed.
To take this Ability your Ace must have the ability:
Finish Line.
Part III: Your Force
Not surprisingly, Raiding Aces is all about raiding forces. The
Sahara Desert was a difficult, if not impossible, battlefield
to wage war upon. Its vast distances and fine sand made it
exceptionally difficult to operate heavy equipment. Similarly
the sparse sources of water made it impossible to operate
a major infantry force, which required large amounts of
supplies to maintain.
The fate of the battle relied heavily on fast and mobile
columns of troops, whether in trucks, mounted on camelback or garrisoned around a precious oasis.
Building Your Force
At the beginning of the campaign, each player must choose a
deep desert raiding company or a garrison company to play
during the whole course of the campaign.
Players may only choose from the following options when
selecting their Raiding Aces company:
Raiding Forces
British Forces
• LRDG Patrol
• SAS Squadron
Italian Forces
• Compagnia Autosahariana
• 103a Compagnia Arditi Camionettisti
Free French Forces
•
•
Compagnie de Tiralleurs Senegalais
Compagnie Decouverte de Combat
German Forces
•
•
•
Brandenburger Halbkompanie
Kampfgruppe von Koenen (website PDF)
Unternehmen Dora (website PDF)
US Forces
•
OSS Operational Group
Build your company just like you would any normal Flames Of
War force. For example you must take a Company HQ and all
mandatory platoons listed on your force’s company diagram.
Once the campaign has begun, you are free to change the
composition of your force, however you cannot change your
company.
For example, you cannot change your force from an LRDG
Patrol to an SAS Squadron. However, you may change what
platoons you take in your LRDG Patrol. Your force must also
contain your Raiding Ace and you must follow the campaign
turn rules for building your force (see pages 22-23).
Each campaign turn has its own set of rules telling you what
platoons have been made available to your Raiding Ace. At
the beginning of the campaign it’s just you and your men.
You cannot count on outside help straight away and you’ll
have to accomplish the mission with what you have. As the
campaign progresses, you’ll get to add support platoons as
your missions become larger.
Optional Rules for Garrison Forces
Garrison forces were a vital portion of the raiding war. They
guarded the vial places in the desert and fought the raiders
whenever and wherever they could. In Raiding Aces, feel free
to use the Raiding Aces Abilities for your Garrison troops.
Alternatively, one modification you can make to your Raiding
Aces campaign is to allow players fielding garrison forces
to use the Infantry Aces Abilities rather than the Raiding
Aces set. These tried and true skills offer more for the static
garrison forces than the high-octane ones of the raiders! Its
up to you and the campaign organiser to make the call!
You can find the Infantry Aces Ability Chart on our website
www.FlamesOfWar.com.
Play any Era
In many ways the raiding war is an era unto itself. The
raiders and garrisons of the Sahara faced each other with
similar technologies, made their own field modifications, and fought the war at their own pace.
British Forces
• Sudan Rifle Company
In your Raiding Aces campaign, feel free to allow Early
and Mid War forces to mingle and fight each other
throughout the campaign. This opens up the variety of
forces available and prevents confusion on how to field
forces that undergo complete a reorganisation between
the eras, such as the Italian Compagnia Mitraglieri.
Italian Forces
• Compagnia Mitraglieri
Note
Free French Forces
You may also choose any other force not listed here that has
been officially recognised as a raiding or garrison force. You
can find a list of these on our website:
Garrison Forces
•
Compagnie de Tiralleurs Senegalais
www.FlamesOfWar.com
21
Your Force in the first campaign turn
The Sahara is perhaps the most dangerous battlefield in North Africa. Your opponents are not the only force trying to stop
you, the desert has its own desires! You will need to coordinate your fledgling force and win the first battles on your own.
Special Rules for the first campaign turn
You and Your Men
At the beginning of the campaign you’ve got your men and
your mission, now get out there and get it done!
You may spend up to 500 points on your company with
Company HQ, Combat, Weapons, and Support Platoons.
However, if the mission you are playing uses the Careful
Planning special rule (see Burning Empires, page 178),
ignore this special rule and use Careful Planning instead.
During the first campaign turn your force uses this special
rule. This is in addition to any other special rules that your
force already uses.
Campaign Turn 1 Rules Summary
•
•
You may spend up to 500 points in your force or use the
Careful Planning special rule if it applies to the mission.
Combat and Weapons Platoons only (no support
platoons, these will come later).
You can take any platoon listed as Company HQ, Combat
or Weapons Platoons. However you cannot take Support
Platoons at this stage in the campaign.
Your Force in the second campaign turn
The battle has moved from the deep desert into the oases near the coastline. These critical oases will provide the forward base
of operations, so they have become the centre of attention as garrison forces and raiders battle for their control.
Special Rules for the second campaign turn
The second campaign turn uses the following special rules:
Mechanic’s Nightmare
Force Expansion
Many raiding forces experimented with armoured cars and
light tanks, and they all came to the same conclusion: impossible to maintain and generally useless in raiding combat.
Headquarters has authorised additional men and equipment
for your little elite force. You’ve also received a little extra
support to help secure those forward bases.
You may spend up to 700 points on your company with
Company HQ, Combat, Weapons, and Support Platoons.
However, if the mission you are playing uses the Careful
Planning special rule (see Burning Empires, page 178),
ignore this special rule and use Careful Planning instead.
Your company may only contain up to three Armoured
Tank or Transport teams across your entire force.
Remember: Raiding Trucks are not Armoured tank teams
and therefore not affected by Mechanic’s Nightmare.
Campaign Turn 2 Rules Summary
•
•
•
22
You may spend up to 700 points in your force or use the
Careful Planning special rule if it applies to the mission.
You may take Combat, Weapons, and Support Platoons.
No more than three Armoured vehicles in your force.
Your Force in the Third campaign turn
The forward bases have been secured and now it’s time to cut loose against the enemy supply lines. It’s all about total tonnage
destroyed, so get out there and cause as much chaos and havoc as possible!
Special Rules for the Third campaign turn
The third campaign turn uses the Mechanic’s Nightmare special rule from the previous turn in addition to the following
special rule:
Fire from the Desert
The raiding campaign has reached its full maturity. The war
in the deep desert has spilled into the supply lines of the main
armies, causing no end of chaos and confusion. You have
been given top priority to set the enemy’s supplies alight!
You may spend up to 900 points on your company with
Company HQ, Combat, Weapons, and Support Platoons.
However, if the mission you are playing uses the Careful
Planning special rule (see Burning Empires, page 178),
ignore this special rule and use Careful Planning instead.
s men
tskirts, Peter’
d the city’s ou
emy
he
ac
En
.
re
re
m
fi
or
n
st
When the
a torrent of gu
h
it
w
en
ts
s
os
r’
tp
ou
, but Pete m
hit the enemy
d in the storm
d
in
an
bl
r
ea
be
cl
to
a
ed
were out on
troops seem
ey
th
if
as
y
ctivel
moved as effe
.
y
da
y
n
n
su
and alleys of
h the streets
ug
ns
ro
th
ed
pp
rough with gu
The sand whi
lumn sped th ey worked their
co
ep
je
s
r’
te
Tobruk, Pe
w them as th
emy troops sa
rracks.
toward the ba
blazing. Few en
on
d
an
s
ad
ro
e
th
g
way through
ps were gettin
r raiding grou
he
t
ot
up
e
er
th
e
w
ok
ho
d
fire and sm
Peter wondere
hat
w a plume of
“T
.
sa
be
he
to
p
en
m
th
on. Just
the fuel du
here he knew
to himself.
into the air w
thought Peter
”
k!
ac
tr
on
e
e’r
w
in
must mean
barracks was
ts of battle the
if
en
as
om
g
m
n
p
di
ar
il
er the bu
After a few sh
ed to settle ov
em
se
m
or
st
e
g.
sight, th
r’s biddin
oned to do Pete
it were summ
Turn 3 Rules Summary
•
•
•
You may spend up to 900 points in your force or use the
Careful Planning special rule if it applies to the mission.
You may take Combat, Weapons, and Support
Platoons.
No more than three Armoured vehicles in your force.
After a few hours the sou
nds of explosions and
gunfire signalled the beginning
of the battle. All of
Derek’s troops were off sett
ing charges and he found
himself alone in front of the
barracks. He zealously
went about his work, setting
charges all around the
building.
Brandt’s lieutenant had been runn
ing messages back and
forth between Derek and his
men as they set charges
all over the city. Once all of
the explosives had been
deployed, Derek ordered them
to lie in wait in order to
detonate them just as the atta
ckers came into range.
Derek looked up from setting
explosives and noticed
the sand storm forming in the
southwest. He could
see it was heading slowly to the
barracks and wondered
if it would enhance his masterp
iece.
Now and again he would hear
an explosion and Derek’s
heart would race. It was
after such an explosion
when the lieutenant came back
with news.
“Sir there seems to be somethi
ng odd about that sand
storm,” noted the lieutenant.
“Some of our allies near
it have reported that enemy troo
ps seem to be using it
for cover. I think we should
reinforce the barracks
before it’s too late.”
“Alright, go get the men,” orde
red Derek. “I will hold
this road till you return. If
you hurry I should be
able to hold them off, go now
!”
“Yes sir!” With that the lieu
tenant bolted into the
incoming storm.
23
What Mission Should We Play?
There are two types of missions in Raiding Aces. The first type are regular missions found in the Flames Of War rulebook and
the other type are raiding missions that cam be found in Burning Empires. You can find more missions of both types on our
website: www.FlamesOfWar.com.
Regular Missions
Raiding Missions
Regular missions are those that normal non-special forces
typically play, such as Free-For-All, No Retreat, and Fighting
Withdrawal. These missions can be found in the Flames Of
War rulebook along with a few others.
Raiding missions are more specialised than the ones fought
by more conventional Flames Of War forces. These missions
reflect the exciting world of raiding battles, such as raids,
smash ups, and reconnaissance missions.
In the first two turns of Raiding Aces, you are free to choose
any mission you would like to play, including these regular
missions. Here are a few regular missions that would be appropriate to use and where you can find them:
You can play raiding missions during all three Campaign
Turns of Raiding Aces. However, turn three is all about
tonnage destroyed, so you can only score Campaign Points
in the third turn by playing raiding missions.
Here is a list of raiding missions and where you can fins
them:
MissionSource
Free-For-All
Rulebook
Encounter
Rulebook
No Retreat
www.FlamesOfWar.com
Fighting Withdrawal
Rulebook
Breakthrough
Rulebook
Roadblock
Rulebook
Dust Up
Hellfire and Back!
Witch’s Cauldron
Hellfire and Back!
Secure Outpost
Burning Empires
MissionSource
The Raid
Burning Empires
The Convoy
Burning Empires
Get the General
Burning Empires
The Rescue
Burning Empires
Missing in Action
www.FlamesOfWar.com
Chart the Unknown
www.FlamesOfWar.com
Get Away!
www.FlamesOfWar.com
Quick Mission Generator
All too often you’ve got your force and opponent lined up, but when its time to play you can’t decide which mission to play.
If this has happened to you, here’s a handy mission generator for each Campaign Turn to help out with your decision crisis!
Turn 1
Turn 2
Turn 3
Encounter
The Raid
The Raid
Fighting Withdrawal
The Convoy
The Convoy
Breakthrough
Missing In Action
Get the General
No Retreat
Dust Up
The Rescue
Free-For-All
Roadblock
Chart the Unknown
Secure Outpost
Free-For-All
Get Away!
This table is meant to be a starting point. Of course the listed missions are not all of the ones available. Feel free to make some
changes of your own to the table to include more missions.
24
Tracks in the Sand
Tracks in the Sand and the Will of the Sahara special rules are optional modifications to missions that give players specific
flavour representing the battlefield conditions for the Areas they are fighting in. Each of the following will help players
recreate the environment that faced the desert raiders and garrisons in each Region of the campaign map.
Each Region has three rules that apply to all games played there. Each player has one special rule to use in each turn.
Furthermore, both players will learn to respect the Sahara Desert itself, which will impose its will upon your game with its
own special rule!
Campaign Turn 1 - The Deep Sahara (500 points)
Typically the defender had the advantage by fortifying the major water sources and destroying smaller ones. This forces the
enemy to come to them. The attacker’s advantage lay in the element of surprise. The garrison troops could only speculate
where the attack would come from.
Attacker Mission Rule: In missions without any type of Reserve rules, an attacker can send some of their troops on
a wide flanking attack. Before deployment the attacker may nominate up to half of their platoons to place in Delayed
Reserve. When the first platoon arrives from Delayed Reserve, choose any table edge (including your opponent’s table
edge) to deploy from. All of your reserves now arrive along that same table edge for the rest of the game.
Defender Mission Rule: After deployment, but before the game begins, the defender may move one objective on their
side of the table. It may be placed up to 12”/30cm from its original position, but may only be placed inside the objective’s
original deployment area as defined by the mission, obeying any other mission rules.
Campaign Turn 2 - The Western Desert (700 Points)
The Western Desert was a formidable obstacle for armies fighting there. Only small and unconventional forces could operate
in the region with relative ease. However, all forces still had to respect the might of the desert and come prepared.
Attacker Mission Rule: Your attack is fast and furious and the enemy are shocked when your force thunders into view.
You may choose an enemy platoon deployed on the table to begin the game Pinned Down.
Defender Mission Rule: Maintaining and rotating oasis garrisons was critical to the supply routes. Before the game
begins, but after deployment, you may swap one platoon held in Reserve with one deployed on the table.
Campaign Turn 3 - The Via Balbia (900 Points)
The Via Balbia was the main road that ran along the coastline of the Mediterranean Sea and linking Libya and Egypt. Any
army fighting in North Africa had to rely on this single road to supply its forces, making it an ideal target for raiding forces.
Attacker Mission Rule: You have spent time setting up your raiding missions by securing your own supply route trough
the wastes of the Sahara Desert. You receive +1 Victory Point at the end of each Raiding mission if your side controls an
Area in the Deep Desert or in the Western Desert (or +2 Victory Points if your side controls an Area in both Regions).
Defender Mission Rule: Due to the proximity of the Via Balbia to the main battlefields, you may re-roll one failed result
each turn to receive platoons held off of the table in Reserve.
25
The Will of the Sahara
The Saharan campaign was fought in one of the worlds most hostile environments. The harsh desert dictated the terms of
battle with extreme heat, tall sand dunes, soft salt marshes, and brutal sand storms. The battlefield tested the troops to their
extremes.
After you have chosen your mission, but before you begin setting up your game, decide on a player to roll a die to see what
the Sahara has in store for you using the Will of the Sahara special rules below.
Exposure
Unbearable Heat
The deep desert is unforgiving. Forces struggled against
thirst, fuel shortages, deadly sandstorms, and ultimately
time itself. Missions had to be done as quickly as possible
to minimize exposure to the elements.
The world’s hottest temperature was recorded in Libya
in 1922 at 57.8°C (136°F). The blistering heat of the
Sahara is usually accompanied by a dramatic plummet
to near freezing temperatures at night time. Having to
deal with these extremes saps the strength of the troops.
All players must re-roll successful Company and Platoon
Morale Checks.
Khamseen
The Khamseen is the desert wind, a hot southwesterly
wind that blows through Egypt and Libya, coming from
the Sahara. Khamseen means fifty in Arabic and is so
called because it blows for about fifty days from April
until June.
No player may use the Time of Day special rules. This
mission begins the game during the torrents of a Khamseen.
This game is played under the Night Fighting rules. Roll a die at the start of each player’s turn.
• On a result of 6 the storm dissipates and the rest of the
game uses the normal visibility rules.
• On any other result, the Khamseen continues.
Wasteland
The Sahara covers 8% of the entire globe with a land
area of about 9,400,000 square kilometres (3,630,000
sq mi), which is slightly larger than the size of the continental United States. Of that, only about 2% of the
area can support life. The rest is rocky mountains, tall
sand dunes, large rock fields of sharp basalt, and massive
sand seas.
No player may move At The Double during this game. In
addition, all players must re-roll successful Skill Checks to
dig Foxholes.
26
All players must re-roll successful Motivation Tests to rally
from being Pinned Down.
Mirage
The heat, the flat ground, and the exhausted minds of
desert travellers creates mirages, which fool the mind
and causes people to lose all sense of distance.
All teams must re-roll successful hits against targets more
than 16”/40cm away. In addition all players must re-roll
successful rolls to Range-In.
Lost
The desert poses a multitude of navigational hazards.
The mountains are filled with iron deposits, which
confuse traditional magnetic compasses. The featureless
desert makes navigation by landmarks difficult if not
impossible. Stellar navigation can only be done at night
time and requires a fair amount of training. In short, it
is all too easy for troops to become lost.
All platoons held in Reserve only arrive on the table on a
result of 6 instead of the usual roll of 5+.
Smash & Grab
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The Smash & Grab mission brings together all of the Raiding
Aces that have fought throughout the campaign to play a
grand finale battle.
Campaign Finale
The Smash & Grab mission is the last game in the Raiding
Aces campaign. Leading up to this point, you and your
allies have been fighting hard for each area on the campaign
map. Your side may have established a good lead in points
over your opponents, or perhaps you are short a few points.
Either way, the Smash & Grab mission gives you one final
chance to add Campaign Points.
It’s a Social Game!
The Smash & Grab mission is designed to be played with a
group of friends. Unlike other Flames Of War missions, this
one is not meant to be perfectly balanced. This game encourages players to get together and simply have fun as they take
their Aces on one last mission.
Soon the storm was upon
Derek. He couldn’t see
through the thick sheets of
sand, but he could hear
the enemy transports approach
. He closed his eyes,
smiled and grabbed one of the
twelve explosive plungers
around him, one by one he deto
nated the explosives.
His second to last charge expl
oded closer to him than
expected and knocked him to
the ground. He opened
his eyes to see a jeep flyin
g into the air, scattering
its occupants. As the jeep
hit the ground, Derek
noticed the British officer. He
seemed disoriented and
dishevelled.
Suddenly the man spotted Dere
k. Brandt smiled at the
man as he plunged his last
detonator, the explosion
was too close to both of
them and the blast blew
them aside.
When Derrick came to one of
his platoons, lead by the
lieutenant, was fighting around
him, but he did not see
any trace of the man from the
jeep... Gather all of the Raiding Aces you can and set a date for
the Smash & Grab mission. There will be plenty of action
for everyone and you will need each other to ensure victory
is yours.
Key Buildings & Interactive Terrain
When playing the Smash & Grab mission, several key buildings are found through out the port. These buildings give the
defenders certain advantages during the battle. However, the
attackers can destroy these buildings to deny the enemy their
bonuses and earn some extra victory points for their side.
Get out there!
You Raiding Ace waits eagerly to complete his large raid
mission. Best not keep him waiting, there’s not a moment
to lose!
27
Setting up and running the mission
At the end of the campaign players meet for this final raid,
known as the Smash & Grab mission.
Players & Army Size
The final battle can be fought with 2-10 players. If you
would like to play the game with more people, simply add
more table space or run a second parallel game.
Players can decide on any point level for the final battle using
all of the special rules from the third campaign turn. However,
be aware of the time it might take if you take large armies.
Players should stick to about 500-900 points per player.
Time
The mission runs on a timer so it is very important to first
establish a set end time for the game and then keep the game
moving swiftly to make sure everyone has a fun and fair
game. You will probably need half an hour plus an extra half
an hour for every 1000 points on a side.
This mission is better suited to 500-700 points per player,
but players can choose any points level they would like to
play.
500-700 Points (per player)
Players
Table
Sectors
Time
6’x4’ (180cm x 120cm)
6
30-45 min
4-10 6’x8’ (180cm x 240cm) 12
1-2 hours
2
Sectors
The table is divided into sectors where key buildings and
objectives will be placed.
Table size: 6’x4’
(180cm x 120cm)
Table size: 6’x8’
(180cm x 240cm)
Sectors: 6
Sectors: 12
The Battlefield
The table size depends on the number of players and the
chosen army size. Use the following chart to determine the
optimal table size for your game.
The table should be divided up into several sections called
sectors. Each sector will house a single Key Building and
several Ammunition and Supply objectives.
Mission Special Rules
The Smash & Grab mission uses the Mechanic’s Nightmare (page 22) special rule from the Raiding Aces campaign turns
in addition to the From All Sides, Key Buildings, Delayed Reserves (see Flames Of War rulebook), Demolitions, Supply
Dump and Time of Day special rules below.
From All Sides
Taking down a port is a tricky job for even the regular
army, let alone special forces. The mission will require a
lot of planning. This attack will benefit from the element
of surprise. The enemy has no idea when and where your
attacks will come from.
Before deployment, the Attacking players may hold any or
all of their platoons in Reserve.
All platoons not held in Reserve arrive on the table in the
Attackers’ first turn along any table edge except for the defender’s table edge.
All platoons held in Reserve may arrive along any table edge
except for the defender’s table edge (unless the Radar and
Searchlight Station has been Demolished).
28
Defender’s Table Edge
Attacking platoons cannot enter the table
from this edge until the Radar and
Searchlight Key Building has been Demolished.
Supply Dump
Spoils of war, including ammunition, petroleum, supplies,
and captured equipment, lie strewn about the city. The conquerors need to collect their trophies and rush them out of
harm’s way, while the raiders hunt them down and destroy
them before they can be used.
Modelling Supply Trucks
Trucks were always in short supply and in high demand.
When Tobruk fell to the Axis, they captured hundreds
of British trucks and put them into use straight away to
move supplies around.
Feel free to use any trucks from your collection to represent
the Supply Trucks.
A Supply Dump is a collection of three objectives represented
by Supply Truck models. When placing a Supply Dump
at the beginning of the game, put all three trucks within
4”/10cm of each other.
These Supply Trucks are treated as normal teams and while
they are a part of the defenders’ force they never benefit
from Ace abilities. They have a mobility rating of Wheeled
and have no weapons. Supply Trucks may never move At
the Double. These trucks may not initiate any combat, nor
move at any other time.
Supply Trucks may only leave the table at the designated exit
points marked ,
X or the Harbour Docks key buildings.
If a Supply Truck leaves the table at one of these points, the
defenders side immediately score one Victory Point.
The attackers destroy Supply Trucks in the same way they
would demolish an objective using the Demolition special
rules (see below).
Key Buildings
The port in the mission is a vital city on the Mediterranean
Sea coastline. It’s been abandoned in haste so many of the
facilities are in working order. These include: a command
post, a radar & searchlight station, a radio tower, an airfield,
ammo and supply dumps, barracks, weapons emplacements,
and docks.
The defenders’ side has pushed the enemy out of the port,
but the battle was very hard and the troops left in the port
have been spread too thin to defend the area. The defending
attackers will need to get to the buildings, secure them, and
get the facilities up and running.
What Is a Key Building?
Key buildings provide the defenders with help in the mission
and are the major objectives of the raiders. As such Key
Buildings are at the centre of the battle.
Key buildings are normal buildings and use all of the usual
rules for movement, shooting, and assaults. However, they
each have some unique special rules that have an impact on
the battlefield.
The attackers are trying to destroy the Key Buildings and
earn victory points. Once destroyed the buildings no longer
give the defenders their special rules.
Modelling Key Buildings
Feel free to use whatever buildings you would like or have
available to represent them. If the building models you
are using are not specifically modelled to represent Key
Buildings, it is a good idea to mark them so that all players
know exactly which structures are Key Buildings and which
ones are not.
Securing Key Buildings
The defenders need to get their troops to the port’s key
buildings and defend them from the attackers.
If a defending player has more teams inside a Key Building
than the attacking player, the entire structure is considered
to be Secured and the defender can use the building’s special
rules.
Demolishing Key Buildings
The main mission of the attackers is to destroy as much of
the port as possible. Armed with demolition charges, the
raiders are prepared to level these key buildings, to both help
with their mission and to score victory points.
Key Buildings can be Demolished using the Explosive Charge
special rule (see page 32). When attempting to demolish a
Key Building, treat the entire structure as an objective.
Deploying Key Buildings
There are two ways you can deploy the Key Buildings. One
option is to get a neutral party to place them on the table.
Otherwise the two sides can alternate placing Key Buildings
until they are all on the table.
When the table size is 6’x8’ (180cm x 240cm), divide into 12
2’x2’ (60cm x 60cm) sectors. Place up to one Key Building
in each sector.
When the table size is 6’x4’ (180cm x 120cm), divide into six
2’x2’ (60cm x 60cm) sectors. Place up to two Key Buildings
in each sector.
29
Key Buildings Attributes
1x Command Post
1x Barracks
The command post is the headquarters of the port.
Command staff have set up there and there is no shortage
of officers to coordinate the building’s defence.
Barracks have been established to house the defending
troops. When the alarm is raised, these barracks will be
buzzing with activity, sending out troops to meet the
enemy.
When Secured: Defending platoons within 12”/30cm
may re-roll failed Motivation Tests.
When Demolished: The attacking side immediately
scores 2 Victory Points.
1x Radar & Searchlight Station
Radar and searchlight stations safeguarded the port from
enemy attacks from the sea and air. The stations gave the
defenders plenty of time to prepare for an attack.
When Secured: The attacker may not deploy platoons
from the Defenders’ table edge. Defending platoons
may re-roll one failed To Hit roll while shooting at
enemy aircraft.
When Demolished: The attacking side immediately
scores 2 Victory Points.
30
When Secured: Once per turn, a defending platoon
may deploy from reserves from this building.
When Demolished: The attacking side immediately
scores 2 Victory Points.
2x Outposts
Sentry and garrison outposts help keep the defenders
informed of the enemy positions and give fast alerts to
sudden attacks and ambushes.
When Secured: The attacker may not deploy ambushes
within 12”/30cm inches of this building.
When Demolished: The attacking side immediately
scores 1 Victory Point.
3x Weapons Emplacements
1x Small Airfield
Defensive positions have been installed across the port
to help defend against an attack.
A small airfield helps fly in staff and emergency supplies,
but in the event of an attack, can be used to keep ground
attack aircraft in the air.
When Secured: Once per turn, this building may
Shoot as a Weapons Emplacement team from any of its
openings.
Weapons Emplacement team: ROF 4, Range 16”/40cm,
Anti-tank 4, Firepower 5+.
When Secured: The defending side may re-roll one
failed attempt to request ground attack air support. If
no defending player has air support, the side gains one
dice in their Air Support Pool Instead.
When Demolished: The attacking side immediately
scores 1 Victory Point.
When Demolished: The attacking side immediately
scores 2 Victory Points.
1x Radio Tower
Radio intercepts help give the headquarters a good indication of the enemy movements and help guide reserves
to the appropriate place to counter the enemy attack.
When Secured: Each player on the defending side gains
an extra dice when rolling for reserves.
When Demolished: The attacking side immediately
scores 2 Victory Points.
2x Harbour Docks
A steady supply of men, ammunition, and supplies flows
from the docks destined for the front lines.
Deployment: These Key Buildings must be deployed
along the Defender’s table edge.
When Secured: The defending side may remove objectives here using the Supply Dump special rule (see
page 29). Defenders may also deploy reserves from
here.
When Demolished: The attacking side immediately
scores 2 Victory Points.
Key Building Markers
It is a good idea to mark all of your Key Buildings in
order to keep them separate from other regular buildings. If you have not specifically modelled your Key
buildings feel free to print or copy the Key Building
markers found at the end of this document.
31
Demolition
It takes explosive charges or, failing that, a lot of machine-gun fire
to turn a truck park, airfield, or fuel depot into a raging inferno.
Explosive Charge
The most reliable way to blow up a target is with explosive
charges. Demolition experts on foot fix time bombs to the
target and then get far away before the resulting explosion.
Teams that are not Pinned Down and start their turn
adjacent to an objective (or Key Building in the Smash &
Grab mission) can attempt to demolish it. The team cannot
move in the Movement step, nor shoot in the Shooting step
while setting the charges. They count as moving and cannot
claim to be Gone to Ground.
In the Assault step, roll a Skill test for each team instead of
assaulting. If they pass the test, they have successfully planted
the explosives which will explode once they get clear. The
objective now counts as being demolished.
Gunfire
A quick machine-gun burst hitting the cab or wheels can put
a target out of action for the rest of a battle. However, a lot
more intense shooting is needed to completely demolish a
truck, aircraft, or fuel depot.
Your troops can demolish an objective by gunfire by shooting
at it using the normal shooting rules. The score required to
hit an objective is 2+, modified as normal for long range,
darkness, etc. An Objective never counts as Gone to Ground
or Concealed.
The defending player rolls a dice for each hit on an objective. If they roll a 3+, the objective has taken some damage,
but is not demolished.
On a lesser roll, the shot hit something vital. The attacking
player must now roll another die, scoring at least equal to
the shooting weapon’s Firepower to demolish the objective.
An objective can never be demolished by accident. The only
way to demolish an objective with gunfire is to deliberately
shoot it with the intention of demolishing it.
Time Of Day
Battles occur at any time. Most battles happen in daylight, but many raids take place under the cover of darkness. There are four
times of day: Daylight, Darkness, Dawn, and Dusk.
Daylight
Darkness
In a mission being played in daylight, the night fighting
rules are not used.
In a mission played in darkness, the night fighting rules are
used for the entire game.
Dawn
Dusk
In a mission being played at dawn, the game starts in
darkness, with the night fighting rules in effect. At the start
of the defender’s turn three, roll a die. On a score of 5+,
morning has broken. If the roll is unsuccessful, at the start
of turn four the attacker rolls two dice. If it is still dark at
the start of the defender’s next turn, they roll three dice, and
so on until morning breaks on any roll of 5+. The turn that
morning breaks, the night fighting rules are no longer used,
and it is daylight for the remainder of the game.
In a mission being played at dusk, the game starts in
daylight. At the start of the defender’s turn three, roll a die.
On a score of 5+, night has fallen. If the roll is unsuccessful,
at the start of turn four the attacker rolls two dice. If it is
still daylight at the start of the defender’s next turn, they roll
three dice, and so on until night falls on any roll of 5+. The
turn that night falls, the night fighting rules come into effect
for the remainder of the game.
32
Smash & Grab Mission
The Smash & Grab mission uses the
Mechanic’s Nightmare special rules
from the Raiding Aces campaign turns
in addition to the From All Sides,
Key Buildings, Delayed Reserves,
Demolitions, Supply Dump and
Time of Day special rules.
Defending Players’ Table Edge
Harbour Docks must be deployed along this table edge
Your Orders
Attackers
X
Defending Players’ Deploy
anywhere on the table
X
One of our key port cities has just been
taken and we do not have any forces
in the area to take it back, you and
other raiding forces must disrupt and
destroy as many resources in the city,
crippling any defences they may have
in place so that when the main army
gets there they will have no problem
taking back the city.
Defenders
Due to your great success our forces have be able to take a
key port city, but we sustained heavy loses and must regroup
before we can defend the city, your orders are to gather all of
our raiding forces and hold the city. Do your best to secure
and hold all the main assets of the port town and recover all
supply and ammo you can find and deliver it to our main
forces. Try and hold the port until our main contingent can
arrive and don’t let the enemy destroy any of the strategic
assets of this port.
Beginning the Battle
Preparing for Battle
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.
1. Decide on a start and ending time for the game.
2. The side with more Campaign Points is the defender while
the side with the fewer Campaign Points is the attacker.
If both sides have an equal amount of Campaign Points,
both sides roll a die. The side with the highest result is the
attacker.
3. The defending side chooses a table edge.
4. Both sides alternate placing Supply Truck Objectives per
player on the table using the Supply Dump special rule.
Supply Dumps may be placed in any sector that does not
contain a Harbour Dock key building or another Supply
Dump.
5. Each defending player nominates at least half of their
platoons to be held off the table in Delayed Reserve. Platoons
held in reserve will arrive from points marked X , or from
the Barracks or Harbour Docks Key Buildings.
9. All attacking platoons and teams begin the game off of the
table and move onto the table in the first turn.
7. The attacking side decides whether they will be attacking
by daylight, or in darkness, or at dawn or dusk using the
Time of Day special rule.
1. No player may make Reconnaissance Deployment moves.
2. The Attacking players have the first turn and may move
any or all of their platoons onto the table using the From All
Sides special rule.
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.
Deciding Who Won
At the start of a side’s turn when you normally check for
victory conditions the Defending side earns one Victory
Point for each secured Key Building in their control with
no enemy teams within 4”/10cm. Defending players also
receive one Victory Point for each Supply Truck objective
safely removed from the table by the defenders.
Attacking players earn one victory point for each objective
Demolished, as well as those earned from Demolishing
Key Buildings (see Key Buildings Attributes above for each
building’s value).
The side with the most Victory Points at the end of the game
wins the Smash & Grab mission.
Figuring Out Campaign Points
Step 1: At the end of the game both sides tally up the total
number of Victory Points they have earned.
Step 2: Subtract the losing side’s total Victory Points from
the winning side’s total.
Step 3: The remaining points are the number of Campaign
Points the winning side adds to their overall Campaign
Points total.
33
Organizing the campaign
The Raiding Aces campaign is a flexible system that encourages players to play raiding battles and develop their own
special warriors called Raiding Aces. The campaign system is
built to pretty much run itself with a little help from you as
the organizer. Here is a short guide to assist you in hosting
an exciting Raiding Aces campaign.
Organise the Venue
You can play Raiding Aces with your friends at the local store
or gaming club. Choose a place that best suits your group
and the number of players you expect will play.
Organise Teams
There are two teams, or sides, in Raiding Aces: the Axis and
the Allies. Organise your players into these two sides and
have them nominate a leader to coordinate their side and
their strategy. With that done they can begin fighting for the
battlefields of the Sahara.
Campaign Turns
As the organiser one of your biggest responsibilities is to
determine the length of the campaign turns. Raiding Aces is
quite flexible in how long you would like your turns to be.
Turns do not have to be the same length as each other. For
example, if your players are having fun playing at 500 points,
feel free to extend the turn.
Short campaign turns mean the campaign will be fast and
sharp, maintaining players’ interest, but requires your players
to be very active in playing games. Longer turns gives your
players more time to play games and build up their Raiding
Ace warriors, but requires more work to keep their interest
up over a longer time period.
Setting Aside Game Days
It is a good idea to set aside dedicated days to play Raiding
Aces. This helps players schedule their game and ensures that
they can get a table when they need one.
Promote Your Event
Having a good campaign promotion plan is essential as you
organise your event. No one will be excited to play Raiding
Aces if they don’t know what it is and where to play! For ideas
on how to promote your campaign check out our website:
www.FlamesOfWar.com.
34
Preparing for the Campaign
Make copies of the Raiding Aces Company Chart and the
Abilities Quick Reference Chart for each of your players so
that they can track the progress of their Raiding Ace and his
company.
Display the campaign map prominently so that all of your
players can see it and know where they will be fighting.
Tracking the Campaign
Once the campaign has begun all that you need to worry
about is keeping track of its progress on the Raiding Aces
Campaign Chart. This chart is the master record of the
campaign, so place it in a safe place where players can see it
and keep up to date on the progress of the campaign.
You will need to record the results of each battle. Players
will report their games to you. They will need to give you the
following information:
• What Area they were fighting in, and
• which side won.
Record each victory with a mark in the winning side’s
column.
Winning an Area
At the end of the campaign turn, total up all of the Allied and
Axis victories in each Area. The side with the most number
of victories in each Area wins that Area. Circle the side that
won the area. No further games can be played in that Area.
At the end of the campaign turn, if no battles occurred in an
Area, the Axis side automatically wins it, as the Allies have
ignored it.
At the end of the campaign turn, if there is an equal amount
of Axis and Allied victories in the same Area, the Axis side
wins the Area as the Allies have failed to make any headway.
Campaign Points
When a side wins an Area they are awarded Campaign Points.
These are added to their side’s Campaign Points grand total
found at the bottom of the Raiding Aces Campaign Chart.
Each Area in the Deep Sahara and Western Desert are worth
a certain amount of Campaign Points. The Areas found in
the Deep Sahara are critical for success and are thus worth
3 points each. The forward bases made it much easier to
launch raids into the enemy rear areas, and these three Areas
are worth 2 points each.
Unlike the others, the Areas in the Via Balbia region are not
worth any points. Instead, players score one Campaign Point
for their side for every three Victory Points that they earn in
each game played in a Via Balbia Area. For example, if you
have completed The Raid mission and earned six Victory
Points, you have scored two Campaign Points for your side.
You are then free to play another game and keep adding to
your total!
Ending the Campaign
At the conclusion of the third campaign turn you have a
choice about how to end your Raiding Aces campaign. You
can either end the campaign at the conclusion of turn three
or fight a big grand finale raid on Tobruk.
If players chose to end the campaign after the third campaign
turn, total up how many Campaign Points each side has won.
The side with the most wins the Raiding Aces campaign.
If players would like to fight the grand finale battle, play the
Smash & Grab mission on page 27.
The side that won the Smash & Grab mission earns some
bonus Campaign Points. Be sure to add these to the winning
side’s total. The side with the highest number of Campaign
Points wins the Raiding Aces campaign.
Campaign Kit
Raiding Aces can be run completely from this book, but you
can also get an Raiding Aces Campaign Kit with includes
everything you need on one large erasable wall chart.
The wall chart includes:
• Raiding Aces map,
• experience trackers for up to 10 players,
• Abilities Quick Reference chart, and
• a Victory Chart.
The Campaign Kit includes:
• one 20”x 30” (51cm x 76cm) Raiding Aces wall chart
• one wet-erase pen
• ten Ace of Aces Badges
The kit comes in a nice map tube which will keep your map
and gear safe and ready for the next Saharan campaign.
Ace of Aces Badge
Following the successful conclusion of your Raiding Aces
campaign you may award your players with an Ace of Aces
Badge, found with the Raiding Aces campaign kit or sold
separately on our website: www.FlamesOfWar.com.
The Ace of Aces Badge celebrates a player’s participation in
the campaign. Players from both sides that have filled their
Raiding Ace’s experience boxes are eligible for this award.
These can be worn proudly by players or fastened to army
transport bags to show off their achievement in the sand
seas, dunes, and wadis of the Sahara Desert!
Raiding Aces Documents
All of the Raiding Aces charts and documents are available on our website, www.FlamesOfWar.com. These
documents include:
• Raiding Aces Company Chart
• Abilities Quick Reference Chart
• Raiding Aces Campaign Map
• Raiding Aces Results Sheet
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Abilities Quick Reference
Brains
Turn
Turn
Turn
Keep Your Fire Up!
Split Up
Combined Strength
A Combat platoon led by
your Ace that is Pinned
Down may still fire at
their full ROF during their
Shooting Step.
Before the game begins, you
may split up to one of your
Combat Platoons into two
separate platoons.
Combat platoon Command
Teams that are Destroyed
survive on a roll of 3+.
1
2
3
Smash
& Grab
Squadron Of
Heroes
When your Ace earns this
Ability, each Command
Team of your Combat
Platoons earn a Turn
1 Ability.
Cunning Like A Fox
Diversion
Booby Traps
Trickster
Your Ace may be held offtable and placed near one of
your platoons. On a 4+ your
Ace can return to being held
off-table.
Once per game, at the
beginning of your opponent’s
turn, select one of your
Combat platoons to create a
Diversion.
Your force may use up to
five Booby Traps during the
game.
You may place one of your
Combat Platoons off-table
with your Ace. Your Ace may
take a platoon with him
when he is removed from the
table.
Custom Ride
Heavy Firepower
Improvised Stabilisers
Quartermaster
Your Ace is mounted in a
custom vehicle armed with
two AA MGs and a Twin AA
MG . Your Ace uses all of the
Motorcycle Reconniassance
special rules.
You may upgrade up to one
vehicle in each Combat
Platoon with a heavy
machine-gun.
All vehicles in your Combat
Platoons are equipped with
Stabilisers for their main guns.
Vehicles from your HQ and
Combat platoons do not
have their normal save.
Instead, if they are Hit
your opponent must make
a Firepower Test to Destroy
them.
36
Brawn
Smash
& Grab
Turn
Turn
Turn
We Lucky Few
Spread The Word
Our Ranks Grow
Private Army
Before the game begins,
your Ace may roll up to nine
Motivation Tests. For each
successful result, add one
Rifle team to a new Partisan
Platoon.
Your Ace may add an
additional three dice to your
We Lucky Few dice roll, for
a total of 12 dice.
Your Ace may add an
additional three dice to your
We Lucky Few dice roll, for
a total of 15 dice.
Your Ace may recruit either
two Partisan Platoons (using
Our Ranks Grow) or one
large Partisan Platoon.
1
3
2
Desert Explorer
Sun Compass
Sting of the Scorpion
We Are The Storm
Your Ace and any platoon he
has joined always pass Skill
Checks to free Bogged Down
teams in your Starting Step.
Teams from your HQ,
Combat, and Weapons
Platoons treat Difficult
Going as Cross Country,
and Very Difficult Going as
Difficult Going.
Your Unarmoured teams
from HQ, Combat, and
Weapons platoons ignore a
Hit in Assault if they roll a 6
(or 5+ while under the effects
of a Khamseen).
At the beginning the game
you may place a 24” wide
Khamseen anywhere on the
table that moves randomly.
Your troops ignore the effects
of the storm.
Gave Me This Scar
Bitter Hatred
See This Through
Twisted Focus
Your Ace receives +1 XP if he
Destroys opponent’s Ace in
this game. Opponent must
allocate all hits from your
Ace on their Ace, even if it is
attached to a platoon.
One of your Combat
Platoons re-roll misses
during the Shooting Step
when shooting at a chosen
enemy Combat platoons.
Your Combat and Weapons
Platoons may re-roll
failed Motivation Tests to
Counterattack against your
opponent’s Combat and
Weapons Platoons.
Teams from HQ, Combat,
and Weapons Platoons Hit
your opponent’s teams on a
2+ in assault, but Hit teams
from other forces on a 5+.
Balls
Turn
Turn
Turn
Satchel Charges
Collateral Damage
Instead of assaulting or
moving, your Ace may
place a single Satchel
Charge token. Your Ace may
detonate a Satchel Charge
token within 16”/40cm and
Line Of Sight.
If a Satchel Charge
demolishes an Objective,
roll a die. On a result of 5+
another with in 12”/30cm is
demolished, keep rolling for
Collateral Damage on a 5+.
Special Issue
Explosives
1
2
3
Charges now have Anti-tank
5 and Firepower 2+. Enemy
teams within 2”/5cm of a
detonated Satchel Charge
fail their saves.
Smash
& Grab
Saboteur
All command teams of
your Combat Platoons are
equipped with the Level 1
Satchel Charges Ability. You
may re-roll failed Collateral
Damage rolls
Flat-Out
Pit Stop
Finish Line
Grand Prix
While mounted in a vehicle,
your Ace receives an extra
4”/10cm to his movement
while moving across Cross
Country terrain.
Instead of Shooting, Your
Ace and any Combat
Platoon he has joined
may attempt to dismount
after they have moved on a
successful Skill Check.
Vehicles from your Combat
and Headquarters platoons
may escape in the same turn
that they have moved At the
Double on a result of 5+,
otherwise are Destroyed.
Vehicles from your Combat
or HQ Platoons may move
an additional 6”/15cm on
a roll of 2+. However, if
you roll a 1 they crash and
become Bogged Down.
How’d You Get On
One Up
Rivalry
If your Ace or 2iC team
demolish an objective, the
other team may re-roll a
failed attempt to demolish
an objective in the same
turn.
If your Ace or 2iC team Hits
in Assault Combat, the other
team may re-roll a failed
To Hit roll during Assault
Combat in the same turn.
Anything You Can
Do...
For every Hit scored by your
Ace or 2iC team during the
Shooting Step, the other
team may re-roll a failed To
Hit roll in the same turn.
When your Ace and 2iC
teams join separate Combat
Platoons, the Rivalry
Abilities also apply to those
platoons.
37
Raiding Aces Results Sheet
Campaign Turn:
circle one
Date:
Turn 1Turn 2Turn 3
500 points700 points
900 points
Area:
Axis
Victorious Side:
(circle one)
Allies
Objectives Demolished (Turn 3): _____________________
Attacker
Defender
Name:
Name:
Infantry ace name:
Infantry ace name:
Experience earned:
Experience earned:
Side:
Axis
Allies
Side:
Axis
Allies
Raiding Aces Results Sheet
Campaign Turn:
circle one
Date:
Turn 1Turn 2Turn 3
500 points700 points
900 points
Area:
Axis
Victorious Side:
(circle one)
Allies
Objectives Demolished (Turn 3): _____________________
Attacker
Defender
Name:
Name:
Infantry ace name:
Infantry ace name:
Experience earned:
Experience earned:
Side:
Axis
Allies
Side:
Axis
Allies
Raiding Aces Results Sheet
Campaign Turn:
circle one
Date:
Turn 1Turn 2Turn 3
500 points700 points
900 points
Area:
Axis
Victorious Side:
(circle one)
Allies
Objectives Demolished (Turn 3): _____________________
Attacker
Defender
Name:
Name:
Infantry ace name:
Infantry ace name:
Experience earned:
Experience earned:
Side:
Axis
Allies
Side:
Axis
Allies
A copy of the Raiding Aces Results Sheet can be downloaded from our website: www.FlameOfWar.com.
38
Raiding Aces Company Chart
Your Raiding Ace
Player Name
Raiding Ace Name
Experience track
• 1 XP Point for playing a game
• 1 XP Point if your Ace is not Destroyed or
has successfully escaped
Ability
Ability
• 1 XP Point if you win the game
• 1 XP Point for destroying at least one
enemy platoon
Ability Ability Ace of Aces
Your Company
Company Name
Motivation
Skill
Campaign Turn Points
Platoon NameTurn 1Turn 2Turn 3
Headquarters500 pts700 pt
Combat Platoons
Weapons PlatoonsM
Support Platoons
900 pts
S
Total Points:
A copy of the Raiding Aces Company Chart can be downloaded from our website: www.FlameOfWar.com.
39
Key Building Markers
Here are some helpful markers to identify buildings as Key Buildings in the Smash & Grab mission. Feel free to copy or print
these out and use them in your game. The first set of markers will identify what sort of Key Building the structure is, and the
other set can be used to show that the building has been Demolished by the attackers.
One idea is to glue the two markers back-to-back so you can just easily flip the marker once the building has been
demolished.
Intact Key Building Markers
Demolished Key Building Markers
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Raiding Forces
Raiding Aces uses Raiding and Garrison forces. The majority of
these forces can be found in Burning Empires, while a few can be
found on our website: www.FlamesOfWar.com.
Here is a quick introduction to the raiding and garrison forces
found in Burning Empires.
Long Range Desert Group
The Long Range Desert Group, or LRDG, was founded by the
legendary desert explorer, Ralph Bagnold. Its mission provided
the British with critical long-range reconnaissance and raiding
support. You can field an LRDG Patrol, fully equipped with
specially modified Chev trucks. The LRDG worked closely with
the Free French and also experimented with heavy equipment
in their Heavy Section, including a 25pdr gun and light tanks.
Special Air Service
The Special Air Service, or SAS, was established by David
Sterling to operate behind enemy lines in full raiding mode,
freeing up the LRDG to concentrate on reconnaissance. To
do this Sterling build his force around the famous SAS jeep,
each one bristling with machine-guns. You can field an SAS
Squadron and recreate the brilliant jeep raids conducted by
Sterling’s men in 1943-43.
Sudan Rifle Company
The Sudan Defence Force, or SDF, was responsible for
garrisoning the Kufra Oasis. This force made sure that the
critical oasis did not fall back into enemy hands. In 1942 the
SDF sent a raiding party to capture the Jalo Oasis as a part of
Operation Agreement. Although this mission did not succeed,
the SDF acquitted itself well.
Compagnia Autosahariana
The Sahariana were Italy’s special forces in the Sahara. They
were veterans of desert warfare, having fought the Senussi in
the decades before the war. They were mechanised and renamed
the Autosahariana. Like the LRDG the Autosahariana armed
their vehicles to the teeth and met their adversaries as equals in
every battle they fought.
Compagnie de tirailleurs
sénégalais
The Régiment de tirailleurs sénégalais du Tchad (RTST, or
Senegalese Light Infantry Regiment of Chad), formed the core
of the Free French forces in Chad, commanded by Colonel
Philippe Leclerc. Leclerc fought a more traditional war against
the Italians in the Sahara, laying siege against the garrison of
Kufra and launching an ambitious offensive against Murzuk.
Although poorly equipped, the French fought hard and bravely
and eventually marched from their base in Chad all the way to
Tunisia.
Compagnie Découverte
de Combat
Leclerc consolidated his motorised forces into the Compagnie
portée du RTST and based them on the LRDG pattern of
mechanised reconnaissance. These patrols, called Découverte
de Combat (Combat Reconnaissance), ran interference for
Leclerc’s main force, keeping the Autosahariana busy. After the
Battle of Kufra, Leclerc expanded the Découverte de Combat
patrols to conduct an aggressive raiding campaign to buy time
and build his forces up for his final drive north.
Brandenburger Halbkompapnie
Compagnia Mitraglieri
The Mitraglieri (machine-gun) were the second half of
the Italian defence force in the Sahara, along with the
Autosahariana. Their role was to provide a bse of operations
for the mechanised troops, garrisoning the critical oases, such
as Murzuk and Kufra.
103a Compagnia Arditi
Camionettisti
The Arditi, literally translated as The Daring Ones, were among
Italy’s most elite troops. The arrived in Libya towards the end
of the campaign and only saw action in Tunisia during the Axis
retreat from North Africa. However, their contribution was
felt by the LRDG and the Allies as they fought hard and even
launched some of Italy’s only offensive raids in the war.
The Brandenburgers were Germany’s own special forces.
Specialising in subterfuge, these troops wore enemy uniforms
to infiltrate the enemy’s lines and secure critical points
behind enemy lines. They achieved success in Germany’s early
campaigns and were expanded to operate as company-sized
units in 1942. The 13. ‘Tropen’ Kompanie, or 13th Tropical
Company, was deployed to North Africa and saw action in
southern Libya as well as along the coastline. They also fought
an exceptional campaign of sabotage in Tunisia toward the end
of the North African campaign.
OSS Operational Group
The American secret service, the Office of Strategic Services
(OSS) deployed Operational Groups in Corsica and Italy in
1943. These groups consisted of a core of American volunteers
from the US Army’s airborne divisions and the US Marines. To
support the core, partisan guerillas were raised and trained to
help put together a formidable resistance army, supplied by the
American war machine.
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